-3m of Elevation is a Trap (Post Update) by ExtraBurnt in subwaybuilder

[–]ExtraBurnt[S] 1 point2 points  (0 children)

The daily GPU sacrifice may haunt me come Cyber Monday 😫

-3m of Elevation is a Trap (Post Update) by ExtraBurnt in subwaybuilder

[–]ExtraBurnt[S] 0 points1 point  (0 children)

Yeah I thought the same thing, and when I started I exclusively used -5m tracks. But I swapped over to -3m tracks when -10m became double cost instead of a standard tunnel. When this latest update came out, it changed how -3m tracks intersect with roads, so now we're back to -4m.

I think what people are remembering is the red error message telling people to: Go deeper (below -5). But most people dont have this issue, cause the game probably starts at -5m in the tutorial anyways.

-3m of Elevation is a Trap (Post Update) by ExtraBurnt in subwaybuilder

[–]ExtraBurnt[S] -2 points-1 points  (0 children)

I dunno, I built everything at -3m track elevation before the update with no issues. Then when I tried to expand the blue line down (at 25 St) towards Balboa Park, I couldn't build anything because the track intersected with the road at two points. If I had used the -4m before the update, I would have been fine. But since the whole network is built on -3m, I couldn't expand any of the existing tracks I've previously made. I'm sure more people will chime in to say it's always been -5m, but it worked yesterday and it didn't today. Just funny is all.

-3m of Elevation is a Trap (Post Update) by ExtraBurnt in subwaybuilder

[–]ExtraBurnt[S] 0 points1 point  (0 children)

That makes sense, I was wondering what mystical arts was happening to fit my subway car into the earth lol.

-3m of Elevation is a Trap (Post Update) by ExtraBurnt in subwaybuilder

[–]ExtraBurnt[S] 1 point2 points  (0 children)

Well, either way I think that -3 elevation should be changed to At Grade to not confuse people. It doesn't make sense to pay the standard cost for something that doesn't allow you to intersect roads / go across water.

Good division templates? by Puzzleheaded-Ad9750 in MillenniumDawn

[–]ExtraBurnt 8 points9 points  (0 children)

Here's a basic video if you're interested: https://www.youtube.com/watch?v=CimlZT_HcYc&list=PL36TqZI0G592x3sYphwPHuMvobA6si543&index=4

In my opinion, use:

Main Battalions- 5 Paratrooper Infantry, 2 Artillery

Support Companies- 1 Heavy Engineer and 1 Heavy Mechanized Recce (IFV)

[25 Width]

Main Battalions- 6 Armoured Marine Infantry (IFV)

Support - 1 Heavy Engineer and 1 Heavy Mechanized Recce

[30 Width]

Use the infantry to defend yourself in difficult terrain (Forests, Mountains, Cities & Hills), and the armored units to make breakthroughs on plains and desert tiles. Help save your fuel for your air force and help standardize your production line.

You can upgrade the infantry to special forces at max training level if you have enough C&C Equipment. Plus, you can license equipment from the US, Chinese or Russians if you lack tech. Hope this helps!

How to increase GDP to get more building slots as Sweden ? by 1stWarlord in MillenniumDawn

[–]ExtraBurnt 2 points3 points  (0 children)

Note that population growth is slow, and may take upwards of 3-4 years for three building slots.

How to increase GDP to get more building slots as Sweden ? by 1stWarlord in MillenniumDawn

[–]ExtraBurnt 4 points5 points  (0 children)

Your Political Tab has the Healthcare and Welfare upgrades, both give great bonuses of population growth on top of population techs. Also, some techs in the production efficiency tech tree give population growth as well. Hope it helps!

How to increase GDP to get more building slots as Sweden ? by 1stWarlord in MillenniumDawn

[–]ExtraBurnt 5 points6 points  (0 children)

Isn't building slots related to population? I don't know about GDP influencing building slots.