You always mention 1870, would an 1870 start date make you a lot happier? or do you feel that by doing that you would miss out too much?
Not sure what the best start date would be.
Different regions are different.
I think for colonialism, 1870-1875 would be the best.
For Italy, late 1850s.
For Germany, early 1860s.
I think the contest for German re-unification and Italian re-unification and the whole issue of inter-power politics is incredibly interesting and fascinating, especially in a well played MP game.
I think the best thing is to start 1850, and just rush through a lot of the period up until the late 1850s by having the AI control everybody and stopping every few months to keep the economies off of life support and put down a few revolts.
I'm aiming to do a Prussia AAR based on that in May, with a completely new set of events for Prussia and for German re-unification in general.
Yeah i think you're totally right about that. I think different starting dates should have been implemented right from the start but ah well, I myself have not played a MP game and couldnt see myself becoming too interested in doing one either really :P good luck with your AAR, hope its as good as, or better than, your french one![]()
What's the deal with the Senegambia region? It's a protectorate for France, but already has a governor's residence as well. When you get the CP high enough for colony, it should switch to colony, but it stays protectorate without the ability to drop a formal colony card. What am I doing wrong?
Raise the CP in all regions of senegambia, colony status should switch automatically then
What does Krupp event exactly bring to Prussia (maby some solid numbers)? I've read that Gerichts Zeitung, but it was nothing specific.
in detail:
ChgVPCount = 250
ChangeResStock = $merCapital;250
ChangeResStock = $merGoods;175
ChangeResStock = $merSteel;50
ChangeResStock = $merAmmo;50
ChangeIntrProd = $merSteel;10
in short:
resources and Prestige
Another question. Whenever I build fortress or military outpost (colonial card) does it come with garrison of it's by default like trade outpost or do I need to garrison it manually?
Browsing through some of the naval OOBs I noticed that in some cases naval units are understrength (naval unit of frigates has 2 or 3 elements instead of 4 which is standard for that type of combat unit). Is there a way to supplement that unit with 1 or 2 additional vessels to raise it to the standard value? Also why disbanding obsolete units has a PP penalty?
It will. Some units start understrength the game.
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Sagji is correct.
Some naval units begin the game under strength. They can be brought up to full strength by placing the units in passive mode in a naval base. You will also need to have naval replacement (F3 screen) chits for the correct unit types.
PoN Beta & Researcher
The most significant event of the Twentieth Century will be the fact that the North Americans speak English.
Otto von Bismarck (1815-1898)
Funny is that F3 sreen won't show any need for light warship replacements, only ground troops (historic attrition FTL) ar indicated as in need of replacements. So should I guess the navy needs or what? Currently I've got 2 units of frigates that were 3 elements strong at the start of the GC.
I do not remember the start up, but for GBR you get F3 screen showing a need for light warships replacement chits. If not at the start, you get the need pretty soon.
PoN Beta & Researcher
The most significant event of the Twentieth Century will be the fact that the North Americans speak English.
Otto von Bismarck (1815-1898)
Does the F3 replacement screen show if units are missing entire elements, or only the number of hits needing to be repaired on existing elements?
For example, if a brigade should have two 32-hit elements, and only has one which is at 16 strength, will the F3 screen show that 16 or 48 replacements are needed?