To me at least 10 times in the last run. 10 times waiting behind my walls and killing over 300 Huns one horse at the time. Don't even think about going in open field. Even if you have guns and Halabardiers you are against 30/40 huns at least. You kill all of them? Another 30/40 are already attacking you.
I've spent over 100 turns just like this and it was no fun. I understand that at max difficulty the AI is suppose to spam units, but only against the Huns (and mongols) I'm up against 30/40 units per battle. Winning is useless, you don't make progress because the AI has 10 timrs your units and unless you stay behind walls you have no chance.
A major nerf is required
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I just came here to make a thread about the same topic.
Personally, the power level of the horde units feels fine for me. On slower speeds they struggle to grow fast enough to be a problem. The problem in my experience is that the AI keeps using the units, almost exclusively, far past the point where they should be relevant. It is satisfying to gun down hordes of units, but not when it happens constantly, and especially not when you are in the Contemporary era and want to play with those mechanics.
Staying behind walls and shooting the units down with ranged units is the only option when they get to the point you describe. When off-map units like planes and siege artillery come online the "culling" goes a bit faster but is no less tedious and frustrating.
The enormous amount of time the Hun/Mongol player needs to spend to take their turns is also incredibly frustrating. Because they can move and shoot, you get to see them move up, fire, move away and then repeat with EVERY. SINGLE. UNIT: in their army. The horde units are not fun to play with when armies get to the size they do in the latter eras. Please just make them go obsolete and let me fight units appropriate for the point the game is in.
I was thinking something similar, it would be cool if hordes began disbanding past the era they're from back into the populations wherever the units are currently at. Like give them a 10 turn notice sort of thing so the Hordes can start making their way home while you start building up alternative forces.
At the moment our multiplayer game strat for defeating the huns is for one player to pick Mongols before the AI can... which you know... isn't ideal. The mid game forever war whenever the AI hits a Nuclear Ghandhi "Tyrannical" phase is our least enjoyable part of Humankind right now.
Gotta agree, must be hell for manual combat, usually just play blitz to see them from a speeding car. But then I personally just don't do manual combat and huns do autowin in most autos till you are couple tiers ahead, or so it would seem to me. But I dislike the whole "map full of unit stacks because I can micro it and will take hours to do it or I am an AI" mechanic, sso the trickery I propose is following:
An army cap. "oh my god, not the boring ol civ army cap" But yes, that's what I think we need since combat currently works in way that it is all about how many reinforcements can you stack before a combat actually happens and unless you have the advantage, you retreat so next turn you have more units there and AI does like to do this all the time.
Proposition: a soft army cap, something like cities * 1,5 - 2 , - X str on units when over? +X upkeep when over?
Fighting the huns/mongols are annoying because even if you destroy their siege weapon and thus make them unable to actually take the city, the battle still continue with you slowly killing their hordes with archers and each turn your city won't be able to produce anything. Thus I think if during a siege, if the siege weapons are destroyed and there is no realistic way for the attacker to win the battle, they lose and are forced to retreat.
Goodluck wrote: Fighting the huns/mongols are annoying because even if you destroy their siege weapon and thus make them unable to actually take the city, the battle still continue with you slowly killing their hordes with archers and each turn your city won't be able to produce anything. Thus I think if during a siege, if the siege weapons are destroyed and there is no realistic way for the attacker to win the battle, they lose and are forced to retreat.
Why? The attacker can still send reinforcements in subsequent turns.
shakee wrote: Why? The attacker can still send reinforcements in subsequent turns.
Yes, but those units could in such case start a new siege/assault. I don't see any issue with making assault more risky for the attacker and avoid those pointless grind battles, like against melee cavalry who can't get through walls while you are only able to slowly kill them with archers.
Huns can recruit units from their outposts by spending influence. It's something around 200 influence for 4 (4!) istantly generated archers. Considering that huns can't found new cities or attach territories, they have a lot of influence to spend.
Personally I find this mechanic amazing, my problem is with balancing the cost. 200 influence for 4 archers is nothing
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Against A.I, Huns and Mongols are and will stay, very potent. Because the A.I is weak in fight. So you can pillage him a lot, and grow your units for free.
It's normal. Military bonus will always be the strongest to exploit against the A.I.
The mechanic with influence on outpost is not broken. You have to wait a moment to have some food in one outpost. You need to buy a port to accelerate it.
The problem it's there is trick to exploit the huns, me and few others players has sent a report to the devs and we hope they will fix it.
Listen, a couple of e examples from my previous runs, all at humankind difficulty.
If I fight a war against let's say the persians, and i manager to kill 20 of their units, i can move on the offensive and easily take their ungarded cities, because the enemy is spent, it will take time to rebuild a decent army.
But if I kill 20 huns, which is doable, you have 20/30 more already at your gates. It doesn't happen with any other civ (mongols aside).
It is unrealistic, not fun for sure.
At the end of the game check the graphic for military units: you'll always see a spike for the hun player.
195 influence for 4 huns is too few. Make at least 750. The AI, or the human (i did it once with mongols), can spam 10 huns every 2/3 turns (at slow pace!!!), and good by to all the others
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