Protective Underestimated

well just to throw my 2 cents in here. i love the protective trait myself for one and use it to keep at least one unit it the city with mostly drill and one with CGs. why because the AI hits my cities alot, once the barbarians are done with it, they will role across the boarder with a stack of 20 some units including siege and jump the nearest city. they will only pillage the the route they take to the city they dont run around. i swear they learned how bad of an idea that was since i keep a good sized force or horse around to jump units that come to pillage. the 2 or 3 i have in my city may not be able to stop thier big stacks but they will sure hurt them alot while they take it so when my stack gets there they arent in the best shape. anyway i find it very useful so i can get the max CGs or Drill to defend my cities, also the drill works on offense too which means with all those first strikes they get they can beat more advanced or stronger units about 50% of the time ;) ill take that.
 
What those numbers don't say is when you've already inflicted collateral, thus the defenders are damaged, you already have overwhelming odds to win, and the more important factor is how much health do you end up with (so that you can go on to the next city).

I'd disagree that health is the more important factor. To me, the most important factor is not losing any valuable units when attacking. Collateral damage or not, CR promotions are going to give you a much better chance of winning compared to the Drill line. I'm going to take "damaged, but alive" over "dead" every time.

Unless you're not really using siege units in your city assaults, Drill promoted units beat out CR promoted units.

Again, completely disagree.

And, in non-city assaults (in the open or city defense), Drill promoted units beat out CR promoted units whether artillery is used first or not.

This is a pure strawman argument. No one has been advocating using CR promotions in the open. It's obvious (or it should be) that any CR stack will be accompanied by defensive units (pikes, crossbows, etc).

It's not situational at all... it's every single combat. That's MY point.

It is situational. In general, the Drill line gives you a poorer chance of victory compared to other promotions. Hell, it gives you a poorer chance of victory just compared to the basic Combat promotions. Once again, damaged but alive it better than dead.

Drill beats out CR promotions. CR is overrated.

I don't think you've made a case for that at all.

Look at it this way: You're using siege anyway. And, after using siege, you don't need the extra strength boost because the defending units are weakened. So, arguments touting that extra strength from CR are not relevant in practical terms. It's a mental exercise but doesn't really happen in games.

I don't want to sound like a broken record here, but that's what I'm going to have to do. Unless you are going against a pretty backwards opponent, even after using siege, your chances of victory still aren't going to be > 99.9%. At least, not for the first combats. That's where having the CR promotions does a better job at ensuring you win.

What I mean is that CR is not going to save you from death either.

What makes you believe that? You're going to have significantly better odds attacking the city with a CRIII unit compared to a Drill IV.

But, since you bring it up, we should realize that "saving some damage" is a very important factor. If you can move your army on to the next city without waiting 2-3 turns to heal, that's a big advantage.

Come on, you know better than to try and pull a line like that after your argument. You just spent multiple paragraphs arguing about how the Drill line practically requires siege usage. You think all those siege weapons are magically going to be undamaged? Of course not. So if you're going to have to sit there to wait for your siege weapons to repair, any CR units would heal in the same amount of time.

And in case you pull the "you can bring up fresh siege units" line, the exact same thing could be said for CR units.

Bh
 
And in case you pull the "you can bring up fresh siege units" line, the exact same thing could be said for CR units.

Bh

Not when you've upgraded your CR units to rifles and grenadiers. The main advantage of the Protective trait comes to the fore in middle and late game wars. I sense your arguments apply better in the early game.

I like Protective as a warring trait, but not for its Drill promotions although that's good sometimes. The CG line of promotion is much more valuable IMO. With Protective and just 5 exp you can make a CG3 longbow or rifle and they are troops the AI respects as much as you do.

When using a Protective Civ I make war a different way, often declaring long before I'm ready to take their cities. You might call that the strategic offensive and tactical defensive option. I let them waste their strength battering their heads against my defences, let them give me lots of experience and GG points, while I continue to research with only half a war economy. Depending on how vigorusly they attack they can get horrendous war weariness while I get none. Then when they are exhausted and I get some critical technological advantage, I attack taking their territory with ease. Bribing another nation to help you in this war builds up significant diplomatic bonusses in favour of me and against the other civ.
 
Well, obviously I don't really agree. City guards are only vital if someone is actually attacking that city. At which you have to ask, why are you letting someone attack your city? It is much easier, and more cost effective to counter-attack them. And CG doesn't help at all with counter-offense.

Actually, this is a point I've seen brought up several times before, and I think it's a load of hogwash in many situations. Easier and more cost effective to counterattack? If you have a host of heavily offense upgraded units, maybe. If you're playing exactly the type of builder-oriented I'm advocating protective for? Good luck killing an actual stack of death type incoming group in the field cost effectively.

You know what kills just about everything in a stack of death though? Triple CG/drill upgraded longbowmen camped in a city. Slaughters any type of unit from its era.

Then, there is this oft repeated myth of "Oh, the AI just pillages, never attacks, if it can't win." Utter and complete hogwash, again. I *frequently* have stacks of doom hopelessly thrown against my CGIII longbowmen on emperor/immortal. And is this just me speaking from my experience (which you obviously don't accept)? Nope. Take a gander here:

http://forums.civfanatics.com/showthread.php?t=259883

A thread about AI's suiciding against hopeless city defenses. Go figure, it happens - a lot. Playing *exactly* to protective's city guarding strength. So, am I to take it on your word that "Oh, the AI never attacks well defended cities," or are you going to cough up some non-anecdotal evidence to defend this key point or yours, as you expect me to do?


