WW2-Global

middle of 1941, not sure If I should move my second Army that I have constructed in spain into North Africa or to wait for the main to wrap up Operation Barborossa to take Britain. I already have three north african cities.

Also in my monarch level game, Italy has done almost NOTHING. they have only taken one city(corsica), and provide minimal unit support in my conquests. And now they lost Corsica and the other small island the Americans, and they're bombing us from it. And they have LOTS of infantry on their when most of my troops are conquering Persia and Russia :crazyeye:
 
Rocoteh, I have pretty much finished a game as Germany a couple weeks ago.
A question/comment: Are you planning on modifying the build queues?

What I mean I was able to build every German armoured unit at the end, even though there was no logic to building earlier units when more modern, powerful units were available at the same shield cost.
Would it not make sense to obsolete units with the additions of new techs, assuming the new tech had a replacement for the older unit.

It would certainly shorten the build queue.

I am not talking about allowing upgrades. I love the fact that you can't upgrade units.
 
Just came back after losing my cd case to my greedy cousin. Got it back now with this game. Always, wanted a good WW2 scenario and this should be the one. Took about 7 mins to load up on my semi new computer but all good. If only they included as good scenarios in the game as you can create. Thanks for the scenario haven't even started first turn but I am sure I will enjoy. Oh yea, I quit smoking weed also...
 
This was probably previously addressed but I was wondering why does Germany start first turn at war with USA year in 1939. Is this because you can't get USA to join war later when being played as computer if they were neutral.
 
Also, Rocoteh or anyone else that reads this knows how to move all units in stack even different types of units please refresh my memory. I asked it in the newbie question forum but only luck so far is how to move same type of unit. Maybe I am getting civ3 and civ4 mixed up. I guess maybe you do have to just move one type at a time in a big stack. One more thing.... Rocoteh haven't even gotten done with first turn and enjoying scenario. Nice job!
 
oh my gosh.... there is button right above unit image didn't even see it..... lol
 
weedpack - don't feel stupid about the moving stacks thing. I've played civ iii complete for years and didn't notice that command button (either one actually) until about a month ago while playing this scenario. I always moved units 1 at a time and did so with this game for the first 100 turns or so. I felt like a real idiot when i noticed those button commands - but i was also thrilled to have that tedium removed from the game experience.

Kelly Whiting
 
Dang moving each individual unit would take awhile especially with this scenario. The stack group buttons help a lot on cutting down on time. Only thing that sucks is if you accidentally miss move entire stack by a miss click.
 
middle of 1941, not sure If I should move my second Army that I have constructed in spain into North Africa or to wait for the main to wrap up Operation Barborossa to take Britain. I already have three north african cities.

Also in my monarch level game, Italy has done almost NOTHING. they have only taken one city(corsica), and provide minimal unit support in my conquests. And now they lost Corsica and the other small island the Americans, and they're bombing us from it. And they have LOTS of infantry on their when most of my troops are conquering Persia and Russia :crazyeye:

Yui108,

For sure AI-allies are of very limited value in Civ 3.


Rocoteh
 
Rocoteh, I have pretty much finished a game as Germany a couple weeks ago.
A question/comment: Are you planning on modifying the build queues?

What I mean I was able to build every German armoured unit at the end, even though there was no logic to building earlier units when more modern, powerful units were available at the same shield cost.
Would it not make sense to obsolete units with the additions of new techs, assuming the new tech had a replacement for the older unit.

It would certainly shorten the build queue.

I am not talking about allowing upgrades. I love the fact that you can't upgrade units.


I batman,

I will look over this issue with regard to version 2.6.

With regard to version 2.5 I am very short of time.
I will soon start to playtest a new type of artillery-unit:
"Artillery-offensive" and that will consume much time.

On upgrades:
Agree.
I think unit upgrade only should be allowed when its relevant.
It seldom is.

Rocoteh
 
WEEDPACK,


"This was probably previously addressed but I was wondering why does Germany start first turn at war with USA year in 1939. Is this because you can't get USA to join war later when being played as computer if they were neutral."
WEEDPACK

Yes the game-engine is the reason.
You can not set a Civ to join a coalition after the scenario
has started.
Thus the alternative to the current solution would be a situation
where US could declare against the Allies.

"One more thing.... Rocoteh haven't even gotten done with first turn and enjoying scenario. Nice job!"
WEEDPACK

Thank you.
I hope you will find WW2-Global interesting to play.

