Finally, the report. Apologies for the delay. (Also, I only remembered to take a few pictures, dangit.)
t145:
After scouting the map with airships, I saw that GES now has 4 battleships - 2 newly produced in cities close to the oil. This was probably the last turn we could pillage it with a privateer. Luckily for us, it was also the first one we could do so. Done!
I then checked out what we could do with our galleons. The western one seems better suited razing a poorly-defended 9-pop northern coastal city than killing 2-3 defenders out of many in 18-pop Maximum. So:
Killed a rifle and an axe. Razed, of course.
One decision I had to make here was whether to rescue the marine on the hill, who razed a city last turn, in exchange for only being able to bring along two active marines. In the end I decided to leave him there and not take the risk that the rifle won a 96% battle. If our hero is still alive next turn, we've another galleon on the way that can swoop in and return him to safety.
Our second tireless galleon had just razed a city in the east and reduced another to a single musket defender, at the cost of one of its three marines. The one-musket city was reinfored by two Rifles after the turn rolled, so I turned elsewhere:
Casualties: one janissary, one size 12 city. In a break from procedure, I deleted the marine as it was fairly wounded and in range of many units. Don't want any unnecessary war weariness. That's all we had in range this turn - next turn will be better though. We've still got 3 marines left between those two galleons, plus two full transports that will be in range of Musical cities, plus a galley with 2 marines. (lol) All told we're in range of 10 of his 15 remaining cities, though of course we can't kill more than a couple. Also we've completed a bomber in Numenor. So right, domestic stuff:
Notice anything different? That's right! Most everyone is happy and healthy.
This is because we lost 27 population due to whipping. I revolted to Police State / Vassalage / Slavery and whipped pretty much every city, including quite a few builds from scratch. Why from scratch? Well:
* Kremlin makes this just as efficient as whipping not from scratch normally is. (Which, with powered factories everywhere, is pretty efficient.)
* In fact, it's 1 hammer more efficient than drafting, no joke. 94h for 2 pop with the whip from scratch, 93h (infantry) with draft. But we get more experience if we whip, and less anger, and don't have to run nationhood for a turn just to do 6 of them.
* We want to whip a lot, because we have tons of unhappy+unhealthy people, each of which is literally just -3 food. (If not more! Every pop is worth more than 1 unhappy nowadays because of emancipation anger and war weariness. Thus for example I 3-whipped one city leaving it with just as many working citizens as before, but a much better food situation.)
* We simply can't whip enough if we don't whip from scratch. It will be almost all 1-pop whips and we can only do it once every three turns at most, and we'll stack anger doing it multiple times.
So anyway, we finished a lot of builds. More than you can see even since we had things queued up behind a couple.
So then, police state. I think it's approximately breakeven in hammers compared to Universal Suffrage (helped by the fact that we're building almost only units) and it gives a bit of happiness in the form of reduced war weariness. I made a sign in game to switch back to USuffrage next turn but I don't think we should. We'll have lots of overflow we'll want to multiply.
Finally, vassalage. The reason for that is to make all the boats we produced this turn have 10xp -> 3 promos -> C3 or Nav2. Ships are going to be really important... But it's an expensive civic compared to free speech, we lose 200+ cpt. (~1 marine) So we should switch back next turn. Also we should switch back to caste. The turn AFTER next, we can go back to slavery or USuffrage to rush more things, if we need to.
So OK, I swapped civics, and whipped the shit out of everything, and made our population much healthier and happier. Sweet!
Here's a diagram of our marines after ending turn. Unsurprisingly, we got many new ones this turn. The rest are already en route to Musical cities.
You can also see that we have 7 transports and 3 galleons already. So I guess we should focus on battleships now. We also have our first bomber as I mentioned. (The real plane cities all just finished their airports, but Numenor needed to whip something and having a bomber on the inner sea seemed pretty cool. And the XP's less important.) We are actually going to have to build a mix of fighters and bombers.
Me <-- Figured he might as well look up how planes work. Turns out fighters counter bombers pretty hard. But luckily they also counter fighters! So we just build both I guess. Planes in the cities with airports, battleships in the cities with drydocks, marines elsewhere, for now.
One lat note on that military advisor pic - you can see what everyone's researching.
GES: Flight. He's going to have four turns (t147-150... his oil is still missing t145-1466) to build planes (and other oil units) in, before we can declare.
Yuris: Assembly Line. He'll finish it next turn and from then on we'll have to face drafted/whipped/upgraded infantry which will have odds on our marines. So next turn is the last easy-mode razing turn.
