Supermarathon Mod: Simple resign to ground combat using functions that the stock AI understands.

2023-10-25に共有
Supermarathon Mod: Simple resign to ground combat using functions that the stock AI understands.

Current Game
Axeman 5 strength, counters spearman.
Spearman 4 strength, counter chariot
Chariot 4 strengh, counters axeman.


The solution is simple. Only make axeman because it has the highest base strength with only 3-4 spearmen escorting.

Bloodlust Mod; SO SIMPLE THE UNMODDED AI GETS IT
Axeman 5 strength, counters melee. No free promos or first strikes or bonuses asides from +50% vs melee. Limited to 12 axemen.
75 hammers. Does not require bronze, but gets a 33% production bonus with bronze/iron

Spearman 4 strength. Immune to all collateral/first strike.
Limited to 18 spearmen
75 hammers. Does not require bronze, but gets a 50% production bonus with bronze.

Chariot 4 strength, counters melee and siege (except spearman with negative combat bonus to spears). Has baseline 60% withdrawal chance. Deals collateral damage to one extra unit, collateral can kill.
Limited to 6 chariots
100 hammers, functions as mobile artillery that can kill.
Does not require horses, but gets a 50% production bonus with horse.


Catapult, 5 strength, cannot reduce any unit's health below 80% of it's base value. Therefore, 100 catapults will never reduce a single axemen below 4 strength.
UNLIMITED IN NUMBER
Does not require stone, but gets a 25% production bonus with stone. 50 hammers.

Tier 2 archer (obsidian arrow tips): 4 strength archer. 15% withdrawal chance. Does 25% extra to spears and axemen. 1 First strike + 1 chance at first strike.
UNLIMITED IN NUMBER. 25 hammers.
Requires Walls before being built.


Tier 2 Warrior (Shielded Warrior). 5 strength, 10% withdrawl chance. 25% hills attack. One chance at first strike. UNLIMITED IN NUMBER. 20 hammers. Prefers to attack Axemen. 25%+ City Attack

Walls = Flat 25% Defense, cannot be bombarded down.

SIEGE TOWER: . 20 Strength, Negative 200% City Defense, Positive 1000% City Attack. Immune to collateral. 1 First Strike. Medic 1,2 and 3. Has Blitz, Sentry and March. Two moves (to utilize blitz). Guaranteed to bleed out unprepared turtling opponent.
LIMITED TO TWO SIEGE TOWERS
1000 hammers. -200% Attack vs Siege Tower.

Raider: 5 strength unit, counters catapults. 3 moves, ignores terrain cost, invisible, hidden nationality. Can only be seen by chariots and scouts. Can be used by both sides to stop reinforcing catapults that are unescorted and/or pillage deep within enemy territory when the Siege Tower initates war on the front.

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