Leveraging protective trait

vicawoo

Chieftain
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Feb 12, 2007
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After reading a post rating the civ traits, and thinking how a lot of them are very useful in certain situations, I gave myself the challenging of figuring a way to leverage the protective trait. It does seem weak, but surely there's a way to get the most out of it.

The bonuses: drill 1/cg1 on archery and gunpowder unit, half price walls and castles.

I brainstormed some tactics:
1. Early archer rush. You can get cover archers with a mere barracks (tokugawa's best for this because of half-priced barracks. You can't take cities, but you can pillage and block his expansions. Soften your nearest neighbor and take him easily later.
Con: You can't take cities, and you need to go archery earlier than usual. After some thought, archers are worse pillagers than axemen due to how weak they are.
1a. Get them to attack you part 2. Pillage war with xbows. Maybe you can get them to attack your units on fortifications. The best thing about protective is that it's damn hard to take your cities. You can whip a wall with 1 pop and you're invincible early on. You don't need special resources if you rely on archers. If you're saladin, camel archers don't take horses.
2. Cheap castles for extra trade route. I don't play BTS yet, but it would be more useful then. For 150/2=75 production, that's cheaper than a courthouse and can compensate for far away cities.
Con: Engineering is really out of the way if you're going for machinery (xbows) or civil service, and becomes obsolete virtually two techs later (engineering is guild level). Maybe if you're beelining catapults. Also, if you're doing a land grab, you need to close borders until you can block off your land.
3. overflow "Wealth" trick for city walls. Especially if you have stone, chop some forests and whip for enormous wall overflow.
Con: you can only do it once, unlike national epic.
4. Archers with city walls don't die to axemen. That's right, raging barbarians.
Con: at higher difficulties, AI start with archers so aren't hurt much by barbs. Also, they expand fast enough that barbarians are only a problem (more so for you) for a very short time.
5. Less defenders (due to city walls and free cg) means pacifism is easier. If you're going to use this, hereditary rule becomes a little less useful and drama a little more so. Not bad, since you're worrying about getting caste system, construction, and machinery.

Protective leaders:
Mao. Expansive, chukonu. Expansive means cheaper workers, so good for pillaging and early production boosts. 1 whip granaries means early-mid boost. + health is good for GP farms and cottaging your capital. Half-price harbor synergizes with castle trade routes. You have buff crossbows. Starts with mining.
Saladin. Spiritual, camel archers. If you get caste early, you don't need monuments to border pop. No anarchy is worth extra turns. You don't need so many units, so you can run pacifism more cheaply. Camel archers don't need horses, but do need archery. Camel archers compensate well for your lack of attack power. Starts with mysticism, good for building early monuments.
Wang Kon. Financial is good, but I'm loathe to use him just for that, since you could easily just ignore the protective trait. Ok, so financial means commerce is useful, so maybe CE with monarchy. UU catapults, so engineering, so you can get the most out of your extra castle trade route.
Qi. Industrious, chukonu. Less hammers on units means you can focus on wonders more. Half-priced forges mean machinery beeline is even stronger.
My picks for the best protective leaders are saladin then mao.

Then I played some monarch games. Once I got a nearby stone, got pyramids, easy win, but not much to do with protective. Same with nearby bronze, once you get axes, archers are pretty useless. On raging, level 2 archers did really well and the emergency city wall was awesome... until I realized the other civs barely seemed affected and just surviving wasn't enough, and my expansion was too slow.
Overall, your economy boost is pretty small, just the mid game extra trade route and the minor pacifism boost.
Militarily, pillaging is nice in theory, but if you're playing on higher difficulties, they probably have larger empires than you if you don't war, and you need to take cities.
Going machinery delays liberalism/cavalry beeline, but to make the most out of your protective trait, you have to keep the world in the medieval age.

Sad to say, but I'm having a harder time than when I'm randoming my leader. Anyone have thoughts about maximizing protective?
 
