Diamondeye
So Happy I Could Die
Almost all players are aware that promoting a unit restores half of it's lost hitpoints. I have observed what might be determined as an exploit in the game (talking 3.17, but I see no sign of it having been revamped in .19).
When a unit earns the final experience needed for a promotion, a turn is needed before the promotion becomes available - often when your unit critically needs that healing now - not next turn. This is especially true earlygame when units are few and of almost equal strength.
Imagine this situation: You are attacking a city with a stack, and you have one remaining attacker; a Swordsman with full HP and 4/2 experience. The last defender is a Drill III Archer (possibly wounded). You have about 95% odds of winning. Spending your exp on a City Raider Promotion would increase this to 99%, roughly.
However, you also know that the enemy has a wounded Axeman nearby, and you worry that your lone Swordsman, possibly wounded by the fight (against an enemy with many first strikes, injures happen rather often), can hold against this Axeman, and the city will suffer another two captures, ruining buildings and population and all sorts of annoyances.
What you do is waiting. Attack and kill the Archer without spending the exp first. Maybe you'll have suffered .2 damage more than with a CR promotion, but here's the trick: You now have two promotions available. That's right! Having one promotion available will eliminate the 1 turn requirement for a newly aquired experience level. This means you can now promote the Swordsman twice (Combat I + Shock would be a suggestion) - effectively healing him 3/4 of his wounds and increasing his capability against any leftover Axeman considerably.
I don't know if everybody knows this and I am merely stating the obvious, but this is actually a rather good help to my earlygame warfare. And this is a forum for strategies and tips. Here's one of my favourite tips for you all.
(And of course, it implies that you know not to promote all of your units out of the gate, another good tip)
When a unit earns the final experience needed for a promotion, a turn is needed before the promotion becomes available - often when your unit critically needs that healing now - not next turn. This is especially true earlygame when units are few and of almost equal strength.
Imagine this situation: You are attacking a city with a stack, and you have one remaining attacker; a Swordsman with full HP and 4/2 experience. The last defender is a Drill III Archer (possibly wounded). You have about 95% odds of winning. Spending your exp on a City Raider Promotion would increase this to 99%, roughly.
However, you also know that the enemy has a wounded Axeman nearby, and you worry that your lone Swordsman, possibly wounded by the fight (against an enemy with many first strikes, injures happen rather often), can hold against this Axeman, and the city will suffer another two captures, ruining buildings and population and all sorts of annoyances.
What you do is waiting. Attack and kill the Archer without spending the exp first. Maybe you'll have suffered .2 damage more than with a CR promotion, but here's the trick: You now have two promotions available. That's right! Having one promotion available will eliminate the 1 turn requirement for a newly aquired experience level. This means you can now promote the Swordsman twice (Combat I + Shock would be a suggestion) - effectively healing him 3/4 of his wounds and increasing his capability against any leftover Axeman considerably.
I don't know if everybody knows this and I am merely stating the obvious, but this is actually a rather good help to my earlygame warfare. And this is a forum for strategies and tips. Here's one of my favourite tips for you all.
(And of course, it implies that you know not to promote all of your units out of the gate, another good tip)