In my last few domination games, something I've noticed is how the balance between offense and defense changes over time. Up to the medieval era, offense seems relatively balanced with defense. Early rushes can capture towns fairly easily, but are stopped dead in their tracks by ancient walls. Battering rams counter walls, shifting the pendulum back towards offense, only for medieval walls to push the pendulum back towards defense. Then siege towers come online to reset things. Overall there's a good back-and-forth, with small tech leads causing big swings in power. In the modern era and later, offense is clearly superior. Balloons allow siege weapons to fire beyond the range of a city's defensive fire, letting siege units take potshots with impunity. Additionally, indirect fire means positioning becomes a lot more lenient, so it's pretty simple to set up 3-4 guns to obliterate a city's defenses in a single turn. Using a bunch of artillery with a single cav/tank can conquer entire continents, even without more advanced units like bombers which flatten cities even harder. My problem has been the gap between these two phases. In the Renaissance era and especially the Industrial era, it seems like defense is greatly superior to offense for the following reasons: No offensive support unit: It feels like there's a unit missing from the game here. Early on there's the ram and siege engine, and later on there's the balloon, but there's really nothing contemporary to counter Renaissance walls. Sanitation brings medics, but these aren't anywhere close to being a hard counter like the other support units are. Ranged attacks from cities+garrison can overwhelm their healing effect rather easily. Early siege units are garbage: Siege units ought to have modifiers that make them resistant to ranged attacks from cities/garrisons so that you'd need field units to take them down. Unfortunately, the game isn't balanced this way. Siege units melt to city attacks just as easily as other units do, and the AI knows to prioritize them. Combine how flimsy they are with their low mobility (can't move+attack in same turn without promotion) means siege units are almost dead by the time they can fire. Bombards also have low attack in general, and have no upgrade in the Industrial era whereas city defenses continually improve. Renaissance walls are tough: Even with a modern contemporary army, Renaissance walls are tough to crack. A single attack from a bombard (even if it has a few promotions) can often do less than 1/10 of the wall's total HP. Peak traffic jam: Corps and Armies are just starting to be introduced around this time. If you want to preserve XP you'll need to train new units from your home cities, which will need to travel to wherever your army is campaigning. In the meantime you'll be fighting with and against single units, which really clogs the front and makes offensives difficult. Furthermore, a lack of indirect fire on artillery means Bombards often need to be directly next to cities to actually attack them, making positioning even more difficult. Things become a total mess when you need to retreat a unit to save it, especially if there are rivers Encampments are everywhere: The AI really likes to prioritize encampments for some reason, and they're at their worst around this time. Sometimes you can ignore them if they're behind the city you're attacking. If they're oblique to your attack vector then you can sort of ignore them, but they make positioning even more difficult, especially for siege units. If they're directly in front of where you need to attack then they basically act as a second siege. Am I doing something wrong here? Is there some trick that makes offense during this time period much more viable?