El-J 03 ~ Going Rogue, AoI Style

The no raze patch could have been me. My internet is down at home so I'm posting by phone but hope to have it fixed tomorrow and I will check.

Nice progress!
 
Shield clarification:

The civlopedia is fine as is. What it refers to is the setting in the editor. (When setting the production value in the editor, that is the format it follows; the civlopedia simply reflects what the setting is in the editor).

Only problem is that the pedia doesn't say that. Players who aren't familiar with the editor have no idea that the pedia means something other than what it actually says.

Nevertheless, AoI's pedia is fantastic!:goodjob:

Let's take an example:

In standard Civilization III Conquests game, Civilopedia states that a Factory adds 50% more production to a city that builds it. In the Editor, there is showing in Production dropdown-box a number '2'.

So if AoI V4.0 Civilopedia states that something adds 2 production to the city, it is actually adding 50% more shields to the city's production. So if we decrease it to 1, it adds 25% more shields to the city's production.

I hope this clears it up.

Thanks!

@ Maimonides:

Love your writing style and the great images for flavor! Keep up the good work!
:goodjob:

Thanks! It's a game. Gotta have fun.

Here's a cookie:

Kids playing hopscotch in Japan, 1897. Another good caption would be, "Life before Civ3."


Just a pointer that I think you caught already:

Your issue with the Ryukus could be solved with Engineers: You science loss could have been made up with the taxmen that you had just set after rushing builds. I know that the next turn you fixed the Ryukus and probably managed it just fine after that.

Yeah, I didn't handle that very well. I'm learning allot here.

The other thing I noticed was that you were doing good rushes on your builds, but were you short-rushing too? Whomp did an excellent job of short-rushing during his turnset, and demonstrated it well. Short-rushing is more effective because you still get production during your turn cycle and if you filled all of the shield with a straight rush, anything that would have been produced is lost. You convert to taxmen and get some of it back (2gp) but it cost you (4gp) to rush. If you can set your rushes to fill all but one turn of production you save 2gp per specialist that you could have reassigned, and in rushing terms a civil-engineer is saving you 8gp (2shields x 4 gp rush cost). Somebody please correct me if my math is wrong here. :)

So the ideal rush is going one turn of production to put some shields in the box, find something that takes a little less time/shield than your build target. Switch to that and rush it, then switch back to the build target and have one turn of production on it. You've made your production in 2 turns as efficiently as possible.

I think I short-rushed a Research Lab in Seoul, but that was accidental. I think I understand the idea, but I'm gonna have to study this some more. Thanks for the info.

Brits bombard Sakhalin w/ a few cruisers

They must have steamed over from Canada. Strange that it took them so long. Looks like it took them around 15 Turns to show up near China, too. They must be using oars...

rename the TR in Pusan to (TR) Kobayashi :groucho:

:goodjob:

I may have missed something but trabzon has been razed


someone did not install the no raze patch then...

It looks like it happened sometime in the Week 25 Turnset (along with the British holding T'bilisi).

each SG player should definitely have the no raze patch going. let me know if you have issues getting it to run. there is a down and dirty read me inside the AoI folder. refer to that first if you are not familiar w/ it.

Crap. I looked at the auto-saves & this happened under my watch between Turns 42 & 43.

Turns out I was using the wrong one of the two versions of the No-Raze Patch. I installed the other version & tested it on my current AoI game as the Boers. I've taken 2 cities from the Germans & 4 from the British & am not getting a raze option so I must have it now. Sorry, folks.

What's this about "the British holding T'bilisi"??? I can't see how they could have done that.

IBT
Spain declares war against France

we are seriously short on military assets. no way we take the PI w/ what we have now. iirc, we have something like 9 or 10 infantry units total, no arty, and no reserves.

ill post the turns soon but i say with spain at war with france this could be a good opportunity to take the Philippines.

Agree on the Military situation. Maybe in a turnset or two we can make our first strike ... although I am curious as to what the Spanish have in the Philippenes.

couldn't hurt to take a peek into Manila. that will surely be much better defended than the rest of the archipelago.

