WilliamOfOrange
King
Here is my second strategy article for , actually this one is . You know what they say: those who can, do. Those who can't, write strategy articles. Naw, there are plenty of great articles out there from people who know what they are doing. I do find for myself sometimes, that what I envision doesn't always work out for me. This article is not based on a vast experience, but is merely a theoretical look at how to exploit the special promotions given to UUs and what could mean while playing with Permanent Alliances. Sometimes I get frustrated while trying out a particular HOF gauntlet, so this is me taking a break and doing something we all enjoy: analyzing the game!
The benefits discussed here could be used for MP games or alliances with the AI. I would like to look at each unit that has promotions from the start, which would then carry through when upgraded or gifted. Obviously, certain civs, like the Celts for example, will have the ability to produce units with a promotion that will carry through the rest of those units, in this case, Guerrilla I. (See aelf's UU thread and my UB thread for details.) Actually, I strongly suggest reading through aelf's Comprehensive UU thread to really get the most from this thread. His thread lists a whole lot of strategies. What I would like to look at is the benefits of promotions when pumping up a unit in one era by building on their starting promotion(s) and then what it can lead to later on. I would also like to take a look simultaneously at the particular events and quests in BtS that could stretch things even further. So, I have written this with in mind, and not all may apply to Vanilla and Warlords. I have also not considered unrestricted combos, but there are certainly things discussed here that could apply to that. I have coloured-coded civs and their UUs with their familiar colours in an attempt to aid those quickly scanning for information relevant to a particular civ but also keep it easy on the eyes.
Events or Quests (shamelessly copied from Ori's Random Event List) which can result in blanket promotions to either specific units or type of units. The simplest way to look at it is to see it as one step further up the promotion path, but this article is aimed to look at the strategies that can arise. We can assume a Barracks for most situations. Obviously, civics and GGs can add to the promotion possibilities, but I would like to simplify by concentrating on this humble setup.
In order to discuss the combat possibilities when analyzing below, I combed through Arathorn's Combat Explained article and Solver's over at Apolyton, plus in tinkered around in the WorldBuilder. I have taken in game percentages when they conflict with the Math. I use no terrain bonuses unless stated and assume everything else as equal. I would appreciate any assistance and comments if there is something that I am doing wrong.
Before we start, here are the simple facts about the more relevant promotions that will be discussed in this thread:
Ambush (+25% vs. Armoured Units) is available to: Siege, Gunpowder, Armoured, Air and Helicopter Units
Blitz is available with the Military Science tech to: Armoured, Mounted, Helicopter and Naval Units (Sorry, no blitz Impis or Musketeers )
Charge (+25% vs. Siege Units) is available to: Melee, Mounted, Armoured and Helicopter Units
City Garrison is available to: Archery and Gunpowder Units
City Raider is available to: Melee, Siege and Armoured Units
Cover (+25% vs. Archery Units) is available to: Archery, Melee and Gunpowder Units
Drill is available to: Archery, Siege, Gunpowder, Armoured, Naval and Helicopter Units
Flanking is available to: Mounted, Armoured, Naval and Helicopter Units
Formation (+25% vs. Mounted Units) is available to: Archery, Melee, Mounted and Gunpowder Units
Guerrilla is available to: Recon, Archery and Gunpowder Units
Mobility is available to: Mounted and Armoured Units
Pinch (+25% vs. Gunpowder Units) is available with the Gunpowder tech to: Mounted, Gunpowder, Armoured, Air and Helicopter Units
Sentry is available to: Recon, Mounted, Helicopter and Naval Units
Shock (+25% vs. Melee Units) is available to: Archery, Melee, Mounted, and Siege Units
Woodsman is available to: Recon, Melee and Gunpowder Units
Barrage promotions are not available to: Armoured Units as of BtS path 3.17
Combat promotions are not available to: Siege Units as of BtS Patch 3.17
March is not available to: Armoured, Naval, Air or Helicopter Units
Medic promotions are not available to: Armoured, Air or Helicopter Units
Free Promotions from Traits
Aggressive Civs have their Melee and Gunpowder Units start with Combat I. This means that in addition to the Combat line, for their first promotion they can have: Cover, Charge, Pinch, Shock or Medic I. Aggressive civs build their Barracks and Drydocks faster than other civs.
Protective Civs have their Archery and Gunpowder starts with City Garrison I and Drill I. Apart from following the Combat line, this means that for their first promotion they can have: Cover, Pinch, Shock and Medic I. Note how the Drill I promotion allows immediate access to all the same promotions to Archery and Gunpowder Units (except for Charge) without having Combat I to start. Protective civs build Walls and Castles faster than other civs.
*Note: Charismatic and Imperialistic civs will have easier access to promotions given their bonus of less XPs needed for promotion or greater GG appearance, respectively.
