If attacks from Cities were to be removed I think there would need to be some compensation, at least in the early game.
However, I think that neither disabling healing in enemy territory nor adding a Citadel-like effect would be suitable compensations.
I think a suitable compensation would be to instead
- give each player a free Warrior at the beginning of the game and to
- reduce the attack range of Archers from two hexes to one hex.
Let me explain why:
In the Ancient Era players have a low amount of Units, which is why Cities make up a relatively large amount of their firepower.
At the same time the threat from Barbarians is at its highest.
I therefore think that removing attacks from Cities without replacement can potentially make the early game very tedious since it will take you much longer to clear Barbarians.
I think the most suitable replacement would be to give each player a free Warrior in addition to the free Pathfinder.
(In my subjective opinion it is also more fun to fight Unit vs. Barbarians than to fight City vs. Barbarians)
However, in the early game there is also the threat of other players.
As of right now Warriors get absolutely obliterated by Archers.
Currently, if you rush Trapping and build a few Archers you can easily beat an AI that does not yet have Archers and/or Spearmen (even on Deity, at regular speed).
In that scenario a single Warrior is in no way a fair compensation for losing attacks from Cities.
I think that if you were to remove attacks from Cities with a Warrior as compensation rushing Archers would become an even more dominant strategy.
The way I see it there would be two ways to balance Archers if the attacks from Cities were to be removed:
- Reduce the Combat Strength of Archers or
- Reduce the attack range of Archers to one hex (and maybe give them a small CS bump to compensate).
I think that reducing the attack range of Archers to one hex would be the more sensible approach.
This is because I think that the fundamental problem with Archers in the (very) early game is that they can continuously attack Cities and Warriors from a safe distance with minimal risk.
If they had to move within one hex of their target it would make them more vulnerable to counterattacks.
Also, to effectively heal up during an early game siege they would have to back off first (and then approach again).
I think that the above two factors would greatly increase the attrition you would see with Archers in early game sieges and would therefore make them significantly less effective for that particular use case.
I think in order to achieve the same effect with a decrease in Combat Strength you would have to reduce the Combat Strength of Archers to such a degree that they become ineffective for anything but early game sieges.
I think it's fine to remove attacks from Cities for the Classical Era and beyond.
Compared to now it would give an advantage to the attacker but I think if anything attacking is a little too difficult right now.
Regarding the idea of disallowing healing in enemy territory:
I think this will be entirely ineffective.
Healing in enemy territory is really bad anyways.
I think it's a much better strategy to pull out and heal up in neutral/your own territory.
Regarding the idea of giving Cities a Citadel-like effect:
I really don't like this proposal because I think it would be really annoying to play against.
Approaching Cities (on higher difficulties) is already dangerous.
Ideally you would use melee Units as meat shields for your siege Units and fire away.
I think for the Citadel-like effect to be relevant the damage would have to be more than ~10.
However, if Cities were to deal more than ~10 damage to adjacent Units I think the rate of attrition among melee units would be too high to actually approach the City.
I think as an attacker it would be a far better strategy to level up your siege units to 100 Experience so you can safely attack Cities without having to suffer the Citadel-like effect.
As a defender I think the best strategy would be to use mounted ranged Units that use the City as a barrier against approaching enemy units.
If you cannot use mounted ranged units the second best choice would be to put ranged units next to/slightly behind your Cities so that they cannot be attacked without walking next to the City.