germanpeon wrote:Awesome! I may buy this game when I get a better computer.
I eagerly await learning about how colonization works.![]()
Narwhal wrote:Nice attempt, Loki100.
I tried to learn to play PoN with S-P, but eventually dropped off. I am learning a lot from the few posts you have already made. Even me, who likes complex games, did not dare go deep into PoN...
2Coats wrote:Informative as ever Loki00. I found that as GB its much, much easier to balance production (not economy) from structures.
Looking forward to the next update.
2Coats wrote:Super update Loki100. Pretty similar panning out of action for me too, though alot of different events for me. The main thing is that the game focus' colonial expansion to the historic areas of the globe for the nation being played, and even though you can strike out to areas that were controlled historically to do so take a monumental effort.
Re: economy I had problems with chemical and then mfg goods also. The thing that gets me is the lack of control in terms of structures. Or at least thats what I thought until I turned off conversions and switched off the buildings. Cancelled all imports and exports. Then I activated the buidings one by one watching for the changes to the commodities needed. By around the same time as your update I managed to actually get the economy balanced and had all my buildings back on. There is a trick to it, which Im writing up as I type - but its just not that intuitive. Better screen/interface design would have helped here.
Anyways...I wonder how the immigration event(s) will affect your census. In my game Im getting the first signs of revolts in some of my unhappy (read French) provinces. Colonially though its going pretty well. Unfortunately most other areas of the game S-P ranks have fallen rapidly!
Avoid the beta-patch, at least for a few more years.
Good luck w/ the rest of it.
EDIT: One of your pics is broken.
Ellesthyan wrote:One little feature that you both might have missed, is that it is possible to alter the percentage of goods sold to your national market. This can be done in the f4 screen, by pressing on one of the goods icons in the fourth layer. A left click increases the percentage, a right click decreases it, for a maximum of 80% sold to the national market, and a minimum of 5%. One or less stocks results in zero goods sold to the national market.
This is vital as it will allow you to sell the maximum of stuff to your own population, increasing happiness and giving you a reliable source of income. Also it is possible to minimize the selling of important goods such as mfg. goods or coal, by setting the percentage sold to the national market to 5%.
If you already were aware of this feature please disregard, otherwise I hope it helps!![]()
baris30 wrote:Excellent. I recently re-started playing this game and looking forward to reading your AAR.![]()
Stuyvesant wrote:Yet another AAR, loki? Pulling a Rensslaer, are you?
Looks interesting and informative. Who knows, I might eventually break down and give this game another try - but then I wouldn't have any time left for AARland. Oh, the dilemmas...
Powloon wrote:You have mighty stockpiles of fish and cereals is there a reason you are stockpiling them or are they jusy not selling? I have had a hard time working out if there is any advantage to maintaining stockpiles of food stuffs that I am producing over and above my domestic need. It has certainly been profitable selling them off.
Fadi_Efendi wrote:Ah, the infamous Crimean War - the one which lasts well into the 1860s and where Crimea never sees action. In my game, it marked the point where my 2 min turns became 5 min ones...
Don't forget that you don't need to be completely self-reliant: steel, mechanical parts and even manufactured goods should be available for import. In your shoes, I'd focus on agriculture, which only needs capital investment and is absorbed by your internal market.
Stuyvesant wrote:S-P is chugging along like the Little Engine That Could, the Russians are beating the stuffing out of Turkey and I spy that the Chinese have already managed to rack up 100,000+ combat casualties... Sweet Jesus, that's a lot of people dead, even for China.
hgilmer wrote:Nice! Thanks. I never knew that. As someone else said, I'm learning a lot from these AARs.
Stuyvesant wrote:What? Are you sure those are Marines? They certainly strike me more as gondoliers from Venice - which you don't even own...
I can just about envision them going into battle, punting their gondolas, singing O sole mio...
Right, since you so annoyingly rekindled my interest in the game and I have a few hours to spare, I'm off to redo the tutorials.![]()
hgilmer wrote:One thing I noticed... and I'm not sure it will help you or not because it doesn't seem like you might get this chance.
I'm playing Prussia. Russia just had a few revolts and the rebels took over a few provinces on my border. I was able to just waltz right in and take those provinces with no casus-belli or war or anything. I had moused over the rebels and it said "At war with your nation". So, I figured, if you're at war with me, then I can just take your land. And I did. I have added 2 regions so far and possibly a 3rd next turn. Not very developed, but ehhh, it's land.
