pre-warlords discussion: best use of generals?

Pantastic said:
Elephants would be 12 vs 8.75...

Ah yes, I forgot about their bonus. However, it can get formation (high promotability from Charismatic and Leadership), which brings it closer to 12 vs 10, there's still the 50% chance to withdraw, and elephants are fairly slow. Assuming it's not absolutely necessary to use it on the elephant, then the elephant can be treated like a later age unit. It can just be avoided. If the elephant does manage to miraculously hunt it down, it still has good odds of getting away.

Pantastic said:
...against it and pikemen 12 against 11.25, I'd prefer those as counters.

Which with shock would be 12 against 12.5 with the Numidian Cavalry having a 50% chance to withdraw if the fight goes bad. I wouldn't want to try it, but in a pinch the odds are in favor of the Numidian Cavalry. Both of these, units, however, are more defensive than offensive. They aren't of much use if you want to hunt down the elusive Numidian warlord, due to their slowness (it gets 3 moves, so it can destroy something and move twice, well beyond what it needs to stay away from either of these). They can be avoided until you're ready to upgrade to a gunship.

Knights present the first genuine threat to our Numidian warlord. On smoothish terrain, a knight has a chance of attacking the warlord when the warlord doesn't want to fight. If it tries to destroy more than 1 building per turn, or moves ineffciently due to not knowing where are roads are, or runs out of actions with a knight in range, then knights might be able to catch up to it.

If it has sentry, it can see at least two squares away. If it ends its turn away from a road in a safe spot, nothing will be able to hurt it, except for a knight. If it ends its turn and can see a knight, and the terrain between it is flat, the knight can attack it (so it can wander into a trap). Only the knight can do this to it. It would have to move right up next to a pikemen or elephant before ending its turn if it were to be attacked by them (and since it can see them, that wouldn't happen). The unit will be uncatchable without something as fast as a knight. Horse archers could catch it, but you'd need a very large stack of them, possibly several large stacks, devoted to hunting it down in order to get it. The level of promotions you can get by the time you can make knights (like mobility) also improve their odds of catching up to it, compared to horse archers.

Pantastic said:
Still quite a nasty unit, but you'd need to watch for those and use your mobility to keep from getting caught.

Exactly. In the hands of a good player, this thing could wreak havoc on enemy civilizations, and force them to devote significant forces to protecting their lands, or suffer the effects of having little to no improved terrain. All the force they devote to stopping this one unit is force that they're not devoting to stopping your army, or to attacking your cities, which makes it all the easier to bring them down or stop them. Until knights come around, it's extremely difficult to have the spare production worth in units to go after this. You'd have to draw off all your own raiding forces and possibly more to deal with this single unit. It's an absurd annoyance. There's practically nothing you can do about it, yet if you leave it alone your economy and your cities will die.

The point I haven't mentioned so far is the most important, and to some extent voids what I have mentioned previously. Not long after, or possibly before you get elephants and pikemen, this unit will have upgraded to a knight. It will have doubled in strength. Knights have 10 strength, so the Numidian warlord would have 17.5 strength against the pikeman's or elephant's 12. That would rise to 20 with the unit specific promotions (shock and formation). It might need to dodge enemy knights, the elephants and the pikeman for a while, but very quickly it would be a knight too. At that point, it would again be the most powerful unit for that time, and you'd need stacks of knights to hunt it. When cavalry come along, this happens again, and again when gunships come.

