Phoenicia's worst nightmare!Why do these barbarian horde events always trigger in multiple CS at around the same time?
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EDIT: Like... really?
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Phoenicia's worst nightmare!Why do these barbarian horde events always trigger in multiple CS at around the same time?
Spoiler :![]()
EDIT: Like... really?
Spoiler :![]()
Yeah I only really build cannons to try and level them up for later better units. They really don't hit cities hard enough to be worth the effort most of the time. They have a pretty narrow window where siege units are good.
Really? I've found that apart from a few narrow windows pre-castles (e.g. comp bow rush), you pretty much need siege units, especially against anything castles and up, all the way until GDRs. It's also the point where the AI really starts throwing production at you during wars so stuff like attacking with melee units just don't become viable anymore for the most part.
It's also difficult to hit level 5 on units by field guns in time if you start training them from cannons, and range 3 field guns are amazing.
Not to say that you want to replace all ranged units with siege units or anything. But the player has the sense to clear out an area, place multiple siege units nearby, and use them to take the city. Whereas the AI sieges I've witnessed tends to be a hodgepodge of ranged, skirmishers, melee, with a couple of siege units somewhere, but very clearly not being made good use of.
EDIT: That's not say that I think the AI is necessarily doing a bad job. It still has to deal with the constant influx of units that the other AI is throwing out, and it does consistently keep dealing damage to the city, meaning that it does go down eventually. Just not as fast or well as a player would.
generally attack with something like,
20-25 archer
4-6 melee
2-4 siege
2-4 horse
0-4 skirmisher
I build a few cannons but there are often very limit spots where you can set them up safely. They lose a turn moving into place and often get targeted by cities so you have to pull them back. With all the wasted time they only do slightly more damage then xbow/musket would have, so they are a luxury mostly built to level up and upgrade to save production. Muskets can handle castles pretty easily and that is the easiest time to attack the AI as they are generally at their weakest then. This also means cannons are half a tech behind.
I'd generally attack with something like,
20-25 archer
4-6 melee
2-4 siege
2-4 horse
0-4 skirmisher
AS evidence the the group play games however lots of people do things pretty differently and have a lot more melee units and I'm sure other things too.
The mostly seem to struggle with movement as evidenced by the AI with movement bonuses doing the best at war. Songhai and Sweden are much more able to take cities probably due to this.
What the hell is that build order?Licorne are so good too with their move after attack
Only 4-6 melee? Do you frontline with your archers? You must get casualties then?
Random, very small thing that annoys me anyway: the tooltip and Civilopedia text for the two "Great Generals" promotions that generate GGs faster is nonsense and somewhat misleading.
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That text implies that GG spawning is chance-based, which it isn't.
Licorne are so good too with their move after attack
Only 4-6 melee? Do you frontline with your archers? You must get casualties then?
But if you have 2-4 siege units, what happens if they kill a siege unit with a ranged unit and a city attack, what are you supposed to do about it?Generally the idea is to slow push in a doubled up line of archers. Whenever they get damaged you pull back the damaged one and use all the others to kill everything. The melee units just buffer and slow down faster AI units. The Ai has a huge number of units on the high levels so you really need to grind through a lot of units. There is only so much space so you really want all your units able to attack each turn, and melee can't really do that without risking getting killed.
Archer units also scale much better their 4th level up provides a huge boost in power while it is less exciting for non ranged units. Similarly siege get a big power boost but it is hard constantly shoot with them.
But if you have 2-4 siege units, what happens if they kill a siege unit with a ranged unit and a city attack, what are you supposed to do about it?
The A.I sometimes actually get into their senses and range attack your siege units, what do you mean?Siege units shouldn't be moving into position until the area is safe. They also shouldn't be dying in two hits; if they are, it's probably time to rethink your plans.
The A.I sometimes actually get into their senses and range attack your siege units, what do you mean?
If you play on the higher difficulties - it will never really be safe
I mean that if all it takes it one city attack and one ranged attack to kill your siege unit, then that siege unit shouldn't be there. You need to wait for an upgrade, bring in one with both levels of cover, or change tactics to bring enough siege units to have multiple in range at the same time and be able to cycle them out to heal.
"Safe" in this content means that siege units should not, generally, be moving into positions where they're getting hit more than those two times. There's no such thing as hard and fast rules, of course, but this should usually be true.
Good points, but if a civ is snowballing, you either to have to get a tech advantage quick enough, or attack with slightly worse siege units. The big advantage is here is that previous era units are much cheaper than the advanced ones, giving you the "production" advantage.I mean that if all it takes it one city attack and one ranged attack to kill your siege unit, then that siege unit shouldn't be there. You need to wait for an upgrade, bring in one with both levels of cover, or change tactics to bring enough siege units to have multiple in range at the same time and be able to cycle them out to heal.
"Safe" in this content means that siege units should not, generally, be moving into positions where they're getting hit more than those two times. There's no such thing as hard and fast rules, of course, but this should usually be true.
Good points, but if a civ is snowballing, you either to have to get a tech advantage quick enough, or attack with slightly worse siege units. The big advantage is here is that previous era units are much cheaper than the advanced ones, giving you the "production" advantage.
I'd generally be safe and atleast make 4 MINIMUM (if I know I'll win a war) siege units. I'd make like 10 if I'm not sure about it
I never have that many siege units until maybe artillery when I’m using them for more general attacks and splash damage. 3 cannon on a city is more than enough to grind it down pretty quick, and maybe (maybe) 3 more to swap out as the originals get damaged.
But if you have 2-4 siege units, what happens if they kill a siege unit with a ranged unit and a city attack, what are you supposed to do about it?