August lives up to its name with Reign of Augustus
Time flies when you are conquering Gallia, as the old saying goes. I think. Or rather, "tempus fugit" would be more appropriate to say, I suppose.
So what am I prattling on about? Well, the fact that the expansion to Grand Ages Rome, Reign of Augustus, has finally been put up for sale in North America. I didn't think that was ever going to happen, but happily it did. Now I can happily Veni, Vidi, Vici the crap out of the hordes of simulated barbarians and build huge metropoli. Good times to be had by all.
Of course, my DDO and LOTRO playtime have suffered. But that is OK. I am feeling that city-building crack flow through my veins and it feels good. Though I am not quite at the point where the little people running from their insula to the butcher are talking to me. Not yet, at any rate.
Of the changes, the one I find most interesting are the roads. I purposely stopped playing until I got the expansion because I figured that, like virtually every other city-builder in existence, roads would play a huge part in GAR:ROA. But no ... so far as I can tell, they add quite little. That doesn't really bother me, however, as I have long found the roadless gameplay GAR introduced a refreshing change.
Not that I would want to encourage future city-builders to take the same path, as I think those of us who enjoy these games love us some road building. However, GAR is one of those cases where something you might not think would work actually does work and works well. So it doesn't really bug me much that the roads in ROA appear to be more tacked-on and non-essential than I thought they would be.
Perhaps the biggest change to GAR that was added in ROA is the concept of Authority. Authority is a point system that builds over time and allows you access to boosts such as an increased supply of slaves or an emergency supply of building materials. It's not a huge life-altering game system that makes or breaks the game, but it works well with the existing game and is a welcome addition.
I'm not a very good game reviewer, if you couldn't already tell. I do think at this point it is worth buying the Grand Ages Rome Gold Edition (which includes Reign of Augustus) is worth the extra $10 over just buying the base game. If you already have the base game (as I did), then you might want to evaluate whether or not the $20 expansion price is worth it to you, as it does not add a lot per se.
Being a fan of the genre, and already a fan of GAR, it was worth the price tag to me. And now I get to plop down Odeums (Odea?) on every street corner for the sweet boost in Entertainment. One important thing to note about the expansion for those who already own the base game is that installing the expansion will wipe your existing save games.
Grand Ages: Rome
Oh, I am very, very bad. Why am I very bad? I broke down and bought both Left4Dead and Grand Ages: Rome yesterday. Both were on sale and combined were still less than a single new release.
I don't really plan on playing L4D much in the near future, but at $15 I couldn't pass up the deal. I'll probably do the same thing with L4D2 as well, I'm just like that. I played it a bit, and honestly, while it is a good game and all, I was hoping for a bit more of the classic Romero zombie (or at least the 28 Days Later-style fast zombie) rather than the super-hero 12-feet tall, giant fangs, semi-intelligent monster pseudo-zombie. No Valve designers, I do not need Brawndo to mutilate my thirst, I come from a far-off land called Subtlety.
I put some decent time into Grand Ages: Rome, and have to say I felt challenged on the very first level of the campaign. The basic of goal, which is to build 15 insulae and achieve a food satisfaction rate of 50% is not hard at all. But I had a rather devilish time achieving the supplementary 20% entertainment rate. Kudos to Haemimont Games on that one.
Although I also have to say I had a hard time with it initially owing to the fact Grand Ages is much, much different game from Imperium Romanum. Resource allocation, population, supply distribution ... all much different. Though the game still has a feel to it that makes it seem very much like an Imperium Romanum 2. Looked at in that way, I also appreciate how Haemimont seems to be hitting a stride, as its differences make it both like and unlike its predecessor in ways one can still appreciate both.
One thing that is still "missing" is a supply-route mechanic. Meaning you do not need to build roads at all. In IR the lack made the game feel a little shallow, but it actually works quite well in GAR. It no longer feels like a core mechanic was left out.
Both a character system and technological research system have been added, which adds welcome layers of strategy to the mix. Very briefly:
- You character has talents which will add various bonuses (bonii, lol?) to your cities. Talents are unlocked by spending points you receive upon completing scenarios.