Because of the sheer mass of upgrades (particularly with charismatic leaders) warlords will always be one of the most powerful units on the battlefield. Typically, it's going to be anywhere from 1.75, to 2 times as powerful as anything else, and have a number of other advantages on the side. Consider modern armor made into a warlord. It would have 75% more strength, and with unit specific upgrades, that would effectively double its strength, i.e. it would be like a unit with 80 strength, but maybe with collateral damage, good chance to withdraw, the ability to attack three times in a round, and to heal on the move in enemy territory, using enemy railroads to do so. :eek:

I just checked the civlopedia to find out how much xp you need for a promotion. It says you need 2 xp for the first promotion, 3 for the second, 4 for the third (total of 9) etc. So continuing this pattern, a charismatic leader should be able to get 5 promotions for their warlord immediately, with 5 xp left over (depending on how the rounding works, if there is rounding). A non-charismatic leader will have no xp left over, or might only have 4 promotions if it had any other promotions on the unit before making it a warlord.

With stables and barracks, I believe the Numidian cavalry would start with 6 experience. A warlord made from that could get a sixth promotion, and be well on its way to a seventh. This would let it get all the strength bonuses, or just 5 of them and leadership. After killing a few units, it could get the last strength bonus, or leadership. From there it should get promotions 87% faster than normal. This will get it all those other essentials very quickly, and then it will be ready to set loose on the terrain improvements of civilizations that have elephants and pikemen. Once it's a knight, it can start fighting and getting promotions again. As soon as more powerful units show up, it can return to raiding. This can happen again at cavalry and at gunships.

Pantastic said:
I think it's worth a lot more than that because it opens up the 2nd (3rd for aggressive) level promotions. It's not the straight difference between combat I and combat II that I would want it for, it's being able to produce medics (especially things like medic scouts who can't really get xp), cats with accuracy, the +25% unit strength of starting with CR II instead of I (which makes it much easier to win that first fight against a longbow), +25% unit strength of starting with shock or cover, and for an aggressive civ +25% from formation (formation pikes will slow even cavalry down a lot). I often run theocracy instead of organized or free religion for this, so using 1 great general in my HE city effectively opens a line of civics choices.

All of these are at best, equal to 25%. However, these are specialized increases, so they only count for 25% in specific roles. Having 25% more units is good no matter what you need them to do. It's just more versatile.

Pantastic said:
Also, since I'd use it in my HE city, the city will be producing at 200% from HE so adding a genral would make it 225% total, which is only a 12.5% increase in overall unit production, not 25%.

This is true. The +2 experience bonus might be worth it on your HE. However, if you don't have a HE yet, and you got your first general well before you'll have an HE, then the production bonus would be better.
 
basic exp curve

regular its: 2, 5, 9, 14, 19 (mind you this is total to next level..)
creative : 2, 4, 7, 10, 14

the creative #'s are rounded so i'll have to test that in game.
knowing that the barracks produces 3 exp, aggro civs should still get their (including combat 1) 2nd promotions.

even a highly upgraded troup though needs to be considered expendable.. except for trying to get to level 5 for heroic epic and then level 6 for west point.. which isnt easy.

this does leave us a potential use for a warlord:

if you dont have someone close to level 5 or 6 you could burn a warlord to give a single unit +20 exp.. enough to get to level 5 if they've had any exp or pre-training from a baracks etc.

i'm not as good as ppl like eggman at crunching #'s for this game. if someone wouldnt mind running a few scenarios and giving us some hard #'s that would be EXTREMELY helpful for this debate.

my thought is that you have to gain the exp in the first place to get the warlord to show up. if you had a new stack (reinforcements) might not be a bad idea to burn the warlord on them to get everyone to roughly the same exp level.

but in that case would it be more efficient to put the +2 exp at the city?? for the first 10 units its only break even.. but then the exp is going to continue to contribute for the rest of the game.

that puts a different spin on the debate. you can only have 1 military academy per city so only 1 25% bonus. but if you took multiple generals and made them specialists, you could be spawning units with
+3 from barracks
+2 from theocracy
+4-6 from specialists
so 9-11 exp right away. in either case thats 3 promotions before they even see combat.. that might be more useful in a heroic epic city... now cranking out super upgraded units.

only problem with that (and why its not overpowered) is the amount of exp required to generate those generals becomes rediculous.

i think firaxis did a good job on this one.. a single unit with soo many possibilities.

