http://forums.civfanatics.com/showpost.php?p=6411394&postcount=40
Apologies if you missed it before, I incorrectly thought it was from a post responding to you, but turned out I was misremembering.
No-where in that post did you mention Combat promotions.
Again... so far, we've been discussing the relative merits of CR vs Drill.
If we're going to compare Combat vs Drill, that's a different discussion, and if you posted numbers as a basis for comparison, I sure don't see them.
Then could you please address the siege issue that I brought up before? In case you don't remember, the gist was that you are using siege weapons to "soften" up the city before attacking. Those siege weapons are going to get damaged, and need time to heal. If you need to stop to heal the siege weapons, then you don't lose any time if your CR units heal at the same time. Alternatively, if you are bringing in new siege weapons to replace ones lost/damaged, then you need time to bring those in. Either way, if you are using siege, then you are going to need time to handle them. How do you save any time by having less damaged Drill units?
Whether you are using CR or Drill, some siege are going to die along the way. Good strategic planning accounts for this.
What you're saying is that you either don't plan ahead or, if you plan, you plan to build new siege after you have already started your invasion.
In other words, your strategy assumes that your invasion moves slowly enough for you to not only build new siege units, but to move them deep into the opponent's territory and join your SOD which has stopped to heal.
That's what's called a self-fulfilling prophecy. If you knew your invasion would happen faster and did not have to wait to heal, then you would plan to have the siege available in the first place.
No, that's not my assumption, that's just a good end goal. Ideally I'd like to fight all battles at > 99.9%. Who wants to lose when it's not necessary? But I recognize that's not going to happen all the time. I still prefer to get as close as possible.
Sure, and I agree with that. However, there is a cost associated with any strategy. What you're saying is that you prefer to pay a much higher cost in order to preserve a couple extra military units. Which is fine. I just disagree with it. Research and commerce is king. I have no desire to get bogged down in WW, to spend a lot of unit maintenance prosecuting a war, or to have the war last 2x or 3x longer than it has to. If I lose a unit or two as a result, the incredible amount of saved commerce is more than worth it.
What exactly do you think is so special about having the Drill II in that particular case? The fact it has a whopping 20% collateral damage reduction? The fact it has a 1-2 extra first strike chances? Neither of those are going to cause a stack any significant difficulty.
We're talking about garrison units. Promoting along Drill means that unit is more useful in active defense, which you agreed (actually you suggested it) is preferable. Also, it means that your example of the incoming SOD has to have 20% more siege units in order to inflict sufficient collateral that your CR-promoted attacker has his 99.9% chance.
That's almost a semantic argument. Your units get them for "free". Your leader doesn't get the trait for "free", because it's giving up another one.
Yeah, I agree. That's what I just said. (Yes, I agreed with you, twice now.
This claim has been made a few times, but it really hasn't been quantified. What, to you, qualifies as "more units"?
To achieve the same defensive benefit, a non-Pro player has no choice but to devote more units. Either by having extra units in each and every border city, or by having larger "nodal" responsive forces. The only other option is the player has to live with higher risk of loss of cities due to invasion (which too is a cost).
Why leave it out? If the goal is to get to Drill IV, and Cha gets you there almost as fast as Pro, doesn't that speak to the relative value(s) of both Pro and Cha?
That's not the goal. The goal is to consider the relative merits of traits.
I believe Cha is best used to accelerate promotion lines which you would use anyway. Pro is a special case because it encourages you to go along the Drill line. Why would you do the same thing with Cha? The Combat line is a much better choice for Cha. Better than CR, even.
CR I think is a good option for non-Pro AND non-Cha AND non-Agg.
I'm not ignoring that at all, obviously the promotion costs increase as you go. Certainly that's an advantage of the Pro trait.
Oh okay. Well, from the reader's perspective "not mentioning" is the same as "ignoring".
In this thread? I don't recall reading you mention it.
Post 59
And, you're right, I've also mentioned it in other threads recently, both here and Apolyton.
I searched, but I was unable to find anywhere that says that promotions affect the power graph. Got a source for that?
We're not talking about Promotions, we're talking about Walls and Castles.
It's the "iPower" value in the BuildingInfos XML.
Try searching for "iPower" (use the google forum search link).
The fact that you need to try to "abuse" Pro just demonstrates its inferiority. There's no need to "abuse" Cha, or Phi, or Fin, etc, etc. Just normal usage of them is sufficient to demonstrate their clear advantage. If I have to try to "abuse" a trait to make it useful, that just proves that it's not a good trait to begin with.
Oh come on. I'm not talking about making Pro "useful". All you have to do is build a single Walls and Pro is "useful". What I'm talking about is learning from your game play, refining your strategies and improving as a player.
Even casual players seek to perfect their strategies, to improve and to explore better ways of playing. Experienced, high-level players do the same thing to an extreme to take a strat to its fullest extent. They do this with Phi just the same as they should do it with Pro. They do not la-de-da approach their game strat in a casual or "normal" attitude, they have a plan and they use it. They also constantly look for ways to improve that plan.
If you object to my word "abuse" then feel free to use a different one such as "leveraging" as UncleJJ suggests.
Can be used? Of course. Is optimal? Nope. See the numbers I posted above with Trebuchets vs Longbows.
This just gets back to your desire to have all combats be 99.9%. To me this amounts to nitpicking what "optimal" means.
To me, I want for the entire
war to be "optimal". That means that the odds in a single combat isn't my focus... I'm looking at the big picture, how many units I have to build, how many die, how much commerce the war costs me, etc.
And for the record, I have played with Drill IV units. I didn't find them particularily impressive.
I didn't ask if you've played with Drill IV units, I asked if you have explored and tried to improve not just one but multiple Pro strategies, each of them at least 3-4 times.
If you're approaching this whole issue that way, then we really have no basis for discussion. That's like me saying, "hey, I used some specialists last game with Phi, and it didn't do much at all. Fin is so much better!"
Wodan