I was posting in the stack limits thread about how healing is essentially whacked in civ3, and that got me thinking about seiges. One of the reasons that traditional seiges are not modelled well by civ3 is that units in cities heal themselves, which means that a single strong defender can kill tons of attackers, then heal itself and start over.
A couple of suggestions in regards to making seige a better part of civ:
1)Units in cities, or fortresses under seige don't heal, or heal much, much slower.
2)Under seige is defined as having all surrounding tiles either occupied by an enemy, or adjacent to an enemy. So at minimum 3 units are required to seige a city, or fortress.
3)To compensate the defender for the loss of healing, the defensive bonus of fortresses, walls, etc is increased. The intended balance is that it should take about 2/3 or 3/4 of the current force needed to take out a city. But a straight up assault that doesn't use seige requires half again as much power.
A couple of suggestions in regards to making seige a better part of civ:
1)Units in cities, or fortresses under seige don't heal, or heal much, much slower.
2)Under seige is defined as having all surrounding tiles either occupied by an enemy, or adjacent to an enemy. So at minimum 3 units are required to seige a city, or fortress.
3)To compensate the defender for the loss of healing, the defensive bonus of fortresses, walls, etc is increased. The intended balance is that it should take about 2/3 or 3/4 of the current force needed to take out a city. But a straight up assault that doesn't use seige requires half again as much power.
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