IBT
Filipino natives declare war on the spanish...

...Now with the filipinos at war with spain i feel we should start building up our capital ships and infantry for a potential intervention

Guam. Guam. Did I mention Guam? Looks like we have the forces now to easily take it. Manilla would be nicer, but Guam should be a pushover. Either way, somebody please kill sumpthin'.:D

also - not sure if it was built already but the Aspirin great discovery wonder is now available (+2 free techs).

I think aspirin has been built already it wasnt available when i tried to build it in tokyo

Yeah, an AI beat us to it. I think it was the Ottomans in Angora, but it's in someone's Turn Log if ya wanna look back. That's why I didn't go for 20th Century Medicine during my Turns. The Red Cross Membership Small Wonder will be useful, but wasn't necessary earlier when we didn't have much of a military.

... You know how Pusan was starving? Could we have scrounged some extra Shields by Drafting some units and using them for Disband -> Short Rush?

not sure about the starvation issue. i tried MM'ing the citizens and could not get a better situation than the one that was in there (ie 'worked' tiles). the only thing i can think of would be to put the irrigation tile back onto the Livestock tile (?) there's a mine there now.

An earlier team member gave all overlapping Tiles between Pusan & Kagoshima to Kagoshima. I gave overlapping Tiles between Seoul & Pusan to Seoul which started the current round of starvation in Pusan.

Pusan is just in a bad spot-squeezed between vital Kagoshima & vital Seoul. Better to have 2 great cities living up to their full potential & 1 wimpy town than 3 average cities. Seoul can be a juggernaut to counter Russia. Kagoshima can be a major center on the home islands producing Wonders, BBs, etc. quickly. Either can also produce a ton of Beakers or gold. Pusan can't do any of that so it needs to make way for it's more important neighbors.

Allot of questions would be answered by reading the Turn Logs. Don't just look at all the pretty pictures.:)


Footpath along the Hosu River near Kyoto ca. 1890s. The tourist boats have to dodge a serious logjam...
 
Regarding possible operations against Spain:

We will need to beef up what we have on the mainland because the Spanish will send the kitchen sink through Europe and Russia to get to us so you can bet on some seriously heavy attacks. One consideration to put an end to this is to check with Russia and see how they like the idea of a pact to attack Spain. If they take it, then we should not have to worry as much about the mainland being attacked by Spain proper.

Next is what are the objectives against Spain in the Pacific. Honestly, for the effort it would take to get Manila vs what it would take to capture every other Spanish pop center in the Pacific, you are better off doing the island hopping. Manila is a great location, don't get me wrong and it is possible to pursue the gold wonder there in the next era, but all the other locations will provide far more in terms of resources long term and once we get the improvement from the second era that allows shields in the water for colonial locations, they will have good production. In addition, a campaign against Manila will be very costly in terms of troops. We could build ships for a long time and I don't know that you would have enough to pound Manila down to avoid taking heavy casualties. The other islands are a far different matter as you can concentrate the fleet and go from island to island if needed and pound the two-three units down in each location (if they even have that many, although Davao could be an exception).

For the Russians, you cut a deal, block the south passages so they can't get out (leave the north passages open) and already have your fleet in position to drop the hammer on several Spanish islands at once before the Russians can get there. If they want to go party with Manila, let them. We just need a couple of ships to bombard Manila to verify no Spanish ships there. Once that is accomplished, a ship shelling it every turn to verify no transports were built will neutralize the huge pile of troops that are likely there from being able to take any meaningful role in the war.

We clean out the other islands, then hang on for our 20 turns to make sure we don't make Uncle Ivan too upset then go for the quick peace.
 
One consideration to put an end to this is to check with Russia and see how they like the idea of a pact to attack Spain.
Don't think that's possible until Industrialization II.
 
With spain being at war with france and the filipinos we should be able to take manila with enough capital ships without having to worry too much about korea. The spanish have alread taken one city from spain and if they take manila it will be much more difficult to take later on.
 
With spain being at war with france and the filipinos we should be able to take manila with enough capital ships without having to worry too much about korea. The spanish have alread taken one city from spain and if they take manila it will be much more difficult to take later on.

