The Almighty dF said:
No, that's living proof that Protective is a useless trait.
Archery units end up being pretty much worthless unless your city is attacked. Even with Prot, all they can do is stay in the city. So, the player has to build a lot of units that don't get the free boost the player could have gotten (unless you're playing as Tokugawa or... Who is Cha/Prot?)
In the end, your city isn't as well defended as someone who is Aggressive.
Aggressive covers:
-Marauder protection
-Medics
-Invasion forces
Protective covers:
-Archery units that will never leave the city.
-...
-...
-Oh wait, that's it.
So why not instead make a few cheap medic units and a couple of archery units? Sure, they won't start off with Drill and City Defense, but they'll still be pretty damn powerful because you've got medics with them.
It's a broken trait. Protective is in the same group as the espionage nuke, the Qin/Kublai switch, etc.
This post simply shows you are either deliberately excluding information or you are tremendously narrow-minded.
It doesn't even take me half a second to note that
gunpowder units get an advantage over non-protective civs' gunpowder units.
Medics... Oh please. Surely it is not a real argument that medics are a strength attributed only to the aggressive trait? In most games I can make my first couple of warriors into medics just by killing some animals and barbarians. Since you only ever need a few medics, and since medics are not hard to get at all anyway, it's not worth mentioning in this context.
I could go on for a while about why your other two strengths of the aggressive trait are also strengths of protective (and pretty much greater strengths for protective too), but I won't right now.
zenspiderz said:
cheap walls and castles are no worse than cheap barracks and drydocks. Barracks are pretty cheap anyway and you don't really need to build them in every city and drydocks hardly need be built at all except in one or two cities.
QFT
I have been a fiarly vocal supporter of the Protective trait. It really is not in need of any boost IMO.
I think much of the dislike of the PRO trait comes from the general belief that each combat promotion is better than a drill promotion. This comes from directly comparing the battle odds when giving units these promotions. The problem is you can't view battle odds when defending against units (except review the combat log afterwards which is tedious). I assure you that your infantry sitting on a hill benefits A LOT more from Drill III than combat III when facing some attackers.
The point of Drill promotions is that they
considerably boost a defender's expected hit points after battle when the defender has even the most measly of defensive modifiers. If you are smart and tend to build your cities on hills, it would be near impossible for any attacker to ever take one of your cities once you reach gunpowder.
Forts are also made more useful for PRO leaders, as has been discussed a fair bit already.
Whenever units have access to the drill promotions I more often promote them along that line than the combat line. For memory, the last two or three drill promtions each put -20% collateral damage in them making them
EXCELLENT invading-stack defenders (or any stack for that matter). Also, the Drill IV promotion gives a bonus against horses (I think this is right, or is it Drill III?) though I can't comment much on its uses, just as the C4's extra 10% heal in neutral land is pretty much never used either (seriously how much time do Combat IV units spend in NEUTRAL land - the healing doesn't work in friendly land).
Whoever it was who said earlier that human PRO players tend to promote along the CG line instead of Drill line, I strongly disagree. I will never promote a unit to CG until he is in a city and I intend to defend against a stack the next turn. As you might guess, this is a very rare situation except when I'm defending newly conquered cities, where it is much more useful than anything an agressive leader can offer with his mostly damaged stack of units.
It may be true that the protective trait does not give a huge advantage pre gunpowder, but that doesn't make it useless. If you only ever play games where all your deciding wars are fought before gunpowder then you either need to up the difficulty of change map settings because IMO it doesn't sound very interesting. Gunpowder units are the primary units used in war for about half of the game. Melee units are only used in the first half of the game. Aggressive might have a slight edge over protective before gunpowder, but post-gunpowder protective walks all over aggressive with two free promotions (both generally more useful to gunpowder units than combat I) intead of one.
If Protective ever got buffed I'd be rofl'ing.
