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i guess the conclusion would be that rams are better suited if you use a mix of ranged and melee (since your ranged units will have to delete the walls anyway before they can start hitting the city in earnest, so melee units might as well help them) and siege towers are better suited if you use mostly/exclusively melee attackers (no point deleting the walls if you can bypass that layer completely)
catapults are good at killing walls/city HP, but weak at everything else. they are probably the strongest option, but also the most expensive (separate unit rather than essentially a bonus perk for existing combat units). also better in the long run since the other 2 are obsolete in later eras when cities get the modern "urban defenses", while you veteran catapults can be upgraded to bombards/howitzers/rocket artillery
Interestingly this is a possibility too, cos ranged units have a promotion vs. district defences.
So you siege (or surround) a city with melee and/or cavalry. Use the ranged units to pummel the city.
But as @Synavix said, since R&F catapults have been buffed vs. naval units, which is great IMO.
Now they make good city garrisons on coastal cities and encampments.
Also, I don't use STs much so I have a question: do they make you ignore the +2/+4/+6 strength from wall level?
I think siege towers also increase your archers' damage to the city, rams do not.
I seldom use catapults. I really should always build one or two so I can upgrade them to bombards if I only have one source of niter...
I simply never bother with catapults. I use bombards when I get them, and if I out-tech the opponent. Otherwise it is too much hassle. From then on I am usually pretty close to Observation baloons and artillery so I no longer worry about city attacks.