Invisible Cities Part 2

Civinator

Blue Lion
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As there are now more than 80 views on Invisible Cities Part 1 and nobody told me that these things are old, I now will start the next chapter in the story of invisible cities:

The most important reason for an invisible city is, to have a platform for launching offensives, producing, repairing und upgrading units on a place where you don´t want to see a city. In combination with resources that appear in the middle of this invisible city, you can get:

- military, naval and air bases p.e. to launch an American offensive
in WW2 from England to Europe
- the rise of the Africa corps in WW2
- named beachheads
- named fortresses which produce units and so on.

By editing the resource-file you can give these bases an individual outfit. You can easy name these bases with the city-name function for civilizations in the editor. When the resource is connected to a special tech, than the base will appear, when this tech is researched.

The screenshots USAAF in England, DAK and fortress and V-2 attack on the headquarter of the 8th airforce are attached.


Civinator / Blue Lion
 

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Civinator said:
The most important reason for an invisible city is, to have a platform for launching offensives, producing, repairing und upgrading units on a place where you don´t want to see a city.
Doesn't airbases, and forts and such cover this aspect?
 
Hello sourboy,

thank you for your reply. Airbases and forts cover some parts of that aspect.
But "invisible cities" are cities with the ability, that they are not limited to a handful of city graphics how to appear on the map. The only limitation for them are the possibilities of the resource file and there you have the possibility to enlarge the graphic potential with city-units (and other units) that can be produced in that “invisible” city.

In normal airbases and forts you cannot build units. If used properly, these “invisible cities can work as a sort of an event ( a thing missing in civ 3). For example, in normal WW2 scenarios which start in 1939, the German units forming the Afrika Corps are on the map in 1939 which is historical wrong. A “normal” German city in North Africa in 1939, where you can produce units that appear as the Afrika Corps in the February of 1941 would although be historical wrong. An “invisible” city that appears on the map with the symbol of the Afrika Corps can form that corps in the February of 1941 by unit producing buildings in that invisible city.

The same with the 8th Airforce. The unit producing buildings “inside” the 8th Airforce produce an airforce that is becoming stronger and stronger each turn (Of course other units can be produced in this 8th Airforce too). The problem, how to transfer the American troops in a WW2 scenario to England for D-Day can be solved in this way, too. With unit producing buildings you have the American troops on the front where they should be at D-Day. You can connect these unit producing buildings to a special resource located in the USA, so there is the possibility to cut off the construction of some of these buildings by submarines and so on. So the invisible city that appear as the 8th Airforce on the map can do a lot more than a normal airfield.

The same with the fort. With an invisible city appearing, let´s say as the Alamo on the map, that is defended long enough, you can get the reinforcements that Travis never did receive.
 
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