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  • #31
    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.
    gamma, aka BuddyPharaoh

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    • #32
      I agree that marines are of no real value as it is now. I have never made them. The idea that a well trained marine would have any trouble with a knight in battle is ludicrous. The marine would have a field day with a target the size of a horse loaded down with armour. Now you have a dismounted and slow knight with a sword or pike verse an automatic weapon, hum.
      I would like to see a filter to allow me to remove obsolete items from the build list or if you make them go away after a period of time that is fine. I hate seeing warriors in my list while I am making tanks.
      I am thinking that bombers have too much value now. This is due to the fact that thy can be relocated to any city and have a huge range. In civ2 you have to fly them from place to place and it took time, not to mention the out of gas part. If at least it took an extra turn before they could be used it would reduce their effectiveness.

      Comment


      • #33
        Ok, I'll dissent. I like Marines. They're the only unit that can invade a city right off the transport. I've flanked many an AI by having the Marines hit what I deemed an important coastal city a turn or two after I've invaded from another direction.

        Helicopters would be more useful if you could use them to "pick-up" units in the field and return them to a city. Paratroopers drop in, pillage the roads to a strategic resource, hold out a turn, then helicopters swoop in and evacuate the paratroopers, mission accomplished. Or use the helicopters with infantry both for entry and egress.

        I agree with slowing cavalry down, and lowering their attack a bit.
        Where are we going? And why are we in this handbasket?

        Comment


        • #34
          I'd like to second the idea that coastal fortresses get a range of 2. They might almost be worth it then. Good suggestion!

          I'd also like to slip in my thoughts on units and resources (sorry for those that have heard the argument in other threads):

          Obsolete units being competetive vs. modern units was a design decision to prevent people without resources from being completely screwed. I understand the sentiment but think that it was a poor implementation. Instead...

          Create "non-resource" versions of all units that simply cost more. You can balance the extra cost so that resources are just as important as they are now, and then you can introduce a more powerful obsolecense mechanic that will prevent all the whining about frigate v. sub, or spearman v. tank, etc.

          Vel:
          I'll call your Impi wager and raise it one Mounted Warrior rush. Since both units cost 1 pop to create, and mine has a 3 attack (vs. your pathetic and shriveled little '1'), I'm pretty confident.
          I'm not giving in to security, under pressure
          I'm not missing out on the promise of adventure
          I'm not giving up on implausible dreams
          Experience to extremes" -RUSH 'The Enemy Within'

          Comment


          • #35
            What I REALLY want is to declare units obsolete so that they dont appear in my build ques.

            Having Longbows, immortal etc on my buildques is not only pointless, but actually quite annoying. Especially when the my governors start building these units.

            So make an option in the Military Adviser to declare (and undeclare) units Obsolete.
            insert some tag here

            Comment


            • #36
              Aack! Deliver me from Impis! Hehe....it's Aztec Jaguars, and you're on (erm...eventually...lol...if/when there's MP). I won't deny that you've picked a fine choice (#2 UU in the game, behind the Jag, IMO), but I think that, in such a game, if we started relatively close to each other, then before you could even research Horseback Riding, you'd find yourself facing several score Jags.....that's why my money would be firmly on the Aztec. Iroquois have a great unit, but the Aztec one is available from 4000 BC.....OUCH!

              -=Vel=-
              The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

              Comment


              • #37
                Re: Any upgrade holes?

                Originally posted by Jeffrey Morris FIRAXIS
                Any upgrade holes?
                I haven't had time to finish reading this thread, so my apologies if I'm repeating someone else's post....

                I like to play as the Persians--their civ attributes agree with my style of play and their UU kicks. But it is frustrating not to be able to upgrade a warrior. You end up just disbanding them. I'd appreciate it if I could upgrade them to swordsman.

                TIA

                Peace
                I'm not sure I understand all the complaining--the game is highly customizable.

                Comment


                • #38
                  I personally think the problem with Cavalry supposedly being overpowered is primarly due to the AI's inability to defend itself properly, not the unit itself. However, if the AI isn't gonna get any better at fighting in the industrial/modern eras, Cav should probably be weakened in some way (lowered a/d/m or higher cost, OR perhaps no knight->cav upgrade, or even putting it in the industrial era, attached to the same tech as riflemen). As it stands now, I punch out a bunch of knights and as soon as I get cav "poof" I have a large, very powerful force. No need for footsoldiers at all. I annihilated 2 entire civilizations (1 large, 1 medium sized) last night with roughly 20 cavalry. I think increasing either 1) the shield cost or 2) the MAINTANENCE COST of horse units might be a good idea. What if they cost 2 gold a piece?

