Right now, things are looking a lot like WWI.
Defensive tech (walls with archers) far overpowers offensive technology, and there are no conventional tactics to counter it.
Currently,
all cities are mighty fortresses. Here's a breakdown by level...
1: With a lot of effort, and plenty of casualties, you can break through.
2: It will take a massive siege to tear down this wall.
3-5: No way these walls are falling!
Here's what
I think the ranking should be:
1: Less of a wall, more of a fence. Requires you to have
some sort of siege to take the town.
2: Throw enough Sappers at this wall, and it'll fall soon enough.
3: Sappers alone aren't enough (unless you're willing to sacrifice a
ton of them). You need stronger siege units (like heavy golems) and/or ranged siege support.
4: It is unlikely that these walls will be broken. The gate, however, might.
5: These walls aren't coming down. There is no easy way to win this one.
That's what I think would be the most fun. Low-level cities shouldn't require massive undertakings. We shouldn't even have to think of the walls on a Level 1. Level 2 walls should be easily doable with brute force. Level 3, and you'll need some proper
[size=100][/size]planning. But
only when the target is a level 4 or 5 should conventional tactics be ineffective.
Edit:
Here's how effective I personally would like the different tactics to be:
Sappers
1-2: Effective.
3: Workable.
4-5: Ineffective
Rams (vs Gate)
1: Overkill
2-4: Effective
5: Necessary
Ranged Siege
1-2: Overkill
3: Effective
4: Workable
5: Ineffective
Heavy Units (like golems)
1: Overkill
2-3: Effective
4: Workable
5: Ineffective
Assault Towers
1-2: Overkill
3-4: Effective
5: Necessary
So, see how the different tactics fall off at different levels? Sappers will be the primary tactic used for low-level cities. Rams and Assault Towers are the only conventional tactics that will work well on the higher levels. This is in line with the rate at which the effectiveness of these tactics tend to decrease with increasing wall strength, as well. (High-casualty Sappers decrease geometrically, Ranged and Covered Rams linearly, and Assault towers not at all.)
EDIT: (I've really got too much to say on this, don't I?)
MarbitChow wrote:Your fundamental assumption of sappers is wrong. In order to be effective, you'll need a lot of them, or some sort of cover/concealment, or you'll need to eliminate the enemy's ranged attacks.
Uncroaked can be sappers. They're throw-away units. Sappers are supposed to die quickly, horribly, and in large numbers if they're the only tactic you're using.
Sappers have to be the slowest method of getting through a wall, period.
Just to put this in perspective... Right now, if I thew
ten (10) stacks of Sappers at a Level 3 wall defended by 2 stacks of zed archers, they'd all die horribly before they mined through. If Sappers are going to be slow, they need a
lot more survivability. Which is counter to what you want (high casualty rates). If you make it so they can break through
fast, they can still die in droves; since at least they can get the job done at a
decent cost.