Talking #3. Player's Army, part. III
[previewyoutube][/previewyoutube]
Hey there! Today we are going to talk about siege weapons in Diplomacy is Not an Option.
Medieval machines were needed mainly to siege a city, i.e. to break the walls and crush the archers exposed on them (and behind them) with heavy projectiles. In "Diplomacy is Not an Option" we went beyond. From now on you can use siege weapons, in a remarkably impressive way, as weapons of mass destruction. In addition our siege machines are alive, so they can starve to death or catch a disease, just like the other citizens.
When enemy forces approach your settlement, Ballistae, Catapults and Trebuchetes can be placed on walls or towers, to maximize the damage they inflict.
Ballista is a warmachine, which is best aimed at a specific enemy. For example, on the one with the thickest armor. Its projectile hits a single target, but its killing power significantly exceeds the power of Crossbowmen or Archers. The time to reload the Ballista can be reduced by completing special research.
Catapult is a siege weapon that shoots huge round rocks. As a consequence, it deals areal damage. And any unfortunates hit by the thrown stone are epically scattered as a result of the kinetic impulse. In addition, you can increase the projectile's damage area with the help of research.

The Trebuchet is the most powerful siege weapon in the game. It works on the same principle as the catapult, but has a longer range and a larger area of impact. Among all types of player's troops, the Trebuchet is undoubtedly the most effective tool to kill the enemies.
The time required to produce Catapults and Trebuchetes can be reduced by completing the appropriate research. So in the later stages of the game, you can get a whole battery of siege machines, which will allow you to feel as a "flame dancing on the mounds of his enemies", in the words of the classic.
With that optimistic note, we conclude the overview of player's army. Thank you for being with us. See you soon!
Hey there! Today we are going to talk about siege weapons in Diplomacy is Not an Option.
Medieval machines were needed mainly to siege a city, i.e. to break the walls and crush the archers exposed on them (and behind them) with heavy projectiles. In "Diplomacy is Not an Option" we went beyond. From now on you can use siege weapons, in a remarkably impressive way, as weapons of mass destruction. In addition our siege machines are alive, so they can starve to death or catch a disease, just like the other citizens.
When enemy forces approach your settlement, Ballistae, Catapults and Trebuchetes can be placed on walls or towers, to maximize the damage they inflict.
Ballista is a warmachine, which is best aimed at a specific enemy. For example, on the one with the thickest armor. Its projectile hits a single target, but its killing power significantly exceeds the power of Crossbowmen or Archers. The time to reload the Ballista can be reduced by completing special research.
Catapult is a siege weapon that shoots huge round rocks. As a consequence, it deals areal damage. And any unfortunates hit by the thrown stone are epically scattered as a result of the kinetic impulse. In addition, you can increase the projectile's damage area with the help of research. 
The Trebuchet is the most powerful siege weapon in the game. It works on the same principle as the catapult, but has a longer range and a larger area of impact. Among all types of player's troops, the Trebuchet is undoubtedly the most effective tool to kill the enemies.
The time required to produce Catapults and Trebuchetes can be reduced by completing the appropriate research. So in the later stages of the game, you can get a whole battery of siege machines, which will allow you to feel as a "flame dancing on the mounds of his enemies", in the words of the classic.
With that optimistic note, we conclude the overview of player's army. Thank you for being with us. See you soon!
Hummerguys are your heavy infantry. Given their solid armor and health reserves, one might even say "VERY heavy" infantry. Just a few of these guys are quite capable of creating a decisive advantage on the battlefield. And with research, you may unlock an ability that temporarily transforms Hummerguy from a common killing machine into an enraged killing machine.
Healers are magical support units that remotely restore the health of warriors under your command. Can't stand up for themselves, don't wear armor, but they are indispensable when you want to keep losses to a minimum. The video demonstrates: if you surround Healers with a ring of Hummerguys, it will be quite difficult for the enemy to break through such a formation, especially after the research that enhances healing spells is completed.
Riders are light cavalry. This kind of troop is convenient for scouting and rapid intervention in military conflicts on the periphery. Yes, they are not protected by armor, and yes, they are available for recruitment in the late stages of the game, but thanks to their high speed and the research that reduces their training time, you may well have an impressive mobile reserve to quickly move to different parts of the frontline.
Swordsmen are melee troops. They do not wear armor and are only armed with... a sword, which has a negative effect on their durability in combat. However, low recruitment cost compensates their lack of efficiency. You can judge them as "cannon fodder" for good old-fashioned “zerling rush”. And when defending the castle, they are the warriors who take numbers, selflessly holding back the enemies, while ranged units do their job standing on the fortifications behind the front line. There is also a research that enables the probability of Swordsmen completely evade enemy attack.
Archers are the first available range units. Like Swordsmen, they do not wear armor. It is recommended to place them on walls or towers for maximum effectiveness. In this way enemy melee warriors won't harm them until the fortifications are broken. A special ability of archers, unlocked by research, is to instantly deal double damage with a certain chance.
Spearmen are close combat military units armed with spears and wearing armor. Their range of attack is farther than that of Swordsmen, making them much more formidable while holding back enemy forces. Due to their heavy armor, the formation of Spearmen is literally a fortress wall, yet they not only cover ranged units, but are also able to move in combat, shifting the front line.
Crossbowmen are a ranged units armed with... crossbows. Compared to Archers, they have better range and damage rate. We have already mentioned that all the arrows in Diplomacy is Not an Option fly by an arc trajectory, which means that Archers and Crossbowmen can hit targets while staying behind fortress walls.