Get rid of SODs

Like Civ3, artillery units should not have any attack or defense at all. They can be captured when caught without an escort, making the game much more accurate.
How on earth is that accurate? Ever heard of an army capturing the enemy artillery and taking it with them to shell the next city? No, ofcourse, you haven't because it doesn't happen for various reasons. (no experience with the equipment, no suitable ammo, etc.)
 
That wouldn't really make much sense, though. How, realistically, would capturing a cannon, for example, give you gold? Maybe if you melted it down and reforged it into coins, but it wouldn't actually give you any tangible value, and would therefore only be inflationary.
 
How on earth is that accurate? Ever heard of an army capturing the enemy artillery and taking it with them to shell the next city? No, ofcourse, you haven't because it doesn't happen for various reasons. (no experience with the equipment, no suitable ammo, etc.)

Who cares about whether it's accurate ? It's a good game mechanic and makes SODs riskier.
 
My point on arty is that you need a fixed # of it, and then it's good basically the entire war without any attrition at all. I find that neither realistic nor balanced. If you say it isn't essential, I'll take your word for it, I didn't make it into high level play until civ IV. It's not essential in civ IV either actually.
When I say that it isn't essential, I'm saying that you don't need it, but it is very useful. My opinion of artillery in civ4 is that they want it to be useless, which it is in that game. I mean, I can't bombard units with them, for what reason did they get rid of that ability?
Flanking isn't exactly a difficult concept. The mounted troop wins, siege takes damage. I don't see how that's any more or less tactical than a bombardment mechanic, and it helps keep siege in check.
The promotion 'flanking' in civ4 is not accurate at all (there should be no promotions anyway). Flanking, in real life, is attacking the sides (flanks) of an enemy formation, not withdrawing. It is the complete opposite.
As for you how feel about siege in civ IV, whether it's annoying or not is a matter of opinion (maybe I'd like to see it matter slightly less though), but saying it's useless is flat-out wrong.
See above...
Bombarding in civ IV is useless ( I somewhat agree on the annoying, especially in BtS while in pre-gunpowder times )? ..... Now it is my time to ask if you ever played Civ IV.... Borbardment is in the core of Civ IV warfare, probably even more than the collateral damage
Yes, I have, but I only play vanilla (i.e. regular). The only use that I can see for bombardment in civ4 is against cities. What happened to softening the blow by bombarding enemy SoD's from a distance? Research World War I just a little bit, and you'll se how important artillery really was.
 
Who cares about whether it's accurate ? It's a good game mechanic and makes SODs riskier.
I certainly don't, but the post I was responding to was claim that it was good because it was accurate, which is total nonsense.

But how does the capture of arty make SODs riskier? It just makes it more important to have your artillery in your indestructable ball of death (a.k.a SOD).
 
But how does the capture of arty make SODs riskier? It just makes it more important to have your artillery in your indestructable ball of death (a.k.a SOD).

A stack of doom with destroyable artillery can at worst be destroyed; a SoD with capturable artillery can at worst become an enemy SoD, which is a bigger risk, no ?
 
A stack of doom with destroyable artillery can at worst be destroyed; a SoD with capturable artillery can at worst become an enemy SoD, which is a bigger risk, no ?
You're not supposed to use it that way (duh!).
 
Since civ 4 was designed from scratch technically nothing was removed (just not implemented). Bombardment was likely not included so that collateral damage could be implemented. Far from making seige useless, this likely made seige overpowered; suicide catapults became a defacto strategy.

The flanking referred to is not the promotion but rather the ability introduced in Beyond the Sword for mounted units to damage seige units in a stack. So if you had a stack of catapults and other assorted units, and a horse archer attacked you (with a non-catapult defending), and the horse archer won (I think even if it withdrew), your catapults would be damaged. Personally I hate this mechanic, but it was part of the siege nerf in BtS (the other part was not allowing them to kill units). IMO, the latter change actually makes seige more powerful, not less, because this means that many seige units that would have died withdraw before they can get killed. The flanking promotions lie anyways, 20% withdrawl chance is only 20% if combat odds are 0% (withdrawl odds and odds to win are inversely related).

Promotions and experience are civ 4's way of making veteran units stronger than rookie units (in theory; there are factors such as free promotions, experience, etc. that complicate this).
 
A stack of doom with destroyable artillery can at worst be destroyed; a SoD with capturable artillery can at worst become an enemy SoD, which is a bigger risk, no ?

You are comparing apples and pears. The relevant comparison is the risk of small stacks with capturable artillery and large stacks with capturable artillery. You will probably agree that the fact that the artillery is capturable shifts the balance even more towards large stacks.
 
I thought that's what the BtS siege nerf was for...

Anyways, capturable seige is an interesting idea. Seige could also be using ranged attack with collateral damage instead of attacking directly (more realistic, and would allow seige to lose their base combat strength), bringing them closer to the civ3 bombard system.
 
I don't have BtS, so I don't know what a siege nerf is...

The Civ3 bombard system, coupled with collateral damage, will be very realistic.

One more thing: Collateral damage (to buildings) is possible in Civ3, but only if the unit can and if it attacks a city.
 
Well Argetnyx, for whatever knowledge I'm lacking in civ III, you're missing even MORE in civ IV...

When I say that it isn't essential, I'm saying that you don't need it, but it is very useful. My opinion of artillery in civ4 is that they want it to be useless, which it is in that game. I mean, I can't bombard units with them, for what reason did they get rid of that ability?

See above...

If someone like me were to tell this to another high level civ IV player, they'd think I was telling a joke. And I would be, too. Collateral damage is way, way too strong to be calling siege useless. In fights between large stacks (or even moderate stacks, like say 10 men to a side), siege collateral in civ IV does so much damage to multiple units that the attacker can get a 3:1 to 5:1 kill to death ratio at tech parity (depending on stack sizes facing off). With equal promotions. Siege initiative matters that much.

