Military Academies

Well the Military city is merely another type of specialized city and specialists are almost always best used in one city as opposed to spread out in multiple ones [exception Artist which is best concentrated in 3 cities, or Random border towns]. (The only comparable example, the Great Scientist is almost always best put into the one city that will have Oxford, Great Library, etc. [first as an Academy, and then as multiple Super Specialist]... or lightbulbed, but almost never multiple spread out Academies.

The fact that the Military Academy and the Instructor do different things makes it more of an actual choice. but the +25% isn't enough.
 
Hmmm, I rather like the military academy. I would a least build one in my heroic epic and ironworks cities. The bonus will make a big difference if you are going for a domination victory. I prefer to have a large quantity of units (as opposed to a small highly trained army) and I generally specialize many of my cities for unit production. At any rate the MA is a far better use of GGs then the warlord option. My usual strategy for GGs is to attach the first one as a warlord to allow construction of HE, then build MA in the same city, then settle a few as instructors any leftovers will build more MAs.
 
Wow. I have never had a strategy that allows me to get Heroic Epic or Westpoint. I guess I war too much because they are really always available to me the moment I get the techs for me to even have to plan to get them.
 
i wish the military academy would boost defense 50% as well as give you the production boost. Then I might build one.
 
Krikkitone said:
In any case 25% more means you get 25% more units in time or you get the same units in 80% of the time

I agree with you. To elaborate, in a city with a forge and Heroic Epic you're already getting 225% production, so the added benefit of a military academy is only 11% more production than without it. The more production bonuses you have, the less useful the military academy becomes. The worst case scenario with forge, factory, power plant, Heroic Epic, and Police State is an effective bonus of 7.7% from the military academy.

Your military production city will probably spend most of its life with a forge and Heroic Epic, so let's look at that case with a real example. You produce 11% more units with a military academy. That means in the time it takes me to make 9 units, you can make 10, but my 9 units will all have 2 more XP than yours. The question you need to ask yourself is whether 9 units with +2 experience is better or worse than 10 units without the experience.
 
Good points from the good doctor (IMHO).

I personally don't value military acadamies much (at all?), either. I'd much rather have an extra military instructor for the extra experience in my heroic epic city. Warlords are starting to fall out of favor for me as well (too valuable/rare to risk in battle), so I may be going with purely military instructors pretty soon.

If you run a non-vassalage, quality-over-quantity-military playstyle, it seems to me that slightly fewer, higher experience units (and the lower upkeep that comes along with that) will almost always be preferable to having a scant few extra units but no fresh-off-the-line triple-promoted elites. If you're Stalin running vassalage and desperately trying to stave off Operation Barbarossa, then maybe a military academy may be a worthwhile consideration. ;)
 
Another post about the warlord versus the military academy versus the military instructor.

The military academy gives a 25% production bonus. But since cities and especially major military production centers usually have a production bonus (forge, civics, small wonders), this bonus is in general not a full 25% (an increase of production from 150% to 175% is for instance only 16.67%). Lets assume that the real bonus is only 15% (over the length of the game).

Each military instructor adds 2 experience to the units being built in the city. But since each promotion costs more experience than the previous promotion, each new instructor (in the same city) has diminishing returns. However, it is interesting to add a few instructors to the same city. If you can get the city to produce units with 10+ xp, then you can get city attack III units or other units with 3 promotions fresh out of the city. This will be an immense help in a war. Depending on the civics that you tend to use and the availability of the Pentagon and West Point, this will cost you 0-4 military instructors.
The next promotion is at 17 xp and I think that that takes too many military instructors. I think it is more interesting to have a few cities which produce 10+ xp units than 1 city which produces 17+ xp units.

When you have constructed a city that can produce 10+xp units, it theoretically could be interesting to get some more units out of that city by using a military academy. However, you can also add military instructors to another city to help that city produce 10+ xp units. As the military academy increases the military unit production only by something like 15%, it is more efficient to add a few military instructors to another city to have 2 cities that can produce 10+ xp units. That way, you will get more 10+ xp units.
The production bonus of the military academy is just too small to make it interesting.

(For the mathematically inclined readers:
If you need x instructors to reach a certain desired experience threshold in a city, then 2x instructors will get you 2 such cities. So x extra instructors give you a 100% bonus in producing units with the desired experience level. So the military academy should give a production bonus of at least 1/x*100% to be an interesting alternative.)

