Q) How do I spend my resources best to gain new tech?
A) Before the changes, the optimal way was to spend 7xcurrent tech
level,
and you'd most probably get it. However, this has changed and I haven't
found what is best. In game 27 I have found that approximately 2x10
PPs would get you there. It is possible that found tech from ruins
count more than E orders now than before the changes. My best suggestion
is that it goes like this 20 - 35 - 50 - 65 etc. But do not take this as
anything more than a vague idea. Spending it all in one go seems to be
less effective than several goes. Just like I wouldn't invent the
neutrino reactor tomorrow if you gave me a zillion today.
Q) What
should I produce?
A) The ultimate answer is very easy - build infantry! This is the
general rule, but you might want other units with time. More engineers
to build railroads and canals, more planes to bomb, observe and carry
paratroopers, transports to ship your armies across the strait, and
warships to defend those. Defense levels on cities could be smart, as it
could be faster than building and sending forces, but costs more money.
As you advance in tech, you may need paratroopers and artillery. Early
on, build infantry, engineers as you need them.
Q) How tough are defence levels of cities?
A) An important question. You'll need to capture the few neutral cities
around you quickly. There are two things to think over, 1) How much
attack value your force has and 2) How much infantry you have after the
city has returned fire. You'll need at least one infantry after the city
is reduced to defence level zero. How it is calculated is a bit complex,
but what you should know is that each defence level adds firepower to the
city and that defence level sustains at least 6 and does 6 damage every
turn until you have reduced it to zero. This means
that 3 infantry will take a defense level 1 city alone, as it does 6
damage and thus reduces
the city to defence level 0, while you have 1 infantry left. However, it
is possible that you will need 4 infantry, I have never pushed my luck
that far. Defence level 2 is tougher,
but 3 tanks and 5 infantry should normally be enough. As a general
rule of thumb, 4 infantry is enough against defence level 1, 8 against
level 2, 16 against level and 32 against level 4 etc. You might do it
in less, but you may be gambling with higher losses, as you take more
than one round to reduce the city to defence level 0. Some neutral
cities increase their defence levels now and then. For player run cities,
there are forces to consider as well, even generals, so then you'll have
to consider things yourself, there's no recepie.
Defence Level | # of Infantry for min losses | Minimum losses |
1 | 5 | 2 |
2 | 14 | 4 |
3 | 25 | 8 |
4 | 40 | 12 |
5 | 60 | 20 |
6 | 80 | 24 |
7-9 | Unknown | Unknown |
Q) I am always short of order slots, what do I do?
A) Everybody has this problem, and it keeps balance in the game as
smaller empires usually suffer less from this problem. I can only give
you some hints, you'll have to consider every detail yourself. Try to
move your armies in large corps and issue move orders for the sector they
are in, not every unit. Use the advance order when you can. Do only the
necessary observe orders (but keep an eye on the sea if you fear anything
from that direction), while putting observation posts on strategical
places. Plan your construction, so you will have to issue as few as you
can of those on future turns.
Q: What makes up the rating score?
A: Myself, I never cared too much, but some friendly dude came up with
the complete formula (C.J.P.Vermeulen@stud.tue.nl):
(Forces*PP cost)+(#Cities28)+(Total #Defence Levels*5)+(#Tech levels
above 1*50)+(Income*4).
An easy example: I have 20 infantry, 2 artillery, 3 bombers, 5 fighters,
2 cities (defence levels 4 and 1), tech level 2 and an income of
12.250 PPs. The total rating should then be
(20*1)+(2*4)+(3*6)+(5*4)+(2*28)+((4+1)*5)+50+(12.25*4)=246. I have
tested this and found that the formula explains the rating increase
perfectly, but it does not calculate my rating. Typically there is 110
or so unaccounted rating points in turn 1, while 80 in turn 30,
decreasing steadily. It may be that there is a variable for having
cities at all or something, that decreases with the number of turns.
Well, just a guess anyway. Any other experiences with this figure?
Q: Other large nations seem to get tech levels fast than I. What
am I doing wrong?
A: With the new tech levels, tech is actually very important. Don't
fall behind! Large nations have one advantage, and that is that they
can actually produce nothing in some cities. This is a luxury that
you should consider. First of all, it saves you 3 orders if you
take a new city. Second and the most important bonus is that you
spend less each turn, and so get more income to spend on research.
Q: How effective are nukes?
A: Surprisingly enough, I can answer this without having achieved the
tech. They are so effective it hurts, even for those who use them.
One nuke is one dead city, not to mention the units there and the
terrain nearby. 10 nuclear missiles means 10 dead cities, not
imagine what that will do should they be used on your empire!
Defences are city defence levels and high tech level. If your enemy
has nukes, he is so much at advantage that you probably are up
to the neck in trouble-gum. The defenses against nukes doesn't
become very effective before tech level 8, and even then you
need city defense levels. Tech level 8 and defense level 7
seems to make nukes a waste of energy, but since such a city
probably contains most of the enemy aircraft, maybe it is worth
nuking after all. It might require as much as a dozen nukes in
a single strike though. If you do not have tech level 9, and
capture an enemy airfield or city that contains nukes, you will
still not be able to use them. I took one such airfield, and
even my engineers reported it as 'something'. Maybe something should be
done about this, I don't know. I know I had to be clever to take
that airfield, and I think one should be rewarded for that. Then
again, it is easy to take airfields with paratroopers (I had none,
as the nuking tore apart my airfleet, no use for featherfalling
soldiers if you can't take them to the sky in the first place).