![]() ![]() Reason is simple - a 5000 money, 1k wood, 1k gas unit (longest is 1 day construct time) is able to nullify both 8000 iron 8000 money + 2 days of investment (lvl 2 fort, and more if higher) or even worse.a factory 2 unit (Submarine), costing 20k money, 3k iron, 2k wood and 3k oil. This is terribly game breaking, and should be either repealed, or have a very short range (like a fighter's patrol circle) where it can reveal hidden units. As Fighters can reveal submarines and fortresses because they are high up in the sky, which is also true for the balloon, we enable balloons to scout submarines and fortresses from the sky too. ![]() Balloons can reveal submarines and fortresses now.Suggestion 2: If you do consider the stack manually organizable - you may have your range units be able to damage in a specific order (Eg: Bombers attack rear of the stack first, Railgun attck the middle, arti attack random, etc.) ![]() or place them by default, higher hp units in the front, infantry in the middle or along with the tanks, range at the back as it is usually done in the real world. Suggestion: either make stack organizable where the user can move 'tanks in the front, arti in the rear' or vice versa. What's the point of having a tank batallion with infantry.when the infantry is tanking the damage first? Also, how do we estimate how much is the dodge rate? is it given somewhere? Mixed stack (With respect to: " The survivability of units with a high hitpoint pool w.") - in mixed stacks, infantry seems to take 1st damage, before everyone else. What does lvl 1 fort at 50% construction give? Previously it used to give 50% defence bonus - the highest jump for a partially built fort. This is regarding Most recent update (and perhaps some older updates if relevant)ฤก. First of all, thank you devs and mods for all your hard work in studying the game and continuously trying and keeping it balanced. ![]()
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