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Post by Srayman on Dec 22, 2004 21:11:09 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. You're a little backwards on your understanding. Cruise missiles are not effected at all by mobilization, your city will still produce the same amount of shields as it would under normal while building a cruise missile. Tow, marines, tanks, etc each square that produces a shield will produce 1 more shield while you're working on one of these. Often to decrease the time needed for a cruise missile i'll start building a tow and then after a turn or two depending on the city production i'll switch to cruise, after the city has built up enough shields, to build it sooner.
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Post by heroray on Dec 29, 2004 10:50:45 GMT -5
What can one do to survive a future game with no il or aluminum.
I have been in games with no oil or alum , and my neighbor had both in his capiol 12 sqares away from me.
I tried to build tows and artilery, but his cruise took out a stack of 5 tows with ease.
Any ideas or is it just a quick report and look for the next game?
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Post by PinkToad on Mar 21, 2005 6:01:50 GMT -5
What a great trick srayman. I didn't notice missiles did not get prod.bonus. Another thing I noticed in a future teamer was the nice amount of cash flow a marketplace added. And it is a cheap investment too. In the great article posted by FP, he discourages the building of a marketplace. I wonder why?
Some people also discourages the use of seafaring civs. I wonder why?
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Post by Soccermaster06 on Mar 21, 2005 21:30:15 GMT -5
Some people may look down on seafaring. But, if your looking for a agri civ the Dutch are a good choice. Specially when your on a island. It's amasing how much a extra move can do. Plus it allows more use of sea tiles.
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Post by PinkToad on Mar 24, 2005 13:21:36 GMT -5
I have been wrong. It does not give faster build time on ships, but only faster built time on harbour and docks. As well as the nice things soccamasta mentioned.
Still it's not a bad trait when you are setting up cities along the coast and going for air/naval superority. ( I dunno about civ, but ww2 taught us that was the ultimate key to victory in intercontinental warfare)
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