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That is one of the things I think is not yet right. Yes, ships have historically not stood up well to air attack but it seems to be too easy now.
I have jet bombers in my current game. 110 and higher defence strength cities take forever to reduce the defences with only naval bombardment but just 4 jet bombers, eventually 6, allowed me to overrun the Arabian core cities, taking 6 cities in 7 turns. Too easy. Even levelling a city just leaves piles of rubble that defenders can dig into.
Historically it is not entirely clear. The earliest AA guns were converted from conventional artillery pieces and intended to deter rigid airships (which do not feature in this version of civ). Then aircraft came along. The early AA guns were not particularly effective so it is down to when you think AA guns should be regarded as effective.
I rarely get to use them although I do make use of SAM's to protect my artillery/rockt launchers.
You may have to base a second fighter on a carrier to provide air cover for naval units that are not adjacent, which means no room for a bomber on that carrier. But that is not a major issue.
It is just annoying that to make ships more vulnerable to air units the balance has been, imo, pushed too far the other way. Even if bombers should be able to destroy battleship armadas with a couple of strikes fighters definitely should not. I may have a look at the files and see if I can give fighters a penalty when attacking naval units.
The other thing I have just noticed is that previously a missile cruiser could fire at air units sitting on an enemy aerodrome and destroy them. That has been taken out. So something else I would not have changed.
Yes. But they never seem to actually have any planes on them.
This is all based on the base game without R&F and GS but after the update which was intended to bring the base game more or less in line with GS.
The good news is that the issues around not being able to deploy fighters from aircraft carriers is fixed. It now seems to work well. You simply select the fighter, click on the deploy button and choose the tile you want the fighter to protect. It will then intercept airstrikes on that tile and those immediately adjacent. When you move your carrier just do so, then select the fighter, select the deploy button and click on the new location for the fighter (I have only been positioning fighters directly over the carrier. That is enough to protect the carrier and up to 6 naval units in the adjacent tiles. If you want to cover a larger or different formation then you will need more fighters).
The AI will attack naval task forces even if they have enough fighters or jet fighters to take down the defending air cover. Then they pile in whatever they have left on the carrier then the other naval units. The effect is that there is a narrow window when you have battleships in which they can be used to bombard enemy cities down to the point they can be captured. Once the enemy has air units the removal of supporting AA fire from adjacent ships means that your naval units cannot go within range of enemy air units. In this case 2 P-51's were able to sink a battleship armada with around 20% damage to each of them. I don't even want to think what jet bombers could do. So if you get aluminium you have a virtually certain game winning advantage over an opponent who does not.
There is a further issue in that the AI appears to be able to see naval units, specifically submarines, when it has no units within legitimate spotting range.
The AI no longer appears to deploy fighter units defensively. In my current war Scythia has both bombers and jet fighters yet I am taking their empire apart with 8 jet bombers and 2 Helicopter armies. The jet fighters are not being used to protect AI cities from my jet bombers and no AI units are bombing my newly captured cities in order to reduce the defences and enable a ground unit to retake the city.
So the devs have fixed some things and basically broken several others in the process. Not for the first time.