My take on improving defence:
War in Civ games in general, seems to easy. Only by mass of defenders can a civ defend itself, and thats the Civ3 solution. Its unlikely that an AI, given the current state of technology will have the broad strategic skill, of even an modestly skilled human, with even slightly less resources at his disposal.
Certainly, effort should be made in AI, to improve obviously bad behavior.
Civ has a theoretical game arc, of... 6000 years or so... maybe 7000. Most games are more or less over before less than a third of the game turns have elapsed.
Good game design aims to extend the game life as far into the game arc as possible, WHERE POSSIBLE. This doesn't mean that every game should go the distance, but there seems to be a problem if the game tends to be deemed over, when such a short time has elapsed.
The usual culprit for this is conquest... that is... that the human has rolled over the other AI's in a military sense, and gone ahead in science, production and so on, as a byproduct.
Whilst it might not be absolutely historically accurate, I would be in favor of making conquest very tough in the early stages, and perhaps making world domination a serious prospect by the Industrial age, with combined forces being important...
Thats not to say it should be impossible, earlier... but that it should take a combination of luck, skill and overwhelming numbers to achieve.
A theoretical situation has been stated... the 12-stack versus the 4 stack. Of course, in CTP2... its not quite that simple.
Armies are constructed of differing units... Offensive, Defensive, Ranged, Flanking, Bombard... basically.
I'm somewhat of the opinion that a city that had significant defensive capability... that is, perhaps, a city wall, and moderate defense, that is 4 or 5 defenders, should be able to rebuff an attack by a 12 stack with contemporary troops, without flanking/bombard.
Thats not to say that the defenders wouldn't be damaged, by a regular offensive/ranged force, and that overwhelming numbers... say another stack.. even a lesser stack.. like 8 say... couldn't finally take the city, or that a good defensive/ranged mix shouldn't be necessary for defense, as its always been.
This would tend to make cities stronger... which would, of course, make life harder for both the AI and human players, early on. However, humans have a habit of quitting the game when they start losing cities (plural) and thus the game, anyway... so its kind of moot.
The other effects would be to make bombard more important generally, which seems intuitive, and to extend the game towards the age of effective bombarding, that is, to some degree, catapults, then cannons, at least.
The AI would need to use bombard and counter-bombard effectively. I don't see that as an impossible goal.
War in Civ games in general, seems to easy. Only by mass of defenders can a civ defend itself, and thats the Civ3 solution. Its unlikely that an AI, given the current state of technology will have the broad strategic skill, of even an modestly skilled human, with even slightly less resources at his disposal.
Certainly, effort should be made in AI, to improve obviously bad behavior.
Civ has a theoretical game arc, of... 6000 years or so... maybe 7000. Most games are more or less over before less than a third of the game turns have elapsed.
Good game design aims to extend the game life as far into the game arc as possible, WHERE POSSIBLE. This doesn't mean that every game should go the distance, but there seems to be a problem if the game tends to be deemed over, when such a short time has elapsed.
The usual culprit for this is conquest... that is... that the human has rolled over the other AI's in a military sense, and gone ahead in science, production and so on, as a byproduct.
Whilst it might not be absolutely historically accurate, I would be in favor of making conquest very tough in the early stages, and perhaps making world domination a serious prospect by the Industrial age, with combined forces being important...
Thats not to say it should be impossible, earlier... but that it should take a combination of luck, skill and overwhelming numbers to achieve.
A theoretical situation has been stated... the 12-stack versus the 4 stack. Of course, in CTP2... its not quite that simple.
Armies are constructed of differing units... Offensive, Defensive, Ranged, Flanking, Bombard... basically.
I'm somewhat of the opinion that a city that had significant defensive capability... that is, perhaps, a city wall, and moderate defense, that is 4 or 5 defenders, should be able to rebuff an attack by a 12 stack with contemporary troops, without flanking/bombard.
Thats not to say that the defenders wouldn't be damaged, by a regular offensive/ranged force, and that overwhelming numbers... say another stack.. even a lesser stack.. like 8 say... couldn't finally take the city, or that a good defensive/ranged mix shouldn't be necessary for defense, as its always been.
This would tend to make cities stronger... which would, of course, make life harder for both the AI and human players, early on. However, humans have a habit of quitting the game when they start losing cities (plural) and thus the game, anyway... so its kind of moot.
The other effects would be to make bombard more important generally, which seems intuitive, and to extend the game towards the age of effective bombarding, that is, to some degree, catapults, then cannons, at least.
The AI would need to use bombard and counter-bombard effectively. I don't see that as an impossible goal.
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