city defense does almost no damage

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Chieftain
Joined
Jul 14, 2019
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15
I have researched steel and for some reason my city defenses do only 3 damage to enemies. Early on in the game I had walls in Argos and it easily defended against crossbows but since I have gotten steal it just doesnt work. Save posted below. Try attacking the knight with Sparta.
 

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Isn't city ranged strength based on your strongest ranged unit? Just buy a field cannon and you'll notice the difference.
 
I believe unit strength only helps city defense but range should be doing damage independent or regardless of units in the city. later on in that same game and I noticed ranged defense was working properly again. Look at Ngulu Mapu this is how it should work.
 

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Isn't city ranged strength based on your strongest ranged unit? Just buy a field cannon and you'll notice the difference.
Without a defensive unit.
1. Does 'Steel' re adjust city ranged strength to the base value with ancient walls built?
2. Doesn't a basic city ranged strength also based on city size/level? does Level 8 city has a stronger ranged attack strength than Level 2 ones?
 
AFAIK and looking at the code, Steel just gives more defense value (walls + health) to a city. It doesn't matter, where your strongest ranged unit is - in the save provided, there just aren't any. E.g. try buying the aforementioned field cannon in another city (like Athens) than the one shooting the knight and check the damage value. It will go up immediately in the city doing the shooting, which is very easy to verify with just a couple of clicks. Is the way that city ranged attack currently works intentional? Does it make any sense? I have no idea.

From GlobalParameters.xml: <Replace Name="COMBAT_MINIMUM_CITY_STRIKE_STRENGTH" Value="3" /> The base damage is 3 and because there aren't any ranged units, none, zero, zilch, nada, anywhere, it is 3. Just check the unit list if you're doubtful. Bombard is bombard, not ranged.

Of course I might be completely wrong and if you have some completely contradictory information on this specific subject, please let me know.
Spoiler :

<Row>
<ModifierId>STEEL_UNLOCK_URBAN_DEFENSES</ModifierId>
<ModifierType>MODIFIER_PLAYER_GRANT_CITIES_URBAN_DEFENSES</ModifierType>
</Row>
...
<Row>
<ModifierId>STEEL_UNLOCK_URBAN_DEFENSES</ModifierId>
<Name>DefenseValue</Name>
<Value>400</Value>
</Row>
...
<Row>
<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_RANGED_STRIKE</ModifierType>
<CollectionType>COLLECTION_PLAYER_CITIES</CollectionType>
<EffectType>EFFECT_ADJUST_CITY_RANGED_STRIKE</EffectType>
</Row>
 
AFAIK and looking at the code, Steel just gives more defense value (walls + health) to a city. It doesn't matter, where your strongest ranged unit is - in the save provided, there just aren't any. E.g. try buying the aforementioned field cannon in another city (like Athens) than the one shooting the knight and check the damage value. It will go up immediately in the city doing the shooting, which is very easy to verify with just a couple of clicks. Is the way that city ranged attack currently works intentional? Does it make any sense? I have no idea.

From GlobalParameters.xml: <Replace Name="COMBAT_MINIMUM_CITY_STRIKE_STRENGTH" Value="3" /> The base damage is 3 and because there aren't any ranged units, none, zero, zilch, nada, anywhere, it is 3. Just check the unit list if you're doubtful. Bombard is bombard, not ranged.

Of course I might be completely wrong and if you have some completely contradictory information on this specific subject, please let me know.
Spoiler :

<Row>
<ModifierId>STEEL_UNLOCK_URBAN_DEFENSES</ModifierId>
<ModifierType>MODIFIER_PLAYER_GRANT_CITIES_URBAN_DEFENSES</ModifierType>
</Row>
...
<Row>
<ModifierId>STEEL_UNLOCK_URBAN_DEFENSES</ModifierId>
<Name>DefenseValue</Name>
<Value>400</Value>
</Row>
...
<Row>
<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_RANGED_STRIKE</ModifierType>
<CollectionType>COLLECTION_PLAYER_CITIES</CollectionType>
<EffectType>EFFECT_ADJUST_CITY_RANGED_STRIKE</EffectType>
</Row>

Sooooo is it a bug? I have never experienced something like this before. I did notice on the first save that the city attack did take on the range strength of the field cannon when I bought one. I could have sworn the ranged strength is equal to the defense strength of the city and steel provides that bombard effect once researched regardless of walls.
 
I honestly don't know. I can kind of understand both views; gradual increase or increase via training. You might get lucky if you just ask the devs on their twitter accounts - I don't use it personally but you'll probably find their accounts by just googling or maybe from their official site. These days it's sometimes hard to know what's a bug and what isn't - or what is considered "good enough". Like sure, Firaxis is their own dev team, but how much is the publisher (2K) pulling the strings. Just as a reminder or if you didn't know, 2K thought it would be ok to sell this for 60€ (just watch the first minute and you'll get the idea) :
Spoiler :
 
Sooooo is it a bug? I have never experienced something like this before. I did notice on the first save that the city attack did take on the range strength of the field cannon when I bought one. I could have sworn the ranged strength is equal to the defense strength of the city and steel provides that bombard effect once researched regardless of walls.
It's not. The only thing researching Steel and acquiring Urban Defenses does is increase the city's defensive hp to 400, immunizes the city against support units, & allows city ranged strikes to cities w/o walls already. The city ranged strikes have always been based on the strongest ranged unit you've produced. The city defense strength is calculated by the melee strength of your strongest unit -10, or that of the unit garrisoned in the city, whichever is greater. This value is ONLY used defensively when the city is attacked. It has no bearing on the city ranged attack.
 
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