Sciguy001
CiV Great Scientist (duh)
All of the other traits open up so many options and posibilities; with the protective and aggresive traits only open up a few.
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.
All of the other traits open up so many options and posibilities; with the protective and aggresive traits only open up a few.
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.
Assuming one is sensible enough to keep longbows on hills or forests or forts or cities whenever possible, basically spending little or no time on flat ground, then longbows stand up to almost anything.His point is that PRO is a waste of a trait. Drill IV isn't really all that good... usually a combat 3 unit can beat the same unit with Drill IV.
Um isn't every unit in BtS situational? CR3 maces aren't good on flat ground when xbows are around... That makes them situational. When units are employed in situational roles, it just means one has to use some tactics in how they deploy their troops. Crossbows are actually a very strong unit for their cost, as they have no counter other than mounted, and mounted are rarely a problem for crossbows when there are even 1 or 2 pikemen to help out.And, I guess you're just building lots of longbows and Xbows to take advantage of PRO. But, longbows are quite week unless they're defending a city, and Xbows are very situational.
If you believe longbows are not useful, then you probably haven't seen what they can do. I would agree xbows are probably more useful than longbows for attacking, considering they have the bonus against melee but cost a little bit more, but I like to show people how even longbows can be used in attack when they have Drill IV. Even with these Drill IV units it's still all about siege of course, and if your opponent has a huge amount of siege you'll need the mounted units too.Most of the time, you'll just want more mounted/seige/melee, and every time you build one of your precious Drill IV longbows, you're sacrificing a more useful unit.
Correct.
Most people don't recognize the power of the protective wallchop. A single wallchop can match the contribution of, say, Organized in the early game. On maps with stone and lots of forests wallchop is simply overpowered.
I've been playing around a bit with longbows offensively since piece insists it can work.
Basically they're pretty versatile. IMO, pursuing drill IV on most of the longbows, assuming PRO, isn't THAT good to do. However, the counter promos are where it's at with PRO longbows.
I absolutely agree that siege is still the main factor when it comes to taking on stacks or cities. Especially in the earlier assaults, even the Drill IV units will only be drill IV and not really any better (odds-wise) at following the siege than CR units. But once they start to pile on more xp, I would propose they reach the 17xp and probably the 26xp promotions faster than most units. At these points, they can be specialised very effectively to pretty much any other role, and since they keep the Drill I-IV promos, they are now extremely deadly in their specialisation. It's as if Drill IV units need more care in the investment phase (reaching Drill IV, and then to a lesser extent reaching one more promotion), but they yield greater returns (in promotions) eventually. For example, a Guerilla 2 Drill IV longbow is pretty deadly (to would be attackers). And anything CG3 D4 (though admittedly hard to do) is invincible in a fort - even siege won't touch that sucker.The limiting factor for it is production, you need a lot of siege. Assuming you can field it, you have access to stack defense until the AI gets guilds - a fairly large window. Cats aren't great at engineering though, but you can get vassalage earlier than that. From there you take formation vs HAs (and elephants), shock vs melee, and straight down drill for city busters. Not bad.
My opinion of PRO still doesn't shift up (IMO it's still the weakest trait), but it does close the gap at least. Unfortunately, it is the sole military trait that offers no help in the ancient or classical era (regular archers don't have enough base str). I suppose if the AI doesn't have horses you can catapwn people though, since they'll hold cities and the cats can take care of pretty much everything but finishing off miserably damage units.
A very reasonable conclusion IMO. I think AGG is slightly behind PRO but nonetheless I agree much of your analysis is very objective.Better than I thought, but still a little behind aggressive IMO.
So, PRO-haters (and I include myself), let's quantify.
Suppose there were a random event which occurred early in the game, only for PRO leaders. And the text box says:
"Your leader has seen the error in his ways, and is willing to give up the Protective trait. However, there's no guarantee he'll gain another trait as recompense.
-- No thanks, I'm happy with Protective.
-- Absolutely! Lose Protective. 33% chance of gaining another trait at random."
Would you take it? More generally, at what percentage would you take it?
So, PRO-haters (and I include myself), let's quantify.
Suppose there were a random event which occurred early in the game, only for PRO leaders. And the text box says:
"Your leader has seen the error in his ways, and is willing to give up the Protective trait. However, there's no guarantee he'll gain another trait as recompense.
-- No thanks, I'm happy with Protective.
-- Absolutely! Lose Protective. 33% chance of gaining another trait at random."
Would you take it? More generally, at what percentage would you take it?
By the way, since Drill IV longbows are apparently like the pedestal of the protective trait, where exactly do they come from? Even with protective they still need to earn three promotions... do they get it out in the field? Barracks + Theocracy + Vassalage (sacrificing powerful civics like bureaucracy and OR) will only give 7 exp, you still need two settled great generals so unless your imperialistic, charismatic, or have had a lot of wars it seems like it'll be hard to start churning them out in large quantities.
Piece-I wouldn't call myself a Pro-hater by any means, but I am in the camp that it's still weaker than the rest...that being said one of my favorite leaders to play for whatever reason is Toku. I guess I love Samurai. Anyhow...even as Toku, I've never really messed with Drill much. You have made me a little curious about Drill IV, any chance you'd want to write up an article on the uses of it?
True but... The same C3 mace, attacking a C3 longbow, has only a 29.4% chance to kill the longbow. And, if he attacks an UNPROMOTED macemen in the jungle, he has only a 22.9% chance to win! 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.Assuming one is sensible enough to keep longbows on hills or forests or forts or cities whenever possible, basically spending little or no time on flat ground, then longbows stand up to almost anything.
Your C3 mace, attacking a Drill IV longbow in this case (forest or hill or fort) will have a 36.3% chance to kill the longbow. IMO that is pretty good odds for what is one of the strongest attackers, and the most basic of defenses (I didn't even include fortify bonus).
So how can you claim usually a C3 unit will beat a D4 unit?
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.Um isn't every unit in BtS situational? CR3 maces aren't good on flat ground when xbows are around... That makes them situational. When units are employed in situational roles, it just means one has to use some tactics in how they deploy their troops. Crossbows are actually a very strong unit for their cost, as they have no counter other than mounted, and mounted are rarely a problem for crossbows when there are even 1 or 2 pikemen to help out.
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.If you believe longbows are not useful, then you probably haven't seen what they can do. I would agree xbows are probably more useful than longbows for attacking, considering they have the bonus against melee but cost a little bit more, but I like to show people how even longbows can be used in attack when they have Drill IV. Even with these Drill IV units it's still all about siege of course, and if your opponent has a huge amount of siege you'll need the mounted units too.
Remember too that longbows are cheap. You can build 7 longbows for the cost of 5 maces, and 6 crossbows for the cost of 5 maces.