Lord Tirian
Erratic Poster
Regarding city combat:II think this could be a fun avenue of changes, if, of course, the rest of you agree (at least a little bit).
Spoiler Thoughts on city combat :
I definitely do. I think cities should be weaker, but perhaps a bit tougher (in terms of hit points) to compensate.
That would make actual siege units more interesting for quick conquest, but also allows melee units to take cities in more prolonged sieges (since weaker cities means the double hit from the counter-attack and ranged city attack won't just wipe out all melee units). Ranged non-siege units with two tiles range are absurdly powerful against cities at the moment anyway, so shifting city strength to city endurance would help there as well, I believe.
Giving city defence upgrades better bombard abilities makes them more worthwhile to build, too. I'd start out with cities with range 1, with walls boosting it to range 2 (walls = towers for ranged attacks) and the arsenal unlocking indirect fire, while the castle and military base would mainly boost city strength.
Forts need a slight buff, too, I feel, at least do something like granting units inside the equivalent of the cover promotion and the ability to not leave the fort while attacking (otherwise you leave the fort when you attack and just get caught out in the field and somebody else takes the fort). Probably by allowing the first attack from the fort tile to not consume a movement point, allowing you to move back. At the moments, forts are a bit useless unless you built literal walls of them or have a lot of good choke points (and then you'd just use a citadel, I guess).
That would make actual siege units more interesting for quick conquest, but also allows melee units to take cities in more prolonged sieges (since weaker cities means the double hit from the counter-attack and ranged city attack won't just wipe out all melee units). Ranged non-siege units with two tiles range are absurdly powerful against cities at the moment anyway, so shifting city strength to city endurance would help there as well, I believe.
Giving city defence upgrades better bombard abilities makes them more worthwhile to build, too. I'd start out with cities with range 1, with walls boosting it to range 2 (walls = towers for ranged attacks) and the arsenal unlocking indirect fire, while the castle and military base would mainly boost city strength.
Forts need a slight buff, too, I feel, at least do something like granting units inside the equivalent of the cover promotion and the ability to not leave the fort while attacking (otherwise you leave the fort when you attack and just get caught out in the field and somebody else takes the fort). Probably by allowing the first attack from the fort tile to not consume a movement point, allowing you to move back. At the moments, forts are a bit useless unless you built literal walls of them or have a lot of good choke points (and then you'd just use a citadel, I guess).
Regarding tall vs. wide:
Spoiler Thoughts on expansion :
I don't think that tall vs. wide is fundamentally broken in Civ5, I think the bigger issue is the speed of expansion. Essentially, settling is something that needs a "cooldown", on some level, I think, settler costs need to increase with every settler built (akin to the increasing faith purchase costs).
This is, I think, less clunky than having penalties after founding a new city and is kind of in line with other Civ5 concepts (GP costs, SP costs, faith costs etc. increasing for every step) and means you need at least a few high-production cities to continue settling - unlike an army, you can't distribute the settler cost.
The settler cost increase will eventually make settling almost unfeasible on its own, but allows you to still do it if you're really, really determined. It means Liberty with its settler cost decrease and free settler would suddenly increase in value (which would be a good thing). The cost escalation could then just scale with the number of civilisations or city states or map size.
This is, I think, less clunky than having penalties after founding a new city and is kind of in line with other Civ5 concepts (GP costs, SP costs, faith costs etc. increasing for every step) and means you need at least a few high-production cities to continue settling - unlike an army, you can't distribute the settler cost.
The settler cost increase will eventually make settling almost unfeasible on its own, but allows you to still do it if you're really, really determined. It means Liberty with its settler cost decrease and free settler would suddenly increase in value (which would be a good thing). The cost escalation could then just scale with the number of civilisations or city states or map size.
Cool, I'll have a look. I'm attempting to do something with the DLL, though, just managed to get it to compile... let's see whether I can eventually wrap my head around it...Edit: Also, Lord Tirian, if you are still interested in producing icons for CSD, I humbly offer to you the permission to alter/replace any and all of the remaining icons the mod uses. I'm not attached to any of them, so making icons for a miserable artist it is something you enjoy, feel free to take a crack at them.![]()