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Suggestion: tweaks for strategic map[message #352253] Thu, 01 February 2018 10:15 Go to previous message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
Hello!
I fancy to do 2 things right away. To try new concept of catching recruits for militia i.e. their presence at certain territories and to fix current unlucky un/chosen ones (which I found only 1 for now).
Here you are, example map:
http://my-files.ru/Get/ygbolr/MAP.png/thumb400.jpg
Explanations:
- military bases such as SAM-sites - restricted and consequently very deserted land. (That is MAIN PART of new concept)
- mines & oil rigs - this work is very dangerous and has no mercy for the most brave and carefree earth resource hunters. Additionally first rebellion took many, new queen took almost all healthy out of residual. If you want to give these facilities faint chance to produce at least something you wouldn't definitely take the LAST of them to be squashed down in the first counterattack from your pushy adversary. (That is SECONDARY PART of new concept)

Relating to strategic map I noted it to be good to add the second starting airport at C-1 for the second alternative start with BobbyRay's supply. If possible...
Wait for your opinions ladies and gentlemen! And from mod team also verdict on tech side - how would it be burdensome if possible?
And one question: how can I move militia in this mod except by "Radio Operator-call reinforcement" method?

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