Free Flanking I for melee & gunpowder units would work well for strategic as even at Flanking III units will still die frequently enough and the addition of first strike immunity with Flanking II (I think) definately sounds 'strategic' to me. It would also mix well with both aggressive and protective, well... depending on what you've already changed with them![]()
Negatate defense bonuses soemhow? To reflect being able to manouevre better, and turn the terrain against them?
COnsidering how abstract combat is in CIV I always viewed Flanking as breaking off the attack before you were completely slaughtered since you don't actually retreat and it only works for the attacker. As for Drill II, all of the promotion bonuses stack, they don't get replaced by the next one. So starting with Drill II is not the same as starting with Drill I & Drill II. This also will afect prereq's for other promotions if the specifically require Drill I.I'm honestly not a big fan of Flanking - I picture it as retreating, where a strategic leader should be someone known for preparation going into battle and finding ways to win when the odds are against them. Lately I've been testing it with Drill I for melee and gunpowder - it's not very powerful (initially), but it seems to fit the flavor of the trait better. Plus, at level 2, the unit could pick up Shock or Cover instead of having to go with Combat I. I also gave strategic a +50% build bonus to scouts and explorers for a bit of a boost. (Keep in mind that I modded both scouts and explorers with a free Sentry promotion to give them a bit of flavor.)
I was playing around with the idea of having Strategic give units a free Drill II promotion instead of Drill I. Normally, of course, you'd have to have Drill I before you could use Drill II - does anyone know if Drill I + Drill II = One first strike & One additional first strike chance? Or does the Drill II promotion override the Drill I promotion and just give one first strike?
COnsidering how abstract combat is in CIV I always viewed Flanking as breaking off the attack before you were completely slaughtered since you don't actually retreat and it only works for the attacker. As for Drill II, all of the promotion bonuses stack, they don't get replaced by the next one. So starting with Drill II is not the same as starting with Drill I & Drill II. This also will afect prereq's for other promotions if the specifically require Drill I.
"In ancient times, those skilled in warfare make themselves invincible and then wait for the enemy to become vulnerable." -- Sun TzuI picture the stratigic leader being synominous with Sun Tzu's description of the victorious warrior, but when I think of the Flanking promotion - it seems to me to be more reactionary than a part of proactive planning. So, from that perspective it doesn't fit the flavor of the trait.
"In ancient times, those skilled in warfare make themselves invincible and then wait for the enemy to become vulnerable." -- Sun Tzu
Flanking isn't quite invincibility, but it has the same flavor. It has great use as a "hit and run" maneuver; when facing a powerful foe, rather than sending troops to certain death, you instead seek to damage him and withdraw before you suffer defeat.
(1) It isn't 10% of the time. If you're using flanking seriously, then it's 30% at a minimum, and more if the unit comes with a base withdrawl chance. (e.g. it's 60% for cavalry, 80% for submarines)I would agree with except that flanking has a low percentage of actually working and requires you to lose the battle. At least Drill I has 50/50 odds and isn't contingent on you losing. I can't imagine the tactician that comes in saying, "I have this great hit and run strategy that is guaranteed to work 10% of the time... the other 90% of the time, you're dead."
(1) It isn't 10% of the time. If you're using flanking seriously, then it's 30% at a minimum, and more if the unit comes with a base withdrawl chance. (e.g. it's 60% for cavalry, 80% for submarines)
(2) Try looking at it as "I have this tactic that will do damage while only losing half of your forces -- you would lose almost all of your forces if you tried to do the same damage with brute force alone!"
(3) I have hard numbers for an example: if you are facing a City Garrison II archers in a city with 100% cultural defense, then it costs you 33.17 hammers (on average) to kill an archer with City Raider III swordsmen. However, if you first use Flanking II Horse Archers to deal the first few blows, the cost drops to 30.35 hammers. If you use Flanking II chariots to deal the very first blow to such an archer, the cost drops further to 28.96 hammers.
Even against a weaker enemy... say, the same archer but with 40% cultural defense. It costs 28.41 hammers to kill it with City Raider II swordsmen. It only costs 24.13 if you use Flanking II chariots to deal the first blow. And it only 21.56 hammers to kill it purely with Flanking II horse archers. The cost drops to 20.15 hammers if you also use combat 2 horse archers, and there is essentially no benefit to mixing City Raider II swordsmen with your horse archers. (except to leech experience from weakened archers, so they can become City Raider III)
If you know a way to mod that, please let me know. I don't think it can be done in XML - but otherwise it's not a bad idea.