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#1 |
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Chieftain
Join Date: Sep 2008
Posts: 89
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So recently I got the Warlords expansions for Civ4. I think a lot of the changes an additions make alot of sense and are really fun. However I cant make anything out of the protective trait. I feel totally crippled with that almost like playing with only one trait.
Am I missing something, is it any good or is it really by far the worst trait available ? |
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#2 |
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Protector of Cats
Join Date: Jun 2004
Location: Sydney, Australia
Posts: 5,899
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DON'T play as them.
![]() Seriously, the only one worth playing is Charlemagne who surprisingly gets some sort of synergy because you can spam settlers and have fewer units defending and have Rathause everywhere to bring down the maintenance costs.
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#3 | |
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Chieftain
Join Date: May 2008
Posts: 20
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#4 |
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Deity
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You could always use the wall whip overflow trick to use PRO to make lots and lots of gold
![]() Just build walls to near completion then whip a population into it to get overflow gold, to make it much more effective chop a few trees into the build on the last turn. Having stone makes this extremely powerful, but it is kind of exploity as in extreme cases you can out tech and outexpand anyone in the crucial early times ![]() Mechanics are explained here Other handy things:- -The drill promotion line opens counter promotions like Pinch at D1 and Formation and Ambush at D2. -Early on against barbs, shock and cover archers can be a great help defending your improvements. -The drill line itself works well alongside siege collateral. -Keeping captured cities is a lot easier thanks to CG. -The mainstay of your army for the latter half of the game (muskets, rifles, infantry, mech infantry) all benefit from the free promos, and are all draftable .It is probably the weakest trait if you ignore the wallhip overflow trick, but its definitely better than no trait at all. Last edited by Ghpstage; May 16, 2009 at 01:24 PM. |
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#5 |
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Chieftain
Join Date: Sep 2008
Posts: 89
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- I consider these kinds of overflow tricks exploiting and dont use them at all.
- I disagree on protective being very useful against barbarians, since they go pillaging if facing strong defenders so I definatly prefer attacking units for that purpose. - I disagree that captured cities are easier to defend also, if I have to choose if I want an additional attacker to make it easier to capture the city in the first place or a defending unit I will almost always go for additional attackers. - That the path for other promotions is opened is nice however in the case of archers its kind of pointless. Or is there some hidden weird archer rush ? Im going to try that next time I get protective civ because im ruined anyway - I Consider Muskets a rather weak unit so the benefit of them being upgraded for free doenst loke too inviting for me. I guess Protective is really weak indeed and doesnt sweet my playstyle at all on top of that
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#6 |
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Warlord
Join Date: Apr 2007
Posts: 211
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Pro is in certain situations. For example if you find your neighbor to be some aggressive leader like Monty or Shaka, you are pretty much guaranteed they are going for an early war with you, and at the higher levels those free promotions to your archers can save your empire.
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Played Civilization for 83% (20/24) of my lifetime, and still counting. |
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#7 |
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Chieftain
Join Date: Aug 2008
Posts: 43
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When taking cities, look for a hill or a near river, this should kill most of the melee defenders
But yes protective is not so good |
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#8 |
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Warlord
Join Date: Oct 2001
Posts: 151
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Protective is best used for post-gunpowder expansion. Best combined with aggressive or charismatic. i.e. take Tokugawa, build up and tech until gunpowder then take your C1, D1, P1 musketmen with 1 more promo of your choice from barracks and start to roll. You can make some serious hay with him if you are in a reasonable position.
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#9 |
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Chieftain
Join Date: Sep 2007
Posts: 21
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The protective trait, IMHO, is more a trait for AI rather than a trait for player. If your neighbor AI has this trait, it makes your early war (axe rush for example) very difficult.
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#10 | ||||||
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Deity
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Barbs attack units suicidally more often than they bypass them, so putting archers on hills and in forests on a barbs path is very effective. Having shock and cover with just barracks makes this vastly more effective. Having cover also makes archers able to attack barb archers at an advantage. This is something I learnt to appreciate a lot in raging barbs games with no copper on marathon ![]() However, it does get weaker if you have copper, and the Dan-TMIT warrior fogbusting has made it a little weaker again. Quote:
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but longbows with catapults have dug me out of some bad positions with no metals ![]() Quote:
Thinking about it, castles are certainly worth considering for the economic benefits if they're half price. Quote:
. It really shines if you have no metals, and is quite effective post gunpowder.
Last edited by Ghpstage; May 15, 2009 at 12:12 PM. |
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#11 |
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King
Join Date: Aug 2002
Posts: 728
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Some nice things about PRO:
Free drill 1 promotion reduces collateral damage and puts you one promotion closer to drill 4, which is a very good promotion. Drafted units get the free promotions. If you draft from a city with a barracks and theocracy, you can get a unit with drill 1, city garrison 1, and pick one more promotion, like pinch. That's not a bad unit. Castles have some economic bonuses: one trade route and 25% bonus to espionage (in BtS). You can "defeat" an enemy stack of doom by stranding it in your territory. When the enemy stack is marching towards a city of yours, have the city start building walls and castle (they're really cheap). Move some of your protective units there. The enemy will waste a lot of time bombarding your defenses, meanwhile you're conquering their cities and bringing in enough units to defend your threatened city. |
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#12 | |
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Chieftain
Join Date: May 2008
Posts: 20
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#13 |
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General Guy
Join Date: Oct 2008
Location: Los Angeles
Posts: 5,526
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PRO works best post-gunpowder. With Churchill, you can get D4 gunpowder units with a barracks, GG, and Theo/Vassalage. Definately best for the AI, as anybody who has seen Toku's rifles.
