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[1.05b9]Recruitment exploit
Posted: Mon Nov 09, 2020 5:31 pm
by DTurtle
Replacements recruited only cost their production cost - no fuel, ammo, energy or food.
When you recruit new units (independent or OHQ) you can select to take units from the SHQ instead of building new ones. The thereby recruited units start with full supplies, without taking anything from the SHQ.
Depending on the units involved this can easily save thousand of fuel, energy and ammo.

RE: [1.05b9]Recruitment exploit
Posted: Tue Nov 10, 2020 1:48 am
by Twotribes
Troops in the headquarters are already drawing supplies just being there so it makes sense you wouldn't need new supplies for them.
RE: [1.05b9]Recruitment exploit
Posted: Tue Nov 10, 2020 8:43 am
by Maerchen
The reduction in fuel etc. is a significant bug in my opinion. You can replenish your troops in the needed amount and then just do the trick in the same turn.
This needs to get fixed. *eyesAtVic*
RE: [1.05b9]Recruitment exploit
Posted: Tue Nov 10, 2020 2:18 pm
by DTurtle
ORIGINAL: Twotribes
Troops in the headquarters are already drawing supplies just being there so it makes sense you wouldn't need new supplies for them.
This is not about saving a tiny amount of food.
A single brigade of unoptimized medium tanks can easily take 5000 fuel to recruit.
By first recruiting the tanks as replacements and then immediately creating the new brigade of tanks taking them from SHQ, you save all of that fuel.
This is broken.
RE: [1.05b9]Recruitment exploit
Posted: Wed Nov 11, 2020 3:23 pm
by Vic
Hi Turtle,
Confirmed! Thanks for spotting. Will be fixed in upcoming beta10. Probably arrives friday.
Best wishes,
Vic