| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Chieftain
Join Date: Oct 2001
Posts: 2
|
airbases?
i am planning to do a major air strike
should i create airbases or should i use carriers since they are near water one city is close enough for a cruise missle attack so that could make airbases more useful than carriers since i wont need to carry missles |
|
|
|
|
|
#2 |
|
Communist Comrade
Join Date: Aug 2001
Location: Montreal, Canada
Posts: 224
|
Airbases...missles sucks for their price...
the AI loves Carrier...They always go after with 4-5 missles... My favorite strategy is attack with a carrier with 2 AEGIS |
|
|
|
|
|
#3 |
|
King
Join Date: Oct 2001
Location: Saint John, New Brunswick, Canada
Posts: 801
|
Maybe I'm going about it all wrong but I've never built airbases. I've always thought of them as too vulnerable to land based attacks.
Kind of like the fortresses the AI builds. Engineers could do a whole lot more for your civ than build fortresses and airbases. I'll use carriers or just use cites. I'll take a settler and build a city on the continent I want to take over and call it "England" or "Japan" just to keep track of it. Maybe with other replies to this I might change my strategy. I'm kind of new to this and I'm open to all tips and strategy hints.
|
|
|
|
|
|
#4 |
|
Deity
Join Date: Jun 2001
Posts: 4,163
|
Airbases vs. Carriers...
Here is my general summary, you decide what is best. There are other secondary advantages/disadvantages, particlularly of Airfields, but these are the major points for combat I can think of at this time:
Airbases Advantages: - Cheap (4 food/2 shields) - Defensible (units defend one at a time, like fortress... but no defensive bonus) - Unsinkable - No land unit movement points in/out (NOT a RR, but similar) - Capacity = More than 8 - Build fast (one turn, with 2 engineers) - Extends range of Air units by cutting distance - Free upkeep Disadvantages: - Can get in way (accidental landings, etc.) - Air units can be attacked by ground units - Immobile (but can be easily removed) - Cannot repair Air units Carriers Advantages: - Mobile (but limited to contigious water) - Air units can land "in water" (on carrier) - Can use its speed to help recover an air unit short on range Disadvantages: - High priority AI target - Expensive - Long construction time (or more expense) - Positioning time - Low capacity (8) - Poor defense against AI Air * AI Battleships - Needs at least one AEGIS Cruiser (expensive/unhappy) - Can cause unhappiness in home city (Democracy/Rep) - Costs 1 shield per turn (in some situations)
__________________
Good Civ II stuff is here ..... Last edited by starlifter; Oct 10, 2001 at 01:20 PM. |
|
|
|
|
|
#5 |
|
Chieftain
Join Date: Sep 2001
Posts: 43
|
Carrier Limit?
I hadn't actually used carriers for more than 5-6 aircraft before GOTM 8, so I always thought Carriers always had a limit of 8. However, during my offensive, I built 16 stealth fighters and 2 carriers in Paris. I figured, one carrier would move out, with 8 sleeping fighters on it, then the other carrier would grab the other 8 and move in the other direction. Imagine my surprise when the first carrier took all 16 with it, and at the end of turn when all 16 seemed fine just being on the carrier.
Is this just a Warlord thing? Or is the carrier limit just not there? Or is this just a problem not fixed in my version of Civ2 MGE (1.11 according to patch.txt)? -Sev |
|
|
|
|
|
#6 |
|
Grand Nagus
Join Date: Aug 2001
Location: Cloud Cuckoo Land
Posts: 1,163
|
There are some very interesting points raised here, particularly by Starlifter in the analysis of the relative cost/ benefits. However, the most important factor which influences this kind of descision should be the circumstances at the time.
I do not build many airbases, I prefer to build a city and run the planes from there, thus having the benefit of the airbase, but gaining a city with air defence. Carriers are more important, the more sea you have, they provide an excellent method of attacking seperated continents. In a recent game, I opened up a beachhead on a densely packed Zulu Continent, with a settler unit and a few mobile infantry, then parked a carrier and Aegis Crussier, half way between the Beachhead city and a suitable city on my main continent. I then used my major cities to produce lots of stealth fighters, hop across to the beachhead via the carrier and wiped out the Zulu defences.The zulus dropped dozens of missiles on the carrier but to no effect. A transport with a load of tanks finished the job by swooping in and capturing all the cities in one turn. |
|
|
|
|
|
#7 | |
|
the Magnificent
Join Date: Apr 2001
Location: Holland
Posts: 355
|
how come???
somehow i donīt manage to defend myself against numerous missile-attacks... Quote:
|
|
|
|
|
|
|
#8 |
|
Paha Sapa Papa
Join Date: Oct 2001
Location: Land o' Lakes
Posts: 893
|
I agree with ferenginar. If the circumstances are right, either way can be beneficial. If the enemy has rocketry, you simply must escort any carrier or transport with AEGIS cruisers. If they don't, then you just need to patrol to keep their navy away.
