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Messages - E. Albright

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331
Honestly, I enjoyed it and would be ready and willing to start up another round any time.

332
RNG hates you then. That's all I can figure.

333
That's a faction stratagem, so you need happy factions, plus the Accomplished Envoys feat to unlock that particular card. Look on page 246 of the manual for the rest of those.

334
In all seriousness, I feel we both paid too much attention to the structural design. The difference between, say, 90 and 110 ain't that big in practice, while redesigning eats up valuable time.

IDK the exact relationship but structural design impacts other design elements too - engine/weapon/armor are described in the design log as "based on base design modified for struct. design". My first and only attempt at Mechanized Artillery is a good example; it had an initial BD of 94 (80th percentile of initial BD) but its 76 SD left it with 54 ED, 63 WD, and 77 AD. Its 180mm gun had the same attack value as my initial dragged artillery's 105mm gun (plus, yes, -30% move modifier on a 555 weight vehicle w/an 800 power engine). I went back into one of the final saves and re-designed it - first changing nothing, then modernizing. The iterated version is not terribly impressive (bad rolls for design improvements are always possible) and at this point a 4th iteration is as expensive as a new base model (480pts in either case, but iterating off the new one will be 120pts):



Doing a redesign may not only give you a better high-end model, but it may give you a better model than the intermediate one you'd get by using and refining the crappier one. The main question becomes whether you'd be better off using something else to fill that tactical role while you do a redesign, or if there's no better alternative. Forex, my initial light tank was so bad (SD 86, BD 85, ED 60, WD 71, AD 86... all of which ended up with crappy combat stats and a -60% move modifier) that just to usefully field test that design I'd have to iterate on the initial unit b/c it wasn't combat-ready as out-of-the-box.

(Ofc, again, RNG can make or break you in either case.)

You forget how we started by playing the first 5 turns on the same day. At least the ones(?) that I was in.

We did 8 and 7 in the first and second 24h periods of this game. Though again, only 2 players.

335

My assault guns were monsters. They were also the only significantly above-average armored vehicle I designed all game (next best two were 105 Heavy Tanks and my second take on APCs), and they were one of the few who didn't start out in the low 90s or below and require multiple redesigns to be even close to average. They also suffered from the same lack of refinement as the rest of my armies - RNG did not like my Applied Science director.

I really did want to bomb out your supply lines, and given what hell I played on my own logistics immediately before your line hit mine, I should have had it fresh in my mind. Your truck stations were just outside the range of my bombers, though, and my thinking was too rigid to build a forward airbase or redesign the bombers to eek out a few more hexes range. The other problem my air forces suffered was very thematic - our love affair with technology meant that as soon as we could build rockets, we basically forgot low-tech soft attack options even existed, and built almost nothing but hard attack options that fared poorly against your massed infantry in rough terrain. But if I had tweaked my designs, built a forward airbase, and waited until I had massed bomber wings to launch an attack, I probably could have done heavy logistic damage. Instead, I waffled and tried to do everything at once w/o going all-in on anything except technologically-derived hubris.

336
Tanks were less king than they often are b/c the brief war we fought involved a great deal of fighting in mountains and then forests. Tanks played a strong role the last few turns, but the decisive thrusts were largely large blocks of infantry. Well, I suppose the northern chokepoint was tanks gradually pushing back tanks. The best tanks they had were heavies (hence above discussions of running low on fuel) and the best I had were assault guns (which meant that once the heavies came into play, my tanks got pushed back despite being nominally harder to kill).

Our game organization was very haphazard. I generated a world to the specs we'd agreed on, and then generated another one with PBEM options on b/c I'd accidentally done the first as hotseat. Then we just threw turns back and forth as soon as we did them. We were only doing one or fewer turns per day for the last few; for the most part, we'd get several in.

Focus isn't as hard to retain as you think; normally you've got a few areas of interest where your fronts are, and relatively few cities where things can be happening. Additionally, there's A LOT of reports generated that can point you towards what you should be checking.

337
FWIW, when I sent in a few large stacks of aircraft they fared poorly, and they were also very taxing on my industrial base. I also made the mistake of going primarily for hard bombers rather than soft. If we'd've kept going, though, the retrograde shorter-range propeller missile-and-rocket wing I had in my capital might have been able to do something, but I'm honestly skeptical. My machines would have been better spent on battledress.

Honestly, I liked the size - it gave us a chance to get to some late tech before we started fighting. We could probably do 3 zones, and 2 per zone would be more forgiving. I also agree with the tech - starting at 5 removes a lot of the randomness, but it also makes minors feel like pushovers.

