- Part 1 - Fall of the Tsars (New Thread)

Da, comrade General! I just wish it would be on weekend instead of after weekend. I have exams till Thursday. :(

I hate exam weeks! :mad:

Oh i just had my finals. [exams..] and i am on a 5 day weekend From Wednesday-Monday for Thanksgiving :)

But i hate Exams as.well. stressful :(
 
Well, I played through several turns tonight and the worst thing happened - as far as my strategic plans. In v4, some starting tiles also have victory point locations to make the AI protect them more. In play-testing with my games, sometimes the Ai protects the Korean borders heavily and sometimes they don't. This time they have:

situationinkoreea.jpg


In the trenches north of Hamhung are 3 Japanese Infantry (9.9.2) and a Trench Guard (1.10.14). In the trenches south of Hamhung are 2 Japanese Infantry and a Trench Guard.

That makes my invasion outcome of Korea really difficult. My Russian Infantry have a 7.8.2 stat - I am going to experience a bloodbath in invading Korea.

This might go really bad for Russia.....
 
Our artillery should rip them apart, comrade General. But we do need some more cannons to annihilate them all. What is the worker amount you are aiming for? We could set a few cities to build artillery i.e. the cities near Korean border for rapid resupply.
 
First off, in AoI v.4, a lot of things in the game have changed. Except for the reduction of cavalry and adding a new government, the game as is the original. Of course, Russia begins with a terrible economy and no military to speak of - but then again neither does anyone else.
heh, you know that it was me who made those changes, right :lol: the reduction of the cav stats will definitely impact gameplay. now, i don't care that you made the changes...but know that we spent a lot of time testing the inf:cav ratios and we think we found the happy medium. anyhow, just take that for what it's worth...
 
Yeah use Artillery and Ships[After you've suck the Japanese Navy of course :) ] to soften up the Trenches. Or Just take the Cities Before you attack the trenches, because it will be hard for the Japanese to land troops when you sunk there navy, so just attack the trenches after you take over the cities.
 
да генералитет камрада, мы примем их землю и их женщин!
 
да генералитет камрада, мы примем их землю и их женщин!

Remember to provide an English translation if you use a language other than English. ;)
 
Ooh, this ought to be fun! It's a pity all the land artillery in the first age (except Howitzers) is nearly useless for attacking Trenches and Cities.
 
да генералитет камрада, мы примем их землю и их женщин!

Remember to provide an English translation if you use a language other than English. ;)

That's my newest army commander - he said: "Yes comrade generals, we will take their land and their women"

Ooh, this ought to be fun! It's a pity all the land artillery in the first age (except Howitzers) is nearly useless for attacking Trenches and Cities.

Glad to see you back, ChaosArbiter! This game is going to very bloody and a real slugfest.
 
Week 5, 1897
Well, two years of peace has passed so far in the game. For a short time, during 1896, there was a war between Brazil and La Plata, but that does not concern me. It is interesting though that South America is the site of the first outbreak of war in the game.

Here's the tech tree for this turn:

Spoiler :
techtree-week1-1895-1.jpg


During this week, I renegotiate the trade deal with France and Germany for the second time and for the same terms as before - I trade France an Oasis lux for 21 gpt and an Oasis lux to Germany for 17 gpt. I am rossing over 2,000 gold per turn into my treasury, so these trades are not adding much to it, but it should keep France and Germany from becoming belligerent, at least for now.

At the same time, I complete yet another Wonder in Saint Petersburg, the Intelligence Agency:

Spoiler :
intelligenceagency-week5-1897.jpg


I will be using this soon against Japan - I really need a good idea of the strength and disposition of the Japanese forces before the outbreak of war.

Week 9, 1897
With new techs and my Russian peasant workers feverishly improving the Russian landscape, I am able to increase my available resources. This gives me a excess of Silver, Gold and Tin resources so I decide to go trade shopping with my neighbors. In the end, after visiting every civ I can currently trade with, I secure the following trades:

-trade Spain Gold resource for 15 gpt and Tin for 15 gpt
-trade the Ottomans Silver for 31 gpt and Tin for 25 gpt

Not too bad, I think. These trade agreements gives me an additional 86 gpt.

Week 17, 1897
I Complete research on a new tech, Advanced Mining Techniques I:

Spoiler :
advminingtechniques-week17-1897.jpg


This tech will allow the building of city improvements as long as you have the corresponding resource, ie. Coal for a Coal Mine. You have to love the Explode danger of these improvements. I believe that Russia will not be very environmentally safe in the future…

I continue my building of Wonders in Saint Petersburg with the completion of the Military Academy:

Spoiler :
militaryacademy-week17-1897.jpg


Before anyone inquires as to why I keep building most of these Wonders in my capital - a lot of the Wonders can only be built in your capital.

Week 33, 1897
I complete research on another tech, Pre-Dreadnoughts II:

Spoiler :
pre-dreadnoughtsII-week33-1897.jpg


The new Perseviet Class is not much of an improvement over the older Petropavlosk Class - in fact, the Perseviet Class is more of a defensive dreadnought than its predecessor, but it is faster. I have already built several Petropavlosk Class BB's, but I won't be upgrading them I need their higher attack for the war.

