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Post by eeeeef on Apr 13, 2021 11:46:06 GMT
Since this is key to evaluating the effectiveness of Economics, Street Fighting, Garrison, etc. I've decided to go investigate what is considered a "building area" by using Badoglio's economics and these are the results: Building areas include: -Normal cities -Oil rigs Lvl1-Lvl2 -Airports -Factories -Infantry producing cities -Ports -Sea oil rigs Lvl1-Lvl2 -Essential everything that produces economy If there's something I missed please tell me in the thread. Hope this helps .
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Post by Gerd von Rundstedt on Apr 13, 2021 13:02:23 GMT
Since this is key to evaluating the effectiveness of Economics, Street Fighting, Garrison, etc. I've decided to go investigate what is considered a "building area" by using Badoglio's economics and these are the results: Building areas include: -Normal cities -Oil rigs Lvl1-Lvl2 -Airports -Factories -Infantry producing cities -Ports -Sea oil rigs Lvl1-Lvl2 -Essential everything that produces economy If there's something I missed please tell me in the thread. Hope this helps . So My man Badoglio can just sit on a transport in a port and generate wealth?
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Post by eeeeef on Apr 13, 2021 13:22:21 GMT
Since this is key to evaluating the effectiveness of Economics, Street Fighting, Garrison, etc. I've decided to go investigate what is considered a "building area" by using Badoglio's economics and these are the results: Building areas include: -Normal cities -Oil rigs Lvl1-Lvl2 -Airports -Factories -Infantry producing cities -Ports -Sea oil rigs Lvl1-Lvl2 -Essential everything that produces economy If there's something I missed please tell me in the thread. Hope this helps . So My man Badoglio can just sit on a transport in a port and generate wealth? Yup.
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Post by HangryBird on Apr 13, 2021 14:06:09 GMT
Since this is key to evaluating the effectiveness of Economics, Street Fighting, Garrison, etc. I've decided to go investigate what is considered a "building area" by using Badoglio's economics and these are the results: Building areas include: -Normal cities -Oil rigs Lvl1-Lvl2 -Airports -Factories -Infantry producing cities -Ports -Sea oil rigs Lvl1-Lvl2 -Essential everything that produces economy If there's something I missed please tell me in the thread. Hope this helps . I tested Badoglio and Gamelin in Army Group and any tile in that mode is considered a building area. Even a sea tile without a port. Gamelin's economics is bugged though, while Badoglio's works fine.
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Post by eeeeef on Apr 13, 2021 14:20:45 GMT
Since this is key to evaluating the effectiveness of Economics, Street Fighting, Garrison, etc. I've decided to go investigate what is considered a "building area" by using Badoglio's economics and these are the results: Building areas include: -Normal cities -Oil rigs Lvl1-Lvl2 -Airports -Factories -Infantry producing cities -Ports -Sea oil rigs Lvl1-Lvl2 -Essential everything that produces economy If there's something I missed please tell me in the thread. Hope this helps . I tested Badoglio and Gamelin in Army Group and any tile in that mode is considered a building area. Even a sea tile without a port. Gamelin's economics is bugged though, while Badoglio's works fine. I disregarded army group because only economics works universally there while other skills like garrison don't, economics is just the easiest way to test it in campaigns. Also is the bug specific to pre spawn gamelin or a deployed gamelin?
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Post by HangryBird on Apr 13, 2021 14:24:41 GMT
I tested Badoglio and Gamelin in Army Group and any tile in that mode is considered a building area. Even a sea tile without a port. Gamelin's economics is bugged though, while Badoglio's works fine. I disregarded army group because only economics works universally there while other skills like garrison don't, economics is just the easiest way to test it in campaigns. Also is the bug specific to pre spawn gamelin or a deployed gamelin? I should test a purchased Gamelin by abusing cloudsave. I forgot to say that I only tested the pre-spawned one.
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