When there are a number of units that specialize in various aspects of the game, I don't see the value in having generalists. Sure, it might be nice to have a few, but they'd never be a major component of any army I can imagine. And considering that the straight Combat line leads to a unit more likely to win in battles, it's hard to imagine a significant need for the Drill line, beyond cleanup duty.

You're kidding, right? You don't see the value of having generalists? Even independently of ever having played the game, the weakness of "a few specialized units to cover VS cavalry, anti melee units, etc" is painfully obvious - it's the "all your eggs in one basket" effect. You send a stack of doom into enemy territory with two or three pikemen to stop enemy cavalry from wiping out the stack, one or two catapults that just happen to cripple your pikemen leave your stack as bait VS the enemy force. having a good number of generalists - particularly generalists who are very resilient against siege weapons - makes your stack *much* more difficult to wipe out.

What's more - and you should know this - let me outline how assaulting a city with a stack of death usually goes. You get to the city, bring defenses to 0%, and start sacrificing trebs to soften up the defenders. There are usually between 1 to 5 real tough nut to crack defenders, depending on city size and location, which take some real firepower to do away... But after that, the rest of the city's defenses are relatively lackluster - some specialist units of the wrong type, some offensive units, a few siege engines... Once you get past those few tough nuts to crack, what you need are cleanup units. Usually quite a few of them. Generalists are perfect for this, because after making your stack tougher to kill on the move, they can effectively wipe out all of the secondary defensive units in the city. I have never advocated building no CR macemen - they serve a role, and it should be a role which is given its due attention. But a full stack of CR macemen isn't just unnecessary, it actually weakens the general purpose strength of your stack due to the "all your eggs in one basket" effect I've outlined above. What types of units are absolutely perfect for filling up this rather large middle field in your attack stacks? Drill upgraded protective units. Not only can they fight solidly in the field and clean up a cities often numerous defenders and siege-proof your stack, they can also effectively fortify a city after you've taken it. If you can't see the advantage of having more than a few units like this in every stack, rather than having one dimensional 90% CR macemen stacks, I cannot comprehend how to convince you.

My point was that if someone starts a thread claiming that protective is underestimated, which is what happens here, suggesting that people "lay off" makes no sense. The whole point of a thread like this is to debate the merits of the trait.

Pointing out the weaknesses of protective is great. Telling me it is all but useless, when it is an obvious fact from experience that it is not, is where people should "lay off." Whether you can figure out how to use it or not, take my word for it - I can. I have. I do. So lay off.

You have to back it up if you want anyone else to take your opinion seriously. Anecdotal evidence isn't going to convince anyone. If you're not interested in convincing anyone else, that's fine, no need to provide evidence at all - but what exactly are you doing posting in this thread then? To me, it seems like you are advocating for the protective trait. If so, then something more than your "dozens of games of experience" is necessary to demonstrate that.

Bh

Oh please, the guy who just tells me "Since that (attacking cities) happens so infrequently" without offering a whit of even anecdotal evidence is telling me that I have to defend my (paraphrased) position "Protective is very good for builder-oriented playstyles, where one does not focus heavily on military" with more than anecdotal evidence? Well, I would say "You first," but I've been offering a great number of arguments, specific examples, and cases in point to go with my anecdotal evidence. The point of my "dozens of games of experience" is that, whether you believe it or not, I make protective work for its money, and it does not disappoint, in my games. People ARE taking protective seriously - you just aren't taking them seriously, and are too busy saying "oh no, you're wrong - despite using protective to great effect it is, in fact, terrible." So, I'll repeat it - lay off. Tell us what's wrong with protective, sure, but don't say it's a bad trait when it's obvious to many of us that it can be very powerful if used properly. What is also obvious is that your playstyle reveals very little of its power, and you just can't bring yourself to believe that anyone's does.
 
I'd disagree that health is the more important factor. To me, the most important factor is not losing any valuable units when attacking. Collateral damage or not, CR promotions are going to give you a much better chance of winning compared to the Drill line. I'm going to take "damaged, but alive" over "dead" every time.
On the one hand, you make a point about having a tech lead means "promotions don't matter" (because your units are stronger). On the other hand, you claim collateral is irrelevant and promotions are still decisive (even though your units are stronger).

This is a pure strawman argument. No one has been advocating using CR promotions in the open. It's obvious (or it should be) that any CR stack will be accompanied by defensive units (pikes, crossbows, etc).
I didn't put it out there as a strawman. I put it out there to point out that Drill promotions have wider application than CR promotions.

It is situational. In general, the Drill line gives you a poorer chance of victory compared to other promotions.
By "other" you mean only Combat and CR, I gather?

Compared to combat (which we haven't been doing... discussion so far has been about CR), I agree. We can talk about that if you like.

Compared to CR, "in general" as you say, Drill gives you a better chance of victory in the open or when defending, and a worse chance of victory when assaulting cities ONLY when you're not using siege. Since the latter is a very small minority of all combats that will happen in a given game (if it happens at all), personally I would say "in general" that CR gives you a poorer chance of victory.

