Stealing shields:
Suppose you have several cities close to one another. If you have all units stationed in these cities hosted by the first of which (in establishing sequence), maybe you can save the maintainance shields for them by re-host units while processing cities. Here's a demonstration. You have 3 cities A B C, in which A is your first city. All of your units in cities B and C are hosted by A. You rush build non-military units or buildings in B and C so that at the beginning of the next turn you'll be sent to city screens of B and C. While in city screens, you re-host units inside cities to B and C, respectively. Since B and C are processed before A, you save the maintainance shields for those units. You then move units in B and C back to A and re-host them before moving back, so that you can save again the next turn.
Force selling:
In certain scenarios you want to sell city improvements quickly to get cash, like in RedFront. If you use the 'go to home city' trick you may be able to force the city to sell an improvement. Let's say in RedFront you have set up a loop of units, each stationed in the next city in sequence. Now when you process a city before your force selling city, say Minsk, you can use the loop to go to all your cities and use up all your cash. Then when Minsk is processed, since you have a negative cash flow, you are forced to sell a city improvement. The good thing is that forced selling dose not set up 'improvement sold' flag for the city, and you can sell another improvement the same turn. The bad thing is that you can't choose which improvement to sell for the forced selling.
Suppose you have several cities close to one another. If you have all units stationed in these cities hosted by the first of which (in establishing sequence), maybe you can save the maintainance shields for them by re-host units while processing cities. Here's a demonstration. You have 3 cities A B C, in which A is your first city. All of your units in cities B and C are hosted by A. You rush build non-military units or buildings in B and C so that at the beginning of the next turn you'll be sent to city screens of B and C. While in city screens, you re-host units inside cities to B and C, respectively. Since B and C are processed before A, you save the maintainance shields for those units. You then move units in B and C back to A and re-host them before moving back, so that you can save again the next turn.
Force selling:
In certain scenarios you want to sell city improvements quickly to get cash, like in RedFront. If you use the 'go to home city' trick you may be able to force the city to sell an improvement. Let's say in RedFront you have set up a loop of units, each stationed in the next city in sequence. Now when you process a city before your force selling city, say Minsk, you can use the loop to go to all your cities and use up all your cash. Then when Minsk is processed, since you have a negative cash flow, you are forced to sell a city improvement. The good thing is that forced selling dose not set up 'improvement sold' flag for the city, and you can sell another improvement the same turn. The bad thing is that you can't choose which improvement to sell for the forced selling.
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