destroyers

What's your preference

  • a destroyer

    Votes: 12 57.1%
  • sharp stick in the eye

    Votes: 9 42.9%

  • Total voters
    21
Now that's some good advice as I have been avoiding Auto for that reason and to hold down polution. I will have to try to become a user of SuperHwys.
 
The only time SuperHighways is not a big improvement to your SSC is when you have more than half ocean tiles (perhaps that should be 2/3-3/4?). Anyway, it gooses both direct trade arrows from roaded terrain (except terrain where road makes no difference, like Forest or Mountain) as well as increasing Trade Routes something like 50%. And since it is a precursor to Computers/ResearchLab it really should be higher on your tech plan, if SpaceShip is your ultimate goal. That short period after building the Research Lab but before Colossus dies (I sometimes try to fit the NucFiss-NucPwr-Laser techs in there, but I prefer them just before SpaFli if possible) is golden as far as city research getting one or even two techs per turn.
 
Originally posted by ElephantU
Pre-charged engineers can build forts, airbases or extra links to RR networks in a single turn, or land on a beach and create an instant coastal city, which allows fully laden transports to unload right onto the RR network. A continent of dozens of cities can be taken down in a single turn.
They're also handy for cleaning up fallout (if you are so inclined).:nuke:
 
Originally posted by ElephantU
That short period after building the Research Lab but before Colossus dies is golden as far as city research getting one or even two techs per turn. [/B]

:rolleyes:

I must admit, I've never had it that good!

On the original subject of destroyers, if you find it hard to get good use out of them, a few can always be disbanded in the same port if you want to turn out a battleship quickly - and without spending a lot of money. That way, you can effectively convert your old fleet of destroyers into battleships within one turn of discovering automobile.

Destoyers can be sunk with alarming ease, I know - but they're not as vulnerable as transports, and the unfortunate land units they carry! Since destoyers are cheap, it's not too difficult to position a large number of them throughout an ocean. Then you can spot and intercept enemy transports before they land an invasion force (unless, of course, the sea is narrow enough for them to cross in a single turn).
 
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