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How many aircraft per carrier? Or missiles per sub?

Discussion in 'Civ2 - Strategy & Tips' started by Serpwntor, Jul 22, 2009.

  1. Serpwntor

    Serpwntor Chieftain

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    Just curious.
     
  2. Prof. Garfield

    Prof. Garfield Chieftain

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    I don't think carriers have a limit (at least in classic). Submarines are suppossed to carry at most 8 missiles, but I don't remember ever testing the limit.
     
  3. ColdWizard

    ColdWizard Ancient

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    I've forgotten.
    In MGE there is a limit for carriers but I never counted it.
     
  4. Ace

    Ace Chieftain

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    IIRC, a carrier can carry 8 planes. I have never checked out a sub for max missiles because subs are "dead meat" for the AI's helo's, therefore a waste of missiles to pack that many into such a weak target.
     
  5. ColdWizard

    ColdWizard Ancient

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    I've forgotten.
    20 units for a carrier and 20 missiles for a sub in MGE.
     
  6. Serpwntor

    Serpwntor Chieftain

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    Another question, are subs the only unit to carry missiles?
     
  7. Prof. Garfield

    Prof. Garfield Chieftain

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    Carriers can carry them, too.
     
  8. RAMBLER

    RAMBLER Chieftain

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    Hello all - I'm a frequent reader here, but this is my first post.. After years of happily playing Civ2, I'm at last beginning to suss out what goes on in the evil brain of the AI, and use that knowledge to good effect!

    The answer is 16 for a carrier, and 6 for a sub. - just have a look in the RULES.TXT file in the root folder of MGE.

    The relevant lines are:

    Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001
    Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 000000010000001

    These rules may well have been changed in some scenarios, of course, but these are the defaults.

    PS - forgive the CAPS in my "handle" - caps lock was stuck on when I signed up, and I'm literally "stuck" with it - my PW is in caps too, which caused me some grief when I first signed in!
     
  9. Ace

    Ace Chieftain

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    When all else fails...test it. ColdWizard is correct. By activating the cheat mode, in MGE, and packing a sub with nukes, I was able to put 20 on one. And a carrier held 20 stealth bombers.

    I still say that this is a very risky thing to do. Akin to stacking 20+ tank units,in the open, next to an AI Howitizer.... That is way too many shields to risk in one stack! Ok, I can see doing the planes on a carrier if one is forced to attack over a large body of water with no land bases available, and one uses enough support ships to protect the carrier. But, given the option, I prefer to strike overland if possible, moving planes to cities/airbases in reach of the enemy. And, if you really have to go over water, a couple of battleships, escorted by several Ageis Cruisers and a couple of Destroyers with a tranport full of assault troops does the job just as well.

    Or you could just send in a spy and buy the AI city...
     
  10. Terrapin

    Terrapin Chieftain

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    I can't remember the last time I built a sub, carrier or missile, but I play single player. I would think a sub full of nukes would be a pretty good, though risky, strategy from multi-player. (Do not expect the player you unload on to buy drinks afterwords!)
     
  11. Ace

    Ace Chieftain

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    That pretty much sums up the way I play, too. However, the sub full of nukes, in single play, is not a good strategy, especially if the AI is close to you in tech. Remember, the AI cheats, it always knows where your units are and loves to use Helos to hunt down subs. (In a way, it is realistic in that during the cold war, massive groupings of armor and infantry similar to D-Day or the battle of the Bulge were ruled out because they made too good a target for nukes.)

    Carriers in Civ2 are realistic, but most civ maps are such that you don't need them. (and I repeat, they are way too expensive in shields compared to spies.)Usually, there are no long (over 7 or 8 hexes) distances to cover over water. I have played most games with never having to build a navy, except for ships to carry vans, spies, and settlers.
     
  12. ColdWizard

    ColdWizard Ancient

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    That's actually the cost figure. The holds figure is the next number (the 0) and only refers to land units. There is no corresponding limiter to the number of air units, only the "can carry air units" tag and the sub tag.

    Precisely what I did, though I also mixed the units.
     

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