I don't think you've made a case for that at all.
Your beliefs are obvious as is the fact that I've been unconvincing. I'm not sure if that's my fault or yours. ;)

I don't want to sound like a broken record here, but that's what I'm going to have to do. Unless you are going against a pretty backwards opponent, even after using siege, your chances of victory still aren't going to be > 99.9%. At least, not for the first combats. That's where having the CR promotions does a better job at ensuring you win.
I don't disagree. However, I would point out that if CR takes you from 90% to 92%, is it really worth the cost of combat flexibility (for non city attack battles) that other promotions such as Drill will give you, as well as the cost in health?

You keep making flat statements that are true on the face of it, but in practical terms come down to counting pennies.

Wodan
 
On the one hand, you make a point about having a tech lead means "promotions don't matter" (because your units are stronger). On the other hand, you claim collateral is irrelevant and promotions are still decisive (even though your units are stronger).

Where did I claim that collateral is irrelevant? I did, in fact, say no such thing. Please, stop putting words into my mouth.

I didn't put it out there as a strawman. I put it out there to point out that Drill promotions have wider application than CR promotions.

Yes, but I didn't bring up the fact that Woodsman III beats Drill IV when you are attacking forests. While entirely true, it's irrelevant to the discussion at hand.

Obviously the CR promotion line is primarily (one could say only) useful when attacking cities. But it's only one possible promotion line that could be used. There are others that also surpass the Drill line in combat efficiency. The CR example was selected because so many combats end up as city assaults.

Compared to combat (which we haven't been doing... discussion so far has been about CR), I agree. We can talk about that if you like.

We haven't? So the numerical data that I presented earlier primarily addressing the Combat line suddenly doesn't count?

Compared to CR, "in general" as you say, Drill gives you a better chance of victory in the open or when defending, and a worse chance of victory when assaulting cities ONLY when you're not using siege.

Where did you pull that one from? What exactly is it about using siege that somehow magically made Drill more effective? Drill units have a significantly lower win chance compared to CR units, even when attacking sieged units. The only time the Drill units pull ahead is when you are attacking almost dead units that aren't specialized for defense. Basically when almost any attacking unit has a > 99.9% chance of victory. Just using siege weapons isn't going to get you that chance. And even then, the CR promotions are still giving you a greater chance of victory, it's just the difference is too minor to be significant.

I don't disagree. However, I would point out that if CR takes you from 90% to 92%, is it really worth the cost of combat flexibility (for non city attack battles) that other promotions such as Drill will give you, as well as the cost in health?

You are vastly underestimating the CR bonus. Reducing defenders strength by 75% is not going to put you into a 90% vs 92% scenario. Even leaving aside the extra 10% vs gunpowder bonus.

You keep making flat statements that are true on the face of it, but in practical terms come down to counting pennies.

Again, I think you have some serious misconceptions about the value of the CR promotions. Granted, a simple CR I promotion is pretty minor. But when you are talking about CR III promoted units, it becomes much more significant.

Bh
 
You know what kills just about everything in a stack of death though? Triple CG/drill upgraded longbowmen camped in a city. Slaughters any type of unit from its era.

A CG III/Drill I Longbow is a formidable defender, there's no denying. On the other hand, a city with a few CG III/Drill I Longbows is going to get eaten alive by an attacking force that includes multiple siege weapons. Especially if backed up by some CR III Macemen.

Then, there is this oft repeated myth of "Oh, the AI just pillages, never attacks, if it can't win."

Well considering that I never made that argument, congratulations on knocking down that strawman.

A thread about AI's suiciding against hopeless city defenses. Go figure, it happens - a lot. Playing *exactly* to protective's city guarding strength. So, am I to take it on your word that "Oh, the AI never attacks well defended cities," or are you going to cough up some non-anecdotal evidence to defend this key point or yours, as you expect me to do?

And I never said the AI never attacks well defended cities. Come on, stop inventing arguments to defeat, and stick with the one that I'm actually making.

You send a stack of doom into enemy territory with two or three pikemen to stop enemy cavalry from wiping out the stack, one or two catapults that just happen to cripple your pikemen leave your stack as bait VS the enemy force. having a good number of generalists - particularly generalists who are very resilient against siege weapons - makes your stack *much* more difficult to wipe out.

Now you are kidding, right? One or two catapults just "happen" to cripple your pikemen?

And your numbers are off - why exactly am I only allowed two or three pikemen, but you're allowed a "good number" of generalists?

But a full stack of CR macemen isn't just unnecessary, it actually weakens the general purpose strength of your stack due to the "all your eggs in one basket" effect I've outlined above.

And once AGAIN... I never advocated having a full stack of CR macemen. There are plenty of other units that I would consider necessary for a decent stack. None of which, however, are merely generalists.

Pointing out the weaknesses of protective is great. Telling me it is all but useless, when it is an obvious fact from experience that it is not, is where people should "lay off." Whether you can figure out how to use it or not, take my word for it - I can. I have. I do. So lay off.

No one has said it is useless. I certainly haven't said it, and I don't recall anyone else saying it's useless either. So how about YOU lay off the persecution complex? And lay off the putting words in my mouth while you're at it.

The point of my "dozens of games of experience" is that, whether you believe it or not, I make protective work for its money, and it does not disappoint, in my games.

Sure. And then the next person says "Protective doesn't help in my games at all". So why should I believe your experience over theirs?