Sorry. I know this is sort of off topic and probably is mentioned on the regular boards, but I figured some of you might be able to make use of it.
Edit: Never mind this. It looks like Russia just gets to take it back whenever they can just push me out.
germanpeon wrote:Excellent update! That investment in Tuscany looks to be a very valuable step in balancing your production chains and economy generally. Should Tuscany eventually decide to join Sardegna-Piemonte in total... all the better. Speaking of which, how much progress have you made in swaying the loyalty of Tuscany toward your cause?
As for those hats... I'd like to see the man who could face such a hat in battle and not break in panic.More seriously, I'm sure they'll be quite useful in your colonial endeavors in concert with naval support.
Stuyvesant wrote:You didn't really write that 'The Pope must be grateful for all those missionary positions I'm creating in NE Africa', right? I just misread it, innit?
So, economy stabilized, populace happy, neighbors friendly, Russia didn't even eviscerate the Ottomans... Things are looking pretty sweet right now.
Bornego wrote:The Russians settling for a tiny bit of Bessarabia must seem very strange to anybody used to the EU or the HoI series, but it's typical for PoN. Even aquiring a single province in a peace-deal usually requires a very high warscore. Moreover, you can only get provinces for which you have claims (there is an option that allows you to claim any province bordering on your territory, though).
Narwhal wrote:I believe this is there so we understand the Dano-Prussian war, and that it does not come out of the blue. Ahah. Fail
Actually, the Schleswig-Holstein Question will be familiar to anyryone who play BOTH Victoria II AND Crusader Kings II.
Crusader King II part :
Combine with Victoria II :
IN short, the Danes passed a liberal constitution to get around a heritance law that would have separated S-H from the rest of Denmark...
Laruku wrote:You can check my own campaign following this post:
http://www.ageod-forum.com/showthread.php?23899-AAR-Furor-Sardo-%28il-Risorgimento%29
Unfortunately, it is in Spanish. I was able to unify whole Italy, but I was unable to retake the Austrian provinces.
germanpeon wrote:Good to see production finally stabilizing, for the most part. A few questions from a PoN noob:
Why is it that you are allowed to build a rail in La Spezia but not Nice or Chambery? The Alps?
What's your colonial penetration like in Somalia and Ethiopia? Are you anywhere near taking control?
Sir Garnet wrote:Rail and River transport points allow rapid transport of troops, or supplies, as well as the econ modifier. Basic movement by rail is 1 area per day rather than at minimum several days per area, so it does matter to speed and cohesion on arrival. Where rail capacity is limited the slow and valuable troops might go by rail and the rest have to march. Coal costs are a reason not to spam RR unless one has a LOT of coal available, as do many European countries.
Yes, at least social class is important to internal demand to buy products.
All those hits could be due to lack of supply/maintenance, historical attrition setting if not sitting in depot, weapons upgrades - or some combination - even in peacetime. There is something to be said for a big army, even if hollow and brittle due to limited replacements. Something also to be said for lots of replacements (which don't require upkeep costs) accumulated to use rather than waste the flow of eligible military manpower. Setting determines whether lost entire elements can be replaced only in depot or in the field.
In the current multiplayer great war over Crete in the 1860s there are enormous battles in Italy with hundreds of thousands of men on a side and appalling casualties (for perspective, the whole historical 1866 Austrian army was 400,000, and the Prussians and French were both smaller than that). The result will probably decide control of northern Italy for a long time.
PrawnStar wrote:Subscribing - on a PoNfest at the mo![]()
Stuyvesant wrote:Well, aren't you the social climber?
Steady, steady wins the race. Your balanced approach to improving your economy seems to be working quite nicely. Do you have plans to lay railroads in your remaining provinces, or are the costs not worth it? Does adding a railroad also increase troop speed, or is it purely an economic modifier?
germanpeon wrote:I like the way you're expanding economically! The nitrates will cover your (dye?) manufacture inputs and the luxury goods will use up some of your excess wood production, beautiful. Are labor, employment, and unemployment factors in PoN?
If I'm reading the replacements screen correctly, it looks like you'll need to purchase dozens to replenish your forces, which seems strange as you haven't seen any combat as far as I know. Perhaps formations start under-strength? And those dozens it appears you need come before even thinking about a replacement reserve which I'm sure you'll have.![]()
Sir Garnet wrote:Rail and River transport points allow rapid transport of troops, or supplies, as well as the econ modifier. Basic movement by rail is 1 area per day rather than at minimum several days per area, so it does matter to speed and cohesion on arrival. Where rail capacity is limited the slow and valuable troops might go by rail and the rest have to march. Coal costs are a reason not to spam RR unless one has a LOT of coal available, as do many European countries.
