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Indiana Joe is offline Indiana Joe
Settler

Apr 2004
time: 00:30
  Old Post 01-02-2005 02:06
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Multiple Units Attacking a City Support Apolyton, buy Galactic Civilizations

There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.

Am I missing something, or is that the way it works?

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:30
  Old Post 01-02-2005 02:19 Visit Dis's homepage!
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they shouldn't heal. Though they often recieve promotions if they win the battle. So you may see them go from yellow to green.

note: unless you are talking about seperate turns. Units in a city with a barracks will heal the next turn.

Geronimo is offline Geronimo
King
st cloud USA
Jan 1970
time: 05:30
  Old Post 01-02-2005 02:56
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quote:
Originally posted by Indiana Joe
There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.

Am I missing something, or is that the way it works?


It's easy to get this impression if they have a stack of identical units in the city. The game only shows the graphic of the strongest unit in the city taking it's health into account and when you attack it is that strongest unit which defends. So of course it will look as if the unit is healing after each of your units attack but instead the damaged unit has sorta 'stepped aside' and now the next strongest unit is up to bat. You won't get to see damage show up until the city has no undamaged units remaining.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 01-02-2005 03:42 Visit joncnunn's homepage!
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Actually, what your seeing is it does no good to stack a defensive stack with fewer units in a given turn than there are defenders.

(Multiple Attack ignored)

The game will not show the other units in a city, but if your oppoent is an AI, it's pretty easy to guess based on the population.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 01-02-2005 03:55
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Artillery in the city do not defend, they just get a bombardment shot. So each artie in the city will get a turn and take no damage at all. You capture the city you get the arts (if you have the tech).

As was said the defenders are unknown to you unless you have a spy and investigate the city to know what they have on hand.

BTW if they have a barracks and the units stay forted on defense, they will heal fully each turn. So you must bring at least enough units to kill all defenders on that turn or face fresh units each turn.

Well the ai is dumb enough to send out units from the city at times, so you may or may not face them all the next turn.

After you get through all the units once (on the same turn), you will see any defenders that are damaged and survived their original defense.

The game will put up the strongest unt each turn, until it is dead or no longer the strongest defender left. This can be painful as you watch your own army get killed as it was put up for defense with 2 HP left and never used that stack of calv units.

Last edited by vmxa1 on 01-02-2005 at 06:37

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 01-02-2005 05:23
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Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.

I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 01-02-2005 06:01
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All correct... there is a tiebreaker, though, for units of the same type. A 3/3 Spear will defend before a 3/4 Spear.

Theseus is offline Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 01-02-2005 08:52
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EDIT: No longer necessary

Last edited by Theseus on 01-02-2005 at 20:13

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 01-02-2005 09:37
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Delete now.

Last edited by vmxa1 on 02-02-2005 at 03:40

Indiana Joe is offline Indiana Joe
Settler

Apr 2004
time: 00:30
  Old Post 01-02-2005 18:47
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Thanks all for your replies. It is really helpful.

Joe

Last edited by Indiana Joe on 01-02-2005 at 19:21

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:30
  Old Post 01-02-2005 20:51
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quote:
Originally posted by Solomwi
Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.

I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer.


I thought in this example (a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6)) The pikeman will defend, because it has the same punch (4HP * 3Def = 12 = 2HP * 6Def) for less shield value 30 per pikeman instead of 90 per Guerilla).
So the tie breaker could be the same punch for less shields. But then again, that is probably what Solomwi stated, he just called it different I guess.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 02-02-2005 02:46
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I hadn't thought about it being based on shield cost, but that's possible. Without really delving into it, I'd imagine the two would give the same results must of the time. Attack value is just what I had noticed, mainly because when I'm destroying AI units, how many shields were put into it doesn't matter to me, but how much damage it could do if I let it live does.

Wow, wonder what I missed from T and vmxa.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 02-02-2005 03:30
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You'll never know.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 02-02-2005 03:36
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Whatever it is should be settled with nukes and marines on a standard map.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 02-02-2005 03:42
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quote:
Originally posted by Solomwi

Wow, wonder what I missed from T and vmxa.


We were referencing a post that looks to have been removed now. Not each other.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 02-02-2005 03:57
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I figured that was the case, but couldn't resist a chance to poke at you two a little.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:30
  Old Post 07-02-2005 07:54
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quote:
Originally posted by vmxa1
BTW if they have a barracks and the units stay forted on defense, they will heal fully each turn. So you must bring at least enough units to kill all defenders on that turn or face fresh units each turn.


There are times where I don't wipe out all the units in one turn and I kill only a few units per turn. This happens when I have relatively few attackers available and plenty of arty. In these cases, I will fire all my artillery (hopefully damaging all the defenders, even if just a bit) and then take out one or more with my available attackers. After several turns, even with conscription available to the enemy, the city will finally be weak enough for me to be able to take. (This strategy is bad for war weariness, but sometimes your resources are limited.)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 07-02-2005 07:59
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Yes and it can be bad for your forces if you are far away and take losses.

I am not big on bombardment as it is boring and if I want to capture the city, I am destroying all kinds of structures that I probably would rather have.

You gotta do what you gotta do.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:30
  Old Post 07-02-2005 13:42 Visit Modo44's homepage!
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Turn off battle animations.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:30
  Old Post 08-02-2005 08:33
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I like bombardment for reducing city pop before I take over the city. But, yeah, it sucks that a few handy structures get destroyed in the process.

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