Rocoteh
 
Rocoteh, do you plan to use different artillery types like SiG 33, Hummel, Wespe, Katyusha, sFH 18, Dora, Little David and so on?

Adler

Adler,

In version 2.5 there will be only one type, but should this system work well
I plan to introduce different types.
This new unit will function like a cruise-missile.
Early playtests shows that AI will use it.
It remains to be seen if AI will produce it also.

Rocoteh
 
Week 43, 1942, Emporer level, playing Japan.

The game is going well and I expect to win a domination victory in about 2 turns. My alliance has 77% of the pop and 58% of the terrain. It's taking forever due to my "tic" of having to name all of my units. I started building a load of militia divisions to rapidly free up my infantry divisions from garrison duty to fight the Russians and it takes time to name them all (I went from 24 militia divisions to 135 in 2 turns).

In Mexico, it's down to 2 cities. In a couple of turns it will be out of the game (Mexico is being attacked by infantry, paratroopers and marines and has 1 battle fleet with it - this force will continue on against south america when Mexico is finished - after being joined by my 12 ANZAC divisions which are en route from North Africa). In Canada, there is one city left, but it will be taken next turn. My original battle fleet has sailed from Canada for Iceland with a load of Marines and infantry to take it. In England, I've taken all of southern England and only the three scottish cities remain on the main island and only Belfast in Ireland. One battle fleet is attacking Belfast, the other has went through the channel (the Germans obligingly evacuated the channel when Russia declared war - I assume their u-boats are heading to the Baltic) and up the eastern coast of England. The Brits (I finally replaced my spy) are down to 3 Infantry and 13 militia divisions, and a few special fortress troops. They also have 2 spitfire squadrons left and 3 destroyers and a transport (I'm assuming in Scapa, though maybe in Iceland). Clearly they are finished and I'm relentlessly pressing on.

I'm moving all of my tank units and most of my artillery in the US to Anchorage. An invasion fleet of cruisers, destroyers and transports is en route from Japan to pick them up and start taking Russian cities in eastern siberia from the sea. My Otsus have totally blockaded the siberian coastline.

I've taken 17 cities from Russia, in the process cutting the road to Siberia, seizing most of southern central asia, shortening my front, and mashing over 175 russian ground units (most of them infantry, but almost 45% of them varied armored and motorized infantry units). I've also annihilated all of their ships opposite Japan and in the Black Sea. The vast majority of my air force is now redeployed and actively engaged in smashing russian units (and doing well at it too - over 40 russian air units have been destroyed by my air craft and they have redlined everything within reach - though I have lost around 15 squadrons to flak and russian CAP).

Three interesting developments: 1. I took Astrachan from the east - then noticed that Stalingrad was within easy reach and took it the same turn - mobile artillery redlined the fortresses and tanks destroyed them - I got lucky and lost no units in that attack. 2. I used Kamikazes to destroy the fortresses at Odessa and Sevastopol - that lethal land bombardment is awesome - then took Odessa with a large infantry/artillery force I had moved in through Bulgaria/Romania. The Hungarians had taken a russian city just north of Odessa - then lost it to russian t-34 counterattacks - I used my kamikazes after redlining the units with heavy bombers - based out of Istanbul, to wipe out the 5 division garrison force and expect Hungary - which has units adjacent, though so does Bulgaria - to walk into it next turn and retake it. 3. I successfully planted a spy with russia and note that it has an army of over 600 divisions - though much of that is infantry and garrison, about half is t-34s, KV-1s, and motorized infantry (they also have a lot of heavy artillery and fortresses still). They did have 4 paratrooper planes and regularly dropped single units in my areas (especially Yugoslavia - they had a thing for that), but I have destroyed them all now and they apparently aren't making more. Also, they had a lot of flak at the beginning of the war but I have destroyed tons of them and they are down to 6 units of flak (also apparently they aren't building more - they are building tanks and motorized infantry instead). They still have a lot of ships - destroyers, transports, submarines, 2 BBs and 1 CA - I don't know where - I assume mostly in the Baltic and maybe up at Archangel/Murmansk. It doesn't really matter since terrain conquests - which are ongoing every turn - will shortly bring me to 60% land and a domination victory.

Here are some of the leys I noticed to the game - or interesting points:

1. My original main carrier battle fleet, with the 6 carriers Japan starts the game with, has done fantastic work. It destroyed the US Pacific fleet almost single-handedly, took Hawaii and Panama - then destroyed the US Atlantic fleet in the Carib - then supported my Carib invasion of the US and is now headed to Iceland. The heaviest damage was done by Kates. All of my fleets now have Grace DBs and they are better than Kates and the 3 fleets of 6 Shokakus each are more powerful than the original battle fleet, but they have had less combat and done less damage. But I found the carriers to be the key to naval victory - and for Japan, naval victory is the first and most important requirement to winning the game. The Otsus are magnificent.

