slobberinbear
Ursine Skald
Promotions are fun. They make your units more powerful, give some healing, and come with a dramatic drum roll. They're just so doggone great that we want to use them now.
Only you shouldn't just promote automatically, and never ever choose the "auto-promote" option from the game menu.
The times you should always promote as soon as possible:
1. Naval units. Ships can get attacked by barbarian and AI ships from out of nowhere. Better to have the promotion just in case.
2. Garrison units for border cities. You want your key defenses maximized at all times.
3. Your unit is hurt and needs quick healing to continue the assault or avoid dying by enemy counterattack.
4. Your unit has a specific mission and won't be entering combat much(medic, woodsman, etc.).
Otherwise, save the promotion for when you really need it (i.e., right before you attack), which allows you to maximize your odds and fight certain enemy units in the opposing stack.
Here is an example, without Civ math. The results are assumed but not at all atypical:
Player A (agressive civ) always gives his Axemen the City Raider I promotion when built. His stack of 7 Axes shows up at the enemy city and discovers he's against two Protective archers and an axeman on a hill and 20% cultural defense. Because he's already promoted his units with the generic +20% CR I promotion, the AI gets to defend with its best unit every time. In this example, the axeman defender will likely be selected to defend the city against the first attacker. Player A has a poor chance of taking the city with this stack. Why? because he has a 20% bonus (instead of 25% for a specific target) and his bonuses are all the same, allowing the AI to always defend with its best unit.
Player B (same aggessive civ) has the same 7 axes (but hasn't chosen promotions ahead of time) and shows up at the same city. The enemy axeman is selected as the defender.
*EDITED* (Thanks, UncleJJ for calling me on this)
Player B's advantage is that he can tailor his promotions to match the foe. The problem with this mixed defense is that if he chooses Shock, the AI will defend with an archer, and if he chooses Cover, the AI will defend with the axe. What does he do?
1. Choose CR I for Axe 1. The defending axe is still the selected defender. Axe 1 attacks and dies, damaging the axeman.
2. If the defending Axeman was hurt badly, an Archer will be selected as the defender. Let's say the defending axe was only slightly hurt. Choose CR I for Axe 2. Again, the defending Axe is selected. Axe 2 attacks and dies, but the defending Axe is badly hurt.
3. Choose the cover promotion for Axe 3. Axe 3 attacks and dies, damaging Archer 1.
4. The best defending unit is Archer 2. Choose the cover promotion for Axe 4. Axe 4 attacks and dies, damaging Archer 2.
5. The best defending unit is Archer 1. Choose the cover promotion for Axe 5. Axe 5 attacks and defeats the already injured Archer 1.
6. The best defending unit is Archer 2. Choose the cover promotion for Axe 6. Axe 6 attacks and defeats the already injured Archer 2.
7. The last defender is the decimated axeman. Choose the shock promotion for Axe 7. Axe 7 defeats the last defender and takes the city.
Net result: Player B took the city in one turn and lost 4 axemen. Statistically, Player B has a 5% higher strength in the battles involving Axes 3 - 7. While a 5% strength adjustment is not a 5% better chance of success, it is a slight improvement that could carry the day in a close battle. Player B also had the flexibility to turn one of his axes into a medic or to take a Combat II promotion to fend off a chariot counter-attack, for instance.
The moral of the story? Saving your promotions and tailoring them to fit the needs results in better chances of success and lets you keep your options open for later.
Only you shouldn't just promote automatically, and never ever choose the "auto-promote" option from the game menu.
The times you should always promote as soon as possible:
1. Naval units. Ships can get attacked by barbarian and AI ships from out of nowhere. Better to have the promotion just in case.
2. Garrison units for border cities. You want your key defenses maximized at all times.
3. Your unit is hurt and needs quick healing to continue the assault or avoid dying by enemy counterattack.
4. Your unit has a specific mission and won't be entering combat much(medic, woodsman, etc.).
Otherwise, save the promotion for when you really need it (i.e., right before you attack), which allows you to maximize your odds and fight certain enemy units in the opposing stack.
Here is an example, without Civ math. The results are assumed but not at all atypical:
Player A (agressive civ) always gives his Axemen the City Raider I promotion when built. His stack of 7 Axes shows up at the enemy city and discovers he's against two Protective archers and an axeman on a hill and 20% cultural defense. Because he's already promoted his units with the generic +20% CR I promotion, the AI gets to defend with its best unit every time. In this example, the axeman defender will likely be selected to defend the city against the first attacker. Player A has a poor chance of taking the city with this stack. Why? because he has a 20% bonus (instead of 25% for a specific target) and his bonuses are all the same, allowing the AI to always defend with its best unit.
Player B (same aggessive civ) has the same 7 axes (but hasn't chosen promotions ahead of time) and shows up at the same city. The enemy axeman is selected as the defender.
*EDITED* (Thanks, UncleJJ for calling me on this)
Player B's advantage is that he can tailor his promotions to match the foe. The problem with this mixed defense is that if he chooses Shock, the AI will defend with an archer, and if he chooses Cover, the AI will defend with the axe. What does he do?
1. Choose CR I for Axe 1. The defending axe is still the selected defender. Axe 1 attacks and dies, damaging the axeman.
2. If the defending Axeman was hurt badly, an Archer will be selected as the defender. Let's say the defending axe was only slightly hurt. Choose CR I for Axe 2. Again, the defending Axe is selected. Axe 2 attacks and dies, but the defending Axe is badly hurt.
3. Choose the cover promotion for Axe 3. Axe 3 attacks and dies, damaging Archer 1.
4. The best defending unit is Archer 2. Choose the cover promotion for Axe 4. Axe 4 attacks and dies, damaging Archer 2.
5. The best defending unit is Archer 1. Choose the cover promotion for Axe 5. Axe 5 attacks and defeats the already injured Archer 1.
6. The best defending unit is Archer 2. Choose the cover promotion for Axe 6. Axe 6 attacks and defeats the already injured Archer 2.
7. The last defender is the decimated axeman. Choose the shock promotion for Axe 7. Axe 7 defeats the last defender and takes the city.
Net result: Player B took the city in one turn and lost 4 axemen. Statistically, Player B has a 5% higher strength in the battles involving Axes 3 - 7. While a 5% strength adjustment is not a 5% better chance of success, it is a slight improvement that could carry the day in a close battle. Player B also had the flexibility to turn one of his axes into a medic or to take a Combat II promotion to fend off a chariot counter-attack, for instance.
The moral of the story? Saving your promotions and tailoring them to fit the needs results in better chances of success and lets you keep your options open for later.