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[PB79] Just one more Game

And the next turn:




The next island city will fall.




Here is the previously unseen log of Royal Valley. This fight went okay ? Not really lucky on my part, but not unlucky. Still the result was never in question, I think ?





And here is the log from this turn. Primarily the battles in the north.

The cannons have not escaped and I don't think a counterattack is imminent, so I mopped up the rest. Most fights where at the 90% range ?
Still, I do question why Miro didn't move further when he killed one of the blocking infs.

This ends Miro's invasion and finally gives me an [Image: Civ4Produktion.png] advantage.
I do think the whole battle was a [Image: Civ4Produktion.png] win for me, but still on knifes edge. If Miro had a bit more reinforcements - or retreat a bit more, so that I needed to fear a counterattack ?




In terms of research, I actually want to invest the 8 turns in industrialization.
It feels like that solves most of my problems.
Battleships shift the balance of power to sea, marines make transports much more dangerous since I no longer have to land to attack effectively and tanks ?
Aluminum would also increase CreCon.




Once again the demo. It doesn't look good.
The 600 [Image: Civ4Produktion.png] difference should be decreasing, I'm growing and have some unoccupied mines, but Miro has a few more coal power plants.
I hope the food corporation and Kremlin can make up for this to some extent, but...




There are sharkfins in the power graph, actually with both of us.
Miro should actually have another dent soon, I think we're currently 2 rounds behind ?
And the big jump was the 7000 [Image: Gold.png] in Destroyer - Miro is much more active than I am.

Still, Miro builts a bit more units.
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Miro does what I feared.
Miro unites the destroyer fleets.




And it's actually more like 70 destroyers, I actually expect the 6 ships of the line to be upgraded as well.
I can't compete with that with my 30 destroyers.
9 transport ships are also unattractive. Effectively, I'll have to ignore the destroyers and break through a blockade to destroy the landing troops.
So I'd rather whip a few transports and then hope for battleships ?!
10 Battleships would allow me to attack the destroyer fleet and retreat safely to my harbours


Or I can put pressure in the northern sea - there should be no more destroyers now. This threaten a base trade.

And with the pressure in the north, I offered peace.
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And Miro actually accepted.

The war was difficult.
I do think I won a battles - the advance in the north was a bit unlucky on my part, but in the end a victory. And I got 2 generals over the war, Miro 0.

In return, I lost 3 cities.
Royal Valley and Onoba were only partially defensible, but Carmona was unnecessary and from a careless move.


Otherwise, Miro now turns up the research, physics in 3 turns.

Not a good situation. On the one hand, because physics in 3 (although that's still within reason), on the other hand because the 800 [Image: Gold.png] are enough to research through all turns ? That would be one turn at 100% for me and my gold collection rate is only 20% higher ?
I think Miro is not researching at 100%.




In terms of research, I'm playing around with the slider.
In fact, 80% seems to be the best option at the moment.
This should be enough for industrialization in 9. With research construction possibly in 8 ?
Electricity is missing ~12 [Image: Forschung.png] in the last turn, this should generate enough overflow to save a turn.




With a balanced slider I am currently making 1000 [Image: Forschung.png] per round. Not good, my values were better in round 200.
I might have to build a few universities/observatories.

Even markets/merchants aren't that widespread. I'm building them for the [Image: Civ4Gesundheit.png] or smile right now, not for the [Image: Wirtschaft.png]

The KG cost ~ 300 [Image: Gold.png] are almost self-supporting.





2 turns later.
Through growth I'm at 3 turns of electricity, medium research building could possibly save another turn on industrialization. I'll have to think about it and test it.

Otherwise I might build too many civilian projects, I think. Although these are executive and [Image: Civ4Produktion.png] buildings.




Gira has done relatively well in terms of research and researched physics before Miro.
coldrain is no longer an easy conquest.
Very difficult game.
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How many factories + coal plants have you built in your empire?

What will you research after Industrialization?
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I don't know it right without looking in the game.
In general, if I build a factory, this city needs a coal plant too - factories are bad without power.
I think about 20 factories and 18 power plants right now ?

Second research goal is unclear.

I have a few options.
Atomic weapon, Christo Redentor or planes are the primary ideas.
Atomic weapons needs fission and Rocketry, with needs artillery or flight.
Christo Redentor only needs Radio
Planes mean flight and radio for bombers.

