Leadership promotion does not add to Great General generation points.

krikav

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If you attach a great general to a unit, you can take a promotion called "Leadership" which causes that unit to gain double xp.
I tried to fiddle around with this abit, because I kind of think it's a worthless promotion. (One less useful promotion now, to possibly gain more usefull promotions waaaaaay later.)
One idea was that it could speed up the arrival of the next great general.

But it doesn't seem like thats the case! If a unit with leadership gains 2+2 xp, only 2xp is added toward great general arrival.
 
Best use I have found for this promotion is when you use a great general very early on 10 units, to get them up from 3xp to 5xp, then it makes sense to put leadership on the one who gets the great general.
 
That's correct it does not. I also believe it is a bad promotion. Given that the exp/promo is exponential, it takes a lot of battles to get two extra promotions out of it. Kmod has it also reduce revolt risk in a city, which is kinda useful given that revolt risk is crazy in kmod.

Might be more useful in an Always War game if you wanted some crazy super defenders, but I made a post a while back outlining why I think super defenders are inefficient at both using exp and farming GG exp.
 
If you have monty as a neighbor and settle a hill city right next to him, a super defender with leadership can rack up a lot of points. But as the game progresses, I usually don't need super defenders. ;)
 
Does Leadership give GG points? I never knew that. I don't see anything though that says it does. I tend to use the promo on a single unit like a medic if I can get it out the gate initially. Works well on Woody medics especially for Char leaders. I tend to use the units to kill a bunch of archers in forests a gain lots of XP. That at least gets full medic promos faster.

I guess it is better used for Char leaders, but generally, if like me, you use GG - other than the medic - to boost health on a few units during war it really has little use then. You want to increase those units health and fighting capabilities immediately.
 
Spoiler This is kind of nice though... :


Had an early GGeneral, used him to gain a bunch of 5xp catapults (lifting from 3xp to 5xp) and added a axe to the stack. He got leadership for starters and I think it was a good idea. Maybe one of the few good uses for leadership.
Civ4ScreenShot0005.JPG


Just gave him that retreat promotion last, don't want him to have combat1 as that could lift him up as a defender. :)
Civ4ScreenShot0003.JPG


 
@lymond
No, just tried the promotion out, having shyed away from it forever, I thought that the added xp might also add to GGeneral generation, but it turns out it didn't.
 
I somewhat like that promotion. There are situations where a Medic or a Super-Mace has more room for another promotion (esp. with CHA leader) and if I know that he will also fight or mob up, it makes sense to me. After a couple of easy fights, he will be ready for a next promotion. It is indeed more of a "placeholder" promotion that only provides another advantage in the future, if ever. Agreed, in games with lots of GG and fights (Always War, TGW, IMP leader), it can come in very handy.
Never checked if GG points are accumulated twice as much, but I trust you if you say they don't. So it is only a very individual promotion that can help make a super-unit even better.
 
That's correct it does not. I also believe it is a bad promotion. Given that the exp/promo is exponential, it takes a lot of battles to get two extra promotions out of it.

That’s a good point and one I hadn't given consideration to. The earlier you add Leadership to the unit, the sooner you get the benefit from it, of course. Trouble is, there’s often things you’d rather have than Leadership... things that help you win the next battle, for example. But if you add it at the 10 xp threshold, you wind up 1 promotion ahead* of a non-Leadership unit permanently at 26 XP, and 2 promos ahead (i.e. the point where Leadership pays off) at 65XP. You’re 3 promos ahead at 122 xp, 4 promos ahead at 197 xp. Et cetera.

Given the risks of combat loss (even if you only fight 98%+ battles), I probably use it on offensive units too much. Not worth it on a super healer (super healer with Leadership needs 65 XP, versus 50 for a non-Leadership unit, and the unit shouldn’t be in combat after that). Possibly worth it on a CG/Drill super defender.... but the marginal utility of 2 or 3 (or more) promotions on a super unit is low.


*when I say ‘ahead’, I mean permanently ahead – i.e. that you don’t drop back to parity due to the non-Leadership unit getting another promotion to catch up.
 
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