Special civs to be aware of include:
America: Two Charismatic leaders: Lincoln and Washington
Arabia: Saladin: Protective
Aztecs: Montezuma: Aggressive, UU: Jaguar: see below
Babylon: Hammurabi: Aggressive
Byzantine: Justinian I: Imperialistic
Carthage: Hannibal: Charismatic, UU: Numidian Calvary: see below
Celts: Both leaders are Charismatic, Boudica is also Aggressive, UB: Dun gives free Guerrilla I promotion to Archery and Gunpowder Units, UU: Gallic Swordsman: see below
China: Both leaders are Protective, UU: Cho-Ku-No: see below
England: Victoria: Imperialistic, Churchill: Charismatic and Protective, UU: Redcoats: see below
France: Two Charismatic leaders: De Gaulle and Napoleon
Greece: Alexander: Aggressive, UU: Phalanx: see below
Holy Roman Empire: Charlemagne: Imperialistic and Protective
Japan: Tokugawa: Aggressive and Protective, UU: Samurai: see below
Korea: Wang Kon: Protective
Mongols: Both leaders are Aggressive, Genghis Khan is also Imperialistic, UB: Ger gives +4XPs to Mounted Units, UU: Keshik: see below
Native Americans: Sitting Bull: Protective, UB: Totem gives +3XPs to Archery Units
Ottomans: Suleiman: Imperialistic
Persia: Cyrus: Charismatic and Imperialistic
Portugal: João: Imperialistic
Rome: Both leaders are Imperialistic
Russia: Catherine: Imperialistic, Stalin: Aggressive
Spain: UB: Citadel gives +5XPs to Siege Units
Sumeria: Gilgamesh: Protective
Vikings: Ragnar: Aggressive, UB: Trading Post gives free Navigation I to Naval Units, UU: Berserker: see below
Zulus: Shaka: Aggressive, UB: Ikhanda, Barracks that is a mini-courthouse and built faster, UU: Impi: see below
Starting Promotions for normal units and UUs:
Anti-Tanks start with Ambush
Berserkers start with Amphibious (and Combat I from Ragnar)
Cho-Ku-Nos start with City Garrison I and Drill I from Protective leaders
Gallic Warriors start with Guerrilla I (and Combat I with Boudica)
Explorers start with Guerrilla I and Woodsman I
Impis start with Mobility (and Combat I from Shaka)
Jaguars start with Woodsman I (and Combat I from Montezuma)
Marines start with Amphibious
Navy SEALs start with Amphibious and March
Phalanx starts with Combat I with Alexander
Tanks, Panzers and Modern Armour start with Blitz
Numidian Calvary start with Flanking I
Oromo Warrior starts with Drill I and Drill II
Privateers start with Sentry
Quechua start with Combat I
Redcoats start with City Garrison I and Drill I with Churchill
Samurai start with Drill I (and Combat I from Tokugawa)
Spy starts with Commando
Any promotion given to a unit will stay with that unit when upgraded. Intrinsic special units abilities will be lost. For example, a Maceman has a +50% strength versus other Melee Units. When upgraded to a Rifleman, it loses that ability. However, if the Maceman had the Shock Promotion, that +25% against Melee Units would stay with the Rifleman.
The real stroke of genius is to land promotions for your units outside of their normal ability in order to gain a tactical advantage. For example, all civs can employ this one: Gunpowder Units cannot receive Shock or City Raider promotions, but if you were to upgrade Melee Units which do have those promotions, then your new Gunpowder Units would have those promotions carry over. The rule when upgrading is that they cannot lose their training so sometimes you may want to promote before you upgrade instead of after. The idea is to look for more "exploits" from the Events and Quests and UUs and them apply them to Permanent Alliances. Let's explore, shall we?
Events: Basically any of these events is a nice advantage, as I assume only one civ is able to have an Event awarded to them. So while everyone will definitely benefit, perhaps there are certain leaders or traits or civs which can take this advantage and turn it into another. We are only discussing the Events which provide options for free promotions and what to do with those promotions once they have been awarded.
A) Bowyer: All your Archery units gain the Combat 1 promotion
Prereq: Archery
Obsoleting Era: Renaissance
Analysis: This event lasts basically the life of the Archery Units and obviously, the earlier the better, but later occurrences may be welcome. The immediate advantage means that city defenders are instantly stronger, giving more of an advantage against barbs for a start. A protective Longbowman on in Hill City with Combat I to start is that much tougher now. Furthermore, with a Barracks, your Archery Units would be available to receive Medic I, Cover, Shock and Charge out of the gate, all of which are important in the very early game. That being said, a Protective civ will have initial access to all of those except for Charge. So having the Combat I and right away to able to give it the Charge promotion to start might really be huge in defending. A Protective civ is able to give an Archery Unit the Formation promotion via Drill II. This event gives a non-protective civ equal footing with the Formation promotion through Combat I and II.
I feel the real benefit of this event is the promotions that it unlocks and the resulting ability to diversify your units much sooner by not having to wait for battles to gain the necessary XPs. It means that when you upgrade your Archery Units into Gunpowder Units they will already be that much better than or at least equal to the Gunpowder Units of non-Aggressive and Aggressive civs, respectively. If you are Aggressive, your Gunpowder Units will have Combat I anyway when produced, or from upgrading from Melee Units, but this event gives you the ability to have CI from units upgraded from Archery Units as well. It saves you the trouble of giving your Archery Units the CI to open other promotions and gets you a higher level unit sooner. At the very least, if you are not Aggressive, then this event will put your Gunpowder Units upgraded from Archery Units on par with an Aggressive civs' GP Units. And for defending, based on the usual promotions, Gunpowder Units from Archery Units are better defenders than those upgraded from Melee Units. This is only enhanced by the Bowyer event. For example, this free promotion could allow you to take the Guerrilla I off the start instead of Combat I.
