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C2C - Tips and Tricks

Discussion in 'Strategy and tips' started by Hydromancerx, Jul 1, 2011.

  1. Yudishtira

    Yudishtira Spiritual/Creative

    Joined:
    Nov 2, 2012
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    2,686
    Location:
    Brisbane
    Units can now board transports even when they are out of moves. This makes it (perhaps too) easy for HNs to escape after missions in foreign territory where Open Borders applies. They can use their entire move doing their dirty work, and then an APC or (escorted) Ambulance etc. can come and pick them up. The transport doesn't even need to get them to safety, since while boarded they are 100% invisible to those who mean them harm.

    I hope the AI is taught to do this sooner rather than later.
     
  2. Yudishtira

    Yudishtira Spiritual/Creative

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    Location:
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    Sorry but they have 20% of surviving the first time, and this halves for each subsequent attempt. Ie. they have a significant 2.5% chance of surviving their 4th mission.

    I'm sure you wouldn't want every unit that has 20% combat odds to have that reduced to zero. :p

    Consider however the sabotage mission for strike teams (iirc) - 2-52% chance of success!!! 2-52 I'm not kidding. No way to narrow down, or influence, those odds. And a huge cost. That one is broken.
     
  3. Thunderbrd

    Thunderbrd C2C War Dog

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    This was made for spies and added to strike teams. I haven't looked closely at it... I didn't realize that after the espionage cost, there's a chance of failure at all. What happens when they fail?

    As for the entertainers, I just think it's way too unlikely. I won't usually attack with a unit unless I've got 80%+ odds to win unless I'm just sending lemmings in, and even then, under 50% is a waste which will likely not do any damage during the attack so I usually won't unless I have truly overwhelming #s and WANT to kill off some of what I have. Rams are an exception because they should be taking down defenses at least some in the process. So to me, having a 20% chance of survival means forget about it. I just assume they already are one shot uses and usually they are. I'd prefer that they had a much better chance, at least 50% of surviving. Even if they fail at their mission, they should still have a good chance of survival imo. But it IS a minor point at the moment.
     
  4. stachnie

    stachnie Theorist

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    How to earn A LOT of money in the early-mid Ancient era with Size Matters and Downsizing is profitable? I do not know why (maybe because I have built Culture: Neanderthals but its effects expired) I may build even the earliest units (Brutes) in the Ancient Era. This way in a few turns I may gain about 5000 gp (the game says about 10k but disbanded units are at 44 HP) at the cost of a few hundred (the slowest game speed). 1. Build 9 Brutes (it may take 2-3 turns for a well developped town). 2. Merge them into one unit. 3. Upgrade to Obsidian Swordsmen. 4. Next turn: split them 4 times (to 81 units). 5. Disband. In about 3-4 turns you gain about 4,5k gp. Even if you cannot build Brutes anymore, this is a good way to earn money: build a unit (especially with a good bonus to production, like +15% with Stone and so on), split it as much as possible and then disband. Useful e.g. when you have overexpanded (e.g. in my present game: mid Ancient, 7 cities, I plan to build a new one next to the only Copper at my continent, recently about -55 GPT). In the Classical era one may skip upgrading old units: just split one to 27 smaller ones and disband.

    S.
     
  5. Lucibear

    Lucibear Chieftain

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    if you sort the military advisor by location and promotion, you can search for discovered criminals in your cities by selecting any of the Wanted promotions
     

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