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  1. #1

    Default assasins versus buildings

    it's 1099 AD..i play with england and france just betrayed me and atacked one of my cities..so..it's WAR...i have only 8 cities so the money is rising kinda slowly...i can't raise more than one army, cause if i do that, i go bankrupt very fast..so i use a different strategy.....spies..and assasins..lots of them...every turn i send about 10 assasins to an enemy city to sabotage every building that can be sabotaged...so in one turn i destroy every destroyable building in a city.....but something is unclear for me..when my assasin destroys a building and it says ''building destroyed 100%'' , does that mean that the building is gone and the AI must build it again in several turns, or it can just repair it in one turn? ..because if i destroy the buildings in a city, and next turn, they are back up again, i don't know if i will continue with this strategy..

  2. #2
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: assasins versus buildings

    honestly i don't know, i always use assassins to kill every enemy character i encounter...i mostly have one assassin per 3-4 regions...

  3. #3

    Default Re: assasins versus buildings

    i never used assasins for sabotage either..but if they could really destroy buildings like that, than the AI would take years and years to recover...and france will be at my mercy...and the war with HRE is innevitable..and by then i will be ready..with armies of assasins..

  4. #4

    Default Re: assasins versus buildings

    Quote Originally Posted by radu_g83 View Post
    when my assasin destroys a building and it says ''building destroyed 100%'' , does that mean that the building is gone and the AI must build it again in several turns, or it can just repair it in one turn? ..because if i destroy the buildings in a city, and next turn, they are back up again, i don't know if i will continue with this strategy..
    It's 100% damaged (not destroyed) and ALL OF THEM can be repaired in a single turn (like how you can retrain 9 units at a go).
    What you are doing is making the AI use money repairing, but the AI is always floating huge amounts of cashflow, so it can take that kind of hit. Watch out for the stacks that are doubtless forming somewhere. I think France uses a lot of those Frankish Horsemen (light horse).

  5. #5

    Default Re: assasins versus buildings

    so it's not that big a deal for france that i DAMAGE their buildings ...cause they can very easily repair them in one turn...hmmm...i must change my strategy then...but i will keep sending assasins to their cities..... can they use a building that's completely damaged ? can they recruit from a fully (100%) damaged building ?..cause if they can't, than i'll destroy specific buildings every turn

  6. #6

    Default Re: assasins versus buildings

    Ah, that's the thing. Like you, if the building is damages at *all*, you have to repair and and can't use it that turn.

    If you sabotage a building, the AI repairs it, but it can't be used on that (AI) turn, the AI will repair if it has cash. Then you sabotage it on your next turn, and so on, so the building is never used. There's no need to destroy, though, 1% damage means the building will do nothing.

    (Now, I'm sure you can sabotage Martial Law... since it's a building ... but the AI never builds it, and will rarely sabotage you, so .. )

  7. #7

    Default Re: assasins versus buildings

    so if i sabotage money making buildings, those buildings wont make money for the AI that turn...

  8. #8
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: assasins versus buildings

    Quote Originally Posted by Alavaria View Post
    Ah, that's the thing. Like you, if the building is damages at *all*, you have to repair and and can't use it that turn.

    If you sabotage a building, the AI repairs it, but it can't be used on that (AI) turn, the AI will repair if it has cash. Then you sabotage it on your next turn, and so on, so the building is never used. There's no need to destroy, though, 1% damage means the building will do nothing.

    (Now, I'm sure you can sabotage Martial Law... since it's a building ... but the AI never builds it, and will rarely sabotage you, so .. )
    France sometimes seems to build it in Jerusalem in the Cursader Epoche....hey, you just brought me an idea!

  9. #9

    Default Re: assasins versus buildings

    Quote Originally Posted by Bull3pr00f View Post
    France sometimes seems to build it in Jerusalem in the Cursader Epoche....hey, you just brought me an idea!
    Are you sure that Jerusalem doesn't start under Martial Law in the campaign setup?

  10. #10
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: assasins versus buildings

    i don't know, i only play as England (being very sneaky, see sticky "The Crusader Epoche")

  11. #11
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    Default Re: assasins versus buildings

    This theme led me to change the availability of assassins, btw.
    ... is done already in my dev version.

    And perhaps i'll still decrease the probability that an assassin-attack on characters can be successfully as it is now obviously, although with a patch version, you won't have that much assassins and also not the AI will.

    You'll need to find other strategies to maintain your faction as to sabotage and kill enemy characters in that degree you are discussing here.

    Thanks for the input
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  12. #12

    Default Re: assasins versus buildings

    What difficulty are you playing on for the campaign? If it's hard, the AI has +10000 gold/turn. If you sabotage things like Mineral and Metal mines (+5% tax) it won't be all that much. I'm not sure if trying attrition on the AI will actually work ...

    What you could try is bit military buildings so the AI can't train troops, and then try to take their towns (let the AI repair before you siege - don't think you can train in a sieged city, and then you'll get fully repaired buildings when you assault (preferably the next turn, of course)
    Last edited by Alavaria; February 23, 2009 at 10:16 AM.

  13. #13

    Default Re: assasins versus buildings

    look at the faction scroll and check out france's economics to see if they have less money since your assassin spree

  14. #14

    Default Re: assasins versus buildings

    i think this could really work...france has less money than me...i got about 7000 now...france is beneath me i think with 5000....they have 10 cities...i need about 50 assasins ...5 assasins for every city....and in 3-4 turns of sabotages in each city, they will go bankrupt.

  15. #15

    Default Re: assasins versus buildings

    i'm playing on mercenary/mercenary....medium i think it is

  16. #16

    Default Re: assasins versus buildings

    If you have a enough spies and with assassins sabotage buildings that give boni for law and happiness you could provoke a revolt.
    If a building is even slightly damaged, unless it's a wall, it doesn't function anymore (i.e. barracks won't train troops, boni from traders decrease, etc.).

  17. #17

    Default Re: assasins versus buildings

    ... I guess even the AI had public order problems when trying to hold settlements really far from the capital. Possibly with religious unrest, too.

    If you're thinking what I am, just remember that the AI has been known to hold 0% public order settlements, in riots, for quite a few turns before. And if it revolts from France to the rebels, it might spawn armies of gold chevron peasants.

    Further, "how do you sabotage Martial Law? Defame the army?"
    Last edited by Alavaria; February 24, 2009 at 09:19 AM.

  18. #18

    Default Re: assasins versus buildings

    Is it possible to still allow assassins to at least kill diplomats easily? I confess that it's very nice to be able to reduce the AI's mad diplomat spam...

  19. #19
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: assasins versus buildings

    Quote Originally Posted by Alavaria View Post
    Is it possible to still allow assassins to at least kill diplomats easily? I confess that it's very nice to be able to reduce the AI's mad diplomat spam...
    Makes less sense as the AI will produce them nonetheless if you kill them.
    The only way would be to decrease the availability of diplomats still more as it is now.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
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    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  20. #20

    Default Re: assasins versus buildings

    Well, that works too. As long as the AI stops spamming them - it's really rediculous and annoying. Does it have a particular reason to do so? They cost more in Chiv than RTW, but there's generally quite a large number around (until I start forming the assassin squads, then they kind of clear out a bit).

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