In the interest of non-bumping discussion, I'd like to ask the experts (Sullla and Sirian, obviously, plus any readers) a question; I've tried the Customization forum, but I don't often get GOOD players answering.
In reading through your combats, it always seemed that the ideal strategy would devolve to the same thing: bombard defenses to 0% from range, reduce defending units to 50% health with bombers or suicide artillery, and then roll in with the heavily-promoted Modern Armor, which'll almost never lose in those situations, even against optimized anti-armor enemies. (This isn't meant as a slight on you or anything, and I'm aware that if you CAN win with less bombardment then you might as well, to conserve resources.) The main reason seems to be that reducing a unit's health to 50% penalizes them in four ways (reduces their damage per round by ~30%, increases enemy damage per round by ~40%, reduces the chance of them winning each round, reduces the number of rounds they can survive by 50%), so they're pretty much ineffective at that point.
I'm trying to make a mod that extends the tech tree three more ages into the future, by mixing Alpha Centauri stuff in. But I need to make it so that the game actually gets that far, i.e., make it impossible for an aggressive civ to easily steamroll over everyone else. One of the changes I want to make, then, is a defensive building that caps damage from bombardment or collateral attacks at a lower amount (say, 25% instead of 50%). Is that too much? If enemies could have only been reduced to 75% health before attacking, would the Cubans have still rolled through? I don't want to make attacking impossible, but it's hard figuring out where the balance point is.
Likewise, I was also looking to add a simple defensive modifier based on cultural ownership (+1% per 5% ownership of the square) that couldn't be bombarded away. If all cities had an extra 20% defense, would that have completely shut down attacks, or would it still work?