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Old 02-03-2004, 08:23   #21
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The main difference in taking radio out of the tank route is that you now have to make a genuine choice. It used to be a no brainer. Everyone went ToE / Hoover because you needed radio for tanks. Now you have a real chance to go the high route instead. Forget ToE / Hoover and beeline for tanks is now an option that simply didnt exist before.
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Old 02-03-2004, 08:40   #22
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col, how was radio necessary for tanks??????
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Old 02-03-2004, 08:44   #23
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Quote:
quote:Originally posted by Lt. Killer M

col, how was radio necessary for tanks??????
Col always finished the game before tanks obviously
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Old 02-03-2004, 09:08   #24
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Sorry - trying to think too early in the morning. Electronics was needed for tanks so everyone automatically went Sci Meth / Atomic / Electronics.

Now that will be a choice which has consequences ie you might fall behind the race to tanks.
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Old 02-03-2004, 09:37   #25
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col: I had to load a game and check F6, too

btw, our game is stuck again, hu?
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Old 02-03-2004, 09:41   #26
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The fact that Radio Towers now come with a non-required tech is also a biggie!
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Old 02-03-2004, 09:45   #27
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@Killer - looks like a save has gone missing. I'll check all my folders tonight.
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Old 02-03-2004, 09:54   #28
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Quote:
quote:Originally posted by col

The main difference in taking radio out of the tank route is that you now have to make a genuine choice. It used to be a no brainer. Everyone went ToE / Hoover because you needed electronics (PP edit) for tanks. Now you have a real chance to go the high route instead. Forget ToE / Hoover and beeline for tanks is now an option that simply didnt exist before.
I'm not convinced that beelining for tanks is a real choice in this matter. I'm not known for my techmongering skills, but if I haven't managed to get back to par at the end of the middle age, I usually by going SciMed->atomic theory-> electronics. When you snatch up the ToE you'll get At. Theory and Electronics for free. Which will give you (with the proper Hoover dam prebuild)
  • increased production for those tanks
  • 2 techs to trade around and at least get you back to par on the tech front. I usually don't bother for communism or fascism unless it is thrown in for 'free' as I never use to governments anyway

This will not change now electronics is out of the tank path and the tech trading will easily make up for the techs you missed out on in the tank path. So imho it won't make that big a difference unless they change the AI to skip those gov techs and go the ToE route too for a change.
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Old 07-03-2004, 00:24   #29
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I disagree with you PP.

I believe this change is very beneficial, especially to PBEM players.

This change brings a great change in Industrial Age strategies.

Now players have to make a very important choice when entering IA : do I go for Tanks as soon as possible, or do I build up my infrastructure with the Hoover Dam so I can produce tanks in greater numbers later? Do I spend my two free techs from the ToE on the expensive tech branch that leads to the Hoover Dam, or do I select the upper branch so I can be the first to Motorized Transportation?

You would get a similar choice as with the Middle Ages, except that the strategy would not be as extreme because cavalry can be upgraded from Horsemen, but you have to build tanks from scratch.

As it is now, I rarely use Tanks against an opponent who has Infantry, because Modern Armor is at most 5 techs away, and I need some time to build my tanks anyway. If Tanks don't need Electronics, it would give another choice: do I attack with Tanks, or do I wait for Modern Armor?

You are right however on how the AIs spend all their time on NAtionalism-> Communism-> Fascism
But first I dont care because I only play PBEM and two any change that brings more diversity and requires greater strategical choices is welcome
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Old 12-03-2004, 16:39   #30
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Why does the IA spend so much time on NAtionalism-&gt; Communism-&gt; Fascism ? to give us a break ? No seriously, someone has a precise idea ?
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