Air Fields providing food!?

Honkoid

Honk of the hill
Joined
Sep 3, 2001
Messages
187
Location
Germany
I don't know whether my civ has some SERIOUS bugs or such things are normal. In GOTM VII Smash build many air bases and made even mountains producing food this way! I've never seen this before. Are there any other tricks like that?
 
The "Airbase on a Hill" will provide 3 food, if you have a supermarket. It can give only one food on a mountain, however. In GOTM 7, I also used a lot of airfields all over the planet, even more than I "normally" use because I was very very short of engineer man-days in the last 40 years.

BTW, the airbase thing will work on other terrain, but it is special on a hill because it allows you to get the food without destroying the mining. Normally, if you irrigate a hill to get the food, the mining is lost. With the Airbase, you get to keep both <IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>.

Oh, one more thing... stuff like this is documented in the War Academy... Try looking in the Scroll of Ancient Wisdom: http://www.civfanatics.com/civ2scrolls.shtml <IMG SRC="http://forums.civfanatics.com/ubb/beerchug.gif" border=0>

EDIT: Added link.

[This message has been edited by starlifter (edited September 09, 2001).]
 
i read about this and tried it and it worked!all you hafta do is build an airbase on a hill, or mountain

[This message has been edited by jc011 (edited September 09, 2001).]
 
yes it acts as farmland with supermarket or irrigation without one.Also acts as railroad.

..and 2 engineers can airbase any square in 1 turn.Irrigation,farming and rails all at once.I don't like it,but since it is allowed you would be silly not to use it.
 
Also acts as railroad

Not quite a "real" railroad though - with a single-square drag you'll move a unit through it with no movement cost, but a longer drag (or goto) often puts the unit off the rails.

There's also a shield bonus if you airbase a mined hill.

[This message has been edited by cpemma (edited September 09, 2001).]
 
Amazing technology, airborne hydroponics gardens and flying locomotives.
 
no, it acts exactly as a railroad.The sheild bonus is the RR bonus to squares.
 
About the RR movement & airbase: any movement thru an airbase will count exactly as a RR (that is, deduct zero movement points). However, the AI movement (and the GOTO command) will plan the movement as if there is no airbase. This can be a pain when the GOTO routes a freight, etc, across a plains square when the best route should have been across your airbased forest!

So in a nutshell, the AI move and GOTO command won't try and take advantage of the zero-movement cost of an airfield .
 
Does the "airbase RR" also act as a railroad in terms of trade route bonuses (i.e. the bonus for having two cities linked in the shortest possible route by RR)?
 

Does the "airbase RR" also act as a railroad in terms of trade route bonuses (i.e. the bonus for having two cities linked in the shortest possible route by RR)?

No. Absolutely not. The Civ II program does NOT consider an airbase a road, or a RR. If you have an underlying road (or RR), then the effect of the underlying road/RR will of course do its job.

Think of it this way. An airbase grants units zero movement points of using that square. It is not a road/RR.

Likewise, it does not irrigate (or make farmland!)... but it does provide those benefits. There is no point in irrigating (or farming) the land if it already has an airbase, however.

Conversely, there can indeed be a great beenfit to builing the underlying road structure under an airfield! But the movement cost will always be zero as long as the airbase exists, though.

And if you pillage the airbase, and underlying improvements remain .
 
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