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Wow... you are encroaching russia... shouldn't they start to feel your ewul masterplan?

I haven't the foggiest idea what you're talking about. :confused:
 
It was a joke, but it has some basis to it, you do have territories rather around russian border/sphere of influence(except indonesia) and it came to me, you would be going for hostile takeover russia someday...
 
Chapter 9: One step forward, one step back

November 11, 1873: The Ottomans ask for Military Access; you've got some nerve! I think for a moment about agreeing, but then I remember that the only consequence to attacking a country with Military Access is more Infamy, so I'm not sure it would deter the Ottomans.

December 4, 1873: Yes! Have as many safaris as you want!

chapter9december1873.jpg


January 1, 1874: For this update (and all future updates), I will set aside four screenshot slots so you can see the changes in the upper house. Seems simpler than wasting a lot of words. Except for these. And these. And these, ad infinitum.

chapter9january1874.jpg


January 21, 1874: That was a weird electoral result. It's 99.23% victory for the Liberals... but .77% for the Conservatives?! Pro-Military must really be a huge issue throughout Ukraine.

February 6, 1874: I switch to the Nationalists for Interventionism. I expand the Cement Factory in Cherson, re-open both Steamer Shipyards, and subsidize them, along with changing hiring priorities. Now that I'm not part of anybody's sphere, I have to be as self sufficient as possible.

February 14, 1874: I wish the Nationalists weren't followers of Jingoism. To make ends meet, I have to manually cut back on Steamer Convoys. Without domestic production of them, tariffs can cripple my military, but without an economy, I'm even more crippled. I slightly increase taxes on the middle and poor classes; 50% and 65%, respectively, since they're getting luxury goods. I have to go to a 60% tariff, but I'm finally solvent again.

February 19, 1874: I finish Breech-Loaded Rifles and can construct Guards -- hurray! I'll go into why they're so great later on, but for now, here's the next tech I'm chasing.

chapter9february1874.jpg


Why did I choose this? Simple. I want Machine Parts factories. Every factory in the world needs them for maintenance. I'm almost positive you need them for Tanks and/or Airplanes, if I get that far, but I know they'll be profitable, I need them, and without a native supply, I'm more or less screwed.

The other stuff is nice, too :)

March 17, 1874: Oh no! Protests in the Chamber of Commerce!

chapter9march1874.jpg


As with many events, this is not a tough choice. I want agitated liberal Capitalists so I can pass political reforms. No contest. West Galicia is a sizable province, but I don't care about liberal poor people -- they can't vote anyway.

I also make a very silly decision, because I forgot how guards work -- I disband all my infantry armies outside of Ukraine, in preparation for making guards.

Guards are the best infantry unit in the game. They've got higher base ratings than Infantry (at this point in the game, 8/5 vs 7/4 for attack and defense), but have two other important benefits: a Recon rating of 2 (vs 0 for Infantry) and they move faster, at the same speed as Cavalry as a matter of fact, 5 KPH. They do cost a little more -- Luxury Clothes and Liquor instead of just Regular Clothes; Canned Food and Small Arms are necessary for both -- but the biggest stipulation is that Guards can only be of Primary Culture soldier POPs. That's why disbanding infantry units outside of Ukraine was silly; I don't have the soldier POPs yet to sustain the Guards units. I start production on 7 units of guards -- the most I can build right -- and hit the bottleneck.

That's the other downside to Guards; they need Luxury Clothes and Liquor, and most countries don't produce both. We have plenty of Liquor, but no Luxury Clothes, and with our lack of access, we aren't likely to get many Luxury Clothes.

July 10, 1874: Surprisingly, OE doesn't take land from Egypt. Instead, they Cut Them Down to Size -- a war goal that always costs 50 warscore, but keeps them from raising troops for five years, makes them reduce existing troops by 50% and forces them to pay an indemnity.

September 22, 1874: We kick hiring priorities for both Steamer Shipyards to high; they're both losing money, big time. Crimea gets a bunch of expansions to their factories as well -- Glass, Liquor, and Cement. We're at 4% Clergy in Kiev now; time to change the NF.

chapter9september1874.jpg


November 1, 1874: We discover Henry & McCormick's Reaping Machine. Increases Fruit, Grain, and Tea production by 40%, while shrinking the RGOs of same by 1%.

November 23, 1874: Hmmm... isn't this interesting.

chapter9november1874.jpg


January 1, 1875: Time for a new Upper House!

chapter9january1875.jpg


My ideal mix would probably be 40% Liberal and 20% Socialist, so I can pass some more Political reforms.

May 31, 1875: Well, there goes the neighborhood -- China just westernized. Belgium gets kicked out of the GP club.

August 18, 1875: I'm hoping my Capitalists will do the right thing and build some Luxury Clothes factories. Since they won't, I'll switch to State Capitalism; both East Galicia and Kiev get their very own Luxury Clothes Factories.