NaZ
 
norse read your post while i was reviewing mine..

good to point out that burning a warlord on a single unit and NOT distributing the exp can make a rediculously strong unit. I'll probably try that online (I play cyrus a lot charismatic and imperialistic) and see how quickly an immortal can wreak havok.

warlords also offer the leap to next tech level for free.. so you'd just have to get back to your territory and upgrade and resume the assault.

do consider though that if you put 3 warlords in a city as specialists, they'll be coming out with 11 exp (barracks and stable or barracks and theocracy)
thats already 4 promotions deep.. why make one UBER dude when you can have an army of highly trained units?

lots to consider

NaZ
 
the shame is that AI will not use its generals efficiently... we human will be able to build veteran units 3 or event 4 promotions (for aggressive / charismatic leaders), and still the AI will attack with stack of longbowmen promoted combat 2
 
All of these are at best, equal to 25%. However, these are specialized increases, so they only count for 25% in specific roles. Having 25% more units is good no matter what you need them to do. It's just more versatile.

I don't agree at all. Being able to knock down all of a city's defenses in 1 turn with 4 cats, or 2 turns if you lose 2 to collateral, is better than 1 more cat. Having medic units without needing to kill something is better than the occasional extra unit, that's 1-2 free xp for a good unit. Having city raiders with an extra +25% on that key first attack is huge, CR I vs CR II is often the difference between crappy odds and decent odds - translating to more than 1 in 4 losses on the skillup. Plus you don't need as bulky of armies if your units start off better.

This is true. The +2 experience bonus might be worth it on your HE. However, if you don't have a HE yet, and you got your first general well before you'll have an HE, then the production bonus would be better.

Why exactly? Long pre HE I'll have most of my cities produce units, not just one, so +25% to one of them isn't that big of a deal. It's only like +10% to my production overall. Plus early on I often whip about as many units as I build naturally, and those food-heavy cities often are not going to be producing military later.

+2 XP on my HE (later HE+WP) city and maybe one other production city (especially a coastal one) looks to me like it's going to be far better than a +25% production bonus.

Also, I'm not saying not to use them as a general - I plan to make a super unit early on too, and to use it on one unit to be sure I can build the military buildings (especially since they take 1 more level now). It's just that the +2 xp on my HE city looks like a given, while I'm not even sure about the +25%s.
 
NaZdReG said:
do consider though that if you put 3 warlords in a city as specialists, they'll be coming out with 11 exp (barracks and stable or barracks and theocracy)

I don't think you can do that, I think it's a single building like the academy.
 
Pantastic said:
I don't think you can do that, I think it's a single building like the academy.
No you can. The +2 experience effect is the equivalent of joinging the city as a superspecialist. The +25% military production is equivalent to building an academy. Finally making a warlord would be the equivalent of discovering a technology.

So if you really want to have +4 or +6 experience in one city you can do it.
 
NaZdReG said:
basic exp curve

regular its: 2, 5, 9, 14, 19 (mind you this is total to next level..)
charismatic : 2, 4, 7, 10, 14


NaZ

So they changed the exp levels for Warlord?
(in Civ 1.61 its
2, 5, 10, 17, 26, 37, 50, 65......
 
the reason the 25% is soo valuable is how it relates to whipping... especially at blazing spd multiplayer.

the xp bonus is a longer term goal, providing an endless stream of upgraded macemen etc. leverage w/ the agressive, charismatic, or protective traits and you have monster attack or defence units. but if you are planning to do that you had better protect that city, those specialists will dissapear if it is lost to another civ.

NaZ
 
I tried 2 generals as an early West Point for my Heroic Epic city. With Charismatic, barracks and Theocracy or Vassalage, you can crank 3 promotion units out for most of the game. If I built a stable and add a third general before military tradition, I'll have 4 promotion cavalry.

