A thread on siege weapons made me consider this idea: perhaps siege are not overpowered, but rather perhaps their counter (flanking) is underpowered.
Let's say you find yourself in an late-early game war (catapults, spears, axes, swords, horse archers). You see an average late-early game SoD coming at you (6 CR2 cats, 2 spears (one medic, one c2), 2 shock axes, and 6 CR2 swords). How do you deal with this SoD? Do you:
A. Hunker down in the cities. Count on defensive bonuses to serve you the best. (I would imagine this would be the least popular option, unless you are Sitting Bull and have mad CG1, Drill III or Drill IV archers and shock dog soldiers).
B. Engage enemy SoD in the field, mainly relying on counter-siege.
C. Engage enemy SoD in the field, mainly relying on counter-flanking of the siege with horse archers?
Consider case B: attacking with 5 catapults. You probably lose a few cats, but you take down the strength of the stack defenders enough that you can finish of the rest of the stack.
Consider case C: attacking with 5 horse archers. You lose 2 horse archers to the spearmen, and then you win or retreat from, on average, 3 battles vs. either weakened spears or the CR swords. You kill 3 CR swords, lose 2 horse archers, and damage the siege enough that those siege need to pull back and heal (or maybe 3 would be enough to kill off the siege...I'm not sure about the calculations). The rest of the stack stays intact.
With case B, you kill off the whole stack, losing only a few cats (and maaaaabye one other unit if you get unlucky with the RNG). You gain lots of experience.
With case C, you only kill off at most half the stack (at worst, you only kill off 3 units and merely force the stack to retreat in order to replace the spearmen and heal up the cats), while losing 2 or 3 horse archers. You gain only a little bit of experience.
To me, case B seems to be the no-brainer. If there were mechanisms to make it such that case B and C were highly competitive and dependent on situational circumstances, then I'd have to say that siege was not overpowered.
I consider any unit whose only same-era counter unit is that very same unit, I consider such units overpowered (although in the case of UU, I think they are meant to be slightly overpowered. That's their fun, dynamic aspect. But the UU's change from game to game. That keeps the game spiced up. Instead, if the same units are overpowered in every single game you play (cats, trebs, cannons, etc.), then that sort of overpowering gets boring.
Let's say you find yourself in an late-early game war (catapults, spears, axes, swords, horse archers). You see an average late-early game SoD coming at you (6 CR2 cats, 2 spears (one medic, one c2), 2 shock axes, and 6 CR2 swords). How do you deal with this SoD? Do you:
A. Hunker down in the cities. Count on defensive bonuses to serve you the best. (I would imagine this would be the least popular option, unless you are Sitting Bull and have mad CG1, Drill III or Drill IV archers and shock dog soldiers).
B. Engage enemy SoD in the field, mainly relying on counter-siege.
C. Engage enemy SoD in the field, mainly relying on counter-flanking of the siege with horse archers?
Consider case B: attacking with 5 catapults. You probably lose a few cats, but you take down the strength of the stack defenders enough that you can finish of the rest of the stack.
Consider case C: attacking with 5 horse archers. You lose 2 horse archers to the spearmen, and then you win or retreat from, on average, 3 battles vs. either weakened spears or the CR swords. You kill 3 CR swords, lose 2 horse archers, and damage the siege enough that those siege need to pull back and heal (or maybe 3 would be enough to kill off the siege...I'm not sure about the calculations). The rest of the stack stays intact.
With case B, you kill off the whole stack, losing only a few cats (and maaaaabye one other unit if you get unlucky with the RNG). You gain lots of experience.
With case C, you only kill off at most half the stack (at worst, you only kill off 3 units and merely force the stack to retreat in order to replace the spearmen and heal up the cats), while losing 2 or 3 horse archers. You gain only a little bit of experience.
To me, case B seems to be the no-brainer. If there were mechanisms to make it such that case B and C were highly competitive and dependent on situational circumstances, then I'd have to say that siege was not overpowered.
I consider any unit whose only same-era counter unit is that very same unit, I consider such units overpowered (although in the case of UU, I think they are meant to be slightly overpowered. That's their fun, dynamic aspect. But the UU's change from game to game. That keeps the game spiced up. Instead, if the same units are overpowered in every single game you play (cats, trebs, cannons, etc.), then that sort of overpowering gets boring.