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Bombard Mechanic #927

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@ajhalme

I figured I'd start an issue on bombardment just to gather information in one place before I get too deep into implementing things.

Some pickings from the official guide.


Overview

When you give a unit the order to Bombard, your cursor changes to cross-hairs. Use the cross-hairs to select the target of the bombardment. (If the cursor becomes anything other than cross-hairs, you’ve moved it outside the effective range of the bombardment.) Only certain units have this ability; check the Civilopedia entry for a unit if you suspect it might be capable of bombardment.

Bombard ability: Warships, bombers, fighters, and artillery units have the ability to bombard a target that’s within their range. Bombardment counts as a unit’s attack, and might damage defensive fortifications, harm units, or otherwise damage a city in the target square.

Bombardment

Artillery units (Catapults, Cannons, and all Artillery units) and warships (Frigate, Man-o-War, Ironclad, Destroyer, Battleship, Aegis Cruiser) have the ability to bombard a target that’s within their range.

Bombardment is an attack that does not involve moving into the same square as the defender. It’s a “stand-off” or “ranged” attack. The attacker takes no risk of damage.

Bombardment affects everything in the target square, not just enemy units. The projectiles you launch might damage defensive fortifications like Fortresses and city Walls, harm military units, destroy a portion of a city’s population, or demolish city improvements.

Note that the bombing attacks of fighters and bombers work in much the same way as this type of bombardment.

Nulear Attacks

You launch a nuclear attack in the same way you target an air unit bombing mission.

All units in the target square and adjacent squares have only a 50% chance of surviving, regardless of their cultural allegiance (in other words, both theirs and yours). In addition, a bombed city loses half its population. The defense against most nuclear attacks is the Small Wonder SDI Defense.

City Governor

[City governors can be set to] "Artillery – strictly offensive bombardment units, like Catapults".

Terrain Damage

Terrain bombardment can cause craters that can be cleaned by Workers. Pressing [Shift]-[D] will automate a unit to clear damage.

Orders

Air Mission: Bombing mission

Bombing mission ([B]): Drop bombs on the selected terrain square or enemy city. Air bombardment affects city improvements and city populations.

Air Mission: Precision bombing

Precision bombing: Drop bombs that target improvements. This mission is only available if your civilization has researched the Smart Weapons advance for Stealth Bombers and Stealth Fighters.

Bombard ([B])

Use this to order a unit capable of bombardment to use that ability to damage any suitable target within range.

Automated Bombard, Bombing, and Precision Bombing

You can order units to bombard, bomb or precision bomb a single target repeatedly without having to issue a new order every turn.

The keyboard shortcuts for these actions are always available. You must turn on Advanced Unit Action buttons in the Preferences screen if you want the following buttons for these commands to be displayed on screen when you select a unit.

Note: Automated bombardment, bombing, and precision bombing continue until you stop the attack.

Units

Naval Units

Many naval units can conduct bombardment — that is, they can bombard units or cities on land squares. This type of bombardment works in much the same way as the Bombard ability of ground units.

Nuclear Submarines can carry Tactical Nukes. No other subs can carry any other kind of missile.

Air Units

Bombing Mission: Bombard on the selected terrain square or enemy city. Air bombardment affects units, city improvements, and city populations.

Precision Bombing: Once your civilization has researched the Smart Weapons advance, Stealth Fighters and Stealth Bombers can execute this mission. Useful only against cities, precision bombing targets improvements. If all improvements in a city are destroyed, the mission then targets population.

Certain air units can carry out these missions, but only if a suitable target is within its operational range. The range is outlined on the map in the same way as the range for bombardment, and the same cross-hairs help you to find appropriate targets.

Missiles

If a city is the target of a normal cruise missile attack, the city suffers a bombard attack. A nuclear missile attack destroys half the population, regardless of nationality. Military units have a 50% chance of surviving a nuclear attack. In addition to the loss of units, cities, and improvements, all land terrain squares adjacent to the impact square become polluted. As you might expect, all missile units are one-shot attackers. They’re always destroyed as part of the process of attacking.

Note that missiles are considered air units and function identically to planes with regard to movement.

