IAM
Emperor
I also prioritize buildings railroads that traverse my empire, especially on large maps, to facilitate moving troops to the front faster.
First a question:
Can you abandon cities, and how?
This is old news, but whenever I want to abandon a city because it is in an untenable position, I offer it as a gift to one of my potential allies, especially when my enemies are about to conquer it.
1) You must remember to distinguish between first strikes and first strike chances. The latter has (we think) a 50% chance of happening. In either case, it is possible (I'm not sure, don't know the math) that even after your unit deals a first strike hit, the enemy still has enough health left that, combined with its defensive bonuses, it's more powerful than your unit. In fact, people on here generally dislike the Drill (first strike) promotions. They only get good once you get to Drill IV; and you could do a lot better with four promotions than Drill I-IV. (For instance, Combat I-III plus Shock/Formation/Cover/whatever is a lot better...)Two questions:
1) The first strike promotion: this lets your unit deal damage to the other unit first right? So if I have a archer with 1 first strike promotion versus a archer with 1 strength promotion on a grass terrain I'll likely win? This makes first strike promotions better than strength promotion for most cases and units right? I made a bunch of first strike promotion submarines with 4-6 first strike or something and they all died to strength units. Lol.
2) I think I remember tanks could do collateral damage that makes them very powerful to whoever attacks with their unit of stacks first. Collateral damage has been removed from tank units and its collateral promotion is now barely useful in the latest patch right? I read the 3.17 patch update changes and didn't see anything about removing the tanks collateral damage. Just making sure I understand this right...I actually like it that collateral damage has been removed.
Two questions:
1) The first strike promotion: this lets your unit deal damage to the other unit first right? So if I have a archer with 1 first strike promotion versus a archer with 1 strength promotion on a grass terrain I'll likely win?
This makes first strike promotions better than strength promotion for most cases and units right?
I made a bunch of first strike promotion submarines with 4-6 first strike or something and they all died to strength units. Lol.
Drill promotions (which give first strikes) are good in situations where the unit receiving the drill promotions already has an advantage over the opposing units. This can be because the drill promoted unit is benefiting from a significant defence bonus or because the opposing units have been severely bombed or because there is a technological advantage for the drill promoted unit. In these cases, the first strikes can allow the drill promoted unit to defeat the opposing unit while barely losing any hit points itself. This way a single drill promoted unit doesn't need to heal between battles and can defeat several enemy units during a single turn.
2) I think I remember tanks could do collateral damage that makes them very powerful to whoever attacks with their unit of stacks first. Collateral damage has been removed from tank units and its collateral promotion is now barely useful in the latest patch right? I read the 3.17 patch update changes and didn't see anything about removing the tanks collateral damage. Just making sure I understand this right...I actually like it that collateral damage has been removed.
1) You must remember to distinguish between first strikes and first strike chances. The latter has (we think) a 50% chance of happening. In either case, it is possible (I'm not sure, don't know the math) that even after your unit deals a first strike hit, the enemy still has enough health left that, combined with its defensive bonuses, it's more powerful than your unit. In fact, people on here generally dislike the Drill (first strike) promotions. They only get good once you get to Drill IV; and you could do a lot better with four promotions than Drill I-IV. (For instance, Combat I-III plus Shock/Formation/Cover/whatever is a lot better....
Ah, okay, that's perfectly reasonable, and a lot less complex than some of the combat formulae I've seen on this website.Since you asked (sort of)...
First strike chances don't necessarily have a 50% chance of becoming first strikes, though it can very reasonably be thought of that way. It's also fairly reasonable to describe each first strike chance as 0.5 first strikes.
Basically at the start of battle, if n is the number of first strike chances, then you get rand(0,n) of them converted into first strikes, and these are added to the other first strikes. So for example, a unit with 0-1 first strikes (ie. 1 first strike chance) has a 50:50 chance of having 0 or 1 first strike. A unit with 4-7 first strikes (4 guaranteed first strikes and 3 first strike chances), has a 25% chance of 4, a 25% chance of 5, a 25% chance of 6, and a 25% chance of 7 first strikes in battle.
Then when the battle starts, if a unit has N first strikes, then in the first N rounds of battle that unit does not take any damage (as Roland described). It's that simple!![]()
So, for instance, a Blitz-promoted unit that has a power edge over its opponents would benefit greatly from extra first strikes? That makes a lot of sense, and I think I'm going to start giving my Cavalry, Gunships and Tanks Drill promotions if I see that I have a military tech lead.Drill promotions (which give first strikes) are good in situations where the unit receiving the drill promotions already has an advantage over the opposing units. This can be because the drill promoted unit is benefiting from a significant defence bonus or because the opposing units have been severely bombed or because there is a technological advantage for the drill promoted unit. In these cases, the first strikes can allow the drill promoted unit to defeat the opposing unit while barely losing any hit points itself. This way a single drill promoted unit doesn't need to heal between battles and can defeat several enemy units during a single turn.
Ah, okay, that's perfectly reasonable, and a lot less complex than some of the combat formulae I've seen on this website.
So, for instance, a Blitz-promoted unit that has a power edge over its opponents would benefit greatly from extra first strikes? That makes a lot of sense, and I think I'm going to start giving my Cavalry, Gunships and Tanks Drill promotions if I see that I have a military tech lead.
If you are looking for some rules of thumb for when to promote along the Drill Line...
- try to give the promo to units that will have an innate advantage during combat. If your Tanks will be facing Grenadiers, Drill will help them take less damage during what will presumably be a combat victory, and keep your offensive rolling. And giving it to your Longbows/Machine Guns will help keep them alive when defending cities (higher Drill promos also reduce collateral damage suffered).
- Give Drill to units that are designed for it. I give it to ChoKoNu's - they already start with first strikes and Drill 1 if protective, so it only takes 5 XP to get them to the useful Drill III. Same deal with Stealth Destroyers - both units can get a lot of 1st strikes that way.
- Conversely, if you will be facing equally modern units when you go to war, go with Combat or one of the specialties like Pinch or Cover. A Combat I unit will beat a Drill I unit most of the time, absent other bonuses.
I always forget these rules and promote along the Drill line because it seems cool. Don't be like me.