1.8 directs to 7.2, but should it be 7.3 instead?
Great info BTW.
Great info BTW.
Charles 22 said:Thanks la fayette.
One thing has come to mind though. ElephantU mentioned, as I suspected, that there's no upkeep on dip/spy. Since CIV2 doesn't have capitalization for quite a long time, to a limited degree it may at times be beneficial to build these units just to disband them for some build somewhere. Normally people disband the obsolete fighting units at one stage or another for this sort of thing, and I imagine that there are people who purposely build old units just to disband them in a better time (not wasting pruduction therefore), but do dip/spy get the same return for disbanding them as regular units? I've never noticed what regular units get (half the original cost back?). Of course the benefit here is obvious if there's no upkeep as indeed there is not, and if the return ratio is the same as regular units when disbanding. There's also the added bonus that these units can get to specific cities much easier for disbanding.
If all this is true, the only disadvantages I can think of for producing dip/spy in a city which has nothing useful to produce, is that the miltary doesn't look larger to other civs, plus of course they're almost useless to actually do any fighting compared to regular units.
Duke of Marlbrough said:1.8 directs to 7.2, but should it be 7.3 instead?
TimTheEnchanter said:Unless you have no open trade commodities and have built every wonder, then when in doubt, build a caravan/freight. Or at least a settler to found another city. Or something. Rarely does it pay off to build normal units as sheild storage devices. The only times I will do this is (probably in D+n games) when I have not learned trade and can't build anything useful yet, I will sometimes build dips to later be disbanded into a wonder. I picked that up from watching a succession game where someone wiser than me (For some reason I'm thinking either Smash or SG1, but I could be wrong) called them the Poor Man's Caravan. Once you have trade, I'm hard-pressed to think of why you wouldn't build vans - they also have no support, at WORST you get the 50% sheild return of other units if you disband them, but more likely they are worth much more either delivered or at least put toward wonders.
Ace said:If you believe spies are "useless for actual fighting", you are using them incorrectly. The spy is the most dangerous unit in the game! With a bag of gold in its pocket, it can "defeat" a high-flying stealth bomber, a rampaging tank, or the unweary battleship that stops too close to a loaded transport or to the land.
When you disband a dip/spy in a city, you get 1/2 its cost (15 shields) in your production box.
You mean the AI actually stopped a self-destructive course of action and changed to a different, more effective solution to a problem??? What version are you using?Charles 22 said:...the AI did bribing only once, today, and that was only because I had a unit dug in that he couldn't destroy in piecemeal attacks that kept him from getting to where he would like to go.
TimTheEnchanter said:You mean the AI actually stopped a self-destructive course of action and changed to a different, more effective solution to a problem??? What version are you using?![]()
geofelt said:When the AI sends a dip or spy into your territory, It is up to no good. You can expell them and keep your reputation, but they are not destroyed, and they will still keep coming back. My best strategy to combat this is to bribe the spy. It may cost more than you think it is worth, but it is effective.
You are right, I will correct it in next release.Duke of Marlbrough said:1.8 directs to 7.2, but should it be 7.3 instead?