Mainland Spain is going to be packed to the brim with regulars and colonial units. Those will go nowhere in a war with the insurgents or if they do, it will be just a few as the AI must first build transports, build escorts and then send them. They absolutely will come after our holdings on the mainland in a big way.

In my experience, you are not getting those troops in Manila out of there without a major fight. Truth be told, it is easier to take the other islands first, then try Manila later if you are so inclined. Trying to build up for an attack on Manila will delay the campaign for awhile because you have to have that much more to take it out when a much smaller force can and will take care of all those other nice Spanish cities in the Pacific.
 
I meant to say france has already taken one spanish city on the mainland and are still at war with them. We should investigate manila and if it looks like we could take it then we should but i agree with taking the other islands first.
 
someone did not install the no raze patch then...

we are seriously short on military assets. no way we take the PI w/ what we have now. iirc, we have something like 9 or 10 infantry units total, no arty, and no reserves.

lurker comment:
I don't know if I posted this or not, but I one should avoid war with ANY and ALL European or Western Powers until you have HEAVILY defended the Korean peninsula. I didn't think the Germans could reach me through Russia, but that RoP agreement allowed them to overrun the Korea in the span of about 4 turns (that with terrain fortifications and MG's defending).

Oh, and I did notice that Pusan had no defenders whatsoever. Whomp... :trouble: :p (I just remember a few undefended cities in the middle of Russia when we played our game as Germany, oh so long ago).

I would suggest not fighting anyone until either A. the Military, both land and sea, it greatly bolstered, or B. The infrastructure of the home islands is sufficient to quickly raise an army.

edit: I wouldn't worry about it Maimonides, accidents happen. Hell, ask El J, Whomp, or Adler how many units I lost in my ill-fated invasion of Japan.
 
:lol: nice Tank :) i remember Whomper stretchin' it out like that too :lol: makes sense though, especially if there are no happiness issues.

agreed 100% on the island hopping strategy vs spain. i really don't think we're ready yet though. however, by first taking, say 3 or 4 locations and not Manila, it would in the long run generate more RMs and thus more VPs (and quicker too). so on this alone, i would go for the RMs and then really grind 'em down there in the great city of Manila w/ our fleet.

the Filipino Natives will have a devil of a time knocking Spain out of Manila. it's going to be very well defended. i would guess and say there's probably a dozen+ units in there. i base this off of my recollections of extended DEBUG games where we'd routinely check in on the bigger cities.

we're probably several turns away from being able to sufficiently defend the korean peninsula. and until this can happen, i don't see us being able to launch sustained attacks and defend korea. this is all for euro civs who can schlep across russia. in time though, we will be an absolute juggernaut. trust me on this :) we just need to gett'er rollin' ;)

png files btw are much sharper and have much better contrast compared to jpeg's. forgot to mention that. this is for the in-game screens...
 
edit: I wouldn't worry about it Maimonides, accidents happen. Hell, ask El J, Whomp, or Adler how many units I lost in my ill-fated invasion of Japan.
Thus to all who dare face the Kamikaze!
 
OK I'm back. Phew...
Regarding aspirin, it was on my turnset that the Ottomans finished the wonder.

On the topic of war I think our main goal is to secure the Korean penninsula first. Doesn't it also stand that hitting the Russians make sense? Those ports are pretty huge in the long run for moving west and creating havoc in Asia. It would seem reasonable to have a continental European partner to keep them busy on their western front.

Aside from that taking islands seems to be the quickest way to garner more resources. If that's our tact I would think we'd want to cut off all European enemies through a deal with the Russians.

Meanwhile, I doubt we're anywhere near exacting any pain until we build up overwhelming offensive power. More ships, more arty and more infantry.
 
:lol: nice Tank :) i remember Whomper stretchin' it out like that too :lol: makes sense though, especially if there are no happiness issues.

It's the principle of the matter. I don't like leaving cities undefended, no matter how remote the chance of attack. I'm not a fan of potentially losing a city without a fight.

