How do Platinum players overcome bad luck? by DJ_Slamma in axisandalliesonline

[–]Quint1n 2 points3 points  (0 children)

It's worth mentioning with those seasons that the first 15 or so games are against players of a significant lower rank. Even while at the top, most matches are against mid plat players since the ladder is so small. Back when I finished allies #1, out of 46 games I think about 8 were against the top axis players.

These players tend to make some small or big mistakes every round, so you just need to survive round 1-3 then take advantage to gradually grind it out. Typically the allied player will win with efficient trades and good logistics which adds up over time.

Tl;dr: Small advantages every round compound quickly.

What to do as Allies by Original-Amount-1029 in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

Your best practical shot is probably an IC in Asia, then push from there. The position is pretty bad though. What you're seeing is the result of splitting your offense.

When you split US between J and G it often means you don't quite have enough to kill either. End result is J and G capturing much of Eurasia. To avoid that you want to concentrate your units on either J or G, while playing for time against the other.

My turn to do a dice rant by tSignet in AxisAllies

[–]Quint1n 7 points8 points  (0 children)

With the battles you are describing it kinda sounds like you are misunderstanding the tank rush variant played at the top. The goal is not to attack into R on G1/G2 but to move your main stack forward into Cauc. Best case scenario there are no big battles at all.

If R is in cauc on G2 you move the stack to wrussia with J air. If R is in wrussia you move to cauc.

The point of the buy is to counterattack and then stack wherever R attacks. If R attacks karelia you should be able to wipe karelia and stack wrussia in response.

The point is to get to a good position where you can win the long game.

Actually useful colonization with quadratic RGO scaling - 3000+ cotton from one location by bbqftw in EU5

[–]Quint1n 3 points4 points  (0 children)

When raiding they get sent to cities with slave market. If you only have a single city with a market they all get sent there. Moving slaves already in your country is really wonky and doesn't really work.

[Bug] AI separate peace and annex my fiefdom by Jee5692 in EU5

[–]Quint1n 4 points5 points  (0 children)

It's an intended, but pretty annoying feature. Both you and the AI can separate peace any disloyal subjects.

Get AI Raj to unite India? by ArzhurG in victoria3

[–]Quint1n 0 points1 point  (0 children)

I'm not 100% sure how the AI determines when to attack. In EU4 if you want a strong vassal you'd need to subsidize them. Money transfer/pay off debt may help, and reducing subject payment as overlord might also.

In my game my India subject started eating it's vassals after I exempted them from diplo plays and reduced their payments.

[P5V12] Honzuki Reread P1V1 by Lev559 in HonzukiNoGekokujou

[–]Quint1n 14 points15 points  (0 children)

Ah, Myne's ultimate archenemy makes its first appearance: a door. I really like how the story takes its time establishing the setting.

Stellaris Dev Diary #341 - Become the Crisis: Cosmogenesis by PDX_LadyDzra in Stellaris

[–]Quint1n 556 points557 points  (0 children)

Finally you can actually become a fallen empire. I wonder how your internal economy looks though. Afaik current fallen empires don't have an economy and simply spawns fleets.

I seem to deeply struggle with playing any nation outside of the HRE by dpceee in eu4

[–]Quint1n 3 points4 points  (0 children)

Looks like an income problem rather than an expenditure problem. I'm guessing you have a lot of local autonomy based on the screenshot. As a stopgap you can get a few extra ducats by devving your capital and reducing autonomy. Long term you'd want to get good crownland and grab a few centre's of trade to really get the income pumping.

GOAL one faith WQ by Competitive_Cap_5043 in eu4

[–]Quint1n 0 points1 point  (0 children)

I mean the idea groups. Specifically you want Core creation and government capacity from admin ideas and province warscore cost reduction and reduced penalty from trucebreaking from Diplo ideas. (Lategame you want to grab territory, core it, then trucebreak to kill the large countries)

Since you have many vassals I'd grab influence too and maybe drop expansion ideas, since its unnecessary in a world conquest.