Another airbase bonus is that it can change hands with no penalty. If you build a beachhead city (another effective attack strategy), it could get bribed. You can also fortify a good land unit on the airbase (don't build a fortress, that will wipe out the airbase) to aid in defense. The one thing not mentioned in cost/benefit is getting your engineer to the place you want to build an airbase. If this is in range of the enemy, you risk losing some engineers or a transport in the process. |
|
|
|
|
|
#9 | ||||
|
Deity
Join Date: Jun 2001
Posts: 4,163
|
Quote:
. Your case must be a version or level thing. I have never build a carried below King level. Maybe someone else with such experience can comment .Quote:
Quote:
Quote:
Just remember, there is no "single best" strategy. Let the circumstances dictate.... and the biggest "cheat" in an AI game is the "human's intelligence", LOL... the AI has no chance, even at Deity! ![]()
__________________
Good Civ II stuff is here ..... |
||||
|
|
|
|
|
#10 | |
|
Grand Nagus
Join Date: Aug 2001
Location: Cloud Cuckoo Land
Posts: 1,163
|
Quote:
The reference to one turn was later on after the stealth bombers had supped all zulu defenses, the tamks moved in to capture all the cities in one turn. I did not mean that the entire strategy was one turn. sorry for not making it clearer originally |
|
|
|
|
|
|
#11 |
|
Civfanatic
Join Date: Oct 2001
Location: North Crackalacken
Posts: 2,272
|
a dozen is 12.....
|
|
|
|
|
|
#12 | |
|
Deity
Join Date: Jun 2001
Posts: 4,163
|
Quote:
!! Control of the oceans = loss to all opponents on most maps.From the numbers you posted above, the attacks were coming from non-vet CMs. The real key is that you (meaning anyone who uses AEGIS heavily) don't move your AEGIS each turn, allowing it to repair somewhat. If you send such a ship into 6 CMs per turn, for planning purposes, you should anticipate it's demise. My solution is about 3 Vet AEGIS in a stack, which will allow very good odds of the stack survival at that rate. I do not construct non-Vet modern ships, except transports, BTW. BTW, 6 veteran CMs per turn will eventually take out even a stack of 3 Vet AEGIS.... you'll need more AEGIS in the stack, or distractions, or interruption of CMs to allow recovery. Once your AEGIS reach a certiain weak point, the Civ II program will select a non-AEGIS ship to defend teh stack, and that ship will likely lose, and thus lose the stack. That is a crock, because IMHO the AEGIS should still be used to defend a CM.... but the algorithm is crappy in this area. ![]() My detail here is not to argue about ferenginar's particular battle, but to make sure others (esp. those new to modern combat) don't rush in to a similar battle and cry in their milk when they lose a stack. CM's often go several turns with light damage, then the "odds" of teh psuedo-random Civ II battle sequence numbers result in several near-consecutive missiles doing huge damage... and that is when a stack goes to Davy Jones' locker if you don't have a good defender left in the stack. So my personal recommendation: STACK VET AEGIS in a heavy CM zone, !![]()
__________________
Good Civ II stuff is here ..... |
|
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Oct 2001
Location: Romania
Posts: 24
|
Starlifter, I think I can tell you a few things.
I use a Civ2 Classic with a 2.42 patch. My carriers can carry up to 20 units safely. I am also a fan of naval warfare and by chance I had for a few weeks a Civ2 MGE on my computer replacing my Classic Civ. It really drove me crazy, because of the difference between Aegis Cruisers and how the defense unit is selected. In Civ2 Classic, I have made some stats and a Vet AC dies only at the 8th Vet CM. Also, the unit with the best defense is selected, so if I have an AC and a Battleship, the AC will take the first 7 hits, then the B takes one and then they both die when the AC is hit .Of course, these are only stats and variations may occur.You see now why I use Carriers a lot - they are easy to defend with 2-3 Aegis Cruisers and 1 Battleship for naval attacks. I have to mention that by that period of the game all my units are veteran. |
|
|
|
|
|
#14 | |
|
Deity
Join Date: Jun 2001
Posts: 4,163
|
Quote:
A different team of 3 programmers wrote Civ II MGE.... the same people did not code both the Classic and MGE editions.... hence, there are indeed some "rough edges" for some things. Like you, all my naval units are Vet. I knew your AEGIS was vet, or would be vet pretty quick, after that pummeling. I've actually destroyed a vet AC with as few as 3 vet CMs before, and as many as 16 (as I recall... it was over a year ago when I ran hundreds of tests). The main thing I wanted to make sure people knew was not to expect a single AEGIS to protect a valuable pile. It is a crack when you lose a pile and it says "33 units destroyed" or something... that's why I double and triple up stationary AEGIS in a heavy battlezone.
__________________
Good Civ II stuff is here ..... |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Airbases | TerraHero | Civ3 Conquests - Requests, Fixes, & Changes | 0 | Jul 20, 2003 09:19 AM |
| Do You Use Airbases? | Marlos | Civ2 - Strategy & Tips | 11 | Jan 05, 2003 03:37 AM |
| New Use for airbases | Plumbean | Civ2 - Scenario Creation | 20 | Jan 17, 2002 02:54 PM |
| Airbases | Jack D | Civ2 - General Discussions | 1 | Dec 12, 2001 08:32 AM |
| Airbases | Kev | Civ2 - Game of the Month | 35 | Oct 24, 2001 05:16 AM |