Good questions, although I don't know the answer to either of them.1) How does zone of control promotion work with stealth destroyers?The enemy (deploying a naval unit that cannot see invisible) meets this zone but can't see who creates it?
2) Has anyone ever had his aircraft intercepted during a recon mission?
Sounds very goodWith the recent changes to Republic, I think Monarchy has become the default government civic for anyone wanting to run a large civilization from the Classical Era to the late Renaissance. Because of this, I don't think it is appropriate for Monarchy to be a valid civic choice enabling Noble Knights (a choice that is forced isn't really a choice, and the idea is that you have to be running at least one "non-optimal" civic to get the Knights). So I am going to change the Monarchy civic option to the Feudal society civic. The other choices (Nobility and Vassalage) stay the same.
Zone of Control, could be thought of as a Zone of Death.
If you venture into the 'Zone' About this ship, that zone of Danger to the ship, you are automatically attacked and killed.
They could broadcast an Exclusion zone, similar to that done by the British during the Falklands war. You can't see the ships, but you 'Can't enter' that zone without being attacked.
Its an explaination, of the situtation, of the game.
I just had a thought about the Battlecruiser problem. Why not replace it with an Armored Cruiser and move the Battlecruiser up to the spot of the heavy cruiser keeping the heaviesbut giving it a vulnerability of some degree to any BB unit?
EDIT:
I remember there was a promise to split the Tunnel route, so we could have one early tech for coast only, and an other for oceans with nano-tech (or something). How is it going?
I simply had more pressing issues; this is not on the pririty list. I've been a bit busy lately but I'm still working on the mod.Sorry, maybe I should have addressed it directly to 45* since he said to look after it. I'm just curious whether it is undoable or did he simply forget it?![]()
@ Vokarya - on the Force obsolete, I've found I can still build traders up to the Modern era, along with Caravans.
one Technique I use it to build 5 Freight, next turn build 5 Caravans, 3rd Turn build 5 Traders. Rush the freight on a build, upgrade the Caravans to freight, rush them, then upgrade the traders to freight, and rush them. On the 2nd Upgrade, I build 5 Caravans, as they are the most senior build and 4th'ly upgrade them to freight for a build rush.
So I've now build 4 sets of Freight in under the time it takes to build 2.
Though with Ultra cheap cash rushing, this strategy is a "redundant cheat"?
Longbows need a force obsolete at Gunpowder, as the Archery range obsoletes, BUT you can still build them till Matchlock, without the extra Experience.