well, thx before hand for reading then possibly answering all the questions I have for u ppl:
1. how out-dated would u consider Czar's manual? bc i know that was like write a year ago. and if u read his manual:
Roko: In general, it was so long ago that I read this manual that I don't remember exactly what it said. Most things are unchanged, though there was a balancing round since then that made some units stronger (and others weaker).
a) Should I fallow his early game researching pattern? (1st Inf.&AC 2nd interceptor< 3rd tac bomber&Sub)
Roko: It depends a bit on the game, in particular if you need a naval presence, if you'll be able to deploy air easily (distances between provs are not too big), and if you expect to fight humans or AI. Inf and AC first are beyond question. After that, you have four important directions:
- Light tanks. Nice unit to take land quickly, especially empty or lightly defended lands. They have a big problem taking out cities though.
- Artillery. Ignored by most rookies, but one of the most commonly used units by veterans. Can work miracles fighting AI, taking them with virtually no losses. Requires some practice using them.
- Submarines. Needed if you want to cross any body of water, or if you expect an enemy to come to you across it. Subs can kill tens of units in the early game.
- Interceptors --> tactical bombers. Air is indespensable in the long run, but takes a long time to get off the ground (no pun intended). When you expect an early war (first few days), this will be a waste. If you go here, make sure you start the air bases in the cities where you plan to build planes at roughly the same time.
b) His manual's mid-game research pattern is commandos, Mech. Inf., LT(before med tank & Mech. Inf.), tac bombers, interceptor, and Subs. Is this still valid?
Roko: Mech inf is a "luxury" units, many players never bother to build them. There is debate on their use, some people think they're great (me!), others say they are too expensive and too late.
Commando's are absolutely the best infantry unit, they will give you a big edge if your opponent doesn't use them. Be sure to have the L2 barracks in time in your capital; and if your current capital is used to build some other essential unit, it is worth moving your capital for it.
LT is not mid-game, it is early game. Don't play games without them.
For the other units, see above.
c) His manual describes the capability of the units that existed at his time, so what r the new units since then? what has been nerfed/buffed?
Roko: Descriptions of the updates since Czar's manual are here:
For more variety on the battlefield!
d) The manual said to share map with AI country to get shared map back from the AI, does that actually work or is it back then?
Roko: Yeah it works, it takes a few days though. Routinely, give RoW to all neutrals except those that you plan to attack (and you CAN change your mind and declare on them later anyway).
2. how does trading units work? does it just appear in ur nation or do u need to transport them manually?
Roko: Units are exchanged as-is, in the olocation where they are.
3. Does effects of fortification apply to the conquered state as soon as u start building it or does it start after it's built? And if it does star after its built, is it smarter to just leave one unit behind? (since both building it and waiting for the state to go up to 35% morale takes 1day)
4. I have a good amount of understanding of the SBDE, and have few questions about it.
a) Someone said to divide ur stack(if big) and put it on the other side of the enemy(?) for more damage on them. does that mean like atk from different direction (like if the enemy is in the state capital point thing, atk using multiple roads)?
Roko: no, it just means to split them in different stacks. If you see different symbols on the map, you're fine.
b) does dividing the stack to atk the same unit happen as like a wave of atks, or all the atk at the same time? (like would each stack have its hour period, or all the stack share the same hour period when atking the same unit?)
Roko: all stacks attack separately, each on their own tick.
c) If the units r all low on health, would it be better to stack them?
Roko: not necessarily. Merging two 40% units of the same type will create one 80% unit, which has less combat strength than the two 40% units.
5. Does the units health while on the move, or do I need to let it stay in the same position for a day to heal?
Roko: covered above.
6. how does AA work? does it start atking once it gets into the enemy aircrafts patrol range, or atk as the plane make its 4atk per hour?
Roko: covered above.
7. Does land unit on sea gets into the sea unit (like cruiser) or just stack up with the sea unit as convey?
Roko: Land units can stack with naval units, so they are protected by them. Important exception is air units travelling by sea as a convoy, they can't stack with anything else.
8. does sending one spy for intelligence gather intelligence from multiple states, or does it work lie spies on sabotage mission?
Roko: in principle, sabotage spies don't get intel, they just blow up or steal stuff. That's only when there's something to "do" in the prov where they are located though, otherwise they can still get intel.