Originally posted by Chemical Ollie
Protective rocks!
In my current game, I play China and have barracks + 4 great generals + West Point + Military Academy in my Heroic Epic city. Include Pentagon in the equation and I get 4 upgrades for every new unit. So every defensive infantry unit rolls out with City Garrison III and Drill III combined, fresh from boot camp.
Protective rocks!
In my current game, I play China and have barracks + 4 great generals + West Point + Military Academy in my Heroic Epic city. Include Pentagon in the equation and I get 4 upgrades for every new unit. So every defensive infantry unit rolls out with City Garrison III and Drill III combined, fresh from boot camp.
If all a trait gives you is the possibility of an extra drill promotion then it can hardly be considered as “rocking”. Compare it with a couple of other supposedly “weak” traits and you’ll see them giving far more substantial benefits
1) IMP – Strong for hurrying out settlers if there is a rush for territory
2) IND – cheap forges and wonders can easily be leveraged into a strong/winning position
3) EXP – Good for settling large floodplain areas. Cheap granaries for rapid vertical expansion.
I suppose that PRO does offer something that continues well into the game and one could argue that its value increases as the game progresses because more units get the free promotions and a lot more units will have more than 3 XP thus giving them a starting Drill 3 promotion (Drill 4 > Drill 3 > Drill 2 > Drill 1). Drill is possibly the only promotion that increases with level. But this is a later game benefit and most of the game play takes place in the early eras where other traits are much stronger.
Of all the traits, PRO is almost certainly the weakest.
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