IAM
Emperor
27 post Weaselslapper; I hope I spelled that right... most excellent post.
whoa whoa whoa, Lets not say things we cant take back! unless we edit them.I don't even understand how both can be compared. Charismatic is excellent, agressive is plain bad (only imperialistic and protective are that bad, or worse).
whoa whoa whoa, Lets not say things we cant take back! unless we edit them.
I don't think Naval is a "lesser extent" advantage with CHA. Ever see what CHA privateers can do when you get to Chemistry first? I've had fleets of blitz destroyers on the day I discovered combustion with Cha leaders. And even w/out a big tech lead, in a warlike world, Frigates/SotL are pretty much the same story. Put West Point and settle a couple of GGs in a good coastal production city, and you will be generating blitz naval units out of the box! (again, easy to do when you get those privateers out against caravels/galleons)
I don't even understand how both can be compared. Charismatic is excellent, agressive is plain bad (only imperialistic and protective are that bad, or worse).
I will concede the point with a caveat: at higher levels this is all very true. At levels where a long-term monopoly on Chem can be achieved (prince and below) Cha Privateers can flat-ass win the game by isolating your enemies (use them to ambush more than blockade). This both disallows intercontinental tech trading (except with the human player), and allows for major intercontinental wars to be fought (with massive tech disparities no less) with no diplomatic repercussions. I've found with non-cha leaders, developing privateers that can take frigates is simply too many promotions to achieve by the time people start getting chem. Of course, I probably played Prince level far longer than I should have, and if you can pull this off, you should probably go to a new level. Not to mention, maintaining that many naval patrols on a map large enough to make this tactic pay makes turns take an insufferably long time. I think the first and last time I used this approach I ended up taking something like 60 hours to complete a marathon/huge conquest.Ehh, Naval strength is mostly a game of tech leads and numbers; if you get a tech lead it really doesn't matter if the ships are CHA or not, you will still crush the AI. Conversely, if you are down a tech (until around flight) there is little being CHA will do for you to come back.
Each 10% bonus is an effective 121% increase in combat strength in the long haul getting two promos up gets you a whopping 144% effective strength increase ... which is decidedly inferior to just getting an extra naval pump up and running (200% if your baseline is one, 150% if your baseline is 2). The ability to take an extra city or three, thanks to getting CRIII cannons vs rifles for instance, utterly dwarfs what promos give you at sea. Even if CHA lets you completely hose the AI at sea ... at the end of the day you can only blockade and sap up a limited amount of production. Useful, but rarely even war winning, let alone game winning. The backbone of beating the AI tactically is collateral damage; most often that's SIEGE, more rarely air, and finally missiles (nukes or otherwise). You can win efficiently without siege - which is two move warfare using spies ... this would be mounted, choppers, and armor. As siege or mounted are your mainstay damage mechanisms - where MOST of theyou destroy are going to be taken down - until air/nukes this makes them the paramount strength.
And for the record I've maxed out promotions on a leadership CHA Privateer (I eventually had him hunting frigates in peace time); at the end of the game I ran out of promotions; but I still killed more enemy units on land by far than on the naval side.
I'd rather be Elizabeth and get earlier to rifles so that I'll attack longbowns with them, then be Churchill and face rifleman with "super" Redcoats.