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Ironwood
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Fresno, CA
Oct 2001 time: 21:15
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I wonder if one can land (or rather, station) an air unit in a colony? This could very easily be the Civ3 equivalant of an "airbase." You can always build colonies, and once one has air units, it doesn't take any kind of specialized technology to make an air base (just flatten out the ground and put in some refueling stations and other support facilities). I don't think colonies count against the governmental city limit.
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kolpo
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I like that fact taht there are no airbase because it makes carriers and allies in strategical locations(who are both very important in quite all international wars of the last years like Irak and Kososvo)
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izmircali
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Izmir, Turkey
Sep 2001 time: 05:15
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Also if airbases are out, what about refueling etc. I think they definetely be in so I can patrol borders better and if any aircraft get hit or intercepted far from my carrier I'd rather them go to an airbase I can protect with troops.
Also carriers are too vulnerable to cruise missile attacks. In civ2 the enemy basically had a missile defense system against carrier groups so you could only bomb coastal cities. With an airbase its not like a stack where all units can get waxed at once (remember 9 units lost on a fully stacked carrier?)
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by korn469
the operational range of the stealth bomber is 8 unless firaxis has changed that |
I have not seen a single Civ-3 unit presented so far that havent changed its ADM-stats compared with its Civ-2 counterpart. Even some pre-modern horseback-units now have a move-factor of 3 (giving them an operational range of 9 together with the road-bonus multiplier - at least within your own borders, and through peaceful passage-right allowing foreign Civs. Not to mention roads through no-mans-land (= full speed).
I think we can safely assume that Civ-3 bombers will have a significantly extended operational range compared with its Civ-2 counterpart. I also assume that the hampering invasion-move factors that applies to land-units (road-bonus doesnt count unless you control the area), doesnt apply to either sea or air-units (thus making these types of units much more useful and important in the invasion-fase).
Last edited by Ralf on 21-10-2001 at 14:48
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by Ralf
I have not seen a single Civ-3 unit presented so far that havent changed its ADM-stats compared with its Civ-2 counterpart. Even some pre-modern horseback-units now have a move-factor of 3 (giving them an operational range of 9 together with the road-bonus multiplier - at least within your own borders).
I think we can safely assume that Civ-3 bombers will have a significantly extended operational range compared with its Civ-2 counterpart. I also assume that the hampering invasion-move factors that applies to land-units (road-bonus doesnt count unless you control the area), doesnt apply to either sea or air-units (thus making these types of units much more useful and important in the invasion-fase). |
We should also take into account that Civ3 maps will potentially be a lot larger than those in Civ2. So 'enhanced' movement is needed anyway to cover up some of the bigger distances involved. Unless Firaxis thought units moved too fast somehow in Civ2... I didn't think so at least.
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by korn469
think about this, an undamaged tank now cannot kill an undamaged cavalry unit in civ3, because since a cav unit is fater it can always retreat from the tank if the tank does start to damage it |
Yes, but how long can the cavalry retreat with only one move-point left? max 1-3 squares away, and he is now badly wounded. The next turn your almost undamaged WW-2 tank can pursue him and kill him off easily. Besides; I think a move-rate of 2 for early tanks is OK, since they where kind of slow anyway (around 25-35 km/h, I think) and rather unreliable.
quote: though the stealth bomber now has a shorter range than it did in civ2, if rate of fire means it can execute four air missions a turn, the stealth bomber in civ3 can attack 8 times as much as the stealth bomber in civ2 |
Interesting news. Well, that would certainly compensate a lot. Also - maybe one can "jump" from one airport-equipped city to another, loosing one rate-of-fire for each passage. I dont know, but the increased fire-rate certainly make air-units much more useful then before. It all depends however on how the fire-rate stats are for all the land-based modern combat-units.
quote: also the battleship has a speed of 4
one last interesting thing is that the stealth bomber and the battleship both have a bombard value of 8 |
The operational range for sea-units can perhaps be adjusted through ocean-related Wonders - like in Civ-2. Anyway, the bombardment value is high, making these units much more "cost-effective" then thay where in Civ-2.
Last edited by Ralf on 21-10-2001 at 15:47
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Alfonsus72
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quote: Originally posted by Lorizael
I think Modern Tanks should probably have a move of 4 though. Without governors, those things can go very fast while still being accurate. However, Tank movement is just fine at 2. Anyone remember the Indiana Jones movie where the Cavalry is chasing the tanks? The horses caught up! |
Another argument for WW2 tanks to have a movement of 2, while some cavalry units have 3: Probably a single tank can go sometimes (on a road) as far a horse, but mind that an entire unit of tanks, lets say a regiment (or battalion, or brigade,...), move slower than a cavalry regiment. In rough terrains and with bad weather, horses respond better than tanks, specially that old WW2 tanks.
First tanks units were used as support to infantry, german officers like Guderian or Rommel changed their role in battle with great sucess. Thatīs why we could expect the german UU "Panzer tank" to have a movement of 3.
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