A weakness I forgot about is protective does much less for you in terms of dealing with pillagers. As pillagers are often mounted, theyre often immune to first strikes. If your cities are ridiculously well-defended, that also encourages a foe to simply destroy the countryside.
If I recall correctly, a 1:1 strength ratio is the point at which two first strikes would give you the same odds of survival as an extra combat promo. While actual survival percent is what I consider most important, I do acknowledge there are other factors like health upon winning.
Yeah that's true - I had forgotten about that.
Just below 99%, like 98.7% is common, will give you 2 exp for a non-drill unit - that's the "sweet spot" for me.
Yeah I was referring to the CG. Drill I seems inconsequential to me in inself, though it does lead to other promos.
No I didn't forget, though I don't use forts very much. If I have forests outside all BFCs, I generally checkerboard preserves. I have heard a fort could make a good decoy for the stupid AI, but haven't tried it because I'm afraid they'll just go around and pillage or take a city that could have been better defended.
Yeah that's true. I don't play multiplayer but I've heard PRO is stronger there.
Well that's just it, that city will constantly produce military units only stopping to produce things like forges and factories. It will produce about 2/3 of my military units. The other 1/3 will be built by production-rich, commerce-poor cities. One will build a stable and focus on mounted. Another will build extra siege. The main military city pumps out CG III defenders and CR III attackers.
That's not the case though if you're talking about strengths that are comparable, and they are more likely to be since drill doesn't add to strength. My understanding is that the strength ratio determines not only how hard a foe will be hit per round, but also how likely you are to hit instead of them.
Siege is the usual. If the city has a small number of strong defenders it may make more sense to use a flanking cavalry or guerrilla gunpowder, but putting your strongest CR unit sounds like something you might do on a quick game. I play marathon, so I couldn't stomach doing that to my level 8 uber raiders, lol.
I'll have to try that next time I randomly get a protective leader.
Combat 1 makes it significantly easier to get pinch or formation CRIII units. I typically do a mixture of pure combat after CR and unit specific counters, then I use the one that has the highest odds of winning, though I typically use siege until they have a 95%+ chance. Now that siege doesn't get combat promos, they're even more expendable.
Makes sense to have a few units like that when you start with drill I anyway, but probably not otherwise... I can't imagine how that could be decisive, but I'll have to try it.
I recall trying to find the strength ratio at which a first strike was equal to a +10% strength in terms of victory odds and I recall it was somewhere around there.
I doubt I'll come to share your drill obsession, but there's got to be more to drill than I've used, lol.
First strikes are not necessarily inferior to combat promos. I agree that Drill I in particular, and to a lesser extent Drill II and III are weak, but Drill IV just as strong, if not stronger than Combat 4.
If I recall correctly, a 1:1 strength ratio is the point at which two first strikes would give you the same odds of survival as an extra combat promo. While actual survival percent is what I consider most important, I do acknowledge there are other factors like health upon winning.
A reminder that generally Drill promotions are earned at a faster rate than combat promotions. I don't mean this loosely. PRO drill units reach Drill IV very quickly if you use them for attacking (remember attacking is twice as xp profitable as defending). It might take 3 battles for a unit to reach Drill IV, but 6 battles for a unit to reach Combat 4, so in all fairness the two promotion lines should not be compared promotion for promotion anyway.
Yeah that's true - I had forgotten about that.
The faster xp earning ability of drill units is usually ignored however, because people do not use drill troops to attack. It's very easy to regularly take 3xp from very safe battles with Drill IV units (I'm talking odds in the high 90s), whereas CR3 units or C4 or C5 units will earn typically 1 xp, sometimes 2xp for the same battle odds.
Just below 99%, like 98.7% is common, will give you 2 exp for a non-drill unit - that's the "sweet spot" for me.
See it seems you are going back to assumptions again. You say "combat I is always useful, not only in cities." It seems by that you are implying that Drill promotions are not useful outside cities? Perhaps you were referring to the CG promotion.
