Emp. Killyouall
EVIL Emperor
My beef: they nerfed seige, but they also nerfed what it was originally supposed to do- take down city defenses!
I wonder if siege units will have to take a unit down to 0hp before it withdraws and then the defender is put back at 25hp. Another possibility is that the siege unit will only have to damage the enemy down to 25hp and then it withdraws; this would allow it to survive more often.
50 percent withdrawal chance on the Attack Submarines look a bit too much? Kinda cost free aggression points?
50 percent withdrawal chance on the Attack Submarines look a bit too much? Kinda cost free aggression points?
My beef: they nerfed seige, but they also nerfed what it was originally supposed to do- take down city defenses!
I understand why seige weapons can't kill units, good idea, but what is this with them not being able to bombard city defense down to 0% anymore? That's what they are for!
There had better be some major changes in power balance to make this work. When a city defense has a bonus of 25% and a longbowman gets a bonus to it bringing to +50%, then most normal units simply can't take the city. Especially if that city is on a hill. (+75% after a seige)
Are we really going back to the days when one longbowman in a city could hold off an army??????????? Especially given the "new" protective trait from warlords. I'm very worried and I'm not even a war player.
Who says they can't reduce the city defence to 0%?
I think they can!
The only nerf with the city defence is that one Siege Unit needs more turns to reduce it to 0% (e.g. Catapult: Can Bombard City Defenses (-8% / Turm) (was -15% in Warlords)).
Actually in Warlords and Civ4, the percentage wasn't fixed, infact how much city defense was lowered by siege units depended on what was the starting city defense, so if a city had 80% city def. or 20% city def., it took the same number of turns to lower it to 0%, which made walls,Chichen Itza and Castle nearly useless.We have to see whether this system is changed because otherwise bombard city defense "amount" will not be really representative.
MarioFlag:
Actually in Warlords and Civ4, the percentage wasn't fixed, infact how much city defense was lowered by siege units depended on what was the starting city defense, so if a city had 80% city def. or 20% city def., it took the same number of turns to lower it to 0%, which made walls,Chichen Itza and Castle nearly useless.We have to see whether this system is changed because otherwise bombard city defense "amount" will not be really representative.
Actually in Warlords and Civ4 ... which made walls,Chichen Itza and Castle nearly useless.
20% cultural defence means that the defending unit gets a 20% bonus but -15% bombard city defences does not mean reduce the city's defensive bonus by 15. It means reduce the city's defensive bonus by 15%. It was intended so that 15% bombard damage reduces 0% city defence to 17%, not 5%.
Also,
In Warlords walls and castles reduced the affects of bombardment by 25% each - the reduction in defences caused by each catapult was lessened by 25% for a walled city and 50% for a castled city.
Overall result:
It would always require 7 catapults (7*15% = 105%) to bombard a city down to 0% defences. In Warlords it would always require 9 catapults (9*15%*0.75 = 101.25%) to bombard a walled city down to 0% defences and 14 catapults (14*15%*0.5 = 105%) to bombard a castled city down to 0% defences.
In BtS 25 catapults (25*8%*0.5 = 100%) would be required to bombard a castled city down to 0% defences assuming the affects of walls and castles are unchanged.
Carrack:
(Unique Unit for Portuguese Empire; Replaces Caravel)
3 Strengths, 3 Movement
* Cargo Space: 2 (Caravel: 1 (can only carry scout, explorer, missionary, spy, or great people))
* Can Explore Rival Territory
Is this confirmed? So basically it's a glorified religion-spreading device? Blech.