Which of these projectiles from fully-upgraded units (including Elite upgrade) should do more than 1 damage per hit to a Battering Ram for the most enjoyable game experience and best balance?
- Bombard Tower cannonballs
- Trebuchet rocks
- Any projectile that is on fire due to Chemistry
- Bombard Cannon cannonballs
- Cannon Galleon cannonballs
- Conquistador bullets
- Janissary bullets
- Hand Cannoneer bullets
- Organ Gun bullets
- Hussite Wagon main cannonball
- Hussite Wagon secondary bullets
- Fast Fire Ship flames (4 attacks per second)
- Galleon bolts
- Longboat and Thirisadai main arrow
- Longboat and Thirisadai secondary arrows
- Caravel bolts
- Castle main and secondary arrows
- Krepost main and secondary arrows
- Tower and Donjon main and secondary arrows
- Castle and Tower projectiles affected by Heated Shot
- Town Center arrows
- Fortified Church arrows
- Harbor main arrow
- Harbor secondary arrows
- Scorpion main bolt
- Scorpion secondary bolt (Khmer, from Double Crossbow)
- Ballista Elephant main bolt
- Ballista Elephant secondary bolt (from Double Crossbow)
- Archer-line, Cavalry Archer, and Elephant Archer arrows
- Skirmisher main javelin
- Skirmisher secondary javelin (Mayans, from Hul’che Javelineers)
- Kipchak main arrow
- Kipchak secondary arrows
- Chu Ko Nu main arrow
- Chu Ko Nu secondary arrows
- Composite Bowman arrows
- Longbowman arrows
- Plumed Archer arrows
- Rattan Archer arrows
- Camel Archer arrows
- Genoese Crossbowman arrows
- Ratha arrows
- War Wagon bolts
- Slinger stones
- Arambai darts
- Mangudai arrows
This poll doesn’t ask how much more damage than 1 each unit should do because that would make the poll too complicated, but even this limited poll can be interesting. There are also different ways of doing extra damage against battering rams:
- Exceed the battering ram’s pierce armor (trebuchets, and Bombard Towers attacking a Siege Tower)
- Attack is melee damage, not pierce damage (cannon galleons)
- Do 0 melee damage, which does nothing against unpacked trebuchets and upgraded Armored and Siege Elephants (or Teuton rams with Ironclad)
- Do damage against Ram armor class, which affects unpacked trebuchets and Arrmored Elephants but does less against capped and siege rams
- Do damage against Siege armor class
Note: I’m not recommending that it be done, but if you wanted Chemistry and Heated Shot to both raise damage against rams by 1, you could do it by giving all affected units base 1 damage against Ram class, and each tech increases it by 1. This is better than having 0 base and each tech increases it by 2 (like the original Saracens team bonus, which stated +1 but gave +2 which was effectively +1 in most situations), so it goes from 1 (minimum damage) to 2 and then to 4. But if Siege Rams still have +2 Ram armor, these projectiles with +3 attack would still do just 1 damage to them, and this would also buff units that have another non-negated attack class like having 0 melee attack or a bonus against Siege armor class.
Or you could make melee and pierce damage special in the damage calculations, so minimum damage is raised to 1 after pierce and melee calculations, and any +1 bonus is actually a +1 bonus. The armor-ignoring flag likely already treats melee and pierce damage as special.