LORD ORION
Warlord
- Joined
- Jan 14, 2015
- Messages
- 239
Has anyone ever used this on purpose regularly?
I can see the intent
One is supposed to be for an Internal strategy (+1 repel range)
-Work all tiles in range safely from aliens
-Trade internally with a cluster of cities at 6 range for +food/Industry
-Maybe allows you to put a city at 3 tiles to a nest to clear it without provoking it
The other is for an external strategy (Convoys immune to aliens)
-Trade at any distance with anyone, especially over water
-Not all Workable tiles are not safe from aliens/worms (range 3 tiles not safe)
Some problems
1) Naval aliens are VERY strong, you won't be doing any early maritime trading without the convoy repel
2) You only need to build 1 ultrasonic fence to trigger the quest to protect convoys, but any city that wants the 3 repel range needs one
3) Trade is a big part of this game, and without the convoy repel, you are likely going to lose convoy units to wandering siege worms often
I don't think I am missing here in thinking that one choice is BAD, ALWAYS. Did I overlook an essential use for the 3 repel range choice in some situation?
Anyone have any input on what else the repel range choice could have to be useful?
eg: Range 5 (instead of 3) to allow internal trade / eliminate alien nuisance without violence
I can see the intent
One is supposed to be for an Internal strategy (+1 repel range)
-Work all tiles in range safely from aliens
-Trade internally with a cluster of cities at 6 range for +food/Industry
-Maybe allows you to put a city at 3 tiles to a nest to clear it without provoking it
The other is for an external strategy (Convoys immune to aliens)
-Trade at any distance with anyone, especially over water
-Not all Workable tiles are not safe from aliens/worms (range 3 tiles not safe)
Some problems
1) Naval aliens are VERY strong, you won't be doing any early maritime trading without the convoy repel
2) You only need to build 1 ultrasonic fence to trigger the quest to protect convoys, but any city that wants the 3 repel range needs one
3) Trade is a big part of this game, and without the convoy repel, you are likely going to lose convoy units to wandering siege worms often
I don't think I am missing here in thinking that one choice is BAD, ALWAYS. Did I overlook an essential use for the 3 repel range choice in some situation?
Anyone have any input on what else the repel range choice could have to be useful?
eg: Range 5 (instead of 3) to allow internal trade / eliminate alien nuisance without violence