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AI Line Infantry Unit having Strength of 96 in comparison to mine 51

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2 years ago
Aug 1, 2022, 5:36:12 PM

Hi guys,


This is my first post, I was just trying to play the game at Nations difficulty @ 300 turns. I am about to enter contemporary era and AI is ahead from me by 2k Fame. The AI has Soviets as there last culture. In between some where they had Poles also. I have tried to raise war with it and I noticed following:


Their Line infantry unit has strength of 96 where as my line infantry unit is having strength of 51, please explain if possible. Both units have single star on them.


I usually like to go for war and destroy my opponent. This is what I mostly do with Endless space 2 and CIV. But with this kind of difference in power on same unit is kind of insane. Can some one explain how this can happen.


Thanks and regards

deepak gupta




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2 years ago
Aug 1, 2022, 5:59:36 PM

Weapons. Soviets get access to EQ that produces a lot of Pollution and tanks stability, but every one of them grants a resource that gives units +1 CS (in the current version nerfed only to when the units are Supplied).

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2 years ago
Aug 5, 2022, 12:54:26 PM
DNLH wrote:

Weapons. Soviets get access to EQ that produces a lot of Pollution and tanks stability, but every one of them grants a resource that gives units +1 CS (in the current version nerfed only to when the units are Supplied).

Thanks DNLH,


I know soviets provide buff to unit +3 and arms factory provide another +1 I think but, the difference here is almost double. I also played another game and this time rushed through era's and took soviets, in last era. at this point I have 5 Regiments of 8 Units each of line infantary and they all also got buffed to 100 plus CS.


I think this much difference in power on same units should be looked in by the developers as it is totally insane. Atleast I feel so. Hope the issue brought by me is relevant and looked into by the developers and fixed.


Thanks for your help

Regards 

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2 years ago
Aug 10, 2022, 2:38:31 PM

I believe the Soviet issue is that each arms factory creates a resource deposit which buffs CS, and it's cumulative.


If they had one city, with one territory, all units could only get up to one buff.  If that city has one attached territory (2 total) and thus two arms factories, they get 2 of the CS buffs.


In this case, they may have arms factories in like 15 territories, which means that while those units are 'supplied' they get a plus 45 CS.


If a close rival that is aggressive towards me becomes the soviets, I will often consider starting a new game.  The AI is definitely good at maximizing how they use their buffs optionally, and given their inherent bonus to unit production, they can attack with a fresh stack, retreat to go back to supplied while multiple fresh stacks come to take their place.  Waging a war into their territory becomes less and less likely.

Updated 2 years ago.
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2 years ago
Aug 14, 2022, 2:12:22 AM

I have an idea, though I'm not sure if it can be implemented. 

What if the buff is total factories/number of units. So if you have 10 units and Soviet factories provide 10, then each unit gets 1 CS? If you have 100 units, they would only get 0.1, etc. It would still favor having lots of weapons factories, but the effect would not be insane. It would probably end up being only 4-5 CS extra instead, which is likely what the developers intended.

(TBH, I think the devs didn't expect us to build as many EQs as we currently do - they're always my first built district in every territory in every era)

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2 years ago
Aug 14, 2022, 9:28:43 AM

Yeah, it really seems like devs expected people to go 'oh, cool, production queue finished, I'll order an EQ or two now, then', while it's first Wonders then EQs spam the moment I enter new era.


I'm really starting to think they need to introduce proper EQ cap if they want to keep adding ones that provide some form of resources.

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2 years ago
Aug 15, 2022, 2:03:52 AM
Dayvit78 wrote:

I have an idea, though I'm not sure if it can be implemented. 

What if the buff is total factories/number of units. So if you have 10 units and Soviet factories provide 10, then each unit gets 1 CS? If you have 100 units, they would only get 0.1, etc. It would still favor having lots of weapons factories, but the effect would not be insane. It would probably end up being only 4-5 CS extra instead, which is likely what the developers intended.

(TBH, I think the devs didn't expect us to build as many EQs as we currently do - they're always my first built district in every territory in every era)

I really like this idea. I think with your suggestion though the minimum would be a +1 CS as a .1 would do absolutely nothing and make it a waste. Would probably also need to increase how much CS is given per factory if it is being distributed between armies. Then it would require some. Thought in do you want a very strong small army, which could be dealt with if outnumbered. Or have a strong bigger army. Would definitely require rebalancing.


Another suggestion is have each factory give off .25 or .50 cs so you need to build a few to get the buff. 

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2 years ago
Aug 15, 2022, 3:33:39 PM
DNLH wrote:

Yeah, it really seems like devs expected people to go 'oh, cool, production queue finished, I'll order an EQ or two now, then', while it's first Wonders then EQs spam the moment I enter new era.


I'm really starting to think they need to introduce proper EQ cap if they want to keep adding ones that provide some form of resources.

Yeah, I always start to EQ spam the moment I hit a new era.


A thought that I had for many months in the early era of the game was that if they're going to have some EQs that scale massively over the whole city or empire (the original Ming Teahouse, French Exhibition Hall, Khmer Baray, etc.) then limit the over-scaled benefits to 1 per city, such that the version built in the city centre's territory (maybe even needing to bordering on the Central Plaza itself!) would be a "Grand Baray" or "Grand Exhibition Hall", getting boatloads of benefits, but the ones built in the other territories would be a normal Baray and miss out on some "Grand" power.  In the end, though, the devs have instead identified most of the overpowered EQs and reined them in to not scale too much, or to impact only the territory they're built in, which is also a fine solution.

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