I think it could work for a third party observer, but it'd be rough - early on, I'd've said my start was as good as yours though definitely wasn't. The main red flag would've been the lake blocking access to half of my frontiers, I suppose - your lake did a better job of letting you skirt it or go over isthmuses to get to the other side. Just bumping things up to three zones would reduce the proportional disparity of access to a couple more zones.

Another thing that might help is taking Survival Stress. That'd mean there would be more but smaller regimes. This could also backfire, though, because there's always the possibility of one person ending up next to farmers & raiders, but the other next to the same chunk of population but in the form of slavers & nomads. I suppose this risk is just as present with more, larger regimes though.

338
It feels counterintuitive, but you're probably right majors would help. They'd both war with minors (thus preventing diplomatic absorption) and be more of than a speedbump as far as conquest goes. Capturing their capitals intact would be much more of a boon than random minor zones, but you'd also have to sink a lot more resources into doing so.

A big reason I had fewer OHQ was just b/c I relied very heavily on militia to fight minors and marauders. That ultimately was a mistake; the additional level of bonuses from the OHQ CDR would have likely made a significant difference even w/o considering postures. To a certain degree, this was b/c I fell into a trap where constantly replenishing lost troops felt like I wasn't draining my civilian economy b/c I wasn't deploying 5k troops all at once, but I'd've been better off doing so. I put enough effort into replenishing militia forces with modern troops that they could fight effectively, but their leadership was always sub-par.

Another place I suffered was not getting any Mind profiles early on. Given my bureaucratic focus, that hurt me a lot - even the 18FP (!) I spent on Science Outposts gave me little more research bonus than what the first level of Mind would have, and I didn't backfill and get that until... turn 50, maybe? I can't remember for sure, but it was late. I also wasted about 10 turns early on researching a useless civvie tech so as to avoid risking later getting it from a free tech card, but I'd've been better served by letting those points go to discovery and possibly getting Heavy Industry sooner.

And yes, my cabinet hated me. For much of the game I struggled with my Word score or from refusing faction demands to avoid hurting my Word score, and those two factors reduced my popularity repeatedly. There also was just a lot of discord in my cabinet WRT profiles. I ended up going deep into Heart to try to keep people happy, and they still weren't happy. Looking at reports, I also appear to have had a lot of cult problems in this regard; one of them (Mystic?) was regularly harassing leaders with high Egoism scores and that resulted in a lot of lost relation.

You're right about how much I was hurt by industrial lagging, though how much that was hurting me was lost on me first by my struggles to get enough metal and machines, and then once we started fighting by my recruitment shortfall. My lack of industry was also a big reason why I ended the game with a bunch of protectorates/clients to my west but no connection to them - indeed, that was a big reason it took me as long as it did to unify with my southern holdings.

I think the water made more of a difference than might be clear from your POV; it wasn't so much what it let you have as what its absence (and also how much cheaper my sell point seems to have been than yours) caused me to give up to stay solvent. I sold off a lot of stuff I'd rather have not sold, especially food (see the above discussion of mass starvation) but also my nuclear reserves. Had I had more of those, Id've probably fielded A LOT more nuke RPG units in the last few turns - the reason you saw as few of those as you did despite them being fairly effective was mostly a lack of rads.

I'm not sure counterbatteries would have helped much. Your attack bonuses made your artillery brutal while mine was fairly lackluster, although IIRC I had a pretty good structural design for them.

On the subject of structural designs, you definitely seemed to have more luck with that. I spent a lot of time redesigning common models in hopes of getting something passable, and often settling for something in the 90s as the best I could get. I will say that my mechanized artillery design was striking; Improvised Explosive Artillery may be the single worst unit design I've ever rolled...

