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Capt Dizle
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Okay, lets suppose you are aggravated with the movement restrictions in enemy territory and decide you simply must move your infantry unit 10 tiles into enemy territory in one turn.
How many settlers and workers would you need to do this. Assumptions: Standard worker rates, 50% of workers are captured, government Demo, roads are present on all enemy tiles but no RR, all terain is grassland.
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Capt Dizle
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Additional assumptions: War footing, no airdrop, no ROP.
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dawidge
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Chicago
Apr 2002 time: 23:20
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Helicopters. No amount of roads or railroads will change your movement cost through enemy turf. Your units will pay the unimproved sector cost to cross AI turf (which, for infantry, means 1 sector. Load em up in choppers and deliver them where you want them.
If, on the other hand, you want to capture/raze everything between you and the destination with mobile troops and build your RR across the friendly/neutral territory, then you'll need 6 non-industrial workers for plains/grass/desert. Significantly more for forests (18 workers), hills(12), mountains(didn't calculate). Treat captured industrials as normal workers, and captured non-industrials and 1/2 worker.
Bare minimum: 60 workers to put rails on 10 roaded grasslands, plains, or desert. IIRC, Industrialization (the tech) speeds up workers some (50%? reducing that total to 40 workers). Industrialization (the trait) doubles your worker speed and makes captured industrial workers operate at normal non-industrial speed.
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Coracle
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quote: Originally posted by Ignorance
Actually you could make a city, move another settler to the released square, abandon the city, and build new one with the second settler.
That would mean 9 or 10 settlers. Couple of more if you want to keep the read from closing behind you. |
That makes just as much sense as not allowing an invading military to use exisiting roads.
Roads should be usable to an invader until pillaged by the defender to prevent the enemy's quick movements.
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dawidge
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Chicago
Apr 2002 time: 23:20
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Okay, then you may not need any workers at all if the RR runs right up to the first place you want to put a city (RR gets built automagically and stays behind when it is abandoned.
This is sickening.
5 Settlers for each 4 sector stretch
=========abcdefghij
build at a
move a ton of settlers to a, advance one of them to b
abandon a, build b
advance all but one settler from a to b, move one of those to c
lather rinse, repeat, leaving settlers at a, d, and g
when you build d, rebuild a and keep it
when you raze g, rebuild d
when you build j, rebuild g
You'll need the enemy cities to be far enough apart for it to allow you to build your city channel, and you aren't guaranteed your 8 sector ring. Enemy culture can encroach directly up to your city center sector.
13 settlers total for a 10 sector advance, and no workers needed. It's not too late for Firaxis to put a hold on the "June patch" until they can resolve this... probably by nuking the "abandon city" option. It's either that or they have the automatic improvements (like roads and railroads being wiped out along with the razed city... although that just means that you'll also need the aforementioned 60+ workers).
Last edited by dawidge on 21-06-2002 at 03:17
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