Pikes get a very small bonus against light cavalry. Pikes have hard time against Keshiks, Pistolers should just kill them.
Star Fort bonus applies to all units and cannot be bombarded. Basically Star Fort gives you +20 fixed bonus.
To be honest, the Civ4 concept cultural defense; and of attacking cultural defenses with cannons was always strange to me... Cannons should be used to destroy city walls... And without cannons, city walls plus any cultural moral booster should apply. Though maybe walls could have reduced effect (but I don't believe it).
Try attacking a city defended by longbowmen with gunpowder units.
Actually you make some very good points here, especially for our medieval mod
We shouldn't see an army with only line infantries easily take a fortified city
Without cannons they should suffer heavy losses, exactly like knights and macemen suffer heavy losses without trebuchets
What is even more strange is that light cavalry is the best type of unit for attacking a large fortified city... They are actually even better than Karolins or Tercios for this.
I have been playing RFCE & SOI for about 8-10 hours/day this last month. As the AI on Emperor level builds units so quick a traditional siege is suicidal. While I move in my mighty stack of siege and infantry with 1/move/turn and then spend a few more turns bombarding city defences the AI uses these turns to build an even larger counter stack.
However if i build a stack of about 10-12 light cavalry, level 2-4, with Flanking and Drill promotions, I can usually take out several cities before the AI has time to react.
Light cavalry (or missile cavalry in SOI) has nearly no units that counter them. They already have a good chance to withdraw from attacks, add a couple of flanking promotions to increase this further which also makes the unit immune to first strikes. Mix in some first strikes of your own as a nasty surprise for your enemy..
After this just command the light brigade to charge against those pesky city walls and that puny castle where the entrenched enemy is hiding and doing their filthy "cultural" stuff. Surely those sissy foreigners will fold at the first taste of your cold steel...
Some of your units might die. But most of them will withdraw from the battle. And the "winning" defending unit will be damaged aswell. As long as you have more units than the defenders you will wear them down. And after winning the battle most of your units will be bruised but ALIVE. The health of your units will be partly restored when you promote them after the battle. Give one of your veterans the medic promotion and a few turns later you another enemy city will fall.
Since your stack move 3/turn you can strike fast, furious and far into the enemy empires soft belly. And you will be nearly invincible since nobody else will have a bigger stack that moves as fast as you do - not even the mongols since they always split up their units to pillage the country-side. Do some clever scouting, raze some enemy roads and they will never catch you before collapsing.
If you do not plan your movement and scouting the terrain it could happen that your forces are not properly prepared when they have a chance encounter with a sudden enemy army out in the field. No worries - as there is no counter unit for light/missile cavalry your chanches of winning pretty decent.
And if you lose the battle you will, at least, most likely have both severely maimed and killed lots of enemy units.
The light horse commandos are also excellent for defensive purposes.
Just place one or more stacks so that they can quickly can reach all corners of your empire. When the enemy attacks and enter your border with a 80+ units SOD - no worries - the AI will still have to march all that infantry, pikes and muskets and macemen and whatever. And they will have to lug all that heavy siege stuff with them aswell. So it will probably take them at least 3 turns just to reach your first city. And that means that your flanking & first striking cavalry will be able to carry out their hit and run attacks every turn they march.
F.ex. if that have 10 Pistoliers, newly built with only level 2-3 XP, all with Flanking 1 & 2 and some with drill promo aswell - and they every turn attack that invading 80+ unit SOD while they slowly march their 3 turns to your city... That SOD will be pretty trashed when they finally reach their target city.
My standard city garrison is 2 archery units + maybe a spearman in important/strategic locations + castle and city wall. This is more than enough to defend against at least 5-6 knights if the AI should decide an advance patrol before the big SOD.
The scouting mounted sergeants that the AI likes to build and ONLY use for scouting & worker snatching will usually not attack cities with a garrison of 2+.
So even a trashed AI SOD is still threat if it actually reaches the city. Placing your 10 pistoliers in it, is usually enough until other reinforcements arrive or are built.
Basically all military needed is 2-4 units/city (depending how insecure you feel) + about 12 light cavalry units. With some luck and wise use theses should cover all your needs.
to be honest I find it hard to stop building them after my first war, I usually have about 40+ light/missile cavalry running around in the end game. And I have actually never had the tech for this tactic with pistoliers or more advanced units, the super slow resarch is my biggest problem, I have only ever managed to resarch 1-2 techs during the whole game.. : (
JUST REMEMBER TO NEVER SPLIT THE STACK AND ALWAYS ATTACK!
If a single light cav unit is attacked and alone they are easy pickings not only for knights and other heavy cav. but also against infantry. Smaller groups are better than single units but not safe, I have often lost groups of 3 - 5 units.
But if your 12 light cav. ATTACK they should have no trouble killing 6-8 Knights. Obviously