Bring enough cats to drop a castle in one turn. Problem solved.
50 cats? You are joking I hope.
Edit that would only be 25 with Accuracy
Bring enough cats to drop a castle in one turn. Problem solved.
Kind of More realistically, dropping a wall in 1-2 turns is not at all uncommon.
I misread this ... and was comparing barrage 3 1 hit versus barrage 3 2 hit. Anyway, the difference between 2 barrage 3's collateral versus 2 city raider trebs is a 15.2% difference. ...
... I'm also wondering, since barrage 3 should be +100% total, why the longbow isn't down 1 strength per hit. Shouldn't it be barrage 1 to be +20%, barrage 2 to be 50% total instead of 30%, and 3 to be 100% instead of +50%?
This thread shows what many have known for a long time. Barrage is essentially a useless promotion for siege.
... but without knowing the maths behind the calculations I can't definitely say it is a bug.
I dont understand why you wouldnt just bring enough siege to reduce the defenders to the minimum they can be damaged without needing to use barrage to get them there. Siege is what wins wars, everything else is just there to finish the nearly dead enemies off.
No need to get with usre: Accuracy: This thread is about Barrage -- more specifically Barrage vs City Raider & Combat. I'm sorry, but I don't see the correlation between Barrage vs Accuracy, since they have completely different applications (one for damaging units and one for reducing city defenses) -- nor does the Accuracy discussion seem to traveling in any direction related to the Barrage promotion line. Please take the Accuracy discussion to a new thread and/or limit yourself to discussing Barrage in this thread. Many thanks ...
The thread is certainly worthwhile but barrage has never shown any worthwhile results in any of my games or any games I've seen published. I'm a little surprised that you didn't notice the poor performance in casual play, it was certainly apparent to me even though I never carried out an exhaustive study. I notice that the AI uses the promotion a lot for its seige; but since when has that been any recommendation? Perhaps that's what it's for, to weaken the AI's seige by giving it a useless promotionUnfortunately, I wasn't privy to that "long time" knowledge ... and thus the reason I started this thread.
@ CivCorpse: And so is affected the price of tea in China ...
Defender:
6 longbows
Attacker:
6 catapults
12 swordmen
The only thing broken in Barrage is that silly +10% vs meele. Now assuming you can get promoted all the way up to Barrage III, you are out of the meele ages anyhow.
Otaku, I'm impressed by the amount of zeal that you're currently putting into your experimenting ...
... even if you keep it down to just the reasonable scenarios this is quite infeasible.
I will write a complete combat simulator for Civ ... I hope I'll get to a useable version during the weekend, I will post here when I've got something.
... one aspect that has not been mentioned yet are Great General Points and earned XP. Considering the far higher survival rate for CR siege, this can add up to a sizeable amount of GPP over the course of a game.
If you're inclined to run more tests, I'd be interested to see how barrage performs when fighting huge stacks, say 30-40 or more.
The only thing broken in Barrage is that silly +10% vs meele. Now assuming you can get promoted all the way up to Barrage III, you are out of the meele ages anyhow.
Well, with 6 catapults, you're averaging less than 1 swordsman death (probably the 11's are within the standard deviation of losses). Which means: if the swordsmen deaths are almost constant, then the only that matters are your catapult losses.
Your catapult losses numbers are too small in sample size, you could use some relative risk type cross comparisons to get more consistent data. And the collateral damage cap is 50% ...