MasterSmithFandango
Arcane
- Joined
- Aug 6, 2008
- Messages
- 7,269
Welcome to another Paradox LP, as I am a hopeless fanboy. This time, we'll be gaming the system to form a stable empire as the Confederate States of America!
Expect a lot of shitty Dukes of Hazard jokes combined with a healthy dose of Kodexian racism! So without further ado, Let's Play:
A few notes on how this will shake out. We're using the 1.4 beta patch, which puts a bit of a dent in the UK. France tends to go crazy with the Industrial score in this patch, but they're not impossible to catch up with. The only modifications I've made was an increase of the badboy limit from 25 to 50, which will lead to more wars and more territory changing hands both for myself and the AI, as well as an increase to soldier pop damage, which will make losing soldiers far more costly to the war effort. Beyond that, this is pretty much vanilla.
To become the Confederate States of America, you must first start as the United States, or the Damn Yankees as they will be henceforth referred to as. There are a series of events that fire and decisions you can make that will either hasten or delay the oncoming war. As a general rule, I feel that it is wise to delay, so you can build as many Dixie soldiers as possible.
Look at those amber waves of grain!
Our research points are shit, so we'll focus on raising those with techs that have a lot of plurality gains. Military techs would also be helpful, but until after the Civil War, I don't expect any major fights with anyone outside of Mexico.
Industry starts off slow.
And pops start off pretty low (at least in relation to the European countries). Also, we have a good bit of dead weight that we are carrying around, also known as the White Man's Burden: Slavs. I mean Slaves.
I'll go full derp and leave the trading screen automated.
And the tale of the tape for the Great Powers. The European Powers will likely shift a lot due to wars (especially with the heightened BB limit), while the US (and CSA) will start off slow, and then steadily pick up steam.
And the current wars. Texas is fighting for her independence (and does a much better job of it than in the release version), and then some shit going on in Europe, but who cares because that's not America
And I'm guessing to prevent the British from always nabbing Washington, both Washington and Oregon start the game on their way to being colonized.
Well, that's the end of the first, teaser update. First major update will take place sometime tomorrow. Now, to form the CSA and make them stable, it requires some gamey tactics (like building all Dixie units so the CSA has a standing army come war). Also, I do my best to ruin US relations with the other majors, especially Britain, to prevent them from joining in to the conflict on the US side, which would make a tough task even tougher. I also don't take advantage of that lovely CB the US has against Mexico beyond the rest of Texas, just to give the CSA somewhere to expand other than against the US.
Stay tuned for the War of Northern Aggression!
Expect a lot of shitty Dukes of Hazard jokes combined with a healthy dose of Kodexian racism! So without further ado, Let's Play:
A few notes on how this will shake out. We're using the 1.4 beta patch, which puts a bit of a dent in the UK. France tends to go crazy with the Industrial score in this patch, but they're not impossible to catch up with. The only modifications I've made was an increase of the badboy limit from 25 to 50, which will lead to more wars and more territory changing hands both for myself and the AI, as well as an increase to soldier pop damage, which will make losing soldiers far more costly to the war effort. Beyond that, this is pretty much vanilla.
To become the Confederate States of America, you must first start as the United States, or the Damn Yankees as they will be henceforth referred to as. There are a series of events that fire and decisions you can make that will either hasten or delay the oncoming war. As a general rule, I feel that it is wise to delay, so you can build as many Dixie soldiers as possible.
Look at those amber waves of grain!
Our research points are shit, so we'll focus on raising those with techs that have a lot of plurality gains. Military techs would also be helpful, but until after the Civil War, I don't expect any major fights with anyone outside of Mexico.
Industry starts off slow.
And pops start off pretty low (at least in relation to the European countries). Also, we have a good bit of dead weight that we are carrying around, also known as the White Man's Burden: Slavs. I mean Slaves.
I'll go full derp and leave the trading screen automated.
And the tale of the tape for the Great Powers. The European Powers will likely shift a lot due to wars (especially with the heightened BB limit), while the US (and CSA) will start off slow, and then steadily pick up steam.
And the current wars. Texas is fighting for her independence (and does a much better job of it than in the release version), and then some shit going on in Europe, but who cares because that's not America
And I'm guessing to prevent the British from always nabbing Washington, both Washington and Oregon start the game on their way to being colonized.
Well, that's the end of the first, teaser update. First major update will take place sometime tomorrow. Now, to form the CSA and make them stable, it requires some gamey tactics (like building all Dixie units so the CSA has a standing army come war). Also, I do my best to ruin US relations with the other majors, especially Britain, to prevent them from joining in to the conflict on the US side, which would make a tough task even tougher. I also don't take advantage of that lovely CB the US has against Mexico beyond the rest of Texas, just to give the CSA somewhere to expand other than against the US.
Stay tuned for the War of Northern Aggression!