Just a few notes on Protective. Pleae keep in mind I play Huge maps at Marathon speed. Speed doesn't affect Protective but it is the game speed that is meant for huge maps
I like the happiness from walls and castles idea. How would I mod that in?
I prefer a solid +10% strength over Drill 1. I prefer Combat 2 over Drill 2.Refresh my memory. What Promotion other Combat 2 does Combat 1 open that Drill 1 does not?
Melee units let me take enemy cities and when they have more strength, they'll do so more easily.Yeah . . . melee units. Whoopee!![]()
There's a difference though in specialists and archers/walls/castles. One is key to keeping up and surpassing the AI in tech at high levels and the other means you aren't playing right as the AI runs and pillages through you lands.![]()
god i hate protective so much. It's like
"hey there Mr. Axe, come and get me! I've got level 4 archers and big city walls everywhere"
"no thanks. I think I'll just pillage this gold mine instead."
"What... no don't do that. come and attack me."
*gold mine destroyed*
*1 unhappy face appears everywhere*
"yeah well... you'll be sorry when you decided to attack me!"
*more pillaging*
It seems you are missing the fundamental advantages of this trait totally...
First, the religions come from the AI, you don't have to chase them (and in fact, you shouldn't, as the more AIs that have different religions, the better for you.
Second, you don't seem to understand the real strength of spiritual, the continuous switch between slavery and caste alone is worth a difficult level.
enough off topic.
You seem to misunderstand the following: Just because you can do something, it doesn't mean it's good or efficient.
Leveraging philo with specs is a strong move, leveraging pro by building a lot of walls is in most situations dubious.
You have limited ressources in a given situation and those are to be spent as efficient as possible.
Leveraging something weak is still something mediocre.
more like a military academy. But the AI also gets this as well. And if there are leaders with high military unit spam coding, that is just bad juju.1. PRO is, in fact, affected by speed. Like the other warmonger traits, it benefits from a free heroic epic in every singe city on the map that marathon yields.
What happens when you're on the bad side of that? You will realise just how loooooong that time frame can be.When you hit gunpowder ---> rifling, this is an advantage that lasts ridiculously long.
That is usually as the game has progressed and the player compensates for the AI bonuses with superior decision making abilities. People often mistake the gunpowder era as the period when Protective really shines. I disagree. At that stage of the game it is all about siege units and collateral damage. By the time the cannons have finished with you, you would need CG50 to survive with your shredded little troops. It is in the early game when the human playing on a level that challenges his/her abilities really benefits from Protective. Playing from a tech inferiority at times when a cheap wall/castle might save a city. Or that extra CG promo on your defenders means you might have 1 or two left when the smoke clears.2. Some people gain and hold tech leads on deity. I'm not one of them, but they'd have a hard time moving up. Most players can, however, attain a tech lead at some point on their proper level.
And a lot of maps are diplomatic nightmares. On standard size you usually only have 2-3 ai on your landmass. Just keep one or two happy and attack the third. Try a huge map. You usually have 5-6 ai on your landmass. pretty much whoever you attack has friends that you take a diplohit from. Everyone is constantly demanding you quit trading with someone. Which diplohit do you want? the one for continued trading or the one from stopping trading. With that many AI, wars are dogpiles and ally vs ally. You get a 3 on 3 ai war and I guarentee within 2 turns you get 6 requests to join the war. Do you join? Or do you get a diplohit with 6 different Ai? And if you join...you better hope you pick the right side.3. A lot of maps allow diplomacy such that you're never invaded or threatened. This is actually over 50% of my games (happens to be independent of level!). Barring deadly warmongers spawning in such a way that they only border you, its almost always possible to duck early war. Often, if it isn't, you attack the sole threat. PRO might help if you get surrounded or something, but that's quite rare.
It's the niche things that ad up. A little here and a little there. Other traits are something of a one trick pony. They do one thing extremely well with a couple discounted buildings. Pro, expansive, imp and some of the other so called "lesser traits" do things that work well when combined with other strategies.4. IMO, siege + almost anything is probably the best defense. It will own stacks. Counter units can be built to knock off stray pillagers. While shock longbows and whatever might be helpful, it's a bit of a niche thing.
The only place where Protective really gives a civ an advantage is in passive city defense (CGI/DI Archer and Gunpowder units with cheap Walls and Castles). The DI promo is very insignificant outside of defending cities where the units having it won't often have a modified strength advantages and the extra trade route and espionage bonus provided by Castles is very shortlived.
Bumping your power graph with having to pay unit upkeep is dubious? That's normally what I'm aiming for with protective leaders and walls.
People are repeatedly saying Protective is weak because it can't do what Aggressive can or Charismatic.
So what?
It also can't do what Industrious can, nor can it do what Financial can. If it were used exactly the same way in exactly the same situations as a different trait, then there wouldn't have been much point in adding it in the first place, would there?