- You also receive money a.k.a. denarii ("personal wealth") which you can spend on estates which function similar to talents, except they add material supplies to your cities. These can be both purchased and sold, as you are given a limited number of estate slots to use.
The difference that was causing me so much trouble in the beginning is that of supplies and their creation and distribution. IR is much like any other classic city-builder - you set up a wood shop and your warehouse fills up. Then you use what is in the warehouse for new buildings and maintenance. In GAR the warehouse is done away with and you are forced to balance your production levels directly with your needs with no intermediary.
I found building position becomes much more important with this as a factor and over-building (something I usually guilty of, lol) is heavily punished. So far I have found this to be a really interesting system, and not the less for it's tripping me up all last night as I was thinking I was still playing IR.
So far I have two main criticisms of the game, both aesthetic but both heavily affect the game.
- The weather. I'm sure Haemimont spent a lot of time and put a lot of love into making the weather look as nice as it does. But I personally can't stand it, it just makes everything too hard to see. In IR you can turn it off through a shrine, but I haven't got that point in GAR yet. My point is that it should be able to be turned off from the options, not from an in-game building. So someone like me can just be done with it completely.
- GAR's left-click build menu is not as good as IR's menu. I like both much more than many other city-builder menus, but GAR's menu is unnecessarily hard on system resources, it is too big and because sub-menus open up on-hover (as opposed to on-click) it is cumbersome to use. The menu in IR was essentially the same, but did not suffer the defects I just listed.
One last, very minor, criticism: I don't like the illustrative artwork in GAR as much as IR. This is pretty minor, but the general skill in representing human proportions is not as good. I also think the painterly style of both IR's and GAR's illustrations was better represented by the IR artist(s) than the GAR artist(s). If it happens to be the same artist, then dude you are slipping.
But that is just my opinion, all in all I'd say GAR is shaping up to be a quality title that I am enjoying quite a bit.
A fail and a couple wins
I feel I must be forthright with a recent occurrence. An occurrence of failure upon my part, borne as is so often the case out of good intentions in conception going awry in prosecution.
Basically I volunteered my time to a Colonization project of someone else's then flaked. It was more or less my responsibility to dump the Civilopedia into a spreadsheet and modify the appropriate entries for the mod. I figured this would work for me as I planned on performing this task for my own mod, Grow Tycoon.
Well, one thing leads to another as they say, and here we are more than a month later and I essentially forgot all about it. Well, not really forgot - more like I just kept putting it off. Of course the lines of communication going both ways could have been better utilized, but what is past is past.
Yes, I am an old rascal and have immense and profound powers of procrastination. But there is nothing like failing in public to better prepare oneself to succeed later on. I also feel the double burden of being a stoner who flaked as people tend to blame their predisposed prejudices and look no further rather than attempt to understand the nuances of life. I care very deeply about the issue of ending prohibition and I almost feel like I damaged it through my irresponsibility (albeit very slightly).
So in atonement I have been working extra hard on laying the foundations for the creation of Grow Tycoon. In a move that somewhat surprised me, I opted to delve into the mysterious world of the SDK first.
Following an excellent old post by Kael on Civ Fanatics, I was able to get the open source C++ IDE Code Blocks working with the Colonization SDK. I compiled a vanilla (unmodded) DLL successfully and used it within a basic test mod.
Afterward I went on to the fool-around-with stage and was able to fidget out the way to add a new Yield to the game. For those not familiar with Colonization, a Yield refers to any resource in the game whether it be Ore or Education points. The Yield I added was more in the vein of Liberty Bells or Crosses, but by following the the short guide I posted on Civ Fanatics you could come up with any sort of Yield you want.
I decided to start there first, as I want to add a viable Cultural Victory to vanilla Colonization. I am still tweaking the settings, though. My biggest problem at this point is deciding how the points should be generated in the game. At the moment I am thinking they will either need to be "built" by a unit in a building (like a Statesman in a Town Hall) - I am trying to avoid this - or they will be tacked onto Founding Fathers making collecting them more strategic (currently the player is rewarded for passing on a FF in favor of saving points for specific one - this will make grabbing all the FF you can more attractive).