October 31, 1875: Every Korean province gets a Fort started; I'm more or less screwed if China wants Korea.

December 17, 1875: We finish Interchangeable Parts; I start on Practical Steam Engine next. There aren't any inventions associated with it, but it is an across the board improvement for all factories (+2.5% to throughput) and RGOs (+40% for mines, +75% for farms).

January 1, 1876: A new upper house.

chapter9january11876.jpg


February 14, 1876: Bolivia goes bankrupt -- those skinflints! I get a Repay Debts CB, but it's not something I can a whole lot about.

April 16, 1876: We're friendly towards the UK again. Somebody must have kicked them down a notch. Doesn't somebody love Ukraine enough to Sphere her? :(

May 12, 1876: Sweden improves relations. The Clipper Shipyard in Crimea goes bankrupt; I close its doors for good, since I couldn't care less about wooden ships now.

June 6, 1876: Another disturbed Holy Site.

chapter9june1876.jpg


August 1, 1876: With the Food Packing System, Canned Food factories are now 10% more productive! I don't even think I have any at the moment, though.

September 1, 1876: Jiggs improve furniture factories, which would be nice, if I had any. More interestingly, China is now Cordial to us.

October 3, 1876: We're "Very Unlikely" to have an alliance with the UK, so we give it a shot. No dice. :mad:

November 1, 1876: Bessemer Steel means +10% to steel production. If only I had a steel factory.

December 9, 1876: We boost relations with the UK and try again; still no alliance. At least Big Game Hunting is still popular.

chapter9december1876.jpg


January 1, 1877: Time to elect a new upper house; the Conservatives are dangerously close to losing their majority as the biggest single party.

chapter9january1877.jpg


Even better, we finish Precision Work, which improves Ammunition and Glass Factories, while also allowing me to build Machine Parts factories. I start one in Crimea right away.

January 30, 1877: I'm done building new factories for now; we switch to Interventionism.

March 2, 1877: We finish Practical Steam Engine; we go with Early Railroad next.

March 24, 1877: For the time in some years, Ukraine is again tariff free.

May 15, 1877: I re-equip the navy with its maximum Steamer Convoys; to balance the budget, I cut defense spending to 25%.

June 1, 1877: Liquor Production Output is up 10%, thanks to the Integral Distillery Process.

August 5, 1877: Every last person in Ukraine is missing a key good. I wonder what it is?

chapter9august1877.jpg


If only I knew of a nearby target that could fulfill my Wool needs. Oh, wait!

chapter9august18772.jpg


August 15, 1877: Tariffs are back up to 30%.

September 20, 1877: That puts a wrinkle in things.

chapter9september1877.jpg


Now they want Lebanon too; perhaps it is time to show them the awesome power of the Ukrainian Navy! I finish both my Luxury Clothes factories; they get max hiring priority.

September 22, 1877: The Ottomans only have 14 brigades and 21 ships. I have 16 brigades (I replaced most of the disbanded infantry) and have 34 ships. Perhaps I could win this one?

November 3, 1877: China is now Friendly to Ukraine.

November 8, 1877: I defeat the Ottoman Navy, destroying three frigates and their only transport for the low, low cost of one commerce raider. I start two more to replace it.

chapter9november1877.jpg


I make a really stupid decision, though. See, I'm thinking to myself that, despite superiority in numbers (and probably technology) right now, I could use more troops. I mobilize.

November 10, 1877: Oh, right. The Ottomans can do that too. Now they have 56 brigades. :eek:

January 1, 1878: A new Upper House.

chapter9january1878.jpg


Another fun fact -- Russia is allied to the Ottomans, so the Ottomans have military access, and can invade Kiev via land. It's such a fun fact, that I have to give up Lebanon and end the war. I actually had a chance of winning this war, if A) I hadn't decided to mobilize and B) Russia didn't give the OE military access. I'd even landed troops at Istanbul.

January 7, 1878: We demobilize.

January 14, 1878: Time for a new election and the end to this update.
 
It was a joke, but it has some basis to it, you do have territories rather around russian border/sphere of influence(except indonesia) and it came to me, you would be going for hostile takeover russia someday...

I gathered all that, but wasn't sure where you were going with ewul, unless it's some kind of bad Ukrainian version of Evil :D Conquering Russia would be pretty sweet, though, if I could pull it off (I have my doubts, honestly).
 
A quick note: I'm going to update to official 1.3 -- if it causes save game problems, I'll just re-install with the beta I used (if it's still available).
 
its nice to see the Ukraine so focussed on finding and shooting animals in Africa ...

quick game related question -- on the main forum there is a bit of an issue about lack of liquor causing major problems --- doesn't seem to be the case for you though (not of course you personally)?
 
its nice to see the Ukraine so focussed on finding and shooting animals in Africa ...

quick game related question -- on the main forum there is a bit of an issue about lack of liquor causing major problems --- doesn't seem to be the case for you though (not of course you personally)?