I understand the strength of Spiritual just as I understand the strength of Protective. Most people on this thread seem to be separating one piece of Protective off from the rest and demonstrating how that's inferior to some other trait, instead of taking Protective as a whole (e.g. Drill is worse than Combat if you aren't using Siege to take cities, therefore Protective sucks).
I certainly understand people saying that the play style of Protective doesn't suit them. What I don't understand is people saying Protective is weak because they feel the game should have been named Sim Axeman instead of Civ IV.
That is one way of looking at it. Another way is certain traits REQUIRE you to change the way you play to get the most out of them.In order to be good, a trait has to either:
1) Offer enough of an advantage that it's worth changing your playstyle/strategy to benefit from it. PHI, FIN, and IND are good examples.
Everyone also builds garrison troops.2) Help you do things you otherwise would, or reduce/eliminate costs you would otherwise face. ORG is a great example, as are EXP and IMP. Everyone pays civic costs and builds workers and settlers.
And why can't the Pro bashers get it through their heads that Protective leaders can do the same thing? Just because you have better garrison troops does NOT mean you are going to sit in your cities and hope the mean enemy SOD goes away. YES pro leaders can build counter stacks to deal with the enemy SOD. Why wouldn't they? What part of the Protective trait prevents them from doing so? They can probably do a better job than non-pro non Agg leaders because they spend fewer hammers on defensive troops and can devote more towards the anti-SOD stack. Three CG3D1 Longbows are as good as four CG2 Longbows. That being said, for every border city you want a strong garrison in, you save 50 hammers. A cat cost 50 hammers. If you have 5 border cities that is 5 extra cats. In the collateral damage fight you mention above, would you like to have an extra 5 cats to throw against the enemy SOD? I sure would. Yes indeed I most certainly would.The thing about PRO is, "being attacked in your cities" is not generally a good strategy, and it doesn't become a good strategy just because you're PRO. You're still better off confronting his SOD with your SOD and winning the collateral damage fight.
Protective is underrated by the vast majority of people on this forum for the simple reason that most players feel the only way to play Civ IV is to attack people with axes, and if you for whatever reason don't do that, you're a suboptimal player.
While your protective units definitely are better at holding the cities than others they don't stop pillaging and they don't help counterattacking which is what you want to do on the defensive in civ.
Obviously, if you build only one type of unit, you can only do one type of thing. Are a protective player's mounted/siege units somehow worse than a non-protective player's? Do you have some sort of handicap on all your other units because your ranged/gunpowder units are strong?
Additional, it's rare that you need more than 1 or 2 whipped walls in an entire game and I have never built a castle with the exception of being Izzy.
That's nothing -- I rarely make lots of Civics changes and don't pursue religions, so Spiritual is even more worthless than Protective!
I typically settle great generals till I can produce CG3 units in the heroic epic city, and I typically have only 2 or 3 cities build military units.
And so Protective is weaker because it can produce CG3 Drill 1 units with only two promotions?
For aggressive, you can get medics faster.
Drill also opens up medic.
Castles would be good if they didn't go obsolete so fast. Engineering and free market are not that far apart due to the liberalism race and the secondary race to get the great merchant, which I normally use for my first golden age to switch to free market.
Yep, it's Protective that locks people into only one strategy.
Protective only buffs archery and gunpowder units while aggressive buffs a whole plethora of units
Yeah . . . melee units. Whoopee!
That is one way of looking at it. Another way is certain traits REQUIRE you to change the way you play to get the most out of them.
Everyone also builds garrison troops.
And why can't the Pro bashers get it through their heads that Protective leaders can do the same thing? Just because you have better garrison troops does NOT mean you are going to sit in your cities and hope the mean enemy SOD goes away. YES pro leaders can build counter stacks to deal with the enemy SOD. Why wouldn't they? What part of the Protective trait prevents them from doing so? They can probably do a better job than non-pro non Agg leaders because they spend fewer hammers on defensive troops and can devote more towards the anti-SOD stack. Three CG3D1 Longbows are as good as four CG2 Longbows. That being said, for every border city you want a strong garrison in, you save 50 hammers. A cat cost 50 hammers. If you have 5 border cities that is 5 extra cats. In the collateral damage fight you mention above, would you like to have an extra 5 cats to throw against the enemy SOD? I sure would. Yes indeed I most certainly would.
Try playing a larger map than standard. There are a lot more cities to take when you go to war. So you have a much larger garrison:assault troop ratio. That means a larger number of your troops benefit. On a huge map you can expect the enemy to have 10-12 cities by the time the peaceful rex phase is over and your borders collide. Once the enemy SOD has been engaged in the field I can hold new cities with just 2 Protective garrison troops as opposed to 3 for non protective. That means I need 10 fewer troops built. I pay 10 less gpt in unit costs. Or is it 20 once you leave your own borders? Gpt aside, 10 fewer garrison troops means 10 more siege units, assault troops or stack defenders.
Get stuck in the middle with 3-4 AI around you. Which border cities do you want to lose?