Playing Russia

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Aurelian
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Playing Russia

Post by Aurelian »

Here's the National attributes of Russia.

Image

The portaits are of Nicholas I, and his Prime Minister.

The numbers under them run from 1 to 9, the sum of both Ruler and Minister

1-4 results in penalties. 5 is normal. 6-9 result in bonuses.

From left to right:

Imperialism: Modifies your Force Pool, Unit Cohesion recovery, and ability to forge plausible casus belli
(must be 5 to do so). For example, if you have a 9 in Imperialism and max allowance of 8 infantry Corps,
then you’ll ultimately be able to raise 10 infantry Corps at one time (8 * 1.2 = 10).

Administration: Modifies the initial cost and output efficiency of production structures – although good
transportation (such as railway development) is a key factor in productivity.

Diplomacy: Modifies the number of Diplomats you receive every 6 months. Diplomats are expended
whenever diplomatic actions are taken, and they can also be consumed by some colonial actions. Diplomacy
also modifies the amount of Prestige you gain from your possessions in your Sphere of Influence.

The attributes themselves:

Research: Backward

Trade: Protectionism

Gov't: Full Autocracy

Society: Rigid

Religion: Intolerant

Economy: State Control

Army: Feudal (Russia's is treated as Feudal for purposes of recruitment until Alexander III.)

Power projection: Regional

Education: Nonexistent. (We don't need no stinkin education)

Nationalism: Elitist

Bureaucracy: Croynyism

Organization: Major (In the release, only the playable countries are this.)

Consult the 1.2 PON manual for more details.

Better size now I think.





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CarnageINC
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RE: Playing Russia

Post by CarnageINC »

Aurelian, you must be a old Russian commie in a previous life [:D]
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RE: Playing Russia

Post by Aurelian »

Heh. Soon, if I can figure out how to crop images, the Russian Industry and Commerce.

Our inorganic industry and money screen. Pretty self explanatory.

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RE: Playing Russia

Post by Aurelian »

Our organic industry and money.

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Aurelian
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RE: Playing Russia

Post by Aurelian »

And the Asset Balance screen. It will instantly reflect any changes. You can also buy, but can't sell, from this screen.

in the corner are suggestions of industries you should buy. Or rather what the AI thinks you should buy. And what resources are needed. Of course autos and aviation are out of the question for now.

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Aurelian
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RE: Playing Russia

Post by Aurelian »

There are many things that need attention. Infrastructure, colonies, building the economy. Ungratefull, rebellious, populations.

And so we need money. Our economy needs to be balanced and to generate sufficient state and private capital. We use private capital to build factories or farms, railroads or certain colonial actions.

We use state funds, aka money, for military and infrastructure.

With all that in mind, economic development is what we need to focus on. Manufactured goods in particular. You need them for colonial decisions, armies, and ships.

The good news, Russia has some. The bad news, they need machine parts. And we do not have any factories that make them. So what we'll do is import as many as we can. It will be expensive, but we have a large home market that will buy things and help offset the cost. And when we have enough, we will build machine part factories.



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loki100
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RE: Playing Russia

Post by loki100 »

Worth saying, esp for someone new to the game, that advice on the 'B' Screen about gaps and what to build is pretty good - if you're not sure what to do next, esp at the start of the game, following that will do you no harm.
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RE: Playing Russia

Post by Aurelian »

ORIGINAL: loki100

Worth saying, esp for someone new to the game, that advice on the 'B' Screen about gaps and what to build is pretty good - if you're not sure what to do next, esp at the start of the game, following that will do you no harm.

Yep. And I'm fairly new to it.
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RE: Playing Russia

Post by Aurelian »

Economic mode

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Pocus
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RE: Playing Russia

Post by Pocus »

ORIGINAL: loki100

Worth saying, esp for someone new to the game, that advice on the 'B' Screen about gaps and what to build is pretty good - if you're not sure what to do next, esp at the start of the game, following that will do you no harm.

This is the same algorithm as used by the AI [;)]
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Aurelian
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RE: Playing Russia

Post by Aurelian »

First turn.

There are four merchant fleets. One in the MTB off the west coast of GB. One off the coast of Russian Alaska, one in the Baltic, one in the Black Sea.

