Then you have the problem of either having to wait 100 turns to get a good number of siege units or having only one or two to take into combat with you. The former results in wars being infrequent or late in the game and destroying the conquest victory. The latter results in not being able to take cities because the defenders heal faster than you can damage them.DemonDeLuxe said:Signed. The simplest way to have "real" artillery (they way it is is just plain WRONG, dangit!) balanced is to maked it much more expensive. After all, siege and artillery always HAVE been the most expensive military units in history (in modern times aircraft). Make a catapult cost 3-4 times as much as it does now and the problem of "siege stacks of doom" is gone.
Not quite true. It all depends on WHAT promotions siege units can get. You could easily balance that.[/QUOTE]
Currently siege units can have Accuracy, Ambush, Amphibious, Barrage, City Raider, Combat, Drill, March, Medic and Shock.
Accuracy would be okay as long as it only increased the chance of doing damage, not the actual ammount of damage.
Ambush, Amphibious, City Raider, Drill, March and Shock would not work at all.
Barrage or any collateral damage over doing maybe 5% to at most three units, would make them vastly overpowered.
Combat could maybe increase the percent damage they can do to units.
Medic could work since it would only help your own units.
The problem still remains that if you built 20 siege units, you could take them all to a city and you after that, you would need only one attacker per defender. Less if your units have Blitz. This would result in siege units being overpowered.