acluewithout
Deity
- Joined
- Dec 1, 2017
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- 3,496
Catapults' ranged attack is bombard class, meaning it deals full damage to walls. The ranged attack of units like archers deals half damage (-17) to walls. Meanwhile, the catapult attack deals half damage (-17) to units. This is why Artillery units, despite boasting 80 strength, don't completely evaporate infantry units (and the only thing that restrains the dominance of bombers.) Naval ranged attacks, iirc, deal full damage to everything. Certainly, the design strongly suggests siege units should be the city breakers.
Ranged units (pre-machine guns) have the feature of a defensive strength 5 lower than their ranged, while siege units get -12 until artillery (which is -20, but has a monster attack.) They are designed to be very squishy on the field.
I believe in Civ5, ranged units attacking ranged units used the ranged strength for the defensive side of the calculation. I am not sure if this still exists in Civ6- I think they all use combat/melee strength.
Whether compounded by that or not, catapults get absolutely decimated by city ranged attacks. To me, this is a flaw in siege design - AI cities always focus fire our catapults, and we know to take them down when the AI brings them along. Should city ranged strikes deal less damage to siege weapons? Perhaps so: The AI's cities also target other AI catapults first, which spells bad news for invading armies.
Since this thread focuses specifically on the AI, siege units' also could do with a medieval upgrade. They know to bring the siege units, but cities are improving constantly- through building more districts, the era advances, and adding new tiers of walls & garrisons- while catapult units really fall off. This would be like if Scythia was always programmed to have a huge light cavalry flavor regardless of the era, resulting in tons of horseman riding to their doom against muskets. From a player perspective, we all know why we prefer archers and xbows to catapults - they can 'shoot n scoot', and they have a production card.
I still contend that, for a number of balance reasons, production cards should be split to be
-light & heavy cavalry
-melee & anticav
-ranged & siege (+support later)
I mean, have you ever tried to build a domrey? Holy smokes. And we thought hard building khevsurs was rough.
I haven't really seen any good ideas for fixing siege that doesn't involve radically rethinking how all the units work. I like your idea of having a policy card for support units, but I don't think it's really possible to evaluate that idea until it's clear how support should work and so it's clear what is their value.
For catapults etc., I think a partial solution would be to give them greater defence vs. ranged. Catapults are already slow and vulnerable to melee. Having them be (in effect) also vulnerable to ranged really kills them.
I think that would be a good tactical dimension. You build walls, crossbows. Attackers turn up, and you feel pretty safe with the attackers bouncing off your walls and your raining down ranged atracks... then the catapults turn up. They're slow, so you can see them coming. But once they're in position you're stuffed. So now you need to get onto the attach because now you have to take out those catapults, or you're done for...
I don't know what you do with battering rams etc. Maybe attacking walls is a promotion, and rams instead just give you better defence vs. City attacks?