The warlord gives you an instant 20 xp which can be fairly interesting, however after having built 10 units in a city with a military instructor, you will have reached the same 20 xp. And of course every unit after the 10-th that is built in that city will be an extra 2 xp above and beyond what is offered by the warlord. You can use the warlord to create superunits with lots of xp, but even superunits can die and can only kill one unit per turn. So in general, I would also use the warlord to spread the 20 xp over a number of units.
The Warlord experience can be useful to help you when you need some strong forces NOW. If you have an inexperienced war machine in the middle of a war, then it can be more useful to get an experienced war machine now than to get experienced units during the rest of the game. That just depends on how much you need the experience at that moment. It's not a good idea to have a war go on and on while you could have used a warlord to decide the war in your favour.
The extra promotion that the warlord offers can also be interesting. For instance, it is interesting to have a medic III unit in your major attack force (to be used only for healing that group, not for any fighting). You don't want to have your major attack force sitting in cities waiting to be healed when it could also be killing units. The medic III unit can decrease the healing time of your major attack force and thus decrease the time it takes to win a war.

I would generally use the Great General as an instructor, sometimes as a warlord when I'm in dire need for high xp units or when I think a certain special promotion would be extremely useful. I would never use them for a military academy.
 
Military academies I feel are pretty useless. I never build them.
Perhaps a way to improve them would be to make only one possible but giving it +100% production, kind of like a second heroic epic.
Or maybe +50% production and an increased chance of getting more Great Generals.
Or +50% production and an extra exp point.
 
Roland Johansen said:
The next promotion is at 17 xp and I think that that takes too many military instructors.

Unless you're a charismatic civ; then your equivalent XP needs are just 8 and 13, which is quite possible. Run one +2xp civic (both usually hurts my playstyle), barracks, and 2 instructors, and you've got level 3 units, when you get WP you're at level 4 units (and by that time can probably come up with another instructor so you don't even need a civic).

I just bring it up because it's so easy to fall into a habit of thinking 'level 3 is the max to bother with' and miss a big benefit of charismatic. This makes Cyrus a scary warmonger, he's got IMO the best ancient era UU, and can use his early wars to garner GGs at double rate to fill his later armies with vets.

Personally I pretty much only use GGs for instructors or medic III units, and the medic III unit (or first if I do more than one) also guarantees me my level 5 unit for WP.
 
The only time it would be useful is if you have a city/cities that can almost build modern armor in a turn (or whatever unit you are trying to build). However, I would rather use my warlord on a single unit making him an assassin: commando, with extra move and leadership. Or even adding the +2 bonus where I build both Heroic and West point.
 
Military Instructor is by far the best use for a GG. Warlord is poor due to the very random combat odds! and the academy is a poor alternative in comparison to the instructor.

Instructors allow your unit producing city to churn out top quality units while using "building" civics.
Due to the cost of units in Civ 4, quality defeats quantity every time and this increases the higher the difficulty level. Its part of what makes charismatic my preferred trait.
 
I think 25% is sufficient. The 100% is in 1 city. You have th option to spread the 25% to a few cities (with a few Generals) or make that 100% city a real moster with the extra promotion. That decision makes the unit more useful instead of there being an obvious answer.

Now, having said that, it would be nice if it had some other feature, culture, defensive bonus to the city, etc. But I don't know that increasing the production percent is really that necessary.
 
The problem is there Is an obvious answer

once you have plus 100% in one city, an additional 25% in another city that will probably Not be building units at nearly 100% of the time is nearly useless.

I'd say 35% at least and add some Culture, Maybe +25% Defense, maybe -10% WW, maybe -10% Maintenance costs, Maybe +1 Trade Route... Or just +40% with no other benefits.

I'd say +35%, +4 Culture, +25% Defense
 
I find extra defense fairly useless, The AI is reasonably good at taking down defenses in a city, even with say 125% defense in a city it still only takes 4 trebs to bring it down.

What about opening up the promotions from the warlord tree for units produced with the military academy. After all they are theoretically getting different and better training.
 
Actually That would be Real Nice.... +25% production AND enables Warlord promotions
(The defense was sort of a throw away bonus...+35% would be the main)

I still think +35% (+Culture+defense as extras to make it look nicer) would be the best
 
+50% would be nice, but as I always have at least 2 military cities (huge maps you need them warmongering or not), then as it stands, a 25% in a 2nd military city isn't entirely useless.
 
Krikkitone said:
I still think +35% (+Culture+defense as extras to make it look nicer) would be the best

Would you build one with the above? I still wouldn't. The instructor is still the better option. It would need to have some other benefit. Perhaps one of the Warlord promos right of the bat for free but once that's chosen it's back to regular promotions, so if you want say Medic III or Combat VI you have to leave it unchosen until that promotion is available.
 
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