Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(not aware of planes deactivating but would be interesting to find out)
So I'd expect power plants and units act the same, akin to what EpicSimian said above.
Watching quill18's series of videos from pre-release of GS, there was a combat penalty. Don't think I've been in position to verify if that exists in the release version.
Only lack of gold makes them get deleted.
The stored resource aspect only an issue for units being maintained. Horsemen for example suffer a 50% reduction if there's no horse pastures being farmed. And can't heal. (i think)
I think in the prelaunch streams they said it could go up to -20, depending on how deficient you are.
That could be right as well, I'll check next time I let barbs pillage my stuff..
1) If negative per turn, you can't heal, and
2) If 0 in stock *and* negative per turn, -X% combat penalty? (Variable depending on how severe the shortage is)
Is that the takeaway?