Morten Blaabjerg
Settler
Basically, I am getting tired of the way it takes 200 years in Civ4 to conquer a single city, despite repeated attacks a few archer units is capable of withstanding huge armies. I think siege equipment should be very important in battles, but I feel with the present system, they are vastly overpowered. It can be virtually impossible to conquer any city (even unwalled) before you get catapults.
I think the collateral damage system opens a way to change the combat system as to make war both more devastating and put more emphasis on walls and fortresses. So here is my proposal, which I will try to implement as soon as I find the time for it. If you like it and would like to try and implement it for yourself, please do
The model tries to make stack combat perhaps even more dangerous than at present and emphasizes the presence of fortresses, walls and castles. Here goes :
* All units provide collateral damage to a stack. Some do more than others (Archers and Gunpowder units give the most). This means a city will fall quicker if attacked repeatedly with superior units.
* A fortress, walls or a castle protects from all collateral damage, until its defenses have reached zero, at which point they are destroyed in the game. Fortresses are removed from the map, walls disappear etc.
* Catapults, Cannon and Artillery and similar siege units can bombard defenses, or attack as normal (giving collateral damage as usual). They are even more important now when taking a walled city, but may not be needed if the city is not walled.
* Walls in cities raise defenses to +100%, a castle with additional +50%. Fortresses provide +100% defense bonus. All cumulative with terrain and normal unit promotions. In earlier civ games a units defenses was tripled with city walls, but I think +100% will be adequate, as the units have several other paths of bonus'es in themselves.
* Workers can contruct fortresses while in hostile territory. Historically, castles were very often built offensively, as staging points for control of a hostile area.
* Build cost for early units should be halved, to make it easier to withstand the losses from combats, which will likely come quicker and more devastating.
I think the collateral damage system opens a way to change the combat system as to make war both more devastating and put more emphasis on walls and fortresses. So here is my proposal, which I will try to implement as soon as I find the time for it. If you like it and would like to try and implement it for yourself, please do

The model tries to make stack combat perhaps even more dangerous than at present and emphasizes the presence of fortresses, walls and castles. Here goes :
* All units provide collateral damage to a stack. Some do more than others (Archers and Gunpowder units give the most). This means a city will fall quicker if attacked repeatedly with superior units.
* A fortress, walls or a castle protects from all collateral damage, until its defenses have reached zero, at which point they are destroyed in the game. Fortresses are removed from the map, walls disappear etc.
* Catapults, Cannon and Artillery and similar siege units can bombard defenses, or attack as normal (giving collateral damage as usual). They are even more important now when taking a walled city, but may not be needed if the city is not walled.
* Walls in cities raise defenses to +100%, a castle with additional +50%. Fortresses provide +100% defense bonus. All cumulative with terrain and normal unit promotions. In earlier civ games a units defenses was tripled with city walls, but I think +100% will be adequate, as the units have several other paths of bonus'es in themselves.
* Workers can contruct fortresses while in hostile territory. Historically, castles were very often built offensively, as staging points for control of a hostile area.
* Build cost for early units should be halved, to make it easier to withstand the losses from combats, which will likely come quicker and more devastating.