City walls become obsolete!

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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GriffonSpade
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Re: City walls become obsolete!

Post by GriffonSpade »

True, I wanted to argue that the "most" technological fortification of that time was ineffective against modern warfare and if the Maginot-Line woudn't do it, what would? And why arent there any modern city fortifications? I stick to my pledge to reduce defense bonus, since admittely walls aren't as useless as I potrayed, their defence bonus still was much reduced over time compared to ancient times or middle age.
Walls like that are expensive to build and maintain. And the whole 'artillery and planes' thing makes them a moot point anyway. When was the last time you heard of a city being taken from an army without artillery or air support? I'd think their lack of use would be from the development and deployment of wall-destroying weapons, these wall-ignoring weapons, and the relative cheapness of just having more troops. Mind you, it would be so nice if we could just blow the dang walls up with siege weapons. Even catapults can do that sort of thing. Maybe an action enabler could be used for that? And then when you get to real artillery, those could use an additional 'destroy building' command and (try to) destroy a random building too.

As a side thought, a larger-sized city should have more expensive city walls, both to build and to upkeep. I'd imagine they'd be much less attractive if they cost twice as much when your city reaches size 8, then triple the original at size 12.

As for reducing defense bonuses, I'd just suggest not letting them stack up too much.
Remove the river defense bonus with walls/fortress or outpost.
Cap the terrain defense bonuses off at 200% unless on a hill or mountain, and then to 225% for hills and 250% for mountains. (Or in other words, walls nullify natural terrain, except for a small 25% boost from hills and 50% from mountains)
For Outposts(100% defense, If you have them), use something like 150%, 200%, and 225% instead. (Or in other words, forests and hills get normal bonus minus any river bonus, and mountains get only +125% of their two-hundred percent base)
And don't forget that defenders already get a multiplier of 1.5x to their base defense when in a city or fortified. Racking up an additional 1,250% (20.25x defense...) from mountain-river-walls is just ridiculous. It might take some mathing (Or otherwise not using the terrain.spec defense values and doing it entirely via effects) to get the final numbers to come out close to right though. (Yeah, I think max defense should be x4.875, not freaking x20.25. That's just crazy. Obviously not considering veteran levels either, since both sides get that.)

When you consider that the different kinds of defense bonuses don't really stack up well together in real life, it makes a lot more sense.
Who attacks from the river side of a static defense location? (Well, unless you're pulling off some clever tactical ploy, which would probably undermine the defense bonus anyway)
Forests near city walls would DECREASE their effectiveness, since enemies could sneak right up to the walls.
Likewise, simply having to scale walls already gives nearly all the benefit that you'd get from defending from a hill or mountain.
If you equal warrior = Germanic tribes and phalanx = Romans, phalanx should definetely get more attack strength. Maybe a bonus in forrest for the warriors? (A small tribute to Arminius :D )
Well, the main issues are that the Germanic tribes had iron weapons and Romans had Legions. Not really pre-bronze warriors at that point. Sadly freeciv lacks ancient unit granularity for them at this point. They would probably be 3/2 iron Swordsmen or some such. (Which is identical to Archers)

And some units (like phalanx, pikemen, legion, chariots, horsemen, knights) should be PENALIZED for defending in forests(and jungle, swamps, and for horse units, mountains, for that matter). They need nice open fields to keep their formations properly or move freely. Fighting in forests tended to be something that gets them killed by skirmishers rather than helping any. Sadly this is still hardcoded, and I don't think it's even softcoded in 3.0 at this point. Although one could simply make them a new unit class that doesn't get terrain defense bonuses. (Though it would still be somewhat off even then, since hills or mountains might be appropriate for defense bonuses)
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GriffonSpade
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Re: City walls become obsolete!

Post by GriffonSpade »

Eh, follow-up post to the previous, just clarify some things.

1) The terrain defense, river, and wall/fort/outpost bonuses should add together, not multiply together.
2) The terrain and river defense bonuses should, on the coding side, be applied before adding any bonus from walls/forts/outposts. This is so that building walls doesn't actually nerf defense if the attacker has IgWall ability. (Note that fortifications on a river-mountain wouldn't actually help any at all in this case, since river-mountains would already get 250%[equal to mountain+wall, better than mountain+outpost])
3) Here's a couple tables that would explain how the bonuses stack.

