Nationalism - How do I draft 3 at a time?

Der Schloss

Chieftain
Joined
Apr 9, 2007
Messages
58
With Nationalism, I should be able to draft three units per turn but I'm only getting one. Is there another civic that enables this feature? What should I look for that I'm missing? :confused:
Thanks in advance for your help and suggestions.
 
edit: i just remembered this guide to "drafting for fun and profit", you might find it handy.

i'm assuming this is your first time trying out nationhood. i'm rather new to it myself so i'll jump in and tell you some things i found useful, ignore me if you know all this already.

you'll actually want to use different cities since your people get unhappy and the unhappiness lasts longer when you do it before it wears off from the first one (like whipping unhappiness does).

globe theatre is really spiffy neato. if you have enough food, and it's the right size to grow back every turn, you can draft from it every turn. because they will never hold it against you, they're always happy. that's a very powerful thing!

if you're drafting ahead of time, or some "just in case" troops, ones that aren't "i need you RIGHT now in THIS city since the bad guy is at the door" situations, it's best (if the food and happiness and whether there's a barracks if you care etc. all works out) to do the first of those drafts from your cities that aren't at the frontlines. that gives the new troops time to hike up to the battlefront.

the drafted troops only get half the exp that troops you make the normal way would, so they won't be as well-trained. but sometimes newbies with no exp is the difference between life and death, so that's okay.

like i said, if you know all this, ignore me. do NOT try to draft me, since i usually do the diplomatic jedi mind tricks thing until i'm prepared to fight (according to hubby, overprepared in the extreme). so there is no way i'm not gonna go kill anybody for you *giggle*. but i do wish you luck, and i hope you have fun :)
 
I have 12 cities and was generating mil assets from ten of them, albeit I didn't track when the generation started. However I would get one or two or three and sometimes four mil units on a turn. I thought that the ability to get three per turn was 'per city per turn', i.e., click for three infantry and all three would be ready in the time it would take for one. Ah, me, I forgot the rule of battle, "Never figure in that the reenforcements are coming."
So Nationalism is only good if you need happiness in the cities, eh wot?
It comes too late to be a 'kick' for mil assests because one MUST have more than 5 cities and engaged in serious combat by the time one has advanced up the Tech Tree to Nationalism, Democracy and Communism.
For such a high placed Tech, 'something is rotten in Denmark'.
 
Lol, read guide. Nationalism is one of the most powerfull civics in a game for war monders and My useal first round of draft are maceman :)
 
Seriously, drafting is a lifesaver if used properly. Of course drafting only makes sense if you intend to use the troops, so it is best left for warmongering or in an emergency.

At the time you get nationalism you should have several large cities (6+) and plenty of happiness. In a just a few turns you will have a brand new army, ready for taking out your pesky neighbour Monty. Just remember to draft evenly over all cities, and start with the ones away from the front. Another benefit of nationalism is no upkeep, helping you to pay for the extra unit support, and 2 happiness for each barracks.
 
what I don't like about drafting, having recently started experimenting with it, is you don't get a choice of which unit to draft. not that I expect it to give you a choice... I just think it's a bit of a drawback for the choice of using this method
 
English drafting works miracles if i'm not mistaking.
The Draft is redcoats for 2 pop right?
 
English drafting works miracles if i'm not mistaking.

Redcoat drafting is extremely powerful. If you reach rifling well before the AI gets assembly line then you have won. (Barring maps requiring big naval invasions)

It's 1 pop per redcoat.
 
what I don't like about drafting, having recently started experimenting with it, is you don't get a choice of which unit to draft. not that I expect it to give you a choice... I just think it's a bit of a drawback for the choice of using this method

yeah, if you mean you'd rather draft grens than rifles, there's no fix for that.

i play with my tech tree to optimize it tho. in cases where riflemen are strong enough for my purposes, i put off researching assembly line for example. because once you do, you have to do the 2-pop drafts, there's no "nah, i just need a measly 1-pop rifleman, spare me a citizen please ok?" option.
 
Drafting becomes sweet starting with rifles/redcoats. It's "ok" with muskets, although I just use muskets for stack and city defense. Redcoats are the first respectable offensive unit you can draft (assuming you don't get nationalism insanely early to make drafting maces worth your while).