Special Civ Considerations:
Archer rushing (or city protecting) with Bowman or Skirmishers just got better if you get this event practically off the bat and protection from Quechua and Immortals just got easier, again, if early enough. The Crossbowman and Chinese Cho-Ko-Nos just got stronger and perhaps a longer life. As said above, giving Churchill Combat I to start also means a quicker, Charismatic progression up the promotion paths for some future, deadly Redcoats. And, no more "wasting" the some of the +6XPs from the Native American Totem Pole on the CI promotion. You can use those two promotions to go further up the City Garrison or Drill paths or diversify with Cover, Shock, Guerrilla I, etc. For Protective civs, those CG and Drill units upgraded to Gunpowder Units would be scary behind the cheap Walls and Castles. And what about Celtic Archery Units built in Dun-cities? The Guerrilla promotions already make things bad, but the free CI promotion can really make it tough for an enemy to dislodge them. Finally, if you are Tokugawa, you will have CI, CGI and DI Gunpowder Units that you build, however your Archery Units only carry their starting promotions when upgrading. Taking a normal Longbowman and upgrading does not yield the automatic Combat I promotion that a built Rifleman gets. Therefore, this event favours Japan nicely, as it can make all your Archery Units upgrade to GP Units as if they were hard-built. Of course, this event favours Protective civs more as it makes a third free promotion when upgrading your Archery Units in to GP Units. But with this event you can concentrate on promoting your Archery Units with whatever you like and when you upgrade, they carry all of their training with them.
B) Horseshoe: All your Mounted Units gain the Flanking I promotion
Prereq: Pastured Horse and road or railroad
Obsoleting Era: Industrial
Analysis: This is an event with a potentially very long amount of time to trigger. I am guessing that there are two types of players: one which promote with Flanking immediately and those who prefer the combat path. This event makes it simple. Finish off the Flanking with II and then go up the Combat path or save the Flanking for later once your unit is powerful enough with promotions that you'll be more likely to want to preserve it. This 10% withdrawal chance adds to the intrinsic withdrawal of the mounted units. War chariots get a total of 20%, Mounter Archer units: +30%, Camel Archer and Cuirassier units: 25%, and Calvary Units: 40%. Any of these units upgraded to a Helicopter would give it a total of 35% withdrawal chance. Knights, Cataphrachts and the Elephant Units do not have an intrinsic withdrawal so the immediate Flanking I would be nice. This event makes your Knight units less vulnerable when upgrading from Horse Archer or Chariot Units.
With a Stable and Barracks, the unit will have enough for two promotions. Shooting for Mobility via Flanking II is now possible or maybe go up the Combat path in the hopes of eventually getting the blitz promotion much quicker. Why would it be quicker? The extra withdrawal chance ensures greater survival and therefore, more battles to win and GGPs to collect. An imperialistic or charismatic leader could reach the XPs for Blitz quicker than they could reach the Military Science tech needed for it! I never thought much about Flanking II as the withdrawal is of course nice, but if one only attacks at high odds it is not needed.
The Immune to 1st Strikes from Flanking II is also quite useless, I find, because most Mounted Units have that intrinsically. Only Chariots, Immortals, Cataphrachts and Calvary and Elephant Units don't have it. With this event, it's only one promotion to get to Flanking II, which makes it more desirable, being able to promote your Cataphrachts, Elephants and Calvary to Flanking II or promote lower units at the time and upgrade them with Flanking II intact, making them immune to first strikes as well. But again, I would likely use it as an opportunity to go with more combat or unit-type specific promotions, depending on the situation and difficulty level. That being said, you are now only two promotions away from mobility, which you can get out of the gate with barracks and stables. Now your mounted units can sneak in and out for quick resource pillaging or arrive unsuspectingly like the Keshiks can do. That is fun, but remember the more likely your unit survives, the less you need to build.
Special Civ Considerations: This event is not even entirely useless to Carthage despite their Numidian Calvary starting with Flanking I. With this event, any Chariot they have built that is upgraded will carry the Flanking I through, and any Elephant, Knight or above produced after would still get it. But jumping the NCs up to mobility is quite effective if not just plain fun, as now they are like a Keshik's younger brother - weaker, but almost as versatile on the terrain and as I said above, great pillagers and surprise attackers. They not only can withdraw, but can move a little quicker through some terrain in escaping to heal and just imagine Mobile Knights and beyond!
C) Champion: Unit gets Leadership promotion
Prereq: Not at war and undamaged unit with 3 or more XP and without Leadership promotion
Obsoleting Era: Renaissance
Analysis: +100% from combat experience? Thanks!! You could use the unit as is now or add a GG to really take advantage as this is a promotion usually burned on a GG Unit. Of course it depends on which or your units received this gift.