                  You could argue the Mounted Warrior is a bit too powerful, but generally only if you poprush. I don't. The Immortal is nasty, but it's slow, so leave it be. The Musketeer.. ha, it's a joke. Who attacks with a defensive unit? Either leave it be but allow upgrading, or increase it to 3/5/1. The Cossack doesn't seem to offer much of an advantage, but if Cavalry is weakened, and Cossacks are left alone, then it's a solid UU.

                  Ironclads, IMHO, should be resticted to the coast. They were never exactly seaworthy vessels. Besides, the period of time in the game during which building frigates makes any sense is quite short. I think a minor tweak may be necessary to prevent Battleships losing to galleons and such (I don't mind occasionally taking damage from older, weaker units, but it does happen too much).

                  Someone mentioned the AI's tendency to ignore combined arms stacks approaching their cities. I brought that up in Vel's strategy thread, because I think it illustrates perfectly the AI's major fault - it cannot mount an effective, mobile defense. This ties in with the failure to mass artillery and use it effectively, along with it's inexlicable love of longbowmen and inability to use horse units the way we do to chip away at an advancing force. Also, the AI MUST UPGRADE IT'S UNITS! Why were my Cavalry fighting spearmen in 1/2 of Japan's cities last night? They had musketmen and Samurai (I saw and killed exactly 3 of those)!!

                  -Arrian
                  grog want tank...Grog Want Tank... GROG WANT TANK!

                  The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                  Comment


                  • #39
                    Historically, sailing ships of the frigate and galleon class ruled the seas for centuries. When ironclads finally came along, they instantly made all wooden ships completely obsolete, but I have never even heard of any ironclad battles except that among the two prototypes. Naval warfare went from that very quickly to destroyers and battleships.

                    In Civ III, frigate class vessels sit too late in the tree, while ironclads come way too quickly in the industrial age. Result? The frigates never get used except by civs with no coal. Ironclads are often then dominating the seas in huge fleets for centuries. The ironclad ought to be something with a much shorter lifespan. Dole them out with The Corporation, that should give some life to wooden naval warfare and shorten the span of ironclads except for those who have no oil.

                    If the reason they are handed out with steam power is "historic realism" I urge you to look at the RESULTS of that decision, and tell me how realistic they are. Something there has gone awry.


                    Musketmen are too weak. Increase their defense to 5 and give them a 25% chance of disallowing retreat. Give pikemen a 10% chance to disallow retreat. Give riflemen a 30% chance of disallowing retreat, and increase their defense to 7. Give infantry and paratroops a 40% chance to disallow retreat, and give marines a full 50% chance to disallow retreat.

                    Alternatively, if you dislike the idea of building a chance to stop retreat into the unit itself, then do it with the artillery. Make any unit that subjects itself to bombardment upon attack then unable to mount retreat. Thus, a city defended by four catapults would be able to prevent the first four units that attacked it from being able to retreat. Any after that, could do so. You would then also have to increase the AI priority on building artillery, but it would allow combined arms to take some of the bite out of the dominant retreat option.


                    Move Carrier back units to Advanced Flight. Move paratroopers to Flight and drop the airport requirement, but increase their cost to 120 shields. Leave their range moderate, and require oil.

                    Increase the AI priority on using transports full of marines to attack coastal cities. They currently only bother to build marines at all if they don't have oil for tanks. Give marines an attack bonus when making an amphibious landing, except against fortified garrisons or cities with coastal forts. Double might be too much, but right now these units are just not important at all in most situations. Think about France and D-Day: the Germans had every mile of coast fortified. In Civ III, the AI doesn't even consider fortifying its coasts, and can be COMPLETELY stopped from invasion by merely posting a unit in each square along a coast. Get control of your landmass, become invincible. If the AI actually USED marines, that would put an end to that. If it fortified its coasts, or even SOME coasts near cities, with forts and garrisons, that would make taking them over from the sea a whole new ballgame.