Invis has a good idea here but I'll expand.
Because castles give an extra 25%:espionage:, they finally have a semi-purpose. The Gwall also gives Gspy points and plays well with a protective game. I have heard from some people that spies(the specialists) are almost as efficient as scientists. How I'm not quite sure, but it has something to do with the beaker/gold ratio. Building the GWall also leads into playing a defensive game, seeing as the bonuses only apply within your own territory. Sitting bull is good for this, because he can maximize the usefullness of the GWall, Rep-enhanced scientists, and the GSpy.
Just some thoughts.
You also left out Gilga and Charlemange in your report.
 
You don't have BTS???

lol well I think some of the Protective leaders start with the Myst tech therefore you get a leg up on the Oracle... which means Feudalism slingshot Which opens up Vassalage and Longbows. level 3 protective Longbows make a deadly rush, very useful if you don't have a strategic resource even if you do you'll still want to mix up your army especially drill 3 longbows for clean-up because they generally don't take damage.

Any Protective leader that doesn't start with the Myst tech either have a early UU or UB to compensate with the exception of Churchill and Toku.

Protective leaders that start with Myst

Wang Kon
Saladin
Charlemagne

Early UUs or UBs

Sitting Bull - Dog Soldier & Totem Pole
Gilgamesh - Vulture
Mao Zedong - Cho-ku-nu
Qin Shi Huang - Cho-ku-nu

Toku and Churchill have a very synegetic Trait combo so they don't really need any early game boost to leverage them.

Prot/Org is a missing trait combo so I dunno how that leader will turn out if the makers produce another expansion.

After Machinery you'll want to make a beeline to to Gunpowder to leverage the Protective Trait ASAP which means GS bulb to Education, with the exception of Saladin who get his UU with Guilds. You want to get Gunpowder fast because there's a lot of time between Xbows and Muskets.
 
I play almost exclusively as Arabs, mostly Conquest games at the Prince level, and I must say that in my opinion Protective isn't weak of all. In fact I tend to think of it (along with its Aggressive, Charismatic and Imperialistic martial cousins) as one of the strongest traits. With Protective, your enemies will have a seriously hard time taking your cities, but Protective has some serious offensive punch as well. Ever tried Crossbowmen rushes? I do it every game :). Because they are archery units, Protective leaders' Crossbowmen are seriously powerful. No melee units can stand against them due to their +50% bonus against melee, artillery units do less collateral against them due to their Drill, and Arabia's Camel Archers, superior to Knights, easily take care of the Arabian Crossbowmen's only reliable counters, Horse Archers and Knights. Heck actually you could even use Pikemen to back up your Crossbowmen, they are way cheaper than Camels and more effective against Mounted units. If you haven't already, I strongly suggest you try it sometime :D
 
As well as the spy synergies noted above (cheaper castles for protective and great wall suiting defensive play) there are good offensive synergies for protective as well.

- Nationalism is strong for protective leaders. With theocracy you are drafting units with three promotions. Noone else can do that. You can get the pinch promotion for drafted units which is great. Nationalism also helps spying - coincidence?

- You get CG3 units really easy. Which makes a really strong defense against counterattacks. Late game you can airlift in CG3Drill2 infantry into cities to hold your gains.

- Archery and gunpowder units have no natural enemies. Horse units are very weak to elephants and spears. Melee units are very weak to axes and crossbows. But longbows and crossbows have no natural enemies. A crossbow fights everything except knights on equal or better terms. Protective crossbows do this better than anyone else. This gives you a few options others might not have:

- Cover promoted crossbows and longbows easily protect your melee stack from crossbows which are a maces main enemy.
- Drill longbows make pretty good soldiers in the field. They are great for mopping up defenders in a city after they are wounded and then help you hold that city.

- Finally all your promotions are on units that don't require any special resources. You can always whip a strong defender into a city you capture. Even without metals or horses you can mount a strong offensive.

I find a protective leader works well with a kind of passive-aggressive warfare where you lure people to attack you, use your great defensive strength to slaughter them in your own territory without incurring war weariness. And then go on the offensive.

My latest protective game is with Charlemagne on Emperor and its going extremely well. Ragnar is about to find out what it means to be at war with a protective leader who has built both the Statue of Zeus and the Great Wall. And who is quite content to be at war for 1000 years if necessary.

