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alexman
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Hunt Valley, MD
Jan 1970 time: 00:27
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Now that people are playing more MP, walls seem to have come somewhat into fashion against other humans. But how do they really work? Here are some tidbits of information that you may or may not know:
- Walls in Civ3 are defined as any improvement with a non-zero bombard defense. This improvement gets the special walls graphic, and its benefits supposedly expire when the city reaches size 7.
- In reality, it's only the bombard defense that expires when the city reaches size 7. The defense bonus remains until the walls are sold or destroyed, no matter what the size of the city.
- When you attack a city with a ground unit (or a marine), the defender gets the defensive bonus of the wall.
- When you bombard a city with ground artillery (but not with ships or planes), the first thing that gets targeted are the walls. If the bombard unit wins against the walls' bombard defense, then the walls are destroyed. If the walls win, then all improvements, citizens, and units in the city are safe. This happens only if the city is size 6 or smaller.
- When you attack a city with an air unit, the bombard defense of walls do not apply, but the defensive bonus does. The bombard unit has a chance of hitting either a unit, an improvement, or a citizen. Once the target is determined, combat is resolved between the bombard strength of the air unit and the modified defensive strength of the defending unit (which always includes any wall and terrain bonus), the improvement's defensive value (16), or a citizen's defensive value (16), depending on what is the determined target.
- The same as with air bombardment is true for naval bombardment, except that coastal fortresses have a chance to protect the city or get destroyed (just like the walls do against ground artillery) against the first bombarding naval unit.
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Dominae
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Thanks for the info, alexman (nice to see you back, too)!
Pretty fishy that you only post this after you build the Great Wall in Strat PBEM 4...but it will soon expire (if not already), so all is well.
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:27
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quote: Originally posted by Catt
Do you think it is a bug?
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Yes, it's definitely a bug introduced in PTW.
In vanilla civ3, walls were defined as any improvement with either a non-zero defensive bonus, or a non-zero bombard defense. All such improvements got the walls city graphic, and became obsolete for cities greater than size 6.
In PTW, the above approach would obviously not work, since the civil defense has a defensive bonus but is supposed to work for any size city. Firaxis decided to change the definition of walls to be any improvement with a non-zero bombard defense. Unfortunately, they forgot to make all other properties besides the bombard defense (such as the defensive bonus) of such improvements become obsolete after size 6. Note that the bombard defense still becomes negated after size 6, even in PTW.
quote:
Makes the AU version of the GW quite an intersting wonder (even moreso for an AI - more likely to be on defense than a human).
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The AU mod Great Wall is very powerful before metallurgy, but the player that builds it can actually be worse-off after metallurgy, as all the walls (and their defensive bonus) vanishes. Players that built walls in their towns before they became cities continue to get the defensive bonus, but the GW player can no longer build walls in his cities unless he starves them back to size 6.
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Nor Me
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quote: Originally posted by alexman
The AU mod Great Wall is very powerful before metallurgy, but the player that builds it can actually be worse-off after metallurgy, as all the walls (and their defensive bonus) vanishes. Players that built walls in their towns before they became cities continue to get the defensive bonus, but the GW player can no longer build walls in his cities unless he starves them back to size 6. |
Yes, there is a disadvantage immeadiately after metallurgy. But it's only a real disadvantage if you have fixed borders. Captured cities may have no opportunity to have walls anyway. The walls bonus is less significant in industrial-era metropolises.
From experience, it still doesn't stop your cities from falling to spearmen.
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Nor Me
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quote: Originally posted by UberKruX
while the enmies were throwing swordsmen / knights / mideval inf at it.
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This is where they went wrong. They should have been using spearmen instead.
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Dominae
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I sense some bitterness in Nor Me's posts in this thread. Thankfully I'm not the cause.
Dominae
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GarP2
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How is the selection between unit, population, or improvement as bombardment target made by the AI?
Thanks
GarP
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GarP2
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Is it also proportional to the number of each? Seems like when I need to kill units, I kill a lot of pop instead.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:27
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- Bombardment works like normal combat, except that the odds are determined using the bombard strength of the attacking unit, instead of its attack strength. The defender's strength and modifiers are the same in both cases.
- If the attacker wins, the defender gets one HP of damage. If the attacker loses, nothing happens.
- Bombardment consists of as many rounds of combat as the ROF value of the attacking unit. So each bomardment can result in between zero and ROF hit points of damage.
- When you use a ground unit to bombard a city with walls, you have to first destroy the walls (by damaging them as if they were a unit with a defensive strength of 8) before you can harm anything else.
- After the walls are destroyed, each subsequent bombard unit can destroy a unit, improvement, or population in the city. When you target a city, you have a 50% chance of targetting the top unit, a 25% chance of targetting population, and a 25% chance of targetting improvements.
- Population and improvements are treated like a unit with a defensive strength of 16. If during an attack an improvement is targetted but the city has no improvements, it's an automatic miss. Similarly, if population is tagretted but the city is of size 1, it's a also a sure miss.
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GarP2
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Thanks, Alexman. That helps to make bombardment less frustrating (even if not more effective), knowing that something is really going on. So does that mean that when there is no message, something (pop or improvement) was hit but not destroyed, and when it say "bombardment failed" that is one of the automatic miss conditions?
I really dont have a problem with the inefficiency of bombardment, since it is a risk-free attack. Besides that, it's much more effective against an exposed unit, making it a good defensive technique.
How do these rules extend to bombardment of terrain improvements? Same as city improvements?
Thanks,
GarP
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