2. The RRs have been the single most important tool for managing ground units. You simply have to have them and you have to have them developed as far forward as possible (this may be less important for others than for Japan due to the enormous distances Japan has to cover in Asia - though I would expect Russia needs them badly too - and England - Query: Can England build all of its units and RRs in Africa, the middle east and India? I never noted that they had a wonder allowing them to do so and not having played them I wonder, are they restricted on the mainland mass by not having the import wonder that allows that?). I'm able to maintain a large mobile reserve at Baghdad that I can deploy anywhere I wish on the russian front instantly due to my RRs. This allows for such an advantage in economy of force that it's like having an army 4 times the size it really is.

3. Heavy Artillery (and mobile artillery) and effective bombers are the key to winning battles on the ground. The ability to cripple enemy ground units prior to engaging them makes all the difference and the AI does this so poorly that this is, in my opinion, the key to winning battles on the ground.

4. Lethal land bombardment is also extremely useful. Once I found out the kamikazes were capable of it (and can be moved on the ground along my RRs like cruise missiles), I started building and using them in large numbers and they make things - like destroying fortresses - much, much easier.

So, to recap, for Japan, naval victory in the Pacific first - and the carriers are the key to that - build aircraft (espcially Bettys and Peggys) and artillery units - lots of them - for ground combat - build RRs and Otsus and kamikazes. The Chi-Nu tanks are awesome too, but I think I would be as far along without them simply due to the arty, air power and RRs.

I was looking through the list of units last night and when I went to check an italian plane unit description (I think some type of Brescia plane) the game said "file not found - the game will now exit." Unfortunately, while I was preparing to shut down for the night, I had not saved for some time. I lost about 2 hours worth of work and will have to redo it. Is there any way to prevent that from happening? I mean the automatic shut down thing.

Kelly Whiting
 
Kelly Whiting,

Thank you for the report.

"Week 43, 1942, Emporer level, playing Japan.

The game is going well and I expect to win a domination victory in about 2 turns. My alliance has 77% of the pop and 58% of the terrain. It's taking forever due to my "tic" of having to name all of my units. I started building a load of militia divisions to rapidly free up my infantry divisions from garrison duty to fight the Russians and it takes time to name them all (I went from 24 militia divisions to 135 in 2 turns)."
Kelly Whiting

A rapid expansion.

"In Mexico, it's down to 2 cities. In a couple of turns it will be out of the game (Mexico is being attacked by infantry, paratroopers and marines and has 1 battle fleet with it - this force will continue on against south america when Mexico is finished - after being joined by my 12 ANZAC divisions which are en route from North Africa). In Canada, there is one city left, but it will be taken next turn. My original battle fleet has sailed from Canada for Iceland with a load of Marines and infantry to take it. In England, I've taken all of southern England and only the three scottish cities remain on the main island and only Belfast in Ireland. One battle fleet is attacking Belfast, the other has went through the channel (the Germans obligingly evacuated the channel when Russia declared war - I assume their u-boats are heading to the Baltic) and up the eastern coast of England. The Brits (I finally replaced my spy) are down to 3 Infantry and 13 militia divisions, and a few special fortress troops. They also have 2 spitfire squadrons left and 3 destroyers and a transport (I'm assuming in Scapa, though maybe in Iceland). Clearly they are finished and I'm relentlessly pressing on."
Kelly Whiting

In version 2.5 all cities (with the exception of Zagreb) will cease
autoproduction after enemy occupation.

"I'm moving all of my tank units and most of my artillery in the US to Anchorage. An invasion fleet of cruisers, destroyers and transports is en route from Japan to pick them up and start taking Russian cities in eastern siberia from the sea. My Otsus have totally blockaded the siberian coastline.

I've taken 17 cities from Russia, in the process cutting the road to Siberia, seizing most of southern central asia, shortening my front, and mashing over 175 russian ground units (most of them infantry, but almost 45% of them varied armored and motorized infantry units). I've also annihilated all of their ships opposite Japan and in the Black Sea. The vast majority of my air force is now redeployed and actively engaged in smashing russian units (and doing well at it too - over 40 russian air units have been destroyed by my air craft and they have redlined everything within reach - though I have lost around 15 squadrons to flak and russian CAP)."
Kelly Whiting

I doubt that Russia is able to launch a serious counterattack now.

