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unmerged(25581)

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Feb 9, 2004
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I've been playing for about a month now and I'm finally feeling competent enough to continue through the mid-game to the 1900s. But I've yet to see a game through to the end. I abandoned my longest engagement to date when I got hit with several annoying badboy wars that interfered with my ambition (which would have further increased my BB ;)).

Anyway, my question is about some late-game inventions I saw but have not seen discussed on these boards. The first are gas attack and defense -- what is it, how does it work, what are the disadvantages? I actually did see this discussed briefly in another thread, but the only person to speak to the question (rafiki) had nothing more than an educated guess to offer. There were also a couple of inventions that allowed some new buildings, the names of which I don't exactly remember -- something like terorrist camps :confused:. Which tech triggered these inventions, what are the new buildings, can I build them or do they just spawn (as a result of crime or revolt risk or something), what do they do, do they look cute in pink?

Thanks.
 
Jul 19, 2003
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The invention of machine guns, gas attacks, etc, basically turn warfare into trech warfare. This means that you need around 10-20 times as many men, with artillery, to win easily in a battle against a dug-in opponent - though the AI will often retreat in the face of a 15:1 disadvantage. This means, if a province is open, rush in and take it, but always leave one division behind to prevent your opponent from invading your previous province. It changes tactics a lot; you'll have to get some experience with it. Terrorist cells are a type of crime. You may have them spawn if your people are mad and you aren't fighting crime; they won't otherwise, and are enabled by Rhetoric of Hate.
 

Darkrenown

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Gas attack gives you a big bonus when fighting countries without gas defence. I think there's an icon on the combat screen when you have it, but it's been a while since I've used it.