KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
One other solution to 1UPT is to get rid of tiles, at least for unit movement. This would also get around the strategic problems of a spherical world map w/ hexes (mainly because such a map is mathematically impossible without creating imbalances). Cities would still have "tiles" to work corresponding to the land around them, if you retain the Civ concept of 1 citizen working 1 tile (something which I find kind of bizarre, but is an accepted convenition in the series).
City defenses ought to be tough if people took the leaf technologies to get them. It's a pretty big tech sacrifice to get that defense when it would be truly overpowering and spend production building them. If anything, cities are far too weak in Civ5 and BE, given how hard it is to stop ranged units from bombarding them in one round.
The best city defense needs to be viable against late game units, given that there's no natural progression as with civ5. The third-tier promotion units are usually sufficient against CC cities, or cities that took defense perimeters + whatever the other thing was, and brute-forcing a strong city is possible with decent production. The fourth-tier units have gamebreaking abilities that render city defenses quite moot and by that point field armies can get so huge that a city alone can't do much.
What is a problem is that AI doesn't tech or prioritize city defenses, and the AI has no idea how to operate a field army (with 1UPT or MUPT).
All weak cities do is further limit strategy. In Civ5, try seeing how long a hill/castle city holds out against a human player's assault without a relief army - the answer is "not very long at all". BE makes this possible in the early game, but in the early game going for defensive leaf techs means not getting stuff that boosts your economy and it doesn't help you take other cities directly (though it does mean that you're not obligated to pull back a significant force if attacked - not that strategic planning is really rewarded by 1UPT, due to the constraints on army composition.
I haven't played enough BE multiplayer but if it's like Civ5, siege is really hard to use in MP games due to clickspamming.
Well City Defense could easily be given a natural progression. (Ideally combined with buildings)
what I'd like to see
City Base Strength: Affinity Factor * (X+Population)
Defensive Buildings add a % bonus to city strength
HP=Y+ Population + Buildings
Defensive buildings could also give certain abilities (give the city an additional ranged attack, boost city hp regen, boost units adjacent to the city)
However, I do think Cities should only counter attack (ie only do damage to units that attack them, melee or ranged) This way if their cities are too strong but their armies are too weak, you pillage them to death. (until your army gets strong enough to beat their cities or their army gets strong enough to beat your army)