Found out some things for mostly certain, doing some testing and whatnot.
- Cities have no innate defensive bonus; that must be obtained through defensive structures and terrain.
- Defensive bonuses of terrain are as follows: Mountains - 75%, Hills - 50%, Swamps - 50%, Forests - 25%, Plains - 0%, Desert - 0%, Water - 0%
- Siege directly counteracts defensive bonuses from buildings, but not terrain. These always stack.
- There is no limit to the Defensive bonus a unit can have, besides that imposed by the available buildings; a Fortress on a Mountain can get up to 200% defensive bonus. This does not make as large of a difference as one might think at low tiers, however, as compared to numbers.
More info will be forthcoming, I think, at a later time. Still testing stuff out; I want to gauge the relative power levels of each unit in terms of actual effectiveness against other units or in concert, etc; is it better to bring another unit of swordsmen or a battering ram, stuff like that.
In the meantime.
<playerturn player="Rolep">
<tileorders>
<tileorder type="tClaim" x="26" y="21"/>
<tileorder type="tClaim" x="25" y="21"/>
<tileorder type="tClaim" x="24" y="23"/>
<tileorder type="bImp" x="22" y="23">
<improvement code="hunt"/>
</tileorder>
</tileorders>
<cityorders>
<cityorder type="bBld" cityid="5">
<building code="arcR"/>
</cityorder>
<cityorder type="bBld" cityid="9">
<building code="arcR"/>
</cityorder>
<cityorder type="rUnit" cityid="4">
<unittype code="lbowmen"/>
</cityorder>
</cityorders>
<armyorgorders/>
<armyorders>
<armyorder type="mArmy" armyid="16" x="26" y="21">
<step dx="-1" dy="-1"/>
</armyorder>
<armyorder type="mArmy" armyid="22" x="25" y="21">
<step dx="-1" dy="-1"/>
</armyorder>
<armyorder type="mArmy" armyid="13" x="24" y="23">
<step dx="0" dy="-1"/>
</armyorder>
<armyorder type="mArmy" armyid="5" x="25" y="18">
<step dx="1" dy="1"/>
</armyorder>
<armyorder type="mArmy" armyid="7" x="23" y="30">
<step dx="1" dy="1"/>
</armyorder>
</armyorders>
</playerturn>