
Trung Trac / Nhi - Defense Leader
Introduction
The more I play with Trung Trac (TT), the more I realize that she is designed for territory defense and not domination/expansion, let's look at the facts:
- [Defense] Commander Trung Nhi (TN) generates an absurd defensive combat strength (CS) bonus to all units in allied territory with a Tropical biome, totaling 10CS (5+5).
- [Offensive] Her offensive bonus grants all units a bonus against Fortified Districts (+5CS). Some leaders give this single bonus to a specific troop.
- [Defensive/Offensive] ANY of her units adjacent to two or more enemy units gain a high CS bonus (+3) and, with the use of "Coordinated Attack" and "Focus of Fire," gain a +5 bonus to the attack of ALL units. And it also includes the "Heroic Assault" to complete the set, which totals a maximum final CS of 65 (extra attack from the TN with a 5-turn cooldown).
Note that the "CS" bonuses from the "TN" apply to ALL units (Infantry, Archer, Cavalry, and Siege Weapon). Isn't that extremely powerful?
20% extra experience ensures that the TN (National Trooper) has more skills than the other captains, especially since it is generated extremely quickly/early in the game, speeding up its special skills. However, this favors the level of all your captains, generating a tactical level advantage between them. If they attack continuously, it will level up its commander much faster than any other and will create an advantage.
She gains a 10% Science Bonus (e.g., 10% of 10 Science becomes 11 Science, 20 becomes 22, and 50 becomes 55). This percentage increase becomes increasingly potentiated. Starting in a tropical environment to get the 10% bonus with her and a civilization with a favorable biome is quite easy (if the civilization's biome doesn't help, it gets a bit more complicated), so you can go the scientific route. Why consider her an aggressive leader because she needs to declare at least ONE formal war to get 20% Science? She only needs to have and maintain one formal war and doesn't even need to attack, just defend (entrenching herself in advanced cities).
Speaking of themes and role-playing, the Trung sisters defended their territory and reclaimed what was lost, which really makes for excellent role-playing and generates more immersion in the game.
Problem:
- It doesn't generate global bonuses for all units, only for units within its aura range (which can be increased by 1 with a commendation).
- All other troops and leaders will act on the map as if the TT had no military bonus at all (That's why she's not considered an S-Rank leader, but if you consider the more defensive leaders, she easily surpasses the best, but the fact that her actions are regionalized in TN pulls her rank down.).
Part of what enhances the choice of a leader is the combination of Mementos and civilization; with that said, let's move on to the next topic.
There are mementos that take advantage of the +20% experience for ALL commanders to gain the bonus in some item earlier, such as science, culture, influence, and gold. And 20% is a considerable value, for example, 5 experience becomes 6, 10 becomes 12. From what I see, she can easily have between 2~3 levels ahead of other commanders depending on the situation and context.
- Flag of Jhansi: +1 Influence per Age for each Commander Promotion.
- This Memento is extremely powerful in the long run, especially with TT, in the sense that it can accumulate a lot of influence based on the commanders' level (+20% exp). Influence is the scarcest resource in the game, and with it we can BUY "War Support" (WS) during war to gain CS against this enemy and penalize them in their city with happiness (Getting 3~4 WS is very easy with this memento in the right hands).
- Kiem: +1 Science Science for every Commander Level Commander Level.
- High synergy with the scientific path (10-20% bonus in TT science)
- Artilleryman's glove: +1 Culture per Age for every Army Commander Level.
- Sulde: +1 Culture per Age for each Commander Promotion
- Scythian Battle-Axe: +1 Gold per Age for every Commander XP earned.
There are mementos that accelerate experience gain, which can be 3~5 levels higher than the others.
- Lion Capital: Commanders receive +50% XP during a Celebration.
- The Art of War: +10% Commander XP gain, increasing to +50% when your Commander Commander is within the Command Radius of a higher level Commander.
The problem with this strategy is that when a commander reaches certain levels, such as 16, even if they gain more levels (e.g., 22), there is no significant increase in their power. Therefore, these become mementos with a long expiration date. Note that one memento only grants XP during a celebration, while the other grants 10% XP always. If commanders are combined, it essentially eliminates the XP penalty for the lower-level commander, but leaves the XP penalty for the higher-level commander.
But if you combine the extra EXP gain with the mementos that generate resources based on the commander's level and promotion points, then yes, the effect of both generates an excellent result.
Ex.: Kiem + (The Art of War or Lion Capital)
There are Tactical mementos:
- Legion d'honneur Grand Eagle and Cross: Units in a Commander's Command Radius heal +10 HP after defeating an enemy Unit.
- Achaemenid Persian has an infantry called "Immortal" that Heals 15 HP after defeating an enemy Unit (totaling +25 healing with the memento).
