Airefuego
King
Edit: d'oh double post
Post one from a ramdom start, I'm sure someone will then show you a shodow with a strong trait.What I would really like to see, is a game walkthrough from someone who thinks the trait is weak, using it in what they believe is the best way to use it.
Now we are down to the free drill promotion, luring the player on the weakest of the promotion lines, useless against the AI-beloved mounted to boot.How many people who are pooh-pooh'ing PRO have effectively utilised Drill IV troops?
Post one from a ramdom start, I'm sure someone will then show you a shodow with a strong trait.
That's ok, Protective leaders still have pikemen to use. If they go for engineering, they might have pikes earlier than most leaders. I really don't agree that mounted units expose a weakness in PRO for that reason. Even someone who loves Drill IV as much as I do, would not be foolish enough to rely on those units and use nothing else - especially for countering mounted units.Now we are down to the free drill promotion, luring the player on the weakest of the promotion lines, useless against the AI-beloved mounted to boot.
Read your first sentence again.Besides my point was not that a strong trait can't be played better. I'm just trying to say that most players who dismiss Protective quickly probably do so because they are unaware how to best utilise the trait. These players however are probably perfectly capable, experienced and probably very good at using the more mainstream traits.
How high is the percentage of dedicated anti mounted units in your SoD?That's ok, Protective leaders still have pikemen to use. If they go for engineering, they might have pikes earlier than most leaders. I really don't agree that mounted units expose a weakness in PRO for that reason. Even someone who loves Drill IV as much as I do, would not be foolish enough to rely on those units and use nothing else - especially for countering mounted units.
I'm glad you asked!
Bandobras Took already gave the simple answer, and he is right.
For an explanation of how much xp you earn from battle, see the first post in this thread.
Basically, the xp earned depends on the relative strenths of the two units, factoring in the health of each unit, and all defensive bonuses, promotions and other situational modifiers.
The one thing however, which does not factor in is first strikes.
Also, attacking is worth twice as much xp as defending. If you ever put two equal strength units on flat ground against each other (with no first stikes), each will have 50% odds of winning the battle, but the attacker would earn 4xp if he wins, while the defender would earn only 2xp if he won.
Consider a unit which can get Drill IV. Let's say a longbow. A longbow starts with 1 free first strike, and when he obtains Drill IV, that gives him another 3 guaranteed first strikes and 3 first strike chances.
It brings him to a total of 4-7 first strikes.
Now let's look at a real example.
Suppose we have a defender unit which has no first strikes and full health. Suppose we have two attackers to choose from; One of the attackers is a unit without first strikes (it might be a CR3 maceman for example), the other has 4-7 first strikes (maybe a drill IV longbow or crossbow).
For the unit with no first strikes, these are the ranges of battle odds which would yield, 3xp, 2xp and 1xp respectively.
3xp (50%,78.21%]
2xp (78.21%, 99.12%]
1xp (99.12%, 100%]
For the unit with 4-7 first strikes, the odds that would yield the same xp are:
3xp (83.64%,96.02%]
2xp (96.02%, 99.96%]
1xp (99.96%, 100%]
(lower than 83.64% odds would yield 4xp or more, if you're daring to fight at odds that low!)
As you can see in this example, the Drill IV unit can fight battles at just under 96% odds and take away 3xp. These battles are fairly reasonable to consider as safe. The maceman on the other hand, would need to fight at oods below 78% to expect to earn 3xp.
Now, when the defending unit is injured, these odds can skew even further, making it even easier for the Drill IV unit to take 3xp. But the way it skews can be a bit hard to predict because it depends on "jump points", which I probably should not discuss here.
Also, it might look like the CR3 unit will take away 2xp fairly regularly. However, the reality often is that the CR3 and other promos can put the unit's strength up so much higher he will only take 1xp. This might be considered acceptable because he is also guaranteed a win. But the Drill IV unit can have a very safe fight at 96% odds and take 3xp. That unit could earn xp three times as fast, opening up new promotions much easier than the CR3 unit does, and earning great general points faster than the CR3 units. Finally, after all that attacking, the Drill IV unit is a great multi-purpose unit! It is still perfect for the job of defending cities if necessary. The CR3 unit on the other hand is not going to be useful when not taking cities. But the really cool thing about the Drill IV unit, is that because this unit now has all those first strikes, when it does now start taking promotions which affects its strength etc., it still enjoys that easy xp earning!
