i admit i don't think of every strategy, situation, but with two exceptions, i am at a complete loss as to why i would build a catapult over an adept, those two expections being you can't build mages(khazad) or the amurites have hit you with their world spell, so i thought i'd compare them in the hopes i can either prove my point, or someone can show me where my logic has gone wrong.
catapult pros
both a catapult and an adept cost 90 hammers, but the adept costs a further 65 gold to upgrade to a mage to actually bombard with a fireball
a catapult is immediately able to bombard, where as the adept needs 10(?) experience, less with charismatic, ofcourse anything which boosts xp, or the xp rate, and this goes by pretty quick(form of the titan, outpost, arcane trait, cave of the ancestors). especially once you build a few.
"construction" is 60 hammers more than "knowledge of the ether", but unless you have fire mana to start with, you still need an additional 960 to get elementalism so you can build a fire node, plus, you need an empty mana node.
both need a 120 hammer building, so thats a wash(i am ignoring the catacomb librus)
the cataput has a strength 4, where a fireball(and adept) has only a strength 3, and a few things are immune to fire damage, or atleast resistent to it. The catapult also causes more collateral damage.
the catapult bombards 15 percent, where the fireball base is 10 percent.
adept pros
while an adept can't immediately bombard, he ,and the mage, are infinitely more versatile with a few mana nodes or starting mana types, holy shrines, etc. they can skele-spam, or bost attacking troop strenth, etc.
the fireball has less strength, but is a suicide unit anyway, and gets its strength bolstered by the mage casting it. If the catapult attacks, it can still bombard(not in the same turn), but is otherwise laid up for awhile healing, assuming it lives, typically it doesn't
the mage can get mobility promotions, coupled with spell extension and haste, this gives some serious reach to the adept/fireball combo, add in the fact that fireballs fly, and its even better. The catapult can't get mobility and can't even fire after its moved So my entire army is going to be held up, even if the catapults can keep up, simply because they have to wait a turn after they arrive, before they can fire.
heck, in a pinch, the mage can even attack after casting. more importantly the catapult must be next to the city to bombard, where the mage can hang a handful of tiles back(depending on mobility promotions)
while the techs and mages cost more, mages as useful and versatile as they are, and the mana types from elementalism also useful, its not that i am taking these techs just to bombard, i'd take them anyway. so the added cost of the mage and the accompanying technology is really irrelevant.
so with a catapult, you do slightly more damage, have slightly more health, are quicker to come by, but you are vastly slower, more vunerable, limited purpose. The only reason i can see for the catapult is if you are stuck in an early war, where you haven't the time for the adepts to level up. but after that limited window, they are a waste, and their cannon upgrades don't fare any better.
Mobility would help, the ability to fire after moving would help. Admittedly i am at a loss as to further improvements to make them worth while(well, ones that might actually get implemented)
so am i missing something? who builds them and why? What would make them more useful.
catapult pros
both a catapult and an adept cost 90 hammers, but the adept costs a further 65 gold to upgrade to a mage to actually bombard with a fireball
a catapult is immediately able to bombard, where as the adept needs 10(?) experience, less with charismatic, ofcourse anything which boosts xp, or the xp rate, and this goes by pretty quick(form of the titan, outpost, arcane trait, cave of the ancestors). especially once you build a few.
"construction" is 60 hammers more than "knowledge of the ether", but unless you have fire mana to start with, you still need an additional 960 to get elementalism so you can build a fire node, plus, you need an empty mana node.
both need a 120 hammer building, so thats a wash(i am ignoring the catacomb librus)
the cataput has a strength 4, where a fireball(and adept) has only a strength 3, and a few things are immune to fire damage, or atleast resistent to it. The catapult also causes more collateral damage.
the catapult bombards 15 percent, where the fireball base is 10 percent.
adept pros
while an adept can't immediately bombard, he ,and the mage, are infinitely more versatile with a few mana nodes or starting mana types, holy shrines, etc. they can skele-spam, or bost attacking troop strenth, etc.
the fireball has less strength, but is a suicide unit anyway, and gets its strength bolstered by the mage casting it. If the catapult attacks, it can still bombard(not in the same turn), but is otherwise laid up for awhile healing, assuming it lives, typically it doesn't
the mage can get mobility promotions, coupled with spell extension and haste, this gives some serious reach to the adept/fireball combo, add in the fact that fireballs fly, and its even better. The catapult can't get mobility and can't even fire after its moved So my entire army is going to be held up, even if the catapults can keep up, simply because they have to wait a turn after they arrive, before they can fire.
heck, in a pinch, the mage can even attack after casting. more importantly the catapult must be next to the city to bombard, where the mage can hang a handful of tiles back(depending on mobility promotions)
while the techs and mages cost more, mages as useful and versatile as they are, and the mana types from elementalism also useful, its not that i am taking these techs just to bombard, i'd take them anyway. so the added cost of the mage and the accompanying technology is really irrelevant.
so with a catapult, you do slightly more damage, have slightly more health, are quicker to come by, but you are vastly slower, more vunerable, limited purpose. The only reason i can see for the catapult is if you are stuck in an early war, where you haven't the time for the adepts to level up. but after that limited window, they are a waste, and their cannon upgrades don't fare any better.
Mobility would help, the ability to fire after moving would help. Admittedly i am at a loss as to further improvements to make them worth while(well, ones that might actually get implemented)
so am i missing something? who builds them and why? What would make them more useful.