Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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quote:
ORIGINAL: usecase One point on the terrain value of cities, one of the problems in terms of AI programming is that, unlike Hitler, I'm never going to directly attack an urban hex. I'll just pocket it, wait a turn or two, and then shovel up the remains. With the possible exception on Leningrad, this is true for all the major cities. Therefore, there seems to be little point in defending the city. This is fine, except it doesn't gibe with the reality of Eastern front operations. I'm not sure I have a solution - the AI is damned if it does, damned if it doesn't. With respect to VPs, these are only really important when the decisive victory threshold is passed; I'm not sure the AI will be able to make the kind of nuanced judgements needed to be sensible about this - that's as the Soviets. As the Axis, well, once the initiative has passed to the Soviets, it doesn't much matter what calculations the AI does; it's toast. That's a good point. However, I posted somewhere else that the speed with which units lose CV when trapped in a city hex is too short. I think that a unit should be able to draw basic supplies from a city for at least 2-3 weeks, not to mention its own supply dumps etc. So, pocketed in rural areas - CV drop is immediate (as in 'next turn'). Pocketed in light urban, CV drop starts on turn 2. Pocketed in heavy urban, CV drop starts on turn 3...?
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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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