"Three interesting developments: 1. I took Astrachan from the east - then noticed that Stalingrad was within easy reach and took it the same turn - mobile artillery redlined the fortresses and tanks destroyed them - I got lucky and lost no units in that attack."
Kelly Whiting

Mobile Artillery is for sure a key unit.

"2. I used Kamikazes to destroy the fortresses at Odessa and Sevastopol - that lethal land bombardment is awesome - then took Odessa with a large infantry/artillery force I had moved in through Bulgaria/Romania. The Hungarians had taken a russian city just north of Odessa - then lost it to russian t-34 counterattacks - I used my kamikazes after redlining the units with heavy bombers - based out of Istanbul, to wipe out the 5 division garrison force and expect Hungary - which has units adjacent, though so does Bulgaria - to walk into it next turn and retake it."
Kelly Whiting

I will take a look at the stats for kamikazes with regard to 2.5.

"3. I successfully planted a spy with russia and note that it has an army of over 600 divisions - though much of that is infantry and garrison, about half is t-34s, KV-1s, and motorized infantry (they also have a lot of heavy artillery and fortresses still). They did have 4 paratrooper planes and regularly dropped single units in my areas (especially Yugoslavia - they had a thing for that), but I have destroyed them all now and they apparently aren't making more. Also, they had a lot of flak at the beginning of the war but I have destroyed tons of them and they are down to 6 units of flak (also apparently they aren't building more - they are building tanks and motorized infantry instead). They still have a lot of ships - destroyers, transports, submarines, 2 BBs and 1 CA - I don't know where - I assume mostly in the Baltic and maybe up at Archangel/Murmansk. It doesn't really matter since terrain conquests - which are ongoing every turn - will shortly bring me to 60% land and a domination victory."
Kelly Whiting

600 divisions is a strong force but not strong enough for Russia-AI now.

"Here are some of the leys I noticed to the game - or interesting points:

1. My original main carrier battle fleet, with the 6 carriers Japan starts the game with, has done fantastic work. It destroyed the US Pacific fleet almost single-handedly, took Hawaii and Panama - then destroyed the US Atlantic fleet in the Carib - then supported my Carib invasion of the US and is now headed to Iceland. The heaviest damage was done by Kates. All of my fleets now have Grace DBs and they are better than Kates and the 3 fleets of 6 Shokakus each are more powerful than the original battle fleet, but they have had less combat and done less damage. But I found the carriers to be the key to naval victory - and for Japan, naval victory is the first and most important requirement to winning the game. The Otsus are magnificent."
Kelly Whiting

Very positive what you mention concerning carriers.
It has always been my intention that carriers shall have a key-role.

"2. The RRs have been the single most important tool for managing ground units. You simply have to have them and you have to have them developed as far forward as possible (this may be less important for others than for Japan due to the enormous distances Japan has to cover in Asia - though I would expect Russia needs them badly too - and England - Query: Can England build all of its units and RRs in Africa, the middle east and India? I never noted that they had a wonder allowing them to do so and not having played them I wonder, are they restricted on the mainland mass by not having the import wonder that allows that?). I'm able to maintain a large mobile reserve at Baghdad that I can deploy anywhere I wish on the russian front instantly due to my RRs. This allows for such an advantage in economy of force that it's like having an army 4 times the size it really is."
Kelly Whiting

Britain shall not be able to build all of its units in Africa and Asia.
The reason is the lack of an industrial base in this areas during WW2.
With regard to RR there may be changes in 2.5.
No decision yet though.

"3. Heavy Artillery (and mobile artillery) and effective bombers are the key to winning battles on the ground. The ability to cripple enemy ground units prior to engaging them makes all the difference and the AI does this so poorly that this is, in my opinion, the key to winning battles on the ground."
Kelly Whiting

Artillery offensives will be introduced in the next version of the scenario.
AI will use this units in a better way then it handles artillery.

"4. Lethal land bombardment is also extremely useful. Once I found out the kamikazes were capable of it (and can be moved on the ground along my RRs like cruise missiles), I started building and using them in large numbers and they make things - like destroying fortresses - much, much easier."
Kelly Whiting

As mentioned earlier I will take a look at the stats for this unit.

"So, to recap, for Japan, naval victory in the Pacific first - and the carriers are the key to that - build aircraft (espcially Bettys and Peggys) and artillery units - lots of them - for ground combat - build RRs and Otsus and kamikazes. The Chi-Nu tanks are awesome too, but I think I would be as far along without them simply due to the arty, air power and RRs."
Kelly Whiting

This have been a very interesting playtest to follow.

