Bigger Wrote:I assume the locusts require air superiority to attack? If they are as good as in AC, we can built a large part of army with them. In AC they could even capture bases (only air unit in AC or the civ series that can do so, I think). They did get a little frustrating as your enemies discovered lvl3 or 4 reactors, but that happens quite late.
No, they're Flying but not really an air unit, more like choppers. It means they can go to and from any tile, they're not in a base, they're just a unit without movement restrictions. Needlejets are the true flyers, that are based and run missions.
Which does mean they can definitely capture bases, though. Also means they're our best bet for a Native amphibious attack - bring them up on an Isle, then disembark straight into someone's base. Since they're flying, there's no amphibious penalty. I think that could let us do some really nasty forks and lightning attacks, combining the Isles' 4 moves with the Locusts' 3. Worth looking into if choppers can do the same - especially if they can pillage immediately after conquest. That could turn out quite profitable.
Quote:Are there different levels of reactors in this game?
Not really. Certainly not in the AC sense where they'd have more hitpoints. There are distinct unit types, that each have an improved version, like Flamethrower -> Plasma Thrower -> Hyperian. But each unlock requires its own tech, it's not like AC where one research would jump up your whole military drastically.
Here's where I chime in with the main thing that I learned from my one game with Deirdre: locusts are amazing, at least against the AI. In that game, the AI Santiago was a runaway: huge cities, huge armies, beat me to almost every wonder. But she couldn't conquer me because I built a handful of locusts and gave them the special abilities that let them attack multiple times per turn and make them invisible on fungus. That combo seems extremely potent: if the enemy has a low planet rating, they'll take penalties on psi combat, and you can easily wipe stacks many times your size.
Of course, humans will probably play a lot smarter.
HidingKneel Wrote:the special abilities that let them attack multiple times per turn and make them invisible on fungus.
Oooh, that sounds like fun. True, it might not be quite as perfect against humans as AI, but invisible fast units are always good for a fun time. I could see a fun time with invisible/Bloom locusts, pillaging their way through a non-Terraformed foe's lands and bringing their invisibility with them, too . Not to mention, setting up an invasion route for the more offensively promoted units.
Had a turn (of course ). We almost met the Gaians:
And I noticed something odd, but nice - apparently we're getting GPP for free?
They're appearing in both Dreadnought and Blockade (but not our capital, Fleet in Being). The tooltip says they're due to the Flowering Counter, but I'm not aware of any documentation on these. I'd like to know how to influence them, if it's due to Planet Rating or if everyone's getting them, etc. They don't appear to have a type, either. Any global lurkers with the mechanics knowledge?
And, of course, the extra little detail in that screenie: Dreadnought will be our first city to cap out; I plan to finish the Hydro Plant because it'll be worth 2 food/turn, then go on to Former/Colony Pod duty for a long while.
Mardoc Wrote:No, they're Flying but not really an air unit, more like choppers. It means they can go to and from any tile, they're not in a base, they're just a unit without movement restrictions. Needlejets are the true flyers, that are based and run missions.
Which does mean they can definitely capture bases, though. Also means they're our best bet for a Native amphibious attack - bring them up on an Isle, then disembark straight into someone's base. Since they're flying, there's no amphibious penalty. I think that could let us do some really nasty forks and lightning attacks, combining the Isles' 4 moves with the Locusts' 3. Worth looking into if choppers can do the same - especially if they can pillage immediately after conquest. That could turn out quite profitable.
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wait, do they require air superiority to be attacked? By the unit the unit that is attacking them, I mean. Choppers always required this, and they really sounds very similar to locusts in AC. by AS I just mean the ability to attack air units( I think thats what it is called in AC, and you have certain units with it in civ 4 - fighters, anti-air rocket infantry, etc.)
If they are air units, why do they need to be transported by isle's? Do they have to have a homebase to return to like most air units (they didn't in AC, so just trying to be clear).
the lack of reactors in this game just makes locusts so much more juicier seems like a great way to go once we've expanded to our fill and want to start warring.
Please don't go. The drones need you. They look up to you.
They do, in fact, come from the flowering counter. I believe, although I am not sure, that you have to have a positive (or very positive) planet rating to get them. They are colorless.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Bigger Wrote:wait, do they require air superiority to be attacked? By the unit the unit that is attacking them, I mean. Choppers always required this, and they really sounds very similar to locusts in AC. by AS I just mean the ability to attack air units( I think thats what it is called in AC, and you have certain units with it in civ 4 - fighters, anti-air rocket infantry, etc.)
