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Post by FriedrichPsitalon on Mar 10, 2004 18:22:09 GMT -5
Didn't remember to edit and fix Spain when I rewrote this, doh.
Honestly, I have absolutely no problem with the Manhattan project - at least in non-regicide. It gets tricker trying to keep your king alive in that environment, obviously - have to build an Intelligence Agency and keep trying to expose foreign spies, and/or make darn sure to build a large destroyer net for subs and the SDI. Regicide is trickier, for sure, but in normal (what I consider normal) futures, which are just VP - a nuke is a lot of shields expended for what you get in VP; really no better than a wonder. Particularly if the player is quick with his workers, you can have the damage from a nuke cleared in 4, 5 turns - sometimes faster than another nuke can be produced.
Yes, if an empire has tremendous industrial assets, nukes can be devastating - but if an empire outmatches you by THAT much, all that's happening is the inevitable being sped up anyhow.
Regading VP and Future Tech - I don't know if they give points; if they do, it certainly throws another way of getting points and balancing things; spend your money on units, or future tech?
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Post by TicToc on Mar 10, 2004 18:30:54 GMT -5
Regading VP and Future Tech - I don't know if they give points; if they do, it certainly throws another way of getting points and balancing things; spend your money on units, or future tech? No, I really, really ment non-VP games ie. games with normal scoring.
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Post by Swissy on Mar 11, 2004 7:40:06 GMT -5
You get no tech points in Future Start games. I left my research slider on 10% in one game and got to Future Tech 4. but received no VPs.
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Post by FriedrichPsitalon on Mar 11, 2004 12:03:48 GMT -5
Thanks for the tip. ::makes a note::
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Post by FriedrichPsitalon on Jul 17, 2004 8:29:03 GMT -5
Bump for the person in the "HELP" thread.
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Post by cmdishr on Dec 22, 2004 2:15:37 GMT -5
Thread resurrection alert....Ok if i am going to keep playing this future thing I suppose its time to pull the directions out of the box....In loading up a game I noticed that my Mil/Rel democracy civ was producing less shields then my Ind/Com democracy enemy(ie his forest was 3 shields mine 2) where to the point I was badly outgunned early in the game. The fact that my only resource was iron (those sammy swords dont do much against MA) didnt help So I realized that I wasn't very well versed on the democracy bonus or the advantages of traits as it relates to shield production, Anybody? what are the numbers?
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Post by Don K Hotay on Dec 22, 2004 2:31:15 GMT -5
uh oh, cat's out of the bag . Go war-time mobilization and you get extra shieldage for military units.
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Post by cmdishr on Dec 22, 2004 3:14:34 GMT -5
Thanks LV...i knew that too not sure what the hell i was thinking
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Post by whiplash on Dec 22, 2004 7:44:55 GMT -5
Ok, I'm a noob at Modern; what the hell is war-time mobilization?
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Post by cmdishr on Dec 22, 2004 11:26:11 GMT -5
In modern time(I think) you have the ability to flip the switch from normalcy to war-time economy it allows extra shields for the production of war related production. The problem is that any non-war improvements cannot be built ie temples, as you can see getting an extra shield for each shield producing square is huge
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Post by Mo D on Dec 22, 2004 11:27:02 GMT -5
Need to be very careful using mobilization. Yes, it cranks up shields for your military production, but the problem is that if you end up in a points race, you are probably going to lose. While mobilized, you cannot build temples or any other non-military builds. The only way to switch from mobilized back to peacetime production is to sign a peace treaty - or kill an enemy.
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Post by Don K Hotay on Dec 22, 2004 11:43:20 GMT -5
If you find you have an enemy nearby, it's usually wise to plan for war time really soon. If you are alone somewhere far away from danger, don't go war time until you get improvements/wonders built. Note, you can still build workers and settlers in Wartime, so you can expand, but you can't build temples, granaries, production/commerce/science related improvements and most wonders are off limits as well. Also, War time only gives production bonuses for military units, not barracks, military wonders, or workers/settlers.
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Post by whiplash on Dec 22, 2004 13:46:11 GMT -5
So, what are the game mechanics for selecting this?
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Post by cmdishr on Dec 22, 2004 15:41:20 GMT -5
go into your advisors under the gov selection there is mobilization...either normalcy or wartime
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Post by Dr Shot on Dec 22, 2004 17:09:00 GMT -5
I have noticed different bonuses for dif. units: Tows got little or no bonus, cruise missles were built twice as fast, to name a few. Perhaps I was not paying enough attention but this is how I received the data.
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