Thus to all who dare face the Kamikaze!
But when you land 50+ Elite units, about 15 veteran MG units, around 25 veteran cavalry, and about 60 artillery (on a hill no less), you'd think they could resist long enough for more troops to land. Not to mention softening up a lot of enemy troops with a huge battle fleet of dreadnoughts and destroyers.
 
I'm sorry for the delay but someone else has to take my turn. I have three essays to be written for the next week and I have time only on this weekend so I cannot possibly play.

Again I apologize for letting you wait this long. :(
 
I'm sorry for the delay but someone else has to take my turn. I have three essays to be written for the next week and I have time only on this weekend so I cannot possibly play.

Again I apologize for letting you wait this long. :(

Ok, I will run the turn here shortly.
 
Week 33 1899 (got the turn with this being the active turn and it shows as turn 60).

Cash on hand 14276, +1203 a turn.

Draft a citizen at Kagoshima as they are currently starving.

Change production in Hamhung from Stadium to Newspaper (Newspaper has one less culture, but reduces corruption and also allows a follow on improvement along with being done in 2 turns instead of 4).

Change Kagoshima production from a battleship to Naval base (needed for vet naval units and upgrades). MM city workers to have the naval base ready in 1 turn.

Rush Japanese infantry in Taipei for 768 gold (I don't want to tie the place up for 5 turns and Taipei needs to be building workers or improvements, etc).

Change Sendai from artillery to Publishing company.

Switch Pusan from Coal mine to Pub company, rush it for 880 and switch to saw mill (wont explode like the coal mine). Also swap a tile with Seoul to allow Pusan to grow to 20 (helps with unit maintence and Pusan does need some production to be useful). No impact on Seoul for producing infantry.

Change Kuril Islands from Financial Institution to Hospital, rush for 636 gold and switch to Publishing company. Intent here is to work culture to take two tiles away from Sakhalin Island.

MM other cities (lot had civil engineers but were building military units.

Finish road next to Sapporo and move to mine the last irrigated tile next to Tokyo (Tokyo production now 225 shields a turn). Tokyo will support 47 pop now, so draft a citizen. 225 a turn is a good number as we shall soon see. Move a conscript worker to build a road on the open hill tile near Sapporo.

Move workers next to Seoul on the hill to the rail line irrigation and begin building a mine.

Move worker from Ryukyu Islands to island to the east. Transport continues to the north. (need a transport up by Kuril Islands).

Deliver raw materials from Taipei to Kagoshima.

IBT:

Germans ask for 100 gold. I cough it up.
Brit cruiser attempts to shell a Russian ship by Kuril islands.
Port Arthur Russian fleet off the coast of Seoul is 3 Perseviet BB, 4 Monomakh class CA, 1 Bogatyr class CA, and 1 gunship.
Lot of Brit ships and transports between Sapporo and Vladivostok. Guessing that Sakhalin is going to be the target.

Week 37 1899:

Light Cruisers complete, Go for Espionage.

Tokyo produces gas cylinder and a Infantry. Ouch, had intended to switch production to Japanese Cav (can now build in two turns). Go with Tea Plantation instead. Draft another citizen to prevent starvation. Hmm. Just to speed things up. Rush transport (80 gold), Rush mountain gun (100 gold), switch to Tea Plantation. (complete in 1 turn vs 2).

Osaka produces a battleship. Hmm.. 81 shield production = 243 total production = 43 wasted shields. Rush steam transport for 80, rush artillery for 160, switch to battleship which will now complete in 2 turns. (BB) Katori hits the water.

Kagoshima completes naval base. Law Enforcment in 1 turn.

Taipei completes Japanese infantry. Rush transport for 80 gold, switch to mountain arty, rush and then switch to worker.

Pusan completes Saw Mill. Builds transport.

IJN BB Katori heads on her maden voyage for Kagoshima to join the rest of the fleet.

Storing gas shells in Osaka to avoid clutter in Tokyo.

Workers build mine SW of Osaka. Start drafting citizens.

Draft citizen in Seoul.

Change production in Seoul to Judicial system after I figure out there are already 3 transports there. Rush stuff so I can have Judicial system in a turn.