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#14 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,579
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. What about the computer map hacking or using hidden modifiers and not displaying them?! We're given a set of rules to play within, and the wallwhips are part of those rules. Unless you're making up additional rules, this is no "exploit" at all. It's not like in madden where the QB can walk 20 yards downfield before the ball is snapped and then teleport it to himself. THAT is an exploit.- Barb units only pillage rather than attack if they spawn close enough to your borders. Spawnbust. Although as mentioned PRO is semi-nerfed here by the fact that it's often possible with warriors alone on all difficulties. - Defending units are cheaper hammer-wise than attacking units, and you usually have to leave something behind in the city. I'd still typically prefer the stronger attackers, though, because AI counter-attacks are poor and non-boosted defenders work fine for that. - Counter promos can be useful on stack defenders like longbows/xbows. A shock xbow (taken off drill I) will do much better vs maces than any other xbow with 1 promo. Longbows with cover can similarly keep AI xbows off your melee, meaning you can continue to progress on the offensive until they get knights (longer if you have elephants). - PRO is still one of the weakest traits, but wallchops and its ability in the gunpowder eras make it more useful.
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#15 |
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Warlord
Join Date: Feb 2009
Location: USA
Posts: 249
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Just simply mod the game and make the Protective trait also add:
+1 per cityThat'll add a little bit more "oomph" to them. ![]() It's like the Creative trait, which adds to cities. Being "protective" means they're careful, distrustful, and got their eyes on everybody. (Think Tokugawa) Makes sense, right? You could also remove the City Garrison I promotion and add Drill II instead. But I don't think that's necessary. City Garrison I is useful for defending newly conquered cities during war too. |
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#16 | ||
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Chieftain
Join Date: Sep 2008
Posts: 89
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Using exploits is just a different story. One doesnt need to use that to have a chance to win. That said I dont know the wall chop thing we are talking about, it just did sound like a typical exploit to me. If its a feature it would be nice, however how can a chop trick be related to a trait (like its better used for protectiv) ? |
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#17 | |||||
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King
Join Date: Feb 2009
Posts: 955
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#18 | ||
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,579
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. GPT is the lesser consideration relative to hammers. Unless you're talking unit supply early on, but that's not dependent on unit type and therefore irrelevant. Just spawnbust the barbs...usually by the time you attack they've slowed down anyway.Quote:
- Lying about disposition in some situations - Map hacking for trades - Map hacking in terms of the ability to see the max unit move distance for all its units - Detecting BTS power irrespective of espionage Among others. They ARE material and you can notice them easily (I lost a game not too long ago because the AI detects worst enemy trades before it knows you, conveniently making me worst enemy upon contact....does that sound normal to you?!). Also, you use the term exploit quite loosely. Diplo manipulation offers a far greater advantage than wallchop, and can be done with any trait just by knowing AI tendencies. The same people who define a wide range of tactics have no trouble memorizing the patterns of a given AI...but the latter is something not available to AIs, and provides a much greater advantage. Wallchop is best with PRO due to its discount on walls (100%), making whips and chops 100% more effective. It's possible to get more overflow gold this way, since overflow is capped at the amount the building costs. Keep in mind, however, that OVERFLOW ----> GOLD WAS DELIBERATELY ADDED INTO THE GAME, it used to just be wasted. It also does not = win and frequently is not even your best use of those trees! Labeling such a thing as an exploit is kind of a bad joke, IMO. Similar to how people claim choking is exploitative even though doing it can utterly screw you. If a maneuver offers a valid cost/benefit that is not obvious, it does not provide an overwhelming advantage, and it was put into the game based on its general mechanics...how the hell can anyone define this as an exploit? I guess the apostolic palace and UN wins are also exploits? That's why I hate the term. There's a difference between valid tactics and cheating. Exploits in a gaming sense are problematic to begin with...what truly separates an exploit from a strong tactic? How "realistic" it is? Balance? What argument are you using? Wallchops certainly don't make PRO a top tier trait even if you use them.
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- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#19 | ||
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Deity
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![]() On wall overflow; The only thing I consider to be a bit OTT about the wall overflow trick is that the large number of multipliers can lead to massive returns far exceeding building Wealth, at its worst early on, 3.5:1 : with PRO, stone, OR and forge.Although you are building a pretty useless buildings, and need twice the buildings cost to even reach the overflow limit, forcing chops after a whip to be truly effective, so I guess it balances out in the end.Same kind of thing is vailable to any civ, HE city warriors are quite good ![]() Besides why not use it if the AI is using far worse? Incidentally the AI probably gets a similar effect from its bonuses, reducing base cost of cheap units such as the archer or even walls themselves! The AI loves to spam both and may well lead to considerable overflow gold, particlarly once they have multipliers. Quote:
especially if the wandering archers find you on higher levels!
Last edited by Ghpstage; May 15, 2009 at 03:53 PM. |
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#20 | ||
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Chieftain
Join Date: Sep 2008
Posts: 89
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