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Use of Engineers

Discussion in 'Civ2 - General Discussions' started by hgengstrom, Mar 1, 2001.

  1. hgengstrom

    hgengstrom Chieftain

    Joined:
    Nov 27, 2000
    Messages:
    27
    Location:
    Long Beach, CA, USA
    I was trying to attack a city and use an engineer to build a fortress next to it that I could use as a base for my attacks but a defender would destroy my engineer and defender each time.

    Finally, I had one building a mine while he was waiting for his turn to go. I turned that task off, moved him in with a defender, and he built the fort immediately. I then rushed in several additional units to this new fortress.

    Apparently, the engineer had stored up units of work while it was building the mine and was able to expend them on the fort. I had heard this was possible but I didn't realize it would allow you to change the type of task it was doing.

    Anyway, now I can charge up an engineer before I send him into a dangerous spot.
     
  2. stormerne

    stormerne is just a Retired Moderator

    Joined:
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    You will find this exact technique described in the CivFanatics War Academy... http://www.civfanatics.com/civ2scrolls.shtml#speedup

    I also recommend using armies of engineers for a technique I've described several times elsewhere. You can use this to take over a city (or several cities) in a single turn. Assuming hospitable terrain (grass, plains, deset or tundra), move engineer1 towards city, build road (road appears), move engineer2 onto new road, build railroad, move engineer3 onto new road with engineer2, build railroad (railroad appears). Repeat with next three engineers. Stop when you're at the city gates. Move in the heavy weaponry and pound until city is yours. All in one turn. No need to build a fortress unless you suspect partisans will attack your troops left outside after you've taken the city.

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    "Life shrinks or expands in proportion to one's courage" - Anais Nin
     
  3. The Horseguy

    The Horseguy Chieftain

    Joined:
    Feb 14, 2001
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    Location:
    Mill Creek, WA, USA
    Cool idea!

    ------------------
    Blah Blah Blah..!
     
  4. Andu Indorin

    Andu Indorin Retired Druid

    Joined:
    Jan 15, 2001
    Messages:
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    Location:
    Colorado Spgs, CO
    Another useful technique for using engineers with "stored work points" is for bridging operations and transforming roads into railroads in hills, forests, and swamps.
    Often the computer civ will have built a road into such terrain, but has not yet built a railroad. Normally, you cannot turn a road into a railroad over a river in hills, etc. in less than two turns; but engineers with sufficient stored work points can do this. Then bring on the howitzers!

    Before engaging in a major invasion of an enemy civ who I am going to take out of action, I will commit a dozen or so engineers to preparing for this invasion by transforming terrain in my territory for 3 to 6 turns prior to the invasion. (You can think of this as "training" your civilian engineers to become "combat engineers.") Usually the number is dependent on my reconnaissance of enemy territory through the use of diplomats/spies. Once in action, these engineers allow me keep up the pace of my blitzkrieg through enemy territory.

    {Come to think of it. This discussion probably belongs in the Strategy & Tips forum.)

    [This message has been edited by Andu Indorin (edited March 08, 2001).]
     
  5. Kev

    Kev Hired Goon

    Joined:
    Feb 23, 2001
    Messages:
    1,895
    Location:
    Ringwood, NJ USA
    I have an engineer question that is somewhat related in this thread:

    Is there a maximum amount of engineers that can be working on any single project after which additional ones make no difference?

    For example: I know that two egineers will irrigate away a swamp quicker than just one. But will 20 all doing the same thing do this is like one turn? Is there some point where more engineers provide no help? Same question with changing the nature of the terrain - from mountains to hills,etc.

    Just curious.

    ------------------
    Diplomacy - the art of
    saying "Good Doggie"
    until you can find a rock
     
  6. Cimfindriel

    Cimfindriel Chieftain

    Joined:
    Mar 1, 2001
    Messages:
    139
    Location:
    Canada
    Andu this sounds like a great idea...I
    especially like you explanation of how this
    idea can be implemented and still remain
    realistic; civilian engineers to combat
    engineers. Very kewl!

    ------------------
    <IMG SRC="http://forums.civfanatics.com/ubb/ninja1.gif" border=0>"Engarde you silly fool!
    You are no match for my so fine
    rapier!"

    He who sacrifices his conscience to ambition burns a picture to obtain the ashes.
    - Chinese Proverb
     
  7. drake

    drake Bring it

    Joined:
    Oct 25, 2000
    Messages:
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    Location:
    Land of the Massholes
    Yeah, these ideas are pretty interesting. I would have never thought to try anything like this. It's amazing what people have tried with this game. You can learn new things on a weekly basis, which is amazing for such an old game.
     
  8. TimTheEnchanter

    TimTheEnchanter I...am...an Enchanter!

    Joined:
    Jan 19, 2001
    Messages:
    1,985
    Location:
    Maryland, USA
    Has anyone put together a list of how many turns it takes an engineer (or settler) to perform the various tasks (and on various terrain) so we know how many turns to store up, and we don't accidently waste them by, say, completing the fortress/mine/transform/whatever, instead of interrupting them before they finish?

    Also, how does a unit's remaining movement points factor into this... Say a settler or an engineer has 1/3 movement point left when you set them to do something. Do they apply a full turn to their task? or just a partial turn? or no turns? etc.


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    There are some who call me...Tim
     
  9. TimTheEnchanter

    TimTheEnchanter I...am...an Enchanter!

    Joined:
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    Location:
    Maryland, USA
    One other thing...

    I keep hearing people talk about having scores or even hundreds of engineers running around. I rarely seem to have enough food to support more than a couple dozen without crippling my big production or trade cities.

    How do you guys do it?!

    ------------------
    There are some who call me...Tim
     
  10. SunTzu

    SunTzu Hooah Retired Moderator

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    <font color="red"><font face="copperplate gothic light">Engineers play an important role in war-time situations. Send them in with a few fighters or something and build railroads to the front. Then send in your armor in.

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    Civilization God of War & Economic Prosperity
    http://www.civfanatics.com Staff and forum moderator

    <IMG SRC="http://www.homestead.com/house_of_lux/files/suntzu1.gif" border=0>

    Well, it must be close to the Armageddon. Lord, you know that I won’t fly by that lesson you taught me, to pull out my Wesson you brought me, and i’m not stressin’ it softly. Get ‘em up off me, ‘cause all we wanted harmony, been bombin’ ‘em. Yell up outta my ghetto, “I won’t settle,” get on my level.
     
  11. Andu Indorin

    Andu Indorin Retired Druid

    Joined:
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    Location:
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    Tim,

    Building an army of engineers usually requires the Refrigeration advance and the Supermarket City improvement. Plus a healthy number of cities.
     
  12. MadMelkor

    MadMelkor Chieftain

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    Location:
    The cool Dutch plateau
    Thanx guys i never knew that you could 'store' work done by an engineer !!!

     
  13. Pedro

    Pedro I'll improvise...

    Joined:
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    Location:
    Holanda
    Me neither (is this a Dutch shortcoming )
    Now I can charge an army of mighty engineers and bridge the ocean in a day or two.
    Watch out Egyptians here comes th new Moses!
     

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