Monday, March 30, 2026

March Digest #5

World of Warships

Down to 11 million credits. Tomorrow begins the last Nian Paradox event mission; in it, there is a mission task to earn 10 million credits. It should take a few days to grind for those credits, but at the end of it, I should have more than enough to finish dismissing captains from both Tier VIII and IX with both groups containing the most ship captains - around 200. This should then leave just those from Tier X and the superships to go. Fortunately, there are only a few in the latter group while the former consist most of my 21 point captains with more joining them shortly.  

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Finished five of the six missions  for the last Nian Paradox mission quest, and earned Tier IX PILUS PRIOR. Dismissed the commander that came with her and plonked Domenius Folgore, an Event commander, on her instead. Now I have leftover Lunar tokens but not enough to grab anything apart from Stage I rewards.  

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Completed the last mission task and decided to grab the three captains from the Chaos allegiance so switched from Forces of Order to Chaos Adherents FOR FREE. Once acquired the leftover tokens will be lost because I cannot exchange them for anything.

Started dismissing captains from Tier VIII. Specifically those from Japan and USA. I am using the Elite Commander XP earned in this way to accelerate upskilling the select group of captains I have earmarked for upskilling to 21 points. 

In January I had 20 names on that list. It's March now and I've only diminished that list by 2 which is not a big deal. Collectively however the amount of ECXP spent has seen the whole group advance considerably more than the result implies. Currently the entire group now sits between 16 and 20 points whereas previously it was more extensive, ranging from 11 points through to 20 points.

  • 11 point captain costs 87,000 Commander XP
  • 12 point captain costs 108,000 Commander XP
  • 13 point captain costs 132,000 Commander XP
  • 14 point captain costs 159,000 Commander XP
  • 15 point captain costs 189,000 Commander XP
  • 16 point captain costs 222,000 Commander XP
  • 17 point captain costs 259,000 Commander XP
  • 18 point captain costs 289,000 Commander XP
  • 19 point captain costs 300,000 Commander XP
  • 20 point captain costs 500,000 Commander XP
  • 21 point captain costs 700,000 Commander XP
Currently have over 2 million credits left. Enough to probably do one more nation. After that, it's back to grinding for credits to build it back up. 

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Finally down to my last few hundred thousand credits. So now it's time to pause the dismissals and once again build up the credit surplus.

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Finished off dismissing the remaining German captains (Tier VIII) as I had around 4 million credits. Spent half of it. Will rebuild surplus so I can tackle the next nation which is UK. 

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Dismissed some more commanders from Tier VIII. Just the French and Italians to do.

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SurrounDead

Apart from the zombies, and the Coyote paramilitary, this is an otherwise ordinary and often pleasant but dull world. One that most people could survive in comfortably. In fact, it's very easy to draw a parallel with today's world and circumstance: just pick your villains and off you go. You have as much freedom to be a cowboy and/or villain yourself without too much difficulty. Or live the "quiet life" if that's your inclination or preference. The only downside is the constant military drops implying outside of the Valley, life is a "lot more normalised" and that the Valley is a mistake that got out of hand and which the authorities or whoever is the power-that-be are trying to hide and contain. It would be interesting to see if that theory holds up by "breaking out" from the Valley. The underground rail network might be provide an answer to if this is a possibility. Highly unlikely given that all exits are likely blocked or severed. And that the Valley is indeed cut off from the rest of the world. 

Anyway, been tottering about daily doing the usual "kill zombie" thing while otherwise trying to improve the base defences. And the occasional exploration of map areas as yet unexplored. Which has lulled me into my current viewpoint. But that will change once I actually start exploring the deeper levels of this game.

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Began exploring the train network today. Started easily enough with the connection between Grain Valley, town in the east. Had cleared it earlier. The train line here connects to Ellwood.














Pays to have a ready supply of batteries for use with either torch or night vision. I prefer night vision but also brought along camp lanterns that can be placed in various locations. 

Connection between the two towns is via these access tunnels. 















Went through the connecting door into Ellwood. Cleared the few zombies there. Checked both ends of the tunnels. Both ends of both lines have caved in. It will be interesting to see how it goes further north which I suspect is more dangerous yet possibly more open to exploration because of the connection to whatever secret installation is situated there.













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Went down into the Lawrence Creek rail station. Lots of resistance during the initial clearing out, and not just from the zombies. Bandits too were interested in my visitation. Perhaps they had a hideout there as I was attacked during my descent?

After the initial clearing operation, I then followed the tunnel left from the station. It curved for a bit before it split into two directions. On my way out, I placed lit camp lanterns so I wouldn't get lost or disoriented. Easy to do given the flood of zombies therein. 
















Took out the station master boss zombie up top. But there are boss zombies within the rail tunnel network.















Above shows me coming up to the t-intersection after following the winding tunnel from Lawrence Creek. Left quickly ended in a dead-end while the right led a short way to another t-junction. Stopped further exploration because my night vision battery power was low and I didn't want to muck around replacing the battery in the dark with zombies popping out of nowhere regularly. Both directions look worthy of further exploration at a later time, especially the left fork. 











This access tunnel was just beyond the first t-junction when taking the right fork, on your left side. It leads to the Factory Subway which is west of Lawrence Creek. 

Was hoping to find a tunnel connecting to a possible secret military installation during my Lawrence Creek explorations. 

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