November 24th, 2012, 14:57
(This post was last modified: November 24th, 2012, 14:58 by Qgqqqqq.)
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Check the list of changes .
There are nukes, they're just not as important, but uranium replaces oil as a strategic resource (paticularly in ships IIRC).
No under these circumstances I wouldn't beeline radio, but if it was changed? Hell yeah!
Heres the important part of the change log:
Quote:Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
iCost: 900h
iAirCombatLimit: 75
iAirCombat: 160
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 12
iAirRange: 36
Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
- iCost: 300h
iAirCombatLimit: 75
iAirCombat: 80
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 5
iAirRange: 4
Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
- iCost: 75h
iBombRate: 16
iAirCombatLimit: 75
iAirCombat: 40
iCollateralDamage: 100
iCollateralDamageLimit: 50%
iCollateralDamageMaxUnits: 1
iAirRange: 4
Nukes retain importance because air units are easier to intercept, and so are still useful for collateral (granted, I don't use them in SP, but thats cause im too lazy for one-shots)
Besides, early bombers is a powerful advantage.
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November 24th, 2012, 15:33
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(November 22nd, 2012, 19:48)regoarrarr Wrote: The only points you get for a new city are for the 1 new pop point. Generally that is less than what it is for a tech, so it's usually pretty easy to determine which mid-turn score increases are cities and which are techs
Thanks Rego - that means both Xenu and Brick had techs from huts in consecutive turns. Xenu's could have been almost anything, Brick's likewise... Is that helpful Bigger?
(November 23rd, 2012, 01:21)Bigger Wrote: harry - it isn't possible to 2 pop whip to size 1. and serdoa never had a size 4 city, so he could have only 1 pop whipped.
Oh dear. I've got the population spreadsheet in a bit of a mess then. Can't get the total pop of the world to equal the number of cities that are out there. Could barbarians have started founding theirs yet?
On t32 I think Brick got BW and Slowcat and Serdoa got soldier-free techs. Xenu grew to size 4 and Commoth to size 2.
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November 24th, 2012, 16:30
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Uranium doesn't REPLACE oil (As far as I can remember) but it does work INSTEAD of oil. So if you don't have oil, but do have uranium, you can still build the modern classes of ships
November 24th, 2012, 18:55
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Sorry, that is what I was trying to say.
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November 24th, 2012, 21:13
(This post was last modified: November 24th, 2012, 21:14 by Bigger.)
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(November 24th, 2012, 16:30)regoarrarr Wrote: Uranium doesn't REPLACE oil (As far as I can remember) but it does work INSTEAD of oil. So if you don't have oil, but do have uranium, you can still build the modern classes of ships
yes, uranium works for destroyers, but not for tanks .
not sure that this really makes uranium more valuable in a world without nukes... but I guess uranium is generally more abundant than oil, so there is that.
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November 24th, 2012, 21:55
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Umm Tanks require industrialism +plastics/combustion
industrialism requires elictricity the only pre-req for radio BUT that ignores the entire cost of combustion+pre-reqs.
I'm not saying beeline it, but tanks require WAY more beakers then radio (which is also a reasonably critical military tech)
And neither are required for anti-tank guns
If you control the air then infantry+bombers+antitanks probably beats tanks (and thats ignoring navy)
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November 24th, 2012, 22:22
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(November 24th, 2012, 21:55)Qgqqqqq Wrote: Umm Tanks require industrialism +plastics/combustion
industrialism requires elictricity the only pre-req for radio BUT that ignores the entire cost of combustion+pre-reqs.
I'm not saying beeline it, but tanks require WAY more beakers then radio (which is also a reasonably critical military tech)
And neither are required for anti-tank guns
If you control the air then infantry+bombers+antitanks probably beats tanks (and thats ignoring navy)
?? I said bee-lining radio would make you late to infantry and the pentagon, not tanks :P
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November 24th, 2012, 22:54
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You mentioned tanks earlier, I thought you might be continuing the debate.
Also, would you rather pentagon or Christo (honest question) personally I'd favour vanilla christo every time, and with the increased follow-the-leader bonus in RBMod, you wouldn't be too late with infantry, judt lose the first-to bonus (pentagon).
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November 24th, 2012, 23:10
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in vanilla of course i'd prefer cristo. in RB mod i'd prefer pentagon, maybe even if beelining to radio got me all 3 radio wonders .
all this is a pretty meaningless, of course, since the rb mod is only meant for MP, and about 1 in 20 RB games make it to assembly line or radio with any relevant gameplay still occuring .
as for being late to infantry, that is all situation dependent. If you have a secure border or isolated position, you can put off infantry for quite awhile. In an island situation bombers and a strong navy will be much better than infantry. with a large land border and less water, I think land forces are the most important. it also depends on how close you are too your enemies and their tech pace, I guess. my point was there is a cost, how big that cost is is going to vary greatly from game to game.
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November 25th, 2012, 00:16
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ok I played the turn. Nothing important enough for pictures. I played it safe with the scout, moving E, S to end up on the jungled hill. There is still land to the east and a desert hill SE, SE that i'll move to next turn.
the northern worker finished his chop. the settle has 3 turns to go, but will finish at EOT next turn due to the second worker completing his chop. so we convert to BW in 2 turns.
Ill need a sim to do the next turn, as we don't currently have a plan for the northern worker. im thinking best would be to move onto the PH with fur, mine it, then complete a road. by then pottery will be finished, he can return to his current spot and build a cottage, then road the cottage to make easiy access to the fur just outside of our borders - we should get AH about the same time our borders expand (turn 50). or we can camp over the mine, depending on how our production is at the time, but I think we'll prefer a mine there.
(November 24th, 2012, 15:33)Old Harry Wrote: (November 22nd, 2012, 19:48)regoarrarr Wrote: The only points you get for a new city are for the 1 new pop point. Generally that is less than what it is for a tech, so it's usually pretty easy to determine which mid-turn score increases are cities and which are techs
Thanks Rego - that means both Xenu and Brick had techs from huts in consecutive turns. Xenu's could have been almost anything, Brick's likewise... Is that helpful Bigger?
(November 23rd, 2012, 01:21)Bigger Wrote: harry - it isn't possible to 2 pop whip to size 1. and serdoa never had a size 4 city, so he could have only 1 pop whipped.
Oh dear. I've got the population spreadsheet in a bit of a mess then. Can't get the total pop of the world to equal the number of cities that are out there. Could barbarians have started founding theirs yet?
On t32 I think Brick got BW and Slowcat and Serdoa got soldier-free techs. Xenu grew to size 4 and Commoth to size 2.
I don't think there can be a barb city yet - the lion is still out there (he moved one SW) which should mean there are no human barbs yet, so no barb cities.
maybe this will help. our 2 population represents 6.45% of the global population (azza's level 4 city is 12%, but thats due to civ rounding down for foreign civs - he should really be 12.9). that works out to 31 total global population.
This turn a 3rd city in the top 5 grew 4 - so there are 3 level 4 capitals (including azza) and 2 level 3 capitals. serdoa is still unknown.
so including us and the top 5 cities, we know of 20 population. that means the other 5 teams account for 11 population. unless someone went worker-worker-settler with no military build to grow at all (unlikely I think), that means we have one more level 3 and 4 level 2 cities besides us. This seems the most likely, although i guess we could have a 3-3-2-2-1 situation. or we could have a 2-2-2-2-2 situation and someone has founded a level 1 city already?
serdoa is probably one of the level 2's since he whipped a population point off.
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