Drafting For Fun and Profit

vale

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Drafting for fun and profit

Introduction

You will find almost every Civilization IV player has come over to the enlightened view that slavery is a wonderful civic. Yet many of these same players ignore the very powerful and efficient drafting mechanic available from the nationhood civic. In this article I will first attempt to explore some of the power inherent in this civic while examining potential trade-offs for adopting and using it. Then I will attempt to point out some synergies available with other civics, wonders, as well as with particular traits. Throughout the article I will indicate game speed differences by slashes(/) demarcating quick, normal, epic and marathon respectively.

The Mechanic

Warrior/Quechua: 1 population "You know how to use a club?" "I play paintclub on the weekends" "Good enough you're in"
Axeman: 1 population
Maceman/Samurai/Berserker: 1 population
Musketman/Musketeer/Janissary: 1 population
Rifleman/Redcoat: 1 population
Infantry: 2 population
Mechanized Infantry: 3 population

The mechanics behind drafting are very simple. If a city has sufficient population to have at least population five after a draft, its controlling nation is using the nationhood civic, and the cultural presence of the controlling nation is at least 10% inside the city, the draft button is available. Pressing the button immediately produces one unit of the type appearing lowest on the above list which is currently buildable. The unit is produced with only half of its normal experience rounded down. Drafting decreases the population of the city by the amount shown above and adds 3:mad: for 6/10/15/30 turns. You can only draft once per city per turn and you can only draft three times per turn throughout your entire empire. This amount is modified by map size settings in the following way: duel - one time per turn, tiny - two times per turn, small and standard - 3 times per turn, large - 4 times per turn, and huge 5 times per turn.

So why is this fun?

Well let's start with the obvious: When you can quickly and efficiently create a large army of the most recent foot soldiers your empire has researched, that is by definition fun. The soldiers pop out instantly so responding to immediate threats becomes even easier than with slavery. The food to hammer conversion ratio knocks the socks off of anything slavery can do for you. Finally as a special bonus, your Civilization now worships the God of war, making barracks into two happiness super temples.

So where's the catch?

The unhappiness penalty is very severe, especially if you stack draft weariness penalties and draft in cities without barracks, and combined with the war weariness you are encountering or are soon to be encountering (You do want to show off those shiny new troops to Monty right?) it can take generous helpings of the culture slider to overcome it when you overuse it. You can't use drafting to "whip" away unhappiness like you could with slavery. There are no fun overflow tricks or anything like that. It is a tool for making war. As long as you remember that and don't expect it to cook breakfast for you, you should be pleasantly surprised with the results.

Also as with any other civic change we should consider the opportunity cost of both the anarchy going in (and possibly out) of Nationhood combined with the time lost in the potentially very lucrative civics Bureaucracy and Free Speech. If I'm not spiritual, I look at Nationhood as one of the final destination civics rather than a quick change in and out type. If I'm planning on running it in this manner, my economy is geared very much towards that fact.

Hammer per Food Conversion Ratios

For all of these, I am assuming a granary is in the city and that the draft is occurring at the minimum population required for that unit.

Warrior/Quechua 1.2/1/0.64/0.67
Axeman 2.8/2.33/1.54/1.56
Maceman/Berserker/Samurai 5.6/4.67/3.11/3.11
Musketman/Musketeer/Janissary 6.4/5.33/3.57/3.56
Rifleman 8.8/7.33/4.89/4.89
Infantry 5.33/4.51/3.72/3.01
Mechanized Infantry 5/4.17/3.42/2.78

Obviously drafting becomes less efficient at higher populations and if you don't have a granary in the cities that are draft eligible at this point shame on you.

The main point here is that even on Marathon and Epic, the most likely candidates for drafting (Macemen, Musketmen and Riflemen) are providing you with very good value in terms of converting food into military hammers. Even drafting the relatively inefficient infantry or mechanized infantry is not the worst thing in the world. Mobilizing upgraded armies as fast as possible is its own reward.


