We need a “Why Era Score is implemented horribly” thread otherwise I’m gonna go one for seventeen paragraphs and be horribly off topic
No one is stopping you from creating it.
Blitzkrieg is finding weak spots in the enemy line, assaulting those, encircling your enemy, destroying his logistics, communications and supplies and then forcing the encircled disadvantaged force to attack you to try and break out.
If I remember correctly from my skim of the Wikipedia article on Blitzkrieg, it also became much less effective after the Allies adapted to it in WWII, implying it was more of a temporary advantage due to a better understanding of modern warfare than anything else.
I don't see how that's effectively simulated by having certain cities be impervious to some (most?) forms of attack.
Have you even been reading what people are saying? Tanks suck at urban warfare. That's just how reality works.
The thing I keep pointing to (that is being sidestepped by responders) is that the scenario I'm talking about is one where the unit has more than overcome the strength differential, like by +20 and still can't make a dent. Renders Combat Strength moot rather than works with it. . I have 118 Strength and the city has 98, the city should flinch. The numbers ought to mean something.. I don't know why that strikes anybody as a silly thing to take objection to.
Oh, but the numbers absolutely do mean something.
A cavalry unit, such as a tank, fighting 1v1 against a city with 20 strength advantage, in particular if that city is under siege, can absolutely win, even if the city has walls. But it seems to me like you simply do not understand how combat works, or at least how walls interact with it.
In Civ 6, combat works with a strength difference. This strength difference is entered into a formula gives an average damage taken and received if combat happens, with if I remember correctly a 20% uncertainty.
Walls have a special interaction with this mechanic. The attacking unit's damage taken is unchanged, but if there is a wall up, the damage
dealt to the city and the walls is significantly reduced unless the attacking unit is either a siege unit, or has a modifier allowing them to do full damage to walls or ignore walls. Dealing full damage to walls means the damage to walls is not reduced (this is also what siege units get) while ignoring walls means damage to walls is reduced, but damage to the
city is not reduced.
As walls start falling (losing health), the reduction in damage dealt to walls remains the same, but the reduction in damage dealt to the city
gets less. Therefore, the more the walls are damaged, the more damage a unit can do to the city.
This means that it is a
fundamental mistake to assume flat, unchanging damage numbers when estimating whether or not a unit or group of units can take a city without dying.
And again, if you are limited in time, bring some artillery. They do not have reduced damage to walls, which effectively tends to mean (at this point in the game) that two shots can pretty much tear down the walls completely, allowing your units to simply deal full damage to the city.