Excellent discussion, everyone. Now for some responses:
Overall I think Option A is the better of the two, despite it's removal of ranged attacks.
I agree.
I am not sure I agree with your interpretation, Xyth. Withdrawal simply means that your unit can escape before an enemy counterattack overruns it in the event of a lost offensive. That is very much possible with a lot of historical artillery, because you're firing from far enough away that the enemy can't easily capture your position even if your front line crumbles.
Hmm I didn't think of it this way, that makes sense at least for post-gunpowder artillery. I still think it doesn't work for earlier siege units though. Trebuchets weren't mobile at all, they needed to be assembled at the site of the siege before they could be used (pity we can't emulate this like in Civ5). They'd require disassembly and packing to escape.
I interpret withdrawal chances as simply "the ability to disengage from battle." As I see it, that initiative is entirely in the hands of the besieging army: they can call an end to the assault at a time of their choosing. The besieged army, by contrast, has no means of escape: they must defend their city and hope for the best.
So the issue here is not whether your artillery will
ultimately evade capture. (The enemy can only counterattack on the next turn; but after a failed siege, your forces
will be overrun.) Rather the issue is whether, during the actual siege, your artillery will keep firing until every last piece is destroyed and every engineer slain. I say that your infantry will move in as soon as the enemy is sufficiently weakened and your artillery will live to fight another day. (No Suicide-Catapults here.) That's why high withdrawal chances make sense for Siege units.
Promotions for Siege Units: we have a fairly important design decision to make here. I did some quick testing and it's not possible to code xp gain for partial damage or bombardment so we can rule those out. Thus, in order for Siege units to gain experience and get promotions they have to be able to completely kill units. In other words, if we want to use non-lethality as a balancing factor then we'll need to scrap siege promotions entirely.
That, or make them balanced so that they are effective when Barracks XP and civic XP is factored in- we can't count on any one artillery unit getting 20 XP, but we can count on lots of 'em with 3 or 5 XP each. Give them promotions that make that worthwhile, if you ask me. It gives you a bit more customizability and tactical flexibility, but does require you to think a little about things like how the Accuracy promotion works.
Note that you do gain experience for a successful withdrawal.
So the real decision is between:
- Siege units that can attack directly; and
- Siege units that only attack indirectly, via ranged attacks and city bombardment.
Most promotions (City Raider, Drill) do not affect ranged attacks or city bombardment. Frankly, I'm not even sure if Barrage promotions increase ranged attack damage; they might only affect collateral damage. In that case, we may as well scrap siege promotions entirely; the Accuracy promotion isn't worth keeping on its own.
I would possibly change the Bombard to Strength 5, +100% City Attack. Like the Trebuchet, Bombards seem very unsuited to battle beyond city sieges. [...] There are actually 3 variables we can tweak here. We can adjust the % limit of collateral damage and we can adjust the maximum number of units affected by collateral damage. [...] Finally we can adjust the amount of collateral damage itself, as a percentage of unit strength.
Very interesting. Lots of possibilities here.
As soon as we decide whether Siege units will have collateral damage or ranged attacks, we can discuss the details.
It
would be a good idea to include the information in the 'pedia, as you suggest.
Looks like most mounted units are missing the UnitAI script that would encourage the AI to keep some in cities to counter attacking units... that's quite the oversight by the designers of BTS. So maybe we can encourage flank attacks more often.
It might not be that easy. Flank Attacks succeed only when a Mounted unit scores a kill against a stack containing Siege units. (I'm not sure if a withdrawal counts.) You can discourage such attacks, or at least reduce their chances of success, simply by protecting your Siege units with Spearmen and Pikemen. (Not to mention, Mounted units are terrible on defence, so there's no other reason to keep them in cities.)
I haven't tested it yet but I'm pretty sure we can make siege units able to be captured.
Would that require Siege units to have zero strength?
Either way, we'd have to remove Flank Attacks on Mounted units.
There's no point in flanking away Siege units you hope to capture.
I'm curious though, what are the pros/cons of doing this over boosting the bombard strength of each siege unit (e.g 8% ---> 10%, 16% ---> 20%)
Because that becomes unbalanced in the post-gunpowder era. Either individual artillery units can reduce city defenses by 40% per turn or something, at which point city defense becomes practically irrelevant, or you wind up with a perverse situation where the best way to reduce the defenses of a modern city protected by dug-in machine battalions is to use a siege tower
Not only that, higher bombard strength would be too powerful against cities
without Walls and Castles. As it stands, the standard response to an incoming AI stack is to rush Walls in the target city; in most cases, that leaves you enough time to round up units from nearby cities and repel the invasion. It's a little too exploitative for my taste; you can easily bait AI Siege units by having them waste precious turn bombarding your super-strong Walls.
Defensive Siege Units: One possibility not mentioned in any depth yet is siege units themselves having a counter-siege aspect. In particular I think a Ballista would be an ideal candidate for this and there is art available.
What would the mechanics look like?
The best bonus for counter-siege units is immunity to collateral damage.
(Horse Archers already have an attack bonus against Siege units, on top of the Flanking Attack they share with all Mounted units; and I don't think a defence bonus against Siege units is the way to go.)
In that case, Ballistae with immunity to collateral damage have a natural Industrial-Era counterpart: the Machine Gun.
Upkeep: Lets rule out a unit cap for Siege completely, if it has to be capped, it's imbalanced. However I like the idea of Siege units having additional upkeep - this is realistic, helps keep the ratio of siege to other units more sensible, and gives us a little more design room to work with..
Maybe. I still think extra unit costs are less than ideal. In principle, the only cost to building a particular unit, building, or improvement should be the opportunity cost of
not building something else. For example, if you construct a Barracks in your second city but train most of your units elsewhere, your only loss is the opportunity cost of constructing a more useful building. Likewise, if you build a Road that is never used, your only loss is the worker turns that could have been better spent elsewhere. If the Barracks or the Road require gold to maintain, as they do in Civilization V, then you need to make a cost-benefit analysis every time you build one. In the case of Siege units, players would be encouraged to train them on the last possible turn before war, and disband them as soon as their goals were accomplished. They would see a gold piece wasted for every turn a Siege unit wasn't involved in combat. I think we should avoid such dynamics as much as possible. (Granted, your army will still be assessed for general unit costs; but those are more bearable because they are proportional to the size of your army, and do not fall upon any units in particular.)
If we do go down the route of adding a full Skirmisher class I'd prefer them to be about harrying specific targets, escaping easily, but dying swiftly if cornered. [...] To me a great hail of arrows falling on an army denotes collateral damage more than almost any other type of attack. Archery units are specialized for city defense but I'd like to see them out in the field and even attacking cities too. Perhaps we should split their city defense role with Spear/Pikeman.
I have to agree with Howard here. Archers/Longbowmen and Spearmen/Pikemen are already specialized for city defence and anti-cavalry. They are very effective in their respective roles and should be left alone. In fact, I suggested that Crossbowmen, Grenadiers, and Anti-Tanks should be reworked Skirmisher units precisely because I felt they lacked a clear purpose. And when it comes down to it: given the scale of the battlefield, a burst of cannon or a barrage of stones could conceivably count as collateral damage. A hail of arrows is merely a first strike chance.