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Players, however, tend to use it as a form of Character Customization.
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Its main use is to help the AI remember a detail it may have forgotten. There are multiple options for the player to use to help keep the AI in AI Dungeon 2 on track however, some players deliberately use said features to better control the story.A properly executed douche can be disruptive to the enemy's economy. However, there is a strategy called the "Persian Douche", which involves a Dark Age boom before deleting the town center and building a new one precisely in range of the enemy's. Relatedly, the Persians have a double HP bonus for the town center, which is meant to ease the economy, minimize the necessity of rushing and make repairs highly cost-effective.This means you can delete your starting Town Centre, build a new one near your enemy's Town Centre and plink arrows at them with your extended range while they sit there helplessly. Certain civilisations have a range bonus on the arrows fired by a Town Centre containing garrisoned villagers.Siege Towers also become faster the more troops you have garrisoned inside them, so they can be used as a quick way to get slow units to the battle even if there are no walls to pass. You can also, however, do this to your own walls as well, so if your city is under siege you can get troops out without risking opening the gates. Siege Towers can garrison a number of units inside them, drive up to the enemy's walls and unload the troops straight onto the other side as a bypass.This makes Lash almost as good at HQ capture victories as Sami, a commander entirely based around that playstyle. She's supposed to use this for both offensive pushes (as her troops gain firepower for each terrain star they have) and defense, but if she starts capturing the enemy HQ and activates it, her capturing Infantry will gain Nigh-Invulnerability with 8 defense stars, practically guaranteeing her the win. Lash's Super Power Prime Tactics doubles the effects of terrain.In spite of their name, they see more usage against infantry than they do against aircraft, and later games actually point out their effectiveness at this. They're also rather effective against Recons and other light vehicles in a pinch, they can also take on Tanks as well. Anti-Air Tanks are relatively inexpensive, highly mobile, and extremely effective at dispatching enemy infantry, since their only means of attack is their Vulcan Cannon which can do upwards of 180% damage, unlike the Tank whose secondary machine gun will do about 80% damage.
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