Nuclear units not only destroy the army or city they target, but all units stacked with the target and those in adjacent squares as well. The detonation also pollutes and devastates a number of map squares around the impact square. Your rivals might not spend the time or manpower to clean it up, but if you ever intend to use those squares, you should consider it.

Other things

Diplomacy

Breaking alliances or treaties can blacken your reputation in the international community. Savagely razing the city of an enemy or using a right of passage agreement to set up Cannons to bombard your opponent’s cities are acts likely to be deplored throughout the known world.

Artillery capture

If there’s no defender nearby, any military unit (one with an attack factor) can take control of a unit that’s incapable of defending itself.

You can capture artillery units (Catapult, Cannons, and such), but only if you already have the advance that would allow you to build the unit. That is, if your civilization doesn’t yet understand how a unit works, you can’t capture it and use it.

Impassable terrain

Certain terrain is impassable to certain types of units.This is terrain that those units cannot traverse, usually due to physical limitations. For example, wheeled units like Catapults and Cannons cannot travel across mountain squares unless someone has built a road through the range.

Activity

  1. ajhalme commented on Apr 23, 2026

    @ajhalme
    ContributorAuthor

    Lore

    https://forums.civfanatics.com/threads/bombardment-how-does-it-work.8972/
    https://civilization.fandom.com/wiki/Bombard_(Civ3)
    https://forum.freeciv.org/f/viewtopic.php?t=89771
    https://civfanatics.com/civ3/strategy/military/warmongering-101-a-tactical-primer/
    https://civfanatics.com/civ3/strategy/military/how-to-use-artillery-defensively/

    https://forums.civfanatics.com/threads/bombardment-of-settlements-in-c3c-1-22.647207/ (!!)

    [Settlement Bombarding] "Bombardment by land based artillery: City walls are hit first. This is even true, if the walls are only simulated by the world wonder "great wall". If there is are no city walls or the settlement has already reached city level, then land units are hit. If neither city walls nor land units are left to be hit, then citizens or buildings are hit, apparently with same probability. Ships and air units cannot be hit with land based artillery."

    https://www.reddit.com/r/civ3/comments/l5px9o/how_walls_modify_bombardment_chance/

    "walls do add 50% defensive bonus to units in the city"

    "for land/sea units, walls/costal forts always go first, then land artillery will always target land units first, after they’re all red lined, the defense showing is your chance to kill citizens and buildings. Ships will target air units and ships before land units. Air units target air units first, but I believe there is always a chance you hit a citizen or building instead."

    "At size 7 you lose walls but gain a 50% defensive bonus from size. So, you can just keep bombarding the city after red lining the units to knock it back to 6. So the bonus is gone. But it will be harder to do that with land artillery as you can only reduce population AFTER injuring the units, so they’ll have a defense bonus the whole time you’re bombarding."

    "[Great Wall has a bug]"

    "So, when the city is targeted, it has a bombard defense of 8."

    https://sullla.com/Civ3/conquestsed.html

    "starting in Conquests the bombardment units always hit units first in cities, never improvements or population. Always units. Since in prior versions of Civ3 bombarding cities had only a 1/3 chance to hit units"

    https://forums.civfanatics.com/threads/what-makes-bombardment-fail.307328/

    "In Vanilla and PtW the basics are: when you fire a bombard shot at a town, the game first randomly chooses whether your shot is directed at (a) the defending units, (b) the citizens, or (c) the buildings."

    "buildings (if I remember correctly) have a defense value of 16, so your chances of destroying one is about as likely as damaging a fortified infantry. So, good chances with arty/bombers/destroyers/battleships, much less so with cannons/trebs/cats/frigs/clads. I don't remember what the defense value of citizens is, but if I were to guess I'd say its a lot lower since it seems I tend to kill pop off more quickly than buildings."

    "Regarding tile improvements, bombardment will always target units first, and only the mine/irrigation/roads/rails once any units are reduced to 1HP. I'm not sure what "defense value" improvements have, but my guess is fairly low since arty seems to wipe it out on 75% or more of the shots. Fortresses cannot be destroyed by bombardment. Type of terrain increases the improvement's defense rating just as it does a unit, so destroying mountain roads will be tougher than, say, plains roads."

