About: C-evo advances affecting ground units   Sponge Permalink

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If you start designing ground units after researching Warrior Code but no other relevant advances, the strength of your basic attack module ("weapons") and of your basic defensive module ("armor") is 4. Each relevant advance researched will add to each module's strength the number shown.

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  • C-evo advances affecting ground units
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  • If you start designing ground units after researching Warrior Code but no other relevant advances, the strength of your basic attack module ("weapons") and of your basic defensive module ("armor") is 4. Each relevant advance researched will add to each module's strength the number shown.
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abstract
  • If you start designing ground units after researching Warrior Code but no other relevant advances, the strength of your basic attack module ("weapons") and of your basic defensive module ("armor") is 4. Each relevant advance researched will add to each module's strength the number shown. First, listing alphabetically * (+): Bridge Building - allows "Overweight" units, adding, at some cost in construction and mobility and maybe ongoing maintenance, a weapons module and an armor module, which may be over and above your standard weight limit) * 2: Bronze Working * 2: Chivalry * 8: Composites * 6: Democracy * 4: Explosives * 3: Gunpowder * 2: Iron Working * 8: Laser * 10: Material Technology (25 possible; and it similarly boosts naval units) * 7: Mobile Warfare * 3: Monotheism * 6: Radio * 8: Robotics * 6: Tactics Second, listing in size order, in a fairly likely order of discovery within each group Note that the boosts are not necessarily greater for "higher" advances * Discoverable without Science * 2: Bronze Working * 2: Iron Working * 2: Chivalry * 3: Monotheism * 3: Gunpowder - Note that if you are concerned to improve naval transport, without great concern about strength, you should try to get both Engineering and Navigation and design new ships (with more speed and capacity than Longboats and able to cross Ocean) before you get Gunpowder and certainly before you get Explosives * Requiring Science but before Mass Production * 4: Explosives - enables Engineers and the building of canals * 5: Tactics - possibly the first one you want after discovering Science, as it lets you build a Military Academy to produce elite ground units, important if you are having difficulty with enemy ground units. It has air unit value too. However, if you want your first air units to be as cheap as possible, defer Tactics because it adds 50% to the price. You need it only for spy planes (unless you are very lucky and have a friend who will give you Intelligence first). * 6: Democracy * 6: Radio - has naval unit value (extended vision) too * 7: Mobile Warfare * Requiring Mass Production * 8: Robotics - enables Manufacturing Plant; prerequisite of Advanced Flight (the only advance in this group that is essential for building a spaceship) * 8: Laser - one prerequisite of Smart Weapons, the top non-future air unit booster * 8: Composites - has air unit value too, once you want Bombers * 10: Material Technology (25 possible; and it similarly boosts naval units)
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