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MattPilot
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Tulsa, OK
Dec 2003 time: 05:33
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anytime you drop on an occupied square, or city (empty or full), you get an airdrop failed messege.
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barbeerhj
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Shouldn't they let paratroopers move right after they have made an air drop?
On civ2, you could move your paratrooper right after he landed, thus allowing you to use it much much more affectively.
-Ron
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barbeerhj
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Yea
Adding that would make the paratrooper a decent blitz or pillaging unit.
Since he could now move, he could capture a city you were just barely unable to get from normal attacks.
And, since he could still have a move left, you could land on a strategic resource and pillage it in the same turn, thus making it harder for them to reinforce unless they can remake the rr and road.
-Ron
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Tattila the Hun
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Tornio
Oct 2002 time: 07:33
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Here's a suggestion:
Edit your paratroopers to 0 attack, 0 defence, transport only foot units, transport capacity 1, hidden nationality, unload, paradrop. And dirt cheap, no maintenance. Then use these to transport regular infantry to combat by loading inf to the para, then airdropping the unit to enemy territory, then activating the unit inside to perform the attack/pillaging/whatever. Works like that on testing, however, I'm not sure if war wearines is affected by the subsecuent, almost certain destruction/capture of the unit, if left unguarded. Or if ww can be switched of on certain units. I doubt "hidden nationality" helps, either. So don't leave it unguarded. You don't leave any 0 defence units unquarded, now do you? Think of it, as some will always hurt themselves in the jump, as guarding those poor sobs.
Think of it as giving parachutes to your regular infantries... 
AI most likely don't know how to use these...
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