muxec
Prince
My question was bad. Let's say we have only 2 attacking artillery and 3defenders. Now we have a reasonable chance to hold the city.
PieceOfMind, I just want you to know that your evangelism is why I'm playing Ethiopia in my current Civ game.![]()
Combat is always useful.
Others can be or not, depending on the situation.
Best regards,
By the way, D4 is also technically always useful, except against oromo warriors who are the only non-mounted unit immune to first strikes I can think of at the minute. Any other non-mounted immune to first strike units as well.![]()
since when?(tanks aside, but tanks don't get drill anymore).
since when?
I gave my tanks drill promotions yesterday, and I'm fully updated afaik
you must think about barrage
one more experiment would be of interest to me
It's about attacking at very low odds (=sacrificing).
But my interest is not for D4 vs C4.
I'm looking at throwapults vs LBs and thinking "I'll never kill him. What' promotions will at least give some insurance to scratch him?"
It's more CR2 vs d2 that would be of interest.
I can do this for you. But roughly what size defense modifiers do you want to test?
Longbows might have
+50% (in a city)
CG promotions,
+25% from fortify,
cultural defense
+50% (hill)
other promos
Remarkable, the expected amount of hitpoints left for the defender is exactly the same in both cases: 82.2. In both cases, the promotions are also not very effective in improving the odds of winning or doing damage.
By the way, these kinds of cities are the reason that CR3 trebuchets are in the game. Not that they'd certainly win, but they'd certainly hurt the longbowmen. If you're regularly fighting at these odds after bombing away a castle, then it's likely a good idea to invent trebuchets.
Yeah the 82.2 HP on both made me look twice. I think it's just a freakish coincidence. Bear in mind, of course, these are rounded; I doubt they'd be the same at the second decimal place.
Alternative to the CR3 trebs is the high withdrawal chance mounted units that people like TMIT tend to advocate. These are used to soften the top defender, like this longbow, and then the siege attacks may continue further afterwards.
I can see that work in case of a single CG3 unit and several CG1 units. Then you might incur less losses when you try to weaken the CG3 unit with a mounted unit with flanking promotions. If there are several strong defenders, then it's again probably better to go for collateral damage right away. That's what keeps the game interesting. The best choices aren't always the same.
I read those a bit differently, and flanking horses don't do what I want.
My target is to take the city, obviously.
I brought the siege to bomb down the defenses then to do the needed colateral damage for "real" troops to be able to finish them. Nothing very new here.
But very often (in 31.99% of the fights, according to the odds given above) there is no damage to the top defender. This is the reason why I don't select barage as promotions for my siege units.
But I often wondered if, given the very low odds, one or 2 more rounds of combat was better to at least hurt the top defender. I'm totally aware of the fact that the damage will be less than with CR promotions, but :
- the first catapult will die whatever the promotions
- this will be true for more catapults if some good defenders are unscratched.
- sometimes I want to promote some catapults to defend (or attack) in the field, and since there are no more combat promotions for siege, drill is the way to go.
Thus, I read the odds this way:
- I can give drill promotions to 1 or 2 catapults to defend in the field, without losing efficiency vs the city, on the contrary!
- going down from 32% odds of unscratched to 27% is not 5% better, it's a (1-27/32) = 16% reduction in the odds of leaving a big gun unscratched.
Thanks for the calculations...