From my experience, 3 military is good enough for average defense, it allows you to hold out till you can reinforce.
But for your style of play, perhaps 5-10 would be better, you don't want to many as it causes slow down in tech etc..., but then you don't want to get crushed. You should have more on the outer cities and reinforce from your inner ones, I try to always have 3 minimum in all cities, but doesn't always work, then any bigger cities up it to 4-5.
If you notice your enemies normally attack you with massive stacks, the only way to counter those are with a large stack yourself. Have 1 large stack that walks between cities and does the attacking, then leave 3 units in all your cities for normal defense, remember if you suddenly get attacked at a choke point (hopefully you have one) you can always reinforce from your other cities, knocking them down to 1-2 stuff like that.
You CAN attack out of boats. There are just some problems with this:
CORRECTED: The defenders get +50% strength for your units making an Amphibious Landing. (similar to attacking across a river, except that defender bonus is only 25%) This can be removed by taking the Amphibious unit upgrade. This upgrade is sadly level 3: Combat I > Combat II > Amphibious.
Some units start with this upgrade: Berserkers, the Viking special unit, and Marines (including Navy Seals, the American special unit).
If I recall correctly, you can not use land units to bombard from ships. You can however: use ships that can bombard, or bombard with aircraft. (OR nuclear weapons late in the game, if it comes to that)
You can try espionage to weaken the defenses first.
You can always take over the city with culture, although that doesn't look likely in this case.
You can improve your chances with smart unit upgrades and bombarding, but you're ultimately going to have to attack out of your boats, quite possibly with a lot of units.
I do wonder: Why do you NEED to take the city? If that city (and others like it) are all that's left of a Civ, why not accept capitulation?
EDIT: Pics or It Didn't Happen
Please forgive the size of these pictures. I was not sure how to edit them down without making the combat text unreadable.
Test Setup: I used galleys and gave myself no techs to prove it could happen early in the game. Didn't bother to fortify the defender since that's not important to what I'm testing, but the difference certainly makes this look easy!
Here you can see the dreaded +50%. I wanted to compare the odds of taking Amphibious or an upgrade against a unit type, thus here you see Cover. (+25% VS Archery units)
Here you can see a Maceman with Amphibious, and the dreaded +50% is gone. I was concerned that taking Amphibious was not as good as other upgrades, (when I thought the penalty was only -25%) but it is CLEARLY better, if you can get your unit to level 3.
The payoff:
Notes:
- Please forgive the macemen glowing. I gave them experience AND the upgrades by accident with the map editor, but checked the odds with the upgrades differing by just Cover vs Amphibious.
- Test was done in Beyond the Sword, although I REALLY think this works the same in vanilla and Warlords.
- I initially remembered the penalty was only 25%, which has now been corrected!
- Because I was wrong about the penalty for attacking out of ships, I checked attacking across a river. It is 25% as I thought, I've just corrected the wording to match the wording/effect in the game (25% penalty to you vs 25% bonus for defender.)
Best Answer
White circles denote fields on which the population of a city are working, thus generating food/production/trade (coins) resulting from given squares. You can rearrange the population to suit your needs, so if you would prefer more food or extra trade (coins), you can deactivate worker from active (white circle) field and assign him of her to another.
Each non-capital city starts with culture 0, thus only has access to 9 adjacent tiles. After reaching first level of culture (10 points), its borders expand and it gets full access to all tiles that are max. 2 non-diagonal squares away from the city centre. Note that every city always automatically generates resources from square composing the city centre, without assigning any population there (unless riots occur in the city).