                    Also, as someone mentioned, they tend to rush all their surplus units into battle, leaving behind only minimal city garrisons. What happened to the Civ2 principle of building forts around their land and garrisoning those? This AI has a lot going for it, but there is still plenty of room for improvement. Considering that forts DO offer ZOC, the AI doesn't have enough priority on building them and manning them. Once you smash their surplus forces, you just roll from city to city in a matter of a few turns, with knights, cavalry, tanks, or armor. Never anything to contend with except cities and an all-too-predictable form of attack with surplus units. Perhaps the AI's should be given some priority to build forts on resource squares, man them (even within their borders), and even station workers there, as someone pointed out, to rebuild roads. Perhaps have them station some of their captured workers, if they have any? Those don't cost any maintenance. Or even just one worker. Could there be some way to have them identify strategic locations for forts? Defensive terrain, proximity to cities or resources, identification of vulnerable coastline?

                    I liked the idea of allowing Helicopters to retrieve foot soldiers from the field, not just drop them off.

                    Could you give radar artillery ZOC everywhere within its range? Right now, there's very little incentive to upgrade to Radar Artillery. The standard howitzers are plenty strong enough, there is not much to recommend the radar version.

                    Could you give AEGIS cruisers a visibility range of 3? Perhaps still only 2 vs subs, though. Oh, and could you PLEASE allow nuclear subs to carry standard cruise missiles as well as tac-nukes? And perhaps even allow Aegis to carry a cruise with them, too? Right now, they are nothing more than weak battleships that can see subs. You haven't captured their historical persona in the gameplay.

                    Also, why are Stealth Fighters nothing more than cheap/weak versions of stealth bombers? Why can't they FIGHT? They ought to be able to execute anti-air-superiority missions, to clear out enemy fighters so the bombers can go in. That's what they are there for in real life: to fight more than to bomb, although they can bomb, too, with a JDAM, for instance. If they weren't meant to kill enemy aircraft, they'd be called bombers, wouldn't they?


                    - Sirian

                    Comment


                    • #40
                      THE BEST SOLUTION TO CAVALRY PROBLEM

                      Localization of problem: 2+ movment units shouldn't be used as "mobile artillery"

                      Historical fact: You can't attack walled city (or uban city) with cavalry units effectivly.

                      Solution: Disable retreat ability for 2+ move units when attacking walled, 7+ pop. cities and forts.

                      Watered down verion of solution (just in case...): give them 50% chace of retreating in above case.

                      Exception: Blitz units (tanks) should keep full retreat ability.

                      Good points: It is simple. It is easy to progaram.

                      Bad points: Civ players need new strategies to consider (this applies to AI also).

                      Comment


                      • #41
                        Originally posted by Velociryx
                        I won't deny that you've picked a fine choice (#2 UU in the game, behind the Jag, IMO), but I think that, in such a game, if we started relatively close to each other, then before you could even research Horseback Riding, you'd find yourself facing several score Jags.....that's why my money would be firmly on the Aztec. Iroquois have a great unit, but the Aztec one is available from 4000 BC.....OUCH!
                        "... an African swallow, maybe. But no' a European swallow, that's my point..."

                        I didn't know you were planning to start off right next to me! Geez, there you go changing everything just 'cause you're Impi isn't as big as mine. (OK, I know it's Jags now, but I just love typing "Impi")

                        On a more serious note, I really prefer MWs because they are effective long enough to take over the whole world/continent. They tear through knights and Cavalry with 'nary a problem and they're Sooooo much cheaper. Only fortified Riflemen finally slow them down.

                        This all raises a great point about units that maybe Jeff can answer:

                        When will Multi-Player units be available?
                        I'm not giving in to security, under pressure
                        I'm not missing out on the promise of adventure
                        I'm not giving up on implausible dreams
                        Experience to extremes" -RUSH 'The Enemy Within'

                        Comment


                        • #42
                          I've done a lot of thinking about this game recently, a lot of it spurred by the a lot of the excellent information that came out in my anti-cavalry thread.

                          I've sort of modified my understanding of the problem.

                          I still think cavalry is too fast, but I think the reason its so utterly dominant isn't so much a feature of a broken unit (its moderately broken imho), as it is a feature of a game that doesn't give enough advantages to teh defender.

                          I hate to say this because it drove me crazy in civ ii where city walls could make a city essentially unconquerable for huge swaths of the game, but I think Civ III makes cities way too easy to take.

                          Consider the modern era because its the easiest to see the problem in action.

                          Lets say we have a defender, Alice. She's being attacked by the evil empire of Eve.

                          As a defender, Alice havsto garrison, say, 5 border cities heavily and 10 interior cities tolerably. Lets say she has 50 defensive units. That lets her put 2 in each interior city and 6 in each border city.