No. Anyone who can move to the tile they're on can attack them. With the possible exception of that invisibility promo HK referenced. Now, granted, we can play tricks like standing on a Ridge or just offshore, where we can reach the foe and they can't reach us.
They move like any civ4 unit, Flying just means terrain doesn't affect where they can move or their speed.
Quote:If they are air units, why do they need to be transported by isle's? Do they have to have a homebase to return to like most air units (they didn't in AC, so just trying to be clear).
Well - I don't think they have to be, but I think moving them via Isle would increase our speed. Speed makes a huge difference in MP warfare. Move the Isle 4 tiles, then disembark the Locust and move it another 3, lets us hit a lot more targets than just relying on the locust's 3 tile movement.
Quote:the lack of reactors in this game just makes locusts so much more juicier seems like a great way to go once we've expanded to our fill and want to start warring.
They seem handy, given the right circumstances. I don't think they're the be-all and end all of warfare, but they're a lot more flexible than other units. I'd still rather have an Isle or Sealurk for a pure naval role, and certainly intend to mix in some spore launchers, but I'll admit Locusts are darn good.
Of course, they're more expensive, too.
Merovech Wrote:They do, in fact, come from the flowering counter. I believe, although I am not sure, that you have to have a positive (or very positive) planet rating to get them. They are colorless.
Hmm, thanks. Doesn't quite answer all my questions though
Why do they appear in some of our bases and not others? What does it take to make the rate increase?
Mardoc Wrote:Why do they appear in some of our bases and not others? What does it take to make the rate increase?
I have no idea. Too bad you can't ask Maniac without giving away information...Well, I suppose you could try, like "hey, I've noticed somethings in a few Planetfall games I've been playing." But idk if that's even allowed considering the diplo rules.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Nah, I'm not very good at nonchalant. Maybe the GPP question will be answered in one of the PBEM1 threads, or through experimentation.
After probably more trouble than it was worth, we met the Gaians.
Planning to back out and head generally eastward. But, I think I'll wait for Meditation to come in, and pair a deep-radar boat with a Empath Song boat, to do double duty in exploration and Isle acquisition.
Still, all these 'known civs' ought to help our research rate when we get around to filling in the holes, like Industrial Automation. And/or when we get around to research by burning down other people's cities. I'm torn on Dierdre - her position is probably perfect as a target, maybe even close enough to consider keeping rather than burning. But she's also one of the only civs I can count on to go Voice of Planet for me and boost the Concordat.
Hmm. Maybe Maniac is a better fit than I'd originally thought, as a target....not really that far by sea, but far enough away that it'd be a royal pain for him to retaliate. True, the distance means no keeping of cities, but as Pirates we don't really want to do that anyway. He can't even do that much to us with espionage, since Probe teams can't walk on water outside your own culture. Just need to wait until we have some Isles and enough units to scout, to make sure he can't even use a navy if he builds it.
What surprises me is that Sareln hasn't gotten IA for free just yet. I know Yang, Maniac, Miriam are all Planned by now, I'd have thought one of the civs in the fog would have managed IA by now too. Maybe he has to have contact for that ability to work? Maybe it's still exactly three civs, and my memory is off.
If you're not planning on keeping the territory, why target an AI?
It's not likely she'll be a threat later (and possibly better as an ally, as you say).
HidingKneel Wrote:If you're not planning on keeping the territory, why target an AI?
It's not likely she'll be a threat later (and possibly better as an ally, as you say).
Couple things. First, as you may have seen in the diplo thread, we lost out on founding Voice of Planet. So it's possible she's got it, and that's a reason to target her .
Second, profit. We get 50% extra energy, and bonus beakers, for pillaging. I think it'd be easier to pillage an AI but not kill them entirely, than a human. We do that to a human, we'd better cripple them.
Third, denial of Sareln. Free techs when four other civs have them means a lot more in the presence of 6 AI's.
Anyway, you're probably right that we could do all that, and also aim to keep the territory, by the time we're ready for war. It's just that the combination of fast units and potential stealth boats means we should be able to do more with less. Especially when there's no roads in this game!