Tonas1997
Chieftain
- Joined
- Apr 6, 2018
- Messages
- 27
Hi! For starters, I should mention I don't have that much experience with VP yet, and neither do I have a complete (or, at least, substantial) understanding of balancing issues that come with this or that change. This means my following suggestions may come across as downright ridiculous to more experienced players.
Basically, I've been thinking about how VP (and CPP) makes the game harder for domination victories. The AI is way smarter than in vanilla; its armies are more diverse, its cities are well defended, and they seem much better at combined arms warfare. Which is a good thing! Ever since I changed to VP, I've had the notion my own military failures are due to other players' better decisions and their general playstyle, in oposittion to vanilla where I always had the impression of being "cheated on" through the AI's ridiculous bonuses.
However, and this is a personal opinion, I feel cities are way too hard to conquer. To me, I doesn't make much sense than an ungarrisonned city should be able to put up a fight against 3-4 sieging divisions* - regardless of defensive points awarded by buildings - which sometimes ends up stalling an entire war.
* I refer to in-game military units as "divisions". Why? Because screw you, that's why!
Therefore, I came up with a couple of suggestions that aim to improve the whole "capturing" shebang:
Basically, I've been thinking about how VP (and CPP) makes the game harder for domination victories. The AI is way smarter than in vanilla; its armies are more diverse, its cities are well defended, and they seem much better at combined arms warfare. Which is a good thing! Ever since I changed to VP, I've had the notion my own military failures are due to other players' better decisions and their general playstyle, in oposittion to vanilla where I always had the impression of being "cheated on" through the AI's ridiculous bonuses.
However, and this is a personal opinion, I feel cities are way too hard to conquer. To me, I doesn't make much sense than an ungarrisonned city should be able to put up a fight against 3-4 sieging divisions* - regardless of defensive points awarded by buildings - which sometimes ends up stalling an entire war.
* I refer to in-game military units as "divisions". Why? Because screw you, that's why!
Therefore, I came up with a couple of suggestions that aim to improve the whole "capturing" shebang:
- City defense should be much more dependent on its garrison. While buildings would still provide some defensive bonuses, the battle should be ultimately decided by whichever unit is guarding the city. I've seen my unguarded capital with 98 defense jump to a miserable 113 - or something like that - just by moving in a mechanized infantry division. It should make a much larger difference, IMO, to have a powerful unit guarding a city vs. not having a garrison at all. Not by increasing the garrisoned defense, but by severely decreasing the ungarrisonned defensive points.
- This logic would apply only to melee units; ranged attacks should remain as they are.
- City ranged attacks would also be significantly nerfed if said city is ungarrisonned.
- Obviously, the above points don't incur in the idea that conquering a late-game, ungarrisonned city should be a cakewalk either. There could be other factors that aimed to simulate civil resistance, thereby giving those cities a fighting chance (in order of importance):
- City happiness/warscore
- Population
- Buildings
- Production
- Policies
- Terrain