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The Immortal Challenge 3: The Gathering Storm

well i havnt try drill V unit before, but i think the immunity to collatral damage is good when u are in offensive position-- your units are protected before attacking cities. i have the experience that units often get killed when marching to the next city as AI throw lots of seige weapons to your stack. once u have enough seige weapons, city raider promotion is not very needed (having two or three is enough). by the way, crossbows have no hard conters in their era (except elephant) so with seige weapons, they should do good job.
 
In my games drill V doesn't give immunity to collateral damage, and even if it did, it's unlikely that effect apllies to the whole stack. Although that may not be true, since I'm only playing Vanilla Civ 4.
 
The price of moving a capital for one turn is actually quite severe.
Could you elaborate on this as I think the opposite (especially on epic)?
I think a significant chance of improving your most important city of the game is worth a turn or two gamble.
In this case you will be hammer poor if you don't have a strat resource (and only so-so if you do). My experience is that there is only so much whipping you can do and that really compromises your start.
 
This is a bit chancey, but how about settling on the plains hill to the ne? Get you one additional hammer and access to the corn. Also, you block out the coast for a later city and your capital will likely be more central to your empire.
 
I always thought the cost of moving was too high, especially since the site was especially created to be good, but then Snaaty showed he could be successful by moving quite a bit. Whether that's because he moves, or in spite of it, I am not quite sure, but if there's any situation were it makes sense, it's a coastal start where moving inland allows you to block off more land.
 
The price of moving a capital for one turn is actually quite severe.

i don't agree with this either.
production is important!!

sorry, what i mean by 'immunity to collateral damage' is, if u have a medic unit in your stack, drill V and medic three units make sure your stack is in its full strength when attack the enemy city.
 
I started up the worldbuilder to do some tests on this. A drill 4 rifleman versus an unpromoted rifleman shows a 78.7% chance to win, so the calculator does include first strikes.

A drill 4 redcoat versus a combat 2 rifleman shows 87.7%, and a combat 4 redcoat versus a the same rifleman shows 89.6% chance to win. That seems like a typical situation to me, and it looks like drill really isn't anything special in the open field where the redcoat has the advantage.

How about when attacking a city? A rifleman with city garrison 2 and a 25% bonus for being fortified will defend a city with no cultural defense. The drill 4 redcoat has a 28.9% chance to win. A redcoat with drill 1 and combat 3 has 34.1% chance to win. The combat redcoat, which you can build, has better odds than the drill redcoat, which you would have to upgrade. A redcoat with city raider 3 has an 88.0% chance to win this fight. Now that's an upgrade worth doing. A redcoat with drill 1 and pinch has 29.9% chance to win. You can draft a unit with those promotions, and it has better odds of winning than the drill 4 redcoat.

So I really don't see any reason to do a mass upgrade of drill 4 crossbows. First strikes are good for minimizing damage against weak enemies; a drill 4 redcoat would be great for defending a city against lots of musketmen, but I don't think it's practical in a real situation.

Quite extensive tests have been made which show that the revamped combat calculator still does not accurately reflect the odds of winning with Drill. For that matter, when the number of test subjects grow large, the calculator does not accurately reflect the odds of winning with Combat either. It's strange, and no one knows for sure yet, but it's quite safe to say that Drill generally lets you win more battles than the odds show.

And no spoilers, please.
 
sorry, what i mean by 'immunity to collateral damage' is, if u have a medic unit in your stack, drill V and medic three units make sure your stack is in its full strength when attack the enemy city.

i have seen the power of this in action and am a believer. veteran archery types promoted to drill4 gunpowder units are wicked heinous, and stacked with a medic the enemy can try to harass me but i still get where i'm going without a scratch. even a normal medic can usually keep my stack at fighting strength when i reach my target, unless the victim is monty with his endless supply of obsolete troops. i'm so impressed with the effect that i try to get a few archery units up to drill4 every time i'm protective or charismatic. since aelf has the combo, i want to see it in action!

i like them on attack too, but i notice it more in that 'defend my stack of doom' angle. i don't rely on them as my entire combat strategy of course, i like old CR3 vets as well, and of course i make new ones from scratch with normal gunpowder promotions. i don't work out all the math, but i'm impressed with the guys and definitely look forward to seeing aelf use them, and to all the other tricks he'll use and the things i will learn. have fun playing :)
 
In my games drill V doesn't give immunity to collateral damage, and even if it did, it's unlikely that effect apllies to the whole stack. Although that may not be true, since I'm only playing Vanilla Civ 4.

