OK, I have been griping about the same military issues in CIV since before CTP and they still haven't (for the most part) been fixed. Firaxis - this is not a whine/flame - just constructive criticism
Granted, MP is all about human vs human but most games will involve computer opponents to round out the game, so I really think these things should be fixed before the PTW release - they wouldn't be that hard to code into the AI.
BASIC MILITARY CONCEPTS THE AI STILL DOESNT GRASP:
1) On a map with a decent amount of water and seperation between continents, one battleship is worth 10 infantry. This is a no-brainer to humans but the AI still can't grasp the most basic naval concepts. Coastlines need to be garrisoned with ships, troop carriers should be escorted, and most importantly - aggresors can't launch a massive land assault if they can't make it to your shores allive.
-fix-
Geography desperately needs to be part of the AI calculations for building and deploying troops. On a "continent/island" map, naval units should be integral to a civ's military. This makes for a better game and is also more historically accurate.
2) The AI still doesn't seem to get that some units are offensive and others are defensive. It will often throw stacks of infantry headlong against fortified tanks in a vain effort to counter attack, when these infantry would be far better off defending cities. By the same token, some civs will build disproportionate numbers of cavalry and tanks and use them only to garison cities... ?
-fix-
Flag units as either defensive or offensive. Have the AI build the appropriate units for its overall strategy. Then, more importantly, they must USE the units accordingly in combat. Currently, the AI will often EMPTY towns in a ridiculous effort to fight a stack of advancing units that is fortified in mountains....
OK - there are other areas that I think the military AI could improve but these are the "big two". Both of these changes could be implemented with little to moderate work on the AI and would make for a much more interesting MP and SP game.
Thoughts anyone?
Granted, MP is all about human vs human but most games will involve computer opponents to round out the game, so I really think these things should be fixed before the PTW release - they wouldn't be that hard to code into the AI.
BASIC MILITARY CONCEPTS THE AI STILL DOESNT GRASP:
1) On a map with a decent amount of water and seperation between continents, one battleship is worth 10 infantry. This is a no-brainer to humans but the AI still can't grasp the most basic naval concepts. Coastlines need to be garrisoned with ships, troop carriers should be escorted, and most importantly - aggresors can't launch a massive land assault if they can't make it to your shores allive.
-fix-
Geography desperately needs to be part of the AI calculations for building and deploying troops. On a "continent/island" map, naval units should be integral to a civ's military. This makes for a better game and is also more historically accurate.
2) The AI still doesn't seem to get that some units are offensive and others are defensive. It will often throw stacks of infantry headlong against fortified tanks in a vain effort to counter attack, when these infantry would be far better off defending cities. By the same token, some civs will build disproportionate numbers of cavalry and tanks and use them only to garison cities... ?
-fix-
Flag units as either defensive or offensive. Have the AI build the appropriate units for its overall strategy. Then, more importantly, they must USE the units accordingly in combat. Currently, the AI will often EMPTY towns in a ridiculous effort to fight a stack of advancing units that is fortified in mountains....
OK - there are other areas that I think the military AI could improve but these are the "big two". Both of these changes could be implemented with little to moderate work on the AI and would make for a much more interesting MP and SP game.
Thoughts anyone?
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