Originally posted by Dida
Maybe there is some misunderstanding based on the way I said things.
My main idea was that, we give some units bonus while attacking cities, and other units bonus while attacking in the field. So we make all units useful, and combined arms an important concept.
I would like to see a defending cities suffer more damage from battle, to encourage players to build a mixer of different units.
As I understand it, some units already have bonuses for attacking cities. Catapults aren't at risk of being destroyed in Civ 3, and ignore city walls in Civ 2.
I don't see what other bonuses/penalties could be given that aren't already reflected in the stats of the physically attacking/defending units. Suggestions would be helpful in determining the validity/viability of making these sorts of adjustments.
As for damage to cities, the only thing I can think of would be to give city improvements hit points, and have them be destroyed when they reach 0, and adding some method in the game for repairing the damaged improvements, such as giving Workers the ability to Repair Improvement, or creating special units or specialist citizens for carrying out the same function.
I've seen this method used in other games, and it seems to be a pretty good way of dealing with the issue.
Originally posted by rcoutme
I would also like to see battlements have a chance of destruction (if defended, then a very good chance) when an enemy comes in. One of the bizarre circumstances that I have noticed in many of my games in Civ3 and all of my games in Civ2 is that building a fortress near a city is near suicide. It's the last thing pillaged and gives the attacking force a place to rest and defend. This makes virtually no sense at all.
If the fortresses were, say, 75% likely to be destroyed when an attacking force marched in, then cities would be defended outside of the city. Who would want to have all of their improvements ripped up if they could defend the place at the perimeters. Two of the biggest reasons, IMHO, that we are constantly defending city squares is because
1. The city square controls the whole countryside
2. Putting a fortress near the city as a defense does not defend the city!
#2 above really needs to be addressed in Civ4.
Giving Fortresses hitpoints, similarly to the above described solution, should handle this fairly well.
Most fortresses were usually useable to some degree after defeating the occupants, especially if they had been abandoned.
The attackers were usually more interested in killing off the defenders than destroying the fortress itself, especially considering that they might be able to use the fortress after the defenders had been removed.
Having a Fortress near a city is a very good defense, when coupled with the default 'free attack' on enemies passing by, and the added defensive value that makes removing the threat of the Fortress defenders dangerous to the attackers. Would you go waltzing past a fortress with this threat to your military, knowing that the undefeated foes would be behind you as well as within the cities?
Anyone silly enough to leave an unoccupied fortress near their cities is just asking for trouble. How difficult can it be to pillage your own fortress before leaving it, or to send more troops to occupy it when the enemy approaches your city? It's not like they're going to zip through the rail system to the heart of your empire before you can remove or occupy any leftover Fortress you may have.
Quasar1011, I kind of think the ability to contact a rival, and demand something for peace, during a war, is Civ 3's current answer to that.
The chance that some, all, or none of the city improvements are destroyed, seems to simulate the remaining reactions from the resistors and the efforts to quell them. Plus the subsequent tendency to loot the city's cultural centers for the financial value of its artifacts and art.
Leaving the Cultural Improvements in a city would actually
reduce the chance of the city reverting back to its original nationality, because everyone would be happy, and the culture value of the city would remain high, increasing the city's resistance to Culture Flipping.
Giving the AI a chance of offering peace before conquering a city does seem like an option that should be added, but I tend to think that the AI would usually just take the city if it could, and then, maybe, offer peace or allow the player to negotiate for peace on their turn.