Posts: 2,893
Threads: 10
Joined: Aug 2014
I actually have a couple of lurker questions.
What do people use to put the arrows on their pics? Is it just paint?
What happens with air power, if you have 4 air units in a city and another finishes a build there that turn? Does it breech to 5, get teleported somewhere or is production lost?
Does anyone want any other photos/info/opinions?
Posts: 2,175
Threads: 27
Joined: Jun 2014
I have no idea of the pics for example, I'd actually like to know that myself too
I'm curious of your current civics and maybe opinons on why you're running them at the moment.
June 12th, 2016, 15:17
(This post was last modified: June 12th, 2016, 16:14 by ReallyEvilMuffin.)
Posts: 2,893
Threads: 10
Joined: Aug 2014
I'm running rep/vassalage/caste/SP/FR
Caste/SP are basically mandatory here. Completely set up so every flat tile benefits from their boosts. SP also makes the empire very cheap and gives a nice 10% hammer bonus too.
Vassalage as I'm going heavy military currently and want the second promos. Also gives me some reduction in costs with the free unit support. No cottage times for FS, drafting is rather ineffective now for the happy and lack of promos and I have enough esp points. I costed out beuro and I'm getting more hammers than I can use to 1t inf in the cap anyway, and it is low commerce yield, around 50 currently so I am probably getting just as much with the unit cost savings.
Rep as I have SoL and 20 odd free specs, and about 35-40 total specialists. This is about 110-120 sci per turn raw pre modifiers. If I didn't have SoL good chance I may have gone PS, but tbh I have +120% hammers most places, so the 25% bonus would be minimal. Then no towns for US and Not really happy issues for HR
Finally FR as I haven't bothered to spread religions around and this gives a sci boost regardless of religion spread.
I can't see any of these changing unless I'm in dire trouble and need slavery or nationhood, or WW necessitates PS.
These choices are a lot easier than on a ancient start where there would be a lot of towns floating about.
Posts: 2,893
Threads: 10
Joined: Aug 2014
(June 12th, 2016, 15:17)ReallyEvilMuffin Wrote: I'm running rep/vassalage/caste/SP/FR
Caste/SP are basically mandatory here. Completely set up so every flat tile benefits from their boosts. SP also makes the empire very cheap and gives a nice 10% hammer bonus too.
Vassalage as I'm going heavy military currently and want the second promos. Also gives me some reduction in costs with the free unit support. No cottage times for FS, drafting is rather ineffective now for the happy and lack of promos and I have enough esp points. I costed out beuro and I'm getting more hammers than I can use to 1t inf in the cap anyway, and it is low commerce yield, around 50 currently so I am probably getting just as much with the unit cost savings.
Rep as I have SoL and 20 odd free specs, and about 35-40 total specialists. This is about 110-120 sci per turn raw pre modifiers. If I didn't have SoL good chance I may have gone PS, but tbh I have +120% hammers most places, so the 25% bonus would be minimal. Then no towns for US and Not really happy issues for HR
Finally FR as I haven't bothered to spread religions around and this gives a sci boost regardless of religion spread.
I can't see any of these changing unless I'm in dire trouble and need slavery or nationhood, or WW necessitates PS.
Note my earlier posts about forgetting 2/0/2 coast in favour of specialists. Can hire 3 engineers with factories now
Posts: 2,958
Threads: 12
Joined: Apr 2015
If you finish an air unit in a city at capacity, the production is spent, the unit counts as Built in the Statistics tab, but it is then immediately deleted (so it doesn't show up in the Killed or Lost columns). On a related note, if you have OB with another player and they've stationed air units in your city, the capacity limit counts each player's planes separately.
June 12th, 2016, 16:13
(This post was last modified: June 12th, 2016, 16:19 by ReallyEvilMuffin.)
Posts: 2,893
Threads: 10
Joined: Aug 2014
(June 12th, 2016, 15:24)El Grillo Wrote: If you finish an air unit in a city at capacity, the production is spent, the unit counts as Built in the Statistics tab, but it is then immediately deleted (so it doesn't show up in the Killed or Lost columns). On a related note, if you have OB with another player and they've stationed air units in your city, the capacity limit counts each player's planes separately.
Haha so you can ninja planes into their cities and kill air unit production. Probably sensible for pitboss!
Thanks though, I expected the unit to be lost in some way to be fair. Probably a better set up to have the inner cities making air units with this info.
June 12th, 2016, 17:11
(This post was last modified: June 12th, 2016, 17:20 by El Grillo.)
Posts: 2,958
Threads: 12
Joined: Apr 2015
No, exactly the opposite. I've gifted planes to allies in 3v3 AI games so we could stage 12 bombers out of a single beachhead :D
I ran a quick test in Hotseat mode, and it turns out you can rebase to a city with OB even if you don't have active visibility on that city. I learn something new about this game every day.
Posts: 2,893
Threads: 10
Joined: Aug 2014
(June 12th, 2016, 17:11)El Grillo Wrote: No, exactly the opposite. I've gifted planes to allies in 3v3 AI games so we could stage 12 bombers out of a single beachhead :D
![Click to resize (Javascript)](http://i.imgur.com/vuJcj9m.jpg)
I ran a quick test in Hotseat mode, and it turns out you can rebase to a city with OB even if you don't have active visibility on that city. I learn something new about this game every day.
Yes - dos this to work out where every city on the map is ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) green lighted ftw. Even in the black!
Posts: 2,958
Threads: 12
Joined: Apr 2015
Huh. I had my doubts, so I tested it, but yeah, that works XD
However, you have to have open borders, so there's some limitations, but that's still kind of crazy.
Posts: 2,893
Threads: 10
Joined: Aug 2014
I've got a whole new respect for how powerful air control is from the airships this game. Should be able to beat everyone else there hopefully, and a large force of fighters will make things very difficult to break down.
|