Full unit dissapears if city falls?!

I'm not yet sure how to tackle ICS, anyways.

1) Double the cost of settlers. Add +1 hammer per citizen when training settlers.

2) Subtract 1 gold from the trade income of cities (to pay for the road underneath the city). Add 1 gold to the palace.

3) Subtract 1 hammer from the base city tile (two free hammers is very strong). Add 1 hammer to the palace.

4) Add 0.25 Happy per pop to Theaters.

5) Add 0.25 Happy per pop to Stadiums.
 
I would like to see the full garrison combat value added to the city, to be honest. This would mean you don't feel like you're wasting most of your combat power when you put a unit into the city. Furthermore, cities should heal more quickly and not do less damage than normal units.

I actually have a suspicion that cities are so weak because otherwise the AI would never be able to take one. I've played with mods where cities were made stronger and the AI became pretty weak because it just can't organize a proper assault with siege, etc.
 
I think it's frustrating because it often seems that a reasonably well upgraded unit is harder to kill than a city. Like, a swordsman with drill 3 fortified on a hill has an effective strength of 11*2.4 = 26.4. A city only has a strength of about 13 or something at that point.

Wouldn't it make sense that the city would be at least as strong as that unit at defending itself?
 
1) Double the cost of settlers. Add +1 hammer per citizen when training settlers.

2) Subtract 1 gold from the trade income of cities (to pay for the road underneath the city). Add 1 gold to the palace.

3) Subtract 1 hammer from the base city tile (two free hammers is very strong). Add 1 hammer to the palace.

4) Add 0.25 Happy per pop to Theaters.

5) Add 0.25 Happy per pop to Stadiums.

Optimal ICS response: grow to size 4 or so, take Liberty, use the capital and a food-rich city (so it grows rapidly) as Settler pumps. Satellite states play as they do now. The machine takes a little longer to get started, but after that it runs fine. If anything, you've encouraged early warmongering on Immortal/Deity. (The AI's production advantages work on Settlers, so why make them yourself at full price? Puppeting is a small price to pay if a city costs more than a Colosseum to build.)

The basic problem is that the systems intended to force vertical growth do not. Golden Ages and most SPs pay larger dividends as empire size increases, so you'd rather have fewer of them leveraged by larger populations. You need to rework the two systems so that they meaningfully constrain if you want to solve the problem.

Suppose an absurd balance situation: we change the rules so that Happiness Golden Ages provide an exponentially scaling amount of Gold, Science and Hammers per pop per turn, and the first Tradition policy meaningfully boosts growth in the capital. Then it would make sense to hook up luxuries, run a +16H surplus or so if you could get three within range (trading a duplicate if necessary) and pop the first GA around turn 50. Then you would pump out half a dozen Settlers, the early buildings you want and another Worker or two while pounding out most early techs.

That's obviously an extreme remedy, and it alone won't work forever (you'd just want to ICS after tripping the early GA). Long story short, though, if you want to encourage players to grow vertically then you need to change the rules that preclude vertical growth: punitive, exponential food boxes, the way that many SPs scale with empire size and the fact that Golden Ages scale linearly with population rather than hugely rewarding small numbers of large cities.
 
The OP is right--if not a bug, a unit giving no defensive boost to a city and that can be killed at full strength is at least a big oversight that needs correction.

IMO cities are too easy to capture anyway, and simply by giving garrisoned units a city defense bonus/role is a no-brainer to correct this and adds a very intuitive and simple game mechanic.

A 30% defensive bonus based on the unit's strength seems reasonable, and the unit should take punishment at 30% what it would if not protected.

Simple, elegant, makes logical sense, fixes weak cities and adds to gameplay.

Is there a modder in the house?
 
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