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Re: The battle for Taiwan


>A slightly more crude manner to achieve this is to
>build seed units, which can lose a material every turn
>and starves when it runs out of material.  By setting
>its wreck-type to the unit you want (And changing the
>see-chances so that it is not visible to any other
>players), you can set the material to be your delay.

That's an interesting idea! To elaborate further on this theme, I guess one
could also use the wreck-unit code to upgrade rather than downgrade units,
perhaps as a way to simulate combat experience. Something similar to when
"great leaders" appear in Civ3 (a concept that plays a too big role in that
game, in my opinion).

Hans



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