This is too all people who mess around with units, mods, ect.
I am trying to determine the things which "confuse" the AI in what it builds.
1. certain slots seem to have "inalienable" properties for example a unit in the "rifleman" or "alpine" slot tends to be built a great deal regardlessly.
2. The AI will try to build the highest defense rating unit regardless of cost in most cities, so don't make 200 shield "Fuhrerbunkers" available on their build list.
3. Units with paratroop powers will rarely be used aggressively, only to occupy and defend. If you make a para type unit ATTACK, then the AI will use it like it uses Marines, not using paradrops. example: My "orbital laser" unit was a paradropping cruise missile. i) won't attack with paratroopers very much. ii) won't attack cities with CM type units very much.
4. Sub units on land: we've all tried it for the "invisiblity" but it confuses the AI which keeps them in ports as subs.
5. CM ground units. These work better if not in the original CM slot.
6. Horse units: we all know than 2hp, 1 fire, 2 move units are horses, but apparently the "horseman" slot is innately a horseman.
7. Making wacky things carriers. The AI doesn't use them.
8. Wacky diplos/spies. Tried to create a Commando, cross between Marine, paratrooper, and Spy. The AI doesn't like wacky Spies.
9. Alternate caravans: if anyone knows of a way to make an air or sea freight, it would be nice. Great for WW1 or WW2 scens..
Anything I missed?
I am trying to determine the things which "confuse" the AI in what it builds.
1. certain slots seem to have "inalienable" properties for example a unit in the "rifleman" or "alpine" slot tends to be built a great deal regardlessly.
2. The AI will try to build the highest defense rating unit regardless of cost in most cities, so don't make 200 shield "Fuhrerbunkers" available on their build list.
3. Units with paratroop powers will rarely be used aggressively, only to occupy and defend. If you make a para type unit ATTACK, then the AI will use it like it uses Marines, not using paradrops. example: My "orbital laser" unit was a paradropping cruise missile. i) won't attack with paratroopers very much. ii) won't attack cities with CM type units very much.
4. Sub units on land: we've all tried it for the "invisiblity" but it confuses the AI which keeps them in ports as subs.
5. CM ground units. These work better if not in the original CM slot.
6. Horse units: we all know than 2hp, 1 fire, 2 move units are horses, but apparently the "horseman" slot is innately a horseman.
7. Making wacky things carriers. The AI doesn't use them.
8. Wacky diplos/spies. Tried to create a Commando, cross between Marine, paratrooper, and Spy. The AI doesn't like wacky Spies.
9. Alternate caravans: if anyone knows of a way to make an air or sea freight, it would be nice. Great for WW1 or WW2 scens..
Anything I missed?
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