Originally Posted by
HigoChumbo
Yeah, but my point is, did the choice significantly change the course of battle? There was in most cases no major difference in attacking one side or the other. Side choice was only impactful in multi-level maps (like those in which depending of the section you attack you have to go through one taller wall or three smaller ones), and they can still to the same with a smaller scale in this system.
Nah, I wish that was true since it would mean fortifications actually mean something. They have gone full easy mode with that, as usual. There is not a noticeable major advantage for the defenders. And I insist, there is not really a major difference with how it was before (And honestly, just circling around the castle with a single unit to attack an undefended part of the wall was kind of boring and unrealistic). Sieges should be hard for the attacker, and assaulting a wall a major headache.
In any case, the main reason for their decision is almost surely based on making it easier for the AI to handle. At least this tame they came up with an elegant solution which seems fun and makes sense from a gameplay point of view (as opposed to "meh... let's just give these guys torches"). It's also good for immersion, since it allows them to design city maps with a more artistic focus (with the exception of dwarf fortresses which are inexplicably plain and ugly).