When shifting siege from ranged armor to a percentage based ranged damage reduction, OOOTD ranged units have their damage reduced more compared to standard units. That’s not a problem by itself, but I think the devs forgot to take this into account and what it means for breakpoints.
For example, vs a springald with 75 hp and 60% ranged resist OOTD needs 8 gilded crossbows to one shot the springald. 10 regular crossbows are needed to one shot. However that’s 16 OOTD pop vs 10 regular pop. For archers, it’s 16 gilded archers (32 pop) vs 18 regular archers.
Vs a mangonel with 130 hp and 75% ranged resist in castle age, OOTD needs 11 gilded crossbows vs 14 regular crossbows to one shot. Here it’s 22 OOTD pop vs 14 regular pop. For archers, it’s 22 gilded archers (44 pop) vs 25 regular archers.
Definitely worth noting that gilded crossbows and archers have a faster attack speed compared to regular versions, but especially when fighting siege one shot breakpoints are important.
As with other aspects of OOTD unit design (which I think is generally clever and well-tuned!), I don’t think OOTD ranged needs to perform as literally 2 regular crossbows or archers vs siege. But I do think the pop needed for OOTD vs regular civs to one shot siege should be slightly reduced. Otherwise OOTD will need to use proportionally much more of their military pop to perform the same vs siege compared to regular civs.
One way to do this is adding a small, innate bonus damage vs siege to gilded crossbows and archers that only kicks in in castle age. Something like +2 to +4 for gilded crossbows. Gilded archers are tough because the attack speed of 1s is so quick, so perhaps no bonus or +1 at most. Also bodkin bolts may need to be tuned down if gilded crossbows got a small built-in bonus.