Jabarto
Emperor
Is it so important that everyone believes it's really just a terrible trait...
Yes, it is, because maybe then Firaxis will make it stronger and then we Pro fans will be reveling in newfound power.

Is it so important that everyone believes it's really just a terrible trait...
Yes, it is, because maybe then Firaxis will make it stronger and then we Pro fans will be reveling in newfound power.![]()
Emperor on continents at either epic or normal speed. I fully admit that deity players may find my opinions inapplicable to their games.
This is probably the fundamental difference between those who like protective and those that don't. If I get horses but not iron or copper near my BFC that's fine, because my nearest opponents will be dead before they can attack me anyway. (Unless one of them is Mansa Musa, but I can deal with him later once I get catapults.)
While I don't think that people who don't axe rush are bad players, I do think that early rushing is the strongest strategy on any level other than deity.
The argument is that it boosts your power graph and thus helps stop the AI from attacking you. A couple of posts talking about this:
I can find more posts, but those were the two I remembered. Though I'm still not certain what Bandobras Took meant by "without having to pay troop maintenance" since you do have to pay support costs for archers.
Exactly. I think using axes to obtain a 2nd capital-grade city so early in the game is a strong strategy at most levels and I prefer to not take so easy an approach each game. After all, I don't play for high scores.
So they are arguing indirectly that it helps avoiding a DoW, and that is true.
As far as I can tell, if I play a PRO leader and can make it to Feudalism and can build longbows, I will not lose the game (though I might not win), whatever the difficulty.
When playing at difficulties where the AI cannot even challenge you in 90% of games, PRO is likely to have little practical use. But when you play at a level where you don't enjoy the advantages over the AI you usually get (like a tech edge) Protective starts to sound a lot better both on paper and in practice.
IMO, at difficulties Monarch and below, and possibly even Emperor, having better cities yourself is a more important consideration than having the AIs relatively balanced, especially when we are talking about a capital location.Creating a stronger AI by giving it more land along with yourself can be dangerous. Sometimes it's better to expand into your own (better) land and strike later after tech trades. This isn't just imm/deity experience talking, but lower levels as well. If you're playing for HoF scores you're going to roll starts that let you rush w/o major consequences. On random maps, however, it's folly to assume that an axe rush (assuming you even get copper) is the best approach every time you can do it.
Not on any level monarch+ it doesn't, because you won't get the necessary power without playing excessively poorly on purpose or rushing out tons of land (where again you're probably not using archers then...). Show me emp+ games where the human can get 150% of the average AI's power (barring ones he's killed), and I'll buy PRO as a meaningful "war deterrent". Otherwise, that argument is baseless (except on difficulties where everyone is already saying PRO doesn't shine).
I knew someone would say this, but you know what I meant.You know, technically if someone else secures a victory condition, you lose.
It's a good point about PRO longbows on defense though...on a hammer-for-hammer basis it is absolutely RIDICULOUS to cut through them. We're lucky the AI doesn't do garbage like we do or it would be almost impossible. Imagine if a PRO AI on emp+ moved all of its garrison longbows into the city you're attacking! Try to kill 15 longbows in 1 city! You'd need a lot of lost trebs...when used by the human against AIs that underbuild siege (virtually all of them), you can really get them to "throw away their bonuses" as Iranon puts it.
PRO can cover weaknesses in play, but a lot of other traits can do so more effectively. No trait is needed in games where the AI isn't challenging (I could blow out monarch w/o traits every time, and almost every time on emperor). PRO isn't useless but I'd rather have a lot of other traits in its stead.
PieceOfMind said:Most people who don't like Protective pretty much argue that greater advantage can be derived from improving the econ-side of your game and leveraging a tech edge. But PRO is probably the best trait for those situations where you have to go to war with someone more advanced. Personally, I give just as much attention to warfare as I do to economy and it's not unusual for me to look closely at even individual battles.
IMO, at difficulties Monarch and below, and possibly even Emperor, having better cities yourself is a more important consideration than having the AIs relatively balanced, especially when we are talking about a capital location.
By the way, with the 1.5* power of AI thing, isn't it less for distant AIs? The values for iMaxWarDistantPowerRatio seem to more often be around the 60 mark. Unless you think nearby AIs are the only ones who can DoW you, how can you say that having a power ratio of 1.5 of all AIs is the only way to reduce the chance of a DoW?
