Despite all her big talk, she didn't have much of an army at all (this was on Prince difficulty, so not too hard). Every few turns Cleopatra offers me a deal, even offering to let me keep Shedet, but I ignore her and march toward Râ-Kedet. Instead of settling things at the peace table, though, I've decided to smash the peace table with an axe. And with my rule that I won't found any cities, it's the only way forward. It's lost a bit of Civ 5's nuance-eg, installing a puppet government until the war is over, and then annexing only the best cities when you can afford to buy courthouses to cheer everyone up (when have they ever done that?)-but I feel much more encouraged to expand through war if that's what I want to do. I'm glad Civilization 6 simplifies this: Keeping a city no longer suspends its production, instead making it less productive until the war is over and it's negotiated for at the peace table. I was always irked by how Civilization 5 discouraged conquering with revolts and unhappiness-not that bombarding a city with arrows and then marching in with axes wouldn't cause those things, but it was such a pain I typically installed puppet governments or razed cities when what I really wanted to do was expand my empire while keeping it under my creative control. To a degree, I think it was Civ 5's wording that turned me off-captured cities didn't really feel like mine, even if I got them up and running again.
In these circumstances, the district will not recover lost health, instead of healing automatically every turn as normal.This is what you get for calling my army puny. The City Center and other defensible districts like the Encampment are considered under siege if all 6 tiles around them are occupied by enemy units, under enemy Zone of Control, or are impassable due to mountains or Natural Wonders. The city gets additional bonuses to its City Combat Strength for each non-pillaged district it has, making big cities harder to capture, and from terrain and a few other modifiers sources.Ĭities can also be under siege from attacking units.
The City Ranged Strength is based on the Ranged Strength of the strongest ranged unit built by your civilization. The City Combat Strength is based on the Combat Strength of the strongest melee unit built by your civilization, minus 10, or by the Combat Strength of a garrisoned military unit. Once a city has walls, it can make ranged attacks against enemy units using a "City Ranged Strength" stat. Walls can only recover health with a Project found in the city's Production Queue, like repairing district buildings, that becomes available if the district has not taken any damage for 3 consecutive turns. If the walls are damaged, they stop being as effective and the district's health will start taking a little bit of damage with every attack. Only Bombard units deal 100% of their normal damage to walls, making them necessary to capture a fortified city. Melee units deal only 15% of their normal damage to walls, and ranged units deal only 50% of their normal damage. This protection is like armor, shielding the city from attacks. Walls add extra protection to a city or Encampment, making it even more difficult to conquer. Unless the city is extremely weak or the attacking unit is extremely strong, it will take multiple turns to capture a city. The higher the city's City Combat Strength, the more difficult it is to capture the city. Each city has a "City Combat Strength" stat that determines its strength when attacked by other units. Cities may be attacked and captured by military units.