On the whole, I much prefer this implementation of Siege units.
(I cannot say I will miss ranged attacks one bit.)
However, I think your proposal makes Siege units too strong:
- Catapults (4 + 50% city defense) are better city defenders than Archers (3 + 50% city defense), even without the fortification bonus.
Catapults (4 + 50% city attack, 75% withdrawal) are also better city raiders than Swordsman (6 + 10% city attack, 0% withdrawal).
- Trebuchets (4 + 100% city defense) are better city defenders than Longbowman (6 + 25% city defense), even without the fortification bonus.
Trebuchets (4 + 100% city attack, 75% withdrawal) are also better city raiders than Maceman (8, 0% withdrawal).
- Bombards (5 + 100% city attack/defense, 75% withdrawal) are both better city defenders and better city raiders than Musketmen (9, 0% withdrawal, no City Raider promotions).
- In general, players will be encouraged to build a massive stack of Siege units and conquer the world on the strength of that 75% withdrawal chance, using a few stack defenders as token support.
This is a problem with the original Option A as well.
For the sake of balance, I would remove the city defense bonus from early Siege units. (That leaves the perfect niche for Ballistae.)
I would also disable City Garrison promotions. Siege units will still be useful on defense: they can damage an incoming stack and then retreat to a city to heal.
Finally, I would limit the maximum
attack damage of Siege units, as in BtS. That way, Siege units cannot kill enemy units outright; they must have infantry or cavalry support.
Consider:
Option D
Siege Units
Battering Ram
- 3 strength, can only defend, 8% bombard
Siege Ram
- Assyrian unique unit, replaces Battering Ram
- 4 strength, can only defend, immune to first strikes, 12% bombard
Siege Tower
- 6 strength, can only defend, 16% bombard
Catapult
- 4 strength, collateral damage (50% max, 3 units), +50% city attack, 75% withdrawal chance
Trebuchet
- 4 strength, collateral damage (50% max, 3 units), +100% city attack, 75% withdrawal chance
Ballista (new unit)
- 4 strength, can only defend, +100% city defense, immune to collateral damage (can only take Drill promotions)
Bombard
- 5 strength, collateral damage (60% max, 4 units), +100% city attack, 12% bombard, 75% withdrawal chance, can be captured
Hwacha
- Korean unique unit, replaces Bombard
- 5 strength, collateral damage (60% max, 4 units), +100% city attack, +50% vs. Melee units, 12% bombard, 75% withdrawal chance
Cannon
- 8 strength, collateral damage (60% max, 4 units), +50% city attack and defense, 12% bombard, 75% withdrawal chance, can be captured
Siege Elephant
- Indian unique unit, replaces Cannon, requires Elephant
- 8 strength, collateral damage (60% max, 4 units), +50% city attack and defense, +50% vs. Mounted units, 12% bombard, 75% withdrawal chance, free Woodsman II promotion
Artillery
- 16 strength, collateral damage, (70% max, 5 units), +25% city attack and defense, 16% bombard, 75% withdrawal chance, can be captured
Mobile Artillery
- 20 strength, 2 move, collateral damage (70% max, 5 units), +25% city attack and defense, 16% bombard, 75% withdrawal chance, can be captured
Things in Common
- 90% maximum damage on attack
- Cannot capture cities or units
- Do not receive defensive bonuses (cannot fortify)
- Are no longer immune to collateral damage
- Promotions available: Accuracy, Barrage, City Raider, Drill (cannot take City Garrison or March)
Comments
- For Cannons, 8 +50% instead of 9 +33% makes for smoother rounding, when you factor in City Raider promotions and enemy defense bonuses. Likewise, for the Assyrian Siege Ram, 12% bombard instead of 10% bombard makes for smoother rounding when you factor in Walls and Castles.
- Ideally, the Hwacha would be unlocked slightly earlier than Bombards, so that its bonus to Melee units could see some use.
- The Elephant resource should be required for Siege Elephants. On random maps, an Indian player might not have a chance to build them; but the same can be said for the Thai and Khmer UUs. I would also give Siege Elephants the Woodman II promotion so they can double-move through jungle. As is stands, they get a free Mobility promotion, which is useless, since they have only 1 movement point.
- I suggested that Siege units be vulnerable to capture in order to balance out ranged attacks. That is no longer necessary. I also worry that it might be too easy to "farm" Siege units from the AI. However, capturing Siege units would be fun. It might be best to let only post-Gunpowder units be captured: Bombards, Cannon, Artillery, and Mobile Artillery. (Battering Rams, Siege Towers, and Ballistae would most certainly be destroyed.)
- March promotions should be unavailable to Siege units. March promotions, when combined with the high withdrawal chance, would be too strong.
- Don't forget to remove the ranged attack of the Viet unique unit, the Chien Binh. For the moment, you might replace it with a +25% withdrawal chance; collateral damage on a Musketman-replacement would be too strong. (We can review all the UUs in 0.9.6.)