D) Axe Haft: All your Axeman units gain the Shock promotion
Prereq: Bronze Working
Obsoleting Era: Medieval
Analysis: This is a potentially early event with interesting future ramifications. Besides boosting the anti-Melee strength to 75% for a normal Axeman and later on a Maceman Unit (upgraded to, not hard-built), this promotion will stay with the unit even as it upgrades through the Gunpowder Unit path. Remembering that GP units cannot receive Shock promotions, this is great because if facing powerful Melee enemies your GP units have better odds. Perhaps a wounded GP unit is not such easy pickings or it's enough to dislodge a tough hill top opponent while pillaging or attacking a city on a hill and if you are still torn between the difficult decision of Shock or City Raider I, now you can have your cake and eat it too!
Finally, this is a way to get your Riflemen and Grenadiers upgraded from Axemen and Macemen to have the Shock promotion which is not available to Gunpowder Units. Of course, you can give the Shock to Melee units and upgrade to GP units on your own, but this is a free promotion!
Special Civ Considerations: The Phalanx or normal Axeman unit becomes more of an anti-Melee Unit, but what about the two other Axeman type? A Dog Soldier is only strength 4, but with +100% against Melee Units, while a Vulture is a whopping 6, but with only +25%. So, the free promotion here, makes the Vulture a slightly more powerful Axeman, negating the penalty if you will, of being strength 6. The Dog Soldier is not stronger, but the total 125% can be helpful too. Let's compare Melee Units against various Melee Units assuming all else is equal (Axeman and Phalanx are the same):
The Shock promotion allows you to concentrate on Combat, City Raider promotions or others. Vanillla Praetoria don't seem that tough now do they? Also, imagine your Axeman Unit upgraded to a Maceman or Samurai or Berserker; they are instantly the one of toughest Melee Units by base strength and anti-Melee Units from the Shock promotion. Remember, the Romans cannot upgrade Axeman to Praetoria because they are a unique Swordsman so although they have have a similar base strength to the Macemen types, they don't have the innate +50% versus Melee Unit bonus that both Axemen and Macemen have. Therefore, this event will help you tackle older, previously tough Roman forces if they have not started producing Macemen as well. Also, if you are playing as either Japan or the Vikings, your Aggressive trait will already grant Combat I to your Axemen you have produced and since they retain that promotion when becoming upgrading to the respective UUs They have a base strength of 8.8. Also, be mindful that the Samurai have 2-3 First Strike Chances which is why their results are slightly better. I have included that promotion in the comparison that we see below:
As can be seen, the Shock promotion can even weaken the superiority of the mighty Landsknecht against Melee Units, however behind Walls and on various terrains you would need to have the countering effect of City Raiders or going down the Combat line. Being able to free up those other promotions by having the free Shock can be advantageous, but we see that the Japanese and Viking UUs have perhaps a greater benefit once upgrading.
E) Tower Shield: All your Melee units gain the Cover promotion
Prereq: Mining
Obsoleting Era: Medieval
Analysis: This event could occur extremely early depending on your starting techs, however it does have a very low chance of occurring. So no more debating whether to give your Axeman the Cover or City Raider promotion for your opening rushes. This event makes your Melee defenders more resistant to Crossbows and makes your attacking forces a little better against city defenders.
The benefits discussed here could be used for MP games or alliances with the AI. I would like to look at each unit that has promotions from the start, which would then carry through when upgraded or gifted. Obviously, certain civs, like the Celts for example, will have the ability to produce units with a promotion that will carry through the rest of those units, in this case, Guerrilla I. (See aelf's UU thread and my UB thread for details.) Actually, I strongly suggest reading through aelf's Comprehensive UU thread to really get the most from this thread. His thread lists a whole lot of strategies. What I would like to look at is the benefits of promotions when pumping up a unit in one era by building on their starting promotion(s) and then what it can lead to later on. I would also like to take a look simultaneously at the particular events and quests in BtS that could stretch things even further. So, I have written this with in mind, and not all may apply to Vanilla and Warlords. I have also not considered unrestricted combos, but there are certainly things discussed here that could apply to that. I have coloured-coded civs and their UUs with their familiar colours in an attempt to aid those quickly scanning for information relevant to a particular civ but also keep it easy on the eyes.
Events or Quests (shamelessly copied from Ori's Random Event List) which can result in blanket promotions to either specific units or type of units. The simplest way to look at it is to see it as one step further up the promotion path, but this article is aimed to look at the strategies that can arise. We can assume a Barracks for most situations. Obviously, civics and GGs can add to the promotion possibilities, but I would like to simplify by concentrating on this humble setup.
In order to discuss the combat possibilities when analyzing below, I combed through Arathorn's Combat Explained article and Solver's over at Apolyton, plus in tinkered around in the WorldBuilder. I have taken in game percentages when they conflict with the Math. I use no terrain bonuses unless stated and assume everything else as equal. I would appreciate any assistance and comments if there is something that I am doing wrong.
