When your post-engineering war is your first, how many Catapults do you mix in your stack with the Trebuchets?
Engineering gives you a choice of which siege unit to bring to a fight. With trebs only, your open field and city defense siege options are weaker. Using Trebs in the open field when you can bring catapults means more dead (and more expensive) trebs and a waste of hammers. On the flip side of the coin;capturing cities with all Catapults, when you have the ability to bring trebuchets is a waste of hammers.
Since we have to defend our new cities and can't always control where the combat occurs it seems that bring a mix is ideal. In the past I've tended to the simpler "more is better" response and walked with a bigger stack ignoring combined arms. This simple answer can become it's own problem when trying to improve to a higher difficulty. See the spoiler for my reasoning / rough math on the mix. I'm hoping the forums can point to some good rule of thumb that reasonably solves my dilemma. Maybe the simple answer is the best, if so, confirmation is appreciated.
I also need some clarification on collateral damage. Does collateral damage done depend on anything other than the siege unit type and the number of units attacked. Do damaged siege do less collateral damage?
Trebuchets cost 60% more to build (and loose) than a Catapult.
Trebuchets have 60% more strength on attack than a Catapult. (vs cities only)
Catapults have 20% more strength than Trebs in the open field.
Bombard differences are ignored here (weakened siege bombard fine)
The problem isn't perfectly symmetrical. Hammer costs are straightforward but strength comparisons are not. Survival chances are not directly determined by attacker strength but must also consider the defender side of the problem. To muddy the waters further, the defender situation can change dramatically when considering siege, mixed siege options, Python defender selection from a stack, etc,.
In trying to keep a balance between the two extreme cases it makes sense to bring a mix of catapults and trebs. Roughly 40% catapults, or 2 Cats for every 3 Treb should give you equally efficient options when you can't determine where the opposing SoD will be confronted (and don't want to dig deeper into the maths).
Engineering gives you a choice of which siege unit to bring to a fight. With trebs only, your open field and city defense siege options are weaker. Using Trebs in the open field when you can bring catapults means more dead (and more expensive) trebs and a waste of hammers. On the flip side of the coin;capturing cities with all Catapults, when you have the ability to bring trebuchets is a waste of hammers.
Since we have to defend our new cities and can't always control where the combat occurs it seems that bring a mix is ideal. In the past I've tended to the simpler "more is better" response and walked with a bigger stack ignoring combined arms. This simple answer can become it's own problem when trying to improve to a higher difficulty. See the spoiler for my reasoning / rough math on the mix. I'm hoping the forums can point to some good rule of thumb that reasonably solves my dilemma. Maybe the simple answer is the best, if so, confirmation is appreciated.
I also need some clarification on collateral damage. Does collateral damage done depend on anything other than the siege unit type and the number of units attacked. Do damaged siege do less collateral damage?
Spoiler :
Trebuchets cost 60% more to build (and loose) than a Catapult.
Trebuchets have 60% more strength on attack than a Catapult. (vs cities only)
Catapults have 20% more strength than Trebs in the open field.
Bombard differences are ignored here (weakened siege bombard fine)
The problem isn't perfectly symmetrical. Hammer costs are straightforward but strength comparisons are not. Survival chances are not directly determined by attacker strength but must also consider the defender side of the problem. To muddy the waters further, the defender situation can change dramatically when considering siege, mixed siege options, Python defender selection from a stack, etc,.
In trying to keep a balance between the two extreme cases it makes sense to bring a mix of catapults and trebs. Roughly 40% catapults, or 2 Cats for every 3 Treb should give you equally efficient options when you can't determine where the opposing SoD will be confronted (and don't want to dig deeper into the maths).