City siege/city militia discussion
I'd like to see some changes to how sieging cities work, and how the city militia/garrison is manned. I may also have some questions about it because there are things the AI up till now frankly hasn't let me test (this appears to be changing, the 1.4 AI does indeed seem to be far better at defending its cities with the beta patch... well done, StarDock/Derek!) so it's an issue that's about to become a lot more relevant.
I have two main concerns with it as it stands:
1) No way to retreat from battles: I find it odd that I'm expected to assault cities that could potentially be fielding an army much larger than my own if it's still in the early game due to having access to all 9 army slots immediately and is supported by the additional city militia on top of that - and I have no way to retreat from this battle, so the first attack is almost guaranteed to be a suicide operation where my whole army will be lost and heroes wounded! There can be certain cases where I have an escape scroll available or I might have General Carrodus 'Cautious' ability that lets me escape, but other than that I am committed to a fight that is hopeless. I understand that there are supposed to be heavy losses associated with taking an enemy castle, but the current system seems to favor the defender unreasonably much. There should be the unique option to withdraw from battle if it's a siege - or some other mechanic that makes it less 'do or die' for the attacker.
2) Militia tech level: I believe the equipment of the city militia should automatically increase as the empire tech level does and depending on the city's size. Militia are currently given the best blunt weapon/bow available but still get no additional gear - not even a set of leather armor. While I understand it is a world of scarcity being depicted here, it doesn't make sense that while the city's defenders are given advanced weapons they're still wearing coats stitched together by their mothers while the actual mobile armies are wearing heavy armor using magical weapons! Let the militia armor scale with tech level same as their weapons do, possibly with some restrictions such as:
- When the best player armor available is leather, militia still get no armor.
- When the best player armor available is chainmail, militia get free full leather armor.
- At some very late point in the game, even the militia get free full chainmail, possibly excepting archers.
I also think it would be cool to see the militia spawned be better diversified to allow for more interesting tactics - once again, depending on tech level and size of city garrison, perhaps let them have access to even weapon types that require metal instead of always using the club weapon series. Two first melee militia = clubs. Third & fourth = spears. Fifth = axe. Archers could get a crossbow at some point, and level five cities (perhaps Conclaves only?) could even get a militia mage squad.
Another thing I think should be considered is to have some rudimentary siege mechanics in the game. If cities are to remain extremely costly to attack then it also makes sense that it would be possible to besiege them. Perhaps stationing units immediately outside the city could lower productivity in the city. The defenders in the city could also start to take damage over time once the siege has lasted long enough.