Transport moves from Kagoshima with a home guard unit to Ryukyu islands to set anti-invasion defenses and then continues to Taipei.

End turn: 12057 gold with 1407/turn. Science slider set on 0.

IBT:

Brits are annoyed and make us move a ship in their territory. Idiots. Here comes the Russian fleet from Port Arthur. They move up the coast by Pusan.

Sapporo gets pollution north of the city. Finishes Publishing company and starts newspaper company.

Tokyo completes Tea Plantation. Rush small stuff to get lumber company in 1 turn.

Kagoshima completes law enforcement. Start Harusame DD.

Hamhung finish Newspaper, start Law Enforcement.

Kuril finishes Pub company. Rush stuff to set up Newspaper company in 1 turn.

Pusan completes Judicial System. Start Mountain gun.

Move gunboat Kongo to block off Port Arthur right off the coast of Seoul and in Japanese waters.

Transport headed for the Kuril Islands picks up a drafted home guard.

Draft a citizen from Akita and change a irrigated tile to a mined one.

Draft a citizen in Osaka to balance the city population.

IBT:

Catch Abyssinians trying to plant a spy.

Brit fleet continues to be active around Sapporo.

Week 45, 1899.

Akita finishes publishing company. Start Newspaper company.

Tokyo produces Saw Mill. Goes for Coal Mine.

Osaka produces battleship Ise. Rush stuff to make another battleship possible in 2 turns.

Kagoshima completes DD 1, continues construction of DD's.

Taipei produces a worker. Starts another.

Niigata produces BB Hyuga. Starts another.

Kuril's completes Newspaper Company. Rush stuff to get to Sport Stadium in 2 turns.

Clear pollution north of Sapporo.

Move 4 engineers from the home islands to the hill next to Pusan to put a mine there.

Upgrade PC's in Kagoshima to Tsushima class CA. Bit pricy at 200 a pop, but increased attack and especially to speed 6 to act as transport escorts makes it worthwhile I think.

IBT

The Tsar wants 100 gold. Pay it.

Turn 1899.

Sapporo completes Newspaper Company. Naval base in 3 turns.

Sendai completes Pub company. Work newspaper in 3 turns.

Tokyo completes Coal mine (shield production now at 258). Start Japanese cav.

Kagoshima produces DD, start another.

Hamhung completes Law Enforcement. Start Sport Stadium. (can get a tile from Vladivostok).

Pusan produces Mountain gun. Start another.

Seoul produces infantry. Stock exchange in 1 turn.

Transport arrives at Kuril Islands and drafted unit is set for anti-invastion duties. Area around Sakhalin seems clear of Brit ground troops. Lot of Brit naval units around Sakhalin including transports. Transport heads for Sendai.

IBT:

Brits shell Sakhalin Island and land 4 units. Russian fleet from Port Arthur comes back sound and is now shelling Shanghai.

Lot of Brit ships off the east coast of the home islands. Mostly transports with escorts. Nothing heavier than a cruiser.

Spain and France sign a peace treaty. Looks like the Spanish lose some workers and also lose Huesca on the mainland to France along with their African colonies.

Catch Chinese trying to plant a spy.

Week 1900 Happy New Years!

Akita completes Newspaper company. Start Sewer works. (set up for subway).

Tokyo auto-produces worker.

Osaka produces BB. Rush stuff to drop it to 2 turns and start another.

Kagoshima produces a DD, start another.

Taipei produces a worker. Rush stuff to make a worker available in 2 turns.

Kuril produces Stadium. Start Financial Institution.

Seoul produces Stock Exchange. Theater 1 turn.

Move 5 engineers in the time north of Hamhung (1 should help with the road and the other 4 are there for a mine). Move conscript engineer to mountain next to Sapporo to help with the road.

Note: I moved the engineers over to Korea to get the hills mined for increased production over there and also to give some time for roads to be placed in the mountains in Japan. My personal preference would be to convert all irrigated tiles to mines, but I know I am sort of off the deepend on that type of stuff. There remain 6 such tiles on the home islands to be converted, but since I just got the cities set pop wise (none are now starving) this can still be looked at in a future turn or two.

