Diamondeye
So Happy I Could Die
First of all, hats off to Rusten for some very nice statements and posts. And I can definately see what you mean by the Fin comment. I am, at the moment, only playing on prince, so I wouldn't know how Immo/Dei is.
True. However, it isn't a counterargument to my statement. Archery units are definately useful even on the offensive. Crossbows especially. A mach->Engi beeline can make an army of trebs/xbows/pikes which can effectively walk over any medieval defence as long as you get there quick and supply with LOTS of trebs. I think, perhaps, that the reason Pro is underrated is that Drill is underrated. I personally find Drill IV better than Combat IV under most circumstances. Also, with only one promotion available (barracks or theo or vassalage), the drill I out of the box allows special promotions like Cover and Pinch.
Completely agree. But if you have drill IV units, be sure to guard them well against mounted units. Leaving them out in the open is idiotic. As is leaving CR units without protection. As long as you think about what you do, Protective is a fine trait.
Agree, walls doesnt match Courthouses in priority (then again, what does?). But, as Sun Tzu said, knowing your enemy is half the victory. Knowing that an AI won't attack until the cultural defenses are 0% or it's siege weapons are destroyed is a huge bonus when defending a city. 4 turns of building a wall can win you 13 turns of bombardment. Also, if you play by your strengths and the AIs weaknesses, flanking horse archers can easily ruin the AIs siege units - and the AI stack will then attack asap. Here, CG promotions and walls/castles help alot.
Agree. But in general, Ind isn't worth it.
Well, first of all I war alot. I need to keep my border cities safe with as few units as possible, to minimize unit upkeep. Protective helps here. Second, I often build walls and castles in border cities. Third, I am against the traditional "A good army is a melee army". If I feel like taking out Tokugawa with Crossbows and trebs, I will. And I have done so, on Prince.
Fourth, I often win a city with the width of a hair, and a CG promotion or a quick wall can help lots there aswell. Fifth, I am a great fan of the Drill line and nearly always promote archery down that line, Gunpowder aswell if I'm Pro, some of them even if I'm not.
Agree on IND. How come you rate Cre last? It is huge most games, imho.
As explained above, I tend to use alot more kinds of units than just meleespam. Agree, there are no archery "axe" for the rush (unless playing Mali), but both Longbows and Crossbows can serve well. Plus, I find Drill more combineable with the huge amounts of siege the game requires that you bring in order to crack the AIs cities (as these always seem to build walls... ).
Most of the time human players don't focus on building defensive units or just have units sit in a city while the AI attacks. Crossbows are about the only archery unit I build in general (unless I need some archers for early barb defense).
True. However, it isn't a counterargument to my statement. Archery units are definately useful even on the offensive. Crossbows especially. A mach->Engi beeline can make an army of trebs/xbows/pikes which can effectively walk over any medieval defence as long as you get there quick and supply with LOTS of trebs. I think, perhaps, that the reason Pro is underrated is that Drill is underrated. I personally find Drill IV better than Combat IV under most circumstances. Also, with only one promotion available (barracks or theo or vassalage), the drill I out of the box allows special promotions like Cover and Pinch.
Sure your city with 10 CG III/drill longbows may be almost invulnerable but if all your tiles get pillaged your economy is seriously damaged. Bring those longbows out into flat territory and see how long they will last. Even if they are drill 4 a horse archer or knight can ignore first strike.
Completely agree. But if you have drill IV units, be sure to guard them well against mounted units. Leaving them out in the open is idiotic. As is leaving CR units without protection. As long as you think about what you do, Protective is a fine trait.
For similar reasons most people don't build a lot of walls or castles maybe in a couple cities but compared to courthouses which are built in essentially every city they aren't that useful. Gunpowder units also get drill I so the trait does have some use but compared to others it is weak for most play styles.
Agree, walls doesnt match Courthouses in priority (then again, what does?). But, as Sun Tzu said, knowing your enemy is half the victory. Knowing that an AI won't attack until the cultural defenses are 0% or it's siege weapons are destroyed is a huge bonus when defending a city. 4 turns of building a wall can win you 13 turns of bombardment. Also, if you play by your strengths and the AIs weaknesses, flanking horse archers can easily ruin the AIs siege units - and the AI stack will then attack asap. Here, CG promotions and walls/castles help alot.
Keep in mind these are just opinions and the best or worst trait for someone depends on how well or poorly they utilize the trait. Ind isn't a favorite trait of mine but cheap forges can be powerful and the bonus to that wonder you want can help as well.
Agree. But in general, Ind isn't worth it.
Of course best trait for the AI depends on who he is against. If everyone is peaceful then def is useless but creative or defensive can save an AI for an early rush.
I always like to learn so tell us how you leverage defensive and maybe you can win some people over. Just stating what is or isn't the worst trait doesn't convince anyone.
Well, first of all I war alot. I need to keep my border cities safe with as few units as possible, to minimize unit upkeep. Protective helps here. Second, I often build walls and castles in border cities. Third, I am against the traditional "A good army is a melee army". If I feel like taking out Tokugawa with Crossbows and trebs, I will. And I have done so, on Prince.
Fourth, I often win a city with the width of a hair, and a CG promotion or a quick wall can help lots there aswell. Fifth, I am a great fan of the Drill line and nearly always promote archery down that line, Gunpowder aswell if I'm Pro, some of them even if I'm not.
Industrious is useless on higher levels... you'll never get the wonders anyway.
(snip)
11) Creative
Agree on IND. How come you rate Cre last? It is huge most games, imho.
Well, seeing as how I'm too busy making Swordsmen to build a couple Archers. Also, the best defence, I think, it's a good offence. Not only that, but I always use melee units in my city to attack incoming stacks before they reach my city. Sure, I'll have one or two archers in my cities, but they're really a last ditch effort.
It might be a holdover from CivII days, where I would garrison cities with a pikeman and two knights. Or from even Age of Empires II, when I played Goths all the time.
As explained above, I tend to use alot more kinds of units than just meleespam. Agree, there are no archery "axe" for the rush (unless playing Mali), but both Longbows and Crossbows can serve well. Plus, I find Drill more combineable with the huge amounts of siege the game requires that you bring in order to crack the AIs cities (as these always seem to build walls... ).