It has been in other cases, but my Ukraine produces loads of liquor. As far as I know, there are actually quite a few problems with purchase order (I believe supposed to be POPs, then government, then world market, but for some reason some goods hit the world market after the POPs are done).

hope the repairs are done for more punishemnt upon ottomans!

ewul is from 4chan-nglish ;)

Ah hah! Now it all makes sense. Sort of. :D I think I'm done with the Ottomans, since I don't have any more of their core territories, but we shall see.
 
That's a bit of an oopsie about that mobilising business. Mind you, I didn't actually realise that if you mobilise, your enemy is likely to do that same. I can't say I've really paid that much notice. Shows how observant I am! Another good thing to know.
 
All you have to do is not mess up like that again and you can defeat other medium powers!
 
That's a bit of an oopsie about that mobilising business. Mind you, I didn't actually realise that if you mobilise, your enemy is likely to do that same. I can't say I've really paid that much notice. Shows how observant I am! Another good thing to know.

I was hoping for a "gap", so to speak, where I'd briefly have a manpower advantage. But yeah, no defending this one :)

All you have to do is not mess up like that again and you can defeat other medium powers!

That's the encouraging part. If I could get guards, I'd be really, really happy, but it seems that war may be the only way to get GP status.

Speaking of GP status, I'm looking for tips on how to achieve it. I don't feel comfortable spamming prestige techs because I need other techs more. Without dumping money into defense spending, I'll never have a big army, and navy-wise only Dreadnaughts make a big dent in military score. One I state-ify some of my colonies, that should be a nice kick start to industrialization. Anything else?

Could be a new update tonight; if not, Monday is more likely.
 
Chapter 10: The fate of the lost botanical expedition

February 1, 1878: I destroy the Ammunition factory in Rovne; Ammo factories are rarely, if ever, profitable. Instead, I expand my steamer shipyards, which are both full. I notice I'm still not producing much from my Luxury Clothes factories; that's a little disturbing.

May 1, 1878: We finish Practical Steam Engine; I research Machine Guns next. Machine Guns are so important that even a small army country will want to research them; they reduce Colonial Life Rating by 10. We will have a tutorial on Colonization in the next update. In addition, +5 to defense and -5 to combat width is nothing to sneeze at.

June 19, 1878: A quick review of the voters in Ukraine shows that their top three issues are Wealth Weighted Voting (14.94%), Pro-Military (13.75%) and Residency (11.69%). It's the second and third issue that I bet keep giving the Conservatives a good showing in elections.

July 19, 1878: Of course, as I say that, the Nationalists win again, with 100% of the vote.

August 9, 1878: It looks like Hedjaz is rebelling; some reactionaries are up to no good. I stomp out the rebellion for them.

October 4, 1878: Whitney and Colt's standardized small arms; +10% to all Small Arms factories.

November 4, 1878: Hegelian Idealism; worth one measly prestige.

January 1, 1879: Our new upper house.

chapter10january1879.jpg


The Socialists continue to do well; at this rate, we'll be passing social reform before we pass any more political reform.

January 24, 1879: France is now Friendly to us.

August 27, 1879: The Botanical Expedition is stranded! Of course we'll pay the money. Keep going, brave Ukrainian explorers!

chapter10august1879.jpg


September 7, 1879: In what some have called the Sheep War, all of Hedjaz's baas are belong to us.

chapter10september1879.jpg


Sorry; I couldn't resist. :D

October 6, 1879: Correction from previous updates: as long as they are of an accepted culture, any bureaucrats count towards turning a colony into a state; it doesn't have to be just Primary Culture. Still, not even at .5% in Dumyat, less than .1% in Pyongyang. This is going to take a while.

October 26, 1879: With the wool shortage gone, all of Ukraine's poor people are doing well; Tea is still irritating the education elites, though. I'll have to settle that later. With the war over, we drop tariffs to 20%.

November 14, 1879: After the last election, Pro Military is now by far the largest issue, at 15.76%, followed by Free Trade (11.26%). We've also got the beginnings of a Communist revolution; it's incredibly tiny (militancy of .5, 0.3% likelihood of rebellion), so I'm not worried. There's also some Hedjazi Nationalists getting uppity; there are even fewer of them, but they're a little madder. Still, they'll go away eventually.

