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If a land unit has Air Superiority, and thereby gets named a "SAM" unit, does it have inferior land-to-land combat capability? If it's inferior, then Air Superiority can be viewed as simply "weapon mode selection" and 0 cost is justified. But if the land unit gets to have a big bonus against air and their land function is unharmed, then I think this should have the "costs extra on land" designation.Anyone know the answer off the top of their head? I haven't actually fought a land battle with "SAM" units in ages.
Quote from: bvanevery on March 12, 2022, 01:54:49 amIf a land unit has Air Superiority, and thereby gets named a "SAM" unit, does it have inferior land-to-land combat capability? If it's inferior, then Air Superiority can be viewed as simply "weapon mode selection" and 0 cost is justified. But if the land unit gets to have a big bonus against air and their land function is unharmed, then I think this should have the "costs extra on land" designation.Anyone know the answer off the top of their head? I haven't actually fought a land battle with "SAM" units in ages.From top of my hat, I'd say land units with the SAM ability don't lose their intrinsic combat capability against other land units. It only receives the big bonus against air units.
You are right but it is pretty damn difficult to justify the choice between then. I doubt even human can do that.
I think people who want the "lots of stuff free" game are cheating themselves. The real desire is for an AI that actually uses amphibious assaults properly.
It comes at the end of terraforming tech chain: Ecological Engineering -> Environmental Economics -> Advanced Ecological Engineering. Each one in this chain brings some advanced terraforming capabilities: condenser, borehole, echelon mirror, raise terrain, soil enricher. These advanced terraforming improvement are quite expensive. To the level that I always start experiencing shortage of my former fleet when I discover and start constructing them. Super former comes at exactly right time. It is not much needed before Ecological Engineering but need starts growing and reaches the peak demand at Advanced Ecological Engineering. Assuming average advanced terraforming takes 15-20 turns it'll take somewhere 100+ turns to just cover 10 base tiles with advanced improvement with two regular formers. This is too long and it is much much longer than the time between Ecological Engineering and Advanced Ecological Engineering. Besides, there is endless war that requires to restore destroyed improvements around your bases then around captured bases then to build tubes all the way, etc. I don't quite understand why you state all terraforming has already been completed? Did it actually happened in your games all the time?Everything above actually demands immediate former fleet upgrade to super formers. Moreover it saves on support. So there is no question whether to build or not to build it. It is always to build. That how useful it is. From that point of view - yes, it makes sense to make it free as everybody will be using it anyway. I guess increase in price is just a tribute to higher production power at the time.
Contrary to say such no brainer as super former, this one is a choice player has to make: use it facing large number of opponent air units or not, otherwise. Therefore, it should cost something to support this choice. Should make unit more economically effective against air units but less against others. Vanilla actually follows this guideline pretty nicely pricing such abilities at 25-50% of their effect.
Crazy idea, but just putting out there: maybe a tiny number of select abilities could be free and automatically applied to units (without using an ability spot), upon researching the tech? For example, amphibious pods. Although conceptually I would prefer amphibious to be a non-free ability to add to units, considering the infrequent use and the trap it leaves for the AI (I've seen them build amphibious units but never seen an amphibious assault, so basically wasting resources), this could result in more amphibious attacks in the game and maybe at least shake things up a bit? I know this is probably a bad idea, but just a thought.
Anyway if you scroll down this page I'll link below, there's a very good explanation about why Super Formers aren't so super. There just isn't enough time in the game to make their Superness pay off. You've probably made much of your infrastructure (much, not all terraforming) with the standard Formers by the time you unlock the ability.http://dos486.com/alpha/sparta/page2.shtml
I didn't "state all terraforming has already been completed". It's puzzling to me why you rephrase generalities I say into absolute black-and-white statements like that.
Super Formers come pretty late for their effect to have much of an impact. It's likely most of your terraforming has already been completed. Free.