In my military games, once I have rifling, it's all out warfare with drafted rifles and whipped cannons/grens/cav. I try and close out my domination wins around this time.
 
Drafting musketeers (french UU) is very good. They can follow knights and later cavs, meaning you have a window where you are pretty unstoppable
 
I can't think of anything more powerful than drafting protective redcoats.

Drafting agressive samourais isn't too bad, but you really miss the XPs.
Drafting musketmen isn't too bad, either.


The thing is you need loads of cities before starting to draft.
Meaning that you really should go to war before that ;).
 
I can't think of anything more powerful than drafting protective redcoats.

Drafting agressive samourais isn't too bad, but you really miss the XPs.
Drafting musketmen isn't too bad, either.


The thing is you need loads of cities before starting to draft.
Meaning that you really should go to war before that ;).
I can think of one troop that is better than drafting Churchill's redcoats :mischief:

Redcoats are certainly wonderful drafting material. But in Warlords I think that it is arguable that Toku's riflemen are just as good when drafted and sometimes better. Assuming that Theocracy is run so that draftees get 2 exp we get:
Both units have Protective giving free drill1 and free CG1
The redcoat gets its UU bonus of 25% V gunpowder (equivalent to pinch)
The Toku rifle gets free combat1.

With 2 exp the redcoat would normally take either combat1 (for offensive use) or CG2 (for defensive). Meanwhile the Toku rifle would take Pinch or combat2 (depending on enemy troops) or CG2. There are pros and cons but I prefer the Toku draftee in most cases both on offence and defence.

This is even more telling later in the game if the drafted troop gets upgraded when the readcoat loses its UU bonus but Toku's rifle doesn't. However this advantage is purely for drafting, redcoats do have other advantages, for instance if you upgrade drill4 longbows to redcoats they are better than Toku's equivalent.
 
I can think of one troop that is better than drafting Churchill's redcoats :mischief:

Redcoats are certainly wonderful drafting material. But in Warlords I think that it is arguable that Toku's riflemen are just as good when drafted and sometimes better. Assuming that Theocracy is run so that draftees get 2 exp we get:
Both units have Protective giving free drill1 and free CG1
The redcoat gets its UU bonus of 25% V gunpowder (equivalent to pinch)
The Toku rifle gets free combat1.

With 2 exp the redcoat would normally take either combat1 (for offensive use) or CG2 (for defensive). Meanwhile the Toku rifle would take Pinch or combat2 (depending on enemy troops) or CG2. There are pros and cons but I prefer the Toku draftee in most cases both on offence and defence.

This is even more telling later in the game if the drafted troop gets upgraded when the readcoat loses its UU bonus but Toku's rifle doesn't. However this advantage is purely for drafting, redcoats do have other advantages, for instance if you upgrade drill4 longbows to redcoats they are better than Toku's equivalent.

toku's riflemen are good too.
I still favour the redcoats, because if the live longer, they're promoted faster :
say a toku rifleman takes pinch, which is the most likely choice, and a churchill redcoat takes combat 1 (most likely choice too) they're indeed very similar.
Let's say they both fight a 90% odds fight and win it.
churchill's redcoats is now promoted to pinch, while toku's is unromoted. Even if toku's rifle gets promoted he cannot take pinch a second time, so advantage churchill :p .
 
toku's riflemen are good too.
I still favour the redcoats, because if the live longer, they're promoted faster :
say a toku rifleman takes pinch, which is the most likely choice, and a churchill redcoat takes combat 1 (most likely choice too) they're indeed very similar.
Let's say they both fight a 90% odds fight and win it.
churchill's redcoats is now promoted to pinch, while toku's is unromoted. Even if toku's rifle gets promoted he cannot take pinch a second time, so advantage churchill :p .

Agreed and I noticed that, but it is taking it a bit beyond drafting and into the realm of tactics and the strategic situation :) It is undeniable that the Toku defensive option is better than Churchill's and about half of my draftees tend to be the CG variant.

The advantage you claim is partly due to Churchill charismatic trait giving easier promotion, rather than simply being redcoats, but that is fair since I'm specifically considering Toku's rifleman whose advantage comes from his trait. Of course you'd agree that a redcoat drafted by Vicky or Lizzy would be substantially weaker than either Churchill's or Toku's draftees, at least on defence and no stronger on offense.
 
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