Other notes about efficiency

This information is most relevant about drafting in your Globe Theater City, but can be useful for other planning. I am assuming a standard or small map. On smaller maps, you don't need as large an empire to fully abuse drafting (although it is less efficient overall, while on larger maps, you will need a corresponding larger empire to fully abuse drafting. To regrow from population 5 after drafting a rifleman or worse you will need 10/15/28/45 food. On Quick and Normal therefore, it is not at all out of the realm of possibility and quite likely if you have planned for this that you can draft indefinitely from the Globe Theater city. So if your empire can support two drafts a turn elsewhere, then you will be able to take full advantage of the drafting. On Epic you will need two turns to regrow the Globe theater city, so to take full advantage of drafting you will need to be able to support 2.5 drafts a turn elsewhere. Similarly on Marathon, you will need to be able to support 2.67 drafts a turn elsewhere.

These numbers imply that to be able to fully abuse drafting you would need a very large empire. But even if you have a small empire at the moment, there is a ball rolling downhill mechanic here. As you completely eliminate rivals and thus gain the necessary 10% culture in conquered cities to draft there, the Nationhood civic becomes more efficient allowing you to eliminate the next rival quicker and so on.

When and where should I draft?

Ideally drafting at a city that will regrow (one of) the population lost immediately is a better deal. Cities that are at or above their healthy cap but have some happiness to spare are good targets. Cities with high food surpluses are good, and conversely those with low food surpluses are bad. Drafting out of your main military city is counterproductive since you will typically have huge experience point bonuses there (which are halved by the draft) and huge military production bonuses (which are hurt significantly more by the loss of tile turns). Similarly drafting out of your core cities that have built up higher amounts of commerce multipliers is more detrimental. Drafting out of the Globe Theater city should be done with extreme prejudice. When I first switch to Nationhood, that city gets abused down to Population five as soon as possible and then is reintroduced into the drafting rotation when its population allows.

Unless you are sure you can handle the happiness hits, stacking draft weariness is a sure path to pure devastation of your economy.

Some random points

Globe Theater + High Food Surplus + Nationhood = Draft Capitol of the nation

The whip can be combined with drafting to help manage the unhappiness as well as maintain balance in your armies.

A pure SE has great synergy with nationhood. You have high food surpluses, economic independence from the slider, and usually not as juicy a capitol for the bureaucracy bonus and definitely not as juicy an empire for free speech.

Conversely, Nationhood is antagonistic to a pure CE. You would almost always prefer to be in bureaucracy or free speech. If you are running a pure CE, are not spiritual, and are not in dire need of troops without the cash to rush buy them now I would strongly suggest to step away from the anarchy.

A hybrid economy is a bit trickier to analyze. If you have a solid Bureaucracy Capitol, it might be worth it to just bypass Nationhood. Otherwise, running Nationhood until you have enough emancipated cottages fully matured to justify a switch to Free Speech seems like it could be a possible route. Skipping Nationhood altogether seems like another possible route. I tend to stick to pure SE unless my leader demands otherwise so perhaps I can't answer this question fully.

In terms of civics that work well with nationhood, I find because of the strong synergy with an SE, the SE defaults seem pretty straightforward to me. However, I see many people recommending Theocracy with Nationhood. It feels somewhat antagonistic to me, since the Theocracy bonus is being halved on drafted troops. However, with a barracks, that allows drafted troops to come out with at least one promotion so perhaps it is all in my head. I tend to not have barracks in many of my cities so the Theocracy bonus amounts to a whopping half a promotion many times. I stick with pacifism or if the rapidly rising costs and unhappiness will get to be a problem, go free religion.

It is worth pointing out that the Ottomans, the Japanese, the French, the English, the Viking and (irrelevant) the Incans all have draftable UUs. If it fits with your plans, it's even twice the fun to be spitting out a quick army of your UUs shortly after obtaining them. Churchill and Tokugawa magnify this with traits that vastly improve their drafted army.

I don't think my idea of Nationhood as a final destination civic is such a heretical frame of mind. People see no problem with switching to state property final destination and watermilling and workshopping over mature cottages for the final push in the space race. Running Nationhood for that push towards domination seems to be analogous to me.

How do traits fit into this?