Any trait can cover weaknesses in play. I'm trying hard to assume you are not making subtle implications here because it sounds like you are saying people who can make use of the PRO trait moreso than other traits can only make use of it because their play is somehow inferior (but I don't want to put words in your mouth - I know this is not quite what you are saying). No player is perfect obviously. I could equally say that economic traits can hide weaknesses in play as well, because with enough attention, wars can be fought very successfully from a power-disadvantage and tech-disadvantage. From my point of view, over-reliance on economic traits can suggest weaknesses in the military play.
I know you talk up the longbow, but AFAIK part of the reason you tend to do that is because the use of longbows as a versatile attack troop is more novel. Longbows are not better attack units for their era nor are they more versatile than rifles or infantry (which are godly attack units with a tech lead that fully benefit from PRO on both attack and defense when capturing cities, and are still useful at parity). Draft PRO rifles are pretty scary because they reinforce captured cities so easily (there's nothing the AI can build even @ parity that could take down an unfortified draft rifle in a city with favorable odds, that's kind of interesting).
I don't really see the time pressure; Longbows and Trebuchets will do just fine. Trebuchets to take cities, Longbows as solid defenders against any unit. Throw in a pikeman or two (while longbows hold their own, I want a dedicated counter to mounted units to cut down attrition by flanking. The same is not needed for melee).
Not needing to specialise as much leads to a higher siege-to-cleanup ratio... and the stack is excellent at taking advantage of meat grinders of either kind: Impregnable hill fortresses where our longbows will be nigh-unkillable and shot-to-hell cities where our CR trebuchets will inflict collateral hell on the opponent's stack.
Oh. I just remembered why I dislike muskets but like longbowmen. Muskets don't get a free first strike, but longbows do!
lol obviously. If you were going to give me a longbow or musket I'd take the musket, but if I could only build one type it'd be the longbow! Even hammer for hammer, I might prefer 5 muskets to 8 longbows (same cost) with my siege stack, but really I'd probably prefer mostly longbows with a few muskets as well for the tougher enemies. The fact the longbow is both weaker and gets the first strike makes it the superior (IMO) mop up unit until you start attacking units with base strength more than about 12. Even then I'd probably still prefer several cheap D4 units over the stronger muskets. After all, if I use enough siege it doesn't matter which units do the follow up, so I might as well rake out the xp and promotions onto longbows for later upgrading to rifles etc.I'll take the equivalent of combat V over a first strike. Muskets have 50% more base strength after all, although they don't get the same bonuses they're still stronger overall than longbows.
Longbows might be more hammer efficient, though, with the very notable exception of the draft (a very, very favorable food:hammer conversion) since the hammer cost of muskets is somewhat moot.
I actually find a lot of people dislike muskets...and feel somewhat alone in my liking them.
Of course we're barring the exceptional UUs here (musketeer is ok IMO, but jans and oromos are crazy). Stock muskets are best as a general-purpose attacker, stack defense, and city garrison. The two uses I get the most with muskets are 1) cannon cover and 2) drafting
Cannon cover muskets get 2 promos available to them. On defensive terrain, they substitute as superior defenders vs virtually anything ---> a guerrilla II or woodsman II musket on their terrain is scary (guerrilla II muskets on hills are better than pikes, and substitute well when moved into hill cities as defenders). Of course, protective and its CG III off 2 promos make for some pretty stout defenders in all cities.
Drafted muskets are just collateral and garrison fodder. But, they can be an important part of a late medieval war, a cannon push, or one of those mounted-exclusive blitz attacks using siege (combines well with nationhood and spy missions to drop defenses, draft muskets and leave them behind instead of the cuirassers). Sometimes the attack window that opens up allows muskets to be useful.
They can be pretty scary on slower speeds too, since they beat ALL previous units in the field except knights, and knights get no defensive bonuses so a tiny bit of collateral screws things up. Also, almost everything they'll face won't have a counter-promo to them.
I still feel that longbows used as attackers w/ PRO should do it ASAP, aka definitely before engineering and preferably before the target has maces. Protective drill longbows with cats are pretty good, weaker than swords against non-axes but since they don't have a counter other than a bad unit to stick in a city as garrison (horse archers) and take less damage, they're viable thanks to needing to leave less of them behind and having to worry less about unit distribution.