Before we start, here are the simple facts about the more relevant promotions that will be discussed in this thread:
Ambush (+25% vs. Armoured Units) is available to: Siege, Gunpowder, Armoured, Air and Helicopter Units
Blitz is available with the Military Science tech to: Armoured, Mounted, Helicopter and Naval Units (Sorry, no blitz Impis or Musketeers )
Charge (+25% vs. Siege Units) is available to: Melee, Mounted, Armoured and Helicopter Units
City Garrison is available to: Archery and Gunpowder Units
City Raider is available to: Melee, Siege and Armoured Units
Cover (+25% vs. Archery Units) is available to: Archery, Melee and Gunpowder Units
Drill is available to: Archery, Siege, Gunpowder, Armoured, Naval and Helicopter Units
Flanking is available to: Mounted, Armoured, Naval and Helicopter Units
Formation (+25% vs. Mounted Units) is available to: Archery, Melee, Mounted and Gunpowder Units
Guerrilla is available to: Recon, Archery and Gunpowder Units
Mobility is available to: Mounted and Armoured Units
Pinch (+25% vs. Gunpowder Units) is available with the Gunpowder tech to: Mounted, Gunpowder, Armoured, Air and Helicopter Units
Sentry is available to: Recon, Mounted, Helicopter and Naval Units
Shock (+25% vs. Melee Units) is available to: Archery, Melee, Mounted, and Siege Units
Woodsman is available to: Recon, Melee and Gunpowder Units
Barrage promotions are not available to: Armoured Units as of BtS path 3.17
Combat promotions are not available to: Siege Units as of BtS Patch 3.17
March is not available to: Armoured, Naval, Air or Helicopter Units
Medic promotions are not available to: Armoured, Air or Helicopter Units
Free Promotions from Traits
Aggressive Civs have their Melee and Gunpowder Units start with Combat I. This means that in addition to the Combat line, for their first promotion they can have: Cover, Charge, Pinch, Shock or Medic I. Aggressive civs build their Barracks and Drydocks faster than other civs.
Protective Civs have their Archery and Gunpowder starts with City Garrison I and Drill I. Apart from following the Combat line, this means that for their first promotion they can have: Cover, Pinch, Shock and Medic I. Note how the Drill I promotion allows immediate access to all the same promotions to Archery and Gunpowder Units (except for Charge) without having Combat I to start. Protective civs build Walls and Castles faster than other civs.
*Note: Charismatic and Imperialistic civs will have easier access to promotions given their bonus of less XPs needed for promotion or greater GG appearance, respectively.
Special civs to be aware of include:
America: Two Charismatic leaders: Lincoln and Washington
Arabia: Saladin: Protective
Aztecs: Montezuma: Aggressive, UU: Jaguar: see below
Babylon: Hammurabi: Aggressive
Byzantine: Justinian I: Imperialistic
Carthage: Hannibal: Charismatic, UU: Numidian Calvary: see below
Celts: Both leaders are Charismatic, Boudica is also Aggressive, UB: Dun gives free Guerrilla I promotion to Archery and Gunpowder Units, UU: Gallic Swordsman: see below
China: Both leaders are Protective, UU: Cho-Ku-No: see below
England: Victoria: Imperialistic, Churchill: Charismatic and Protective, UU: Redcoats: see below
France: Two Charismatic leaders: De Gaulle and Napoleon
Greece: Alexander: Aggressive, UU: Phalanx: see below
Holy Roman Empire: Charlemagne: Imperialistic and Protective
Japan: Tokugawa: Aggressive and Protective, UU: Samurai: see below
Korea: Wang Kon: Protective
Mongols: Both leaders are Aggressive, Genghis Khan is also Imperialistic, UB: Ger gives +4XPs to Mounted Units, UU: Keshik: see below
Native Americans: Sitting Bull: Protective, UB: Totem gives +3XPs to Archery Units
Ottomans: Suleiman: Imperialistic
Persia: Cyrus: Charismatic and Imperialistic
Portugal: João: Imperialistic
Rome: Both leaders are Imperialistic
Russia: Catherine: Imperialistic, Stalin: Aggressive
Spain: UB: Citadel gives +5XPs to Siege Units
Sumeria: Gilgamesh: Protective
Vikings: Ragnar: Aggressive, UB: Trading Post gives free Navigation I to Naval Units, UU: Berserker: see below
Zulus: Shaka: Aggressive, UB: Ikhanda, Barracks that is a mini-courthouse and built faster, UU: Impi: see below
Starting Promotions for normal units and UUs:
Anti-Tanks start with Ambush
Berserkers start with Amphibious (and Combat I from Ragnar)
Cho-Ku-Nos start with City Garrison I and Drill I from Protective leaders
Gallic Warriors start with Guerrilla I (and Combat I with Boudica)
Explorers start with Guerrilla I and Woodsman I
Impis start with Mobility (and Combat I from Shaka)
Jaguars start with Woodsman I (and Combat I from Montezuma)
Marines start with Amphibious
Navy SEALs start with Amphibious and March
Phalanx starts with Combat I with Alexander
Tanks, Panzers and Modern Armour start with Blitz
Numidian Calvary start with Flanking I
Oromo Warrior starts with Drill I and Drill II
Privateers start with Sentry
Quechua start with Combat I
Redcoats start with City Garrison I and Drill I with Churchill
Samurai start with Drill I (and Combat I from Tokugawa)
Spy starts with Commando
Any promotion given to a unit will stay with that unit when upgraded. Intrinsic special units abilities will be lost. For example, a Maceman has a +50% strength versus other Melee Units. When upgraded to a Rifleman, it loses that ability. However, if the Maceman had the Shock Promotion, that +25% against Melee Units would stay with the Rifleman.
