Comments (1)
Vanilla game.
UNITAI_BUILD: builder, military engineer, roman legion
UNITTYPE_SIEGE_ALL: catapult, trebuchet, bombard, artillery, rocket art., battering ram, siege tower, gdr, antiair gun (why??), mobile sam (why??)
siege units that are ranged: artillery, rock. art., bombard, catapult, trebuchet, khmer domrey
Real Strategy.
UNITAI_BUILD - same as vanilla. TODO
UNITTYPE_SIEGE_ALL - vanilla + domrey + bombers TODO: remove anti-air
siege & ranged - same as vanilla. I am not sure. CHECK.
Where is UNITTYPE_RANGED used? - rebellion tags - city attack forces but NOT walled cities. So it is not used in behavior trees nor AiOpDefs. It is only for OpTeamRequirements - composition of various teams. So, it would be beneficial to actually differentiate siege from ranged.
UNITTYPE_AIR_SIEGE (bombers) - OpTeamRequirements 'City Attack Force', BH 'Siege City Assault', nodes 38 & 53 => Operation Air Assault
UNITTYPE_NAVAL_SIEGE - unique for RST
UNITTYPE_SIEGE (land siege units) - OpTeamRequirements 'City Attack Force', BH 'Simple City Tree', node 1 => City Attack, weird... this is for CITY_EVENT_DEFAULT
UNITTYPE_SIEGE_ALL (land siege, +ram, +tower) - OpTeams 'City Attack Force', no BH
UNITTYPE_SIEGE_SUPPORT (ram, tower, med, eng, bal, anti-air) - OpTeams 'City Attack Force', BH 'Siege City Assault' node 13 Make Formation
Conclusion. UNITTYPE_ is used mainly for OpTeamRequirements and rarely Behavior Trees.
from civ6-real-strategy.
Related Issues (20)
- Multiplayer Desync HOT 1
- DiploFavor exploit in Ancient Era HOT 4
- YieldSensitivities - what does it do?
- Minors - city builds HOT 8
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- GREAT_PERSON_CLASS_COMANDANTE_GENERAL not defined in Priorities
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- Remove StartBias changes and tweaks
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- Luxury Deals buy/sell gap, what influences them
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- Naval Superiority (vanilla) recruits land units (modern at, warrior monk) HOT 1
- SIEGE_SUPPORT blocking operations
- Compatibility with Extended Tech Tree mod HOT 1
- Possible sources of MP desyncs
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- AIs not building Walls
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from civ6-real-strategy.