Some random thoughts about war. The idea is to decrease city fighting:
- Remove most of the city raider promotions
- Remove city garrison promotions
- Reduce forest to 25% defense bonus
- Increase fortress bonus to 75%
- Make fortress cultural control area (like Sengoku mod)
- Make all sea units able to explore foreign territory
- New rules for ZoC? Sea/land
You're looking at the symptoms and not the cause of the problem.
I agree with the bottom non-bolded stuff. But the top stuff is just shifting some numbers around without actually addressing the reasons why city defense happens and why forts are ignored.
Read below.
You attack similar points to what I have in mind, although my solutions are a little bit different.
Why? Stacks don't really have a relationships to cities. I think cities are more of a problem because currently they are a defensive liability rather than asset, considering that the easiest way to stack attack bonuses are city attack promotions. That might be feasible in BtS where you can abandon your first ring of cities an then mount a counterattack, but in DoC many civs only have one ring of cities.
I disagree. Defense is still weaker than offense in this game, but can still hamper most efforts because of something BtS didn't have. There were two tech situations you could end up in vanilla, depending on the difficulty you chose. On easier difficulties, it's entirely possible to be 2-3 eras ahead of your competition and steamroll. On harder difficulties, it's impossible to stay ahead, but in BtS, it was possible to tech in such a way that you could be fighting Infantry with stacks of Cuirs and Rifles and be winning, so long as you were lobbing tac nukes ahead with every strike.
In DoC, tech is constant, as new civs spawn with equivalent techs to you. Fighting at troop parity and no easy access to an edge like tac nukes gives defense a bit of an edge;
what it just means is that defense can hold out against a siege longer, it doesn't mean that defense is good at what it's supposed to do and stop an attack altogether without pumping up insane bonuses like Theodosian Walls which I'll maintain is bar none the worst Wonder in the game.
I mentioned this before in an old post, but Forts are useless. There's no strategic incentive to defend them, no strategic incentive to attack them and in the few instances that there are useful Forts (Suez),
the simple workaround is to drop troops on another coast. Defense loses because it is static. Offense wins because it is mobile and dynamic. Forts can be ignored at leisure. Cities cannot, as centers of production and places where reinforcements can be funneled, such as by air or sea. Cities are superior to forts by these traits, and not so much a liability because of it.
To fix forts, let them generate and contribute yields as long as they are connected to your empire via road/railroad. This can be disregarded in the case of an island fort.
To prevent abuse, only allow players and AI to build a limited number of Forts.
Because the fort now contributes to an enemy war effort in a direct way, this will make it an important issue to tackle and be considered on the list of threats to address.
Let taking a fort and subverting it under your control provide a ton of warscore so the attacker now has incentive to take it as well.
We can make Forts useful in other ways too, such as reducing the strength of Barbs that enter the Forts cultural ZOC as suggested by ezzlar.
There's also the Citadel solution in Civ5.
I have more subtle fixes in mind.
You can read an old post of mine to improve defense here:
http://forums.civfanatics.com/showpost.php?p=13483256&postcount=206
In a rare case of simulationist leaning, I have a mechanic in mind that will make city sieging a bit more interesting,
but I actively recognize this goes counter to the promos I've suggested without a third mechanic in place. Just throwing it out there for thought.
City defenders lose their Fortification bonus if the total Food output being worked by the city goes under positive.