Japan worthless?

I've browsed the pages. I'm confused why anyone thinks that attacking with an injured melee unit is ever good idea. The purpose of the UA is to make it costly for your opponent to melee attack your fortified injured units.
Sure, it helps with that, but it also helps on the offense. Attacking with an injured unit may not be a good idea, but a warmonger who pulls back his units and fortifies them as soon as they're injured isn't much of a warmonger. Sometimes you need to sacrifice soldiers to win a war.

On the Zero: I don't understand the hate here. The Zero is one of the few late game UUs. The AI builds a ton of bombers in BNW and the zero has an intercept bonus AND it upgrades to a jet fighter. They are the best unit you can build at that era+ for countering bombers and fighters.
I agree. The zero is okay. Not great, but "okay".

Late-game warfare is mainly about airstrikes and artillery. Those CB's you upgraded to gatling guns aren't all that special anymore.
 
It seems likely to me, that Japan ought to get some culture/religion bonus. It's weird this wasn't the case in the first place... I mean is there a country in this world who had more shrines and temples during all of their existence than Japan (still has today)?

Yep! India!
 
Their isolationist tendencies could be interesting for a UA. Give them a resistance to other civ's tourism (related to open/closed borders perhaps?). Maybe even grant them immunity to ideological unhappiness?

Or you could expand on the idea behind civ4's shale plant and grant them access to a few copies of any resource not present within their boundaries.

hmmm... interesting
 
Would Japan be historically worthy of a culture bonus? While their culture is certainly popular and romanticized, this feels more like a tourism bonus. For the most part they seem to have been relatively stagnant compared to many other nations when it comes to progressive reform.

Either way, I think a production or upkeep bonus would be more historically fitting than a tourism or culture bonus.

Yep... agreed... I don't see Japan busting out with culture. Tourism??? naaah. I need to brush up on my Japanese history.
 
I was just playing Japan yesterday, and once I was able to choose an ideology (autocracy of course) I got the "elite forces" tenet, which allows wounded units to inflict 25% more damage. So, if a Japanese warrior is wounded, it will basically attack at 125% strength. Now THAT'S getting somewhere. Just thought I'd share that.

Ok, never mind that. Turns out, this tenet can never make wounded units inflict more damage than full health units. So, basically, never take elite forces as Japan!
 
That really depends on how you're looking to deal with Rough terrain issues. Rough terrain typically gives defenders +25% Combat Modifier, countering the Janissary's attack bonus. If the defender also has rough terrain promos (and particularly the Iroqouis Mohawk legacy bonus), you're not going to be killing anything with Janissaries.

AI loves to get drill promotions & fortify units in forests/hills. If you don't have rough terrain specialists then you are in trouble as it will slow you down. And if you go for rough terrain promos then you loose the quicker high tier bonus advantage for those units.
Now janissaries not only have attack bonus but I also give some of them drill promos so they can easily overcome those units fortified in hills/forests. And it works perfectly, I alternate turns for the killing so most units have almost full health.

So, no. Typically, I lure the AI's units out and kill them on terrain of my choosing. If I have Samurai, that terrain will be Open, so there's really no disadvantage to only have Shock, and no benefit to promoting my Samurai for Rough Terrain. I won't be fighting armies in Jungles. I would do the same if I had Janissaries.
In my experience AI fortifies unless it has superior forces than yours. And you will be required to fight some battles in hills & forests. But this maybe subjective.


What I meant is that however many units you're going to kill with Janissaries will be the same amount of units you'll kill with your Samurai. Choosing Japan as a Civ won't make Shaka make less units, so you should get a similar number of promos. Once Samurai have March, you won't need to stop attacking.

Typically, one attack from a Janissary will not kill an enemy unit, even if it's a Longswordsman or even a Mohawk on Forest. What this means is that many Janissaries will need to heal the hard way anyway - longer if you have no Medic 2 unit. March Samurai don't care. Their attack power doesn't lessen whether or not they have full HP; and since they heal 20 HP every turn, they're not really in any danger of getting killed. Their main disadvantage is that they're unsuitable for thick Forests or Hills with no Open terrain (which I contend isn't that much easier for Janissaries to fight in). That's pretty much it.

My point was that janissaries are far superior than samurais at field battles, samurais on the other hand get an advantage in sieges due to quicker access to siege & medic promotions. Janissaries however can get these promotions just before going to siege by killing a couple of units. Yes samurais can do the same but that is not my point. Not only janissaries own most of the units of their era due to 25% bonus attack but they also heal while killing, making enemy perfect for farming some XP so you get those promotions you need before you go for the difficult sieges.

And Samurais don't get march out of the box so you'll need to work on it just like janissaries.

This makes janissaries overall a better UU IMHO. Samurais main unique thing is its GGII promotion, the other is quicker access to high tier promotions if you go for shock path. Janissaries have 2 unique powerful promotions which not only perfect its killing powerful but as a side effect it enables it to gain those high tier promotions more quickly as you will be spending more time killing than healing ! At the end of the day what will you prefer, some level 6-7 janissary guys or samurais?

