Units

Always check every turn if it takes the same amount of turns. It will save you heaps. Just because you put the science slider up doesn't mean techs will come faster. It sometimes isn't enough for a tech.

Btw we better get on topic again...
 
Seems you can't get below 4 turns for any new technology. Even if you research The Repuplic in the modern age when judging by the numbers of beakers you produce you should do it in a milli-turn, it still takes four bleedin turns.

A tip: When there's one turn left, you usually can go down to 10%, still get your tech in one turn and get a nice dose of CASH!
 
^ four is the minimum number of turns it takes to research a tech.

Now about units. It says that privateers have bombardment but then it says that the range is 0??? :confused:. How does that work?
 
Unless the privateer is the defender defending.

Kinda like archers, when you attack a spear with an archer on the same tile as the spear, the archer gets a free shot before battle commences between you and the spear.

Or IOW, they bombard units attacking their tile so long as they're not the unit defending it in battle.
 
I prefer to redline with artillery, then use the tanks, because I want the battles to get lotsa elite tanks, resulting in armies. Nothing better than 4 armor units in an army to take down nearly anything. No better defense unit than an army of elite MI's, either. I love my armies full of elite units, as they gain that extra move from being in an army. And for a "race to Baghdad" situation, user radar artillery to redline all defenders, take the city with tanks or MA, move on, repeat until you run out of units, resume next turn. Even a country defended by MI's can't take that for long.
 
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