sleep
Moderators: The Artistocrats, Order of Battle Moderators
Re: sleep
By ordering a unit to nap/sleep, you can exclude it from the "show next/previous" unit cycle (for the current turn - or persistently). The game also won't annoyingly often notify you of unmoved units - as, for example, you sent those Supply Ships safely anchored in port to sleep (which you didn't want to move anyway for the rest of a scenario). AFAIK, the nap/sleep functions do not accelerate efficiency regeneration of a resting unit at all - that's a completely different story.
Re: sleep
Put units you don't want to move in a turn (to regain efficiency by resting) in sleep mode.
This way they are done and don't delay you with a "you have unmoved units" message when ending the turn, and you can be sure that you moved all units. Putting supply ships to sleep to prevent them from showing up in the next unit rotation is also a common use.
This way they are done and don't delay you with a "you have unmoved units" message when ending the turn, and you can be sure that you moved all units. Putting supply ships to sleep to prevent them from showing up in the next unit rotation is also a common use.
Re: sleep
Ah, yes, and it's easy to forget about your units off in the jungle somewhere while they're being outflanked by an enemy ... and they stay "asleep" in what I call Zzz Sleep (the Zzz's helpfully appear when unit is in "permasleep") even when attacked! They will defend themselves. I find it really helpful to use the Zzz sleep in these large naval battles where half my ships can't possibly catch up.simcc wrote:Take note that Z unit do not provide cover fire