The Founding Fathers option is by far the easiest option to add to the game, but I am also considering adding the ability to use colonists to work the Printing Press and Newspaper buildings for Fortuente Culture points. This would also create the need for an Expert culture unit, the Editor. I may end up adding both options, but I don't want to spend too much time on mods or modcomps other than those which directly benefit Grow Tycoon.
While I have seen some XML editors that looked pretty nice, I am currently using Adobe Dreamweaver (I know what you're thinking) and it works well enough that I have not really been looking for a replacement. I am looking for a Python IDE also, but have been procrastinating that rather much. Notepad totally sucks for editing Python, but it does work after all.
So as of right now I am working on that. I have added in my Fortuente Culture points into the Info screen (I'll probably post a guide on that too) and am playing through otherwise vanilla Colonization matches to tweak and refine my Cultural Victory option.
More Grow Tycoon Ideas
In the course of dissecting Colonization (and to a lesser extent Civ IV), I have come across a few other ideas I have for my illicit-pot-growing Colonization mod, currently code-named Grow Tycoon that I wanted to briefly write down here both for myself and for anyone else who might happen to read this and be interested.
First, I haven't mentioned it but from the beginning I have planned on morphing the Founding Father system into a plant varietal system. Meaning rather than accumulating points and spending them to have a historical figure join your cause, you will accumulate points and use them to research and/or cross breed strains of pot to come up with other strains to grow.
I would like to have a mechanic that has a more sandbox feel - similar perhaps to the way one would create new units in Alpha Centauri. The player could mix and match to create strains that have specific bonuses (easier to grow, worth more money when sold, etc.), however for this mod I want to keep it as simple as possible. So an easier alternative given the Civ 4 engine is to simply make pre-defined strains that are researchable along a "tech tree" or in the case of Colonization the "Founding Father" tree. Plus, I always have fun coming up with silly names like Spanish Trampoline and it might make a nice way to pay homage to some real-life historical strains like Maui Wowee or Northern Lights.
Another thing that I have had in mind this whole time but I believe I have not mentioned is crucial to my decision to use Colonization as a base rather than Civilization IV itself - the town and trade system. Because pot farming in real life is itself an industry I want to preserve that (Tycoon) element by using the city-building aspects of Colonization. Where it uses schools, cigar-rolling factories, stockades and the like, however, I will be using (water) wells, generators and CCTV security systems. All which, like Colonization, must be constructed over X amount of turns and be manned by a "colonist" (I still haven't come up with a generic unit name yet).
As I mentioned in an earlier post, the scale of Grow Tycoon's world is much reduced from that of the other Civ games. But I was still having a hard time working out exactly what that means to the game. The way I have decided to approach it is to leave the basic mechanic largely unchanged and chalk up the scale difference to nothing more than graphics and text.
Which means you will still be using a unit to construct farms outside of your city, but it will be presented as constructing fields outside of your base camp. The base camp (like the Civ city) houses your workers and contains all your important buildings. From the base camp management screen (city management screen) you can assign your workers to pot fields you have constructed or other duties I haven't come up with yet. An example for a potential tile assignment would be guard duty that provides a bonus to defense from the Law or criminal gangs.
I'm going to end this here for today. As I am finishing the task of fleshing out my basic concepts I am turning more an more to creating specific units. Like the wagon - a land resource transportation unit - which I want to have a few different versions of to take into account for things like SUVs with hidden compartments, tractor trailers that hall other goods to disguise your contraband or basic cars that can travel fast but have a higher chance of getting caught by the Law. Or maybe only have one basic land transport unit that takes advantage of the experience-point system (but then how will it gain xp if it is destroyed on being caught?). That's the kind of stuff I have been moving on to lately, which I suppose means development is proceeding at a fair pace.
If you are familiar with Civ 4 and/or Colonization and would like to make some suggestions, I whole-heartedly welcome them! If you aren't familiar with Sid Meier strategy games and like turn-based strategy I also recommend you give them a try. Modding in Civ 3 was good, but as you might have seen modding in Civ 4 allows you to do almost anything you want with the only real limit being your time and expertise.
