AllTheLand
Warlord
- Joined
- Sep 18, 2021
- Messages
- 133
I think since you answered so fast, you might have missed my edit in the previous page. I'm seeing 60 gold upgrade cost for a 50 hammer difference between a 104 hammer unit and a 54 hammer unit. I'd expect a cost of 50. Any idea where the extra 20% might be coming from?
Also a side note about the previously mentioned topic of ancient eras going by too quickly: in my new game (16-civ, large map, rev 5436), Islam got founded in 348 BC.
An idea would be for city walls to give a modifier, on the model of the forts that workers can build. One first strike from walls would really enhance their defensive value. Although at the same time, with how archers are currently balanced, this would probably become obnoxious... So I'm not sure.
Although on the other hand, Civ also doesn't offer way to properly "lay siege" to prevent a city garrison from being reinforced, so that's perhaps an argument against making small garrisons too efficient...
Also a side note about the previously mentioned topic of ancient eras going by too quickly: in my new game (16-civ, large map, rev 5436), Islam got founded in 348 BC.
Fair enough.When I was typing my previous post, I wanted to caveat that I was talking about the pre-gunpowder era. A skirmisher with a gun, especially a rifle, is absolutely a menace in rough terrain, and that is properly reflected in later units, I feel. But pre-gunpowder, a skirmisher is often a peasant with a sling or a javelin; in other words, not much different from the very same warband. While there were elite skirmishers (such as Thracian peltasts in Alexander's army), they were more of an exception than a norm, unlike the gunpowder era, where skirmishers were often better trained and equipped than line infantry.
That's the case when looking at how long it takes to whittle defenses down - and I'm generally fine with how long it takes to whittle defenses down with a city wall using battering rams or catapults (it can even feel too slow with just rams) - but when it comes to the potential for a quick assault using an important numerical advantage, 50% is most definitely not 100%. The part that specifically bugs me is how 1 or 2 defensive units in garrison can be quickly overwhelmed without having to sacrifice that many attackers.As you indicated yourself, comparing 50% with walls to 30% without is not fair, as walls also halve the siege efficiency. What you're really getting is 30% vs de facto 100%, at least pre-gunpowder (and even more starkly, at the next cultural level it's nominally 45% vs 50%, while in reality it's 45% vs 100% - so 55% difference rather than 5%!).
An idea would be for city walls to give a modifier, on the model of the forts that workers can build. One first strike from walls would really enhance their defensive value. Although at the same time, with how archers are currently balanced, this would probably become obnoxious... So I'm not sure.
Although on the other hand, Civ also doesn't offer way to properly "lay siege" to prevent a city garrison from being reinforced, so that's perhaps an argument against making small garrisons too efficient...