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Some relief: logged in to check what Joey has done and was met with an offer of open borders. Really, it's long overdue: after airships secrecy considerations doesn't matter in open bordes decisions, so he was just stupidly denying commerce to both of us. Also, he is researching Biology (at last!) which is a very good sign. I think, he would go for Bombers if he were planning an offensive war.
April 30th, 2015, 20:52
(This post was last modified: April 30th, 2015, 21:07 by Gavagai.)
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I made some nuclear tests in Worldbuilder. Tactical Nukes which are the best weapon in base BTS suck but ICBMs seem to be a decent enough stackbreaker. They cost like three Artilleries and definitely do more damage. I think, I will build myself a few. May be, I will even skip Radio to get them.
EDIT: Of course, ICBMs need Satellites which require Radio, so disregard the last idea.
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The question is what techs do I need except those which are strictly necessary for space race. I think, Refrigeration is a must, especially if Joey gets it. Big question is if I want Advanced Flight. Looks like, I can't afford it. Will need to rely on nukes to defend myself then. At least, in RTR mod they don't generate pollution which makes possible to use them defensively.
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Garrison in Maracana doesn't seem impressive... However, Joey has 6 Galleons and 5 Transports ready to reach his enclave in 1 turn which equals 38 additional units. A trap if I ever saw one but it can be turned against Joey, I think. I can't do anything to five Galleons which are protected by a stack of real naval units but all other transports are undefended and seem to be a valid Submarine targets. I doubt that he scans this area with airships or moves his destroyers around. So, the plan is to position some submarines in this neighborhood and be ready to counter-surprise him if fireworks start.
...and that is just one of the many things of this kind I have to think about.
May 1st, 2015, 13:26
(This post was last modified: May 1st, 2015, 13:26 by Gavagai.)
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I must say, I really don't like the idea of nerfing nukes. It really substracts a lot from lategame. What I would do is making them more expansive. Adding something like a requirement to build a nuclear plant before building a nuke would also help. And/or making Manhattan Project a National Wonder which can only be built with great scientist.
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Thought a lot about the way the game will develope. I think, Gawdzak is most favored to win by far. He is behind in all fundamentals but his strategic position is superb. I have just no way to approach his important cities and for Joey commiting any significant force to attack him would be an assured suicide: I will soon be pretty much set to wipe out a half of his empire the moment he looks to other side. Basically, Gawdzak can now just turn off unit production and build commerce everywhere. If he does that, I will need to find a way to work with Joey which is a big problem: as I said before, I don't understand how he is thinking.
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...and now Gawdzak took three cities from dtay.
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(April 30th, 2015, 16:19)Gavagai Wrote: Also, it appears that Plako made EE work. Stole Industrialism from me, of all things. I was told that Espionage is nerfed in this mod...
It was nerfed from godly to situational option. Still powerful in the right spot tho.
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I sent to GJ an offer to exchange our border cities with Gawdzak and oil and iron resources. In a separate window I sent classic fish fo fish offer. Let's see how he reacts. Also, they both are building a lot of commerce now and I'm thinking of doing the same. I'm not yet satisfied with my tanks and battleships count but I already feel a strong urge to build submarines and missiles to bring naval warfare to the next level. That makes Radio and Rocketry very much a priority but I will need to finish Flight first.
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Got this from GJ. City and resource trades are the same which I offered him but I have no idea what those numbers mean.
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