Finally I figured out the move and shoot ability of siege units

Joined
Dec 29, 2017
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So a few months ago @AntSou posted this:
https://forums.civfanatics.com/threads/why-can-i-still-shoot-with-this-bombard.665483/#post-15980420
I participated in discussing this with people and I thought a siege unit needed to START with at least x+1 movement for it to move and shoot in the same turn without the appropriate promotion (with x being its normal number of moves, 3 for the rocket artillery, 2 for everything else). I was wrong. After thousands of hours, finally, after a Domination game with Vietnam I figured out how this worked:

Case 1: Let's say you have a Catapult (Cat) and a GG. The Cat doesn't start near the GG so it only starts with 2 moves. It uses some of it and is now left with x moves (x can be anything but 0 just for the sake of the argument). With the Expert Crews, as long as x is not 0, the Cat can shoot this turn; otherwise, it cannot. If I now move the GG close to the Cat, it will now have x/3 moves. The current number of moves doesn't change, but the maximum number of moves does. It now can shoot.

Case 2: A Cat starts next to a GG, it has 3/3 moves to use this turn. After using some, it now has x/3 moves left (x>0). The GG now moves away from the Cat, dropping the Cat's moves to x/2. Again, x doesn't change, but the maximum number of moves per turn does. The Cat cannot shoot this turn.

Conclusion: If your siege unit does not have the Expert Crews promotion, it needs x+1 maximum moves in order to move and shoot, where x is the normal number of moves it has. This is why siege units of Gran Colombia are really good, because they can always move and shoot in the same turn no matter what.

Apparently, a lot of people have issues with this as well:
https://forums.civfanatics.com/threads/1-0-0-317-can-bombard-after-moving.645094/
 
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