How do you counter archers on cities?

I really don't like switching off the "save random seed" option. Leaving it on forces you to play what you're dealt. It makes the game more tactical to me and prohibits you from constantly reloading if a battle goes awckward. It makes you overall think more of you're moves and at least for me this increases the tension and fun.
 
I don't like turning off the "save random seed" option either becuase I feel that saving and reloading is not fun and a waste of my time (I am lucky if I can get more than an hour per week on the game now, and if I do nothing other than save/reload I feel cheated). I used to be a save/reload nut on previous versions so I appreciate the extra skills I picked up being forced to play the game through after losing my best units.

However, the poster tried for an HOUR to change the result by a save/reload so I figured I would help out.

Back to topic, my favorite counter against archers (or longbowmen) fortified in a city is the city raider III promotion. The units that will clean a city out before catapults are the CR promoted axeman and swordsman. You can even build experience against barbarians and animals with a warrior and upgrade the unit into a city killer later.

And you can keep the promotion if you upgrade to a unit that doesn't get City Raider naturally. That way, you can use them even more effectively for city cleanup AFTER catapults.
 
Is anybody up for a variant game where siege weapons are not allowed, but you MUST win by conquest or domination. You can still build ships that may bombard, and fighters and bombers are still allowed.
 
Maybe he's playing with Hall of Fame rule set?

Is that in Civ IV vanilla settings? What does it do? Must go and look... (yeah, right! In 2 days maybe)

[EDIT] omg.... this is a thread from long ago! My computer said it was recently started thread... sorry...
 
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