People ARE taking protective seriously - you just aren't taking them seriously, and are too busy saying "oh no, you're wrong - despite using protective to great effect it is, in fact, terrible." So, I'll repeat it - lay off.

And I'll repeat, stop making things up! Damn, I've never seen someone argue so hard against something that the other person hasn't actually said. I never said it's terrible. I did argue that I don't think free CG I and Drill I are very useful. I did argue that I think that protective is a decidedly suboptimal trait. If you want to argue over those, then by all means do so. But stop saying that I've said it's "terrible".

Tell us what's wrong with protective, sure, but don't say it's a bad trait when it's obvious to many of us that it can be very powerful if used properly. What is also obvious is that your playstyle reveals very little of its power, and you just can't bring yourself to believe that anyone's does.

I'll say it's a bad trait if I choose to. Because it is a bad trait, when compared to most of the other traits in the game. I don't agree that it can be "very powerful" with any playstyle. I would agree that it can be more useful to some playstyles than others. But even with a turtle builder, I don't agree that the trait is anything other than mediocre - at best.

edit: I should also say, for the record, that I'm also not arguing that the CG and Drill promotions are useless. I don't think they are very valuable in general, but there certainly are situations where they are useful. Again, my point is merely that getting them for free for some units does not make for a very good trait.

Bh
 
And your numbers are off - why exactly am I only allowed two or three pikemen, but you're allowed a "good number" of generalists?
Because that is the drawback of specialization. A high degree of specialization means each unit performs its job very well, at the cost of being less suitable for other jobs. That implies you have fewer units available for any particular job.
 
A CG III/Drill I Longbow is a formidable defender, there's no denying. On the other hand, a city with a few CG III/Drill I Longbows is going to get eaten alive by an attacking force that includes multiple siege weapons. Especially if backed up by some CR III Macemen.

Oh, NOW you completely forget the drill thing. All of the sudden it's only CG longbowmen in the city - of course there are going to be multiple upgraded drill units in the city, making the city HIGHLY resilient against siege. So no, protective longbowmen tend to do very well VS siege supported stacks of doom. Again, plenty of experience backing this up, and I get the distinct impression I have a heck of a lot more protective experience than you do. But don't take my word for it - look at the drill line. Reduces siege damage. How exactly are CGI drill IV longbowmen + CGIII drill I longbowmen going to be "eaten alive" without the enemy devoting an inordinately more resources than the defender? Simple - they won't.

Well considering that I never made that argument, congratulations on knocking down that strawman.

Bhruic, come on, who are you fooling? When I put "Since that (attacking cities) happens so infrequently" in my post, I was quoting you from earlier in this thread. Are you telling me that when you said that attacking cities happens infrequently, you were in fact not saying that the AI pillages and doesn't attack? Please, enlighten me as to your hidden meaning here! Is the AI taking snapshots of my territory, not pillaging OR attacking?

And I never said the AI never attacks well defended cities. Come on, stop inventing arguments to defeat, and stick with the one that I'm actually making.

No, you said it infrequently does. Didn't have to invent that... And it's a load of hogwash.

Now you are kidding, right? One or two catapults just "happen" to cripple your pikemen?

Yes, they just happen to. Have you ever used a siege engine before? They oftentimes do big chunks of damage to multiple units... It's sort of what they do. And a small stack of siege units can leave large portions of the stack they're hitting at a fraction of their total health. I don't get why you're even mentioning this point... That's what siege units do - cripple lots of units so other units can clean them up!

And your numbers are off - why exactly am I only allowed two or three pikemen, but you're allowed a "good number" of generalists?

Oh please... For someone who seems to concerned with the slightest bit of waste from a number crunching standpoint, exactly how many units which are almost superfluous to the actual city attacking function of the stack are you bringing along in your city attacking stack? If I have to build one pikemen for every macemen to keep my stack safe, I'm blowing a *ton* of resources, because those pikemen don't do much at all when I actually hit the city. On the other hand, if I build a few pikemen, and a few generalists (some of which are anti-siege units drill, something not many of the specialist units offer), you have a stack which is largely safe from attack, and one that is much more capable of launching an effective offense.

And once AGAIN... I never advocated having a full stack of CR macemen. There are plenty of other units that I would consider necessary for a decent stack. None of which, however, are merely generalists.

I don't consider generalists necessary - just desirable. Some portions of my ideal stack are specialized, some are generalized... And the beauty of a stack with more generalized elements is, those units don't start collecting dust after the war, waiting for the next one - they're viable defenders, on field combatents, sometimes medics, etc.

No one has said it is useless. I certainly haven't said it, and I don't recall anyone else saying it's useless either. So how about YOU lay off the persecution complex? And lay off the putting words in my mouth while you're at it.

Putting words in your mouth? Like the ones I quoted earlier, which all of the sudden you're apparently not advocating and I'm just inventing? As for you saying it's "useless," not directly, but your position has been roughly that it is relatively less useful than most other traits. That's pretty damned close to saying it's useless, if everything else is better.

Sure. And then the next person says "Protective doesn't help in my games at all". So why should I believe your experience over theirs?

Well, here's a thought. I can honestly say "Philosophical doesn't help my games at all." Does that throw the usefulness of philosophical into question for me? Of course not, because I realize that somewhere out there, someone is cleaning house with it. In this case, as is pretty clear from this thread and the proponents of protective, there are people cleaning house with it. So, why do you disbelieve them, and their rather enthusiastic accounts?