Yes, at least social class is important to internal demand to buy products.
All those hits could be due to lack of supply/maintenance, historical attrition setting if not sitting in depot, weapons upgrades - or some combination - even in peacetime. There is something to be said for a big army, even if hollow and brittle due to limited replacements. Something also to be said for lots of replacements (which don't require upkeep costs) accumulated to use rather than waste the flow of eligible military manpower. Setting determines whether lost entire elements can be replaced only in depot or in the field.
In the current multiplayer great war over Crete in the 1860s there are enormous battles in Italy with hundreds of thousands of men on a side and appalling casualties (for perspective, the whole historical 1866 Austrian army was 400,000, and the Prussians and French were both smaller than that). The result will probably decide control of northern Italy for a long time.
Stuyvesant wrote:Thanks for the insightful responses - I should've realized the railroad movement thing (as it's in RUS as well), I just didn't stop to think it would carry over into PON.
Oh, and this:
That sounds very intriguing...![]()
Sir Garnet wrote:There are countries available to play, and the player group does evolve. One turn every day is a long time but "Massive" multiplayer is a much deeper experience than with the AI.
Not that I'm suggesting you stop this fine AAR and learn-to-play guide for an instant!
Powloon wrote:Seems like another 6 months of solid growth.
One thing that I noticed is you need to be careful about emptying your conscript pool. I did something similar to you and noticed I needed replacements and emptied the pool but you need a minimum of around 3 conscripts to maintain your army. Next turn I got a message saying i could not maintain my army ( had plenty of money and manufactured goods ) and suffered extra hits ( I think the game checks your conscript pool at the beginning of the game turn before new conscripts are added ) thus wasting some of the new replacements I bought.
You might want to also start looking at upgrading your fortifications from pre industrial as it seems to be relatively cheap (although each upgrade takes about a year to complete ) Might give your small professional army that extra boost facing the Austrian hordes!
Stuyvesant wrote:You're starting to build up your army - will you have enough time to field a reasonable army come 1858 (or thereabouts)?
Sir Garnet wrote:Piedmont is really booming. However, are you fully satisfying your internal market demand? You look short of luxury items, some gaps in your merchandise selections, and large stockpiles of that create a surplus going to wastage at high levels. Sometimes shutting down a facility to use the capital elsewhere is wise.
With all that fish preserving food at times and setting up some canned food factories seems in order. I'd suggest using up those stocks of raw materials in factories before opening more mines.
hgilmer wrote:I don't know that Prussia will fight Austria at some point, but in my game as Prussia, it seemed that at some point I was "supposed" to? Maybe. Anyway, I did fight Austria in the 1860s and I won, but I got no real war gains. But, it was still from the victor position. I'm still just learning, and it seems like their armies completely disarmed, because they were not in the top lists of army power for some time and I did not destroy their armies.
Stuyvesant wrote:Am I connecting the right dots to see the construction of the new steel mill and manufactured goods plant causing your state capital reserves nosediving for a while?
And what's up with the steady decline in (I believe) coffee stocks? Have the Italians discovered Espresso a little too early? Nice move to send in the Carabinieri - that'll teach those coffee-swilling layabouts!
Powloon wrote:Fair comment on the fortifications. My main thought is that they seem almost ridiculously cheap. For the cost of 90 state funds and 20 manufactured goods and some steel you could upgrade the level 2 pre industrial fort in Piemonte to a maximum level 3 industrial fort (with an upgrade and level increase) which would at least help protect your most vital province with its industrial concentration in case things don't go to plan
Definitely finding the same as you in my campaign these early years as SP are definitely very quiet and I am almost itching for war. No doubt I'll have to eat those words when the Austrian horde comes swarming over my border.
Director wrote:Looks like you are making all the right moves. Of course the curse of most minor powers applies to S-P: your destiny is only somewhat in your own hands, dependent on events in France, Austria and Prussia. I don't think you are able to take on France or Austria without major assistance.
Still, if luck is mostly preparation and a willingness to sieze the moment, you will have done what you can. Should the 'historical' wars between Austria and France, and Austria and Prussia, not happen or be delayed, then you may have to rethink.