I don't know how the AI will counter players stacking generals. There is even more incentive for lots of early agression. The AI won't get many generals because the rarely fight early (unless you attack them). Generals can be used to support extreme city specialization with a couple of cities poring out units with huge buffs.
 
NaZdReG said:
i got this math from the cililopedia
it said +2 then +3 then +4 then +5 and so on.. it didnt elaborate on further up the curve. if someone knows where its buried in the xml that would be great.. i havent been able to find it yet

OK, that bit in the Civilipedia was wrong before, the basice rule in Civ Vanilla (and probab ly still in Warlords) is the base amount of exp needed is

NxN+1

(where N is the number of promotions)

so its
+2(the start), +3, +5, +7, +9, +11, +13......

so
2,5,10,17,26,37,50,65
Cha
2,4,8,13,20,28,38,49
 
NaZdReG said:
the reason the 25% is soo valuable is how it relates to whipping... especially at blazing spd multiplayer.
If you're talking about one of the rounding error situations I believe they fixed those. At least the most common one of 31-37 needed to complete to get 60 hammers for one population point.
 
There is a couple of points that I wanted to make and I'd appreciate your opinions:

If you are going to use your general on a stack wouldn't it be better to group them according to how many points they need for their next promotions?

For example, you could use a stack of ten units with 8 XP and get ten free promotions because the general would award each of the ten units 2 XP.

Also, wouldn't it be better to attach the warlord to an outdated unit like a warrior or an archer or a horseman rather than a more advanced unit? You can quickly upgrade it to the more advanced unit for free.

By giving this unit the leadership promotion and guarding it carefully you can use it to mop up injured opponents and it will quickly gain enough XP's to get you the new eligibility for Heroic Epic and West Point.

For example if your warlord is cavalry going against a musketman in a city you can whittle down this opponent by sacrificing a lesser unit and then bring in the warlord unit for mop up duty. Continue this strategy and you will gain the necessary XP in no time.
 
i would only use a general to create a warlord if it let me get a single unit up to the level nessessary to build the heroic epic. I would then keep it around and upgrade it for free so that later it could advance to level 6 to unlock the west point..

ahh choices choices

NaZ
 
well in multiplayer the general has shown its true strength. deciding to test out the bonus to a stack, I generated a warlord on a pair of swordsmen. being an aggressive civ, they ended up with combat 1-4 which is NASTY and let me just beat up on stuff.

of cource that could also be potentially quite nasty if you have the protective trait.. and burn your promotions on a pair of xbows, ckn, or other ranged unit and give them drill 1-4 resulting in +6 extra first strikes.. I dont think things would actually survive that if they dont have first strike or immunity to it.

good times..

NaZ
 
I don't know about anyone else, but Aggressive looks extremely weak when compared to Charismatic. Aggressive only benefits with a free promotion for only two types of units; Charismatic caters for all units. Aggressive will get to Combat V first (for ONLY the melee/gunpowder units) but Charismatic can get to Combat V two xp later for EVERY and ANY unit. It just seems really unbalanced.

As for the best use of Generals: I played the Genghis scenario and razed and pillaged everything thus only giving me the ability to use them as Warlords. I found that the 20xp they give is fantastic. I must point out that in the scenario, Genghis is Charismatic/Imperialistic, so the xp goes a long way (I have 3 Warlords with 8-9 promotions each ;)). I think it all comes down to the players skill/interest in unit preservation: If the player values highly promoted units, then they would probably want Warlords (with the extra promotions and xp) while those who rely on production of mass number of units (or being able to crank out decent unit quickly) would probably want the Military Instructor/Academy. Personally, I would rather the Warlord with its extra xp as I tend to place an emphasis on being careful to keep getting xp while not being reckless. Just using it on a couple of units - especially already highly promoted units - helps wonders. Plus they can be upgraded for free and shouldn't lose their xp (so a level 9 Axemen can be upgraded to a Macemen and its xp shouldn't go back to 10xp).

Watiggi
 
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