Sid Meier's Civilization V

Sid Meier's Civilization V

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Trajan Aug 27, 2013 @ 10:06am
What are the units promotions you use?
With the right buildings and wonders, you can get the drill I + 3 promotions of your choice.
Which ones do you choose before sending the new recruit to battle?
I'll start:
For infantry-getting drill 3 and March.
For cavalry-drill 3 and blitz.
For Artillery-nothing fixed, if I am defending I take promotions agianst land units, and if attacking I take the siege promotions.
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Showing 1-4 of 4 comments
Arcamean Aug 27, 2013 @ 12:09pm 
Depends on the map and the Civ I'm using but If I can I try to choose +1 to range or +1 extra attack first. I also try to have at least 2-3 units that spec medic as soon as they can.
Matthew Aug 27, 2013 @ 12:40pm 
I prefer double cover on infantry. Attacking with them is so inefficient; I'd rather fortify down and use them for ZOC. A cav or two with double medic to support them makes for nigh unkillable infantry. Overpowered against AI when they will attack the same injured infantry for a billion turns while you kill off everything with range units.

I usually go with +1 range before double attack. You get experience faster with double attack, but the range allows you to safely attack high defense cities and keep them out of harms way to live long enough for both promos.
Twelvefield Aug 27, 2013 @ 2:03pm 
Interesting question.

I build artillery for use as offense, so I always take the siege promotion. I have used arty for defense, but that's only in situations where I have failed in my war plan. Since I don't bring out arty without some kind of protectiung troops, I depend on the defenders to keep the arty safe. Anything that brings a city down faster is the top priority for any Twelvefieldian Expeditionary Force. Holding a number of enemy cities after a blitzkrieg has a way of opening favourable negotiations for a quick and happy resolution to any war. Arty is good at pounding attacking units, but a balklistic shot that isn't blasting away at a city delays the offensive, sometimes fatally.

Cover on infantry is great. While there are times in the game that infantry will make offensive gains, primarily they are there as meat shields and as city assault troops, the melee unit needed to take a city after all the defenses are down. Other than that, like friend matthewameluxen points out, ZOC and pillage. Fleet does the flying, MI does the dying.

I also agree with +1 range. That's like Thor handing you lightning bolts and telling you to get out of the house and go play outside for a while. You just rain hell all over everybody and they can't say boo about it, which is perhaps the most on-the-nose definition of civilization there is.
Dose Aug 27, 2013 @ 3:40pm 
Air Repair.
Always.
I don't care how useful extra range or extra damage against cities is, I always get Air Repair.
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Date Posted: Aug 27, 2013 @ 10:06am
Posts: 4