EDIT
One thing you must remember is that Drill is all about Drill IV! The Drill IV promotion is almost worth the same as Drill I, II and III all combined. That is why playing as a non-PRO leader makes using the drill line more difficult - for them it's a lot more difficult to get to Drill IV.
There is merit in this argument and easier drill 4 is a major plus point in favour of Protective but don't over state the case for drill. It is only a part of the package of benefits.Not really. Drill IV comes at 10xp for PRO leaders, which is very easy to get - that's my point.
I argue that the drill promotion line is pretty much not useful if you are not PRO, since it takes 17xp to get to Drill IV (the target promo which makes the drill line worthwhile). Unfortunately, Drill II and III are not the best promotions in the world either, so it's all about getting to Drill IV asap - a lot easier to do when you are only 5xp away and have Drill III, than being 12xp away and only having Drill II. Do you see what I mean?
Ok for you personally, but for me these are by far and away the most important and universally applicable benefits of Protective. The free CG promotion is best single advantage, in my opinion, and means that many CG3 defenders can be build with only 5 exp. The fact that the bashers can't see how to use these significant military advantages is why they underestimate the trait.Personally, I can fit walls and castles, and even CG promotions into my strategy, but these are not the only things that can be utilised.
Using forts in the BFC of a border city is a major part of my defensive strategy and has won me several games (including non-Protective ones) by decisively defeating a superior invading force. It is an incredible force multiplier, and a fort on a wooded hill is the strongest defence possible in BtS. Several CG3 defenders make such a fort impregnable. Protective is again the best trait for using this defensive ploy. The fort does not even have to be attacked to be useful, as having a place of safety to heal damaged troops and to launch weakening attacks from is a major advantage.If you don't use forts, and don't need to defend cities, then CG is I agree, useless. But if you can be a bit more creative, and use forts in strategic locations (far more important in MP games IMO), then the CG promotions really shine. CG are sort of better in forts than cities anyway, because the 25% fort bonus cannot be bombarded. You can position forts near the path the enemy stack will take, and possibly cause it to take a much more exposed route, or have an easier time taking it down.
I disagree with you. We should not forget that walls and castles are important parts of the game. I would argue; if you play most of your games where "walls are useless" (as several people here have posted) then that is a strong indication that you are playing at too low a difficulty level or you have some contrived conditions that means the AI is never a military threat. The opinions of people who play only a restricted set of circumstances are worth less than those who have a broader range of experiences. Many people who classify Protective as weak or the "worst" trait fall into this category of playing the game their own way. There is of course nothing wrong in doing that, players should play to have fun their own way, but then their opinions aren't worth anything to other players. Protective seems to be a victim of this bias more than most traits.All I wanted to ask is that people forget the walls and castles for a moment. Obviously they still help the trait, but judging it soley on those benefits, is IMO an unfair way to judge the trait, and most people seem to do that (unless for some strange reason they avoid comment on the drill IV promotion).
Using forts in the BFC of a border city is a major part of my defensive strategy and has won me several games (including non-Protective ones) by decisively defeating a superior invading force. It is an incredible force multiplier, and a fort on a wooded hill is the strongest defence possible in BtS. Several CG3 defenders make such a fort impregnable. Protective is again the best trait for using this defensive ploy. The fort does not even have to be attacked to be useful, as having a place of safety to heal damaged troops and to launch weakening attacks from is a major advantage.
I disagree with you. We should not forget that walls and castles are important parts of the game. I would argue; if you play most of your games where "walls are useless" (as several people here have posted) then that is a strong indication that you are playing at too low a difficulty level or you have some contrived conditions that means the AI is never a military threat. The opinions of people who play only a restricted set of circumstances are worth less than those who have a broader range of experiences. Many people who classify Protective as weak or the "worst" trait fall into this category of playing the game their own way. There is of course nothing wrong in doing that, players should play to have fun their own way, but then their opinions aren't worth anything to other players. Protective seems to be a victim of this bias more than most traits.
Read your first sentence again.
To me this sounds as if we agree that pro is weak
As for the "know how to play" thing, I know what you mean cause I have the same problem when I talk about spi, many players don't know the strength hidden in this trait.
However, the thing with pro is not that there is nothing to leverage, it's just that most other traits give you more in most cases, so it's all about relativity.
PieceOfMind said:What I would really like to see, is a game walkthrough from someone who thinks the trait is weak, using it in what they believe is the best way to use it. It seems just about every person that dismisses it as a "defensive" trait show a complete lack of understanding where the trait's strengths are.