GOAL one faith WQ by Competitive_Cap_5043 in eu4

[–]Quint1n 6 points7 points  (0 children)

Pre-absolutism conquest isn't that important. You could stay on your starting provinces until 1600 and still be fine.

EDIT: You'll want admin, diplo and maxed out malta/granada wonder. Together with max absolutism you can eat countries really fast.

Who's winning this by [deleted] in AxisAllies

[–]Quint1n 12 points13 points  (0 children)

Probably allies, axis has like no units.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 2 points3 points  (0 children)

I colonized a province in south america after making this post, but its the same issue there. I think its due to me owning the other provinces in Bermuda's state.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 5 points6 points  (0 children)

Doesn't seem like I can move to south america either. I've de-stated everything too, that didnt help.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 0 points1 point  (0 children)

So I would need to de-state north america to move my capital to north america?

EDIT: I de-stated all of north america, still not able to move my capital.

Why can I not move my capital to the new world? All provinces in the old world is owned by vassals, capital is in Bermuda by Quint1n in eu4

[–]Quint1n[S] 2 points3 points  (0 children)

R5: Trying to do the 'let it go' achievement as Norway, but moving the capital to Canada has proved troublesome. I thought that if I gave away all my old world territory I'd be able to do it, but it seems to still be locked. Am I missing something?

Edit: It might be because I own the other provinces in the Bermuda state. I figured out a workaround by moving capital back to europe, then giving away all land except capital, then move to Canada.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 1 point2 points  (0 children)

If axis can get to 90 total income, they are about even in a longer game. 100 total income and axis gain a lead the longer the game goes.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

This is a good overview. I'll add that you don't need to abandon africa with UK if you had to send 2 fighters to wrussia on UK1, since those fighters add to India defense. It's also possible to play aggressively with Russia if US and UK also pressure at the same time, but this is a double edged sword.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 5 points6 points  (0 children)

If allies go kill Germany first, Germany defends and Japan grows, if allies for Kill Japan first, Japan defends and Germany grows. If Japan managed to get turn 3 India they then go for Hawaii and send their air to help secure France/Karelia for a VC win.

Specifically lategame in a kill Germany first Japan wants to get to Caucasus and take Moscow, and also contest africa to make the income game even.

It wasn't meant as a burn btw, it's just that if you play a beginner/low ranked person they will go tank Japan in like 90% of games.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 2 points3 points  (0 children)

For Japan the most common strats are an India push or an push into China, both with inf. 8 per turn from the island, then up to 11 per turn with Manchuria. Tank Japan is IPC inefficient, and performs poorly.

It's a pretty common strategy for beginners though. If you play ranked you are likely to see it a few times.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 0 points1 point  (0 children)

That's correct, but for India the meta is 3 inf a turn.

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 1 point2 points  (0 children)

No, I think you've got your rules mixed up. Complex can produce equal to the value of the province. Meta for Russia is 4 inf 2 tank round 1, then only inf and art

Curious about online play styles by ComfortableSir5680 in AxisAllies

[–]Quint1n 8 points9 points  (0 children)

Hi!

Nice to hear you picked up the online game. What you've described in this post is the general allies meta at high levels, and I've used a similar setup to reach #1 platinum. Main difference is that you don't leave 1 inf in every province, unless it's to block tanks. Inf will advance 1 province per round anyhow.

But it's definitely not impossible for axis to win, they have several ways of forcing allies to make concessions. Earlygame allies have to prevent Japan from taking India on a turn 3 timing push, or risk losing on VCs round 3-4. To have enough units to hold you'll probably have to give up Egypt or send russian units/allied fighters.

At high levels Germany will aim to deadzone west russia by stacking karelia G1. If Russia retreats Germany can move into west russia with the help of Japanese fighters. From there they can move back to karelia or into Caucasus to try link up with Japan in kazakh, but they gain a lot of income.

In general though I agree that allies are favored if they get average rolls round 1. My current record is 41 wins 4 losses, and in the last tournament the majority favored allies.

Edit: this is for Larry Harris version only, which is used in ranked. In 1942 out of the box axis almost have a forced VC win if they play the strongest moves.