They are not destroyed, no. They will regenerate if you leave them alone and move off.
							
						
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Moving Cannon from Steel to Gunpowder
				
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 Cannons at Gunpowder become the single right answer; you don't need to build anything else. If you haven't noticed, at no point in CIV right now is this true; every unit has a counter - something which it must fear. If you put the Cannon at Gunpowder, it has no unit to fear for quite some time - first person to Gunpowder wins.
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 hmm.. ya think so fried?
 
 
 I wouldn't go as far as saying that who has cannons wins, but someone would definitely have an edge.
 
 Cavalry, with 15 combat & +50% cannon would definitely counter any cannon threat. I will point out, however, that cavalry is a little bit harder to get.
 
 Another thing that could be changed in connected with moving cannons to gunpowder would be to increase gun powder from 1500 cost to 2000 and give knights (one tech before gun powder), a +25 against siege weapons.
 
 Considering that cannons can't have defensive bonus', this would balance itself out.
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 put in bronze cannons. and maybe trebuchet as well. will be lots of siege weapons to upgrade, but thats the arms race for ya.
 
 and historically, cannons battered down the walls of constantinople allowing the turks to take the city they had been unable to take for 400 years due to its magnificent walls. when gunpowder cannons came it took away the advantage of walls.Diplogamer formerly known as LzPrst
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 Walls are stupid...throw rocks at them!!!Originally posted by notyoueither
 Bombardment does reduce the defence bonus from walls and castles, just does not destroy the structures, so if the defenders win, they do not have to rebuild them.
 
 sorry...
 
 Cannons at Gunpowder become the single right answer;
 
 I'm with you one this one. Adding a new slightly more powerwull unit such as the trebuchet maybe, canons do too much damage.Last edited by alva; October 31, 2005, 05:41.Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
 Then why call him God? - Epicurus
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 I agree that cavalry counter the cannon threat... but you can get Gunpowder a LOOOOOOONG, LOOOOOOOOOONG time before you see Cavalry at Military Tradition... if you see them at all. Remember; the tech tree is highly flexible. If you beeline for Cannons, you'll get them early enough to do tremendous damage with them, and that's from where they are on the tech tree now. You could run riot with a fast beeline to Gunpowder, if you put Cannons there. Serious gamebreaker.Originally posted by MattPilot
 hmm.. ya think so fried?
 
 
 I wouldn't go as far as saying that who has cannons wins, but someone would definitely have an edge.
 
 Cavalry, with 15 combat & +50% cannon would definitely counter any cannon threat. I will point out, however, that cavalry is a little bit harder to get.
 
 Another thing that could be changed in connected with moving cannons to gunpowder would be to increase gun powder from 1500 cost to 2000 and give knights (one tech before gun powder), a +25 against siege weapons.
 
 Considering that cannons can't have defensive bonus', this would balance itself out.
 
 The "Knight patch" you're suggesting would help, but Pikes counter knights rather well (as do War Elephants) and having Construction or Engineering before Gunpowder isn't hard to do. Having Rifling (Riflemen to counter Cavalry) before Steel, on the other hand, is quite a bit harder, and helps prevent single-unit-dominance.
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 Ya I agree with Fried-Psitalon. While it would be nice to move cannons up, one of the things in civ is that you usually get the defensive units right before access to offensive units, so you can't just blitz to one tech, mass units and dominate, which is exactly what I would do if you moved cannons to gunpowder.
 
 I agree, I need something like a trebuchet unit with ~8 strength for medieval armies. It's really needed to have another unit because siege weapons are supposed to be the counter to a huge stack of units, so when catapults are still at 5 strength, units of macemen are at 8 str and knights are at 10 str, catapults can barely hit anything.
 
 Now that I think about it, if they did add in a new siege, it should have a -33% str modifier while defending, we don't want siege to be used as a normal soldier in the field.
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 I had this idea as well, though it doesn't work. Mounted units do not get the bonus vs siege units while defending. I think Trip stated that in another thread.Originally posted by MattPilot
 On another note, longbow men are good defenders in general, but against siege weapons one should have a mounted unit (+25 siege) garrisoned in a city. The Knight or cavalry could be a good adversary for a cannon, no?
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