Belisar said:Post one from a ramdom start, I'm sure someone will then show you a shodow with a strong trait.
emphasised bit is inserted commentPieceOfMind said:Besides my point was not that a strong trait can't be played better. (I assume that you are reading this to mean I admit it is not a strong trait. However, admitting there are other strong traits, and ones which can possibly be played better does not imply the trait is not strong - that's simple logic) I'm just trying to say that most players who dismiss Protective quickly probably do so because they are unaware how to best utilise the trait. These players however are probably perfectly capable, experienced and probably very good at using the more mainstream traits.
How can you expect me to answer that? Obviously it would depend on how many mounted units I expect or know the enemy to have, the type of terrain they need to use, the tactical stituation etc. However, in most stacks, only a few anti-mounted troops may be needed. Obviously if you know your enemy has 30+ cavalry you'll adjust, and frankly, if you have the espionage points the EE is going to give you, you'll be able to see all their units in their cities.How high is the percentage of dedicated anti mounted units in your SoD?
I disagree with you. We should not forget that walls and castles are important parts of the game. I would argue; if you play most of your games where "walls are useless" (as several people here have posted) then that is a strong indication that you are playing at too low a difficulty level or you have some contrived conditions that means the AI is never a military threat. The opinions of people who play only a restricted set of circumstances are worth less than those who have a broader range of experiences. Many people who classify Protective as weak or the "worst" trait fall into this category of playing the game their own way. There is of course nothing wrong in doing that, players should play to have fun their own way, but then their opinions aren't worth anything to other players. Protective seems to be a victim of this bias more than most traits.
First of all I'm assuming
I myself have never
I believe
if you actually try to rely on your actual trait against an opponent with siege it will crumble.
If they are garrison units they are better off behind walls than on the field.This has to be like the dozenth time I've ever heard this phrase: "If you find yourself never needing walls or castles you must not be playing at your proper skill level." And really... what? I get declared by AIs with larger armies than mine moderately frequently in the earlier portion of the game, and never does having my garrisan units cower behind castle walls seem like a good idea.
First of all I'm assuming the your opponent is fighting somewhat intelligently, that is with a large stack with seige. Sometimes the AI doesn't do this, sometimes it does, but for now let's assume it is. With equal forces with seige, the attacker always wins. Collateral damage is simply too powerful. You don't want to just sit still and let your opponent inflict it upon you, you want to use collateral or flanking to weaken and kill him. If Julius comes at me with a stack of praets and cats, I don't want walls and archers, I want axes and catapults. If I do things right I don't want his units to attack my city at all, walls and castles merely bide time as he'll take longer to bombard down the defenses.
If a PRO player did that I would laugh. You can't honestly be suggesting you think that's how a PRO player best uses his trait, are you?Now maybe I am missing something here. I mean after all I myself have never sat still with a large force of archers behind and castle and sat and waited for my opponent to charge. Maybe I'm missing something.
Like I said in an earlier post, for many the negative perception of the PRO trait stems from the way the AI uses the trait. The AI, even the most aggressive ones are mostly pathetic in mounting any sort of effective offense. Just because for once their units in cities seem hard to kill, you make the quick conclusion that that is the best way to utilise the trait.However I believe I have seen this strategy in play many times -- It's what the AI does! I have fought many protective AIs in classical or medieval warfare before, and they hole up behind their cheap castles with their cursed protective longbows. But you know what happens? Trebuchets and macemen, using the power of collateral damage, still mow them down just like anyone else. Enough protective civs have fallen to make me really not want to imitate them in my strategy.Yes they are more annoying than regular civs but they still die in the end.
You're right. It does make no sense. But as I said, when has imitating the AI every been a good plan? You'd never make it past noble if you only ever did that.So why the heck do I want to copy the protective AI? Makes absolutely no sense to me.
What you say is true but it's hardly appropriate to mock them for making that point. The reason they were making that point was because people had claimed PRO is actually weaker because for some reason PRO leaders couldn't build anti-pillagers. Now you think because you read this counter-argument the PRO player was trying to advertise that as a strength over other traits? Whichever person's post you read, I suggest reading it again, and you'll see they were replying to another person that had made an absurd criticism of PRO.Now another guy said that protective civs can build counter units to fend off stacks or pillaging armies. Well certainly that is true, duh. But any other civ can as well, they get no bonus from it. Aside from the Drill I for gunpowder, you might as well have any other trait!
Sure there is a little added security from surprise or ill-prepared attacks but if you actually try to rely on your actual trait against an opponent with seige it will crumble.