-
 
Good points there Stalke. I wish I'd thought up some of them myself. Protective is probably the best warmongering trait, heck I would even dare to say the 2nd best trait in the game after Spiritual. (People, try playing Saladin sometimes if you haven't. He is very strong :D especially because he also gets Mysticism :D :D)
 
I haven't mastered warlords yet, so no BTS for me yet. I forgot churchill, duh.

I think oracle is pretty ambitious above prince in warlords if you're not industrious, unless you refuse to expand. You can skip writing I suppose if you're doing a feudalism gambit.

I thought about the archer open field advantage, but early on, even shock archers are less effective than axemen.

Frankly, most games are: you expand as much as possible (maybe with an axe rush if they're close), get sealed in by AI. You decide to take out AI cities once you get enough of some unit. Crossbow rushes seem to end once they get feudalism.
I think cavalry rushes do as well as most drafting approaches.

Maybe my style isn't conducive to enemies attacking me. I'm usually no religion, no trading unless it's with the main AI bloc.

I had another strategy to supplement protective's lack of city raiding quality. Use great generals to make crack maces or camel archers for their cg2-3 defender. The free upgrade, as well as making the experience give you either plenty of cr3s or combat 6/blitz/whatever.
 
What, no mention of Churchhill's redcoats!!!

They start with CG I, Drill I. He's charismatic, so you only need 8 XP to get three promotions besides the protective ones. Plus they can be drafted!!!!

With all respect to the chinese Cho-huks, Churchhill's Redcoats are the best Protective AI units hands down!
 
The thing is, it's hard to say that it's protective that really makes churchill's redcoats. It's more the fact that they're a uu. I guess compared to archer vs axemen, crossbow vs macemen/longbows, they have the best relative odds.

I can say with financial I can support a larger empire/tech faster. With organized I can quickly stabilize the costs of a large empire. With expansive, earlier workers/granaries allow me to boom faster. Charismatic allows me to work larger cities and helps militarily. Protective, until maybe redcoats, it's hard to use them to take out mansa.
 
Just mod the game. All this staff does not change the fact that protective is one of the weakest traits and creators&betatesters are only people. Sometimes they are lazy, but in most cases they are simply mistaken (and do not listen to arguments). But ...

You can check this thread.
http://forums.civfanatics.com/showthread.php?t=242180

Spoiler :

Always war variant makes some traits less useful like: spiritual and also makes more use of protective, aggresive.

After finishing this game I was even of an opinion that protective was better than aggressive (one of the strongest traits) for this particular game.


edit: You can also check Agrressive AI variant to have more use of this trait ...
 
Ok, I'm going to try crossbow rushes. Do I beeline machinery and skip alphabet, monarchy, code of laws? I'm guessing I should play pangea instead of fractal, since it's so easy to block off so much land in fractal that you can't support land expansion until you get your economy set up. I'll either cottage early (bleh, no monarchy) or get libraries early. I'll be Saladin, Wang Kon would be too fast.
 
That's a good idea. Try and snag feudalism and theocracy along the way as well for the extra +4 xp, which means all your crossbows can start with Drill III if you so want. Have fun, protective crossbows own :D (and if you bring enough of them along, any cities you capture will stay yours, I can guarantee)
 
you're wrong about not being able to rush with archers. I took another AI over with protective archers. drill I + combat I + cover. I took about 2 of his cities and capture his iron before he got it hooked up and finished him off with swords :D
 
a Machinery Beeline takes too long, try a Feudalism beeline, if you on the middle and lower level it's easy to pull off with the Oracle just research Monarchy and Writing then take Feudalism, then switch civics to Vassalage then all cities with a Barracks will produce level 3 units, you can get Drill 3 Longbows quite easily.
 