And I'll repeat, stop making things up! Damn, I've never seen someone argue so hard against something that the other person hasn't actually said. I never said it's terrible. I did argue that I don't think free CG I and Drill I are very useful. I did argue that I think that protective is a decidedly suboptimal trait. If you want to argue over those, then by all means do so. But stop saying that I've said it's "terrible".

You're being evasive more than I'm making things up. "Since that (attacking cities) happens so infrequently" and then claiming that you're not arguing that the AI pillages much more than attacks? Get your argument on the same page, and stop claiming that I'm putting words in your mouth when I'm calling you on obvious errors in what you've been arguing.

I'll say it's a bad trait if I choose to. Because it is a bad trait, when compared to most of the other traits in the game. I don't agree that it can be "very powerful" with any playstyle. I would agree that it can be more useful to some playstyles than others. But even with a turtle builder, I don't agree that the trait is anything other than mediocre - at best.

Bh

As it stands, you're saying it's a bad trait because you have relatively little idea as to how to use it. If you disagree that with a turtle-builder it's anything other than mediocre, you're making a mistake, because the reality is that it is very powerful.
 
I think protective was added in as a waring trait builders. It allows quality armies for defence only. Thus allows more money for other uses like city maintenance.
A good invasion in my eyes is a straight to cities approach with no combat in the fields, so being able to resist the on coming SOD is huge bonus you can use the time to harass the SOD.
By generalists i think you mean units like axe men ,mace men and riflemen which have natural bonus but can be modified into whatever you want or need via strength and drill.
Using protective is a fine art of which some have mastered (not inc me) My only suggestion is to try it. I use it as a complementary trait which enhances the the other trait and UU's.
The ability to quickly raise a good defencive army ,Defend what you've just taken is extremely sound idea.
Although i think the trait needs a boost like an extra building. The main purpose of this tread to emphasize that no-one gives protective as much credit as it deserves.
Sorry if my post is not well structured its Two o'clock .
 
Protective does tend to be situational, but used correctly, it can be very powerful. Try Churchill of China for ridiculously overpowered Cho-Ko-Nus. By the time you reach Machinery, you should be getting at least Drill III right out of the gate, and IV if you have the right civics available.
 
Oh, NOW you completely forget the drill thing. All of the sudden it's only CG longbowmen in the city - of course there are going to be multiple upgraded drill units in the city, making the city HIGHLY resilient against siege.

What do you mean, I'm forgetting it? I was using your exact words: "You know what kills just about everything in a stack of death though? Triple CG/drill upgraded longbowmen camped in a city."

But don't take my word for it - look at the drill line. Reduces siege damage. How exactly are CGI drill IV longbowmen + CGIII drill I longbowmen going to be "eaten alive" without the enemy devoting an inordinately more resources than the defender? Simple - they won't.

I know what the Drill line does. First off, you never mentioned anything about including Drill Longbows. Second, Drill reduces the collateral damage, it doesn't eliminate it (60% max reduction). Thirdly, while CG III is fairly easily obtainable early game (barracks + theocracy/GG), Drill IV would require 10XP, which you aren't likely to promote to immediately. You'd like only have Drill III, which only decreases collateral damage by 40%.

All in all, yes, your city is going to be a tough nut to crack. But no, it's not going to be able to stop an attacker with a decent amount of siege units and CR III Macemen.

Bhruic, come on, who are you fooling? When I put "Since that (attacking cities) happens so infrequently" in my post, I was quoting you from earlier in this thread. Are you telling me that when you said that attacking cities happens infrequently, you were in fact not saying that the AI pillages and doesn't attack? Please, enlighten me as to your hidden meaning here! Is the AI taking snapshots of my territory, not pillaging OR attacking?

Attacking cities does happen infrequently. You know what else happens infrequently? Pillaging. In BTS, the AI almost never tries to pillage your terrain. At best, an invading army will pillage the squares it passes over on the way to attack a city. So no, I did not say, nor did I mean that the AI pillages and doesn't attack.

I mean, come on, there's no possible way I could mean the AI doesn't attack when I've already said that the AI attacks infrequently. That just defies what I would have assumed is common sense.

No, you said it infrequently does. Didn't have to invent that... And it's a load of hogwash.

I'm well aware I said it does it infrequently. What you invented was a claim that I said it doesn't attack at all. Once again: "Oh, the AI never attacks well defended cities". Emphasis mine. It's easy to pull an example of two of the AI attacking a city and then defeat your strawman argument. That does not, however, do anything to defeat my claim that such attacks happen infrequently.

Yes, they just happen to. Have you ever used a siege engine before? They oftentimes do big chunks of damage to multiple units... It's sort of what they do. And a small stack of siege units can leave large portions of the stack they're hitting at a fraction of their total health. I don't get why you're even mentioning this point... That's what siege units do - cripple lots of units so other units can clean them up!

Because I'm talking about probability. The chances of a couple of siege units just happening to target the specific defenders you need is extremely low.

But you know what? Let's give you that. Let's assume that's exactly what happens. And let's follow it through. So my Pikemen are wounded, and, we can assume, the stack gets attacked by Knights. What happens? The wounded Pikemen still defend, because they are still stronger than the CR units/other specialized defenders. But they are wounded so they lose. Assuming the enemy has sufficient Knights, they can probably continue to kill other units in the stack.

