Peteus
All good things...
A bunch of interesting new bits about combat so far:
- Crippled ground units seem to keep their movement, which means that a horseman can attack, win the fight, then retreat to safety even when crippled.
- That's important, because it seems that melee units can't make standoff attacks like they could in Civ II - they always move into the square they conquer! That can be awkward, so you definitely have to plan for it - don't let it leave your defenseless catapult unguarded!
- The 1/3 move = 1/3 attack penalty is gone! A swordsman can take two steps on his road network, then attack at full strength! Combined with the lack of Zones of Control, that changes tactics quite a bit.
- Despite my Militaristic Chinese, I haven't gotten a Great Leader yet! Lots of Elite units, but none taking the next step. Admittedly I'm only fighting sporadically.
- The AI is a lot more clever about concentrating his forces! No more trickle of units - the Babylonians are attacking the Zulus with much success, and they are bringing a stack of up to ten or more units! The Zulu hasn't been able to mount a counter-attack, because crippled defenders are protected by the rest of the stack. And when the top unit in the stack is killed, the rest of the stack survives - that is a nice upgrade from Civ II.
- Off-continent agression is hampered quite a bit by the fact that you don't heal at all when in enemy territory! In neutral territory you heal slowly, and in your own city you heal quickly. I landed beside a Zulu city and attacked with a couple of good units, but he had a lot of soaks and wore me down - I didn't die, but gradually lost my effectiveness as a fighting force!
- Retreating: My speedy Horseman and really speedy Riders will fight until down to one HP, then retreat away from the enemy. This works even on defense! It saved me from losing any units in a defending stack at least once, when a swordsman's attack resulted in my top unit retreating instead of dying!
- Capturing Workers: Workers and settlers (and bombardment units) have no defense value, so attaking them captures them! A successful attack against defensive units stacked with workers results in the capture of the workers. The AI is smart enough to march his early settlers around with a warrior escort!
- Crippled ground units seem to keep their movement, which means that a horseman can attack, win the fight, then retreat to safety even when crippled.
- That's important, because it seems that melee units can't make standoff attacks like they could in Civ II - they always move into the square they conquer! That can be awkward, so you definitely have to plan for it - don't let it leave your defenseless catapult unguarded!
- The 1/3 move = 1/3 attack penalty is gone! A swordsman can take two steps on his road network, then attack at full strength! Combined with the lack of Zones of Control, that changes tactics quite a bit.
- Despite my Militaristic Chinese, I haven't gotten a Great Leader yet! Lots of Elite units, but none taking the next step. Admittedly I'm only fighting sporadically.
- The AI is a lot more clever about concentrating his forces! No more trickle of units - the Babylonians are attacking the Zulus with much success, and they are bringing a stack of up to ten or more units! The Zulu hasn't been able to mount a counter-attack, because crippled defenders are protected by the rest of the stack. And when the top unit in the stack is killed, the rest of the stack survives - that is a nice upgrade from Civ II.
- Off-continent agression is hampered quite a bit by the fact that you don't heal at all when in enemy territory! In neutral territory you heal slowly, and in your own city you heal quickly. I landed beside a Zulu city and attacked with a couple of good units, but he had a lot of soaks and wore me down - I didn't die, but gradually lost my effectiveness as a fighting force!
- Retreating: My speedy Horseman and really speedy Riders will fight until down to one HP, then retreat away from the enemy. This works even on defense! It saved me from losing any units in a defending stack at least once, when a swordsman's attack resulted in my top unit retreating instead of dying!

- Capturing Workers: Workers and settlers (and bombardment units) have no defense value, so attaking them captures them! A successful attack against defensive units stacked with workers results in the capture of the workers. The AI is smart enough to march his early settlers around with a warrior escort!