Mad Monk - yes, my counterattack on the super cruiser was on the same turn.
Seeker - my marine was vet and was fortified using movement points, so the fortification would have been complete before the attack.
But I am very curious as to how the mulitpliers actually work. Here is my theory, and it (not surprisingly) conflicts with what the manual says.
50% bonuses are rounded to the nearest whole number.
A 3 defense becomes a 4. A 4 -> 6, a 5 ->7. Importantly, I believe base on experience and not testing, that a 1 defense becomes a 2 when fortified, etc.
I believe defensive bonuses are ADDITIVE not CUMULATIVE. That is, contrary to the manual, that a rirfleman in a mountain fortress will get a bonus of 12, not 24.
2x bonus for inside a fort, = +4
3x bonus for on mountain = +8
Total is 4 +12 =16.
Not 4x2x3=24.
This based on an AI not-vet artillery taking out two vet alpines in a mountain with yellow health remaining. 10 vs. 16 possible, 10 vs 24 never.
Seeker - my marine was vet and was fortified using movement points, so the fortification would have been complete before the attack.
But I am very curious as to how the mulitpliers actually work. Here is my theory, and it (not surprisingly) conflicts with what the manual says.
50% bonuses are rounded to the nearest whole number.
A 3 defense becomes a 4. A 4 -> 6, a 5 ->7. Importantly, I believe base on experience and not testing, that a 1 defense becomes a 2 when fortified, etc.
I believe defensive bonuses are ADDITIVE not CUMULATIVE. That is, contrary to the manual, that a rirfleman in a mountain fortress will get a bonus of 12, not 24.
2x bonus for inside a fort, = +4
3x bonus for on mountain = +8
Total is 4 +12 =16.
Not 4x2x3=24.
This based on an AI not-vet artillery taking out two vet alpines in a mountain with yellow health remaining. 10 vs. 16 possible, 10 vs 24 never.
caravans to instantly build the key wonders and many, many diplomats and spies to help conserve those vet units. Later in getting SoL, you can go different ways to win. Not much more is needed.
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