February 27th, 2012, 19:40
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T-hawk Wrote:This isn't just possession of the oil, it's also the task of keeping it improved and connected. Between airstrikes, spies, pillaging gunships, and ships that are invisible or just packing tremendous range, there are quite a number of ways to damage and disconnect somebody's source of oil. Could there be some way to address that, to make sure that you can keep oil if you own it?
In a PBEM, having enough workers nearby? And pillaging gunships aren't as effective now.
In a Pitboss, it's hard.
February 27th, 2012, 19:49
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- Airstrikes can be countered as SAM infantry have a much improved interception chance (up from 40% to 75%)
- Spies can not be counted militaryily, just keep a stack of workers on the tile. You only need the oil at the end of your turn when you build units, so sabotaging it on the spies turn is fruitless.
- Gunships have had range decreased to 3 from 4
- Sea based oil is worse than land based oil, but DD have been pushed back by needing Artillery to the extent that the beaker differential between uranium and oil powered DD is insignificant (less than a modern era tech), so that is a tech race, but it is better than before. Subs take just as long as before, but are uncovered by airships. Stealth destroyers are countered by stacking BB on the oil and using recon of your own (which is other stealth destroyers, right?) to gain intel on a possible attack. Also, subs can carry tac nukes or guided missiles to shred incoming naval stacks on defense
- nukes no longer disconnect resources (so no ICBM fisrt strike to cut off oil or uranium).
ultimately, keeping a stack of workers to reconect oil/uranium or a fishing boat in a city as a back up is just good play. But in a PB...yeah, it's hard, but that's down to move order and always will be.
Current games (All): RtR: PB80 Civ 6: PBEM23
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February 27th, 2012, 23:57
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Krill Wrote:But in a PB...yeah, it's hard, but that's down to move order and always will be.
Unless you implememt my Fusion Lab idea (provides all strategic resources).
I have to run.
February 28th, 2012, 04:32
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That would be one way to solve the problem, but it would be a little late in the tech tree compared to the units that can continually disconnect resources.
The other option is to remove the tile bombing ability from bombers and stealth bombers (and GM if they have it, but I don't think they do), well, if it's possible, anyway.
Current games (All): RtR: PB80 Civ 6: PBEM23
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February 28th, 2012, 10:20
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Would you consider making an oil well take far fewer worker turns, like 2? Then at least you don't have to keep 12 workers near an oil source in case of disconnection every turn, or jump through silly tricks like pre-partial-forting.
February 28th, 2012, 10:24
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Yeah, that's reasonable.
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February 28th, 2012, 11:04
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What about reducing the number of turns for building an improvement that has already existed on a tile?
If you bomb infrastructure, part of it will always remain salvageble.
No idea if it can be coded though.
February 28th, 2012, 11:17
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Isn't that what is done in civ 5?
I don't think that can be coded, it would require the save format to be rebuilt from scratch.
Cyneheard points out that anything less than 3t for a tile improvement can be built by a single worker, so perhaps 3 turns for an oil well to be built is a good compromise?
Current games (All): RtR: PB80 Civ 6: PBEM23
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February 28th, 2012, 11:38
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Krill Wrote:The other option is to remove the tile bombing ability from bombers and stealth bombers (and GM if they have it, but I don't think they do), well, if it's possible, anyway.
Turns out it isn't possible. Bombing tiles and bombing city culture defense is the same XML tag, but bombers and GM can't use the iBombard tag that other siege uses (probably because they aren't adjacent to the target?)
Current games (All): RtR: PB80 Civ 6: PBEM23
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February 28th, 2012, 17:54
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Krill Wrote:Cyneheard points out that anything less than 3t for a tile improvement can be built by a single worker on quick, so perhaps 3 turns for an oil well to be built is a good compromise?
Fixed. It's 2t on Normal --> 1t on Quick post-Steam.
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