Week 41, 1897
The British are becoming tiresome with their demands:

Spoiler :
demand-week41-1897.jpg

Again, to prevent an outbreak of war, I give in to the demand…only for now.

Week 49, 1897
I complete research on Field Guns I:

Spoiler :
fieldgunI-week49-1897.jpg


The 76.2mm Putilov Field Guns are not much better than the antiquated Horse Artillery guns I began with - the only difference is that the Rate of Fire increased by one. I mmediately begin upgrding all my horse artilery to Putilov's.

Week 13, 1898
In complete research on Mountain Guns I

Spoiler :
mountaingunsI-week13-1898.jpg


Except for their movement, Mountain Gun batteries are worse than even Russian Horse Artillery batteries. I probably won’t be building any of these…

Well, that's about it for now. My preparations for war is nearly complete - the forces alloted for the invasion of Korea are gathering in Manchuria and along the Korean border, as well as a smaller invasion force to be loaded on steam tansports whch will be bound for the Kuril Islands. I have a few more turns to complete before war can begin, but the next post should bring war!
 
You have to love the Explode danger of these improvements. I believe that Russia will not be very environmentally safe in the future…
I'm actually rather curious about the danger of Explosions ... in my (stalled) German game, I got up to the beginning of 1906 and haven't had any yet, so I'm wondering if it's like the Civ2 Nuclear Plant Meltdowns, which only occurred if the city was in Unrest.
I have already built several Petropavlosk Class BB's, but I won't be upgrading them I need their higher attack for the war.
Are you even able to? Most BB ships don't upgrade ... kinda makes you have to plan out your tech-tree, as there's little point in building a whole bunch of BB's only to have them outdated in the next few turns. IIRC, though, the Perseviet is one Move faster, which would matter if Japan weren't right next door :rolleyes:

Finally: I like the meta-statement in the 76.2 Entry:
... the relative backwardness of the gun was well demonstrated in the Russo-Japanese War.
 
I'm actually rather curious about the danger of Explosions ... in my (stalled) German game, I got up to the beginning of 1906 and haven't had any yet, so I'm wondering if it's like the Civ2 Nuclear Plant Meltdowns, which only occurred if the city was in Unrest.

Are you even able to? Most BB ships don't upgrade ... kinda makes you have to plan out your tech-tree, as there's little point in building a whole bunch of BB's only to have them outdated in the next few turns. IIRC, though, the Perseviet is one Move faster, which would matter if Japan weren't right next door :rolleyes:

Finally: I like the meta-statement in the 76.2 Entry:

I have never seen a mine explode, so I don't know what they look like, but the effects are straightforward: they can cause loss of population, loss of buildings and pollution. You're right about upgrades - I forgot! Navals hips now become obsolete, meaning the newer ship replaces the old one in the build queue. You are stuck with older naval ships unit they are destroyed or you disband them.
 
It is interesting though that South America is the site of the first outbreak of war in the game.

I've started up a handful of games of aoi4 on increasingly higher difficulty levels, with several different positions, just to get a feel for the changes made to the mod, and it's been my observation that the first war of the game usually involves either Brazil and one its neighbors, or Russia v. Ottomans ;)
 
in my game the first war was britain VS Portugal. twice in two differant games.. then in another as America, Spain declared war on me out of the blue?
 
I have never seen a mine explode, so I don't know what they look like, but the effects are straightforward: they can cause loss of population, loss of buildings and pollution. You're right about upgrades - I forgot! Navals hips now become obsolete, meaning the newer ship replaces the old one in the build queue. You are stuck with older naval ships unit they are destroyed or you disband them.

Well, I was thinking more along the *causes* of Explosions - I know the effects! And Cruisers and Destroyers upgrade (thinks about the 70-odd Type 1906/1913 DD's floating in the North Sea and Baltic).
 
Well, I was thinking more along the *causes* of Explosions - I know the effects! And Cruisers and Destroyers upgrade (thinks about the 70-odd Type 1906/1913 DD's floating in the North Sea and Baltic).

Sorry you misunderstood my intentions there. My one goal is to introduce people to this mod by writing the story and explaining the new things in it. El-Justo and the team did a wonderful job on it and I hope that, by advertising it, more people will try it out. I had nothing to do with the mod (except for some minor play-testing), so I just want to let people know what a great mod this is. That is why I am including so many screenshots of techs and wonders and the like.

However, once again, you pointed out another thing I did not know, which is why I love posting stories, because I either forget things or learn something new!
 
anything related to coal or cordite stands a chance of exploding. the chance for explosion is completely random and is dictated by the 'Can Explode' tag in the editor. check individual CivP entries for more details.

no capital ship can upgrade but all non-capital ships can.

mountain guns are good for one thing: keeping up w/ the cavalry. this means that they have the same mvmt points (3). sure their bombardment rate ain't too hot. but they do serve some purpose in that they can accompany the cavalry on expeditions...
 
no capital ship can upgrade but all non-capital ships can.
The German pre-placed Coastal BBs can - all my Pre-Dreadnoughts are either Braunschweigs or Deutschlands (not that I'm complaining).
 
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