bombardment efficiency

tianx

Chieftain
Joined
Mar 5, 2003
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4
Location
Sacramento, CA
Does anyone have any comments on how efficient the bombardments are for different units? I was using 10 cannons against the capitial city of Zulu and it was just not working out well. The cannons are all located on hill and of the 10 turns I pounded the city with fire but only scored about 8 shots. That's less than 10% efficiency. Maybe artillery will be better? This is also the same with sea bombardment using frigate. Is there anyway to increase the efficiency of bombardment(research etc)? Also, does anyone have problem with automated bombardment? I cannot seem to get them to aumatically bomb the town so I have to click on the units each round. A PAIN in the ASS. :( . Strangly, sea auto bombardment works out fine. I tihnk producing any more cannons will be in efficient since against 3 defender, I can probably overwhelm him a horde of cavalry anyway. P.S. I assume the reason you want to downsize the town is that any town with 6 or lower pop have less defense?

Sorry for a ton of questions, and thanks to anyone who give me the reply. Greatly help out the game :love:
 
I think artillery is much more effective than cannons, but a mistake I've made in the past that seemed to make a huge difference was trying to attack a city from the 'other' side of a river... but even more effective than bombarding cities is to attack approaching enemy troops with them- I guess it depends a lot on the target and what you're shooting it with, but it seems to work at least 50-75% of the time. Also great for weakening enemies who are holding out in mountains.
 
Originally posted by tianx
Does anyone have any comments on how efficient the bombardments are for different units? I was using 10 cannons against the capitial city of Zulu and it was just not working out well. The cannons are all located on hill and of the 10 turns I pounded the city with fire but only scored about 8 shots. That's less than 10% efficiency. Maybe artillery will be better? This is also the same with sea bombardment using frigate. Is there anyway to increase the efficiency of bombardment(research etc)?

Bombament is similar to a normal attack -- the bombarment value is like the "A" attack value of a normal unit and it is applied to the "D" value of the defender. A cannon has a bombardment value of "8" and a rate of fire "ROF" of 1 -- think of ROF as the number of "shots" a bombarding unit gets. With a ROF of 1, only one shot is fired, so at most a cannon will take one hit point from a defender (with a ROF of 2, you will experience some bombardments that take 2 HPs from a defender).

When bombarding a city, a bombardment unit actually has three potential targets: defending units, city population, and city improvements. The game will randomly determine the class of target (according to a weighting system that slightly favors units), and then "roll the dice" to determine whether the bombardment succeeds -- the "roll the dice" is comparing the bombardment value against the defensive value and using the random number generator to determine hit or miss. City improvements and population have a defense of 16. Let's assume your opponent's defender is a rifleman. Fortified in a city (size 7 - 12 population city) located on grasslands, the rifleman has a defense of 11.1 -- a base defense of 6 with defensive bonuses of 85% (50% for city, 25% for fortification, and 10% for grassland).

If your bombardment is randomly selected to attack the rifleman, it would have a 42% chance of taking a hit point (and a 58% chance of missing!). If bombardment targets a city improvement or population, it would have a 33% chance of destroying an improvement or reducing the population. One quirk in the targeting formula is that the bombardment unit might "target" city improvements or city population -- even if no such targets are available! Certain improvements (wonders, aqueducts, palace, hospitals, and "free" improvements from a wonder like free baracks from Sun Tzu's) will never be destroyed by bombardment. Similarly, the last population point will never be hit. If a city is reduced to size 1 and all eligible improvements have been destroyed, your bombardments will suffer a lot of misses, simply because the targeting routine calls for improvement bomabrdment but there is no improvement to vbe destroyed.

Many players find artillery to be the first truly effective bombardment unit -- with a 12 bombardment vaue and a ROF of 2 artillery can do some real damage. Others get plenty of good use from cannons and even catapults.

Also, does anyone have problem with automated bombardment? I cannot seem to get them to aumatically bomb the town so I have to click on the units each round. A PAIN in the ASS. :( . Strangly, sea auto bombardment works out fine.

I haven't much experience with auto-bombard bt many players report troubles only to discover that in their preferences panel (Ctrl-P) they have selected "Cancel orders for enemy combat unit" which means any continuing orders (GoTo or auto-bombard, for example) are interrupted when the applicable unit comes within one tile of an enemy. If you have this preference checked, it seems to effectively disable land unit auto-bombard since, before artillery, all land bombardment units must be next to an enemy unit in order to attack.

P.S. I assume the reason you want to downsize the town is that any town with 6 or lower pop have less defense?

Many people employ bombardment for this very reason. A metropolis (size 13+) offers a 100% defense bonus to units; a city (size 7-12) offers a 50% defense bonus; a town (size 1-6) offers no defense bonus. Some people also like to reduce the population in order to reduce the chance of the city flipping back to the enemy after it has been taken by ground forces.
 
Wow, great work, I never expect an answer to be so thorough. Maybe I just have bad luck with my cannons in the game. I will try again tonight. BTW, I built a fortress on the mountain next to the city and bombarded. Does it have any effect to why my success rate is so low? Thanx for the auto-bombard help, I am sure it will come in handy a lot:goodjob:
 
Originally posted by tianx
BTW, I built a fortress on the mountain next to the city and bombarded. Does it have any effect to why my success rate is so low? Thanx for the auto-bombard help, I am sure it will come in handy a lot:goodjob:

The fortress has no effect on your cannons; nor does their positioning on a mountain. Cannons, like all units engaged in attack (as opposed to defense), do not receive any combat bonuses from terrain, fortresses, city size, etc. -- virtually all of the potential combat bonuses apply only to a defender. The only exception that comes to mind is the radar tower (PTW only) which confers a 25% combat bonus on offensive and defensive units.

But your mountain fortress location will offer considerable defensive bonuses to your units defending the cannons should an AI unit charge your position.
 
Thanx Catt, great help, appreciated it a lot. :king:
I upgraded cannons to artillery last night and build raildroad all over the place and now it's awesome, almost 75-80% hit rate and auto bombard works now after I turned that option off. Just watch the enemy city fall. I also have MPP with Persian, they are in war now so Zulu is pretty much %&*$ed + embargo agreement with two other civs against Zulu. The reason I really wanted a war was because I was falling behind during middle ago and Zulu build 4 wonders in his captial while I was only a couple turns behind. Pissed me off like that. So now he gets it. I did not fortress don't give defense bonus to bombard units but I guess it makes sense, I am really surprise as to how many details this game hides from the players, keep you surprised all the time.
P.S. Sea bomdardment is still pretty inefficient, or maybe frigate just suck?
:D
 
I never thought of the river bonus, that defenders also (praobably?) get against bombardments. Silly. :)

@tianx: Frigates only have 2 bombard, so they are almost of no use against land targets. Against sea targets (well, caravels :)) they are pretty good, though.
 
Everything I always wanted to know about Bombing Infrastructure but was afraid to ask:

What are the *defense values* of improved tiles? Just a base value combined with bonus,
so destroying roads on grassland would be easier than hill's roads? Do cultural borders affect chances (ok, usually there aren't too many outside, but...)?
 
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