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They don't "slightly bolster". You can start building them in the ancient era so your assault units are ready when you get siege, and they are also 25% cheaper than macemen, and they make so you can completely avoid a certain path on the tech tree (possibly making up for all economic losses, and then some, for having had researched IW).
I don't know what you mean by "equivalent". Swordsmen with city raider has 8.1, with city raider II it has 9.6. Praet with city raider has 10, with city raider 2 it has 12. And your stack is also much less vulnerable. Since you need to mix axes in with your swords usually, that reduces the average city raider value of your units to maybe 7-7.5. With Romans you can just use praets, so the average stays at near 10.
But yes, the very early rush is often the most powerful thing in the game, so on deity where teching is so difficult, in those isolated cases where economy becomes primary for any war, chariot UUs are often better, also because those civs have better economy traits. Although if you have gold in your cap you can still do the praet rush.
No one here has said that the Romans are unbeatable, only that the Praetorian is an extremely powerful unit.
I disagree about Praets being the best unit. Modern Armor is way stronger.
And only a few turns later if beelined properly!![]()
And the war chariot nonsense, lol... um, build a spearman? That's a gambit rush if there ever was one. Praets are no gambit. You will rape them. It's not quite the same as saying: Hm there's England, lets destroy them before they have redcoats.
I'm just going to assume you didn't even read my case for war chariots and against Praets, because your treatment is stupidly superficial and ignoring pretty much every point I made. "Build a spearman"... That's like my saying "Oh, praets are nothing - pillage his iron." Which, I might add, war chariots make *VERY* easy.
I'm done here. Not arguing this point for the fifth time.
Of course people use them on high difficulties - in conjunction with other units. Mainly catapults which, when you have them, make the base strength of the swordsman type unit way less important since the siege units do your heavy lifting for getting cities ready to be taken.
This arrangement is why Praets don't shine, and don't do anything special on deity - because, take away their pre-cat rushing ability and all they are is a stronger unit where a stronger unit isn't needed.
As for Levgre, same deal... Why are Praets *so* wonderful if all they really do is slightly bolster an already effective strategy in medieval war? Swordsmen, which are cheaper and have an equivalent 6.6 str attacking a city get the job done when paired with cats.
Iron more common than horses... Maybe - but it's much cheaper to see if you have horses than iron. As in, if I decide, on Immortal or Deity that I'm going to Praet Rush or something, I have to commit myself to relatively a lot of teching that may not help me out in that absolutely game-critical early game... Unless you're inundated with jungle OR want swordsmen fast, you don't need iron working right off the bat generally. On the other hand, the wheel and animal husbandry are two basic low level techs that help you establish your early empire. Going for them early is very rarely a waste - it's something you were going to do anyways.
I stand by my position... Praets are a cumbersome unit, and Deity - heck, even Immortal - pretty much strips them of their sure-thing pre-cat rush ability. That being the case, their `power game`becomes being a slightly more powerful backbone to an army makeup that works well without them. They`re nice, but they're not by any means game breaking.
Well, here's my reasoning. Iron working, and the expensive Praets, are a huge investment in tech and hammers for a monstrous, slow moving unit that, if you don't get iron, is pretty much going to result in a *huge* and possibly unrecoverable setback on higher difficulties.
I know some people play with the mindset of "Oh, didn't get iron? I'll just restart" and that artificially inflates the wonderousness of Praets a bit in my eyes.
The fact is though, on higher difficulties, Praets are an extremely cumbersome and high-investement unit technologically and resource wise, and going for them pretty much leaved you trapped into either Praet Rush or slow death. And what's more, that rush isn't even guaranteed to work on Immortal +...
Contrast this to the War Chariot or Immortal. These are cheap, low tech, fast units. Even on Immortal I find I can safely and relatively easily invest the time and resources required to gettings their pre-requisite techs and still be able to change tracks if I don't get horses, if I find Shaka, or something like that.
When I DO get them, they are fast moving, excellent pillagers,
great city attackers, get reinforced much more easily than Praets (fast movement and such)
and I find their mobility, paired with their ease to get and logistical superiority to Praets makes them a just all 'round better package when things really get tough. When things aren't so tough (IE - lower difficulty), when you can get away with huge investments with unsure payoffs, when you're playing in scenarios stacked in the Praet's favour (Earth 18 civs), they do seem wonderful... But when the going gets tough, I find Praets just don't stack up.
Praets are a death sentence on Deity. Too much investment even if they are a good unit.
Most people who do think they're all that and a bag of chips are playing on lower difficulties where the huge investment of Praets flies a lot better.
For me, the true test of something's power is how well it fares under the worst situations... And that's a test that Praets fail pretty badly in my eyes. Praet rushing on Immortal + leaves me restarting much more often than not.
Chariot UU rushing has a much greater success rate, in part because of their lower overhead costs, and in part because they get reinforced more quickly and can switch from a hard to a soft target a lot more easily... If you're plugging along at 1 move per turn with Praets, anywhere you go will be reinforced before you get there - with Chariots, I move from the city with four archers and three spearmen to the one with two archers in a jiffy, and I end up taking a city rather than losing a ton of units.
Praetorians are good... but for how long is swordsman-driven warfare useful without catapults? I find the time window in which Praetorians are amazing considerably shorter and harder to use than the one of chariot UUs, and much less under your control (as has been said, disconnecting someone's copper before they get relevant numbers of spearmen or simply changing targets is usually not much of a problem).
Having Praetorians dominate the scene on their own pretty much requires teching to Iron Working straight away, which is a considerable gamble. I couldn't honestly recommend that on high levels with a no-reloads policy.
Their usefulness lives on for a long time. They alow you to start hostilities in what will end up being a catapult-drivne war before you get catapults. They remain relevant after you get siege support: On the defense, their high base strength means no counterattack will be truly scary. On the offense, direct attacks with them is more cost-effective than leading with catapults against lightly-defended cities.
Later on they are essentially discount macemen which isn't bad as well. But I find them attractive for their longevity, not for dominating the game reliably at a given point... the early archer killers are far better at that.
Tephros, I think you're missing one point: Checking if you can just 'take over the world muahaha' with war chariots or immortals doesn't carry a big price tag. Since Animal Husbandry is cheap and has 2 immediately visible resources, researching it straight away is often no sacrifice.
I think that's where the comments about reloading or Praetorians being a 'death sentence' come from - someone who teched Animal Husbandry immediately and found no horses for a chariot UU has lost nothing by trying, someone who teched straight to Iron Working and found no iron usually did.
I know you said it's not necessary to make good use of praetorians and I agree... but it means they come online at a time when someone with a chariot UU could have eaten two neighbours and will still have them as a noticable asset into the medieval age, albeit a lesser one than Praetorians.
Basically you don't know how to use them and you apparently are addicted to early rushes. I can say with certainty that early rushes are not necessary on huge immortal domination games.
@ Molybdeus - I'm backing up Tephros' quote 100% (though I don't know about the part about anyone being addicted to rushes). Chariot rushes can be many, many times weaker on larger maps - same thing with worker steals - when the nearest cap is not 15-20 tiles away.
Chariots get outdated VERY quickly and if you do succeed you're paying ridiculous maintence costs (+ still carrying barb risks, there's no way to connect the cities) pretty early on.