Anyone else feels like capturing city is hard and boring?

Early game garrisons matter too much and late game they matter less (because once enemies reach your city in melee it's over).

HP values are also a problem. Since city CS should scale linearly with unit effective CS (it doesn't right now! need to be rebalanced), city HP should depend on the number of units attacking it each turn.

Pre-walls units have at most 1 range so only a couple of units can attack a city at the same time, say 3 attacking from the same side. City HP should be low for conquest to be possible.
At range 2 eras (from Archer all the way up to before Artillery) a few more units can attack by ranged, around 5-6 attacks per turn. Walls should add a lot of HP, but Castle and Bastion Fort should not add much.
Range 3 units and planes start appearing just after Arsenal, which adds a lot of potential attacks on a city per turn, but interceptions are supposed to counter planes so we only count ranged units here. We can expect city HP to be doubled from here on.

Coastal buildings should not add CS or HP at all. Instead, ships should be tuned down to be as effective as attacking cities as land units. Same with Minefield.
 
Coastal buildings should not add CS or HP at all. Instead, ships should be tuned down to be as effective as attacking cities as land units. Same with Minefield.
Don't know about the rest, but I agree with this. At most, coastal buildings should add supply so that you can afford additional units to protect you as you expose yourself to a new angle of attack by other civilizations.
 
Coastal buildings should not add CS or HP at all. Instead, ships should be tuned down to be as effective as attacking cities as land units. Same with Minefield.
What I want is actually a new building mechanic that only add defense against naval ships.

We already have one Buildings column for air strike defense CityAirStrikeDefense, we just need to have one more for each Domain.
 
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Air strike defense works completely differently (flat damage instead of using combat calculation). We don't need a third formula for the sea domain.
 
Early game garrisons matter too much and late game they matter less (because once enemies reach your city in melee it's over).

HP values are also a problem. Since city CS should scale linearly with unit effective CS (it doesn't right now! need to be rebalanced), city HP should depend on the number of units attacking it each turn.

Pre-walls units have at most 1 range so only a couple of units can attack a city at the same time, say 3 attacking from the same side. City HP should be low for conquest to be possible.
At range 2 eras (from Archer all the way up to before Artillery) a few more units can attack by ranged, around 5-6 attacks per turn. Walls should add a lot of HP, but Castle and Bastion Fort should not add much.
Range 3 units and planes start appearing just after Arsenal, which adds a lot of potential attacks on a city per turn, but interceptions are supposed to counter planes so we only count ranged units here. We can expect city HP to be doubled from here on.

Coastal buildings should not add CS or HP at all. Instead, ships should be tuned down to be as effective as attacking cities as land units. Same with Minefield.
In my experience cities without walls are pretty much paper, its not too hard to take them down. However, walls are a major deterrent to early war, once they are up I pretty much need city assault melee and a good number of ranged units to do the job.
 
Sieges are pretty boring to me these days but they're not difficult at all. It's just a matter of getting cover I/II melee troops, proper amounts of ranged and mounted units, and grinding down enemy troops until you can safetly move them into position for the siege, and retreating as necessary. Your win condition often times is just getting range on the catapults, so it's best to always farm as much XP as fast as you can for them. Another tip is to keep your troops alive and play cautious, because every added 10% cs bonus will make a massive difference in how much your troops can accomplish in a single turn, especially if you min-max them by getting authority/orders/autocracy bonuses. Lastly, try to farm sight II on a single scout if your map size is big enough, as it will be an invaluable asset in knowing what movements are safe and unsafe to make.
 
Later in the game when armies are bigger, you can also try distracting the AI army.
Here's a fun example. Look at how many troops Egypt sent to deal with a single explorer.
Another good chunk of his army is healing.
Without full hp tercios to lead the way, he's too scared to send in cannons and crossbows, so they're just sitting far back doing nothing.
And I can quite safely move in.
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What is this mod that shows the promotions???? This is amazing!
 
 
What is this mod that shows the promotions???? This is amazing!
Starting from VP 3.0, you can enable it through the Options menu. You have to restart the game and enable the mod in order for this to work.
 
