November 25th, 2016, 19:21
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Also tech wise I have been going for railroad. I wanted a way to get more prod whilst still being able to produce units, and be able to rapidly redeploy if needed. I also was coming around to El Grillo's suggestion of mining Inc. So many resources, but with avoiding Sci method, we could get it up rather quickly too. That was the game changer for me, along with decent odds of a GE from Hogwarts. Railroad, economics and corporation are needed, which would all be our next techs.
However I think the mod may have bugged out corps. I have not tested this, but that is not the mining inc logo on the mining inc +4 gold, and then cereal mills says that +4 gold is for taoism.
Have in changing it so that taoism isn't a religion available, the XML tags have shifted incorrectly and thus are not lined up correctly to give the corp gpt for its spreading. Haven't been able to test this, but 100% would not risk a GE currently if cannot be certain we could claw back some of the increased mait through the corp profits.
November 25th, 2016, 19:40
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Final thing is a few interesting graphs. Power - Scooter catching up. Demos, persistantly ahead in MFG from the AP, which won't expire the hammer bonus at sci method which is nice.
Techs. This is interesting.
RMOG - has rifles, and nationalism (is in draft) but lacks MT, and is going for chemistry currently. Either he wants to up workshops or perhaps get frigates out. I feel that MT fwould be better for them to cause us issues, but not complaining.
Plako - got to redcoats a while ago, but has really fallen behind. Doesn't have anything over us, and we have chemistry/MT/SP over him, which is something like 10k beakers
Mackoti - has lib/SM/com over us, we have nationalism/constitution/MT/steel/SP over him. Roughly a 5k beaker lead, possibly a bit more. He did get the free Gspy though
Scooter - has roared ahead lately, helped by bulbing physics I assume for the free beakers with his GS. He has MS/demo/econ/SM/Physics over us, we have MT/steel/RP/Rifling/SP over him. This is a rather unorthodox move, although it makes him lacking rifles unlikely to want to trouble us but decent against mack fielding rifles and phracts vs the grens and airships. Having gotten both the free GM/GS, he has benefited well from this, although he is rather far from cheap factories and seeming to not want to compete for the SA/Krelim combo. I think we are ahead of him but not by much. Say 2k beakers, although we have more useful techs and less dead end stuff like demo is currently. I also really think we will be able to completely skip MS as SoTL is so so, plus grens are too and we are better served pushing onto infantry. But interesting to compare.
November 25th, 2016, 19:44
(This post was last modified: November 25th, 2016, 19:52 by El Grillo.)
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Ugh... that was one thing I had not tried to test. Let me get on that.
EDIT: The corporations work just fine, but the game displays the wrong icons on the map layer and civpedia. The city screen has the right information, but it could be potentially confusing.
November 25th, 2016, 19:55
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(November 25th, 2016, 19:44)El Grillo Wrote: Ugh... that was one thing I had not tried to test. Let me get on that.
EDIT: The corporations work just fine, but the game displays the wrong icons on the map layer and civpedia. The city screen has the right information, but it could be potentially confusing.
That's good. What's your thoughts on an attack vector?
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November 25th, 2016, 20:23
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I logged in for a look, and I'm not sure how to advance on RMOG either. If pressed, I'd think that since he can't dislodge an attacking stack, taking the one-movers up to KND, bombarding, and daring him to stay in the city seems better than moving deeper into their culture. As an added benefit, this keeps the cavs within a few turns of responding to a change in the scooter/mack situation.
November 25th, 2016, 20:43
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(November 25th, 2016, 20:23)El Grillo Wrote: I logged in for a look, and I'm not sure how to advance on RMOG either. If pressed, I'd think that since he can't dislodge an attacking stack, taking the one-movers up to KND, bombarding, and daring him to stay in the city seems better than moving deeper into their culture. As an added benefit, this keeps the cavs within a few turns of responding to a change in the scooter/mack situation.
Yeah that was my opinion too because him rushing back into his cities and recapturing them would be a HUGE PITA. I think that is worth trying to decimate him on a slightly less than ideal terrain. Agree that he can't really hit us with anything with the way the stacks have turned out. Need to work out how many cannon that we will need for the other moves too. Any opinion on the Mack situation? If he chucks us out of RMOG culture that is a disaster...
November 25th, 2016, 20:49
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I was pretty confused by the mechanics of bumping a player out of a third party culture both times it's come up in games I've read here (74B and 33). I do think a symbolic declaration of war against mackoti could be of use to keep scooter cooperative, especially with mack getting the Kremlin this turn.
November 25th, 2016, 21:09
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(November 25th, 2016, 20:49)El Grillo Wrote: I was pretty confused by the mechanics of bumping a player out of a third party culture both times it's come up in games I've read here (74B and 33). I do think a symbolic declaration of war against mackoti could be of use to keep scooter cooperative, especially with mack getting the Kremlin this turn.
I missed that, was not looking ahead. Here is the post
http://www.realmsbeyond.net/forums/showt...#pid595878
Agree with all of that though, I'll declare and move to block his ships in the city opposite of Crashbarrow. I won't do much else though. Also annoyingly plako has a galleon poking around our cities. If it is loaded with redcoats he could get a bit gamey up there, especially with all the wars going on as cover. I don't want to loose his sugar though.
I'll do all that when I can play the turn.
November 26th, 2016, 15:15
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Scooter and Mack made peace in the interlude... Bah. I war peaced mack, but I'm worried about Scooters naval power too. He might try to nab our lovely islands. They have 2lbs and 1lb each, with a rifle built EoT each. I have galleys that can dump units heading to the fronts in them should that be needed though. Also in killing a galley we got a gg in one of those cities - salem. He can gift us a free upgrade there if we are pushed, which is fortunate. I pressed on the attack anyway. Over the square 1 and 11 of KND we have 11 cannon 33 cavs 5 rifles and 4 kknights (1 is gg healer). I think we should be able to deal with whatever RMOG throw at us. More depends on mackoti now. I have tried to make it look like we have transports of units on him, but he will probably see through this.
November 27th, 2016, 06:21
(This post was last modified: November 27th, 2016, 06:22 by ReallyEvilMuffin.)
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So good turn roll in all. Mack accepted the war peace and because of Scooters faff does not have huge amounts of units ready to pillage RMOG. There is a good amount of gold to be gained from flattening those villages and putting workshops/watermills over them.
Also looking good in the capital with the levee.
Scooter front.
So should be enough here to dissuade him, those 3 galleons spook me a little though. He would look to declare in 2 turns if he does. We have a decent amount of units on roads that will become uncultured because...
RMOG has abandoned KND. Just 1 rifle and a cata. Marked where the other half of the stack was. Irritatingly we lost sight over his cities in the interturn despite staying above the needed EP level
This is good and bad - getting the city quickly and likely able to take Plainhill Sheep whilst having peace with Mack to set up a border ASAP. Bad because it is awkward to continue the advance with that rifle stack still in play. Can either use the cannon to bombard and get the stack all in one place, or look to move the cannons onto the jungle with the others. Issue there is he would be in prime place to try and retake the city.
My plan is to bomb down, consilidate the stack and get the vision knight into KND. With that we will see within 3 tiles of the city, except the tile 8 of the cap. Burn a knight on the unloaded tile 22 of KND for full vision and see if he is planning to attack back and take from there. I think it would also be prudent to burn the deer camp/road so they have to attack over water without workers, but after the full information is known
Because I didn't expect it this turn workers are out of place sadly. Nevermind, will move them in this turn.
Need to 100% plan this out, so will do so later with more time.
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