339
A few general notes:
  • Overall, your pre-game concern that one of us would lose from uneven minor regime distribution was valid. You just plain had more and easier access to expansion than I did. I'm not sure there's really any good way to fix this short of having an extremely flat planet that's totally covered with minors or any other sort of planet that basically has no minors.
  • Broadly, I feel comfortable in saying that I did better with the fiddly bureaucratic peacetime stuff, but you did better with the wartime stuff - and your bigger economy canceled most of my efficiency edge.
  • To the degree that it didn't, I made a few catastrophic mistakes that set me back dramatically. I mentioned the rebellion card I played turn 35-ish that set back my expansion 10 turns. Striving harder for peace early on would have also helped; my closest neighbor was not initially extremely hostile but quickly went to war after a few choices that made them mad. Also, around turn 66 I sold off too much of my food-on-hand and as a result over the next 2 turns 12-20k soldiers (though admittedly probably 2/3s were militia) starved to death. I'm not sure my military morale ever entirely recovered from that, but in any case the strain of replacing those losses right before you crossed into my territory was unquestionably devastating.
  • I should have started researching laser rifles on turn 62 when I first discovered them. Delaying that in favor of fiddly high-tech military advances that I didn't have the heavy industry to exploit was a huge mistake, albeit an extremely thematic one. Broadly, my preference for smaller numbers of advanced troops and slow realization that I needed to counter mass with mass was devastating, though my smaller economy and recruitment pool would have kept me from every truly reaching parity with you.
  • I did a lot less scavenging than you. Not sure that really made a big difference one way or the other, not least b/c I had fewer ruins to scavenge.
  • I've been playing on Easier Logistics for too long, and it really showed. I'm used to logistics networks being a minor concern, and while I mostly kept things under control there were a few large problems that arose due to overestimating my logistics network, including most significantly when I did a recruitment stratagem in my largest city that could have kept you from breaking out of the mountains, but instead I ended the game with ~25k recruits in that zone's inventory because they couldn't get to my SHQ in a reasonable amount of time.
  • Applied tech is hugely important, but also painfully random. I didn't get key infantry refinement tech until it was too late to make a real difference. Your applied tech was easily enough to make your Fist bonuses decisive against my higher-tech troops until your base tech caught up.
  • IDK how you managed to do as well as you did with that terrible Supreme Command Council director you had. Yours looked at least as bad as the one I started with, and I spent the first 2-3 turns getting rid of mine... and I was still starved for PP the whole game despite a high Democracy profile. Not getting rid of my Econ director was also a big mistake; had I gotten Heavy Industry sooner, the additional Heavy Battledress units that would have translated to would have made a very large impact. Having said that, the RNG would have likely been different and I'd probably not have gotten HBd...
  • A big reason I did better with diplomacy than you appears to have been my wonkish insistence on converting protectorates into client states. That reduces the opposition roll for them to join from 3d100 + X to 2d100+X, which is a huge difference.

There's probably some more stuff I could say, but I've forgotten it...

340
I did a batch-resize in IrfanView to cut the size of all of them in half, then a batch-convert to make them all into gifs, and that turned 136 maps into 26.6mb, which the first search result I saw (ezgif.com) handled admirably and further reduced to ~12mb with some lossy gif optimization.

341
I agree there's little point in continuing, though I'd point out at this point I was raising a Corps a turn. It wasn't sustainable, certainly, and I didn't have the machinery to put them all in heavy battledress, but about 10 turns too late I put my recruitment on a proper wartime footing and finally fixed my earlier problems where I was running out of recruits every turn. I also should have set up a seperate SHQ in Gapwhite 2 turns earlier than I did - if I'd've even done it the turn before my final one, it would have made capturing the city a bloody affair instead of an easy mop-up operation overrunning exhausted and depleted units.

I also do wonder how quad-laser tanks would have fared on offense against your big infantry formations, but it was too little, too late at this point. Probably my best bet would have been making low-armor nuke RPG units that I could crank out en mass, but even then I'd sold off too much of my rad reserves for that to be sustainable either. The credit disparity from water sales hurt me more than I appreciated in the end.

There's a lot of things I could say, but for now I'll post my AAR and map gif. The AAR started out as a narrative and quickly degenerated into notes that could be turned into a narrative but never were. Even so, it's 8.3k words so I'll post a pastebin link for it.


The history of the rise and fall of the Republic of Ferrohead:
https://pastebin.com/rYhaVFNC

342
Likewise. I've been AFK for the last 48h so having more than ~5h to get caught up will be welcome...

343
Ouch. Well, so much for any tech offensive edge I could hope for. Aside from the nukezookillas, ofc.

As an aside, thanks for killing off my awful starting Military Research director. Early on I sent him to be an OHQ commander as what I thought would be a swift death sentence only sped along by his general lack of talent in applied militarying, but the incompetent blighter survived at least 70 rounds in that role.

344
I wish water sold for that much for me. When it sells, it's more in the 0.2-0.3 range, so the merchants hit their saturation point a lot faster.

This coming turn will be the one where I roll out laser rifles, so we'll see how that changes things. I should probably have debuted them at least 10 turns ago; I discovered the tech 20 turns ago but foolishly thought cluster munitions, highspeed->quad-machineguns, and missiles, in that order, were more important. I'm pretty sure I was wrong on all three counts.

345
The main reason I had the second row is b/c when fighting minors/AI majors I've had a fair amount of success with customizing independent mechanized AT units with RPGs, so I had one of those as a very active unit that wanted better kit. The latest beta's changes to AT guns only make that more attractive, though ofc they're still primarily defensive units.

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