Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days (this includes any time you see the message "account suspended"). For more updates please see here.
Gunpowder (and possibly armour and helicopter) units ignore city walls. In the late game these make up the vast majority of units so city walls are rendered largely ineffective.
They aren't all that great during pre-gunpowder age either if your enemy has alot of cats and trebs, so I rarely build them except 'maybe' if I have some cities right up next to a civ that I know is going to cause me some problems in the future. Castles are a little better since you get other bonus's other than protection.
They aren't all that great during pre-gunpowder age either if your enemy has alot of cats and trebs, so I rarely build them except 'maybe' if I have some cities right up next to a civ that I know is going to cause me some problems in the future. Castles are a little better since you get other bonus's other than protection.
One of the few reasons why I even build walls. Castles give a slight culture boost, before even their short window expires (I think it's Economics, which doesn't lead much time after Engineering). At least Firaxis tried to make castles more than just extra defense points.
After Civ1, I rarely bothered with walls-- they were too expensive to maintain, and I didn't see the defensive advantage (AI players rarely captured my non-walled cities). When Civ4 revamped city costs, though, I felt that I could let a few stone walls slide, but only to build castles on my frontier later.
They aren't all that great during pre-gunpowder age either if your enemy has alot of cats and trebs, so I rarely build them except 'maybe' if I have some cities right up next to a civ that I know is going to cause me some problems in the future. Castles are a little better since you get other bonus's other than protection.
Are you sure about the cats and trebs? I thought the cats and trebs knocked down the cultural defense built up by the city (over time). I'll have to check tonight after I bombard a city.
Are you sure about the cats and trebs? I thought the cats and trebs knocked down the cultural defense built up by the city (over time). I'll have to check tonight after I bombard a city.
Whatever creates a city's defence, be it 20% or 125% it will be reduced to zero by seven shots from unpromoted Catapults or successful Air Bomb strikes by Bombers. Stronger bombardment units take less than seven hits, of course, to achieve the same effect.
Whatever creates a city's defence, be it 20% or 125% it will be reduced to zero by seven shots from unpromoted Catapults or successful Air Bomb strikes by Bombers. Stronger bombardment units take less than seven hits, of course, to achieve the same effect.
Not so in Warlords. Walls and castles both reduce the rate of bombardment by 25% each. It takes 14 catapult shots to reduce the defences of a castled city to 0.
With a source of stone, a Protective civ and nothing to build I occasionally try and rush out walls for the castle bonus. But that's about it. If someone is coming knocking on my city doors I've done something wrong.
Not that anybody is too concerned but armor units aren't affected by walls, neither are cannons, artillery or cavalry (obviously all gunpowder units) It's more like the units that are pre-"gunpowder era" are the only ones who have to contend with walls/castles. After rifling/economics you can no longer build walls/castles, but any pregunpowder units you have lying around would still have to confront the defensive bonus they provide.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.