Empire's Ablaze - Learning to Run the Economy
Posted: Sat May 24, 2008 1:35 pm
Greetings,
I will be using this thread to learn more about how to run the Japanese economy with Nemo's Empire Ablaze mod. I am novice and will be jumping into the deep end of the pool with only one swimming lesson on running the Japnese economy. [:D]
I am assisting John 3rd with his economy (scary thought!) in his PBEM game against Canoerebel (Dan) and he will be my opponent using the latest version of Empire's Ablaze as soon as I get the cluster done for this mod to use with the newest version of WitPTracker. Hopefully, I can get it done in the next few days (am working through the long weekend - on call sitting at home, but the phone could ring). Then, get my first turn done and sent to John.
This screenshot is of Naval Shipbuilding and I feel I'm having "mental block." I've copied and pasted Nemo's thesis on doing this from months ago (I have pages of info from the "Must Read" threads on production issues) and have read though the feedback Damian (n01487477) posted about it in John's AAR, but I still feel lost. This is just the second turn against the AI to see if I can get WitPTracker to work with this mod.
For those with a better understanding on this issue (which is probably most of those out there), what ships should I accelerate and/or halt?? Please explain it in small words. [:D]

I will be using this thread to learn more about how to run the Japanese economy with Nemo's Empire Ablaze mod. I am novice and will be jumping into the deep end of the pool with only one swimming lesson on running the Japnese economy. [:D]
I am assisting John 3rd with his economy (scary thought!) in his PBEM game against Canoerebel (Dan) and he will be my opponent using the latest version of Empire's Ablaze as soon as I get the cluster done for this mod to use with the newest version of WitPTracker. Hopefully, I can get it done in the next few days (am working through the long weekend - on call sitting at home, but the phone could ring). Then, get my first turn done and sent to John.
This screenshot is of Naval Shipbuilding and I feel I'm having "mental block." I've copied and pasted Nemo's thesis on doing this from months ago (I have pages of info from the "Must Read" threads on production issues) and have read though the feedback Damian (n01487477) posted about it in John's AAR, but I still feel lost. This is just the second turn against the AI to see if I can get WitPTracker to work with this mod.
For those with a better understanding on this issue (which is probably most of those out there), what ships should I accelerate and/or halt?? Please explain it in small words. [:D]

