| Author | Thread: Units Vs Cities |
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| Message #144 Posted: Mar 29, 2011, 11:51 pm |
I have sent messages to my southern neighbor inquring whether he was still active in game or not during my earlier unit suicide fest, and have yet to recieve a response. I will soon be testing unit v city combat mechanics if I get no response within the week. |
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| Message #145 Posted: Mar 30, 2011, 1:41 am |
It does appear that the only units that can do anything to remotely walled cities are seige. Will report again soon. Waiting a bit before actually using full seige gear.Last Edited: Mar 30, 2011, 1:47 am |
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| Message #146 Posted: Mar 30, 2011, 2:05 am |
So, the results of just sending in a single unit to swing away: Loyalty bounced back to full after one turn. No damage done to city whatsoever. |
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| Message #149 Posted: Mar 30, 2011, 8:01 am |
Yeah I went against one of the inactive player's cities. I think we'll get a lot of those most games do. I've done it, signed into a game found it wasn't what I had in mind and left again without doing much. It's just more obvious in a game with a representation on a map. Any way to your point I found I had to build a royal unit to succeed. Was sightly disappointed that I didn't get a Nihon slave race to bend to my will, but I can see why :) |
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| Message #151 Posted: Mar 30, 2011, 4:02 pm |
Taking over a city when the player is attentive is intended to be difficult. Any city will require both siege and royal units to take it over with the least trouble... otherwise you'd have to throw 15+ units at it repeatedly to overcome the hourly loyalty recovery. Kep |
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