The one in the Baltic is moved to the North Sea MTB, the one off Alaska is moved to the Caribbean. It allows more access to markets.

An Iron mine is built in Kursk. There are not that many iron resources in Russia, and there are two here. 180 days to build. At 15 days/turn, it isn't as long as it seems.

For this turn, we'll leave taxes alone. After it's run, then we'll see what we need, if the population is unhappy, check out the T screen (ours, and the ones of nations that the MTB borders.
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Aurelian
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RE: Playing Russia

Post by Aurelian »

Start of Turn 2

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warspite1
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RE: Playing Russia

Post by warspite1 »

So what is the general plan Aurelian? Is there a war looming large on the horizon or is it a case of suck it and see mode at present?
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Aurelian
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RE: Playing Russia

Post by Aurelian »

The general plan is to create a strong economy. Hopefully.

Once there, colonial development, speeding research, the various decrees that come up will be easier to implement.

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RE: Playing Russia

Post by warspite1 »

Oh okay - just wondered if there was a military target you had in mind [:)]
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Aurelian
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RE: Playing Russia

Post by Aurelian »

ORIGINAL: warspite1

Oh okay - just wondered if there was a military target you had in mind [:)]

Well I do :) Get ready for the Great War. But without a strong economy........

I *think* Russia has the largest army, (that's a mission I just got.), but it's considered a feudal one.


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Aurelian
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RE: Playing Russia

Post by Aurelian »

Nothing too exciting at the start of Turn 2. We do build some replacements for the army. Since we received a warning that Armenia wants to kick us out, we need some to cover any losses. We have a few decrees to look at. Still a bit of editing to do. Lungansk and Poti have enough population to establish cities. So we could build farms/mines/factories there.



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Zap
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RE: Playing Russia

Post by Zap »

ORIGINAL: Aurelian

Here's the National attributes of Russia.

Image

The portaits are of Nicholas I, and his Prime Minister.

The numbers under them run from 1 to 9, the sum of both Ruler and Minister

1-4 results in penalties. 5 is normal. 6-9 result in bonuses.

From left to right:

Imperialism: Modifies your Force Pool, Unit Cohesion recovery, and ability to forge plausible casus belli
(must be 5 to do so). For example, if you have a 9 in Imperialism and max allowance of 8 infantry Corps,
then you’ll ultimately be able to raise 10 infantry Corps at one time (8 * 1.2 = 10).

Administration: Modifies the initial cost and output efficiency of production structures – although good
transportation (such as railway development) is a key factor in productivity.

Diplomacy: Modifies the number of Diplomats you receive every 6 months. Diplomats are expended
whenever diplomatic actions are taken, and they can also be consumed by some colonial actions. Diplomacy
also modifies the amount of Prestige you gain from your possessions in your Sphere of Influence.

The attributes themselves:

Research: Backward

Trade: Protectionism

Gov't: Full Autocracy

Society: Rigid

Religion: Intolerant

Economy: State Control

Army: Feudal (Russia's is treated as Feudal for purposes of recruitment until Alexander III.)

Power projection: Regional

Education: Nonexistent. (We don't need no stinkin education)

Nationalism: Elitist

Bureaucracy: Croynyism

Organization: Major (In the release, only the playable countries are this.)

Consult the 1.2 PON manual for more details.

Better size now I think.





Hi Aurelian,

I noticed your society has religion: intolerant. How does the game model this selection? What effects will it have for you in your game?
Aurelian
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RE: Playing Russia

Post by Aurelian »

According to the manual. Societies with this attribute will enjoy lower levels of unrest among believers in the State church,
but they pay for this with heightened unrest among non-believers and colonial subjects as well as the possibility of
serious disturbances if heresy or schism break out within the church.

Over time, they will change to the State religion.
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Aurelian
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RE: Playing Russia

Post by Aurelian »

So looking at the above, we will choose "Send troops to suppress local social unrest." Can't have the lower classes thinking they deserve better.

It's also cheaper than martial law, and looks to have the same effect.

Also go with Professional Schools. A total of 250 State funds out of 396.

Again, we'll leave taxes alone, and continue with the imports of last turn.
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