Agreed.
The whole reason people use spies instead of catapults...
I don't like the culture defense thing at all. I think it should be completely eliminated. A more developed city probably
is harder to conquer. Nevertheless, I think the defense modifer that culture tries to emulate should be based upon the number of building (or something else) and not the accumulated culture.
How does a catapult reduce culture anyway? Isn't culture an abstract concept? How do we use a physical object to bombard an abstract concept?
Bingo, well somewhat. The culture defense thing is silly. In order to boost city defense for units, you should have to build defensive structures. Walls and Castles first, until Military Science. The reasoning for ms is because that is when I would say the game would represent you have the tech to blow up walls
easily, so walled structures would obsolete. Besides, any gunpowder units wouldn't be affected by them anyway. Then, you should be able to build trenches (at gunpowder) and civil defense sirens (at industrialism). My suggested defense bonuses for each would be as follows:
Walls = +30% for melee, archery, and gunpowder units
Castle = +30% for melee, archery, and gunpowder units
Trenches = +30% for gunpowder and archery units
CD Siren = +30% for all units that can get a defensive bonus
A total of +60% available in all eras. Only the foolish soul that would attack with archery, melee, or old siege(pre-cannon) units after gunpowder is discovered by his enemy would face a +90%. But of course, these would all be able to be reduced by siege weapons.
IMO, what the strength of the culture should represent is 1) how long the city will stay unproductive if it is captured (like it does now, but it should be longer and you should be given the choice kill some pop to speed it up, something like a semi-raze, for larger culture centers) and 2) after nationalism, the effects from #1 as well as capturing a city should spawn a few conscript units, the number depending on the level of pop and culture in the city. One difference though is that if the attackers get by defensive structures, they should be able to use them to defend the cities (again depending on the culture of the city, after nationalism there should be a % chance that your "escaping" units could have "destroyed" the trenches or something)