True but... The same C3 mace, attacking a C3 longbow, has only a 29.4% chance to kill the longbow.
C3 is strong here because after defense modifiers, the relative strengths are very close. I have said before that Dill units have their biggest advantage when they are attacking when they have a relative strength advantage, whether it comes from defense modifiers, promotions or injuries. None of these are present here so I am not arguing Drill IV is the strongest promotion. But it does compare very well to C3 and perhaps better than you initially realised. In any case, so what if C3 is better for the longbow surviving the mace attack? What I said was that the longbow definitely beats the C3 mace, that was my point and that was all I corrected you on.
And, if he attacks an UNPROMOTED macemen in the jungle, he has only a 22.9% chance to win!
What is the point of this example. Do you really think a PRO leader, who might choose to build some xbows, is going to use a longbow to attack a mace
in a jungle. Honestly why do you even mention such an absurd battle scenario?
So, with a whopping FOUR promotions, you've ALMOST managed to equal the performance of an unpromoted macemen. What this really shows is the power of defensive terrain.
It is true the power of defensive terrain should not be underestimated, and in these examples it's important. But I have never said longbows are good at attacking at a huge disadvantage. Your example is completely pointless.
Also, to be fair it should be described as 3 promotions. After all I am arguing that you should never use four drill promotions on a non-PRO leader. It's the fact you get it in 3 promotions which is powerful.
Of course, but some situations occur much more frequently than others. Rarely do you get the chance to attack unsupported melee with Xbows, and when you do, the battle is so one-sided that you don't really need extra promotions to win. Knights will also work here. Whereas, you frequently get attacked by LARGE stacks of knights, and extra promotions on pikemen can help a lot since it gets them the anti-mounted promotion faster.
I'll remind you crossbows come much before both maces and knights, and are also cheaper than maces and knights. Also, PRO leaders can build the horses and pikes you mention. PRO leaders need 3 promos for formation on their pikes, but then so do every leader who's not AGG. But even without formation pikemen are very effective against mounted even at C2. C2 pikes are not exactly weak.
Well, with enough siege you can win anything, sure, but when you're attacking a city, macemen or knights are just far more cost effective than longbows.
Longbows and crossbows are cheap, and with enough siege they do the mop up almost as easily as knights or maces, and they earn more xp for doing it.
I call it game design flop, nonetheless "this trick" is Protective's most powerful asset for the early game as it is. A single chop on normal speed is worth 300-500 gold.
There are 85 turns between 2000bc (when you start getting cities) and 500 AD (say, end of early game). Which means, Organized has to save you 5 gold per turn on average just to match a single chop...two chops, and it's 10 gold per turn, etc.
Mind you, this is gold, and gold modifiers are not as easy to come as library and academy in the early game. On a forest-y enough map "this trick" surpasses not only Organized, but Financial as well.
Ok I'm glad you weren't being sarcastic. It surprised me to find someone with the genuine opinion that this is the strongest feature of the trait, is all.
I'll have to think about the consequences of what you described further, and try it in a game.
Most people struggle with Protective because they try to use it the way you do: building Castles for 25% espionage (25% on what??), wasting experience for Drill IV (not good enough v the AI). The Globe synergy is nice but Aggressive is better and Industrious is even better for setting up NE, HE, and Globe faster. I'd rather have my Rifles fight Longbows than my Drill I Rifles fight Rifles.
I admit I am a fan of the EE, and will happily use that in every game if I have to. Short of having no competitors, EE can be done in pretty much every game.
You said castles give 25% on what? That's the point, if you run an EE, you can start to significantly bump the slider at castles, and moreso at Nationalism. With a great spy already in your best commerce city as a Scotland Yard, and combined with the fact an EE is more efficient than
any other economy, going all out EE is very strong. Alternatively, bumping the esp to even 20% would be entirely reasonable IMO. It's true you might be fighting rifles with rifles, but at high difficulties where we're likely to be challenged, there's no way we can realistically hope to be fighting longbows with rifles. It would be nice to have minimum tech parity with every AI, and more likely a slight advantage over every AI, because you can steal from the
one AI that has the tech.
At castles, you could send your science slider to 0 and put esp up as high as you can. Alternatively, keep some science til you get to Nationalism and/or Constitution (for jails). After those things, you will have 100% esp in your commerce cities, and you will have 200% esp in your best commerce city (more if you got more great spies).