I would like to dedicate a thread solely towards the generation of ideas for catapult (and all siege) changes, as they are sorely in need of it. I'll kick things off with my change to siege, in hopes that others will contribute some ideas and perhaps some really great changes can be made for the second expansion pack (maybe not, but we could get lucky).
1. Siege units now receive an attack modification based on how many units are on the tile it is attacking. If there are 4 units, no change. If there are less than 4 or greater than 4, the siege unit loses/gains 25% attack respectively per unit on the stack. So attacking 1 unit with a catapult results in -75% attack damage. Attacking 10 is +150% and 20 is +400%, etc.
2. Catapults and all other siege now only deal a maximum of 80% max life collateral damage to 5 units (80% of life is left over). Upgrades to collateral only increase how many units are hit by the collateral in the stack.
3. Catapults reduced to 3 str, trebuchets lose their city attack bonus but move to 5 str. Cannons/artillery also reduced in str proportionately to 8/14 respectively.
4. Castles can't be reduced to lower than 40% defense bonus, and walls can't be reduced to lower than 20% defense bonus.
5. If a unit with first strike is in a stack attacked by a siege unit, the bonus to attack is reduced by 25% per first strike promotion. This effect does not stack by having more than 1 first strike unit on the tile.
Result: Splitting up units is actually extremely effective when attacking. Attacking turtle cities is easier, as many units are stacked up in a city. Catapults are not as massable because they receive no defensive benefits. To counteract the severe penalty of stacking mass units in a city, walls and castles are stronger to help less units defend better. One first strike unit becomes essential to any stack as support against siege.
1. Siege units now receive an attack modification based on how many units are on the tile it is attacking. If there are 4 units, no change. If there are less than 4 or greater than 4, the siege unit loses/gains 25% attack respectively per unit on the stack. So attacking 1 unit with a catapult results in -75% attack damage. Attacking 10 is +150% and 20 is +400%, etc.
2. Catapults and all other siege now only deal a maximum of 80% max life collateral damage to 5 units (80% of life is left over). Upgrades to collateral only increase how many units are hit by the collateral in the stack.
3. Catapults reduced to 3 str, trebuchets lose their city attack bonus but move to 5 str. Cannons/artillery also reduced in str proportionately to 8/14 respectively.
4. Castles can't be reduced to lower than 40% defense bonus, and walls can't be reduced to lower than 20% defense bonus.
5. If a unit with first strike is in a stack attacked by a siege unit, the bonus to attack is reduced by 25% per first strike promotion. This effect does not stack by having more than 1 first strike unit on the tile.
Result: Splitting up units is actually extremely effective when attacking. Attacking turtle cities is easier, as many units are stacked up in a city. Catapults are not as massable because they receive no defensive benefits. To counteract the severe penalty of stacking mass units in a city, walls and castles are stronger to help less units defend better. One first strike unit becomes essential to any stack as support against siege.
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