The real stroke of genius is to land promotions for your units outside of their normal ability in order to gain a tactical advantage. For example, all civs can employ this one: Gunpowder Units cannot receive Shock or City Raider promotions, but if you were to upgrade Melee Units which do have those promotions, then your new Gunpowder Units would have those promotions carry over. The rule when upgrading is that they cannot lose their training so sometimes you may want to promote before you upgrade instead of after. The idea is to look for more "exploits" from the Events and Quests and UUs and them apply them to Permanent Alliances. Let's explore, shall we?
Events: Basically any of these events is a nice advantage, as I assume only one civ is able to have an Event awarded to them. So while everyone will definitely benefit, perhaps there are certain leaders or traits or civs which can take this advantage and turn it into another. We are only discussing the Events which provide options for free promotions and what to do with those promotions once they have been awarded.
A) Bowyer: All your Archery units gain the Combat 1 promotion
Prereq: Archery
Obsoleting Era: Renaissance
Analysis: This event lasts basically the life of the Archery Units and obviously, the earlier the better, but later occurrences may be welcome. The immediate advantage means that city defenders are instantly stronger, giving more of an advantage against barbs for a start. A protective Longbowman on in Hill City with Combat I to start is that much tougher now. Furthermore, with a Barracks, your Archery Units would be available to receive Medic I, Cover, Shock and Charge out of the gate, all of which are important in the very early game. That being said, a Protective civ will have initial access to all of those except for Charge. So having the Combat I and right away to able to give it the Charge promotion to start might really be huge in defending. A Protective civ is able to give an Archery Unit the Formation promotion via Drill II. This event gives a non-protective civ equal footing with the Formation promotion through Combat I and II.
I feel the real benefit of this event is the promotions that it unlocks and the resulting ability to diversify your units much sooner by not having to wait for battles to gain the necessary XPs. It means that when you upgrade your Archery Units into Gunpowder Units they will already be that much better than or at least equal to the Gunpowder Units of non-Aggressive and Aggressive civs, respectively. If you are Aggressive, your Gunpowder Units will have Combat I anyway when produced, or from upgrading from Melee Units, but this event gives you the ability to have CI from units upgraded from Archery Units as well. It saves you the trouble of giving your Archery Units the CI to open other promotions and gets you a higher level unit sooner. At the very least, if you are not Aggressive, then this event will put your Gunpowder Units upgraded from Archery Units on par with an Aggressive civs' GP Units. And for defending, based on the usual promotions, Gunpowder Units from Archery Units are better defenders than those upgraded from Melee Units. This is only enhanced by the Bowyer event. For example, this free promotion could allow you to take the Guerrilla I off the start instead of Combat I.
Special Civ Considerations:
Archer rushing (or city protecting) with Bowman or Skirmishers just got better if you get this event practically off the bat and protection from Quechua and Immortals just got easier, again, if early enough. The Crossbowman and Chinese Cho-Ko-Nos just got stronger and perhaps a longer life. As said above, giving Churchill Combat I to start also means a quicker, Charismatic progression up the promotion paths for some future, deadly Redcoats. And, no more "wasting" the some of the +6XPs from the Native American Totem Pole on the CI promotion. You can use those two promotions to go further up the City Garrison or Drill paths or diversify with Cover, Shock, Guerrilla I, etc. For Protective civs, those CG and Drill units upgraded to Gunpowder Units would be scary behind the cheap Walls and Castles. And what about Celtic Archery Units built in Dun-cities? The Guerrilla promotions already make things bad, but the free CI promotion can really make it tough for an enemy to dislodge them. Finally, if you are Tokugawa, you will have CI, CGI and DI Gunpowder Units that you build, however your Archery Units only carry their starting promotions when upgrading. Taking a normal Longbowman and upgrading does not yield the automatic Combat I promotion that a built Rifleman gets. Therefore, this event favours Japan nicely, as it can make all your Archery Units upgrade to GP Units as if they were hard-built. Of course, this event favours Protective civs more as it makes a third free promotion when upgrading your Archery Units in to GP Units. But with this event you can concentrate on promoting your Archery Units with whatever you like and when you upgrade, they carry all of their training with them.
B) Horseshoe: All your Mounted Units gain the Flanking I promotion
Prereq: Pastured Horse and road or railroad
Obsoleting Era: Industrial
Analysis: This is an event with a potentially very long amount of time to trigger. I am guessing that there are two types of players: one which promote with Flanking immediately and those who prefer the combat path. This event makes it simple. Finish off the Flanking with II and then go up the Combat path or save the Flanking for later once your unit is powerful enough with promotions that you'll be more likely to want to preserve it. This 10% withdrawal chance adds to the intrinsic withdrawal of the mounted units. War chariots get a total of 20%, Mounter Archer units: +30%, Camel Archer and Cuirassier units: 25%, and Calvary Units: 40%. Any of these units upgraded to a Helicopter would give it a total of 35% withdrawal chance. Knights, Cataphrachts and the Elephant Units do not have an intrinsic withdrawal so the immediate Flanking I would be nice. This event makes your Knight units less vulnerable when upgrading from Horse Archer or Chariot Units.
