I'm about 3/4 of the way through watching my first C3C debug game.
There are some nice improvements. As expected, AI builds a large navy now and we get to see some nice fleet v fleet action. I mean stacks of 6 frigates just going at each other, and ships swarming and then sinking landing parties escorted by several ships.
One thing that irked me though was that the ships have a penchant for bombarding cities.
Why? All that does is take off hp from units, and when it's not in support of land forces, that's just a waste of time and CPU cycles. I recall the AI navies used to prefer bombarding tile improvements.
Either BreakAway/Firaxis can code a way for the AI navies to recognize troop movements and them bombard cities in support of an invading force, or they should return the AI bombard back to the tile improvements, where the chance of hitting something is greater anyways and they can actually do some damage to cities by reducing food and production.
Is there anyway to code the AI ships to bombard vulnerable coastal strategic resources and luxuries as a top priority?
I know the BreakAway guys are really proud of the work they've done with the naval AI, and it shows. The AI uses navies now more than ever, they escort really well and the invasions I've seen tonight were some the most effective yet, especially when Frigates and Galleons become available-- those ships seem to trigger something in the AI. However, I think there's been a regression in parts of the code too, and I'm pointing it out here.