If you think the ability to attain a kill ratio for less :hammers: investment (or as you'd call them, shields) than any other option available is useless, I have nothing more to say here. I thought you were over-exaggerating, but it sadly turns out that you somehow have a weak enough understanding of civ IV siege to actually call it useless! How can you even talk about civ IV combat if you don't know it?!

The promotion 'flanking' in civ4 is not accurate at all (there should be no promotions anyway). Flanking, in real life, is attacking the sides (flanks) of an enemy formation, not withdrawing. It is the complete opposite.

Case in point. You're confusing a promotion with an ability this time. Although the promotion allowing withdrawals was poorly named, it does in fact have nothing to do with flanking damage available to mounted units.

Yes, I have, but I only play vanilla (i.e. regular). The only use that I can see for bombardment in civ4 is against cities. What happened to softening the blow by bombarding enemy SoD's from a distance? Research World War I just a little bit, and you'll se how important artillery really was.

Building on my argument that your understanding of civ IV battles is lacking, I'll just point out what others have already: siege was nerfed from vanilla to BTS because it was consider OVERpowering. Too strong. Too strong =/= useless...

As for world war I...well let's put it this way. Starting from when cannons went into mainstream use and continuing to today, siege has had an extremely important impact on battles. Prior to that...well...I don't think you'll read much history about how catapults and trebuchets dominated the field of battle, slaughtering many. They were bulky, difficult or impossible to move (therefore constructed where needed), and were really only good when the opposing army couldn't move. Quite good for attrition but hardly anything remotely comparable to say world war I (the world wars were perhaps the height of land-based arty making an impact though...air power and the range at which things can be launched these days...not to mention the kinds of wars fought...would probably tilt warfare away from them a bit again, if there ever is that kind of large-scale war again before even more breakthroughs).

True, but it encourages other types of units to be built.

Civ IV also does this, through siege being unable to attain defensive bonuses, through the flanking ability, and through the fact that siege units can't get kills (though that's true to both III and IV BTS), and some units resist or are immune to collateral.

Captured siege that's a lasercannon deathbeam in #'s isn't balanced, which is why I'm advocating mixing the two systems somewhat (but you kind of have to know something about civ IV to actually argue against its merits). At least have SOME of them destroyed, or make it so that siege is not unassailable on a tile until everything else is dead (because it won't be, since the siege shelled the roads/rails and the inbound stack).
 
You're not supposed to use it that way (duh!).

What ? I know you don't want to have your SoDs get captured, but if you build one with capturable artillery at all you are taking some risk of it being captured, no ?
 
You are comparing apples and pears. The relevant comparison is the risk of small stacks with capturable artillery and large stacks with capturable artillery. You will probably agree that the fact that the artillery is capturable shifts the balance even more towards large stacks.

It requires you to put extra effort into defence for a stack of the same size if you want to be sure of the same amount of security; that means more production per SoD, and for an empire of the same zsize, that means fewer SoDs in total, no ?
 
It requires you to put extra effort into defence for a stack of the same size if you want to be sure of the same amount of security; that means more production per SoD, and for an empire of the same zsize, that means fewer SoDs in total, no ?

No. The larger the siege stack, the less % defenders it needs to protect it in civ III, although that relationship isn't linear.
 
If someone like me were to tell this to another high level civ IV player, they'd think I was telling a joke. And I would be, too. Collateral damage is way, way too strong to be calling siege useless. In fights between large stacks (or even moderate stacks, like say 10 men to a side), siege collateral in civ IV does so much damage to multiple units that the attacker can get a 3:1 to 5:1 kill to death ratio at tech parity (depending on stack sizes facing off). With equal promotions. Siege initiative matters that much.

If you think the ability to attain a kill ratio for less investment (or as you'd call them, shields) than any other option available is useless, I have nothing more to say here. I thought you were over-exaggerating, but it sadly turns out that you somehow have a weak enough understanding of civ IV siege to actually call it useless! How can you even talk about civ IV combat if you don't know it?!
The thing is, I don't like suicidal units. They just aren't worth my time. And I do know civ4 combat, just not BtS combat.
Case in point. You're confusing a promotion with an ability this time. Although the promotion allowing withdrawals was poorly named, it does in fact have nothing to do with flanking damage available to mounted units.
Remember, I only have regular civ4... The flanking ability seems kinda iffy anyway...
Building on my argument that your understanding of civ IV battles is lacking, I'll just point out what others have already: siege was nerfed from vanilla to BTS because it was consider OVERpowering. Too strong. Too strong =/= useless...

As for world war I...well let's put it this way. Starting from when cannons went into mainstream use and continuing to today, siege has had an extremely important impact on battles. Prior to that...well...I don't think you'll read much history about how catapults and trebuchets dominated the field of battle, slaughtering many. They were bulky, difficult or impossible to move (therefore constructed where needed), and were really only good when the opposing army couldn't move. Quite good for attrition but hardly anything remotely comparable to say world war I (the world wars were perhaps the height of land-based arty making an impact though...air power and the range at which things can be launched these days...not to mention the kinds of wars fought...would probably tilt warfare away from them a bit again, if there ever is that kind of large-scale war again before even more breakthroughs).
What I was saying about WWI was that they used artillery on other units not in cities, and with little to no risk to themselves.
 
What ? I know you don't want to have your SoDs get captured, but if you build one with capturable artillery at all you are taking some risk of it being captured, no ?
That's the point! You're not supposed to build artillery SoD's. You're supposed to mix your artillery in with other units in a SoD. That way, when it is attacked, the other units defend and your artillery is free to fight another day (unless the whole stack is destroyed, then you're screwed)
 
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