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[Spoilers PB27] REM tries to get a handle on this mod

Turns are coming rather slowly now. Electricity in next turn for GNP boost. Frightening amount of border tension. Feel my DP with DZ was a good move. Means he has to hold a lot of units south. Whereas my only tense borders are with him.

Mostly industrialised now so really can press home builds. Problems is that has come with health issues, so more or less had to do a round of grocer builds/harbour builds. Throwing a few imp customs houses in the mix too.

Going to attempt to 2 turn West Point in my HE city. Already getting 1t infantry, so should be possible. With a military academy from the GG I will get soon with the Pirates hopefully, I will only need one more GG settled in there for a HE commando pump (3 barrack 2 pentagon (built in 3 turns) 3 one GG 5 WP 1ma and 3 second GG) would have to be units that could get it down the drill line and not combat line though.

Big news is gavagi declaring on dtay. Really going to slow those guys down. Also makes it less zero sum for taotao to go for me. If he can slow me more than it slows him then it will be a good choice :/ he is preventing me stomping neighbours with this large build up anyway. Borscht now has rifles and plako can research it (damn KTBs)
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In PB18 I didn't feel like Customs Houses justified their cost vs wealth builds even with IMP - I think we only built about three. How do you evaluate them?
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(June 13th, 2016, 07:21)Old Harry Wrote: In PB18 I didn't feel like Customs Houses justified their cost vs wealth builds even with IMP - I think we only built about three. How do you evaluate them?


So they're 90 hammers, but also need the 80 hammer harbour. Basically I am needing a fair few harbours for the health, and then for 90 hammers they suddenly become quite attractive. Most of them will raise 5-6commerce per turn, and I have libraries and RIs everywhere and break even about 70-80%. So I'm reckoning that they will make a return on their hammer investment in about 10ish turns. I'm imagining around a 9 beaker per turn return from them on average.

They didn't feature on my radar pre the harbours because of their rather high cost too mind.
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Maybe more like 12-15 turns of you factor in the higher slider rate and increased returns of higher techs. But still fairly fast I think if I can build them in 1 turn
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Pentagon next turn! SoL 3 turns after. 300 hammers/turn from Novogorod without any resource modifiers is sweet. Gonna be even higher once I get a few railroads up and it hopefully up to size.

Bad news - taotao started a third GA... He might come out of this with more military tech than me. I have focused on eco techs to keep myself rolling, and so currently have democracy/biology/electricity/facism on him. Roughly 35k of beakers. Teching railroad, due in 2 turns, then I need artillery and combustion/fission for destroyers. Tempted to skip railroad and just get fission/artillery for quicker destroyers, however it just felt like I would be giving up too much for this.

I think taotao is realising he needs to make a move to win this. I still have a slight prod/GNP edge whilst both in GA, although I expect the Prod edge to be lost when he industrialises and the GNP edge to be removed slightly with him having another 12t of GA still to go, and I will be struggling to make a third GA. SoL should push me out for roughly an extra 500 GNP/turn however.

So he with his extra 800000 troops over me will need to find a way in, and before I complete the tech tree and lauch a spaceship... Hmm. My core is safe. Huge numbers of cossacks make attack there impractical. My colonies less so, but still not too bad. More the filler cities.

He has been making very aggressive plants that I have been shying away from too. A border skirmish with another power would be amazing...

I built my FP for a fairly useful saving of about 100 gpt. I am thinking of getting versaillies as the techs are dirt cheap (need theo/DR) and staying out of SP it will become useful for around another 50-75 gpt.

It's very tense. I might get pictures next turn actually. His perfect time to attack would be after his GA I reckon. I don't see any moves yet but he just got MS. Really minimally useful tech currently unless en route to facism due to the impending oil navy age.
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Well... It seems CivStats says I'm at war. 3 cities lost. Most worryingly an 11 point one. Can't be any of my core cities though as the pop and land would be more than that. I can deal with a border skirmish. Perhaps should have pushed harder on the navy! Let's see where this will go then.

This is pretty much the fight for the game now I would say. Gavagi is probably bogged down in more than he can chew off, and the others are too far behind.

Thankfully I went for a moderate amount of gold making this turn so I will be able to do upgrades as needed. I started to do a few troop promos but my only regret is not doing more of those. We shall see the damage on the roll I guess... Although it seems he isn't done yet.

My one thought is this is the most crippling time to war. He has nothing to mitigate war weary yet, and huge cities. This could end up hurting him badly fighting on my turf.

Exciting to see what DZ will do... If they get a 10t treaty then the amount of troops that move up could be problematic.
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So looked in this morning for planning. I don't think I could have done much about what was lost currently actually. My gold island razed (size 1), one brick island size 2 taken which had no garrison and the reaching city in the middle of our shared island. This one is annoying as I had just got a power plant chopped there, and a few workers gone too.

Nothing too bad in the core. A lot of ships milling around. I will be annoyed with myself if I loose any more non size 1-3 cities save 1 other. I can pump out ships now (actually had started getting ironclads last turn) and will soon be able to build oil navy ships.

This is a very limited war. He isn't going all for it. Not sure of his goals - take my islands? It seems very opportunistic too, not coordinated but spur of the moment. Like he saw me shopping in inf to the northern island and wanted it before it got too many defences.

How do I respond? I hold. My Eco will prevail. SoL is still on for 3 turns and I don't want to slow that. Pentagon is built. I have a third GG. I am 140 combat xp from a HE commando pump with a military academy (using the free drill 1 on the MA, 2 pent xp, 3 barracks, 1 MA, 3 gg xp (6 with 2) and 5 xp from West Point which is half built there. Sad that I won't be able to get it on units that cannot take drill, but this is still really exciting.

Will be a long turn tonight.

Also need to make sure there isn't a dog pile triggered. Borscht and plako now no longer have yuri to fight. Hopefully the new border there will keep there forces. Thankfully DZ kept the war going for me also. Maybe it was a war to remove our DP? Hmmm...
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So the state of empire has a lot of different ships baring down on me. The most awkward thing is not knowing how many units are in each ship. I'm also very keen to keep my bananas from these islands too. Need the health. Main things to think about is how much do I spend on upgrades trying to keep these islands. And shifting around of my Cossacks to prevent further movements on my core.
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I went whole hog on defence here. Spent most of the 2k I happened to luckily decide to save pre dec on upgrades... Loosing all of the northern island causes me issues with my core being open. Once I know where his ships of soliders have gone I will be able to respond better. After he has finished I shall have to try and get images, although I don't want to block him going in/out. I think I did well though as it seems there are no more losses (yet) and he is having to think a huge amount it seems.
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I shall hopefully be able to play and picture the rest of the turn later on today. I managed to prevent the further loss of cities, but it did cost me around 1200 gold on upgrades. Taotao then wanted 200 gpt for peace... That's too steep for me. I would be ok with a marginal gpt payout. I'm thinking more in the region of 50-75 gpt. This seems like I am ceeding a lot, however I should more than be able to cope with this with the SoL build I get in 2 turns that seems assured. I will then be able to get an oil navy out ASAP, and prevent further incidents like this. I moderately want to continue the war. If he lets me get another gg, which is admittedly a tall ask, then I will have my commando HE pump set up. I seem to remember a mod change was allowing paratroopers to attack after paradropping? If so commando paratroopers will be nightmarish to defend against.
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