Spiritual: Quick changes to and from Nationhood in spurts to minimize cost of not running Bureaucracy or Free Speech
Aggressive: Cheap Barracks, Free Combat I promotion on drafted troops
Protective: Free City Garrison I and Drill I promotion on drafted gunpowder troops
Expansive: Cheap Granaries, a trait that lends itself somewhat to running an SE
Organized: Cheaper to support a large, well fed empire
Philosophical: Lends itself to running an SE
Creative: Cheap theaters for getting the Globe Theater up and running quicker. Cheaper culture buildings and free culture for assimilating less cultured captured cities to draft levels more quickly.
Imperialistic: More troops + more fighting = more great generals
Charismatic: Drafted Units progress in experience quicker
Industrious: Globe Theater is cheaper. i.e. minimal
Financial: Antagonistic relationship here in general.

Conclusion

Drafting is indeed a very powerful mechanic, but preparing for its use takes planning and preparation for many epics before the civic is even available. The significant tradeoffs of losing turns in Bureaucracy or Free Speech combined with anarchy can lead to this being given a miss out of hand, but the benefits are very real and very nice. Nationhood is a civic that lends itself well to a domination or conquest victory so if that is part of your plans, this might be a winner for you.
 
I largely ignored nationhood until the last couple of times I played. It's great fun, but you can go overboard.

Playing as the Ottomans, I drafted a huge army of Jannissary Musketmen and wiped out half the continent, but my cities got crushed by unhappiness and their population took a huge hit.

The barracks happiness bonus also helps with war weariness.
 
I like to run mansa in mp and swiching in and out of nationhood prewar to draft from about all of your cities is huge then you move your troops to the warfront and by the time you swich back to free speech most of the unhapiness will be gone(if not all) and you are free to invade and before WW is a real problem you are allready out of draft happines penalty. Spiritual is obviously head and shoulders better than any other trait when it comes to drafting since it allow you to swich in and out of nationhood while you let we will not go penalty disapiate. As said swiching to theocracy is also very nice since it allow you to give your fresh reqruits a promotion and hence makes your draftable army 10% better(combat one does that litteraly:D). Riflemen are obviously the best unit to draft though macemen/muskets/infantery is also nice. With financial you can often aford to upgrade your drafted army to the next generation(especially riflemen->infantery) at least. Pair your draftees with sige weapons to be able to take out cities effectivly.
 
OP might want to include a little note about the barracks happy bonus just for the sake of completeness.

I tend to forget about Globe Theater and also tend to run a Rep-Bureaucracy-Merc combo, so Nationhood isn't that appealing to me. But Globe + Nationhood in a food-rich city is strong. If you aren't Spiritual I'm not sure it's worth using Nationhood as much because you get hit with anarchy both going in and coming out, and if you come out at the wrong time, then you lose the barracks happy but might not get anything to substitute for it. Nationhood simply isn't that good for producing a strong economy, so you wouldn't want to stay in it any longer than necessary... gotta remember your opportunity costs!
 
... the enlightened view that slavery is a wonderful civic.

"Enlightened." Heh. Thank you for a great article. Have to take a look there, seems nice for when I play with spiritual trait, it seems like I should be instituting a major draft on the right size cities. I always thought of drafting as defensive only, and then only in the worst case! But I guess Spiritual + surplus happiness = many troops.

I think the next question is: how good does your economy have to be so that you can fund the upgrades from a civ-wide draft right before infantry? and mech. inf.? Maybe: not very.

- O
 
I think the next question is: how good does your economy have to be so that you can fund the upgrades from a civ-wide draft right before infantry? and mech. inf.?

I'm not sure. I tend to look at my drafted troops as throwaway troops to go in and cleanup after the collateral damage has been done and then serve as a garrison. My gut instinct is that even at the higher population costs, it is net more efficient to draft the new troops when the tech is out rather than try to upgrade the recent draftees from the prior age. I usually reserve my upgrade cash for the units that have earned it with high experience and especially my collateral damage units.

I made some edits to incorporate some of the suggestions, thanks:) .
 
nationhood is fairly decent with a CE too. At least in multiplayer since using your advantages when you have them is so much more important. It also allow you to turn a great empire into a huge number of troops fairly quickly and makes cities that focus on food and commerce able to produce troops every 10 turns at the cost of one population. When nationhood first opens up this give you a tremendous advantage since you can turn your land advantage into a unit advantage in the skip of a heartbeat while others cant.
 