I think even if you disagree that samurais are average UU, you have to admit that they are bland & have boring bonuses. Samurai IRL was a powerful & flavourful unit, there is a lot of room for improvement. For example they could get Bushido as a promotion while Japan's UA gets scrapped & changed completely.
 
Babri:

AI loves to get drill promotions & fortify units in forests/hills. If you don't have rough terrain specialists then you are in trouble as it will slow you down. And if you go for rough terrain promos then you loose the quicker high tier bonus advantage for those units.

Now janissaries not only have attack bonus but I also give some of them drill promos so they can easily overcome those units fortified in hills/forests. And it works perfectly, I alternate turns for the killing so most units have almost full health.

The AI actually loves to fortify pretty much anywhere you attack it with ranged units. Once it does so, it's essentially a sitting duck. Your entire army won't be made of up of melee units. A substantial portion will be ranged and siege. Alternating turns for kills only really works if you already support your melee units with ranged, in which case I find the damage the melee does to be largely supportive rather than defining, even for Janissaries. As mentioned, some of these units will have drill and will have the terrain bonus. A Janissary, even with Drill, should mostly be at par with such a unit. There's no way you're killing it with two melee attacks.

So either most of the damage is being done with ranged, in which case having Drill Janissaries is a weak advantage, or you're taking a lot of return damage that isn't being healed, in which case Samurai with Medic2 have an edge. It's just one or the other, neither of which makes Janissaries a strong advantage.

In my experience AI fortifies unless it has superior forces than yours. And you will be required to fight some battles in hills & forests. But this maybe subjective.

If you cause it to DoW you, it will usually be because it perceives that it has superior forces. It will absolutely attack you in your territory then. You can choose where that battle will be. If you have extra GG's via Samurai, you can make it absolutely one-sided, even at a tech disadvantage.

My point was that janissaries are far superior than samurais at field battles, samurais on the other hand get an advantage in sieges due to quicker access to siege & medic promotions. Janissaries however can get these promotions just before going to siege by killing a couple of units. Yes samurais can do the same but that is not my point. Not only janissaries own most of the units of their era due to 25% bonus attack but they also heal while killing, making enemy perfect for farming some XP so you get those promotions you need before you go for the difficult sieges.

I totally get that. Yes, Janissaries can do that. They're powerful in that way.

So far, all you've managed to say is that Janissaries have a slight advantage vs. Samurai vs. attacking fortified AI melee units in Rough terrain, none in open terrain, and are disadvantageous in sieges. I don't see this as "far superior in field battle."

Siege, Medic, Cover 2, and multiple terrain bonus units all are good in both field battles and sieges. Do not forget Cover 2. It is absolutely game-changing with Medic2. A Samurai Musketman can conceivably tank damage from an Oligarchy-boosted 40+ defense city using Cover 2 and supported by Medic 2, especially in friendly territory (courtesy of GG claim, natch).

I do not find +25% attack to be fantastically good - less powerful than Drill 2 or Shock 2 numerically, and doesn't activate on retaliation attacks or ranged attacks. Even if you attack a Janissary on a unit the AI fortifies on a hill, unless you were about to overrun that position anyway, that Janissary will face retaliation attacks the turn after from the city, enemy ranged units, and the like. Neither Drill nor the Janissary's bonus will factor into that. Cover will.

Samurai get bonuses that allow them to be very effective immediately. More promotions add to their efficacy; it does not detract. If I may be so bold, perhaps the perception that the extra promos are useless is because there isn't as much emphasis on functional multi-promo units and multi-promo interactions on the field? Many posters, not just yourself, continually miss the significance of these.

You imply here:

And Samurais don't get march out of the box so you'll need to work on it just like janissaries.

That a bunch of level 4 Janissaries and Samurai would have largely leveled the playing field. That is not at all the case. At the point where you're getting Siege Janissaries, I'm getting March Samurai (and I still have basic Siege Samurai). March Samurai with Medic 2 support are pretty much fantastic for anything, since they heal 20 HP every turn, on any location. Drill or Shock is almost incidental to that sort of advantage.

Once again:

At the end of the day what will you prefer, some level 6-7 janissary guys or samurais?

The implication here is that the extra promotion advantage for higher promo units or a generally higher promo army is worthless. Not so. Not only can I afford higher promo units out the gate, I can also spread the promos so that I have more higher promo units in my army.

Level 6 is 5 promos. A Samurai will have 6. So, March and Siege? I'm not sure how you're arranging your promotions as you haven't detailed the strategy you use for coordinating your promotions as you advance.

Offhand, I would like (and have made) Samurai starting from Cover 2, then go to Siege, then Amphibious so I can just ignore rivers, especially when taking cities. This is an absolutely potent unit. Amphibious is not that good on its own. Combined with defensive and offensive promos on a siege unit, it's a remarkable advantage, as it can not only ignore rivers but also embark and take cities from the sea effectively (Cover 2 even defends it en route). The unit can also arrive at this point from Siege units - Siege to Cover 2 to Amphibious.

Alternately, March+Blitz+Siege. Once again, a monster. Every end-promo in that equation is necessary to make it so.

