I don't do much fighting in the ancient era. If I do, it's horsemen and spearmen, possibly with swordsmen, with adjustments for various UUs. I've never used chariots. Hoplites and legions are very hard to overcome.
In the medieval era, it's knights vs. pikes, or longbows if you can't find horses or iron. It quickly turns into knights vs. muskets. Late medieval turns into a cavalry-fest, right at the point where roads are still the main transport and riflemen haven't yet come out. That 3-square movement is the big factor.
In the industrial era, riflemen make cavalry more bearable. A quick beeline for infantry makes you downright comfortable for a long time, until tanks finally come out late in the era. The naval action also really heats up. Ironclads have a long period of dominance before destroyers and battleships finally arrive. Too soon to tell the effect of air power, since until the patch came out we were pretty much at the mercy of bombers.
Not much experience in the modern era yet. In the early part, it's almost all tanks, mech inf, and artillery. I have almost no use for marines and paratroopers are really hard to use if the enemy can instantly ship 30 tanks over to destroy any that come in.
Overall, resources haven't been a problem for me. I usually cover enough land that I'm bound to have whatever I need. In my first real game, I had no horses, which made ancient war very slowwww. Then I later had no oil, which made things touch-and-go when I faced tanks with nothing but cavalry and a few cannon and infantry (thank god I had rubber), but still doable. So resources are a welcome challenge IMO.
I try to avoid any combat until the industrial period, when I have rails. Rails make force deployment much simpler. It's all about movement, which is why the fast units are so dominant. They give you a 1-2 punch of better deployment options, and retreat. Retreat is proving to be very powerful; people use this to take virtually no casualties in a campaign.
I really like the right-of-passage feature, and not being able to use an enemy's roads and rails. Evens the playing field.
My biggest peeve with the AI is that it doesn't seem to recognize a major invasion force, and doesn't respond in a way I'd consider proper. Given the way wars are typically waged in the game, the AI shouldn't spread its defenses so evenly; or it should at least adapt.
I'd expect an AI to first destroy incoming roads and rails from the enemy civ ASAP, either with bombardment or with fast units. Destroy them on the enemy's squares, of course. Prioritize squares with rough terrain, and move extra defensive units into cities the enemy could move to in one turn, as far as it can tell. For example, a border city with enemy grasslands and plains nearby should have just as many defensive units as possible
More importantly, the AI really needs to use bombardment units more effectively. Right now, it seems to put one catapult, cannon, etc. in each city, to auto-bombard any incoming unit. This is almost completely uneffective vs. large invasion forces, particularly fast units. The AI should instead recognize such waves for what they are, and deliver as much bombardment as it can on top of that force, before moving in with conventional units.
Offensive bombardment should work similarly. The AI should lean more toward concentrating bombardment on a target before attacking it with its conventional units. Right now, if I have a civ with only cavalry, artillery, and riflemen, I can defend very successfully against an AI with tanks and mech infantry. I like that I can do this - it's still a bit tricky - but the AI really ought not to roll over when it sees this being done.
It may be that the AI is more adept at war in the road era, and simply isn't very good at it in the rail era. Maybe this is what could be improved.
One other thing the AI is lax about: it doesn't upgrade its old units nearly as expeditiously as it should. Was this to keep it from dominating the game if it has a tech lead? If so, it should keep enough money on hand to upgrade pronto if a superior civ attacks it.
In the medieval era, it's knights vs. pikes, or longbows if you can't find horses or iron. It quickly turns into knights vs. muskets. Late medieval turns into a cavalry-fest, right at the point where roads are still the main transport and riflemen haven't yet come out. That 3-square movement is the big factor.
In the industrial era, riflemen make cavalry more bearable. A quick beeline for infantry makes you downright comfortable for a long time, until tanks finally come out late in the era. The naval action also really heats up. Ironclads have a long period of dominance before destroyers and battleships finally arrive. Too soon to tell the effect of air power, since until the patch came out we were pretty much at the mercy of bombers.
Not much experience in the modern era yet. In the early part, it's almost all tanks, mech inf, and artillery. I have almost no use for marines and paratroopers are really hard to use if the enemy can instantly ship 30 tanks over to destroy any that come in.
Overall, resources haven't been a problem for me. I usually cover enough land that I'm bound to have whatever I need. In my first real game, I had no horses, which made ancient war very slowwww. Then I later had no oil, which made things touch-and-go when I faced tanks with nothing but cavalry and a few cannon and infantry (thank god I had rubber), but still doable. So resources are a welcome challenge IMO.
I try to avoid any combat until the industrial period, when I have rails. Rails make force deployment much simpler. It's all about movement, which is why the fast units are so dominant. They give you a 1-2 punch of better deployment options, and retreat. Retreat is proving to be very powerful; people use this to take virtually no casualties in a campaign.
I really like the right-of-passage feature, and not being able to use an enemy's roads and rails. Evens the playing field.
My biggest peeve with the AI is that it doesn't seem to recognize a major invasion force, and doesn't respond in a way I'd consider proper. Given the way wars are typically waged in the game, the AI shouldn't spread its defenses so evenly; or it should at least adapt.
I'd expect an AI to first destroy incoming roads and rails from the enemy civ ASAP, either with bombardment or with fast units. Destroy them on the enemy's squares, of course. Prioritize squares with rough terrain, and move extra defensive units into cities the enemy could move to in one turn, as far as it can tell. For example, a border city with enemy grasslands and plains nearby should have just as many defensive units as possible
More importantly, the AI really needs to use bombardment units more effectively. Right now, it seems to put one catapult, cannon, etc. in each city, to auto-bombard any incoming unit. This is almost completely uneffective vs. large invasion forces, particularly fast units. The AI should instead recognize such waves for what they are, and deliver as much bombardment as it can on top of that force, before moving in with conventional units.
Offensive bombardment should work similarly. The AI should lean more toward concentrating bombardment on a target before attacking it with its conventional units. Right now, if I have a civ with only cavalry, artillery, and riflemen, I can defend very successfully against an AI with tanks and mech infantry. I like that I can do this - it's still a bit tricky - but the AI really ought not to roll over when it sees this being done.
It may be that the AI is more adept at war in the road era, and simply isn't very good at it in the rail era. Maybe this is what could be improved.
One other thing the AI is lax about: it doesn't upgrade its old units nearly as expeditiously as it should. Was this to keep it from dominating the game if it has a tech lead? If so, it should keep enough money on hand to upgrade pronto if a superior civ attacks it.
Comment