Upgrading archers

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Chieftain
Joined
Jan 9, 2006
Messages
4
Hi!

When I defend a city I like to put City Garrison 1 (20% defense) on my archer and forify the unit in the city.

But when the unit gain xp, I am not sure what to do. If I upgrade the same archer to City Garrison 2 (+25% defense) will the total defense be 25 or 45 (20+25)?

These two pages confuses me:
This link says 25 defense
http://www.civfanatics.com/civ4/info/promotions/

And this link says: 40% defense
http://www.civfanatics.com/civ4/info/#Combat
 
Ave !!

The odds display suggests that promotions add up. Before engaging battle, point at the unit you wish to attack with the right mouse button depressed and you see the break down of the resulting battle with outcome odds. I use it heavily to pick the best attacker and to nurture my melee attackersaxe/sword/mace to city raider III for the late game infantry/mech inf attack units.

- Oho -
 
I am sorry but I cant see why you would want a mechinf with cityraider when you can build new modern armor with raider2. When I am gearing up for war in the endgame I can always get atleast lvl2 units from all my cities. doesnt make sence using all that cash upgrading an archer.
 
Znabel15 said:
I am sorry but I cant see why you would want a mechinf with cityraider when you can build new modern armor with raider2. When I am gearing up for war in the endgame I can always get atleast lvl2 units from all my cities. doesnt make sence using all that cash upgrading an archer.
There are a ton of reasons why you would prefer an upgraded mech infantry. First of all modern armor requires aluminum and oil, mech infantry has no resource requirements. Second, if you are "aggressive" your infantry units start with combat 1(+10%) while for some reason your tanks do not. Add in a couple promotions and that combat 1 mech infantry is a dam good attacker. Third, striving for mech infantry first gives you the best defensive unit in the game. Fourth, I am fairly certain that you can draft mech. infantry. Lastly IMO, you need a less diversified troop base if you have mechanical infantry.

Modern armor is the best attack unit in the end game but if you are in a hurry to make a war, mechanical infantry will steam roll everything except other mechanical infantry. Drop your science, crank culture a bit and just start upgrading those old infantry units like crazy. You will have a war ready force overnight.
 
Melee and Gunpowder units receive the extra Combat I promotion. Tanks don't fall into either category.

Though for an offensive I'd rather have Modern Armor too for the most part. I prefer to have my Mech Inf. be the defensive support troop so that I can take advantage of defensive bonuses if I'm on a hill.
 
alanschu said:
Melee and Gunpowder units receive the extra Combat I promotion. Tanks don't fall into either category.

Though for an offensive I'd rather have Modern Armor too for the most part. I prefer to have my Mech Inf. be the defensive support troop so that I can take advantage of defensive bonuses if I'm on a hill.
Ah, thanks for the melee and gunpowder info. Yeah I like to beeline for mech infantry if I have relative tech parity. A few less techs between me and robotics usually. Also I don't need to bother bringing SAM infantry to handle the Gunships or for that matter anything but artillery. I can drop the artillery even if I can bombard well from the air.

Once the enemy has Mech infantry too you need that Modern Armor to keep advancing but until then I have gotten a lot of mileage out of a robotics beeline.
 
If I recall the tech tree correctly, the scary thing about upgrading older foot units with City Raider 3 on them is to get City Raider 3 infantry, which are excellent at cracking into enemy cities themselves defended with infantry. The other options you would have at the time are cavalry, which would require more seige support. Marines and Tanks don't come until industrialism; I believe you can upgrade to Marines, but you have to build the tanks from scratch.

So upgrading those city raiders can give you an effective attack force in the infantry lull.
 
Speaking of City Garrison promotions, do these come into play when you attack as well as defend? It seem to me that units in a city with city Garrison I and II do much better on attacking units that are next to the city.
 
Only melee, armored, and seige (catapults, etc) can get city raider, so macemen are the last units you get (before tanks) that can get the city raider promotion. Upgrading a large stack of city raider II/III swords and maces to grenadiers or infantry gives you a huge advantage on the attack. If I didn't have that, I'd probably just use city raider II cannons/artillery as my primary attacker until I got to tanks.
 
Dreef said:
Ah, thanks for the melee and gunpowder info. Yeah I like to beeline for mech infantry if I have relative tech parity. A few less techs between me and robotics usually. Also I don't need to bother bringing SAM infantry to handle the Gunships or for that matter anything but artillery. I can drop the artillery even if I can bombard well from the air.

Once the enemy has Mech infantry too you need that Modern Armor to keep advancing but until then I have gotten a lot of mileage out of a robotics beeline.

also, i dont think armoured units recieve city bonuses
 
They don't. But Mech Infantry count as gunpowder units, so they can get City Garrison. That's what makes mechs vs mechs tough for the attacker.
 
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