Yeah I was referring to the CG. Drill I seems inconsequential to me in inself, though it does lead to other promos.
Did you forget CG promotions work in forts? Try building a fort in an important strategic location in a MP game then chuck CG3/D1 (that's only two promos for a PRO leader) units in there and see what a human player tries to do to it. That little tactic will establish control of the immediate area. It can be argued that area control like this is much more important in MP than SP. The forts 25% defense cannot be bombarded like a city's.
No I didn't forget, though I don't use forts very much. If I have forests outside all BFCs, I generally checkerboard preserves. I have heard a fort could make a good decoy for the stupid AI, but haven't tried it because I'm afraid they'll just go around and pillage or take a city that could have been better defended.
IMHO, the point here is more that the AI is not very effective in war. If the AI had the smallest amount of extra intelligence to not have its SoD wiped out so easily, this probably wouldn't be a criticism of PRO.
Yeah that's true. I don't play multiplayer but I've heard PRO is stronger there.
I agree that IMP and especially CHA are nice traits. I don't believe IMP outdoes PRO though. You may have more settled generals but they only give 2xp each, and only in one city.
Well that's just it, that city will constantly produce military units only stopping to produce things like forges and factories. It will produce about 2/3 of my military units. The other 1/3 will be built by production-rich, commerce-poor cities. One will build a stable and focus on mounted. Another will build extra siege. The main military city pumps out CG III defenders and CR III attackers.
You seem to make a leap of faith here. I could have said, with just as much justification, having more rounds before battle to deal free damage to the other combatant means first strikes dwarf other promos.
That's not the case though if you're talking about strengths that are comparable, and they are more likely to be since drill doesn't add to strength. My understanding is that the strength ratio determines not only how hard a foe will be hit per round, but also how likely you are to hit instead of them.
Are you forgetting siege? I and most people (I assume) usually use siege at the beginning of the round of atacks on a city. A few people round here (like TMIT) argue that often the strongest CR units should be used before the siege units.
Siege is the usual. If the city has a small number of strong defenders it may make more sense to use a flanking cavalry or guerrilla gunpowder, but putting your strongest CR unit sounds like something you might do on a quick game. I play marathon, so I couldn't stomach doing that to my level 8 uber raiders, lol.
In any case assuming you use siege first or somewhere near first, you can ensure Drill IV units have a very easy time taking down cities. You said a couple times Drill units are only strong when there is a tech lead. They are in fact very strong when the units are slightly damaged. Having the defenders slightly damaged (from a few siege units) makes those drill units have an easy time taking down those defenders without taking a single hit. So in this way medics are pretty much unnecessary. I admit I use CR troops along with these drill units, sometimes using the CR ones directly after the siege, then using the drill troops. But only a fool would blindly choose drill over CR for attacking cities.
I'll have to try that next time I randomly get a protective leader.
Combat 1 doesn't make a CR3 unit much better so AGG doesn't really do much if this is your city attack strategy.
Combat 1 makes it significantly easier to get pinch or formation CRIII units. I typically do a mixture of pure combat after CR and unit specific counters, then I use the one that has the highest odds of winning, though I typically use siege until they have a 95%+ chance. Now that siege doesn't get combat promos, they're even more expendable.
Main point to take away from this: Use drill troops when the defenders have taken at least a little bit of damage from siege or CR units. They won't have the problem of defenders popping up that ignore the counter promos, since nothing counters drill promos (yes I know most mounted units do but mounted don't receive defense bonuses either).
Makes sense to have a few units like that when you start with drill I anyway, but probably not otherwise... I can't imagine how that could be decisive, but I'll have to try it.
I don't know where you pulled the 2:1 from. Even as little as about 1:1 can be reasonable sometimes.
I recall trying to find the strength ratio at which a first strike was equal to a +10% strength in terms of victory odds and I recall it was somewhere around there.
I doubt I'll come to share your drill obsession, but there's got to be more to drill than I've used, lol.