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kavanaugh
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Thanx, its going a lot better now, even if the Whites keep attacking with tanks and lots of other stuff. I bribed 2 tanks, a Mk. A and a Renault and wiped out several White units each before I lost them.
Im wondering about how you made the Poles work. At first they arent even on the map, then all of a sudden they take over the whole country of Poland. You cant talk to them at first, then you can make a treaty the next turn. Just curious.
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kavanaugh
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OK, I started a new game after losing to the Whites and Poles. It's gone better this time, though I still lost my Spartakus revolution in Germany. Now it's the Kronstat uprising that's the problem. I was unable to get to the anarchist fortress in time, and 'pow' there's the Birtish fleet and soldiers taking Petrograd. How do you avoid this, when the fortress is on the ocean and can't be attacked? I tried to bribe it also, but that didn't work either.
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techumseh
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of the frozen North.
Apr 1999 time: 22:19
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Sorry for the delay in responding, I've been unable to get on these forums during the last 24 hrs. I don't know if it's a problem with my internet provider or the poly server. Perhaps both.
For several design reasons it made more sense to put the Kronstadt fort unit on ocean terrain. Mainly, it was the best way to keep it from getting killed too early. So you have to be ready to retake it by means suitable to attacking a naval unit. Some destroyers or air units is what you need. It's an unbribable unit, but a Commissar unit can still inflict some damage by sabotage before the main attack.
The Anarchist revolt amoung the sailors at Kronstadt, previously the staunchest supporters of the revolution, caught the Bolsheviks by surprise. They were sure it was an Interventionist plot to capture the naval defenses of Petrograd. While this probably wasn't the case, it's very likely that the British would have tried to take advantage of the confusion to attack. So an immediate counter attack is the only way to prevent this. If you don't destroy the Anarchist fort on the first turn after the revolt, the British fleet arrives.
The Kronstadt revolt was tricky to design. The fort has to be converted from a Bolshevik one, to a barbarian one, and then if not immediately recaptured, to a British one.
This was achieved by putting it on ocean terrain, then creating a 'Change Terrain' (ocean>ocean) event to eliminate the existing fort unit and then creating a new fort unit belonging to the new civ.
Since the order of execution of events creates new units before changing terrain, new units would not survive unless an intermedate step was inserted to delay the creation of the new unit in the sequence. The 'Change Terrain' event also includes a 'Give Technology' event. A second event with a 'Receive Technolgy' trigger creates the new fort unit. Since 'Give Technology' comes later in the sequence than 'Change Terrain', the new unit is not created until after the 'Change Terrain' event and is safe.
Last edited by techumseh on 04-07-2002 at 01:51
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