Short term planning. Can continue with BB and DD production. Tokyo is somewhat caught up on improvements now, but still needs to build the espionage and artillery small wonders before the end of the era. In the mean time, I suggest they build vet cav units for extra firepower. Kagoshima could switch to infantry production (one every 3 turns tho), but the destroyers are going to be needed to help deal with enemy ships if we run into a naval war.

Current Japanese military:

10 colonial workers, 18 infantry, 5 transports, 2 Fuji BB, 6 Kashima BB, 9 Tsushima CA, 2 Garibaldi CA, 3 Harusame DD, 18 HG, 2 CG, 3 TG, 6 engineer, 1 mountain Arty,

Military assessment: Need more BB for bombardment work, although not much more if we are looking to go hammer Spanish islands, not including Manila. Can probably switch Osaka to Japanese infantry soon and do a little speed building to get Japanese infantry every 4 turns or so. Certainly need more infantry for sure. IMO, Destroyer production needs to continue for a bit to build up the striking power of the fleet. Tokyo should work necessary improvements while producing cav as elite attackers (helps reduce the invasion force needed since cav can blitz). Seoul needs to catch up a bit on cultural improvements to keep their extra tiles, but can switch back to infantry pretty quickly. Need more artillery but need to be smart on where we produce it in order to avoid wasting a pile of shields. The artillery is more of a defensive item in Korea rather than something to take along to deal with the Spanish islands. We do need to jam several more of them out so that when we get the opportunity to upgrade to mountain guns 2 (early next era) then we can. This allows us to take advantage of some lower shield production cities early.

Treasury stands at 13357 with 1515 coming in a turn.

Top shield producers: Tokyo 258, Kagosima 150, Seoul 108, Osaka 84.
 
Nice Work, Klyden! :goodjob:

Week 1, 1900:

Changed names of several BB and DD to historical names (thanks to Conway's). Hurried production. GP 10.629.

IBT:
Nothing happens except the fightings at Sakhalin and Shanghai.

Week 5:

Espionage is ready. Colonial Admin III is taken.

Sapporo: Builds now Lae enforcement system (2 turns)
Akita: Holland class SS (4)
Sendai: Sprots Stadium (6)
Tokyo: Intelligence Agency (2)
Osaka: Kashima class BB (3)
Kagoshima: Harusame class DD (1)
Hamhung: Research Lab (4)
T'aipai: Sewer Works (4)
Niigata: Kashima class BB (4)
Pusan: Coal Mine (7)
Seoul: Sports Stadium (3)
Ryukyu islands: Theater (5)

Persian spy cought and executed because he was called Ahmedinedshad.

Osaka yards launch BB Chinyen, Kagoshima yards DD Asagiri, Niigata yards BB Shikishima.
Worker loaded at T'apapai on TR Meiji Maru.

12.144 GP (+ 1.348)

IBT: As usual. The Russians lost a defending unit at Sakhalin.

Week 9:

Kagoshima: Harusame class DD (1) (DD built was named Arare)

Production hurried.

8.892 GP (+ 1.348 GP)

IBT: As usual.

Week 13:

Sapporo: Infantry (7)
Akita: Holland class SS (named No. 1) (4)
Tokyo: Red Cross Membership (1)
Osaka: Sport Stadium (5)
Kagoshima: Publishing company (2)
Hamhung: Naval Base (3)
T'aipai: Coastal Fortress (2)
Niigata: Sport Stadium (7)
Kuril islands: Manufactoring Plant (10)
Seoul: Publishing company (2)
Ryukyu islands: Manufactoring Plant (15)

Only ship movements. Brought a ship (gunboat) to Shanghai to watch the fights there. Ist seems the Russians don't have any units there.

IBT: The same procedure as last year, Miss Sophie. (http://en.wikipedia.org/wiki/Dinner_for_One)

Week 17:

Sendai: Law Enforcement system (4)
Tokyo: Publishing company (2)
Pusan: Theater (4)

Production hurried.