More Pot Farming Mod Braindump
OK, so I bet all of you are tight and ready for an in-depth description of how my Pot-farming Colonization mod is shaping up? Uh, yeah, about that ...
Seriously, I have not (a mere week-and-a-half) later decided to abandon it. I have, however, not being working on it at all. I am still basically at the conceptual stage with a final few issues to work out:
How will stealth/secrecy work? Will it be in game at all?
How do I bring together the way Civilization treats resources and my concept of it?
First, the secrecy aspect I am still clueless about. I have no solid, definable way of dealing with it which is why I am considering leaving it out. But then how do we prevent the wandering police units from wandering onto our farm and shutting it down? Perhaps with buildings or "national wonders."
Originally, however, I had envisioned giving each farm or civ (hereto referred to as "grow operation") a modifier like that used in diplomacy. Or reintroducing espionage from Civ 4 back into Colonization - or both. Assuming I keep this in the mod, it is likely I will definitely use the former from the outset and introduce the latter in a later iteration. In fact I don't know why I have angst about using something approximating a secrecy mechanic - it is probably due to a lack of the same perspective I suffer with the next issue: resources.
Being a long-time Civilization player, I am having a problem staying focused on the physical scale of the game. As in all the regular civ games, individual tiles represent quite significant chunks of land. One tile is simply not a "farm" or a "mine" but it is taken to represent a small industry of each. A large city occupies a single tile.
In this mod, I am not dealing with cities and nations. The entire area of a huge map for this mod equates to only a few tiles from a regular civ game. I simply need to keep this in mind more as I go over the mod in my mind and on paper.
A useful way I have found at looking at the situation is to view cities and their cultural boundries as houses with their property boundries. This is basically how I am planning for a typical map to play out. The downside is that it will increase the amount of custom graphics needed.
What I have to work out for this is how to morph the city culture rating and boundry growth. I am not sure having actual property value in the mod is worthwhile to the game (though it sounds like the beginning of an excellent real estate Civ mod), and I definitely do not want property boundaries to grow of their own accord from a rating - more land must be purchased with "gold" (which will certainly be changed to US dollars in the mod).
In this way I plan on having the "cultural" boundries set in stone at the beginning of a game with the ability to change shape through purchase or trade. It will also open the door to introducing the ability of putting farms on land not owned by you - i.e. one could play a map where the majority of land is a national park owned by the government.
So that's all I have right now in terms of musings. Once I get it nice and clean, I plan on putting my text documents online for whoever to see. Maybe I'll use Google docs - I'll let you know. Other than that my current goals are to catalogue every unit and building in the game so I can figure out what I need to change, add and delete. Essentially I am dumping the Civilopedia onto a spreadsheet.
I am also slowly familiarizing myself with Visual Studio 2008, but as I haven't touched a compiler let alone written C++ in almost 10 years, you can imagine how that is going. Slow is the key word here. But before I am able to truly move beyond the concept stage and into realizing certain mechanics I will likely have to master it.
If you are reading this and it sounds interesting to you, I welcome any comments below. Though it is true, I am mainly making this mod for my own selfish pleasure, I have no problem sharing and welcome any insights that could help make this a mod everyone can enjoy!
Finally, I need to finalize the working name for this mod. I have to admit I am rather not partial my original name "Pot Farmer Tycoon." Interesting it is not the Tycoon part that puts me off. So I am going to finalize the working title right now: Grow Tycoon. If you can think of a better name, let me know - this is just the working title.
Settlers 6 and Colonization 2 Modding
First off, for the past few days I have been completely engrossed in Settlers VI - Rise of an Empire. I'm feeling a little short on words today, so all I can come up with is that I think it "kicks ass."
I'm almost through the campaign missions, and I have been enjoying myself quite a bit. It's the perfect blend of RTS for a turtle like myself. Basically, it has elements of both combat and base- (city-) building, but with the building elements fleshed out much more than the combat elements. This is almost always the opposite in RTS titles, with buildings only being a means to create different and better units.
So focusing less on martial topics, it leaves you free to create a large and prosperous town in its fictionally generic medieval world. (No magic or monsters - just plenty of mead, Vikings and large-chested wenches.) I suppose you could think of it as carebear RTS. And it is precisely what I was looking for.
