How about a Battering Ram promotion for Melee units?

catquiet

Chieftain
Joined
Dec 30, 2007
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It would let them reduce city defense by 10% but the city's strongest archer unit would get a few free shots at them.

Why bother with catapults when you can just grab a log and run at the city gates really fast?
 
Also I think too many overlapping paths would take the kick out of many units.
 
Maybe it could be a piece of quipment built in cities and picked up by units. Just an early siege weapon, less cost effective than the catapult.
 
I would consider this part of the City Raider promotions.

Maybe they could change City Raider to ignore 30% / 60% / 90% of city defense and have them lower the defense with every attack. I'm just tired of being forced to make 1 move catapults or wait on leveling up fire mages.
 
I'd rather give units (probably not all units, maybe a new "Siege Engineer" unit, or maybe only Doviello melee units) that summons a Battering Ram unit (the weakest siege unit, probably a permanent summon) on forested tiles, and destroys the forest. And yes, this probably would cause a Treant to rise up to defend forests and especially ancent forests in FoL lands (I'm also thinking Treants should be able to bonbard defences and maybe cause collateral damage).

If there were a "siege engineer" unit, then it could perhaps make the later siege units instead once you had the techs. I'm thinking a weak national unit that is unable to attack, is in the Siege unitclass but would be alive and have have 2 movement. I'm thinking it would be nice for the siege units it creates to start out with the same promotions or xp (so it could purchase promotions) as the engineer had (which probbaly wouldn't be much, since it would be a very weak unit and unable to attack. The Dwarven UBs and siege workshops could let it start with some xp though). Perhaps it should also start with enchantment, but not channeling, so that dwarven sienge engineers could cast repair without needing a a special UU.


But yeah, I too consider this to just be part of the city raiders promotion.
 
Maybe they could change City Raider to ignore 30% / 60% / 90% of city defense and have them lower the defense with every attack. I'm just tired of being forced to make 1 move catapults or wait on leveling up fire mages.

???

And make city raider even more overpowered??

It would be the first promotion line for almost all units then....
 
???

And make city raider even more overpowered??

It would be the first promotion line for almost all units then....

It would be ignore 90% of the city defense, not + 90% strength when attacking cities. After the defenses were down, no bonus.
 
It would be ignore 90% of the city defense, not + 90% strength when attacking cities. After the defenses where down, no bonus.

Yes but with ignoring city defense there would be no reason to bring it down in the first place, and it would also make any seige weapons and some of the spells pointless.
 
Yes but with ignoring city defense there would be no reason to bring it down in the first place, and it would also make any seige weapons and some of the spells pointless.

Ignoring 90% of city defense would take three promotions. That would put you at a pretty heavy disadvantage if your opponent is taking combat I-III instead. Maybe City Raider should ignore 25% / 50% / 75% of city defense along with +10%/ +20% / +30% strength attacking cities and reducing city defense by 10% each attack.
 
I'd rather give units (probably not all units, maybe a new "Siege Engineer" unit or all Doviello melee units) that summons a catapult unit (the weakest siege unit, probably a permanent summon) on forested tiles, and destroys the forest. If there were a "siege engineer" unit, then it could perhaps make the later siege units instead once you had the techs.


But yeah, i too consider this to just be part of the city raiders promotion.
Yes, Amelanchier, your days are numbered. Behold, you grew the tools of your demise in your backyard!!! Mmmh hello Mr. Treant. :-/

I like that idea, quick and deadly. Perhaps it could be promotion path à la woodsman.
 
i like the equipment idea.. its really troublesome to carry around those catapults and such.. better to just have them be picked up by the unit. Probably would have to have it effect the :move: of the unit though...
 
Could tweak catapults slightly be giving them +1 to move for every 5 LIVING units in the stack with them. Then they can keep up with your invasion force as long as that force is large enough. "Realism/justification" is that people are pulling it, or it is broken down and being carried in parts.
 
Or let the catapults attach to mounted units like a great commander, the unit's move would be reduced to 2 for as long as the catapult is attached.
 
"sapper"-req city raider 1 or drill 1, must not have city raider 2 or 3 and can't take city raider 2 or 3
reduces city defense by 5 on attack, -5% strength
requires a tech in the siege line
available to meelee,free for cannons and berserkers(maybe some summons)
purpose? to give a more significant advantage to investing in seige tech, that isn't as costly as a seige workshop


"covert"-requires hidden, recon, unit moves -1 on roads and can use enemy roads.
requires a tech in the recon line
(requires engineering or more than 1 mp to have a significant effect)
purpose? to give recon units access to a less powerful version of commando

"battle plans"-requires 2x production of catapult, 1/4 rush cost to make the equipment
unit converts a forest into a catapult(2 turns?)
can be taken by: meelee, cavalry, archer, recon
(workers, settlers, and golems should be able to get it too)
 
I always thought siege wasn't done well in Civ. Most engines were built during sieges of cities. I'd like to just see a "siege engineer" promotion, either attached like a great commander, or just a regular promo available with Combat II.

I think it ought to allow you to spend a small amount of gold to "build" a siege unit. I have a hard time making it destroy a forest, since armies didn't clear whole forests for siege weaponry. The siege unit probably shouldn't be as good as a fireball (except for dwarven ones).

(not sure if this is possible, but) Perhaps summoning it would require your unit have been fortified for at least 2 turns?
 
How about making it only have a chance to clear the forest? And/Or maybe make constructing/summonig siege units faster on forested tiles, or maybe maiking them stronger or cheaper on forested tiles.

hmm, would it be possible to have this (and perhaps a few other spells) work by having the unit create a tile improvement (one buildable even in evemy territory), which upon completion is destroyed and triggers the "spells" real effect?
 
How about making it only have a chance to clear the forest? And/Or maybe make constructing/summonig siege units faster on forested tiles, or maybe maiking them stronger or cheaper on forested tiles.

hmm, would it be possible to have this (and perhaps a few other spells) work by having the unit create a tile improvement (one buildable even in evemy territory), which upon completion is destroyed and triggers the "spells" real effect?

yes but improvements out of borders doesn't work well atm
 
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