rollo1066
Warlord
I picked the Dun. I don't play Celts that often but I've never found the Dun much help when I did.
Looks to me like SH costs 1 AI capitol. Not worth it. Maybe after on levels where after is possible.
This is the part I'm a little unsure about. How much does that +1 food really help? Of course in the early game, 1 extra food is pretty big. But by the time Barays come around, cities are around 4-6 pop (at least the ones that you'll actually be building Barays in - they wouldn't be on my list of first builds in new cities). I think that would only shave off 2-3 turns, even on Marathon, which I almost always play.
Maybe I'll set up a test and figure out the exact numbers later.
If I really wanted my bows, longbows, xbows, etc. to have Guerilla, I'd simply pick Sitting Bull. Then my UB gets me BOTH Guerilla I & Guerilla II, and I also have a base of CG1 and Drill I right out of the gate, all without burning off any exps.
+ my UB lasts longer, haha!
But as bad as the Dune is, I think German assembly plant may be at the bottom of the list. Since > 99% of players won't be getting use out of it, and it comes too late anyhow, just like the UU.
Hold the phone...
Dun better than Assembly Plant?
Hardly.
It may come later, but it is a damn fine way to industrialize QUICKLY, then start building your panzers and paratroopers... send in the spies in advance to create riots when you are at the city gates...
Pretty solid.
Duns... well... I do build walls more frequently than I build monuments unless I have a CHR leader.
The bonus of the dun doesn't really help me to defend an early DoW, unless all my cities are on hills. And, how many extra Great People can the Dun help you to get? Ever?
And, I have yet to play a game without coal in my borders by that point
and it is soooooo cheap to build.
It's not stupid at all, it depends on what you value more. I value GP points more guerilla I promotions. The GE, or whatever they actually spawn based on quicker GP production, can be HUGE in getting corps, completing wonders (such as the space elevator for example, or the 3 Gorges Dam)... much more valuable to me than guerilla I promotions. You only need those extra GP points in a handful of cities anyway, your GP farms... so, yeah, that helps a lot really.The second part of the quoted argument is stupid. Let me show you why by asking a similarly stupid question back: How many anti-catapult bombard turns and bonus promotions do you get from the assembly plant? Ever?
It's not stupid at all, it depends on what you value more. I value GP points more guerilla I promotions.
can be HUGE in getting corps
You make a good point about only needing the dun in one city... which further shows how limited it is... APlants can be built in all cities, and crank out way more units that are awesome than the one city with Dun can crank out units one at a time.
It is relevant because you get them for cheaper than regular factories. So... the bonus is basically multiplied time and again.Also, a lot of the things you're arguing in favor of are not unique to the assembly plant...they're true of factories in general.
Again, 1 or 2 cities with better walls? Or ALL cities with better, cheaper factories.
No, it isn't limited to 2 Corps. GP points from engineers do not gaurantee GEs unless there are no other GP points being earned in that city.
So, you would build unnecessary walls in all your cities to get Guerilla I promotions? What a waste of
I don't think SE sucks in BTS, it can make the difference, especially in the later pieces to be built, such as the engines, where you get a hefty savings in .
It is relevant because you get them for cheaper than regular factories. So... the bonus is basically multiplied time and again.
I can say this... I have never had duns save my games... but I have had plants lead to my victory. As an offensive player such as yourself, I am surprised you value this meager defense over the boost in and subsequent number of units that aren't only helpful in hill defense unless you invest all the way into Guerilla 3.
andWrong. Only your immediate border city the AI is threatening has to be on a hill.
The second part of the quoted argument is stupid. Let me show you why by asking a similarly stupid question back: How many anti-catapult bombard turns and bonus promotions do you get from the assembly plant? Ever?
andOh? I call bull@#$%. I bet you can not quantify a single game where having the assembly plant bonus over a regular factory lead you to win the game when you otherwise would have lost.
Enough pretend fairy la la land GPP. You aren't going to be spamming engineers off the factory or any replacement effectively. This aspect of the deal helps you in ONE CITY TOPS, your GP farm. Sounds like YOUR argument for walls. If you have a proper NE city your hammer cities will not catch it even if you stupidly run engineers in them. Which, by the way, also nerfs your "other corp" argument, as if you are going to pursue other GPP, there are LOTS of ways to get it that better fits the intended GP.
My vote still goes to the Baray. One food simply does not make much of a difference, unless I somehow capture an AI city which already has an aqueduct, but is at population three or so. Then it's somewhat nice to have the +1 food, but that's a fairly rare occurrence. Close second would be Shale Plant... just isn't useful enough.