Alright, let's get this clear: There is no Drill V promotion :lol:

Anyway, in Warlords, Drill IV doesn't quite give you immunity from collateral. However, from Drill II onwards, you get 20% off collateral damage for that unit with each promotion, making it 60% at Drill IV. Sounds good enough, especially with Medic III around, as mentioned.
 
I think the Drill IV riflemen are especially good when attacking combined with your own siege troops. Once the defence has been reduced to zero, a few sacrifical seige attacks with collateral damage will reduce the defenders enough to let the Drill IV troops win with little or no damage to themselves. That allows your stack of doom to keep moving from city to city with little time wasted healing. All you need do is send a steady stream of seige equipment to replace that lost in each combat plus a few other troops to garrison the new cities. They are a very useful part of an attacking stack but other specialist troops like CR3 redcoats and grenadiers, and CG2 and CG3 redcoats for garrison (very potent versus counterattacks) should also be included. If you're fighting a lot of other riflemen then the combat1 and pinch promotion makes a very useful general purpose troop for newly built redcoats (since drill and CR promotions aren't available).
 
Two north.

Edit (minor spoiler):
Spoiler :
I tried it in shadow turns and the RNG god rewarded me for my wisdom by popping BW from the hut to the northwest.
 
sorry, what i mean by 'immunity to collateral damage' is, if u have a medic unit in your stack, drill V and medic three units make sure your stack is in its full strength when attack the enemy city.

Ah. Sorry, I'm a bit of a noob, so I didn't quite understand.:blush:

In terms of the tech path I would do
Agri-AH-Either BW or IW, to see if one of those hill has some minerals in it
 
Starting on the coast with fishing, but no sea food is the AIs idea of comedy.

You're there for a reason, something else will definitely appear in your border.

If you move north it may still appear in your border anyway, and I would hate to have a coastal capital with no sea food.

I vote for moving.
 
Well, we still have time to discuss/debate where to settle. I moved the warrior NE first to take a look:

immortal02.jpg


Nothing particularly interesting. Settling on the plains hill sounds good, but we'd lose the pigs. Hammers are nothing without food, after all. Difficult decision. Should we move the settler onto the plains hill to check the surroundings?
 
I'd still settle 1N of the lake. If there's something good around that plains hill a second/third city could probably get it. With 1N of lake you have a forested plains hill, another grassland hill, a couple of forested plains, so production will be good enough early on. And if you move your settler on that plains hill I'm not sure how you'll use the pigs for another city... I think the temptation to move to a hill to see farther shouldn't take precedence here over the fact that we're on Immortal and this is your capital we're talking about: build it fast and we'll see about the rest of the map later.

And by the way, let me wish you good luck in this 3rd Immortal installment! :)
 
I'd either settle in place or move 1n of the lake as others have suggested.
I'm in favour of the latter option too: you gain at least two hills - I may be wrong but that looks like a third one under the fog to the east - and many workable tiles. The spot can make for a good production or commerce city, whichever you need more. I also doubt you'll miss out on anything crucial. If there are any additional resources east they'd make a nice addition for a second city...

Oh and thumbs up for keeping up the good work aelf! :goodjob:
 
for what it is worth, I think I have to join those who think you should settle 1N or 1NE of the lake. First though, move the settler up to that plains hill to have a look around. It looks like you are just above the desert strip to the north of the equator, so there may well be desert to your east and south and tundra some where up north of you.
 
Now that I've seen more of the territory, 2N definitely looks favourable. 1N2E could be good, but it's a gamble - and as you pointed out, you lose the pigs.

Bh
 
Settling on the plains hill sounds good, but we'd lose the pigs. Hammers are nothing without food, after all. Difficult decision. Should we move the settler onto the plains hill to check the surroundings?

2 tiles North and settle :)
More grassland tiles is better than ocean/sea.
And i suspect the tiles beyond the plains hill could be desert so i won't recommend a move there. And you lose fresh water for your city there too.
(the desert hint in fog, 2 tiles south of it)
 
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