The last couple posts I was musing about my desire to see a Pot Growing Tycoon game. While I wrote it in the hope some amateur designers or modders will see and be inspired, I've decided to take the plunge and work on my version of it. Despite knowing absolutely nothing about game design other than what I learned from playing the wretched time-sinks over the years.
So first thing I realized is that considering the main limitations of time, motivation and technical knowledge, I would not be well-served in attempting a grandiose web application, let alone a stand-alone executable. So the obvious choice is to begin a mod for a pre-existing game.
My first thought was, as you might have guessed, Settlers 6. In fact I think that Settlers makes the perfect framework for the game I had in mind, as it focuses on resource acquisition, refining and building with a small amount of combat mixed in - almost exactly as I had imagined it. However, while Settlers boasts an excellent map-making tool, either it won't allow the level of customization I want or modding with it is not realistic given my three main limitations.
So I have been thinking about it, and at the end I thought Colonization 2 might make a good game to receive the "Pot Grower" touch.I am also thinking it will be the (relatively speaking) easiest to mod.
First, a great deal of the actual modification can be done simply through XML files and secondly because it is based on Civilization IV, there is already an abundance of resources to make use of in the case of customized units as well veteran modders to ask for help. Plus, I am very familiar with both Civ 4 and Colonization so win/win if you ask me.
At this point I am having a bit of trouble reconciling the differences between what I had in mind and the constraints that will be placed on me by using Colonization. Mainly I had in mind a game that plays out in a roughly similar way to Children of the Nile, Settlers, or even Hinterland. Settlers comes closest, however. Colonization like Civilization focuses more on macroscopic view with the building of multiple bases and distributing material between them.
This can still work, though. I suppose I need merely keep Railroad Tycoon rather than Rollercoaster Tycoon in mind, perhaps. I also find the trade the system used to interact with Europe to my liking in the context of this mod.
As I envision it currently:
- Rather than building "cities" or "forts" the players will build illicit growing operations and they can build a network of these farms across the given territory. This can bring players into conflict with each other and with the locals.
- The territory will also be inhabited by "natives" - in this case the locals with established towns with residents and security. Security consists mainly of police, which will also patrol the roads and randomly stop pot farmer units.
- Pot farmers will earn the bulk of their income trading items - largely pot - to some degree with the locals, but mainly to the "Big City" which replaces Europe in this mod. In the big city you can also import specialists - i.e. Trimmers and Thugs as well as buy goods like guns, plant clones or growing equipment. Of course locals will also trade items like these back and forth as well.
Some things to think on further:
- How to resolve the hidden aspect of the pot farm with the locals? In other words, the local security must not inherently know about the existence of the pot farms or network. And if there should be a mechanic that enables them to find out and attack the farm.
- And in Colonization, the fights are life-and-death. There would need to be a way to account that most busts go down without gunplay let alone deaths - and ultimately result in jail or prison. If a player is found out by the locals and raided, how would that play out?
- Should the farmers be allowed to take over entire towns of locals? If you spend all the money you make selling pot to fund a small army, what would stop you the player from simply destroying the nearest town (whether or not it is a nuisance)? This is completely unrealistic, I need to find a way to address it.
- At the same time, there should be a mechanic to allow infiltration of local towns by farmers in order to change laws or bribe officials. Perhaps this could be handled by setting the locals as decidedly neutral to the pot-growing issue but use them as spawning points for police units that attack-on-sight pot-farm units.
- The police units could use a non-combat animation similar to the one used when a worker unit is captured in Civilization when busting a farmer unit - in fact, they could become literally captured and stored in a jail. Then they could be released after X turns, released early through the diplomacy (lawyer) screen, or busted out with a "thug" unit.
I suppose the whole conflict of life-and-death versus liberty-and-imprisonment could be resolved by making the player some shadowy ubermensche much like in the Civilization series. But while it would be impossible for the player to be busted, it would be all-too-common for his units. And eventually if the right combination of diplomacy, secrecy and thuggery are not employed the result will be the confiscation of all farms and units.