With a Stable and Barracks, the unit will have enough for two promotions. Shooting for Mobility via Flanking II is now possible or maybe go up the Combat path in the hopes of eventually getting the blitz promotion much quicker. Why would it be quicker? The extra withdrawal chance ensures greater survival and therefore, more battles to win and GGPs to collect. An imperialistic or charismatic leader could reach the XPs for Blitz quicker than they could reach the Military Science tech needed for it! I never thought much about Flanking II as the withdrawal is of course nice, but if one only attacks at high odds it is not needed.
The Immune to 1st Strikes from Flanking II is also quite useless, I find, because most Mounted Units have that intrinsically. Only Chariots, Immortals, Cataphrachts and Calvary and Elephant Units don't have it. With this event, it's only one promotion to get to Flanking II, which makes it more desirable, being able to promote your Cataphrachts, Elephants and Calvary to Flanking II or promote lower units at the time and upgrade them with Flanking II intact, making them immune to first strikes as well. But again, I would likely use it as an opportunity to go with more combat or unit-type specific promotions, depending on the situation and difficulty level. That being said, you are now only two promotions away from mobility, which you can get out of the gate with barracks and stables. Now your mounted units can sneak in and out for quick resource pillaging or arrive unsuspectingly like the Keshiks can do. That is fun, but remember the more likely your unit survives, the less you need to build.
Special Civ Considerations: This event is not even entirely useless to Carthage despite their Numidian Calvary starting with Flanking I. With this event, any Chariot they have built that is upgraded will carry the Flanking I through, and any Elephant, Knight or above produced after would still get it. But jumping the NCs up to mobility is quite effective if not just plain fun, as now they are like a Keshik's younger brother - weaker, but almost as versatile on the terrain and as I said above, great pillagers and surprise attackers. They not only can withdraw, but can move a little quicker through some terrain in escaping to heal and just imagine Mobile Knights and beyond!
C) Champion: Unit gets Leadership promotion
Prereq: Not at war and undamaged unit with 3 or more XP and without Leadership promotion
Obsoleting Era: Renaissance
Analysis: +100% from combat experience? Thanks!! You could use the unit as is now or add a GG to really take advantage as this is a promotion usually burned on a GG Unit. Of course it depends on which or your units received this gift.
D) Axe Haft: All your Axeman units gain the Shock promotion
Prereq: Bronze Working
Obsoleting Era: Medieval
Analysis: This is a potentially early event with interesting future ramifications. Besides boosting the anti-Melee strength to 75% for a normal Axeman and later on a Maceman Unit (upgraded to, not hard-built), this promotion will stay with the unit even as it upgrades through the Gunpowder Unit path. Remembering that GP units cannot receive Shock promotions, this is great because if facing powerful Melee enemies your GP units have better odds. Perhaps a wounded GP unit is not such easy pickings or it's enough to dislodge a tough hill top opponent while pillaging or attacking a city on a hill and if you are still torn between the difficult decision of Shock or City Raider I, now you can have your cake and eat it too!
Finally, this is a way to get your Riflemen and Grenadiers upgraded from Axemen and Macemen to have the Shock promotion which is not available to Gunpowder Units. Of course, you can give the Shock to Melee units and upgrade to GP units on your own, but this is a free promotion!
Special Civ Considerations: The Phalanx or normal Axeman unit becomes more of an anti-Melee Unit, but what about the two other Axeman type? A Dog Soldier is only strength 4, but with +100% against Melee Units, while a Vulture is a whopping 6, but with only +25%. So, the free promotion here, makes the Vulture a slightly more powerful Axeman, negating the penalty if you will, of being strength 6. The Dog Soldier is not stronger, but the total 125% can be helpful too. Let's compare Melee Units against various Melee Units assuming all else is equal (Axeman and Phalanx are the same):
Spoiler :
Code:
Axeman Vs. Axeman, 5.0 vs. 5.0 -- 50.0%
Shock Axeman Vs. Axeman, 5.0 vs. 4.0 -- 75.1%
[B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Axeman, 4.0 vs. 3.33 -- 73.0%
Shock [B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Axeman, 4.0 vs. 2.85 -- 88.0%
[B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Axeman, 6.0 vs. 6.25 -- 35.3%
Shock [B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Axeman, 6.0 vs. 5.0 -- 73.0%
Axeman Vs. Spearman, 5.0 vs. 2.66 -- 98.0%
Shock Axeman Vs. Spearman, 5.0 vs. 2.28 -- 99.4%
[B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Spearman, 4.0 vs. 2.0 -- 99.1%
Shock [B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Spearman, 4.0 vs. 1.78 -- 99.4%
[B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Spearman, 6.0 vs. 3.2 -- 97.5%
Shock [B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Spearman, 6.0 vs. 2.66 -- 99.5%
Axeman Vs. Swordsman/Pikeman, 5.0 vs. 4.0 -- 75.0%
Shock Axeman Vs. Swordsman/Pikeman, 5.0 vs. 3.43, 89.2%
[B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Swordsman/Pikeman, 4.0 vs. 3.0 -- 78.2%
