Right. Again, this is I think one of the best design decisions in Civ5.I think the city attack is meant to represent the basic garrison that each would theoretically have.
Assaulting a fortified city without siege weapons *should* require overwhelming odds. You still can take them with a few swordsmen though.Fine but currently it's almost impossible to wipe out a city until Cats are out.
It does. Size 1 city in the early game is strength 8, same as a spearman.but if someone just builds a city and has put nothing at all into protecting that city it should fall easily.
I don't really understand this.maybe if inherent city defenses were lowered then it would make sense to have to up them which i think is fun rather then having them just be able to attack at x-damage from day one, etc.
Would make conquest too easy for the human.Actually, it might be interesting to try making city bombards require walls. That would also really make barbarians much more of a challenge.
Just as a thought, what if walls gave cities 1-range bombardment, castles gave them 2, and military base gave them 3? Would that make conquest in the early game too easy, and late-game too hard?
My long-standing preference would be for defenses to increase city hitpoints in addition to strength. It makes the city last longer without actually changing the balance of combat odds against units.
Yeah, bombardment strength of cities is a whole separate issue. In an ideal world we'd have the capability to mod strength, damage bonuses (city promotions anyone?!), and hitpoints independently.
id also like to place my support behind having snow be 2 movement and having barbs be able to move double in both snow and dessert.
I could give them a promotion based on the terrain of their camp...
- Realism: Nomads native to desert would be more adapt at moving through it, same thing with living in snow, or forests, and so on.
- Gameplay: Could add some variety to the monotony and predictability of barbarian encounters.
I would be tempted to leave an AI bonus vs barbarians on the high difficulty end, we really don't want the AIs getting slowed down/messed up by barbs and so posing less of a threat to the player.I think the basic combat bonus is only there so the AI can deal with barbarians... but if we give the AI a basic XP advantage as was discussed elsewhere, it'd solve that issue. I
I could give them a promotion based on the terrain of their camp...
I think the basic combat bonus is only there so the AI can deal with barbarians... but if we give the AI a basic XP advantage as was discussed elsewhere, it'd solve that issue. It'd make a lot of sense to remove the combat bonus in that case.