well, that's by design. you cannot kill a garrisoned unit anymore without capturing the city. this was done to prevent an exploit where you kill the AI army by constant bombardment without capturing the city.
however, once the unit is down to 10 hp, it stops absorbing damage for the city.
Does the % science from granary come count the net or gross food income?
Ehm, wasn't the defenders getting killed the whole point of the system? That you shouldn't be able to hide behind the walls forever with no counterplay?
Not a fan of this in that case.
If we're no longer worried about ranged units in a city being immortal, is there any reason we can't have ships able to fire out of cities again?
If we're no longer worried about ranged units in a city being immortal, is there any reason we can't have ships able to fire out of cities again?
The change in my understanding was for two reason:
Realism:A ship docket in a city does not "work", he is there to resupply or to wait for departure, not to fire cannonballs at people bashing the city gates.
The double/triple fire: where a city just because it was coastal had its own raged attack, the ranged garrisons AND the ranged ship, pretty much killing any invading melee unit of comparable strength to the ranged ones.
Ships were never technically garrisons, thus they aren't privy to the same system.
G
Okay. That's fair. Then, allow me to lodge my intense displeasure with changing up garrisons to be undamaged below a certain HP and unkillable. Making garrisons take damage and die was one of my favorite recent changes. Now we're back to one garrisoned archer successfully defending an Ancient city against three archers and two spearmen. I don't like it.
Since they take damage until certain amount of hp, they deal very small damage due to civ v combat mechanics, the problem was wen they took no damage at all and dealt their full damage every turn.
Since they take damage until certain amount of hp, they deal very small damage due to civ v combat mechanics, the problem was wen they took no damage at all and dealt their full damage every turn.
Realism doesn't really apply. There are plenty of instances of ships in harbor turning their guns on land or sea forces. It's a game balance decision entirely, and my understanding was it revolved around a boat being essentially immortal until the city was captured. Now we're back to ranged and siege units being essentially immortal until the city is captured, firing forever with no fear of death until the walls fall.
Okay. That's fair. Then, allow me to lodge my intense displeasure with changing up garrisons to be undamaged below a certain HP and unkillable. Making garrisons take damage and die was one of my favorite recent changes. Now we're back to one garrisoned archer successfully defending an Ancient city against three archers and two spearmen. I don't like it.
Since they take damage until certain amount of hp, they deal very small damage due to civ v combat mechanics, the problem was wen they took no damage at all and dealt their full damage every turn.
That can't be a problem with the new CS conversion system, moving a lancer into a flatland city without walls brought the CS of the city up to 33, if the lancer still gets popped it's not because the city was weak.This was mainly done to support the AI (as it had a tendency to move fully-healed units into weak cities and get them popped by artillery in one shot).
Don't they only lose about 15%/25% of their power?
Anyway, the easiest solution would be to make the garrisons unable to attack if they're below 20%. No invincible, easy to defend cities, no unit loss for AI if they can defend.
I haven't used this mod since last year, and decided to try it again, but the EUI interface appears to have changed and the action panel to the lower-left of the screen no longer appears when I select a unit, and unless I'm being an idiot or something went wrong - how am I supposed to instruct units to do anything other than move now?
http://i.imgur.com/s150Cg6.jpg