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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:18
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they dont suck so bad. you just have to use them correctly. A catapult seemingly always hit's it's target the first time. They can be useful in defense when you take a city too.
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BillChin
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Best uses for catapults are to reduce the population of a 7+ pop city to eliminate the defense bonus. To soften up fortified defenders, especially Hoplites or Legionaires. To damage enemy units in the field.
About 10% of an attacking stack is a good number for catapults, or one catapult in a stack of ten units. Increase this to 20% if attacking 3 defense units such as Hoplites or Legionaires (or Pikemen before Knights show up).
Bad ways to use catapults include bombarding low pop cities with small garrisons. The chances of hitting anything are tiny. Another low percentage use is against hill cities as the hill defense bonus increases the number of misses. However, sometimes shaving off one hitpoint can save a player several units when storming a hill.
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Zylka
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Catapults function about right, and are best for defense. Artillery, on the other hand, is way too powerful and easy to exploit.
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Tingkai
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To find the Northwest Passage
Aug 2001 time: 13:18
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Yeah, I'd say catapults are not worth it. Same thing for cannons.
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BillChin
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quote: Originally posted by Pius Popprasch
How often do they miss(fail)? From my experience it's 50%.
They suck because they are underpowered. They should cause real damage. I'm aware that real Catapults were little effective, too, but Civ is a game and we want some fun.
Not building Catapults is an option, though. |
Against a spearman fortified in a small city, I estimate 20% hits. Against an archer on grassland in the open, it is more like 60% hits. Against, a hoplite in a hill city, it is like 5% hits.
I do wish there was an option or a wonder or something to produce heavy catapults, heavy cannon, heavy artillery. Maybe cost 30% more and have 25% higher attack rating, or have a wonder or a building that enables their production. Just as barracks enable production of veteran units, a special building (ballistics range?) enable production of heavy bombard units.
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Willem
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Canada
Dec 2001 time: 00:18
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Yes, Catapults are a weak unit, but that's how they were historically. They were grossly inaccurate and only used in very limited situations, namely a seige. But they are the first link in a chain that leads to Artillery and Radar Artillery, all with fairly inexpensive upgrades. So if you use them well, and especialy if you look after them, they can become much more valuable units later on, with little extra cost. It's not a bad policy to stockpile a bunch of them for later on in the game. Like I said earlier, it's quicker to upgrade Catapults to Cannon than it is to build a Cannon from scratch.
Though, and yes I'm repeating myself, it would be just great if there was a stack Bombard command. I find in order to have an effective bombard regiment, I need at least 10 of them, which makes it somewhat tedious when it comes to firing on a target. I think if we could issue a single order to a bunch of units to fire at a target, that more people would consider using them. As it is, with their inaccuracy, they can be a pain to use.
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Caligastia
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It seems to me that military units in general are weaker than in Civ2, what do you guys think?
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Marquis de Sodaq
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... no, a Marquis.
Jul 2000 time: 23:18
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Rate of Fire just means how many pops with one bombard. RoF=2 can result in 2 hp being reduced from a unit, or two improvement ruined, or 2 citizens killed with one bombard.
I find catapults and cannon very useful on the attack. Someone mentioned using 10% of your attack force. I use them as half or more of my attack force. 8 cannon with a few riflemen and cavalry, for example. Many of the bombards miss, but often it's just a matter of a turn or two before they flatten the city - every defender down hps, half the improvements pulverized, some of the citizenry crushed. Easy easy cleanup for the real units after that.
Defeating AI armies is also made easy with bombarding. That 12 hp army advancing to your city can be cut in half with a swarm of rocks showering down on it. Throw a few bad guys at it, et voila! the AI wasted a leader.
Catapults are dirt cheap, and cost peanuts to upgrade. By the time you get artillery, you spend a pittance to upgrade a heap of 20 shield units to some real bad boys. They require an escort (I always use at least 2 units) and are slow - But they make conquest easy.
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