Flat includes: Arctic, Desert, Grassland, Plains, Tundra
Foliated includes: Forest, Jungle
Fortifications do not benefit from Foliage.
Outpost and Walls/Fort bonuses do not stack.
(R) Indicates defense bonus over river terrain, rather than base terrain
Additional Defense Bonus wrote: Terrain.....Base...Outpost...Walls/Fort...Rivers...Outpost(R)...Walls/Fort(R)
Flat..........0%.....100%.......200%.........50%......50%............150%
Foliated.....50%....50%........150%.........50%......0%..............100%
Swamp......50%....100%.......150%.........50%......50%............100%
Hills.........100%...100%.......125%.........50%......50%............75%
Mountains..200%...25%........50%...........50%......0%.............0%
Total Defense Bonus wrote: Terrain.....Base...Rivers...Outpost...R+Op...Walls/Fort
Flat..........0%.....50%......100%......100%....200%
Foliated.....50%....100%.....100%......100%...200%
Swamp......50%....100%.....150%......150%...200%
Hills.........100%...150%.....200%......200%...225%
Mountains..200%...250%.....225%......250%...250%
And again, I must reiterate that this won't work with default terrain defense without a lot of mathing, because rather than simply add all the bonuses together, it multiplies each of the 3 components (terrain, river, wall) together.
Default Total Defense Bonus wrote: Terrain.....Base...Rivers...Outpost...R+Op...Walls/Fort...R+W/F
Flat..........0%.....50%......100%......200%....200%.........350%
Foliated.....50%....125%.....200%......350%...350%..........575%
Swamp......50%....125%.....200%......350%...350%..........575%
Hills.........100%...200%.....300%......500%...500%..........800%
Mountains..200%...450%.....500%......800%...800%..........1,250%
Note the outrageous defense growth, especially on mountains and hills. This is also before city/fortify bonus.

Edit: Fixed that last additional defense bonus on swamp (erroneously had 50 instead of 100)
Fixed the last column header in the default defense bonuses from W/F+op to R+W/F (oops.)
Also redid the dots to work a bit with the forum post's font
Last edited by GriffonSpade on Fri Jun 17, 2016 5:30 am, edited 1 time in total.
XYZ
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Re: City walls become obsolete!

Post by XYZ »

Now you got me, I totally agree with every point :D
archeologistfossils
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Re: City walls become obsolete!

Post by archeologistfossils »

This makes sense. Future cities should have force fields though right? that would be great. 8-)
GET OFF MY SIIIIIIIIISSSSSSSSSSSSTTTTTTTTTTTTERRRRRRRRRRRR!!!!!!!!
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GriffonSpade
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Re: City walls become obsolete!

Post by GriffonSpade »

Currently, there are actually 5 default buildings that provide defense: city walls(land), harbor defense(sea), SAM battery(air), and SDI defense(missile).
(Although I rather think SAM battery should be a unit...)

It's certainly possible to add more to a ruleset if you want to mod it (for example, with tech req Fusion Power). Really, probably the main issue is that there are no other graphic options other than city wall. Here, we run into 2 issues: City Walls are integrated with cities, and the inability to have direction-specific building sprites (for example, harbor defense facing only on ocean sides). It certainly doesn't mean any new graphics for other buildings would have to be drawn this way, though. That said, the ability to have additional graphics in front of, or behind the city sounds nice (say 3 in front, and 3 behind to start).

Having a true panoramic 'city view' popup where we could look at a city's buildings and such would also be great(Enemies could be required to spy on the city to see it) , though we have absolutely zero art OR code for it currently.
I suppose one way to do such a thing would to be to have it drawn like the overworld map.
It would assumably draw the underlying terrain as from the map. (That is to say, all of them would be the same terrain as the city tile)
Plus it would have to draw any sides with ocean or lake on them for harbors and such. Maybe even draw all of the outside ring like this, with the surrounding terrain on it.
Then draw city sprites over the base terrains, for each city style with varying population densities having different sized buildings.
Then there would need to be panoramic sprites for each improvement and wonder.
And there would have to be places and a method to draw them in. (Preferably semi-randomly, and it would probably have to be more than 1 per tile because there are generally a lot more improvements than population)

For example, a city sprite could have large buildings and be a density of 4, meaning that one tile would actually represent 4 population. (so a 5x5 iso/square tileset could actually represent up to 100 population like this, though the surrounding terrain would be drawn around this making it 7x7...since you can't draw cities on oceans...unless it's an ocean city).

Maybe a first stage would only draw a few important improvements or wonders, like city walls.
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