I wonder how deep into Civ 4 territory you can go with Colonization? The thought just occurred to me that the espionage tactic could probably be used to both hide and discover secret farms. One would imagine the locations of farms between players would be secret as well.
Hmmm. Stealth Civ - I'm starting to like where this is heading. I'm going to head out for a gravity bong and ponder this some more. If you would like to add your thoughts on my pot grower civ mod, please do so below!
City Building Madness
Lately I've been on a rather down note with MMORPGs. I'm pretty much over the constant grind of leveling, and as I have rather little time between bong hits to play any game I tend to value the pause button more than most other features.
Well, I have been playing quite a bit of LOTRO, which I find it difficult to quit since I have such a laid-back attitude toward playing it - an attitude I happily believe Turbine encourages. Now if only I had more time for DDO.
But rather than fill any extra bits of time I have to spare with another MMORPG (even an excellent game like DDO), I have decided to go back to my game-addiction roots by investigating the city-building genre.
So first up, I played the crap out of SimCity, SimCity 2000 and SimCity 3000 back when each was considered the paragon of sim gaming (i.e. before that wretched shitfest known as the Sims was released - I know, it's a lonely opinion considering it is probably still the best-selling franchise in gaming history). But other than those three titles, I missed out on the other games that share the genre - namely the historic city-builders like the classic Caesar series. (The 90s were not kind to yours truly so I missed out on a lot from that decade.)
So the past week or so I have been hunting down games in both the historic and modern subgenres. I'll state right off that I have decided to take a pass on SimCity Societies, as it doesn't appear to have the depth of strategy I want. And I would probably be perfectly happy playing SimCity 4, but I can't get it to work.
Right now I am slaking my city-building thirst from the fountain of the classic game Pharaoh. It was a slight pain getting it to run properly on what would have been practically a supercomputer when it was released (10 years ago), but not too difficult. Talk about a fun old game - I am pretty much hooked for the time being.
I am also quite enamored of the new online browser game, Nile Online. Like any of the other f2p browser games in this category it's a bit cheesy, but it draws on the solid foundation of games like Pharaoh and the newer Children of the Nile. And it is made by Tilted Mill, which was formed from the ashes of Caesar and Pharaoh creator Impressions Games. Funnily, they also developed SimCity Societies - I guess we can't win them all. And while I like this game, it does not scratch the itch of a more fully developed stand-alone game.
I'm considering getting City Life, as it's available on Steam without the horrendous Starforce DRM, and it has garnered a pretty solid following of city-builder fans. But I'm not sure I want a modern city-builder and it appears City Life developer Monte Cristo is coming out with a brand-new city game sometime in the future - perhaps I'll just wait for that.
Next up: CivCity Rome - which I bought and almost instantly regretted as soon as I loaded it up. Not because of the gameplay, which seems decent enough, but rather because of the lack of options for those of us with widescreen monitors. In other words - no options.
And because either Samsung or Nvidia or Satan (who knows?) can't get their act together and make a driver that allows for proper aspect ratio scaling no matter what I do I get ugly, stretched-out graphics. It pisses me off just thinking about it.
Oh, and why not just run it in windowed mode? Stupid prole, CivCity Rome has no use for windowed mode. I mean it came out in 2006 - why would a game released waaaay back then have the capability for widescreen display or windowed mode? Yes, I am being heavily sarcastic.
So I am now deciding between Children of the Nile and Settlers: Rise of an Empire. I've played the demo for CotN and, like it's predecessor Pharaoh, it is a solid game so I am heavily leaning toward it. Like I mentioned earlier I missed out on a lot of what gaming offered in the 1990s so I would like to get a taste for myself of the venerable Settlers series.
I'll probably end up with the Settlers as I already know I love CotN (like my logic there?) and will be buying it no matter what in the future. But money and more importanty time are concerns for me, so I need to pick and choose and can't just plunk down for both right now. So I will likely go with Settlers and see what I can get out of it before entering into what will surely be the all-night crackfests of Children of the Nile.
Finally I want to mention one last thing: where is the Caesar IV love? Well, since Caesar is probably the defacto standard of the historic city-building genre I probably would have just got that right off the bat and then decided on how I feel about it after the fact. But now that it is a few years old it is not the easiest game to find and even if I could waltz down to Gamestop and buy it, I still probably wouldn't as I really no longer like buying physical game boxes and Steam has become my download service of choice. Hopefully someday Caesar will come to Steam so I can enjoy it - perhaps a Caesar V?
