When you lack movement for that last hex that will trigger a battle, look if there's movement left in one of your stacked units. You can move a single unit from your army to the enemy to trigger the battle with all of your army.
Just ... don't do that when attacking a stack over a standard. Only the troops moving onto the target hex will get the level boost. Sigh.When you lack movement for that last hex that will trigger a battle, look if there's movement left in one of your stacked units. You can move a single unit from your army to the enemy to trigger the battle with all of your army.
Just ... don't do that when attacking a stack over a standard. Only the troops moving onto the target hex will get the level boost. Sigh.
Some monster stacks are guarding a "Standard" -- a military decoration on a pole/symbol of leadership and honor associated with the roman legions especially. Capturing one gives a level of experience to any unit in the capturing army.What do you mean "attacking a stack over a standard"?
Some monster stacks are guarding a "Standard" -- a military decoration on a pole/symbol of leadership and honor associated with the roman legions especially. Capturing one gives a level of experience to any unit in the capturing army.
This part of your post is very doubtful and quite probably depends on your settings. Sure, if you have "relaxed" settings with a lot of space for everyone and lower difficulty, yes, military buildings may not the that necessary. But if the going gets a little tougher, the military buildings are a blessing:Heres a big one i see a lot of people struggling with: don't overdevelop your cities. Especially with military buildings. MI(Military Infrastructure)takes energy upkeep(upkeep you could be using for MODDED UNITS).
4) While the garrisons can get promotions and keep them[...]
OVERdevelop.This part of your post is very doubtful and quite probably depends on your settings. Sure, if you have "relaxed" settings with a lot of space for everyone and lower difficulty, yes, military buildings may not the that necessary. But if the going gets a little tougher, the military buildings are a blessing:
I play on hard with normal(default) world settings. 8 -10 players on large random worlds.This part of your post is very doubtful and quite probably depends on your settings.
Thank you, exactly. My point was that you shouldnt develop advanced garrisons on every colony and most importantly you waste upkeep plus production on units with very little force projection. If you build 3 advanced military garrisons instead of corresponding units, you can handicap yourself as your garrisons cannot move. Nor support eachother.OVERdevelop.
Notice the first part of the word. It is important here.
Your examples only really raised the bar of "proper" development.
That is not what you wrote. You didn't say, don't build advanced garrisons on every colony. Instead you wrote something that could be read as, don't bother with military buildings, you won't need them. It would seem, that a clarification was necessary.I play on hard with normal(default) world settings. 8 -10 players on large random worlds.
Thank you, exactly. My point was that you shouldnt develop advanced garrisons on every colony and most importantly you waste upkeep plus production on units with very little force projection. If you build 3 advanced military garrisons instead of corresponding units, you can handicap yourself as your garrisons cannot move. Nor support eachother.
That is not what you wrote. You didn't say, don't build advanced garrisons on every colony. Instead you wrote something that could be read as, don't bother with military buildings, you won't need them. It would seem, that a clarification was necessary.
I play different settings, hardest, severe world threat and so on, medium maps with 6 opponents, and my tip would be that the energy upkeep spent on garrisons is generally very well spent, for the reasons I gave.
I posted the following scouting tips on my youtube channel earlier today:
1) Turn on movement preview, which can be found under the world UI portion of the options tab in the main menu, to create a secondary green movement circle that shows you where a unit can reach in a turn if they were to go to a hex within the blue movement circle.
2) If you zoom out all the way out on the strategic map and hover the cursor over a hex in a sector that is still mostly in the fog of war, then you can find out a lot of valuable information about the sector. It is a great way to find spawners and settlements. This technique can be used on the first turn without moving a single unit to find a guaranteed settlement of your starting race, which has to spawn within three sectors of your HQ.
3) You have until the end of the 6th turn before the spawners spawn their first unit.
4) Slowly uncover the fog of war by moving one unit at a time, one tile at a time. Click on a unit’s movement points above the unit’s portrait to select it individually.
5) You can use forward bases to get vision and to build roads on unexplored sectors.
6) Pickups give a huge boost to early game economies
7) You only need one adjacent unit and some influence to buy a settlement, so scouts are ideal for that. Keeping a single scout in a growing colony is an easy way to annex the colony's sectors when it is ready to.
8) If you split a scout off by itself, hug the coast line as much as possible! It is rarely worth risking the scouts life without a coast. Try to leave enough movement points to hide in the water (or land from sea creatures) or in the mountains from the marauders that come from spawners, as all are enemies stay on land if they spawn in land, and stay in water in the spawn in water.
According to Spacers, who I would not ask to cater my meeting.This is not a given at first, but Psi-Fishies are mighty tasty.