Warmongering USCA: 1836-1840
(Note: I'm still trying to get used to the "AAR Mindset" when playing Vicky 2, which is why there are a couple of screenshots missing that you'd expect otherwise. I've really got to stop and think about all of those annoying popups that I used to X out without a second thought. And at the rate that I'm putting these notes above my posts, this'll turn into a mini-tutorial on what not to do when writing an AAR
)
Starting up the game again, everything is basically the same as the above post, but with a few key differences:
1) Research is put into Military Staff System instead of Malthusian Thought. The extra org should help us keep up with our enemies, and I'm impatient, so the extra recon on the cavalry should help alleviate this problem.
2) Our National Focus on Guatemala goes to Soldiers instead of Clergymen. Even though this is most likely a bad idea in both the short and long run, I figured that If I'm going to be a warmonger, I might as well go all out.
3) I max out tarriffs and taxes on everybody (25% and 50%, respectively). This was in a vain hope that people would demote (Rich-Middle-Poor-Soldier). As I soon figure out, this only works if you can actually max out everything, and not half-do it.
4) We start an election as soon as we start, hoping that the Reactionary upper house majority carries over.
5) We start with a general! Well, technically we had him in the other game as well, but I didn't actually look at my army. Because of that whole peace thing. He's pretty good too, which should prove invaluable in the coming war.
Before we unpause, I also begin to position my army on the USCA-Colombian border, along with sending an alliance request to Venezuela.
They accept our request, and we immediately declare war on Colombia, lest they get an ally or two in the initial flurry of diplomacy.
Venezuela joins in on the war, and, thankfully, they haven't disbanded their army out of poverty yet. However, that means that the Colombians haven't either. We mobilize, which starts just a bit further than our armies. We send both into the same province, which turns out to be a bad idea, as...
I made newbie error here (Moving in an incredibly weak army when I can't actually see the adjacent provinces). By the time I notice the Colombian army barreling towards my lone brigade, its too late to move them out of harms way. I can only sit there and hope that Francisco's army arrives in time...
And they do! Arriving literally the day that the brigade would have fallen, they manage to valiantly fend them off, taking out half their army in the process. However, the mobilized brigade was completely wiped out in the fight. We demobilize, and we begin to chase Colombia's army up and down Panama. At least ten battles later, the last 1000 men of the Colombian army surrender. We remobilize, and the siege game begins, as we occupy all of Panama, and Venezuela captures their way to Colombia's capital.
During this, our first year passes through, and, like the peace game, liberals sweep the vote, gaining an easy majority in the upper house. Popping open the politics screen, I notice a pretty little reform branch that wasn't open previously-
Apparently Paradox is favoring this game as, unlike our hippy parallel, the social branch is open to reforms. What's more, the majority to pass them is exactly the same! I go for the healthcare, pausing several seconds after to consider how this may skew the results in favor of the warmongers.
At the same time, the election that we had started previously ends, with the liberals retaining their control over our country. This is probably because the majority of voters are liberal, even though my voting, at the time, was landed.
Finally the siege game ends, and we accept the peace from Colombia for Panama (Venezuela added a goal for the region adjacent to Panama [Forgot the name], but I don't think that I'm done with Colombia yet, and I don't want my land connection with them severed yet.)
The biggest result of our fight is that our name is now shown on the map, albeit very awkwardly put. The Panamaian provinces are pretty poor, and they gave us a small Afro-Carribeno minority, and an almost invisible North Andean minority.
However, peace is unaccepable! Since Mexico is still too strong to take on mano a mano, I begin to build up my ships on the pacific side, plotting to take on USCA's historical rival....
Johore!!!!
We need the gold, seeing as how the earlier "Bankrupt everyone into joining the army" plan failed without the actual ability to fully tax. It just ruined my economy
And while we wait for the ships to build, four semi-interesting things happen:
In order:
1) We get a slightly better general, and we switch him out in anticipation of the Johore campaign
2) The prestige gained from the war and the military points gained from recruiting an admiral and general makes us a Secondary power! This fades quickly, but its nice to know that our little USCA is moving up in the world.
3) Mexico and the US white peace, and Texas is annexed by the US.
4) We manage to get to universal voting anyways, causing the militancy problem to once again disappear into thin air.
Anyways, after a short interlude, we load up our entire army onto a ship and sail them across the pacific. And while this doesn't sound like the most intelligent decision, it somehow manages to work. On the way, Military Staff System is finished researching, and we don't research anything else, choosing instead to save our RP for Idealism.
Reaching Johore, we quickly declare war on them, unloading our army onto theirs. And, in doing so, we beat them like a red-headed step child.
We quickly chase down the remnants, wiping them out in
Kuala Lumpur. The great siege game begins, and we scuttle our ships, which were in no shape to make a return trip to the good ol' USC of A.
Moving to immigrants, it appears that either
A) They need a couple of years to get mad enough to leave their respective home countries
B) You need some sort of universal voting to warrant them hopping across the pond
C) Some combination of the two.
Also, neither being at war nor badboy seems to affect the frequency of immigrants, as they seem to be coming to my idyllic hippy paradise USCA and my bloodthirsty, baby eating USCA in equal numbers. Also, no more Russian.
We finish the sieges, and our eternal enemy is now firmly under our thumb. We end 1839 with a booming economy (Before Johore I was running on a deficit while having my military, supply, and education extremely lowered, with it I could max them all out, reduce my tariffs to -25%, and half my taxes and still run a +10 surplus.) and an army stuck on the other side of the world.
First reactions
My first impressions on the contrast is twofold:
1) Being a warmonger is much more interesting than sitting there in peace, which is why this post was double the size of the other.
2) War > Peace in the early game. The only thing that peace brought me was a stabler economy during 1837-1839, when I was hurting from various upkeep and war related costs.
My plan, schedule wise, is to go by ten year intervals, posting Peace and War one after another in separate posts. Don't really have a timetable on the actual ten year intervals, though.