Ok, let's contrast that to what happens if your stack gets attacked. Let's assume the Knights are Combat promoted, and we won't even give them Pinch. And let's give both sides 3 promotions. Let's see, 13 str Knights vs 9.9 str Musketmen. And the Knights have complete First Strike immunity. Look at that, 77.5% odds. So the Knights are going to win most of those fights too.

In other words, your example, even if you somehow get lucky with the Catapults (and I was generous enough not to have the defending Musketmen get damaged by them) still doesn't result in a worse scenario than defending with generalists.

I don't consider generalists necessary - just desirable. Some portions of my ideal stack are specialized, some are generalized... And the beauty of a stack with more generalized elements is, those units don't start collecting dust after the war, waiting for the next one - they're viable defenders, on field combatents, sometimes medics, etc.

And that's fine. There's nothing particularily "wrong" with generalists. I just don't consider them as valuable as specialists.

Putting words in your mouth? Like the ones I quoted earlier, which all of the sudden you're apparently not advocating and I'm just inventing?

No, I mean like the ones above that I've demonstrated twice now that I never actually said.

As for you saying it's "useless," not directly, but your position has been roughly that it is relatively less useful than most other traits. That's pretty damned close to saying it's useless, if everything else is better.

That's nowhere close to saying it's useless. That's merely your defensive interpretation. Even if I were to say, which I'm not, that Protective was the absolute worst trait in the game, that doesn't mean it's useless, it just means it's less useful than the rest.

Well, here's a thought. I can honestly say "Philosophical doesn't help my games at all." Does that throw the usefulness of philosophical into question for me? Of course not, because I realize that somewhere out there, someone is cleaning house with it. In this case, as is pretty clear from this thread and the proponents of protective, there are people cleaning house with it. So, why do you disbelieve them, and their rather enthusiastic accounts?

Because their arguments supporting them supposedly "cleaning house" aren't sufficient to be convincing. I mean, look at the "Is Germany overpowered" thread. You've got a guy claiming that the German UU kicks ass. But look, there's you posting that the German UU is "a few notches above the worst". Why are you disbelieving the original poster and his enthusiastic account of the German UU cleaning house?

You're being evasive more than I'm making things up. "Since that (attacking cities) happens so infrequently" and then claiming that you're not arguing that the AI pillages much more than attacks? Get your argument on the same page, and stop claiming that I'm putting words in your mouth when I'm calling you on obvious errors in what you've been arguing.

You are putting words in my mouth. Once AGAIN, I never brought up pillaging. At all. So there is absolutely no way that I could be making any claim about the AI pillaging more than attacking. The only one who's brought that up at all is you. So attributing such a statement to me is very clearly putting words in my mouth.

As it stands, you're saying it's a bad trait because you have relatively little idea as to how to use it. If you disagree that with a turtle-builder it's anything other than mediocre, you're making a mistake, because the reality is that it is very powerful.

I'm not making a mistake. It is, at best, mediocre. And I'm well aware of how to use it. Most of the other traits in the game, when leveraged properly, are much superior to Protective. Even when it's leveraged properly. No claim you've made has demonstrated anything otherwise.

Bh
 
This is just becoming a fight about "Who said what". Let's stop it and see pros and cons of protective.

PROS
-Units with a good chance of exit unscatered from a battle (I'm not talking about sieges, but battles on the field);
-Great defenders in city AND FORT (remember that CG works for forts too);
-You can produce less defending army, then build a bigger SoD, if you want;
-If the enemy stack is well mingled, it's best to passively defend...maybe suicide a pair of sieges for enhance combat %;
-Drill line is a very useful promotion in must situation, like Combat; only, combat enhance % to win the battle (no matter of the wounds), Drill to exit unscated.

CONS
-Mounted units are a pain in the ass.
-Less military can make your neighbours attack you;
-These units have to be heavily promoted, 'cause just Drill I is a bit poor.
-If enemy SoD is not that well mingled, it's better to pick some counterunits, bombard and destroy before it attacks.

This is my opinion. Now, let's see what you can say.
 
That ends up generalizing in ways I'm not sure are realistic.

For example, let's take a look at the Drill line. Protective gives you Drill I. But without Protective, can you get Drill I? Yup. Can you get all the way to Drill IV? Yup. So all Protective is really doing here is getting you one step along the way for free. There is nothing stopping you from making Drill IV units without Protective, you're just going to need one more promotion to do so. With a Charismatic leader, it won't even require that much more XP to do so.

So summing up Protective as making units that have a good chance to exit undamaged from combat is mostly incorrect - all Protective does is give a chance of an extra First Strike (with Drill I). That's it. It's up to the player to promote up the Drill line, something that it's entirely possible to do without Protective.

If you want to do it as a Pro/Con, then I'd have to say the following:

Pros
- Get CG I and Drill I for free for bows/guns
- Cheap Walls and Castles

Cons
- takes up a trait slot

The debate comes in as to whether getting CG I/Drill I and cheap Walls/Castles is worth taking up a trait slot. And that devolves into a debate as to whether CG I/Drill I promotions are valuable (I haven't seen too many people argue that cheap Walls/Castles are valuable).