                          As an attacker with railroads, Eve can infinitaly concentrate her entire attack force on any one of Alice's cities. So, she takes her 20 modern armor and proceeds to start attacking one of Eve's cities. Since it has only 6 defenders, 10 or so modern armor attacks later, and zero casualties, Eve now has control of one of Alice's cities and 10 damaged modern armor.

                          Eve promptly razes the city to the ground and retreats all her damaged armor back into her own empire.

                          Eve still has 10 undamaged modern armor left though, so she goes ahead and sacks another of Alice's cities for good measure, again at zero loss to herself.

                          The issue comes down to this. CIV III lets the attacker infinitely concentrate his forces against only a subset of the defender's forces. This makes any defense where one attacker = one defender impractical.

                          Civ II dealt with this by giving defenders huge, huge bonus's. Just try digging mech infantry out of a city wall defended city with anything that doesn't ignore city walls and watch the butcher's bill rise.

                          Civ III doesn't give the defender these kind fo advantages, and hence its vulnerable to a concenration strategy.

                          Now this is going to be an issue with any turn bases stategy game. It was also a critical issue with any board war game (yes with the little carboard counters, I'm old school). Because of teh phases nature of combat, it made a stategy based on engaging and defeating a defending force in detail incredibly powerful.

                          Until somebody had a bright idea that pretty much fixed the problem.

                          STACKING

                          All we need to do to fix this problem is put a stacking limit in place in the game.

                          You can stack infinite units in a city, 5 units in a fortress, 3 units in friendly terrain, and only 2 per square in unfriendly terrain.

                          This way I can't rush 20 cavalry down one road at one of your cities. If I tried, they'd be strung out along the road in a column and vulnerable to a counterattack on your turn, as they should be.

                          Comment


                          • #43
                            Gotta say I love the "can't retreat if artillery bombarded you" idea.

                            I hate the stacking idea, but it makes a lot of sense, it would be effective, and it would make me change my strategies a lot. Can we somehow make sure that this never happens?
                            I'm not giving in to security, under pressure
                            I'm not missing out on the promise of adventure
                            I'm not giving up on implausible dreams
                            Experience to extremes" -RUSH 'The Enemy Within'

                            Comment


                            • #44
                              The stacking thing might work... but it sure would be annoying (particularly if it applied to workers too). I'm not sure about it.

                              In your example, Alice's main problem is that she is attempting a static defense, just like the AI. Static defense is a great way to lose, as your example shows. Mobile defense, however, is another matter. If Alice also had 20 Modern Armor, she could 1) track down Eve's retreating, beat up MA or 2) go do the same thing to Eve's border cities.

                              Quick question (and this is gonna make me look stupid, 'cause I really should know this): Does having a mobile unit in a stack prevent retreat by an attacker, even if the attacker is hitting a 1-move unit in the stack? If so, the real issue here is getting the AI to put a few mobile units in its cities, instead of endlessly patrolling its land.

                              -Arrian
                              grog want tank...Grog Want Tank... GROG WANT TANK!

                              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                              Comment


                              • #45
                                LOL @ David's post....yeah...good word that...."Impi"

                                I too, am a big fan of the Iroquois Mounted Warrior....hadn't really given the civ much consideration until I read Sauron's *excellent* piece on them, and then, the more I got to thinking, the more it dawned on me that he was dead on.

                                Early on too, I saw a few people heaping praise on the Jaguar, and I was thinking to myself...WHY? It's just a crappy little 1-1 unit!

                                Then I actually played a game with them, and Ohhhhh Lordy, what an eye-opener that was.

                                Those guys were *everywhere!*

                                Even better, because they're so cheap, I didn't have to pop-rush at all to make them....a size 2-3 city could crank 'em out in all of 2-3 turns, so once I got half a dozen cities set up, I had this continuous stream of new Jags.

                                And with so many hordes of 2-move little guys scampering all over the map, I had near-perfect knowledge of my starting continent in no time.

                                Once the "continental-mapping-project" had been finished, I simply selected the biggest, baddest civ on the continent with me, made use of my fast moving troopers to consolidate them, and charged.

                                Losses didn't matter. Damage per attacker didn't matter.

                                It was a beatdown.

                                The surviving Jags from the first war were, of course, all Elites, and those were combined with the latest crop, and turned their attention on the next biggest Civ....repeat till the continent was soaked in blood.

                                Of all the UU's in the game, the two I feel will either be outright banned or the most sought after will be the MW and the Jag. Amazing units, both!



                                -=Vel=-
                                (who has....Impi Envy?) LOL
                                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                                Comment

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