I want to try to pull this one with one of the chinese leaders, for the cute first-strike-collateral-damage choo choo guys :D Sounds strong in theory, but how can I pull it off effectively? Obviously to get there fast I will have to skip a bunch of techs, probably including feudalism (if I would aim for that, I would rather go with Sitting Bull). I'm not much of a pro and playing on noble for the moment, so oracle slingshot for MC or even machinery is possible. Any other ways I can rush this thing? GE perhaps?
 
Yea If you're Qin, the Ind Trait will help you construct the oracle to sling to MC so you can build a forge to assign an engineer which will light bulb machinery. That's the fastest safest way to beeline Machinery.

Or you can use a GS to bulb but it requires you to ignore fishing, if the chinese start with fishing then you can't do it. Also ignore Meditation and research Mathematics, Alphabet and MC then you can bulb Machinery... I'm not sure what other techs you need before you can bulb Machinery with a GS

Check this thread for more detail on Great People Lightbulbing techs

http://forums.civfanatics.com/showthread.php?t=140952&highlight=Great+People
 
Wrote this in another thread.

I'm doing 3wide all war mazes atm with Toku/celts just to see how long it takes to get a Mech infantry with all promotions.

Protective alone is 5 XP. Aggressive is 2 XP. Dun (HillmanI) is 2 XP. All together you might think they're 17. Actually they're what ever your last promotions are worth, because they enable the promotions without raising the level.

My best before my comp couldn't handle the sheer amount of units swarming my chokepoints was 12 GGs + Westpoint + Red Cross + Rax + Pentagon + Vassalage + THeocracy in a city that could pop a mech Infantry every turn with enough overflow to pop a 1 turn battleship every few turns. It's not really a high skill strat but incredibly fun, at least on lower levels. Monarch and up you just get killed before you can put enough archers on forted hills ;)

Highest XP unit without general btw was 88XP for a longbow archer, full drill promos, hillman II and stuff like that.
 
I tried 2-3 games to see where crossbow rushes would get me. Monarch, since I don't think I could win emperor with just protective.

The trick is, you have to do your crossbow rush before your targets have feudalism. In warlords, once they get it, upgrades are virtually free, and they're littered with longbows. One person with feudalism is ok, but once 2-3 people get it, everyone gets it via trades.

Results: Unless I refine it, it's not going to work. I streamlined an oracle build and got metal casting each time. By the way, feudalism slingshot is just not going to happen unless you have a really early gold mine. I've missed oracles by 2-3 turns on monarch with streamlined builds. I only get animal husbandry, pottery, usually no writing, priesthood, and sometimes masonry and archery.
First game, I got iron working after machinery. Then it probably took me 10 turns to hook up the iron, so scratch that. Iron working first, definitely. Upgrading archers to crossbows is not viable, way too expensive. You need to either cottage your capital and not expand too much or work some libraries (difficult since they are expensive early, usually need 6 pop cities to whip them).

The problem is, crossbows cannot take out capitals or high culture cities unless you mass a reasonable number of them. So you either have to research construction (and then get delayed from having to build catapults) or mass them, both of which takes time. Granted I kept running up against protective leaders, but still.
Overall, I think you're better off with swordsmen with some axes for backup. Much earlier, similar strength at 3 exp (cr 1 you get a total of 30% city attack). The advantage to archers is the first strike makes for better attrition. Once they have longbows, you could have just waited for knights or macemen.

I think really like your archers, you're better off going oracle->monarchy, then feudalism. Monarchy is much better for your economy. Chinese crossbows might work though.
 
That's a good idea. Try and snag feudalism and theocracy along the way as well for the extra +4 xp, which means all your crossbows can start with Drill III if you so want. Have fun, protective crossbows own :D (and if you bring enough of them along, any cities you capture will stay yours, I can guarantee)

Researching organized religion, theocracy, monarchy, and feudalism, switch to those, building a force of 7 exp crossbows, is going to have you facing 40% cities with fortified cg1 longbows. You'll probably need construction for catapults, and at some point you need alphabet and code of laws. What difficulty are you guys playing? And archer rushing on single player, you probably need over 2 to 1 odds. They have archers, they get a 50% bonus, a 25% fortify bonus, and possibly cg1 and 20% culture. 3 vs 5.25.
 
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