Post by journeykeen on Jan 15, 2021 20:30:12 GMT
As requested by George Rudi
1980 is very much a speedrun of spreading out and capturing a few crucial cities needed for the more isolated cities and ports (Hawaii).
One of the important principles in conquests, especially in 1950 and 80, is that extra income is worthless. There is little point in stockpiling a thousand industry and other money. Anything over ~300 should be used, unless the city cannot be captured that round anyway (or if you know a unit will spawn their next round, so attacking a unit-less city will increase damage). This is because not only will your income grow faster, but the AI’s income will decrease faster, so there will be less enemy units.
This begs one of the other critical question; which cities do I use Air Force on? The ground units and generals (unless it is a no general run) should be tasked with cities near them (duh?), so using AF on close cities is a waste, unless one strike will allow tanks to achieve more damage via their ability to attack multiple times. Air Force is to be used almost exclusively on far cities ground units cannot reach within the round goal/WR if the intermediate cities cannot also be taken. In 1980 this is all of South America, Canada, C America, Australia, and the Northeast USSR. Europe, C Asia, and parts of Africa and the ME should be left to the ground. Note: I do not count paratroopers as AF.
On that note, paratroopers are incredibly useful in speedrun. Far away cities must be taken by AF, and therefore a paratrooper must be dropped, but if this is done immediately then that unit often becomes useless, just sitting an unendangered city. The solution? If you know you have to send a paratrooper into a city or area at some point, it is best to send it in as early as possible, especially with low level cities. Paratroopers deal bonus damage to cities, so it is huge to ground them for that bonus. This is how much of SA, NE USSR, Australia/Pacific, and Africa should be captured.
For ports, never capture one with a general there. If the rest of the run is flawless it might be possible but do not count on it. If resistance is present, ports should be captured as late as possible, because spending resources on them does not yield much more resources, unlike cities. But if a port merely has a sub or destroyer, take it; it is much cheaper to destroy those then a cruiser. If you want to draw out high HP ships, do not get near the port both on sea and land for a few rounds, then place a paratrooper beside it.
More specifically to 1980, Port Au Prince, Ireland, Nagasaki, and Manila are isolated cities that are necessary to capture other isolated cities. PAP and Nagasaki can be random to get depending upon AI, but the others are easy.
1980 is very much a speedrun of spreading out and capturing a few crucial cities needed for the more isolated cities and ports (Hawaii).
One of the important principles in conquests, especially in 1950 and 80, is that extra income is worthless. There is little point in stockpiling a thousand industry and other money. Anything over ~300 should be used, unless the city cannot be captured that round anyway (or if you know a unit will spawn their next round, so attacking a unit-less city will increase damage). This is because not only will your income grow faster, but the AI’s income will decrease faster, so there will be less enemy units.
This begs one of the other critical question; which cities do I use Air Force on? The ground units and generals (unless it is a no general run) should be tasked with cities near them (duh?), so using AF on close cities is a waste, unless one strike will allow tanks to achieve more damage via their ability to attack multiple times. Air Force is to be used almost exclusively on far cities ground units cannot reach within the round goal/WR if the intermediate cities cannot also be taken. In 1980 this is all of South America, Canada, C America, Australia, and the Northeast USSR. Europe, C Asia, and parts of Africa and the ME should be left to the ground. Note: I do not count paratroopers as AF.
On that note, paratroopers are incredibly useful in speedrun. Far away cities must be taken by AF, and therefore a paratrooper must be dropped, but if this is done immediately then that unit often becomes useless, just sitting an unendangered city. The solution? If you know you have to send a paratrooper into a city or area at some point, it is best to send it in as early as possible, especially with low level cities. Paratroopers deal bonus damage to cities, so it is huge to ground them for that bonus. This is how much of SA, NE USSR, Australia/Pacific, and Africa should be captured.
For ports, never capture one with a general there. If the rest of the run is flawless it might be possible but do not count on it. If resistance is present, ports should be captured as late as possible, because spending resources on them does not yield much more resources, unlike cities. But if a port merely has a sub or destroyer, take it; it is much cheaper to destroy those then a cruiser. If you want to draw out high HP ships, do not get near the port both on sea and land for a few rounds, then place a paratrooper beside it.
More specifically to 1980, Port Au Prince, Ireland, Nagasaki, and Manila are isolated cities that are necessary to capture other isolated cities. PAP and Nagasaki can be random to get depending upon AI, but the others are easy.