"I was looking through the list of units last night and when I went to check an italian plane unit description (I think some type of Brescia plane) the game said "file not found - the game will now exit." Unfortunately, while I was preparing to shut down for the night, I had not saved for some time. I lost about 2 hours worth of work and will have to redo it. Is there any way to prevent that from happening? I mean the automatic shut down thing."
Kelly Whiting

Not what I know.

Thank you for the report and welcome back.

Rocoteh
 
Week 43, 1942, Emporer level, playing Japan.

The game is going well and I expect to win a domination victory in about 2 turns. My alliance has 77% of the pop and 58% of the terrain. It's taking forever due to my "tic" of having to name all of my units. I started building a load of militia divisions to rapidly free up my infantry divisions from garrison duty to fight the Russians and it takes time to name them all (I went from 24 militia divisions to 135 in 2 turns).

In Mexico, it's down to 2 cities. In a couple of turns it will be out of the game (Mexico is being attacked by infantry, paratroopers and marines and has 1 battle fleet with it - this force will continue on against south america when Mexico is finished - after being joined by my 12 ANZAC divisions which are en route from North Africa). In Canada, there is one city left, but it will be taken next turn. My original battle fleet has sailed from Canada for Iceland with a load of Marines and infantry to take it. In England, I've taken all of southern England and only the three scottish cities remain on the main island and only Belfast in Ireland. One battle fleet is attacking Belfast, the other has went through the channel (the Germans obligingly evacuated the channel when Russia declared war - I assume their u-boats are heading to the Baltic) and up the eastern coast of England. The Brits (I finally replaced my spy) are down to 3 Infantry and 13 militia divisions, and a few special fortress troops. They also have 2 spitfire squadrons left and 3 destroyers and a transport (I'm assuming in Scapa, though maybe in Iceland). Clearly they are finished and I'm relentlessly pressing on.

I'm moving all of my tank units and most of my artillery in the US to Anchorage. An invasion fleet of cruisers, destroyers and transports is en route from Japan to pick them up and start taking Russian cities in eastern siberia from the sea. My Otsus have totally blockaded the siberian coastline.

I've taken 17 cities from Russia, in the process cutting the road to Siberia, seizing most of southern central asia, shortening my front, and mashing over 175 russian ground units (most of them infantry, but almost 45% of them varied armored and motorized infantry units). I've also annihilated all of their ships opposite Japan and in the Black Sea. The vast majority of my air force is now redeployed and actively engaged in smashing russian units (and doing well at it too - over 40 russian air units have been destroyed by my air craft and they have redlined everything within reach - though I have lost around 15 squadrons to flak and russian CAP).

Three interesting developments: 1. I took Astrachan from the east - then noticed that Stalingrad was within easy reach and took it the same turn - mobile artillery redlined the fortresses and tanks destroyed them - I got lucky and lost no units in that attack. 2. I used Kamikazes to destroy the fortresses at Odessa and Sevastopol - that lethal land bombardment is awesome - then took Odessa with a large infantry/artillery force I had moved in through Bulgaria/Romania. The Hungarians had taken a russian city just north of Odessa - then lost it to russian t-34 counterattacks - I used my kamikazes after redlining the units with heavy bombers - based out of Istanbul, to wipe out the 5 division garrison force and expect Hungary - which has units adjacent, though so does Bulgaria - to walk into it next turn and retake it. 3. I successfully planted a spy with russia and note that it has an army of over 600 divisions - though much of that is infantry and garrison, about half is t-34s, KV-1s, and motorized infantry (they also have a lot of heavy artillery and fortresses still). They did have 4 paratrooper planes and regularly dropped single units in my areas (especially Yugoslavia - they had a thing for that), but I have destroyed them all now and they apparently aren't making more. Also, they had a lot of flak at the beginning of the war but I have destroyed tons of them and they are down to 6 units of flak (also apparently they aren't building more - they are building tanks and motorized infantry instead). They still have a lot of ships - destroyers, transports, submarines, 2 BBs and 1 CA - I don't know where - I assume mostly in the Baltic and maybe up at Archangel/Murmansk. It doesn't really matter since terrain conquests - which are ongoing every turn - will shortly bring me to 60% land and a domination victory.