Longbows and crossbows are probably not technically as powerful as maces. But then they're cheaper than macemen as well (longbow50, xbow60, mace70)I don't like longbows or xbows offensively. They're sitting ducks to knights and even horse archers, both of which will also damage your siege. Unfortunately, the reason most people favor CR is that it's available on troops with high base strength in their era...drill IV is not. I must admit limited experience with drill IV longbows, though. Can they hit cities with similar power as maces?
I haven't thought much about Drill on siege units (except MGs... Drill 3 or 4 machine guns are damn good). I'm not sure what you meant by the Drill 1 pushing it over 50% odds. Remember that because catapults are units that withdraw, they don't give you battle victory odds. Because of the way retreat odds are included in the displayed odds, it's more confusing.One thing I never see people talk about is that the drill line is still available for siege while combat is not. Once in a rare while, I notice a field battle where putting drill on cats (I promote right before attacking typically) gives me > 50% odds where I didn't have them before. This is especially true if followed up by shock in the early game. Axes/swords have some difficulty defeating shock cats, and the only way there is drill.
It works well for me on continents maps and anywhere where there is a common border with a superior enemy force. It takes some skill in choosing where to build the fort but with practice of fighting defensive wars you soon get an eye for the terrain. ZoC are unneccessary as the counter attacking forces, using the fort as a base, provide that function.It's a nice idea, but in practice I find there are rarely enough chokepoints in maps for this to work, it's all to easy to just go around the fort and it'd take too many forts to reasonably defend to make a strong border. I suppose it could force the invading stack off of defensive terrain though.
The only map I've seen with a regular ammount of chokepoints like this are highlands with clustered peaks (very interesting map by the way) and some watery ones with thin strips of land... though those can sometimes be avoided with boats.
Now if the suggestion of giving forts zones of control would be implemented, that would be a whole other story.
Has it occurred to you that the argument has been advanced a dozen times because it is true?This has to be like the dozenth time I've ever heard this phrase: "If you find yourself never needing walls or castles you must not be playing at your proper skill level." And really... what? I get declared by AIs with larger armies than mine moderately frequently in the earlier portion of the game, and never does having my garrisan units cower behind castle walls seem like a good idea.
I know that your namesake felled the walls of Jericho in 7 days wiki/Battle_of_Jericho by marching around them and blowing some trumpets.Joshua's fantasy ...
That's already something, better than the guy that thinks all traits are equal.I say it is a strong trait but I do not deny the existence of stronger traits.
I asked cause it's just that, very hard to decide.How can you expect me to answer that? Obviously it would depend on how many mounted units I expect or know the enemy to have, the type of terrain they need to use, the tactical stituation etc.
Unfortunately, keep in mind PRO doesn't benefit siege (including MGs), so the drill promos there are nothing special for PRO leaders.
The fact that you have not experienced these things tells me a lot about the level of difficulty you like to play at. Again I advance my thesis that if you are not put under a serious military threat then you will underestimate the worth of Protective. The very fact that you can contemptuously meet the invaders in the field and destroy their forces with "axes and catapults" is the evidence I need. What do you do if the AI sends an overwhelming force? Start a new game ...
It's a nice idea, but in practice I find there are rarely enough chokepoints in maps for this to work, it's all to easy to just go around the fort and it'd take too many forts to reasonably defend to make a strong border. I suppose it could force the invading stack off of defensive terrain though.
Yes, there are a great many people to convince, but it is no big deal in the end. Through this thread, I have learned several things about the PRO trait I did not know before, and I know others have learned things as a result of some of mine and other's posts too, so it's all good!That's already something, better than the guy that thinks all traits are equal.
I asked cause it's just that, very hard to decide.
Too few and your drill guys are sitting ducks. Too many and your army wastes a lot of it's efficiency.
Now if you have some combat promoted, high base-strength units instead of all those drill guys... much more versatile.
So what is your point? Can't PRO leaders build high strength units? You claim high base strength, combat promoted units are more versatile... why? I can guarantee you know the Drill IV units are going to be defending your stack a lot better than combat units, assuming you have the good sense to not run around like a cow on flat ground. The Drill IV units are actually very versatile, especially because after Drill IV they don't take long to reach another promotion, making them incredibly strong in their specialisation that they then choose. Keep in mind too the PRO leader can still build combat units just as well as any other leader, except AGG. If your sole point here is that AGG leaders can get better combat promoted troops then you got me. I'm sure that 1 less combat promotion my unit is going to turn my stack instantly into a far inferior one.