Really don't see why there is the perception that they don't work at the moment.![]()
In the real world if it wasn't for the US military then Cuba would be able to walk in and take over Miami without too much resistance.
The issue is and has always been the AI's ability to "think" strategically.
Archers with a ranged distance of 1 would have to be able to take cities. Otherwise, they're simply in the way in a 1upt universe and would make city conquest impossible.
Really don't see why there is the perception that they don't work at the moment.![]()
Catapult/ballista is totally useful. I build them in any game where I'll need extra defensive punch in the capital. They'll usually get a few promos and be a no-brainer upgrade unit later.
Could be 4 tiles "sometimes"![]()
Keep in mind that 'real' artillery (late industrial/early modern) could shoot very very far. So a 'range' of 3 is ok.
If you're looking to 'balance' archer/ranged units, then the key thing to do is to remove the minimal one damage/shot. The calculation would need to allow for zero damage shots, which IMO, is key to finding the right balance.
(archer vs. GDR - GDR shouldn't die)
This also means that as city strengths go up (better defenses/more modern) then older ranged units won't do any damage, so you must upgrade or walk away.