While on the subject of promotions, what do you think of the seperate promotions for open and rough terrains (drill and shock)? One problem is that you can choose to recieve a rough terrain bonus even if the unit being promoted has only fought in open land, and vice-versa; which makes no sense.
Do you think that modding out the two different terrain promotions and replacing them with a single combat bonus promotion that's not dependant on terrain would be a good idea? I suppose that each promotion would have to be half as strong (10%, instead of 20%), since the promotion would work for both open and rough terrain.
What do you think?
That is a question that calls into question the real life vs. game mechanics debate. There is only so much real life mechanics you can put into a game before it becomes not fun to play. The system is okay the way it is. I mean, with barracks, armories, et al, you have units that never fought getting promotions. At least that way you can say that they ttrained for that kind of fighting but meh.
I think the mod idea is a "to each his own" kind of thing. I personally wouldn 't use it, but I'm sure there's many out there that would.
Getting back to the original topic, I just won a duel game by using my promotion to heal a crippled infantry unit. At the time, I thought it was kool. I won! Wewt! But I was thinking afterwards that I was rewarded for having a bad strategy. I went after Moscow with one infantry and a caravel (?). I was bombarding Moscow from the sea for 0 dmg and while my infantry did significant damage, it didn't last long neither. Then I remembered I had two more infantry stationed on my island, guarding my cities. So, I mobilized them and by the time they got there, I had to back off my 1 ship because it was being blasted by Moscow almost to oblivion.
My reinforcements get in there but with the way I brought them in, they were in column formation and could only attack one at a time. Moscow pulled in a nearby rifleman for reinforcements and decimated my first infantry. I got the last laugh though. With that first unit's last gasp, it took out the Russian rifleman before getting bombarded by Moscow.
Pulled in the second unit and crippled Moscow BUT the bombardment counters were taking a heavy toll. On my last attack, I was left with a hard decision. An attack on Moscow that would kill the city (and my unit) or try to back off and heal, taking my chances that I could heal faster than Moscow could. I had an artillery unit on the way, but it was like eight turns away. I decided that I would press on since there was no way I could get the unit out of bombard range. Then the turn ends and I get a message: You unit has earned a promotion! So, like any good leader, I order the unit to heal itself, take the bombard hit and then take Moscow.
I do like the idea of having that failsafe in there, especially for higher difficulty levels, but like in my example, it can be used to reward bad strategies.