Iknow about the calculations, graphs, simulations et caetera. The thing is despite giving some rough hint they don't handle the complexity of the game at all. They won't do the strategics choice for you; Else robots would play well. Example combatI is a great deal against equivalent unpromoted units, but combatII is a great deal against equivalent combatI units and so on. City defense may play a role here too. No math will tell you what would do better for the next 100 turns of a given board. It's good to have your unit survive now, it's better to have it still be appropriate in the next situation you encounter.
I had to comment on this one. If your units survive 100 turns, you're either not enough in war or you have some insane battleing skills I cannot imagine. In my games, when I have enough units, I conquer someone. Units die, and new ones get built and reach the survivors in form of reinforcements. After a war, my military is either used up, so I have to play peacefully for some time, or I instantly declare war on someone else. This results in very early domination victories and just to make that sure, I have had units that survived from the beginning till the end, but those are the absolute exception to the rule. A normal unit in my games has a lifespan of 1-2 wars as a maximum.
About leveling the units. Personally I like to use stables/vassalage/theocracy to produce the level3 units. Then I use battles and attach great generals to reach the level4. In 3.19 vanilla bts a great general dispatch twenty experience on the stack, it may be:
- one experience to twenty units
- two experience to ten units
- three experience to four units and four to two other including the attached one.
- four experience to five units
- five experience to four units
Splitting up the XP of a GG can be a good move, no argueing about that. Anyhow, how many GGs do you get in your games? In mine, I maybe get 3 which I'll make Superhealers / Superdefenders and after that, I'll build military Academies in some cities, I never get more than 5 GGs unless I'm IMP, before the game is won.
Some prefer to settle generals to produce level3 units. Some use it on only one unit to promote it more; often to make a guerisonIII unit. I prefer forestIII plus guerisonI for that matter - not that harder to reach thank to the first strikes. And I prefer few level4 units now that more level3 units later. Of course here again possibilities can be mixed; and a given board may call for one or the other.
Forrest 3 + Garrison? What would be the function of such a unit? Garrison 3 gives greater chances when defending cities, and Forrests get chopped over the game, this is against your argument of a unit being suitable for 100+ turns.
I agree that settling a GG is often a poor choice as AI does that, and one can get their GGs by conquering their cities.
For a guerilla/woodsman unit I suggest to stick on this line until you reach the III one. If you feel you need those combats promotion then simply do less woodsman (in case of axes). However you'll probably have few wounded unit to finish so a couple of woodsman can make it here.
What you say is, that regarding the WM / Guerilla line, everything but the 3rd lvl is weak, and that is true. That is also the biggest argument against these promotions, or like Coanda says, "Gurrilla makes sense for Gallic Warriors because they get lvl 1 for free" .
Also I tend to use few siege and to prefer spys plus withdrawal units to take out first defenders.
P.S: by arbalest Imeant crossbow;by lance I meant pike. Sorry I'm not used to the english names.
If you use XBows and Pikes, you're using 1 move units, you should (!) be using siege, even if you use Spies and Withdrawl units, because Siege > all.
Not using siege is something for wars with mounted units, and it results in serious losses if one isn't already in the Cavs + Airships era.
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Back to the OP:
You'll want CR for most of your units.
You'll want some anti-units specialized for field-defense, for the case of a counter-attack (Drill-units to not be weakened by the collateral, Shock-Axes, Formation-Spears, etc.)
You'll maybe want a GG-Super-Defender (you'd be astonished how funny it is, when AI suicides its whole stack on a single CG3 + X + X + X XBow / Greandier / MG. )
You'll definately want a GG-Supermedic.
Difference between Combat / Shock / Cover and CR is, that the one gets applied to the defender, the other gets substracted from the defender, but this is a minor thing that only makes a difference when the gap is very large, i. e. Praetorians against Archers, in this case the bonus on the Praetorian is greater then the malus for the Archer (meaning, Combat / Shock / Cover > CR in this special case) .
In general, CR is the way to go, Combat is the way to go for few (or many if having mounted only where CR isn't available) and Drill btw is neither bugged nor calculated wrongly. To understand Drill, you simply have to learn that "Drill is for units where the difference in power isn't big or in your favor" and "Drill units take less dmg than normal units" , "they aren't stronger though" so "they die if they're too weak" . I. e. a Drill-XBow is a good idea against a Mace, because this is a close call (9 vs 8) , it's even a better call when fighting a LB (6 vs 6) but it's a terrible call when fighting a Knight (6 vs 10) even if the Knight would not be ignoring Firststrikes. The more you lack in STR, the better CR and Combat are, if it's close, give Drill a chance, and always have some Drill-promoted anti-siege-specialists in your Stack if you use 1-move-units.