I've been thinking about it some more and realized where they're most useful is counterattacking from cities rather than defending. So I agree, I'll scrap both the city defense bonus and city garrison promotion option. [
] I'm thinking it will be enough that siege units can take Drill promotion and AI scripts are changed appropriately.
Sounds good to me.
I like the idea of the Ballista as the pre-gunpowder Machine Gun, immunity to collateral damage makes sense, as does only being able to defend. The issue I have with this proposal is that first strikes, while a valid option for siege units via promotions, don't feel enough to define the role of the Ballista if they are baseline. Archery units already do first strikes. It works for the Machine Gun because there are no Archery/first strike units anymore by the time it comes around and thus it has a niche.
Actually, I think immunity to collateral damage would be the major selling point for the Ballista and the Machine Gun. Now that most Siege units are susceptible to collateral damage, immunity becomes more valuable than ever. The first strikes are simply an added bonus. That said, I think there is a more elegant way to introduce immunity to collateral damage to the game. It involves Drill promotions:
The problem with Drill promotions is that they are markedly inferior to Combat promotions, for four reasons:
- Drill I is an incredibly weak promotion that only gives a first strike chance; about half of the time, it does nothing at all.
- Certain Mounted units and every unit that takes the Flanking II promotion are immune to first strikes. Combat promotions cannot be circumvented.
- The higher Combat promotions provide bonus healing in neutral and enemy territory.
- Combat promotions lead to more and better promotions.
Here's what Drill promotions look like now:
Drill I: 1 first strike chance (0-1 first strikes overall)
Drill II: 1 first strike (1-2 first strikes overall), 20% reduced collateral damage
Drill III: 2 first strike chances (1-4 first strikes overall), 20% reduced collateral damage (40% overall)
Drill IV: 2 first strikes (3-6 first strikes overall), 20% reduced collateral damage (60% overall), +10% vs. Mounted units
As you can see, they are weighted heavily in favour of the later promotions, in contrast to the smooth progression of Combat promotions. This is what I would suggest instead:
Drill I: 1 first strike, 25% reduced collateral damage
Drill II: 2 first strike chances (1-3 first strikes overall), 25% reduced collateral damage (50% overall)
Drill III: 1 first strike (2-4 first strikes overall), 25% reduced collateral damage (75% overall)
Drill IV: 2 first strike chances (2-6 first strikes overall), immunity to collateral damage, +10% vs. Mounted units
Commando: 1 first strike, can use enemy roads
That way, even if the first strikes are negated, the resistance to collateral damage remains.
(The extra first strike on Commando gives Aggressive leaders an slight advantage in the early game, before road networks are fully built. It also keep the number of first strikes in the promotion tree constant.)
I would also add the following prerequisites:
Charge: requires Combat I
or Drill I
Amphibious: requires Combat II
or Drill I
Blitz: requires Combat III
or Drill II
March: requires Combat III or Medic I
or Drill II
Sentry: requires Combat III or Flanking I
or Drill II
Commando: requires Combat IV
or Drill III
Combat VI:
renamed Veteran, requires Warlord and
either Combat V
or Drill IV
Note that Drill promotions should often have lower prerequisites than Combat promotions because they are weaker and there are only 4 of them.
Even with these changes, I still think there's a niche for a Medieval era unit with innate immunity to collateral damage, such as the Ballista.
But better Drill promotions are more important than an extra unit.
Random thought: is there any scope for a city defense unit that has (among other aspects) bonuses versus naval units?
Well, naval units can't attack cities, so I'm not sure what purpose that would serve.
That flag only ignores movement penalties, not bonuses, so it would actually make them easier to move. It's the same bonus that the Keshik have. The Gunship's movement is handled by an additional hidden setting that also allows it to move through peaks and such. I don't think we want that for the Ballista!
I see. Well then: definitely not!
I don't remember making that change but it seems that I did for some reason. I was wondering why Artillery had that bonus vs siege weapons. I should probably change it back.
As I said, I'm not sure it's necessary. The 75% withdrawal chance compensates for the loss of the 50% vs. Siege units bonus.
Alright I've done some testing and it seems most of my concerns were misplaced. Units are only captured if they are attacked and lose. They cannot be captured if they initiate the attack and lose. Furthermore, it seems that only the last unit in a stack can be captured, even in a stack of nothing but Catapults all will be destroyed until the last which will be captured if it doesn't withdraw. I couldn't test Flanking strikes reliably but I can't imagine they'd allow capturing given the other mechanics. All in all capturing siege should be relatively rare under the current proposal so I reckon it's worth implementing for all the siege units except Rams/Towers/Ballista/Machine Gun.
Full steam ahead, I say.