The Complete Guide to Promotions

I would be willing to sit down and theoretically test the proposition that drill is better for a privateer attacked by 3 or 4 caravels, than combat promotions. Still, a C4 privateer would gobble up obsolete units pretty effectively too.

In any case, my point was that for as many defensive uses you find for caravels there are as many offensive uses. You use drill privateers to defend against caravels. Drill IV privateers absolutely maul damaged frigates and can even have nice odds against injured destroyers. D4 frigates would be better against injured destroyers though.

The extra xp earned by a D4 obsolete unit is often enough to make me not want to upgrade the unit and regularly use it for mop up until it has an insane number of xp, then upgrade. :)
 
The extra xp earned by a D4 obsolete unit is often enough to make me not want to upgrade the unit and regularly use it for mop up until it has an insane number of xp, then upgrade. :)

If I understand the XP calculations, Drill does give more XP for an equivalent battle than other promotions. That happens because XP calculations are diven by compared strengths alone (if I understand correctly) and Drill increases your chances of winning without increasing your strength.

Similarly, damaged units provide more XP than they "should". If I am going to attack a 6 strength Horse Archer, I have to bust through 100 HP to win the battle. If I attack a 6 strength Knight, I have a lot fewer HP to grind down, so I need to win fewer rounds even though the wounded Knight and the full strength Horse Archer have the same strength.

...which tells me that Drill on Privateers = :)


And I do think that it's funny seeing 1/2 - 2/3 of my Great Generals over the course of some games coming from Privateers.
 
It's true you can't voluntarilly add combat to seige any more but with the 3.17 patch there is still an event that gave my cannons +1 combat in my last game :)
 
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