After looking around online, nobody quite seems to know exactlyhowCaravanswork.1 People agree that Caravans generate Wealth, but even how they do it doesn’t seem to be universally understood, much less how the amount generated is calculated.
Well, since nobody else seems to have tested to figure it out how all of it works, I did. Here’s how Caravans work, in detail.
The appearance of Caravans vary nation-to-nation and also change with Ages. In the late game, Caravans become trucks, although this has no bearing on their durability, speed, or income.
This is written for Wargame: AirLand Battle (ALB), and doesn’t factor in changes made in Wargame: Red Dragon.
The sentiment among some Wargame players seems to be that this class of units is useless, or at least pointless to actually use. The argument goes something like this:
They’re outclassed against tanks by their dedicated anti-tank counterparts.
They’re outclassed against infantry by stronger standard infantry or Special Forces.
While both of of these points are true, some experimentation has still found an excellent home for these jack-of-all-trade infantry squads in my decks.
US Light Riflemen and East German Leighte Schutzen are two of the handful of Light Infantry units available in Wargame: AirLand Battle.
Most veteran Rise of Nations players are aware that Patriots / Generals are an essential addition to an army at virtually every stage of the game.
Among less experienced players, it can be common to see these units conspicuously absent within an army, greatly reducing the army’s overall strength. However, even when included in an army, their full potential is often left untapped, and strong tactical maneuvers (..and exceedingly entertaining cheese strategies) are not utilised.
Let’s run through the fundamentals and then move onto some more advanced uses for these powerful units.
Many a time a player has asked “What should I buy?”
Perhaps more specifically, you might ask “This Singed is dumping on me in lane; what should I buy?”, or “Corki is wiping the floor with me every fight; what should I buy?”
If you play tanks / fighters (bruisers), then fret no more! Consider this a guide made just for you. It covers any magic resist item you would or should reasonably consider purchasing in the game. If you don’t play either of these two classes, the article may still be of assistance, just somewhat less applicable.
Bonus points for the title because I have pet rabbits.
My sister and I both have our computers in the same room. This is important because it means that when something exciting happens while she’s playing a game, I usually notice.
In this instance that “exciting” thing was Terraria glitching out2 and then crashing (and blue screening?) her PC. I’m a little fuzzy about whether the first blue screen was now or later.
After that, the save was essentially corrupt – loading it either didn’t work or would crash the game. Also fuzzy about which of those it was, but you get the gist. My sister wiped that save, made a new world, and everything was fine.
..At least for a while.
At some point either that day or the next, the computer blue screened (again?).
An example of the Windows 10 blue screen. Image credit: Microsoft
Unique units are generally intended to be a stronger version of the unit they replace. They typically have superior stats and/or are cheaper or faster to produce. A few (such as American Marines) gain a unique ability.
The Korean-specific Royal Hwarang, which replace Crossbowmen, have +10 hit points and +2 attack strength. Despite these benefits, Royal Hwarang actually lose a fight to an equal number of Crossbowmen.
Fire Lances, a Chinese unique unit, are one of the strongest units in the game on paper. Compared to the Elite Javelineers which they replace, they boast +1 attack strength, +4 attack range, +3 line of sight, and a +33% damage boost against all units because they qualify as being gunpowder infantry. Despite their vastly superior damage, they usually only just outperform Elite Javelineers in non-melee combat when you discount their range and line of sight advantage.
For MR itemisation, check out the companion post covering just that.
Many a time a player has asked “What should I buy?”
Perhaps more specifically, you might ask “I’m against Tryndamere in a split-push and need some durability; what should I buy?”, or “Tristana is wiping the floor with me every fight; what should I buy?”
If you play tanks / fighters (bruisers), then fret no more! Consider this a guide made just for you. It covers any armor item you would or should reasonably consider purchasing in the game. If you don’t play either of these two classes, the article may still be of assistance, just somewhat less applicable.
However, the writeups I’ve seen fail to adequately explain why you specifically use this setup on Sivir, not other champions that may at a glance also meet the criteria for this build according to those articles.
Taken together, these posts say that this works on Sivir because:
Sivir has good pushing
Mostly as a consequence of her pushing ability, Sivir’s generally safe in lane
The meta is somewhat slow
These points aren’t wrong (they’re very much correct), but they’re missing a crucial piece of the puzzle. It’d be like assembling all the ingredients for a pizza and then leaving it uncooked – you’ve got enough there to still call it “a pizza”, but the last step is needed before anyone’s actually going to eat it.
This concept is applicable near universally: games, economics, computer parts, whatever. If the category exists, the things within it are almost certain to be roughly balanced.
For “quick and dirty” comparisons between two things, this concept is incredibly valuable to understand. When you just need to know roughly whether something’s worthwhile, you can save a lot of time by keeping the deep analysis for later.
This question was originally posted on the RoN subreddit, and this article has been adapted from my reply.
There’s two things that this question could be tackling, either rushing, or general unit production. For the purpose of my answer I’m assuming the latter.
In that case, there’s 3 bottlenecks:
The speed at which each individual unit is produced.
The number of units being produced at the same time (i.e. 2x barracks will pump out infantry at 2x speed).
If you have the resources to continue building with no downtime.