    City Improvements

    https://civfanatics.com/civ3/civilopedia/improvements/

    City Walls: "Provides a land bombardment defense of 8, and +50% to defensive bonus against land attacks, not needed past size 6"

    Coastal Fortress: "Provides a naval bombardment defense of 8, +50% against naval attacks, and automatically bombards passing enemy ships"

    SAM Missile Battery: "Defends against air bombardment"

  2. ajhalme commented on Apr 23, 2026

    @ajhalme
    ContributorAuthor

    Mood board

    Manual

    Image Image

    Civ3

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  3. ajhalme commented on Apr 23, 2026

    @ajhalme
    ContributorAuthor

    Current state

    Updated 2026-06-27

    Implemented

    • Combat Role Defensive bombardment, including strength bonuses
    • Combat Role Offensive bombardment, including strength bonuses
    • UnitPrototype property bombard
    • UnitAction bombard
    • bombard(..) unit action, including animation (disabled with a comment)
    • Artillery unit production in cities, including properties
    • Combat infobox

    Added in #928

    • Cross-hair cursor
    • Cross-hair cursor switches to null outside effective range
    • Range visual in tiles
    • Select target for bombardment (filter to valid targets?)
    • Unit damage (basically there, some wiring needed)
    • Terrain damage
    • Bombard button + wiring
    • Land unit bombardment

    Setup

    • QueryCiv3 - BLDG: BombardDefence, NavalBombardDefence
    • QueryCiv3 - PRTO: BombardStrength, BombardRange, LethalLandBombardment, LethalSeaBombardment, AIAirBombard, Bombard, Bombing, BombardEffects
    • UI buttons for bombardment
    • Tech: EnablesPrecisionBombing

    Known TODO

    • Bombard defence boost from walls, etc.
    • City damage
    • Sea unit bombardment
    • Air unit bombardment
    • Missile bombardment
    • Nuke mechanic
    • Basic bombard order
    • Artillery capture
    • Advanced orders: Bombardment automation
    • Production governor: artillery
  4. self-assigned this
    on Apr 23, 2026
  5. added
    enhancementNew feature or request
    graphicsAdd graphical elements to the game
    missing-featureApply to bugs where the problem is fundamentally a missing (minor) feature.
    on Apr 23, 2026
  6. stavrosfa commented on Apr 23, 2026

    @stavrosfa
    Contributor

    bombard(..) unit action, including animation (disabled with a comment)

    Where is the commented out animation bit? I want to have a look.

    I think, except stationary artillery (like a cannon), all the flying ones will be very difficult to implement animation-wise. The whole animation system needs some kind of rework, because now we render units based on tiles, which makes this as well as some other things difficult.

    Also, the TODO list is quite long, I would caution against committing all of this at once, it'll be very hard to review, test and verify that we haven't broken anything.

  7. ajhalme commented on Apr 23, 2026

    @ajhalme
    ContributorAuthor

    The button to bombard is commented out.

    That said, I think I saw the Catapult attack animation running fine in my very first contribution attempt, when I was trying to make it "attack" like any other unit. It's been a while, maybe I misremember.

    Definitely not going for all of the TODO at once. If I can get the Catapult (and similar) to work correctly against other units, that's a good milestone. So cursors, tile visuals, targeting, and then wiring it all to the combat system - that should do it.

    Next up would probably be city damage, then maybe sea or air units, then missiles and nukes.

    Artillery capture might be easier to implement than city capture - a nice stepping stone. The more sophisticated stuff can definitely wait.

  8. stavrosfa commented on Apr 23, 2026

    @stavrosfa
    Contributor

    The button to bombard is commented out.

    Oh, I see

    the Catapult attack animation running fine

    Yeah, as I said stationary artillery should be fine, but a Bomber, that "travels" a bunch of tiles and then bombs a tile is the tricky part I am referring to.

    Artillery capture might be easier to implement

    I have already implemented this, I haven't committed though, because there are a few extaa things I wanted to do.
    I missed this on the TODO list, sorry

    Definitely not going for all of the TODO at once

    Great, I just wanted to make sure we are not overwhelmed. We can keep crossing out stuff as we go along the way then.

  9. removed
    graphicsAdd graphical elements to the game
    on Apr 27, 2026
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