Military Academies

My suggestions
+4 exp and no production bonus (so you always want to build one first then fill it with instructors)
Or +1 exp and the 25% production bonus
Or just a simple free combat promo
 
Maybe it would even be interesting to make the MA a prerequisite to military instructors,
i.e. you can only place instructors into a city that has either Westpoint or a MA (just like "holy city" is a prerequisite to use a great prophet to build a shrine there)
 
I like the +1 xp and 25% production bonus, I'd use that for a non-charismatic civ since one +1 xp is pretty much as good as a +2 xp going up to level 4 now that barracks give 3XP. That would make it something I build in my military city first every time, not something I pretty much never use.
 
Limit cities to 3 instructors each.

OR

Make instructors into a buildings rather than specialists so that there will only be one per city. Then make the instructor give +4xp each.

Leave the military academy as it is. This will spread them out over the empire more. Then the military academy will operate more with a full functionality rather than have it toned down with the heroic epic.

This whole idea is ultimately about steering it away from the over the top military city and instead, spreads it across a number of cities - a bit like police state. That way, police state + military academy in each city will give +50% military production.
 
AfterShafter said:
Well, the way I look at it is... If the +25% boost will make a rifleman go from 3 to 2 turns in my best production city, while the +2 xp bonus will not actually get them an upgrade out the gate, I consider it worthwhile... Particularly when I'm at a tech disadvantage and need throwaway more than elite units.

Hell, sometimes the 25% bonus allows you take make sacrificial catapults every turn rather than every two turns. That's a huge benefit, moreso than an upgrade on those catapults.

I'm going to try restate AfterShafter's point, because I think it has real merit, but has been lost as this thread progresses.

Two styles of military prowess....

One tends to stem from those who intend on fighting wars and conquering others. This style usually wants a core army of strong city taking forces. You build it in the Ancient/Classical era, then nurse/upgrade it throughout the game. You use Siege weapons for bombardment, and maybe suicide one now and then, but generally, once the defenses are down you're attacking with the rest of the Army. When that city falls, you heal up the Army, wait for the CG units to arrive, and move the Army on toward the next one.

For this style, stacking advisors is perfect, since it allows you to build highly trained attack units to replenish the core units you lose.

A second style is more of a builder style. You tend to build a large force of defensive and counter-attack troops as a means of peace through strength. You don't fight many wars, and when you do, they're done for diplomatic reasons, or to take just one or two cities for border or resource purposes. You use Siege weapons for bombardment, but will then often suicide most of them, until the defending army can be taken by the CG and counter attack units you've brought to take and hold the city. When the city falls, those units heal and stay with the city, while a different set of CG/field/siege units move to attack a different city. You never really build a core group of highly trained units for a city taking army.

For that syle, building a few military academies in a few different cities may make more sense. It allows you to more quickly pump out the CG/field/siege units that you'll need for the short war. Since you're not relying on well-trained troops (i.e. quantity over quality), stacking advisors isn't as helpful.
 
However, that runs counter to the specialization encouraged by the game, once you get Heroic Epic, it is best to have one city with
H.E., Granary, Barracks, Stable, Forge, Factory, etc., Happiness/Health as needed, and No other buildings, only Military.

That city can Normally handle many of your military units. Perhaps if Heroic Epic was Decreased in Strength, Military Academies would be more worthwhile.

Or perhaps if Military Academies were +20% to unit production +5% to unit production on this Continent (Stackable) then they would be Worthwhile

Actually a simple 35%, with a change of H.E. to 75% would alter the Balance. The Instructors in the HE City would not be as useful, and the Academy would be more so. (even with an Academy, the HE would only be +110%)

Finally aside from the one super city there is the in a given Military city... Academy or Instructor...Currently, if you are going to put 1 of them in, it would be the Instructor.. allows exp 5 with no civics/Pentagon. If it was 35% I think that balance would shift.

PS Nationalism should get 1 :) for Military Academy
 
I have never built MA myself, but couple of times I have captured one from the rival. In my latest game (I play as Japan in Warlords) I attached my first GG to a swordman to make him special attacer (He sure is one now when ugraded to samurai CR3, combat 2+ 30%withdrawl and 50%XP). While I was attacing persian capital, Cyrus got his GG...I could have taken his city that turn, but I decided to wait if he makes Academy for me...and guess what... next turn I took the city and I got free Academy ;)...

I make almost every time a warlord unit with my first GG and next ones I attach to my military city... Ususally I get 3-4 GG (5 if I´m first to discover Fasicm)
I have seen couple of times that Cyrus makes Academy with his GG, but for example Monty almost always makes a Warlord unit...

IMO GG is quite balanced...Why make the game easier? It´s much more fun to play when it´s difficult...If GG would be stronger it would come close to Civ3 Army wich was fun, but Waay to strong against AI...
 
I think it would be nice to be able to use the GG to lightbulb Fascism, Communism, Military Tradition and Nationalism. Especially with MT, I'd love to be able to skip past researching it: It provides great units but otherwise leads nowhere.
 
Forge, 25%
Heroic Epic, 100%
Military Academy, 25%

You can get all three pretty early in the game. Then barracks, vassalage and theocracy = 7 xp. One military instructor will only yield 9 xp, which is not enough for a promotion unless you're charismatic. Therefore the MA is best early, unless you're not able to run vassalage/theocracy, in which case an instructor would give you 5 xp to start.

150% production is outstanding. You can get a good production city with about 40 hammers pretty easily. Those buildings give you 100 hammers per turn for military. 10 hammers per turn extra isn't anything to scoff at.
 
Personally I like the +3 beakers that a military instructor gives under Representation. If you get Pyramids, Representation is the obvious early choice. Later on, Representation is still good especially if running a SE.

Wodan
 
It would be nice if it gave a +50% bonus but would be limited 1 per city. I think that would make it a viable option to consider.

Oh wait -- that is already how it is (although only +25%), no wonder noone ever uses Military Academies. =)

EDIT: Maybe keep it +25% but have the ability to include multiple ones in a city? I also use the specialist to get beakers with Representation, although I often use it on an old, old unit to make him a Warlord just for the free upgrade to a modern unit.
 
I believe what military academies needs besides +25% is the "Alexander The Great" warlord effect. Thus if you lose a warlord in battle he will return at a military academy after a length of time .... say 20-30 turns. That way you could take some risk with your warlords and bring value to MA.
This would help the AI as well since they often risk their warlords.
 
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