Here are some of the leys I noticed to the game - or interesting points:

1. My original main carrier battle fleet, with the 6 carriers Japan starts the game with, has done fantastic work. It destroyed the US Pacific fleet almost single-handedly, took Hawaii and Panama - then destroyed the US Atlantic fleet in the Carib - then supported my Carib invasion of the US and is now headed to Iceland. The heaviest damage was done by Kates. All of my fleets now have Grace DBs and they are better than Kates and the 3 fleets of 6 Shokakus each are more powerful than the original battle fleet, but they have had less combat and done less damage. But I found the carriers to be the key to naval victory - and for Japan, naval victory is the first and most important requirement to winning the game. The Otsus are magnificent.

2. The RRs have been the single most important tool for managing ground units. You simply have to have them and you have to have them developed as far forward as possible (this may be less important for others than for Japan due to the enormous distances Japan has to cover in Asia - though I would expect Russia needs them badly too - and England - Query: Can England build all of its units and RRs in Africa, the middle east and India? I never noted that they had a wonder allowing them to do so and not having played them I wonder, are they restricted on the mainland mass by not having the import wonder that allows that?). I'm able to maintain a large mobile reserve at Baghdad that I can deploy anywhere I wish on the russian front instantly due to my RRs. This allows for such an advantage in economy of force that it's like having an army 4 times the size it really is.

3. Heavy Artillery (and mobile artillery) and effective bombers are the key to winning battles on the ground. The ability to cripple enemy ground units prior to engaging them makes all the difference and the AI does this so poorly that this is, in my opinion, the key to winning battles on the ground.

4. Lethal land bombardment is also extremely useful. Once I found out the kamikazes were capable of it (and can be moved on the ground along my RRs like cruise missiles), I started building and using them in large numbers and they make things - like destroying fortresses - much, much easier.

So, to recap, for Japan, naval victory in the Pacific first - and the carriers are the key to that - build aircraft (espcially Bettys and Peggys) and artillery units - lots of them - for ground combat - build RRs and Otsus and kamikazes. The Chi-Nu tanks are awesome too, but I think I would be as far along without them simply due to the arty, air power and RRs.

I was looking through the list of units last night and when I went to check an italian plane unit description (I think some type of Brescia plane) the game said "file not found - the game will now exit." Unfortunately, while I was preparing to shut down for the night, I had not saved for some time. I lost about 2 hours worth of work and will have to redo it. Is there any way to prevent that from happening? I mean the automatic shut down thing.

Kelly Whiting

Usually there is an autosave for the round you were in. if the two hours you spent were all in that one round, there is nothing you can do.

Your game sounds real fun, though. I might try Japan when I am done with Germany.
 
Slash, yeah, I checked the auto-save first thing. Unfortunately, it had saved at the beginning of the turn and I hadn't started a new turn since my own last save (fortunately, I had saved in the middle of the turn). I redid everything last night and will move on tonight and hopefully finish it.

List of enemy nations conquered and driven from the game by myself, or a combination of myself and Germany/Italy:

Poland, Netherlands, Belgium, Turkey, Yugoslavia, Spain, Greece, Portugal, France, United States, People's Republic of China, Nationalist China, Persia, Thailand.

In a couple of turns, we will be able to add Mexico and Great Britain to that list. The Brits have lost everything but 6 cities (1 in Canada, Iceland, 1 in Ireland and the other three in England - Scapa, Edinburgh, and Glasgow).

Given what Rocoteh said about British construction capabilities on the main land mass of Africa/Europe/Asia, it would appear to be a priority for the British player to find and conquer a city with such a wonder as quickly as possible. Since I took one early on in China (which the Brits wouldn't be allowed to attack) I haven't paid attention to where any others are located. Are there such cities available? Do any of the Turkish cities have such a wonder? How about French North Africa (I know they couldn't attack it, but if it were lost to the Germans/Italians, they could retake it - same as China's)? What about connecting resources with roads to increase capabilities without England? The resources in India and Africa are extensive but not having played England, I've not examined them and their capabilities.

Kelly Whiting
 
AI uses them but am I correct that the cruise missile flagged unit is lost after shooting? If so I disagree to that point. I know about the AI problems. But I think that is not so a good solution.

Adler
 
AI uses them but am I correct that the cruise missile flagged unit is lost after shooting? If so I disagree to that point. I know about the AI problems. But I think that is not so a good solution.

Adler

Adler,

Note that the unit represents massive use of artillery-ammo.
Thus its realistic that it only can be used one time.

If its a good solution or not only future playtest-reports can determine.
I know one thing though:
We will never an AI that use standard artillery units in a relevant way.

Rocoteh
 
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