As for the producing less units, even that can be suspect. Basically, the idea is that using the free CG I/Drill I promotions, you can use less defenders in a city. It's pretty easy to get to either CG III/Drill I, or CG I/Drill III. In either case, you've got a very good defender (the latter isn't a really optimal defender in general, but is better vs siege).

However, even without the free promotions, you'd still be able to get a CG II defender with the same number of promotions. How much more valuable is a CG III/Drill I unit compared to a CG II unit? Would you rather have, for example, 2 CG III/Drill I units defending a city or 3 CG II units?

What it comes down to for me is the belief that most of the other traits offer bonuses/enhancements that are more useful in general than Protective's bonuses. AfterShafter brought up the point that something like Philosophical is relatively useless if you aren't using any GPs. That's entirely true. But when it is used, I believe if gives more of an advantage that Protective does, even when Protective is used to maximum advantage. The same is true of most of the rest of the traits.

Bh
 
If you want to do it as a Pro/Con, then I'd have to say the following:

Pros
- Get CG I and Drill I for free for bows/guns
- Cheap Walls and Castles

Cons
- takes up a trait slot

The debate comes in as to whether getting CG I/Drill I and cheap Walls/Castles is worth taking up a trait slot. And that devolves into a debate as to whether CG I/Drill I promotions are valuable (I haven't seen too many people argue that cheap Walls/Castles are valuable).

I definately find them valuable. I rate Pro above Ind, Phi, Spi and Agg, in general - fpr my style of play, ofcourse.

As for the producing less units, even that can be suspect. Basically, the idea is that using the free CG I/Drill I promotions, you can use less defenders in a city. It's pretty easy to get to either CG III/Drill I, or CG I/Drill III. In either case, you've got a very good defender (the latter isn't a really optimal defender in general, but is better vs siege).

However, even without the free promotions, you'd still be able to get a CG II defender with the same number of promotions. How much more valuable is a CG III/Drill I unit compared to a CG II unit? Would you rather have, for example, 2 CG III/Drill I units defending a city or 3 CG II units?

2 CG III/ D I units. Plus, you'd have more :hammers: for offensive units, thus reducing the chances of any enemies arriving at your doorstep. As you said yourself, counterattack can be effective.

What it comes down to for me is the belief that most of the other traits offer bonuses/enhancements that are more useful in general than Protective's bonuses. AfterShafter brought up the point that something like Philosophical is relatively useless if you aren't using any GPs. That's entirely true. But when it is used, I believe if gives more of an advantage that Protective does, even when Protective is used to maximum advantage. The same is true of most of the rest of the traits.

Except maybe Aggressive, that can be directly compared to Protective. Sure, you might use Barracks' more than walls and castles, but Combat I on melee and gunpowder is far worse than CG I/D I on archer/gunpowder, IMHO.

Sorry for taking sides like this, but I cannot agree with you on this Bhruic. PRO is an excellent trait. As stated above, mid-tier, IMO. For my style of play, that is.
 
2 CG III/ D I units. Plus, you'd have more :hammers: for offensive units, thus reducing the chances of any enemies arriving at your doorstep. As you said yourself, counterattack can be effective.

To what point? If you're not going to have enemies arriving at your doorsteps, what does it matter what you are defending with? If no one attacks you, you could theoretically defend with Warriors. The actual value of the promotions is only gained if someone does attack you. Otherwise the promotions of your defenders is a moot issue.

Except maybe Aggressive, that can be directly compared to Protective. Sure, you might use Barracks' more than walls and castles, but Combat I on melee and gunpowder is far worse than CG I/D I on archer/gunpowder, IMHO.

The Barracks is much more valuable than the Walls/Castle, imo. Many games I don't build any of the latter, no game goes by that I don't build the former.

Further, the Combat I promotion I would agree is relatively minor (although a stronger unit is never a bad thing). The major advantage of it is that it opens up the unit-specific promotions immediately, instead of needing to take a promotion to open them.

Sorry for taking sides like this, but I cannot agree with you on this Bhruic. PRO is an excellent trait. As stated above, mid-tier, IMO. For my style of play, that is.

No need to be sorry, it'd be a poor debate if no one from the other side showed up. ;)

Bh
 
To what point? If you're not going to have enemies arriving at your doorsteps, what does it matter what you are defending with? If no one attacks you, you could theoretically defend with Warriors. The actual value of the promotions is only gained if someone does attack you. Otherwise the promotions of your defenders is a moot issue.

My point was that less attackers would show up :) Besides, since even the lightest weighting in strength changes the odds as much as 20-40%, two stronger units would do better, I think?

The Barracks is much more valuable than the Walls/Castle, imo. Many games I don't build any of the latter, no game goes by that I don't build the former.

Agree. I do build quite a lot of walls though, but that is mainly because the AI insists on bombing them down, and that takes longer (buying me time) if the Walls building is there. Same goes for castle, although I rarely build those. I actually find the build bonus on the barracks very nice, that is the good thing about Agg :)

Further, the Combat I promotion I would agree is relatively minor (although a stronger unit is never a bad thing). The major advantage of it is that it opens up the unit-specific promotions immediately, instead of needing to take a promotion to open them.

Drill I opens up just the same promos, except for the Medic line.
 
