Airfeilds and radar towers

Dismal

Boo
Joined
Aug 27, 2002
Messages
79
Hi, I'm new to Civilization, in PTW they say that they ill include Airfeilds and Radar towers, how will these work and what can i do with them and, an idea i came up with:
ICBM Silo's, how often did russia/usa place ICBM's in cities? they were always hidden somewhere, I think it would be cool if I could place ICBM's in silos instead of cities...
 
Airfields can be built away from cities, so you'll no longer have to hold cities which might be prone to culture-flipping. In the late game, I only keep captured cities to rebase my bombers (for the most part). Radar towers increase your field of vision to provide a heads-up of potential invasions.

ICBM silos sound like a great idea.
 
They also said something about radar towers giving a combat bonus within its range. There was also a new tower or outpost or something that just extends you field of view.
 
Radar towers give a 25% combat bonus to units within their range - think I'll be building lots of them along my borders - keep the AI out!! ;)
 
Always wondered why airfields weren't included originally, as they were in Civ2. Glad to see that we'll finally be getting them, although I think they ought to have been included in a patch rather than in a pricey XP. The radar towers should be nice too - they were one of the many features I really liked in SMAC. :)
 
Don't you have to sacrifice workers to build airfields and radar towers (like colonies)? Or do they take a certain number of turns to build?
 
you have to sacrifice the worker for the radar tower and maybe the airfield, i am not sure. Well, if you do, bring up those captured workers. Build an airfield where you need it, and later a city to stop the AI from culture killing it.
 
On the concept of silos what advantage does it provide. Remember the reason for silos was not to hide you nukes, being fixed installations they would eventually be found missile subs served that purpose. The advantage of a silo is that it is hardened to attack, allowing you sufficient time to prep and fuel your ICBM. Now as I understand it, ICBM's are not destroyed in a nuking of a city.

Hence a silo improvement would not be adding anything new to the game. Considering that the game already abstracts things. The ICBM's in cities are already in silos some place in the surrounding tiles of that city.

Now if you wanted to add a new nuclear element, what you want are trailer launched strategic nukes. You would be able to move these around, keeping them hidden from your enemy. Move them close to the line and launch a surprise strategic attack.

Don't know if it is the case with the current strategic nukes, but at least these trailer launched nukes would represent tomohawk or scud missiles and hence would not be candidates for the SDI to shoot down. (giving them an advantage over ICBM's, which are otherwise pretty much hands down better, well except for the build cost).
 
For grins I modded my ICBMs to be SLBMs.

BTW, SDI shoots down TacNukes :(
 
ICBM's are very fragil things, i think that if you have an ICBM in a city and the city is bombed then teh ICBM should be destroyed. But if you have a silo you could set it so that it can withstand 2 bombing runs so if the AI only has 1 bomber bombing ure silo then after the first run you could launch the nuke becuase they attacked your stratigic weapons. Further more, i hate when the AI nukes my cities in most cases I find that the AI when nuking goes after cities with ICBM/Tatical Nukes in them so If i places all of my ICBM's in some feild in the middle of my empire then my cities would not be harmed. during the cold war the majority of ICBM's were targeted at other ICBM silos not at cities...
 
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