Nice article.
One thing though; drafting isn't necessarily limited to 3 cities/turn. It seems to be dependent on map size. I'm currently playing a game on a large map and the limit is 4/turn.
 
Nice article.
One thing though; drafting isn't necessarily limited to 3 cities/turn. It seems to be dependent on map size. I'm currently playing a game on a large map and the limit is 4/turn.

I never even considered map size factors. I change game speeds but never map size. I'll update with that information after I find the drafting limits on different map sizes.
 
A little note relating the number of cities to the efficiency of the switch to nationhood could be enlightening.
Rule of thumb approach :
With a size 12 globe theater city and 8 other draftable cities, I'll have
3 turns of total drafting (=3 fresh riflemen/turn) + 3 other riflemen from GT city. that's 12 riflemen for little cost, and it's very likely to go on at a rate of 1 rifleman every other turn after that (GT city). IMHO it's worth a switch.
Under this value, it's arguable.
Over 12 draftable cities, it's certainly worth a switch in and out.

Other interesting point : you can combine drafting and slavery!
Turn 0 : you start building a canon, you draft a rifleman
turn 1 : you whip the cannon for 3 pop points.
Total : you have lost 4 points of population (that's a lot of course!) and have 4 unhapiness from drafting and whipping. So it's neutral on the happiness front and you have a mixed stack ready for battle.
Why it this good?
- because 4 lost population points will mean a lot less WW problems
- mixed stack will allow you to take cities easier
- who cares about the population when you have won :)
 
A little note relating the number of cities to the efficiency of the switch to nationhood could be enlightening.
Rule of thumb approach :
With a size 12 globe theater city and 8 other draftable cities, I'll have
3 turns of total drafting (=3 fresh riflemen/turn) + 3 other riflemen from GT city. that's 12 riflemen for little cost, and it's very likely to go on at a rate of 1 rifleman every other turn after that (GT city). IMHO it's worth a switch.
Under this value, it's arguable.
Over 12 draftable cities, it's certainly worth a switch in and out.

Other interesting point : you can combine drafting and slavery!
Turn 0 : you start building a canon, you draft a rifleman
turn 1 : you whip the cannon for 3 pop points.
Total : you have lost 4 points of population (that's a lot of course!) and have 4 unhapiness from drafting and whipping. So it's neutral on the happiness front and you have a mixed stack ready for battle.
Why it this good?
- because 4 lost population points will mean a lot less WW problems
- mixed stack will allow you to take cities easier
- who cares about the population when you have won :)

Re: slavery+nationhood, are you following Snaaty's epic tale of the Persians in that 18 civ thread, by any chance? ;)

I still think the opportunity cost is too high for nationhood after a while.. if I were to draft I'd also probably use Vassalage or Theocracy (unless I had the Pentagon, or my Globe city somehow had a military instructor but that's highly unlikely because massive food/low production + MI don't mix; but maybe a captured enemy city with lots of food might give a free instructor though as the AI might be stupid enough to plant MI's in their GP farm towns), and I'd try to concentrate it in a short time (no more than 10 turns) and go back to more useful civics after that. I mean say you're in Free Religion and Bureau, losing that for the sake of a small concentrated wave of rifles might be worth it, but long term? The time/turns kind of changes depending on game speed, and map size, as someone up there correctly pointed out; I'm thinking in standard/normal turns.
 
I did add in the map size changes.

Unfortunately, Vassalage conflicts with Nationhood so that isn't an option to help the drafted troops be not quite so green. I agree that losing the Free Religion (or Pacifism) bonuses to go into Theocracy can be painful which is one of the reasons I typically don't go with Theocracy while running Nationhood.

The larger your empire, the less of a bonus Bureaucracy is giving you as a percentage of your empires total production and economy, and the more the medium upkeep vs. low upkeep is hurting you. I still feel like this falls into the ball rolling downhill analogy. Run Nationhood to quickly expand your empire via conquest to make Nationhood more efficient and Bureaucracy less efficient. Rather, rinse, repeat.
 
Nationhood definitely isn't a long term solution. If you were spiritual you would only very briefly stay in it.