My point was that less attackers would show up :) Besides, since even the lightest weighting in strength changes the odds as much as 20-40%, two stronger units would do better, I think?

I understand the "not showing up" part. :p My point is that it's not the promotions that are causing them to not show up, it's the fact that you've got a larger offensive force. And you can make that larger offensive force even if you're defending with non-Protective units.

Agree. I do build quite a lot of walls though, but that is mainly because the AI insists on bombing them down, and that takes longer (buying me time) if the Walls building is there. Same goes for castle, although I rarely build those. I actually find the build bonus on the barracks very nice, that is the good thing about Agg :)

True, that's pretty much the only time I build walls too - when I've got an offensive force next to a city I can't sally from.

Drill I opens up just the same promos, except for the Medic line.

And the Charge promotion. Yes, but it only opens those promotions up for units that tend to be defensive units. Opening up the promotion line(s) for offensive units is more valuable, imo. The primary exception to that would be Pinch for gunpowder units, but Aggressive gets that as well.

Bh
 
Where did I claim that collateral is irrelevant? I did, in fact, say no such thing. Please, stop putting words into my mouth.
My apologies. Let me restate.
You implied collateral is irrelevant. And, by "irrelevant" I mean infrequent to the point of not being a consideration when choosing your promotion strategy.

Here's what you said: "...it's hard to imagine a significant need for the Drill line, beyond cleanup duty. The Drill promotions are situationally useful, granted, but that situation isn't one that comes up often."

Yes, but I didn't bring up the fact that Woodsman III beats Drill IV when you are attacking forests. While entirely true, it's irrelevant to the discussion at hand.
That's a MUCH less frequent happenstance than ALL non-city-attack battles, so your Woodsman example could be considered irrelevant by means of scope, but ALL non-city-attack battles actually outnumber city-attack battles in any game, so it's hardly irrelevant.

In any event, I'm telling you I did not put it out there as a straw man. Since it outnumbers the use of CR, it's a valid point when comparing Drill to CR as a promotion strategy.

Obviously the CR promotion line is primarily (one could say only) useful when attacking cities. But it's only one possible promotion line that could be used. There are others that also surpass the Drill line in combat efficiency. The CR example was selected because so many combats end up as city assaults.
And we've been discussing it on those merits. Full circle back to my claim: siege makes CR overkill, thus Drill's other benefits (health and usefulness in non-city attacks) make it a better choice than CR.

We haven't? So the numerical data that I presented earlier primarily addressing the Combat line suddenly doesn't count?
I just looked at all your posts and I don't see any such data. Please provide a link to compensate for my poor searching abilities. With such a link, we will have a basis to proceed with the discussion, and my apologies for the confusion.

Should you be unable or not desire to provide the link, feel free to provide new data simply to enable this second discussion (comparison of Drill to Combat, as a promotion strategy).

Where did you pull that one from? What exactly is it about using siege that somehow magically made Drill more effective? Drill units have a significantly lower win chance compared to CR units, even when attacking sieged units. The only time the Drill units pull ahead is when you are attacking almost dead units that aren't specialized for defense. Basically when almost any attacking unit has a > 99.9% chance of victory. Just using siege weapons isn't going to get you that chance. And even then, the CR promotions are still giving you a greater chance of victory, it's just the difference is too minor to be significant.
Let's cut to the chase, because you and I are using different assumptions.

Personally I would rate anything over 90% combat success as the decision point. You seem to want a "sure thing", which is fine, and a valid strategy. However, IMO losing one or two out of a hundred battles is worth it to gain the speed of prosecution of the war (which has a direct correlation to how much commerce the war costs you) plus the flexibility for non-city-attacks. Note also that you'll get more XP than you do if all your battles are 99.9%.

You can agree or disagree with it, but the above assumption predicates my earlier arguments. (Just as it's now clear to me that your assumption is for the desired strategy of all of your battles to be at 99.9% odds.)

You are vastly underestimating the CR bonus. Reducing defenders strength by 75% is not going to put you into a 90% vs 92% scenario. Even leaving aside the extra 10% vs gunpowder bonus.
Whoa... I totally disagree with you. The CR bonus has drastically less of an effect than collateral. Let's look at some numbers.

Consider a longbow: Each collateral hit has a flat rate off the base strength of the unit. This is irrelevant of the % bonus the Longbow has. A longbow only has base strength 6. Let's reduce that base strength by a few collateral hits. Let's say you get it down to half (note that it's trivial and virtually risk-free to get it down even further, once you get to that point). So the Longbow is now str 3. Whatever % bonus it has, it's now at half the previous benefit. If that bonus is 100%, then the bonus is now +3, whereas before it was +6.

Let's say you get the Longbow down to Str 2. It's now +2 (instead of +6).

Let's say you get it down to Str 1.5 (I think that's the limit, 25% of base). It's now +1.5 (instead of +6). How would CR compare in this situation? It would change the bonus from 100% to 25%, which changes the bonus from +1.5 to +0.375.

You're telling me that a Mace with strength 8 vs Str 3, compared to a Mace with Str 8 vs Str 2.06, is NOT going to be fractions of a percentage? You're in the high Nineties either way. Around 98-99%.

To me, that's simply not significant. YMMV.

Wodan
 
*Cough* Sitting Bull *Cough* Cho-ko-nu *Cough* Churchill's Redcoats *Cough*
 
Back
Top Bottom