Figuring out Colonization Strategies
I've been playing a lot of Civilization the past few days and still have yet to beat the game. At first I thought it was the usual culprit, Maryjane, but after spending some quality lurk-time at Civ Fanatics, apparently it isn't just me having problems. My last game I came close, though.
I've been playing as Louis de Frontenac of France on a large map. I chose Frontenac more because of the military bonus (Grenadier I) than the native interaction bonuses. Since the only way to win the game is by killing every member of the King's Royal Expeditionary Force (REF), it only make sense to be as militaristic as possible. But the native tolerance does help as I've been avoiding wars with natives or other European colonies in order to have a crushing defense.
I founded five cities: as I planned from the outset to use the honeypot strategy during the War of Independence I made one port with four inland cities. "Honeypot" is a name I came up with to describe this common strategy due to it's passing similarity to the computer security technique.
This strategy involves maintaining one strong port city until the WoI, then all-but surrendering it to the REF at the outset of the war. Why? To take advantage of the crushing 100% settlement bombard bonus that cannons have. A contingent of cannons with solid dragoon support can capture cities quite easily, and with a good network of roads the dragoons can quickly respond to the REF out in the field.
So I will retake the port city then leave it once more with two or three sacrificial soldiers (those poor indentured servants). The REF will once again retake the city whereupon I can practice shooting fish in a barrel. Profit.
There is no question defending an inland empire is easier as well. With a solid network of roads and cities placed close together your dragoons can quickly respond any threat. Between the enemy placing troops in the roach motel of your port city and sending the rest on futile death marches, the theory is that you will whittle down the REF in no time.
But just getting to this point has been quite a trial for me. A few of the extremely important things I've learned so far:
Do not produce Liberty Bells until you are almost ready for war.
Build the Printing Press and Newspaper before slotting Elder Statesman, so that when you do they will begin your LB production with a bang. The size of the REF increases with your LB production, so you want to achieve the 50% support for Independence in as few turns as possible.
Starting with five cities ranging from 8-18 population, nine Elder Statesmen, five Printing Presses and three Newspapers it took me roughly 40 turns. I added some Free Colonists to the Town Halls and built a fourth Newspaper in that time.
Use Cannons exclusively for your pre-WoI army
Now, to be honest I do not exactly understand how this is all calculated yet, and I can not be assed to look it up right now. However, a very important consideration to make in determining your LB production is the size of your population.
If you have soldiers garrisoned in your city, they will count for your population but will somehow drag down your LB production (this is where I am hazy on details). Cannons for whatever reason are exempted from this. As you will be wanting a formidable army of cannons during your WoI it only makes sense to stock up on them as early as you can and use them to defend your cities from hostiles.
Food, Guns and Horses are the only commodities that matter
This is certainly not true, but I am trying to highlight their extreme importance. These are the raw materials for Dragoons, the top over-all military unit. Because anyone can become a Dragoon (or a Soldier), and because you are penalized in LB production for maintaining a standing army, it is wise to stock up on guns and horses for the end game WoI. Food will keep those future bullet-catchers popping out at a nice rate.
This last game, I had roughly 1200 Horses and 1000 Guns stockpiled and between that and my Cannon army I was easily showing King Louis who was boss. Sadly for me on this last run through, I ran out of time before the King sent all the troops over. I ended being short by about 15 turns, even.
Which means that as far as I can tell so far, it definitely takes longer than the 16 (give or take a couple) turns I was trying to win my WoI in. I figured that because I had the units and strategy I would be able to hand him his ass on a platter - and I did just that - but it took the King too long to actually ship his units to fight me, so he won by default.
To me that's a weakness in the game (I declared in 1775 after all), but oh well. I will make sure to plan for it next time.I really wish there was more than one way to win this game.
I think I am going to spend a day or two using the map editor to run simulations on the fastest way to run up LB production and try to see just how population affects it. If I remember, I am totally baked right now.
