The Ottoman Empire is experiencing growing pains, and has fractured, leaving several provinces of the empire open for ambitious men to grasp the reins of power. In Smyrna, this has taken place as Hizir Sarahanoglu raises an army of Anatolian tribesmen and lays his claim. With the threat of Ottoman reprisals on the horizon, he now must establish a stable realm, with the strength to fend them off.
Welcome to my first attempt at an AAR. I've played a handful of EU3 games all the way to the end, and I enjoy the narrative aspects of the game and seeing what sorts of interesting turns the world might take. With that in mind, we'll see what happens here in this version of the world.
My goal is to play a "mega-AAR", starting with EU3 and transferring it into Vicky2 when the time comes. This should give fertile ground for many fun stories, as well as reducing the pressure on me to do anything radical (since I've got an additional 120 years to play with).
The game rules I'm using are:
-No lucky nations
-Provinces spread in 200 years; (I finished a game with that set, and colonialism was largely limited to major nations, which felt a bit more realistic)
My own rules for the AAR are fairly simple:
-I'm not going to initially follow any sort of limiting guidelines or with any particular goals beyond survival; this is largely a "reacting to what the world does" game.
-Should Saruhan become annexed militarily, I will create an "exile house", creating a single-province nation out of the most appropriate other country (likely to be one of the hordes) and putting the ruling dynasty at the time of annexation in charge.
-If Saruhan is annexed diplomatically (inheritance, mostly, I guess?) I will take over the country that annexed it.
-If Saruhan is big enough to lose provinces to independence-minded rebels, I'll consider switching to one of the rebel nations if it seems like it would make for a more interesting continuation.
The goal is to simply provide a constant narrative, and to challenge myself to write to what happens within the realm of the game. Your feedback and suggestions are always welcome, both as related to the writing and to the gameplay.
Thanks for coming along!
Welcome to my first attempt at an AAR. I've played a handful of EU3 games all the way to the end, and I enjoy the narrative aspects of the game and seeing what sorts of interesting turns the world might take. With that in mind, we'll see what happens here in this version of the world.
My goal is to play a "mega-AAR", starting with EU3 and transferring it into Vicky2 when the time comes. This should give fertile ground for many fun stories, as well as reducing the pressure on me to do anything radical (since I've got an additional 120 years to play with).
The game rules I'm using are:
-No lucky nations
-Provinces spread in 200 years; (I finished a game with that set, and colonialism was largely limited to major nations, which felt a bit more realistic)
My own rules for the AAR are fairly simple:
-I'm not going to initially follow any sort of limiting guidelines or with any particular goals beyond survival; this is largely a "reacting to what the world does" game.
-Should Saruhan become annexed militarily, I will create an "exile house", creating a single-province nation out of the most appropriate other country (likely to be one of the hordes) and putting the ruling dynasty at the time of annexation in charge.
-If Saruhan is annexed diplomatically (inheritance, mostly, I guess?) I will take over the country that annexed it.
-If Saruhan is big enough to lose provinces to independence-minded rebels, I'll consider switching to one of the rebel nations if it seems like it would make for a more interesting continuation.
The goal is to simply provide a constant narrative, and to challenge myself to write to what happens within the realm of the game. Your feedback and suggestions are always welcome, both as related to the writing and to the gameplay.
Thanks for coming along!
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