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.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.
CityAirStrikeDefense
, we just need to have one more for each Domain.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.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.
What is this mod that shows the promotions???? This is amazing!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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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.What is this mod that shows the promotions???? This is amazing!
Unreal, thank youStarting 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.
Is it? In my 3.0.4 game in a blockade and pillaged siege, the AI could still produce Knight in one turn.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.
Yup. They still have Production cost reductions, as well as instant yields from other sources.Is it? In my 3.0.4 game in a blockade and pillaged siege, the AI could still produce Knight in one turn.
Can i ask how exactly did you made those modifications? Would like to try it myselfCities 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.
Marathon is an easy mode for warmorgering. People here probably discuss standard speed.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.