Heheh! Yeah, that's pretty close....
The best of the series till now? Thanks, I'll take that into consideration when creating new ones.
Yep, I like to make a map hard without using high intensity emitters. Instead I rather try to make the terrain interesting (although you might see an exception to that rule in the future). This is also why I was eager to know what the exact conditions are to cap an emitter
. I'm still not sure to be honest, but I guess Virgil won't reveal all CW secrets....
And no, I didn't even think of bridging to that tech!
I almost feel like playing the map again right now, as I'm sure I could shave off about 2 minutes because of all the energy that would have saved me. Great tip for other players I guess!Edit (response to your edit):
well, the speed tech is located in Paris (actually 1 block below, as I wanted to force the player to cross the Belgium/Luxembourg barrier, instead of getting it from Germany) and why do you think the reactors are in Iran?
The relay and drone techs had to be hard to reach, while the mortar and storage techs were planned to become available early game. Sometimes replacing them a few blocks more to the left or right can make a huge difference (and make it too easy), but you're right: all located in/as cities would have been perfect.