ok, seems i have merged the mod successfully. i made plenty of tests and situations. observations: --i like that siege units can attack units in a city that has +% city defense - thats a great idea. --siege immunity - i guess that if theres 2 catapults in a stack and another enemy catapult attacks that unit, the second one in the stack wont get collateral --the strike back - great idea, but has draw backs - the chances for it should be lowered , allot, i saw a situation where 1 catapult defended vs many attacking catapults. but still cool. --settings: giving siege unit air combat limit - 50-75 - will make sure, you cant bomb your way to victory, better that siege wont be able to destroy units, cause you can get an army of siege , defend them, and clean out cities. <iCollateralDamage>100</iCollateralDamage> : this draws power from the aircombat? a percentage of it? <iCollateralDamageLimit>10</iCollateralDamageLimit> this limits the above? i made siege not to be able to capture cities. and removed their pillage. i think ill give some units the target tag, so they will target first siege. need to be careful not make siege over powered units. code questions: if (getDomainType() == DOMAIN_LAND && canRangeStrike() && baseCombatStr() <= airBaseCombatStr()) this part from the git - i guess you added the option for units with ranged to be able to attack regularly? with regulate combat? if their combat is higher then air? *** i do hope my merge is ok, since i didnt pull it form the mod part, but from your master git. some functions i left out due to kmod stuff...odds and something....need help with those parts. but all and all, it seems to be working. awesome.