5.865 GP (+ 1.308)

IBT: You know.

Week 21:
New tech to discover: Predreadnoughts IV

Akita: Holland type SS (4)
Osaka: Publishing Company (4)
Kagoshima: Newspaper company (1)
Hamhung: Sewer Works (2)
T'aipai: Missionary post (2)
Niigata: Publishing company (6)
Seoul: Newspaper Company (2)

Kuril island production sabotaged!

A RM is loaded on Meiji Maru. Production hurried.

5.573 GP (+ 1.227)

IBT: See above. The Brits have only one cavalry left on Sakhalin.

Week 25:

Sapporo: Japanese Infantry (6)
Sendai: Sewer Works (3)
Tokyo: Newspaper Company (1)
Kagoshima: Sewer Works (1)
Kuril Islands: Research Lab (8)
Ryukyu Islands: Sport Stadium (10)

Mr. James Bond was cought while spying for the Brits!
An Ethiopian spy was cought. He dressed himself as Japanese fisher and it would work! He is paroled because of the fact the emperor was amused of that idea.

It is now over to the next one.

Adler
 

Attachments

  • AoI I.rar
    1.8 MB · Views: 62
Looks good everyone! Can we have a little discussion to decide our next goal? Are we planning attacks on the islands or the mainland? Where should we tech? Anything we should ramp up militarily? Sounds like more cavs and more BB's for offensive actions.
 
It's the principle of the matter. I don't like leaving cities undefended, no matter how remote the chance of attack. I'm not a fan of potentially losing a city without a fight.

Military Police are nice, too, although Japan's government in this scenario only allows 1.

But when you land 50+ Elite units, about 15 veteran MG units, around 25 veteran cavalry, and about 60 artillery (on a hill no less), you'd think they could resist long enough for more troops to land. Not to mention softening up a lot of enemy troops with a huge battle fleet of dreadnoughts and destroyers.

History has shown you need all that plus 2 nukes.:p

Attacking these people is not for the timid:

Stereoview of Dotombori Street, Osaka in the spring of 1896.

Week 33 1899

Move worker from Ryukyu Islands to island to the east.

Thanks! I was hoping someone would do that.


Week 37 1899:

Osaka produces a battleship...(BB) Katori hits the water.


Katori launched. Portsmouth, England. September 1905.

We're ahead of schedule.:)

Move gunboat Kongo to block off Port Arthur right off the coast of Seoul and in Japanese waters.

Do we still have the strait between Japan & Korea blocked? Besides keeping an AI from blocking it, it keeps Russia's Port Arthur Fleet from moving quicker to the defense of Sakhalin.

Week 45, 1899.

Osaka produces battleship Ise.


Niigata produces BB Hyuga.



Top shield producers: Tokyo 258, Kagosima 150, Seoul 108, Osaka 84.

This is why Pusan needs to take a backseat.

Osaka yards launch BB Chinyen,


Kagoshima yards DD Asagiri,

I couldn't find an image. Launched in 1903. Used for target practice in 1922.

Niigata yards BB Shikishima.

1900. This ship actually survived WWII.


Week 9:

Kagoshima: Harusame class DD (1) (DD built was named Arare)

Couldn't find an image. Launched 1905. Scrapped 1926.

Week 25:

An Ethiopian spy was cought. He dressed himself as Japanese fisher and it would work! He is paroled because of the fact the emperor was amused of that idea.

Did he look like this?

Cormorant fishers in Japan ca. 1890s.

Looks good, everyone. I'm glad to see we're turning out BBs now.

Can we have a little discussion to decide our next goal? Are we planning attacks on the islands or the mainland

We're ready to take some islands. We're not ready for war on the mainland. After Spain got chewed up by France in Europe, I'm not too worried about them threatening Korea.

Where should we tech?

We don't seem to have many options left in this era. In the next era, we should beeline for the techs that give Wonders that give free techs.

Anything we should ramp up militarily? Sounds like more cavs and more BB's for offensive actions.

Sounds good to me. I don't really understand what good DDs are when BBs are available.

Donkeyman is up!
 
Top Bottom