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however is all about mounting potential threats and then making the potentials of those threats ever larger. It isn’t about what you have, but what you could have, and thence what you could then do. So the game is fought out in the future – you’re always fighting to create or prevent something which hasn’t happened, but might.
Early game - routes are obvious, train purchases are based on whether people want the 3's to break in OR1. SR2 is where interesting decisions start to appear as theres at least 1 player who has nothing
I usually like to buy and sell the shares that started at 144 to limit their issue and start something in the conservative zone. i've seen people do a variety of things: ride irsff, stamp collect the other important thing is there is only space for 4 corps to start daughters before the 4s
so if you start in the CR, theres only 3 operating order to block SFTG from starting a daughter might be critical
overbuying a train type is a good way to go boom. 3's generally dont last very long. starting daughters at 340 is ideal, but sometimes you take what you can get
if the trains are moving youre trying to avoid liability in your daughters for as long as possible, starting new daughters and creating a tower of money and corps
make sure that you can protect these corps if necessary as you begin to issue as theres likely a player out there with high liquidity
usually you only need to protect the first daughter
try to get as many paying shares as possible, people will start to merge here which is a weak move as it limits your paying shares as the get very expensive usually but sometimes necessary
people will start to bankrupt soon from their poor play around the historical events. usually when the 5's break
so the late game becomes some amount of: picking over dead peoples bones, pushing the corps so hard that you run out of charters and people can't merge any more, trying to get share volume in your favor with something with a train and some track
always remember that you dont care about any of the corps you personally dont have shares in
you can easily crush everyone with 6 corps and 2 trains
the irsff split into SB is just comically bad. SB is just so much worse than everything else its not worth having to deal with the BS of paying for IRSFF and being targeted
its almost impossible to have both of them and survive
connecting is extremely rare
its very difficult/impossible to survive at 100 start when people play the financial game
you need a really good predatory steal to survive usually
68 is impossible
theres little cute tricks you can do like starting a 68L corp in milan to get a corp with really cheap shares that lets you get a small share advantage
minors can be great late if you have an extra train, not very useful otherwise
freezing daughter corps is also a good way to get rid of train liability via an ebuy if necessary. difficult to line that up well though
basically, the biggest mistakes i see are: low starts and not understanding the implications of the historical events and being dead
in lower player counts, you can combo some of these corps because you have so much cash and do different things.
squirrel likes SFTG + SFTC low start a lot and he buys the token from SFTG into SFTC
but i find theres even more do my own thing in already do my own thing game at anything less than 5
If people don't play against sftg then they're advantaged to win