I have now almost finished a game which I played with something new to my mod, slight changed to the Modern Age units. Took me several games, actually, to get to the period where this would matter.
Three most important changes affect these units:
Cruise Missile - increased bombard range to 4, slightly increased bombard power, added Precision Strike ability (a-la real life). Battleships can carry 2 Cruisse Missiles.
Marine - A/D/M is now 12/8/1, and the Marine has 2 extra HP, that is, a regular one has 5 already.
Paatrooper - A/D/M is 10/8/1, range increased. Patatoopers also get 2 extra HP, like the Marine, to make it possible to hang out in the field with those. A 8 defender with extra HP can be quite mean.
So, in the late Industrial Age, I went to Marines before Tanks, and made heavy use of them as field fighters. In the Modern Age, I had a nice missile defense system set up, with quite some Cruise Missiles, and most of my Battleships carrying one, too.
And, in late Industrial and Modern Ages wars started coming en masse. I was very surprised to see the Greeks deliver a Transport full of Marines to the Roman coast and make an amphibious assault, also later using those Marines in ground combat.
As I kept checking, Alexander had about half a dozen Paratroopers, too (I've never seen the AI build any before), and I've even once saw them actually make an airdrop.
Most pleasing of all, was the AI use of Cruise Missiles. Again, I didn't see the AI use those much, but when I invaded the Aztecs with some Modern Armor, Montezuma rained about 10 Cruise Missiles, killing 8 Modern Armor (I said I made them powerful!).
Let me summarize this: the AI does use units it otherwise wouldn't if they're toned up significantly. Most people don't use the Marines, Cruise Missiles and Paratroopers as they are out of the box either, so the AI doesn't.
I have also powered the subs up, and saw some increase in AI sub tactics, too.
Very pleased .
Three most important changes affect these units:
Cruise Missile - increased bombard range to 4, slightly increased bombard power, added Precision Strike ability (a-la real life). Battleships can carry 2 Cruisse Missiles.
Marine - A/D/M is now 12/8/1, and the Marine has 2 extra HP, that is, a regular one has 5 already.
Paatrooper - A/D/M is 10/8/1, range increased. Patatoopers also get 2 extra HP, like the Marine, to make it possible to hang out in the field with those. A 8 defender with extra HP can be quite mean.
So, in the late Industrial Age, I went to Marines before Tanks, and made heavy use of them as field fighters. In the Modern Age, I had a nice missile defense system set up, with quite some Cruise Missiles, and most of my Battleships carrying one, too.
And, in late Industrial and Modern Ages wars started coming en masse. I was very surprised to see the Greeks deliver a Transport full of Marines to the Roman coast and make an amphibious assault, also later using those Marines in ground combat.
As I kept checking, Alexander had about half a dozen Paratroopers, too (I've never seen the AI build any before), and I've even once saw them actually make an airdrop.
Most pleasing of all, was the AI use of Cruise Missiles. Again, I didn't see the AI use those much, but when I invaded the Aztecs with some Modern Armor, Montezuma rained about 10 Cruise Missiles, killing 8 Modern Armor (I said I made them powerful!).
Let me summarize this: the AI does use units it otherwise wouldn't if they're toned up significantly. Most people don't use the Marines, Cruise Missiles and Paratroopers as they are out of the box either, so the AI doesn't.
I have also powered the subs up, and saw some increase in AI sub tactics, too.
Very pleased .
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