How about, it has the level of damage of the unit capturing the siege weapon. As they now have to man the weapon, it only makes sense. Less manpower, less effective.
5% would be too easy to lose to flanking counter attacks.
I would completely agree if Towns would be pillaged immediately to nothing. Improvement upgrades are like cake pieces on a plate: A Cottage is a single piece of cake, while a Town is 4 pieces. A Town has more pieces but not bigger ones. Every pillaging takes away 1 piece.I don't like the idea the Cottage and Town give the same amount. I believe Town should give much more. The same for everything else: upgraded improvements should give more.
True. Completely. Period.Zeta Nexus, I still not agree)
Upgrage from town to village costs 2 times more than from hamlet to village. Also it is two times slower. So, if you want to compare this by piece of cakes, than it is not 1/2/3/4 pieces, it is 1/3/7/15![]()
This is more @Vokarya 's playground, I'm not sure what to think about these changes but Vokarya spent a lot of time balancing things in the game; although I don't think these changes would throw the game off balance, I'd like to hear what he thinks about it before we change anything here.
I have not really looked into this particular area. I think it's worth a look. I only looked at balancing the yields from improvements.
Here's an other proposal:
Crafted resources are over abundant. It's usually to easy to create them so most civs will have their own source of it.
Each of these buildings are limited to 3 per civ and crafts 3 copies of resources. That's a total of 9. That's too much.
When was the last time you could trade you Alcohol or Pottery to an other civ?
I usually don't build more than 1 of these buildings since I cannot trade the excess anyway.
So I suggest to reduce the number of crafted resources to only 1.