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Question about research
Posted: Sun Dec 30, 2007 1:48 pm
by Pubcrawler
good morning all! just got back into FoF after a long break and have a quick question. I prefer to play the strategic portion of the game, no tactical battles for me; it's all instant resolution, and want to know what research to focus on. For example, some research upgrades specifically reference detailed combat - do these upgrades also help with instant battle resolution? Is there a list of which research class help strategically as opposed to tactically? I don't want to waste resources and time researching upgrades that won't help during a 'strategic only' FoF game.
Thanks!
RE: Question about research
Posted: Sun Dec 30, 2007 2:50 pm
by Erik Rutins
The manual appendix has, IIRC, a list of the various upgrades and how they affect instant/quick combat. The vast majority do have an effect though.
RE: Question about research
Posted: Tue Jan 01, 2008 8:40 pm
by GShock
Talking of research, a quick question comes to me: What is the difference between university and school? The explanation by the bottom line of the build page is misleading.
I *suppose* the univ gives +1 to all the country (cumulating with schools) while schools give +1 only to the town where the school is?
Pub: The quick combat is so nice and it is highly strategic. If you right click on each trooper you can see the improvements/attributes/weapon he has and you can place him in the zones *and* against the right "opponent" for the first turn.
I wanted to point out in QC that after the initial moment where you can call for reinforcements, this option appears no more. This means if you have more than 1 group available to reinforce you, in QC you may only call 1 group while in DC you can call all of them (1 per day).
Seems a good idea to make the "days" in QC as well... not only for what i just said but also because after you click that OK the only thing you can do right now is watch.
If you make the new day come with a "pause" you could make it that the player can reselect the available units (rallied and unrouted) and place them on the "battlefield" once again.
Ultimately, to distinguish reinforcements who didn't make it to join (yet) and routed units, i suggest to put the first ones facing the opponent while the latters facing the retreat side.

RE: Question about research
Posted: Wed Jan 02, 2008 12:12 pm
by Grfin Zeppelin
Universitys give +1 research to each resarch building in the same town except schools.
RE: Question about research
Posted: Wed Jan 02, 2008 1:11 pm
by GShock
And what is the difference with the school then?
RE: Question about research
Posted: Wed Jan 02, 2008 1:51 pm
by Erik Rutins
The school is a straight +1 to all areas, the University gives a +1 to all other research locations (except schools) in the same location. Therefore, it makes sense to build your new research locations in places that already have universities and extra space. If you only have room for one research building, a school is probably the best bang for the buck. If you have a lot of room, universities + other research can be more economical.
Regards,
- Erik
RE: Question about research
Posted: Wed Jan 02, 2008 1:53 pm
by Grfin Zeppelin
Schools generate +1 research in each field.
So lets say you have a small undeveloped town like Austin (lol) with just a school you generate 4 research points (+1 in each field) instead of a +3 in a single field.
However in a town with an university the normal research buildings generate +4 research points (3+1 from the university)while a school still produces its normal value.
Emued

RE: Question about research
Posted: Thu Jan 03, 2008 8:28 pm
by GShock
Now this makes sense. Perfect answers, both. Thx

RE: Question about research
Posted: Fri Jan 04, 2008 4:50 pm
by Pubcrawler
Thanks GShock. Maybe I'll try QC as opposed to IC.