If you like, how about March+Blitz+Woodsman or March+Siege+Woodsman. This promo line is actually much more useful with Minutemen, but the added maneuverability on the right terrain works quite well, even without Drill. I'll point out here that Janissaries don't get as much out of March as it overlaps with their UU power.

So yeah, I would really much rather have the level 6 Samurai here. Level 7 involves a lot of XP. Level 6 to level 7 is 210+? For every level 7 you have, I could have an additional level 5 and level 4 at once. At those promo levels, the Janissary's advantages become somewhat incidental. The defining advantages of a March+Blitz+Siege Janissary won't be that it heals when it kills a unit, nor its +25 on attack.

My main thrust here is that as you gain higher promo units, the base advantage of the UU dwindles in significance. The Janissary's key advantage here is that its UU abilities allow it to get there faster. So does the Samurai's, but in a different way - it reduces the cost by 1 promo, which is very material for levels above 5.

I think even if you disagree that samurais are average UU, you have to admit that they are bland & have boring bonuses. Samurai IRL was a powerful & flavourful unit, there is a lot of room for improvement. For example they could get Bushido as a promotion while Japan's UA gets scrapped & changed completely.

I think "bland and boring" comes from the mistaken impression that the Samurai's bonus promo is Shock 1. That's what it says on the tin, but that's not really what the ability does in practice.

In practice, the Samurai's extra promotion is Cover 2, Medic 2, Siege, Jack combos, and the ability to get higher promos faster. Let's do some math here.

15+30+60+100+150 for a level 6 unit. 30 XP is free. You'll see here that, out of the 'Rax, a normal unit (such as the Janissary) requires 210 XP to get to 5 promos at level 6. A Samurai only needs 160 to get to 5 promos at level 5 - nearly half. It's like having Military Tradition automatically for melee units, only your benefit isn't 50% more XP - it's nearly +100%!

The flavor this evokes is of a highly organized and professional military. This is neither bland nor boring. In fact, it's one of the most interesting promos, partly because the advantage is so nonobvious, and it's so interesting to manipulate on both a unit and an army level. In truth, I don't think this is appropriate for Samurai. It feels more Legion-y.

EDIT: I'll say this. If you're promoting all your Samurai Shock 3, and half as Jack into Drill2 Shock1, you're absolutely not getting what you paid for.
 
I just witnessed neighboring Japan conduct a brilliant two-prong attack on my capital and next door city starting on turn 75 (Immortal), after clearing out my so-called defensive units. They brought enough Archers supported by melee units to get the job done. That's what I get for thinking about a religious game (for once) as the Celts. ;)
 
Man, I remember going at'em as Monty and my Jags in G&K. Totally had them, but that frickin' UA was such a pain! It turned a swift and painless steamroll into a slow painful push. Lose-Lose civs! >:|
 
Babri:

I totally get that. Yes, Janissaries can do that. They're powerful in that way.

So far, all you've managed to say is that Janissaries have a slight advantage vs. Samurai vs. attacking fortified AI melee units in Rough terrain, none in open terrain, and are disadvantageous in sieges. I don't see this as "far superior in field battle."

Enough with the theories! :D I'll do some practical tests when I get time & will post them here.

I just witnessed neighboring Japan conduct a brilliant two-prong attack on my capital and next door city starting on turn 75 (Immortal), after clearing out my so-called defensive units. They brought enough Archers supported by melee units to get the job done. That's what I get for thinking about a religious game (for once) as the Celts. ;)

Playing as Celts, I realised that Celts aren't really supposed to go for a full religion focused game. Just get your first Great Prophet & select Holy warriors as a belief. That extra catapult purchased by faith made my day & I easily conquered Mayans who had a larger army than me.
 
Playing as Celts, I realised that Celts aren't really supposed to go for a full religion focused game. Just get your first Great Prophet & select Holy warriors as a belief. That extra catapult purchased by faith made my day & I easily conquered Mayans who had a larger army than me.

I'm beginning to realize that too. I just wanted to go all in with Religion to see what the fuss was about and to see how it could boost culture in the later game.
 
the Zero hate is mostly a holdover hate from previous versions. at a higher level of game play most domination games, even at deity, either finished before getting to planes or, when you got there, the AI never built any and therefore there was never a real NEED to make them.

i dont agree that the UA was purely meant to be a defensive bonus. it is very nice as one but I don't think that was the intention of Bushido, a mentality priding oneself on the ability to be so focused that pain was not an excuse for sub-par fighting, was only meant for defense.

in BNW, I havent experienced the AI using planes yet but I'm also still working thru the new civs and trying to wrap my head around the new culture vic.

I haven't fought against planes in BNW yet, but I did fight against Zeroes a lot in G&K. The Japanes knew I had fighters and bombers but only half of their Zeroes intercepted, they attacked ground and naval units with the rest. They also had bombers, so using the Zeroes in the ground attack role really helped me because it allowed more of my bombers to get through and gave the Zeroe air wings heavy attrition against my AA's. The same thing happened in 2 games through very long wars.

The Zero is next to useless if you don't use it right and at least in G&K the AI didn't know how to use it.
 
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