We-the-People-civ4col-mod / Mod

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Idea: Mechanics of Artillery if "True Ranged Attack" is implemented #1043

Open Halibut9000 opened 2 months ago

Halibut9000 commented 2 months ago

Positing the following ideas for the differences between heavy and light artillery if a "True Ranged Attack" (TRA) is implemented. A TRA would be if the artillery had an activatable ability (like bombard) that would allow it to attack adjacent tiles without moving into them. These ideas are based off real world uses for heavy and light artillery.

Both Types of Artillery: Do not receive defensive bonuses EXCEPT for settlement bonuses Low strength (melee stat)

Light: Can move and then fire Lower attack Can not bombard settlements with Bastion or higher defenses (or deals very little damage to them)

Heavy: Cannot use roads Cannot move and then fire (firing uses up movement Cannot be garrisoned in towns with small walls (Chevaux de Frise through Fort) Higher attack

I think this accurately reflects the uses of light and heavy artillery in actual warfare where heavy artillery was more useful for defending positions and bringing down heavily reinforced castles while light artillery was more of a field weapon. It can also bring about interesting gameplay around positioning very slow heavy artillery and maneuvering around it.

Schmiddie1979 commented 1 week ago

The true ranged attack is something that is in my mind since ages. If we ever start working on the big overhaul of the military units this is definitely something that will be considered.