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- May 5, 2005
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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
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