heroic epic/military academy and settling generals

christopher1234

Warlord
Joined
Oct 8, 2010
Messages
211
does it make any difference to build both the herioc epic and a military academy in the same city?,and if so would it a good move to build the iron works in that same city if it is one of the best production cities?also i,ve been wondering is it really worth it to settle more than one general in a city.when ever i do that i dont get more two promotions any how,which makes me wonder why does the al settle at times up to 4 great generals in one city?
 
Well, all depends of the speed.
On Quick, a prod. city don't even need Hero Epic to speed up. You can pump Infantry units one per turn (considering there are some juicy hills and factory/forge in the city)
At marathon it is handy to place the Heroic Epic where you WILL want to create units on the boatload.
However, I'm totally against Military academies. When you get Military science, +50% is almost nothing...
Settling generals depends if you are charismatic or not.

Let's say you create an Infantry.
First promotion at 2 XP : You have 3 starting XP thanks to the barracks. You get a promotion and 1 extra XP.
Each settled GG will bring 2 XP.
If you are not charismatic: A settled GG and a barrack means 2 promotion for each fresh recruit, and NO extra XP. If you are CHA you will have 1 extra XP over the promo.
Then the third XP step is at 10 (For non-CHA). You will need 5 xp more if you are NOT charismatic: 3 GG, or 2 GG +Civic, or 1 GG + 2Civics
If I'm right, the 10-XP step lowers at 8 for charismatic? (Assuming it's rounded up)
Then, two GG will do to reach the next XP step (or one GG + Theocracy/Vassalage)

If I'm Imperialistic, I'll tend to settle more GG - I will have more of them anyway.
Otherwise I follow a ratio of 3 settled GG / 1 On the field.
Leading Warlord are there to reinforce your core army - Either being a supermedic, a stack defender or pure combat.
 
Military academies are probably the best use of a unit for most of the game, which was why BTS pushed them back to military science.

Each level costs more than the previous, and usually after level IV (10 xp or 8 charismatic) experience starts to run into diminishing returns...sooner if you're not relying on promo lines that improve as you go deeper such as CR or CG (returns are immediately diminishing for straight combat promotions for example, unless using them to unlock a stronger bonus).

What this usually amounts to is that "5 xp is enough" in most cases. I can think of a few exceptions, like vassalage/theo/charismatic with a heroic epic city (You might settle a GG there for CR III melee/siege)...however usually warfare involves collateral and this turns into a #'s + "who attacks first" game; even a stack of 30 units with 17 experience will lose to a stack of 30 units with 5 experience if they both have ~50% siege and the latter stack uses that siege to inflict collateral before attacking.

Later in the game it's even more one-sided for academies; nukes need no experience at all and air support can take the edge off virtually anything. Numbers and tactics win in this game; promotions are a distant 3rd. Of course you take promos when the opportunity cost isn't high (IE you're planning all out war anyway so the war civics are attractive), but usually not to the detriment of unit counts.

A super medic is usually warranted though. The healing is very useful and if you didn't have HE unlocked before, you are guaranteed that also. Put it on a scout or explorer so you won't lose it.
 
@Grassland Farm and TMIT, thanks for the replys.The thing is you guys went heavy on the technical terms in your replys and i am still to reach that level of expertise concerning civ4.
Please if you could resummarise in simple mans terms that would be great.
 
Simply put, 5 XP is what you want to reach regardless - but it's usually more useful to reach that through baracks+civics.

After that it's better most of the times to build mil. academies than settling the GG as long as you actually profit from the academy. If your HE city already does produce your primary unit for 1 unit/turn, then you won't need an academy there. Auxiliary producing cities will be better off with an academy most of the time.

TMIT also states that numbers outweight promotions, especially later in the game, so that makes the mil. academy better the longer the game lasts. The moment you can usually build mil. academies, they're your best use for GG most of the time (assuming you already have a supermedic, ofc).

One thing i might want to add here, it still might be usefull to attach one GG to a highly promoted unit for Westpoint - single highly promoted units serve well as can-openers for the top defenders, especially CityRaider3 siege benefits here alot.
 
otoh military science is a bit sidetrack which doesn't lie on any useful tech path and especially for your renassaince breakout you just basically will skip it and getting it from trades is doubtful, since you really are in era where you want to attack with cuirs (rifles) against longbows (and not grens which will be the trade for MS mean).
 
@Grassland Farm and TMIT, thanks for the replys.The thing is you guys went heavy on the technical terms in your replys and i am still to reach that level of expertise concerning civ4.
Please if you could resummarise in simple mans terms that would be great.

Let's have a little translation then! :)

Settled GG: A great general used as a "Super Specialist" in a city, to boost the starting experience of units produced there.
CHA: short for Charismatic trait, here we talk about it because it makes XP promotion easier.
CR: The "City Raider" promotion.
CG: The "City Garrison" promotion.


To make it short: Military academies are useful for late stuff like nukes ('cording to TMIT)
Settled generals should be just enough to reach 10 XP (8 if you are charismatic), you can also make use of the civics vassalage and Theocracy.
Having a general lead a troop is useful to access promotions that otherwise can't be given to random units: Medic III, Leadership...

Take a look at the startegy articles, you should learn a pack'o'stuff.


otoh military science is a bit sidetrack which doesn't lie on any useful tech path and especially for your renassaince breakout you just basically will skip it and getting it from trades is doubtful, since you really are in era where you want to attack with cuirs (rifles) against longbows (and not grens which will be the trade for MS mean).


Well, IMO it is wise to have Cavalry. They have a fair higher withdrawal chance, and the 3 more :strength: do nively against promoted Pikemen.
But yes, Military Science comes near juicy techs (printing press, steel)
 
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