Shock [B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. Swordsman/Pikeman, 4.0 vs. 2.66, 90.2%
[B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Swordsman/Pikeman, 6.0 vs. 4.8 -- 75.0%
Shock [B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. Swordsman/Pikeman, 6.0 vs. 4.0, 90.1%
Axeman Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 5.0 vs. 4.35 -- 34.1%
Shock Axeman Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 5.0 vs. 4.57 -- 67.8%
[B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 4.0 vs. 4.0 -- 50.0%
Shock [B][COLOR="Sienna"]Dog Soldier[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 4.0 vs. 3.55 -- 69.4%
[B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 6.0 vs. 6.4 -- 33.8%
Shock [B][COLOR="Purple"]Vulture[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 6.0 vs. 5.33 -- 69.4%
The Shock promotion allows you to concentrate on Combat, City Raider promotions or others. Vanillla Praetoria don't seem that tough now do they? Also, imagine your Axeman Unit upgraded to a Maceman or Samurai or Berserker; they are instantly the one of toughest Melee Units by base strength and anti-Melee Units from the Shock promotion. Remember, the Romans cannot upgrade Axeman to Praetoria because they are a unique Swordsman so although they have have a similar base strength to the Macemen types, they don't have the innate +50% versus Melee Unit bonus that both Axemen and Macemen have. Therefore, this event will help you tackle older, previously tough Roman forces if they have not started producing Macemen as well. Also, if you are playing as either Japan or the Vikings, your Aggressive trait will already grant Combat I to your Axemen you have produced and since they retain that promotion when becoming upgrading to the respective UUs They have a base strength of 8.8. Also, be mindful that the Samurai have 2-3 First Strike Chances which is why their results are slightly better. I have included that promotion in the comparison that we see below:
Spoiler :
Code:
Maceman Vs. Shock Axeman, 8.0 vs. 6.25 -- 76.3%
Shock Maceman Vs. Shock Axeman, 8.0 vs. 5.0 -- 95.6%
[B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Shock Axeman, 8.8 vs. 6.25 -- 88.1%
Shock [B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Shock Axeman, 8.8 vs. 5.0 -- 96.8%
[B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Shock Axeman, 8.8 vs. 6.25 -- 96.4%
Shock [B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Shock Axeman, 8.8 vs. 6.25 -- 99.0%
Maceman Vs. Swordsman/Pikeman, 8.0 vs. 4.0 -- 99.1%
Shock Maceman Vs. Swordsman/Pikeman, 8.0 vs. 3.42 -- 99.6%
[B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Swordsman/Pikeman, 8.8 vs. 4.0 -- 99.4%
Shock [B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Swordsman/Pikeman, 8.8 vs. 3.42 -- 96.8%
[B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Swordsman/Pikeman, 8.8 vs. 4.0 -- 99.8%
Shock [B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Swordsman/Pikeman, 8.8 vs. 3.42 -- >99.9%
Maceman Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.0 vs. 5.33 -- 90.2%
Shock Maceman Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.0 vs. 4.57 -- 96.8%
[B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.8 vs. 5.33 -- 96.0%
Shock [B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.8 vs. 4.57 -- 99.0%
[B][COLOR="Red"]Samurai[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.8 vs. 5.33 -- 98.7%
Shock [B][COLOR="Red"]Samurai[/COLOR][/B] Vs. [B][COLOR="Purple"]Praetorian[/COLOR][/B], 8.8 vs. 4.57 -- 99.7%
Maceman Vs. Maceman, 8.0 vs. 8.0 -- 50.0%
Shock Maceman Vs. Maceman, 8.0 vs. 6.4 -- 75.1%
[B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Maceman, 8.8 vs. 8.0 -- 68.1%
Shock [B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. Maceman, 8.8 vs. 6.4 -- 79.7%
[B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Maceman, 8.8 vs. 8.0 -- 81.5%
Shock [B][COLOR="Red"]Samurai[/COLOR][/B] Vs. Maceman, 8.8 vs. 6.4 -- 89.7%
Maceman Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.0 vs. 9.0 -- 30.80%
Shock Maceman Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.0 vs. 7.5 -- 66.4%
[B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.8 vs. 9.0 -- 36.5%
Shock [B][COLOR="DarkOrchid"]Berserker[/COLOR][/B] Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.8 vs. 7.5 -- 71.7%
[B][COLOR="Red"]Samurai[/COLOR][/B] Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.8 vs. 8.0 -- 52.3%
Shock [B][COLOR="Red"]Samurai[/COLOR][/B] Vs. [B][COLOR="SandyBrown"]Landsknecht[/COLOR][/B], 8.8 vs. 7.5 -- 84.3%
As can be seen, the Shock promotion can even weaken the superiority of the mighty Landsknecht against Melee Units, however behind Walls and on various terrains you would need to have the countering effect of City Raiders or going down the Combat line. Being able to free up those other promotions by having the free Shock can be advantageous, but we see that the Japanese and Viking UUs have perhaps a greater benefit once upgrading.
E) Tower Shield: All your Melee units gain the Cover promotion
Prereq: Mining
Obsoleting Era: Medieval
Analysis: This event could occur extremely early depending on your starting techs, however it does have a very low chance of occurring. So no more debating whether to give your Axeman the Cover or City Raider promotion for your opening rushes. This event makes your Melee defenders more resistant to Crossbows and makes your attacking forces a little better against city defenders.