Whip / Draft query

TM Moot

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I've never really used the Draft before, how does it work compared to rushing (whipping)?

(Sorry its such a noob question):D
 
I rarely draft, but when I do

1) Protective leaders are the best for drafting as they always get the CG and Drill I promotion. A drafted unit comes out with half the experience so a lone barracks get's you only 1 XP. Thus drafting protective gunpowder units in a theocracy can pump out pinch promoted units.

2) If possible draft most of your army from food heavy cities so they can regrow fast. The barracks get's +2 happiness which compensates for the +3 unhappy for the draft. Also the lower civic upkeep of nationhood allows you to sacrifice the science slider to 10% culture. Also if you are still in HR then there is no net happiness loss prior to adopting nationhood.

3) Before adopting nationhood spam theaters and then build the Globe theater in a food heavy city. You can draft unlimitedly from the GT city as you get no unhappiness but need to regrow population fast.

If done correctly, in 10 turns you can have an overwhelming drafted army (3 per city) of 30 gunpowder units. Not bad if you just got rifling and noone esle has it.

Regarding draftign versus the whip, you lose ALOT more population whipping gunpowder units than drafting them. You just need to plan on dealing with the unhappiness.

One final note, I never really adopt nationhood much (unless I want teh espionage) as the extra commerce from Bur and FS far outweigh the draft, at least in my games.

The best drafting leaders

Saladin: Protective and spiritual allows you to massively draft for 5 turns, then revolt back to FS or Bur. With theocracy running you have just drafted 15 units with 3 promotions, perhaps more if you have a few settled GGs.

Gilgamesh: Protective and creative (for the fast theaters).

Churchill: Protective and charismatic: Drafted redcoats (CGI, Drill I, +25% versus gunpowder) are extremely dangerous. Add theocracy, a barracks and 1 GG and you are only 1 XP away from another promotion and thus added GG points.

Tokugawa: Agressive and PRotective: Combat I, drill I, CG I gunpowder units?? Hell, who the hell even needs a barrakcs! He can also draft some mean Samuri if you get nationhood before gunpowder.

Zara: Creative and Organized: Again fast theaters, but also he has a draftable UU which get's Drill I and II for free.

Honorable notes to the French and Ottoman UUs which have draftable UUs However you are relying on their inherant abilities which are not upgradeable.

But seriously, CHurchill Redcoats are the most fun unit to draft in my opinion.
 
drafting pop loss is not added up right? for every draft you lose 2 pop? so with a high farmed city with a globe theater will become an automated barracks...
 
drafting pop loss is not added up right? for every draft you lose 2 pop? so with a high farmed city with a globe theater will become an automated barracks...

AT marathon that I play at

Maces, muskets, rifles all cost 1 population. Infantry cost 2.

You are correct that the lost population subtracts one unhappy face and thus helps reduce the ill effects even more. So swapping to nationhood with HR and drafting a unit for 1 population would result in a +1 net change(+1 for 1 less pop, +1 military in HR, +2 barracks versus -3 "hell we won't go").
 
well as the link above tells, a GT with a good surplus food will be a good drafting city... well 3 per turn may not sound that impressive but after 10 turns it will become a 30 personell SoD with cats, trebs...
 
One thing to keep in mind is that drafting 1 pop will get you a musketman or rifle, but when you jump to infantry it costs 2 pop.

Drafting also can leverage musketeers pretty well, because you can't upgrade to them (in the base game). Play the Wolfshanze mod.
 
How does draft anger stack? Is it like whip anger, so your first draft is 10 turns, but if you draft again from the city it's going to be 20 turns? Or is it always 10 turns per draft (even if you've just drafted from the city)? And if you're in slavery whipping, does that stack with the draft?
 
Long misery from miserable units. I'll admit, I don't draft.
 
I've found Spiritual leaders the most suitable for drafting. If someone DoW on you and you find you're in peril, it's easy to switch in, draft for a couple turns and switch out ASAP, with no anarchy penalties.

Also, it's quite nice, as the English, to be able to draft their UU-Redcoats. If you have Galleons and Trebs ready, it's very possible to mount a 2-army intercontinental invasion (just don't be stupid like the AI and take the extra turn not to go amphibious) within just a couple turns of getting rifling. Often, especially with a few frigates, you scarcely need the trebs.
 
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