- In addition to defensive promotions that aid healing, there's a tip with the Persians: they can accumulate healing with one of their buildings. For each of these buildings in the city, they gain more healing globally in friendly territory (unless I'm mistaken, it's with the "Pairidaeza" building (+5 Healing for Military Units. IN REST only). Pairidaeza stacks with itself in weird ways, so you can build a lot of them and have your units heal to full in one turn
- Krone von Friedrich I: +2 Combat Strength for all Units when using a Commander Coordinated Attack or Focus Fire command.
- "coordinated attack" and "focus fire" already add +2 to the attack of all units involved in the combined attack; each unit already receives this CS in its attack. Remember that the TN has a +5 CS bonus for these same attacks? With this memento, it can generate a +9 CS attack (+2+2+5).
- Potemkin's Sword-Knot: +1 Movement for Commanders.
- Agincourt Arrowhead: +1 Movement for Ranged Units.
- Bicorne Hat: +1 Movement Movement for Infantry Units Infantry Units.
- Tencendur: +1 Movement for Cavalry Units.
- Merchant's Saddle: +1 Movement for Scouts, Merchants, Settlers and Explorers.
- Hermione Model: +1 Movement to all Naval Units.
Movement can ensure a unit attacks from behind or from the side (dealing extra damage from flanks, where the enemy's back receives more damage than from the side). Movement ensures units reach the commander faster when leaving their cities and become a "Reinforcement." It also allows actions like attacking and moving backward (e.g., archers) to get out of range of another archer. For the commander, it grants more mobility on the map for attack and defense. It's a very strategic ability; it doesn't generate direct offensive power, but it opens up possibilities.
- Bifocals: Gain 50 Influence after researching a Tech or Civic Mastery.
- It's excellent for gaining influence and scales very well with strategies to maximize influence and suppress or grow by using it (buying positive or negative effects to use on the enemy).
- Ankus: +1 free War Support on all Wars.
- Excellent with any leader, especially if combined with Harriet Tubman (Leader) and Anti-Machiavel (Memento).
- Anti-Machiavel: +2 free War Support War Support on all Wars Wars declared against you.
- Warclub: +1 Combat Strength for all Units for every City-State you are suzerain of. (City-states are the neutral cities on the map.)
- This item is remarkably strong and scales extremely well with Tecumseh.
- Note G: Every time you research a Technology or Civic Mastery, the Capital gains Production equal to 15% of its cost.
- For those who can accelerate technology upgrades, this memento is extremely OP; for a normal leader, it's just OP, since the upgrades increase in cost with each improvement, and this accumulates until your production becomes absurdly high.
- Groma: +1 Expansionist Attribute Point.
- Corona Civica: +1 Settlement Limit per Age, but +50% cost to Convert Towns into Cities.
- Groma + Corona Civica, they are a very powerful combination.
There are other Mementos that could fit here, but which Mementos would you recommend and with which civilization to amplify the effect of the TT?
- Antiquity Age
- Roman (Legion)
- Achaemenid Persian (Immortal)
- Khmer (Yuthahathi [Elephants])
- Mississippian (Burning Arrow)
- Maya (Hul'che + Jaguar Slayer)
- Assyrian (Magarru)
- Silla (Hwarang)
- Egyptian (Medjay)
- Mauryan (Purabhettarah)
Bônus: Land Unit (Normal and Unique units)
- Horse: 30~35
- Infantary: 20~30
- Slinger: 15CS | 05CS Bombard (vs Fortified Districts)
- Archer: 20CS | 10CS Bombard (vs Fortified Districts)
- Ballista: 10CS | 30CS Bombard (vs Fortified Districts)
Group members, shall we aim for an S rank for her?
After what has been said above, help me put together a synergistic combo to make her a defensive (but expansionist) S-rank leader.
Useful links
- https://civilization.fandom.com/wiki/Leaders_(Civ7)#Leader_Path
- https://civilization.fandom.com/wiki/List_of_mementos_in_Civ7
- https://civilization.fandom.com/wiki/Civilizations_(Civ7)
- https://civilization.fandom.com/wiki/Trung_Trac_(Civ7)
- https://civilization.fandom.com/wiki/Trung_Nhi_(unit)_(Civ7)
- https://civilization.fandom.com/wiki/List_of_promotions_in_Civ7#Trung_Nhi
- https://civilization.fandom.com/wiki/Promotion_(Civ7)#Commendation
- civilization.fandom.com/wiki/Land_unit_(Civ7)
- https://www.reddit.com/r/civ/comments/1suautq/comment/oiw9bjt/?context=1
- Mods: https://steamcommunity.com/sharedfiles/filedetails?id=3513974779