I would be interested to see how you are organising your army. Obviously you are concentrating on replacements to give your army some staying power which seems eminently sensible to me. Do you have a way of determining how many replacements per category you need?
From your experience how many artillery units is optimal for one force? Is it the case of the more the merrier or do frontage rules mean there is a theoretical maximum number of artillery elements per force that are effective?
Apologies for all the questions but this is just what I have started to make decisions on in my game. For my part I have 2 armies led by the 3* generals one with the guard corps and cavalry division and the other with the infantry corps and the light cavalry brigade (each corps is led by a 3* officer and the cavalry division is led by a 2*). My plan (such as it is) has been to provide each force with cheap support units ie Field hospitals, engineers, pioneers etc to multiply their effectiveness. To this end i have also split the starting supply wagons to each force to get the 10% firepower modifier. My next task is to add artillery which is relatively cheap in terms of conscripts to give a each army a force mutiplier. If time and money allow I will also replace the light cavalry brigade with a cavalry division.
This is more of a finger in the air set up not having got very far into this game yet. My thinking is to use 2 mutually supporting armies in adjacent provinces to try and catch smaller enemy forces hopefully with one army riding to the sound of the guns of the other. Again from the games you have played is it better to have mutually suporting forces or scrub that and go for the single stack of doom approach?
One final word on the fortifications is they use state funds (which you seem to have a rather large stock of) rather than private capital to build so in theory building them shouldn't impact on your industrial build up (other than maybe competing demands on your manufactured goods).
Stuyvesant wrote:Even the best of friends (such as the perfidious French) can have disagreements sometimes. Of course the French have no business in Italy's backyard (never mind that Italy doesn't exist yet), but oh well, live and let live. Or rather, let live for now and hope they die in massive numbers for your cause in the Piemontese-Austrian War to come.
I imagine that shutting down those factories must've been hard on your sensibilities. Just know you're doing it for the Greater Good, which justifies any means necessary.
You're 96 turns in... That's about 94 more than I've ever managed.![]()
Sir Garnet wrote:SHUTDOWN: Shutting down and opening structures is fairly regular for me as Brazil in multiplayer. For example, the mechanical parts factory only needs to run half the time to meet demand since there is a negligible international demand for them now though they were in short supply once and are strategic enough to have a domestic factory. Mfg Goods are needed to make Wine and Rum. Whether that is profitable or a loss, or huge loss, depends on the relative input and output prices. Sometimes it is a much better deal to put the factories on holiday and import something. Luxury factories can also get upside down but not as badly. And of course if your warehouses are bulging, it won't sell, and is going into wastage, it may be wise to stop making more.
MARCHING TO THE SOUND OF THE GUNS take a more flexible posture in PON - you just can't be in Passive and Defensive is a negative modifier. Check the details in the section by that name in the Combat in the Field chapter and you can estimate the odds of a response based on factors including days distance, strategic rating, enemy MC etc.
However, synchronized movement (which applies only to forces in the same region) is the easier way to coordinate forces on the move - a valuable feature indeed. This means each force (stack) can be appropriately organized but they all move in concert.
Some commanders have good skills but low strategic rating so tend to be inert when in command of a force, but they can serve well when attached (the + command) to a Division or Corps operating within the force of a better commander since their abilities and ratings apply to help their own unit when directly attached and some may also benefit the entire force. Also note that four 2**s have the same cumulative 48 base command points as a 3*** with 48 - in both cases before bonuses that can sometimes go to +5 or more. That defines the optimum stacking size in terms of command penalties.
FORTESSES: Very useful. Best staffed with fortress or garrison units and fortress artillery if available, which can be reinforced by field army troops if needed (who can also sortie if the enemy besieges too lightly. Other than running out of supplies, artillery is the biggest factor in deciding sieges.
COMBINED ARMS: A decent 2** can command a Corps unit and a few extra points, which allows a 2 CmdPt cavalry brigade in an independent force for its scouting, pursuit and other capabilities as well as extra artillery and other support troops to provide a boost. A 3*** can command a real army, which if operating on its own should include no more than 3 Corps units to allow other useful assets that cost CmdPts and may be valuable in detached service for which a corps would be too slow, overkill, or too much to risk.
A nation like SP with a lot of wealth and industry relative to manpower might also attach artillery regiments to divisions or even infantry brigades operating independently such as temporarily guarding towns or forts. Artillery matters a lot in the ranged phases of combat and also works to conserve manpower.
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