Commodore: Industrialism. That means he'll be able to make marines, and put them in galleons, which would be the most annoying possibility for us given our primarily-machine gun defense. Possibly GES could lend him oil for a turn too and he could (after researching combustion) upgrade to transports, but I doubt they'll do that.
t145:
After scouting the map with airships, I saw that GES now has 4 battleships - 2 newly produced in cities close to the oil. This was probably the last turn we could pillage it with a privateer. Luckily for us, it was also the first one we could do so. Done!
I then checked out what we could do with our galleons. The western one seems better suited razing a poorly-defended 9-pop northern coastal city than killing 2-3 defenders out of many in 18-pop Maximum. So:
Killed a rifle and an axe. Razed, of course.
One decision I had to make here was whether to rescue the marine on the hill, who razed a city last turn, in exchange for only being able to bring along two active marines. In the end I decided to leave him there and not take the risk that the rifle won a 96% battle. If our hero is still alive next turn, we've another galleon on the way that can swoop in and return him to safety.
Our second tireless galleon had just razed a city in the east and reduced another to a single musket defender, at the cost of one of its three marines. The one-musket city was reinfored by two Rifles after the turn rolled, so I turned elsewhere:
Casualties: one janissary, one size 12 city. In a break from procedure, I deleted the marine as it was fairly wounded and in range of many units. Don't want any unnecessary war weariness. That's all we had in range this turn - next turn will be better though. We've still got 3 marines left between those two galleons, plus two full transports that will be in range of Musical cities, plus a galley with 2 marines. (lol) All told we're in range of 10 of his 15 remaining cities, though of course we can't kill more than a couple. Also we've completed a bomber in Numenor. So right, domestic stuff:
Notice anything different? That's right! Most everyone is happy and healthy.
This is because we lost 27 population due to whipping. I revolted to Police State / Vassalage / Slavery and whipped pretty much every city, including quite a few builds from scratch. Why from scratch? Well:
* Kremlin makes this just as efficient as whipping not from scratch normally is. (Which, with powered factories everywhere, is pretty efficient.)
* In fact, it's 1 hammer more efficient than drafting, no joke. 94h for 2 pop with the whip from scratch, 93h (infantry) with draft. But we get more experience if we whip, and less anger, and don't have to run nationhood for a turn just to do 6 of them.
* We want to whip a lot, because we have tons of unhappy+unhealthy people, each of which is literally just -3 food. (If not more! Every pop is worth more than 1 unhappy nowadays because of emancipation anger and war weariness. Thus for example I 3-whipped one city leaving it with just as many working citizens as before, but a much better food situation.)
* We simply can't whip enough if we don't whip from scratch. It will be almost all 1-pop whips and we can only do it once every three turns at most, and we'll stack anger doing it multiple times.
So anyway, we finished a lot of builds. More than you can see even since we had things queued up behind a couple.
So then, police state. I think it's approximately breakeven in hammers compared to Universal Suffrage (helped by the fact that we're building almost only units) and it gives a bit of happiness in the form of reduced war weariness. I made a sign in game to switch back to USuffrage next turn but I don't think we should. We'll have lots of overflow we'll want to multiply.
Finally, vassalage. The reason for that is to make all the boats we produced this turn have 10xp -> 3 promos -> C3 or Nav2. Ships are going to be really important... But it's an expensive civic compared to free speech, we lose 200+ cpt. (~1 marine) So we should switch back next turn. Also we should switch back to caste. The turn AFTER next, we can go back to slavery or USuffrage to rush more things, if we need to.
So OK, I swapped civics, and whipped the shit out of everything, and made our population much healthier and happier. Sweet!
Here's a diagram of our marines after ending turn. Unsurprisingly, we got many new ones this turn. The rest are already en route to Musical cities.
You can also see that we have 7 transports and 3 galleons already. So I guess we should focus on battleships now. We also have our first bomber as I mentioned. (The real plane cities all just finished their airports, but Numenor needed to whip something and having a bomber on the inner sea seemed pretty cool. And the XP's less important.) We are actually going to have to build a mix of fighters and bombers.
Me <-- Figured he might as well look up how planes work. Turns out fighters counter bombers pretty hard. But luckily they also counter fighters! So we just build both I guess. Planes in the cities with airports, battleships in the cities with drydocks, marines elsewhere, for now.
One lat note on that military advisor pic - you can see what everyone's researching.
GES: Flight. He's going to have four turns (t147-150... his oil is still missing t145-1466) to build planes (and other oil units) in, before we can declare.
Yuris: Assembly Line. He'll finish it next turn and from then on we'll have to face drafted/whipped/upgraded infantry which will have odds on our marines. So next turn is the last easy-mode razing turn.
Commodore: Industrialism. That means he'll be able to make marines, and put them in galleons, which would be the most annoying possibility for us given our primarily-machine gun defense. Possibly GES could lend him oil for a turn too and he could (after researching combustion) upgrade to transports, but I doubt they'll do that.