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diablovision
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Los Angeles, CA
Apr 2004 time: 05:34
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I'm quite disappointed in the lack of manueverability of Cruise Missiles in Vanilla Civ III. They cannot be loaded onto Transports, or any other naval vessel. They cannot be airlifted. And their attack range is only 2.
What a crock!
In real life, cruise missiles can be loaded onto Cruisers, Destroyers, Carriers, Subs, and are small and can be airlifted anywhere. Their range is hundreds of miles (4 or more Civ3 squares by my estimate).
In my current game, I have an entire continent to myself. What the hell am I going to do with all my Cruise Missiles now?
Oh, and Nuclear submarines should be allowed to carry more than one Nuke! In real life, they can carry something like 16 Titan ICBMs that can hit almost anywhere on the globe!!
Grr.
I just want to nuke the **** out of the planet on the cheap, but I have to build way too many subs!
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gunkulator
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quote: Originally posted by Solomwi
Also, if handled properly, they never cost upkeep, even in democracy. |
How is that? Although I rarely use democracy, I thought it provided no unit support at all.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:34
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I does provide no unit support. The best way to use cruise missiles is to build them the same turn you fire them. IIRC, unit support is deducted from the treasury at the beginning of the production phase, meaning that new units don't cost upkeep until the first turn you can move them. Remember also that the production phase happens after the movement phase. To give an example:
Movement, 1950: 1 turn left on CM, upkeep at 100 g, no other new units being built (for simplicity's sake).
Production, 1950: 100 g deducted from treasury (almost unnoticed, since it also does the other empire wide financial dealings).
Movement, 1951: Unit support now at 101 g. You fire the cruise missile, and unit support is back down to 100 g before it's deducted again.
The key is simply never having a CM in your arsenal while in the production phase. This works for 1 or 100 of them.
vmxa: I know you aren't worried about WW, but some are. I'm not portraying the CM as a one size fits all solution, at least not meaning to, but pointing out that there are benefits and times when it is the best solution.
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diablovision
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Los Angeles, CA
Apr 2004 time: 05:34
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Hey thanks Solomwi! I didn't know that you could load cruise missiles onto transports on the coast. Now I can actually use the ones left over from taking over my continent!
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gunkulator
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Too bad cruise missiles can't be launched directly from ships. That's how they're typically used nowadays.
Cruise missiles should really be air units and have an operational range, instead of ground units with bombard. That way they could be rebased without all the fuss of loading them on and off transports. That's a lot of nuisance for a one-time use unit.
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:34
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quote: Originally posted by Solomwi
I does provide no unit support. The best way to use cruise missiles is to build them the same turn you fire them. IIRC, unit support is deducted from the treasury at the beginning of the production phase, meaning that new units don't cost upkeep until the first turn you can move them. Remember also that the production phase happens after the movement phase. To give an example:
Movement, 1950: 1 turn left on CM, upkeep at 100 g, no other new units being built (for simplicity's sake).
Production, 1950: 100 g deducted from treasury (almost unnoticed, since it also does the other empire wide financial dealings).
Movement, 1951: Unit support now at 101 g. You fire the cruise missile, and unit support is back down to 100 g before it's deducted again.
The key is simply never having a CM in your arsenal while in the production phase. This works for 1 or 100 of them.
vmxa: I know you aren't worried about WW, but some are. I'm not portraying the CM as a one size fits all solution, at least not meaning to, but pointing out that there are benefits and times when it is the best solution. |
the problem with this strategy is you wouldn't be able to wage quick wars. As you couldn't build up a sizable cruise missile inventory and avoid upkeep.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:34
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That all depends on map size. I play huge, and by the modern ages, will have anywhere from 20-40 cities between 60 and 99 shields, and another 50 or so producing 30-59. This means, on average, anywhere from 45-65 CMs a turn, if I were to truly dedicate to it. Depending on the type of war I'm waging, this may or may not be plenty. The best use I've found is to supplement bombers with CM and artillery. Basicly, I'll run my RA, especially, up to the border and try to knock off as many hp as possible until they're exhausted. Then I finish off as many units as I can with CM. A 4 tile range, with AI city spacing, isn't going to let you get to the second level of cities, so your targets are pretty limited already. Five AI cities on the border, each housing four redlined defenders, post artillery barrage, means you really only need 25-30 CMs that turn plus whatever can be used on invading AI units and radar towers. You won't wipe out your enemy in two turns using only non-upkeep CMs, but isn't that the tradeoff that makes the game fun? 
For clarification, when I said handled properly above, I meant properly with respect to upkeep, not to imply that building and using the same turn is the only proper way to use them.
Admittedly, the no upkeep scenario is only an ideal situation, but depending on empire size and, more importantly, the role you have in mind for them, it's attainable.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:34
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quote: Originally posted by spy14
The trouble is I dont then put this into practice, as the AI cant seem to take advantage of the settings |
If that's the way you feel about it, than why are you even using artillery? 
After almost 3 years of seeing AI ineptness at artillery usage, I have DELETED all ground artillery units, replaced by "siege" and "assault" units:
Take an offensive foot unit, add the cost of 4 contemporary bombard units, give it the attack strength of DOUBLE of its attack or defense strength (whichever is higher). No blitz, no offensive bombard, but defensive bombard of the artillery. Use the graphic of a multi-unit (available at CFC).
The AI will be quite happy to build and use these. I have even seen an AI Army* containing 4 Mech Assault Infantry (ADM=36.16(12).2).
* C3C, where an Army is created every X turns by Military Academy, with reduced Army shield value
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All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
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