January 1, 1880: Briefly, the Liberals are now the largest Party in the Upper House, but the Socialists are making gains each year.

chapter10january1880.jpg


January 23, 1880: Rubber in Johor is welcome news; it will be particularly handy in some advanced factories.

chapter10january18802.jpg


April 18, 1880: Some civil violence in Hedjaz; we choose the first option.

chapter10april1880.jpg


July 17, 1880: We complete our work on Machine Guns; Ideological Thought is our next technology.

chapter10july1880.jpg


I chose this tech for two reasons: 1) The Plurality inventions, which will boost RPs (and CON), and 2) to get closer to Nationalism and Imperialism, which is the last of three techs necessary to colonize anywhere within range (the others being Machine Guns and Medicine). The bonus NF will be useful too, eventually, but it's the other parts of this tech that I'm after.

August 16, 1880: I actually briefly considered this, a sign of how powerful Machine Guns are, but unfortunately, we're still under a truce.

chapter10august1880.jpg


October 22, 1880: I increase hiring (and resource priority) in my Machine Parts factory in Crimea.

January 1, 1881: We're dangerously close to the Socialists becoming the biggest party in the Upper House.

chapter10january1881.jpg


January 25, 1881: Five more Ironclads begin construction; I must have a powerful navy!

June 13, 1881: A quick check of the Diplomatic situation in Ukraine; we have four friendly powers (France, Russia, UK, and the Ottomans), two Cordial Powers (the US and China) and Austria and Prussia, who pretty much don't care right now. I wish one of them would finally take us into their Sphere, but realistically, even if we did enter a sphere, we'd get booted out almost immediately.

August 6, 1881: We finish Ideological Thought; next up is State & Government.

chapter10august1881.jpg


August 13, 1881: Now China is friendly to Ukraine.

September 8, 1881: Our first two inventions from Ideological Thought fire; Rationalism (+5% plurality) and Authoritarianism (-.02 to CON per day in Non-Colonial provinces).

October 1, 1881: Another +5% to plurality, this time from Social Conscience.

December 12, 1881: The Luxury Clothes factories are still not producing anything, despite being full. I finally discover why; Silk. We're completely shut out of the Silk market. This is sobering and unpleasant news. A newspaper also publishes some Slander.

chapter10december1881.jpg


January 1, 1882: A new upper house.

chapter10january1882.jpg


February 18, 1882: So here are the biggest producers of Silk; China, France, Japan, Austria, and Russia (who produces almost none). The only one I'd even consider fighting is Austria; from personal experience in past games, Japan has way too many troops on the home islands. China, France, and Russia could all muster massive armies that my tech won't do much against. If I get a little luck, though, I might just consider Austria.

June 1, 1882: Traditionalism is discovered; a further -.01 to consciousness in non-Colonial Territory.

July 1, 1882: A busy day! We get another +5% to plurality from collectivism, +15% to machine parts from Machine Tools, the results from our botanical expedition, and big game hunting.

chapter10june1882.jpg


chapter10june18822.jpg


July 14, 1882: The announcement of a new election means the end of this update.


The next update will be a little longer -- I go up to 1888, and you'll get to see a State of the Nation for Ukraine, which will give you a quick overview of how Ukraine is doing. New Roman Empire gets updated next, so we're looking probably the middle of next week for the next update to this AAR.
 
Subscribed (bit late, but there you go).
 
I love how hamburg discovered it.

Ah Hamburg, the perennial enemy of botanical expeditions everywhere.

I was totally flabbergasted when I saw that in game; perhaps there should be a "Give me my flower, you stupid jerk" CB. I'd learn them Hamburgers but good!

Wait a sec... When did China westernize...

During the update before this one; I've got a screen shot of them becoming a GP.

Subscribed (bit late, but there you go).

Glad to have you aboard!

I'm going to start editing screen shots for both AARs today, at some point; the Tuscan one gets first dibs, but if I can, I'd like to get updates for both done today. We shall see. With an upcoming "State of the Nation" post, are there any special requests? I'll have shots of all the main screens (except tech -- not really an easy way to work with those), some pages from the ledger (total score, population, income from RGO and Factories), and maps a-plenty. Anything else?
 
Have you tried patching the game to 1.3 yet? Does the save game work there? If so, you should be able to make some political/social reforms under the new system (socialists are 50% for political reforms +5% per 1 militancy, and the same goes for liberals and social reforms).

Silly Hamburg... Why isn't it part of the NGF yet? :p
 
Have you tried patching the game to 1.3 yet? Does the save game work there? If so, you should be able to make some political/social reforms under the new system (socialists are 50% for political reforms +5% per 1 militancy, and the same goes for liberals and social reforms).

Silly Hamburg... Why isn't it part of the NGF yet? :p

I started this AAR with 1.3 March 29 beta; I'm on official 1.3 now and haven't noticed any changes (I did miss one beta, but if I remember right, the only change was to overseas costs and fixing some bugged events Ukraine won't get anyway). Prussia and Austria have been really peaceful thus far; IIRC they're 7-8 in GP in some configuration.

This one is always instructive :)

Excellent!