Rat26 - Random AWE

I would go for industrialization first. That way we can build the factories while we research for TOE if we prebuild for both Hoover and TOE the factories will be ready when we get Hoover.

Because I worry about forgetting it myself, remember the Hoover city needs water :D Fortunately, I haven't made that mistake in an SG, but a personal game.

So my tech recommendation is:

Ironclads->Indust->Medicine->Sci Meth
 
ToE, sure, if we can. It might speed our way to transports and destroyers if we choose that path, or be on the road towards tanks if we choose the more traditional path of Atomic Theory and Electronics. If timed right, we could research one tech while we wait. I would say now is the time for the pre-build to get it going.
 
ToE + Hoovers is always nice, but I think that the game is won once we have Ironclads. Half my set was simply treading water because I didn't want to lose invasion forces to MoWs.
 
Got this tommorow.

I agree that ToE seems like an unneccessary thing now with cavalry+RR. I'd rather just make a big push to the other continent with lots of troops, a push that could possibly start in 10-20 turns??

Tell me what you think. My turn will be spent preparing for invasion, so it's important to know what everyone is considering.

All we need are some armies, artillery, and a good stack of cavalry, and it should take almost no time to get to a Conquest victory. This might even be my last turn in this SG.

-Elear
 
i agree that with clads we have the necessary means to win this game already. but nobody seems to doubt, that factories will help speed that up. compared to building factories, getting ToE and hoover seems like a small efford, that may help us overcome unexpected trouble conquering.

i can live with both options, but prefer wonders.
 
How about we get a bunch of ironclads and galleons, pour troops into England and crush them? No more MoW's. If that takes too long, then plan B could be ToE to get us toward tanks and transports. Even if the ironclads aren't the end of our enemies, they can be upgraded to destroyers when the time comes. I'd say the next decision is where we embark from to get to England.
 
I think the decision of whether to go for TOE is dependent on the number of Cav Armies we have with 3 or less units. If it is only a few - say under 4, then it will be slower going especially vs rifles and we are better off with factories, TOE, Hoover to build up more units and give us more time to get Armies.

If our number of Cav is sufficient, then we can simply roll over the AI and kill them.

My recollection is that our cav armies (less than size 4) are less due to 2 being size 4. IIRC we have 2-4 which means we might be able to romp over the world without factories and TOE, but with bad RNG we lose a cav army (or two) and stall, plus slow progress anyway with so few. I feel playing it safe and taking the time for factories (which makes TOE worthwhile) is a slightly better call.

Either way we win, but without factories, some bad RNG could extend the game much more than with them.
 
Took a good look over the save. I am definitely for factories. We have a decent force, but I think it will save tremendous time to be a little safe. I don't feel comfortable invading an entire continent where they are all at war with us, and some have rifles?? It would be good to have artillery to minimize cavalry losses. This will keep our attack swift and sure.

Builds are generally going to be infrastructure with scattered military builds until factories. Then, full steam on artillery, cavalry, or ironclads, depending on city location and shields. We will also need a few more galleons to speed up troop movement to the other continent. Transports are unrealistic: it is faster to go min research and buy new armies.

I want to know how our monetary situation is going to work. We are almost broke with our research at the moment. We're a few turns from Replacable Parts, so then Industrialization, then Ironclads, then towards ToE and Hoover? We want to complete them fast, but we can't rush very many armies. Armies are really what we need. We'll crush them into the dust if we have 8 to 12 armies over there razing city after city, with some artillery and loose troops to deal with rifles. There are not enough 3 cavalry/knight armies, like Greebley noted. There are a lot of ones with 4 for some reason (why did this happen again?).

Perhaps we are thinking factories and ironclads, rush to Scientific Method, and shut off research and buy like crazy? That is certainly what I would do, input?
 
I would go with your plan (Indust and Iron clad tech could be switched, but your way is fine too). When we get to the point we have Hoover we can decide on shutting off research or not, rush armies or units, etc. The game will likely end quickly so I am thinking we will be turning off research then as you state. Until then keep tech rate high so we get there quickly. After Iron Clads we can get existing 3 man armies over and may be able to raze cities of a rich civ for cash/faster research (this is why I would put Ironclads before Indust, though getting factories sooner also has a lot go for it so Indust first works too).
 
If we got some factories up and running sooner, we would waste less time while fiddling around with ironclads.
 
I think we should research Ironclads and Industrialization, then start the invasion with what we have. If the invasion slows down, throw our weight behind building factories, researching Sci Meth, and getting ToE/Hoover.

If the invasion proceeds quickly, we may not even get to Sci Meth.
 
with industrialization first, our armies and units stand around for quite some time until being transported savely.

we'll see what happens after landing. we might find that factories are needed, but i say give elephantiums plan a chance to work.

with greebleys suggested research
Ironclads->Indust->Medicine->Sci Meth
we can start invading fastest. until indust is in, we'll know if we need factories or not.
 
Aren't we already researching Ironclads? Switching research part way through would be a waste. Besides that, we NEED ironclads to get this invasion going. I haven't tested it, but I think a MoW will attack a stack of frigates no matter how big. They most likely won't attack a stack of healthy ironclads. If I was reading GR-18 right, their first overseas invasion was being slowed by aggressive AI navies attacking their galleon/frigate stacks. It took destroyer stacks to protect their transports, and even then there were occasional attacks.
 
Replacable parts in 6, Overseer. We are debating here what to research next.

Without having used ironclads before, I can't say I feel too warm towards building them, but apparently everyone else does, so I'll probably go Ironclads -> Industrialization.

Will England really have that many MoW?
 
They have enough to be really annoying for a turnset or two.

As for Ironclads, spending the 6-8 turns it takes to research it is far better than spending 10 turnsets getting to Destroyers or trying to control the seas with Privateers and Frigates vs. MoWs.
 
In most games, Ironclads aren't even researched. If they are, it's usually the AI using them. We need them in this game because of the various factors involved in AW on continents. On a Pangaea AW, ships aren't usually even necessary, much less a large navy. A few MoW's taking out our invasion fleet would be an enormous setback. The research shouldn't take more than 6 or so turns at 60%, so it isn't going to kill us. Otherwise, we'll be waiting 40-50 turns to get to Combustion.
 
I doubt we will need 6 turns to get ironclads, I thought it should be possible to get it in 4. Anyway, since we never really use ironclads, this should be a good opportunity to do so.
 
Elear, it's been more than 4 days, do you need a skip?
 
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