It can however be a life saver. When I'm playing the occasional pacifist game where I have a medium sized empire and I suddenly get attacked by waves of Monty's knights, switching to nationhood can help me to stave off the initial waves.

If I'm not spiritual I will switch out of nationhood as the war is coming to a close and my new cities are still in revolt so I lose less from anarchy.
 
To exploit drafting to the max you should set up your economy so that it does not rely on Bureaucracy. A constant stream of rifles is pretty scary. MI in globe city is a good thing when you are drafting a rifle a turn for the next 500 years. Also a food rich city and a production heavy city is instantly interchangable by farm/workshop.

Re: slavery+nationhood, are you following Snaaty's epic tale of the Persians in that 18 civ thread, by any chance? ;)

I still think the opportunity cost is too high for nationhood after a while.. if I were to draft I'd also probably use Vassalage or Theocracy (unless I had the Pentagon, or my Globe city somehow had a military instructor but that's highly unlikely because massive food/low production + MI don't mix; but maybe a captured enemy city with lots of food might give a free instructor though as the AI might be stupid enough to plant MI's in their GP farm towns), and I'd try to concentrate it in a short time (no more than 10 turns) and go back to more useful civics after that. I mean say you're in Free Religion and Bureau, losing that for the sake of a small concentrated wave of rifles might be worth it, but long term? The time/turns kind of changes depending on game speed, and map size, as someone up there correctly pointed out; I'm thinking in standard/normal turns.
 
To exploit drafting to the max you should set up your economy so that it does not rely on Bureaucracy. A constant stream of rifles is pretty scary. MI in globe city is a good thing when you are drafting a rifle a turn for the next 500 years. Also a food rich city and a production heavy city is instantly interchangable by farm/workshop.

I think I tend to play smaller maps than most thanks to my slow computer so Bureaucracy means more to me relative to someone who plays larger maps. And I like setting up massive research at my capital good for 500+ beakers by the end of the midgame. So no thanks, I'm not giving it up just for Nationhood's crappy units. I typically war a lot until gunpowder units, and then go into builder mode until I have artillery and am on the verge of tanks. (Actually, though I don't officially DoW on anyone, I bribe civs to attack my strongest rivals, giving me breathing room in the tech race. Proxy wars are fun!) But for your midgame warmongers out there, draft away! ;)
 
You mean you would switch out of it after all of your opponents are dead? :lol:


:) Yeah!

Or at least everyone near enough to get the axe before war weariness and unhappiness from drafting crushes my economy.


@ jihe: It seems to be extremely forward looking to put MI in a food rich city. Do you mean you put a Great General you generated during the time you have nationhood in your Globe city, or do you plan far enough ahead to place one there from earlier wars?
 
:) Yeah!

Or at least everyone near enough to get the axe before war weariness and unhappiness from drafting crushes my economy.


@ jihe: It seems to be extremely forward looking to put MI in a food rich city. Do you mean you put a Great General you generated during the time you have nationhood in your Globe city, or do you plan far enough ahead to place one there from earlier wars?

I'm not jihe, but usually I have a GG before the GT.
I often have more than 1 at this time :lol:.
I settle almost every GG, and in the early game, I don't have hundreds of cities. I almost always have at least one food rich city (my capital or the first victim's capital!). This city gets the second GG (the wanabee HE city gets the first).
(This seems very recipe like, but it's not as easy as i put it here : a food rich city is a pretty vague definition, but GT is so powerful that I look for a place very early)
 
The food to hammer conversion ratio knocks the socks off of anything slavery can do for you.

Not true. Slavery is more efficient than drafting in many cases, because :

- sometimes slavery can produce 2 guys with just 1 pop (e.g. 2 warriors, or 2 axemen with a 25% production bonus), while drafting always makes just 1

- slavery takes advantage of production bonuses, while drafting can't (e.g. with a 150% production bonus, slavery can produce 150 hammers with 2 pop; with a 250% bonus, 210 hammers; drafting will never give you 210 hammers worth of units with just 2 pop); this means that drafting may be more powerful than slavery in non-production cities, but slavery remains more powerful in big production powerhouses with lots of bonuses
 
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