*Suggestion* For City Management

I don't know if this has already been suggested (I did look...), but the way that Civ V prompts the user to select production at the end of a turn with an idle city makes a lot of sense to me for this game. I hope that city management improvements include something like this, as well. 

So Beta 4 in about a month? What kind of changes are you all hoping for? 

I'd like to see more "Wonders" that you can build. Froggy talked of making cities feel more unique and I think that would be a good way to help. I like the idea of growing cities that start off on one tile, too. The other suggestions being made regarding a starting city with 4 food and 4 production make sense to me, too. But I wonder if the new economy that Frog has hinted at will affect that. 

Anywho, what do you all want?

3,093 views 5 replies
Reply #1 Top

I would like to see cities grow a bit more defensible. They're too easy to capture right now. Where are the epic sieges?

Reply #2 Top

yes, cities should have definitely more defensive buildings / measures.

 maybe some kind of towers or increased number and/or strength or militias.

i also loved the city battle mechanis from AoW:SM, where building a wall (wood/stone) actually gave you a wall in the city battle, were non-flying units needed to destroy a part of the wall (or a gate) first, before entering the inner tiles. 

Reply #3 Top

I like the ideas of walls. With defensive structures that you could build, capturing cities would require a bit of might. I also like the idea of guarding elementals/specific units. Each faction could have unique guardian units. 

Obviously, being able to build siege units would be a must. 

Reply #4 Top

Building catapults and siege towers would be great for the Kingdoms but the Empires should should summon special siege units like stone throwing ogres and burrowing serpents.

Reply #5 Top

Yes, the current defense mechanic for cities (improved attack, defense and initiative for each unit, as well as free militia and archers) seems a bit contrived to me. 

 

It is a mechanism to simulate the difficulty in breaching a defenders' walls without dragging out the battle, but it currently creates some ludicrous side-effects (such as a "naked" militia unit dealing hundreds of damage points with clubs, yet folding from one hit by your high trained troops). 

 

I think that walls could be implemented that do not interrupt the pace of tactical combat but provide substantial defender bonuses that do not seem so contrived. For example: a city tactical battle has unscalable walls that have two, one-tile openings initially covered by a door. Archers and other ranged units can fire over the walls, but melee units must run up to the doors and break them down to get in. The doors serve as suitable choke-points (for the defenders to use to their advantage) but do not slow down combat to a crawl since they will be relatively "flimsy."