Units which generated leaders

nbd

Chieftain
Joined
Sep 1, 2011
Messages
24
Do units after generating great leaders get some additional properties apart from receiving names? E.g. inability to generate another great leader or more power in quelling resistance or something else?
 
In Conquests, any unit can be renamed; Control + N will let you do that. Not sure about vanilla and PTW.

After my units have generated a leader, I semi-retire them. I keep them in a seperate stack near my capital and then ignore them. If I can upgrade them I will, but most of my MGLs seem to come from Cavalry and they don't upgrade. I don't create this stack until things get railroaded. Until then, they need to be in the field in order to respond to threats quickly. Railroads let me respond quickly from a distance.

I will use the retirees to quell resistance in the turn that a city is captured; sometimes, if I think about it. The next turn they are back at the capital for ceremonial duty. If there are special combat needs that the normal units can't handle I will activate these guys. Special needs could be guarding wounded units or workers for the IBT or tracking down the last settler of an almost dead AI.

Recently I have started adding such units into Armies, to increase their hitting power. I don't mind paying them to do nothing but sometimes it feels better to have these elite units in action, earning their gpt support cost.
 
I remember someone recommending that *elites should be placed in armies as they can't get another leader and I try to do that depending on the unit. One-move units don't usually get army treatment unless I am in a war to gain horses.
 
I have had units make three leaders in a game. I can tell, because I name them. Sword-1 and then it is upgraded and eventually makes another leader and is called Sword1/nn. Where nn is the current leader number say 13.

You could make more than 3, but I never managed that. I try to take care of those that have made a leader on the hopes they can do it again. Most games I will get at least one unit make a second leader.
 
For *elites, if they are cavs I'll probably put them in an army. Maybe for knights. Otherwise I'll use them first in difficult attacks, using the strength of elite without sacrificing a leader opportunity. So they turn into shock troops under my command. If I have the cash an obsolete *elite may get upgraded, but I reserve no place of honor for any of them.
 
I usually put them in to the army I create with the leader they make. This works well with cavs since they wont upgrade and won't get another leader. I get a bonus HP in my army.

I think the max leaders you could get is 7. The spear-->Mech path. Though it may be quite difficult with defensive units. The warrior-->TOW paths gets you 6, probably easier to do. Chariot-->Cav gets you 4.
 
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