Secondary I'm thinking a bit of investing in Mass Media (needs Radio) to ban Atomic Weapons via UN ? This is a bad idea, I know, but the idea exist.
Fascism for Mt. Rushmore is an option too.
I fought a bit with war weariness in the war.
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I do want to post a bigger update in the near future, but right now, I expect Miros first strike.

I did send a 10XP transport through Giras waters to raze a costal city from Miro - at the time of the send of with 1 axemen and 20 destroyers.
Miro reinforced the city with 5 units and removed half of the destroyers. So I retreated.

The north water is relativ ship free - ~ 10 ships from Miro, ~ 15 ship reinforcement from me in my area.

In the south Miro moved about 70 destroyers forward. I do have only 50 own ships, but I have ~15 battleships vs. 0 (right now).
So I have hopes to sink a big part of Miros fleet is he moves forward.
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Big post to catch up and to show my "problem" this turn.




Ui, ui ui.
Miro researches industrialization just as quickly ?
Let's take a look.




Own research build and 100% research shortened to 2 turns.




Miro increases his speed again, but I'm one turn faster - although that wasn't so important.
With the aluminum I'm also at 10 [Image: Civ4Produktion.png] through CreCon. I had hoped for 2x aluminum.




Building list is also relatively easy now.




And here I see that Miro is also losing some ground for the quick industrialization research.


There were a few thoughts about command units.
For one thing, a few nasties have been prepared by me. Command + Morale needs “only” 37 XP, so this limit is quite achievable (with 2 generals). I have some units with 7 XP and 3 (now 2) generals free.
Command alone even only 26 XP, so this needs only 1 general.

Conversely, command units fresh from the city are possible.
Right now, 3 generals are located in Carthage. That makes 11 XP for land units.

So “only” 15 XP are still missing. 4 XP would be West Point (unit and tech are currently missing, but both are not a big hurdle (17 XP from factory without West Point feasible)).
4 more through the 2 generals, the next 4 XP through both forms of government (actually needs Redentor). 2 more XP would be achievable with the stable for mounted troops - here I would need nuclear weapons, as mounted units are now obsolete - and the last 2 XP would be the next general. 80 XP from battles should be achievable.






Gira has built Broadway.
I had requested the musicals in exchange for 5 GpT, Gira probably makes a mistake when returning the offer.




I am kind enough to send back 17 GpT.
-> And Gira then opens the borders again for Miro a few turns later. Okay, the 10 turns have passed, but...




I forget that the mod moves Redentor to Mass Media. So 7 research rounds instead of 4. This is not ideal, because Mass media is interesting to have the option to ban nuclear weapons per UN, but I'm not sure if this ban would get through - and UN is costly.




Miro prevents my first strike - My infs would have ~80% chance against the muskets, but that's still not enough against 6 units - even with the use of 2 generals for a command morale unit as 5th unit.
So I remain at peace.




But Miro attacks and destroys Baria. Not much I could do about it.

And now for this round:




Miro has hidden the ships a bit - this has cost me the turn of the airship from Lixus, as I can no longer monitor the south from Siga. I'm missing a hex and Baria as a base.

And the missing turn is actually a bit stupid, as Miro only had BloodOnClock guarded with a healer general knight and a chariot last turn.




Fortunately, I still have a spy.
And indeed, Miro only has the chariot left in the city.

So it was worth moving the last Mobile General to the south - and hiding the 2nd Genereal on a transport boat.

And now the important question:
I have to use my 2 free generals, but with them I can bring a unit to 37 XP as mentioned and thus promote it to command and morale.
If I use morale only after the turn, an inf can move 15 hexes and burn down the BloodOnClock.

That's worth it, isn't it?
BloodOnClock would be Miro's Wallstreet City - just prevents commando units of the box for a long time, maybe even for ever.
1 generals for mounted commando units should still be feasible (it's only 40 XP right now), but 3 generals ? - Or even 4 for COmmando for every unit ? - The "lost" general from Fascism is missing here.
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And this is the reason why you don't have only one unit in your best city.
I razed the city, of course.




Commando alone is not nice, especially with a wide railway network.




And then a possible moral promotion ? Okay, this costed me 2 generals, but I think it was worth it.
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I'm curious why you used an infantry rather than a knight or cavalry. Were there none available that could be promoted?
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I have no Cav - I'm still missing military tradition.
And I had a few knight avaible - first choice for commando actions before railroads.
But Knights are a bit worse for this sort of thing.
Knights get at least one movement less from the Moral promotion, maybe even 2 less. And I think the Chariot fight wouldn't be 100% too ?
The Inf was a safer bet overall - And the inf did score another kill before Miro killed it.
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