Naval Commanders

Ok quick report, gotta go.

War launched... we took several very good cities, Fred still isn't done with Rifling last I checked so we should keep abusing him.
Either we keep taking easy cities to the west or move back to sink his fleet (SoL in sight of it in new capital) to prepare for Saladin afterwards.

Destroyers are online... so easy now. A couple Blitz destroyers can kill a whole fleet by themselves!

Got the Communism free GSpy and stopped the next turn with the GP from * Home *.
We can launch a 12-turn GA (thanks to free MoM, courtesy of Fred) to revolt freely into SP and really crank the game to another level.
Kremlin due in 4 iIrc.

Spoiler :









 

Attachments

I'll take a look now, though if we run in state property, corporations go out the window :P
 
Mmm, God damnit, don't tell me you want me to burn off the priest for a GA, but I guess its' OPTIMAL to finally do it now. I'll also see if I can break Frederick into vassaling... I'll call it off maybe if Sal suddenly opens up Rifles....

For a moment I was getting all pissed why are we building Kremlin since I don't like rushbuying stuff, but I realize it saves a bit on whips also so let's finish it.

Be back in 4 hours with my report... (I can see this set will take ages now with all the cities to micro)...
 
Well, turns are taking ages that's for sure but... we're really stomping them now.

Stupid Frederick wouldn't capit, even after I abused AP to start a Holy War, AND I sunk his whole navy, with high kill ratio in my favour. What gives? Finally I took enough cities he capited, then I decided to go straight for the American. We just vassaled him this turn too, so it's only Japan next... and we are on the last turn of the golden-age.

Looks like we will win conquest before domination perhaps...



vassal.jpg
 

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Excellent work!

This one is in the bag, let's wrap it up quickly...

Kremlin:
it increases base whips from 30:hammers: to 45:hammers: (2/3 cost is 3/2 prod) and then on top of that you get the other multipliers... so OR+Forge gives 67H / pop.
 
Conquest

Just put troops in place and hit Saladin. The AI is pretty worthless on Archipels, without its production bonuses they just can't keep up.

Anyway, Saladin hit Rifles the turn before I DoW so it took a bit longer than expected, but nonetheless it was very easy with our very experienced troops.

I sunk almost all of Saladin's fleet on the first turn with 2 heroes, that was really funny. The rest ran away and was chased by 10-movement destroyers.

By the end of the game, we own 100% of the wonders on the map.

Spoiler :
















Forgot to save but here's the auto-save.
 

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... so OR+Forge gives 67H / pop.

Hmm, I didn't know that, so forge + civics + kremlin can save hammers on the whip...

JUST KIDDING!!

Anyhow, would like to try this again, but with Stalin of Vikings instead since it SEEMS they'd have even better early units out the door. Though there would be some penalties to that as well.

Of course, we had a very good starting spot too here, which gave us a bit too much of an edge (despite the sh!t food outside the capital). I may change the rules to be a bit more relaxing, since I'd like to try those two leaders out on deity soon too.
 
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