So after all the data transfer via HTTPS has taken place the last transfer contains a BASE64 encoded data chunk. Within this base64 encoded data blob is the IP and port for the UDP traffic and for the game to connect to. There are other aspects that take place here after this point. Spending time looking at traffic game has support for TLS over UDP but not seen proof it is enabled yet.
Here is example of data decoded from the BASE64 packet, you can see the IP and port (hex number, not ascii)
I have been off and on looking into the game, current plan is to redirect login to a simply server I control in a more sensible way, modifying windows HOSTS file feels unreasonable. I have no plan to make a private server but am interested/planning on a local simulation to allow offline playing.