![]() The evolution of the dreadnought that dominated the waves of the early 20th Century was the battleship … bigger, faster, with bigger guns and thicker armor, able to sink anything else (including each other) afloat with a single salvo. They have anti-air capabilities, so they must be dealt with if you want to ensure air superiority! Should you find yourself facing off with Battleships, try to hammer them with submarines. If you haven't managed to acquire it somehow, your entire fleet will remain stuck in the Renaissance Era! The problem is that the Battleship requires a strategic resource: Coal, just like the Ironclad. This makes it very important to acquire as early as possible, especially if potential enemies are developing air power. The Battleship can also defend against aerial attacks, and it is the first ship of the modern fleet that can do so. However, note that its Sight range is still 2, so you'll need something to spot targets for the Battleship to be able to use its full range. Bristling with guns, clad in armor, it has longer Range than any previous unit in the game, which not only allows it to attack targets far inland, but also to bombard coastal cities from a safe distance! This (and the fact that naval ranged units deal full damage against cities) effectively turns it into a naval siege engine. Therefore, to your point, where that bonus is the same in late game is primarily when employing flanking bonuses between the two strongest units, but not considering the tradeoff when the flank/supports are much weaker and likely to get attacked first.The Battleship is the backbone of the Atomic Era fleet. Therefore technically I was correct in saying the support bonus is weaker as units get more powerful late game. That's a difference of 13, or damage of ~50 as opposed to Battleship + 1 support (CS: 62) defending vs Battleship (CS: 60) which would be ~32. ![]() Let's say in the case of a Frigate target assuming at least one support (CS: 45+2) vs Battleship (CS: 60) attacker. The tradeoff is old era support units will probably get attacked first, and in terms of damage, will get hurt more. If you are flanking with unit of an earlier era than the target unit, you still get the +2 CS flanking bonus regardless. Early game, you don't really have an option of flanking with a cheaper unit, eg because you can't move into ocean tiles with the cheaper unit.Ģ. ![]() What I was trying to explain, concisely, is two things.ġ. I was correct in saying that it's a flat +2 per flanking tile in all eras. Okay, I should have written that differently. Or, in other words, 77 vs 75 will do exactly the same damage as 22 vs 20. +2 will add exactly the same amount of damage at any point in the game. it's just flat +2 combat strength per tile surrounding the target unit (as opposed to Civ5, where it scaled up by percentage - 10%/15% bonus to combat strength of the attacking unit)No.Ĭombat in this game is not based on the proportion of the combat strengths involved, it's based on the difference between the combat strengths. Originally posted by King Buzzo:I think it's more of a question of flanking.įlanking/support bonus is weaker as the units get more powerful in Civ6.
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