The Problem:
Units such as Infantry, Paratroopers, and Riflemen, are marked for AI offense, which encourages the AI to build and use them specifically for offense, even though their attack factors are weak for their cost.
The problem is especially apparent with Infantry, as this unit is the strongest offensive unit of its period, so the AI builds it in large quantities for offense. The AI loses many of these expensive units attacking fortified Infantry without artillery support. Then, when time comes to upgrade these units to Mechanized Infantry, any surviving 'attack Infantry' are converted to 'attack Mechanized Infantry' instead of keeping them for defense and building Tanks or M. Armor for offense.
But there is a problem even for even for units that are not the most powerful attackers of their period, such as Riflemen, Musketeers, Impi, and Numidian Mercs. The AI has a target number of offensive units for the size of its empire, and it builds a certain number of each of the available units that have the AI offense flag. That means that the French AI builds some Musketeers for offense instead of Medieval Infantry or Knights.
Possible Solution:
Increase the attack factor of Infantry, which is often used for offense (mostly by the AI, but sometimes even by the human). Increase the attack factor of Paratroopers, as the AI offense flag is necessary for them to be used for paradrops by the AI. Remove the AI offense from all other units with a weak attack factor compared to their cost. Specifically:
Most of these changes were implemented in the PTW version of the AU mod. Comments? (I know Nor Me doesn't agree about the Numidian Merc!
)
Units such as Infantry, Paratroopers, and Riflemen, are marked for AI offense, which encourages the AI to build and use them specifically for offense, even though their attack factors are weak for their cost.
The problem is especially apparent with Infantry, as this unit is the strongest offensive unit of its period, so the AI builds it in large quantities for offense. The AI loses many of these expensive units attacking fortified Infantry without artillery support. Then, when time comes to upgrade these units to Mechanized Infantry, any surviving 'attack Infantry' are converted to 'attack Mechanized Infantry' instead of keeping them for defense and building Tanks or M. Armor for offense.
But there is a problem even for even for units that are not the most powerful attackers of their period, such as Riflemen, Musketeers, Impi, and Numidian Mercs. The AI has a target number of offensive units for the size of its empire, and it builds a certain number of each of the available units that have the AI offense flag. That means that the French AI builds some Musketeers for offense instead of Medieval Infantry or Knights.
Possible Solution:
Increase the attack factor of Infantry, which is often used for offense (mostly by the AI, but sometimes even by the human). Increase the attack factor of Paratroopers, as the AI offense flag is necessary for them to be used for paradrops by the AI. Remove the AI offense from all other units with a weak attack factor compared to their cost. Specifically:
- Increase Infantry attack to 8.
- Increase Paratrooper attack to 6.
- Increase Modern Paratrooper attack to 8.
- Remove AI offense flag from Rifleman (build a Longbowman if you want an no-resource 4-strength attacker).
- Remove AI offense flag from Mechanized Infantry (build a tank if you want an attacker that requires oil and rubber).
- Remove AI offense flag from Musketeer (the musketman has identical attack and is used purely for defense).
- Remove AI offense flag from Impi (build Horsemen instead, or even Archers if you have no horses).
- Remove AI offense flag from Numidian Mercenary (build Swordsmen instead, or even Archers if you have no Iron)
Most of these changes were implemented in the PTW version of the AU mod. Comments? (I know Nor Me doesn't agree about the Numidian Merc!
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
Comment