This was removed a long time ago.

In the latest version, instant Production yields from difficulty and the AI's unit supply bonus were also removed.
Is it? In my 3.0.4 game in a blockade and pillaged siege, the AI could still produce Knight in one turn.
 
Is it? In my 3.0.4 game in a blockade and pillaged siege, the AI could still produce Knight in one turn.
Yup. They still have Production cost reductions, as well as instant yields from other sources.
 
One strong tactic which helps with early sieges are war elephants. If you have ivory, this is by far the strongest melee unit you might have at that point, and has 3 moves which helps with flanking or retreating. Other than that, I feel that melee units suck at sieges even with promotions, because civs always outproduce you - you cannot lose units, and attacking a city in melee is not a good idea for that, since you don't get healing and defense bonus. Siege or ranged units with 3 range are incredible. 1000HP tradition cities at cannon age are dull, its about 30 cannon shots even without insane city healing and other units. Immortal diff...
 
Cities without an army to defend it should go down fast which is not the case here. Single unit in a city on a vulnerable spot can hold off and entire army for a very unreasonable and unrealistic amount of time. That is why I made some modifications to reduce city hit points and combat strength by 30-40%. I also buffed siege units damage vs cities by a lot.
Game feels so much better and I started seeing AI actually getting close to domination victory. That is something i have never seen in my 2k+ hours of playing civ 5 which is in my opinion a very significant indicator that something is out of balance.
Can i ask how exactly did you made those modifications? Would like to try it myself
 
Man my experience here is vastly different from everyone elses. I found that melee units with the city siege upgrades were fantastic for taking things down. Just finished an aggro celts game on Marathon Emperor and I had wiped 3 civilizations out by 0AD, and I've twice gotten full domination wins by 1500 or so - on both normal and large maps. Cities melted early game after two or three turns, and I rarely had any siege engines or ranged at all. Just surrounded the city and swapped out units that got low for fresh ones. Even with walls and a garrisoned unit I was taking stuff down before catapults, and bulldozing multiple cities while waiting for mine to actually reach the front lines.
 
Man my experience here is vastly different from everyone elses. I found that melee units with the city siege upgrades were fantastic for taking things down. Just finished an aggro celts game on Marathon Emperor and I had wiped 3 civilizations out by 0AD, and I've twice gotten full domination wins by 1500 or so - on both normal and large maps. Cities melted early game after two or three turns, and I rarely had any siege engines or ranged at all. Just surrounded the city and swapped out units that got low for fresh ones. Even with walls and a garrisoned unit I was taking stuff down before catapults, and bulldozing multiple cities while waiting for mine to actually reach the front lines.
Marathon is an easy mode for warmorgering. People here probably discuss standard speed.
 
playing a standard communitas map standard speed currently 8 techs ahead of Austria who whave gon progress>statecraft>industry>freedom have 42 votes in the world congress basically i cant win as Austria have now defence pacts with 2 other border states which could outflank me they have taken mandirs as pressuire building have less cities less population but are apply double religuous pressure and the cites seem to have double defensive strength up to 100

Austria is allied with every city state except one... cities take several turns to take down even with artilillery are using triplanes for good interception its a hard slog i doubt id be finsihed in time as the congress votes on the UN in 8 turns i wont build it and probably have to go to war with the entire world to stop Austrias diplo victory

they have over 1000 gold per turn at one point gave me 30k in gold in peace treaty congrats to the devs but would like to add why is warfare a slog if you not authority?
 
Please whatever you do, don't make it easier to take cities- yeah I agree it is a bit of a slog but that is true to life as sieges could last months/years sometimes. It means you just can't steamroll militarily which for the most part you can anyways just not as easy -- as once you get the first and 2nd city or kill all the units the other typically fall relatively easy IMO. On current playthrough I was thinking it may make sense to put some type of penalty based of duration of sieges given the real life difficulties of sieges although I don't know what this would look like or how to implement or that I would even be fan of it.
 
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