Welcome to my first real attempt to ride the steep learning curve of this monster game and for that matter my first attempt at an AAR.
Content (Last updated: 27/02/2013)
The Game So Far - June 1855
1855 Jul to Dec - Building a nation / Majerteyn declare war
1856 Jan to Jun - Alliance with Two Sicilies / First Research
1856 Jul to Dec - Slow and steady / Parma gives military access
1857 Jan to Jun - Building a nation (again!) / Trade lovely trade
1857 Jul to Dec - War war war! / Congress of London
1858 Jan to Jun - Diplomatic breakthrough / Stalemate in Somalia
1858 Jul to Dec - Treaty of Plombiere / War in the desert
1859 Jan to Jun - Piedmont on war footing / Sheewa attack
1859 Jul to Dec - American Civil War / Shiney new rifles
1860 Jan to Jun - Garibaldi lands in Sicily / Mombassa liberated
1860 Jul to Dec - Invasion of Albania (sort of..) / Commerce in the Americas
1861 Jan to Jun - Garibaldi captures Sicily / Mountain warfare in Ethiopia
1861 Jul to Dec - Austria invades Parma / Garibaldi lands in Calabria
1862 Jan to Jun - Italy Unified (sort of) / Roma O Morte
1862 Jul to Dec - Rome capital of Italy / Protectorate of Somaliland
1863 Jan to Jun - A Place in the Sun / More Shiney Rifles
1863 Jul to Dec - A Bloody Nose / Drawing Breath
1864 Jan to Jun - A Policy Change / Military Build Up
1864 Jul to Dec - We Love the Greeks / War Plans
1865 Jan to Jun - The World Falls in Love With Italy / Cruising in the Med
1865 Jul to Dec - The Sheewa Defeated / The Army Deploys
1866 Jan to Feb - The Eve of War / Garibaldi Returns
Italo-Ottoman War
1866 March Early - D Day
1866 March Late - Adrianople or Bust
1866 April - Garibaldi Gets Mad
1866 May - Adrianople Falls
1866 June - Opening the Bosphorus
1866 Jul to Sep - Constantinople Besieged
1866 October - Götterdämmerung
1866 Nov to Dec - Peace Talks
1867 Jan to Jun - Peace in our Time? / New Threats
Introduction
I picked up this game around a year ago but never got further than a few turns put off by the seemingly impossible task of preventing my economy from tanking. Recently I was inspired to play again by the rash of new AAR’s on this forum (not least of which was Loki’s AAR) and I am glad I did as I am having blast (having become not a little obsessed) as I try to master the intricacies of this very deep game.
The game has reached the beginning of 1854 and going forward I intend to update every half game year and more frequently should any juicy wars occur.
For this game I chose Sardinia-Piedmont to bring to the heights of glory (or more likely the depths of humiliating defeat). Why this particular nation I hear you ask? Well there are no colonial commitments and you have the clear goal of uniting Italy plus you start out in control of only 7 provinces which gives you a good chance to get to grips with the strengths and weaknesses of this nation.
To be honest there seem to be more weaknesses than strengths.
You start with a small but (probably importantly) professional army and therefore with a slight qualitative edge to the larger conscript armies of the nations you are surrounded by. I’m not sure but probably linked to being a professional army the number of conscript/officer replacements is very low (something like 5 a turn for conscripts). Bearing in mind a Brigade costs in the region of 50 conscripts I won’t be doing too much expansion of the army.
You start with what I would describe as average leaders to command this army but on the plus side more than enough to lead them with out any combat penalties
There is no navy to speak of other than a few sail frigates. You do however start with 3 merchant fleets which should allow me to trade for the items I am short of.
On the economic side probably the most important resource coal is completely unavailable within our current borders meaning all coal at least initially will need to be imported. As everything in this game relies on having coal this is a major problem. Of the other main strategic resources Steel and Manufactured goods (needed to produce most structures and units) I have one steel mill and 3 factories producing manufactured goods which providing I can keep them open with the necessary inputs should cover my basic needs.
Of the other goods you produce you have enough to nearly cover the food and common goods requirements of the population whilst my luxury goods factory (again if I can keep it open) should cover about half of my populations thirst for luxury goods.
Diplomatically you start out hemmed in between the great powers of France and Austria and the minor powers of the Swiss Confederation, Parma and Tuscany. France has claims on my 2 western provinces of Savoire and Alps-Martimes whilst Austria has no desire to see a united Italy on its southern border. Austria also has 4 of my objective regions within its borders.
1850 - 1853 (The plan)
Economy
My initial goals here were fourfold:
1) Become self-sufficient enough to operate all my starting factories without relying on imports. In game terms I would need to build several new mine and farm buildings plus ensure that no new factories would be built until I could sustain my existing ones comfortably.
2) Try to maintain a positive balance of trade.
3) Import or produce enough resources to satisfy my population’s needs.
4) Increase manufactured goods output.
Diplomacy
1) Boost relations with France in anyway possible. From a strategic sense this should enable me to concentrate my limited army against Austria with the hope of grabbing my claimed provinces. Economically if I could obtain a commercial agreement with France I would be able to build coal mines their and hopefully alleviate one of my biggest problems. There are also event chains which require good relations with France and poor relations with Austria to achieve unification (or so I believe)
2) Cultivate relations with all the Italian minor states particularly Tuscany which has the only coal rescourse on the Italian peninsular. Get mutual supply and passage rights with the Papal States and Parma.
Colonisation
1) Use all 10 merchant options (each merchant costs 25 private capital and 2 manufactured goods to place but also produces 5 private capital per turn for 25 turns if they don’t disappear giving a clear profit) around the horn of Africa to try and raise CP to the maximum 35% (I think this is the maximum value until Italy is unified and the full range of colonial options is available I hope).
Military
1) Assign leaders to both the starting infantry corps and the cavalry division
2) Form 2 armies commanded by my starting 3* generals based in Piedmont and Liguria.
4) Again when resources allow upgrade my existing fortifications from pre-industrial to maximum level industrial level forts.
5) Increase and upgrade the port level in Liguria to allow my Grand Fleet to be created after Italy is formed
Next time I will deal with what actually happened hopefully with some current screenshots should I actually figure out how to do them.
Content (Last updated: 27/02/2013)
The Game So Far - June 1855
1855 Jul to Dec - Building a nation / Majerteyn declare war
1856 Jan to Jun - Alliance with Two Sicilies / First Research
1856 Jul to Dec - Slow and steady / Parma gives military access
1857 Jan to Jun - Building a nation (again!) / Trade lovely trade
1857 Jul to Dec - War war war! / Congress of London
1858 Jan to Jun - Diplomatic breakthrough / Stalemate in Somalia
1858 Jul to Dec - Treaty of Plombiere / War in the desert
1859 Jan to Jun - Piedmont on war footing / Sheewa attack
1859 Jul to Dec - American Civil War / Shiney new rifles
1860 Jan to Jun - Garibaldi lands in Sicily / Mombassa liberated
1860 Jul to Dec - Invasion of Albania (sort of..) / Commerce in the Americas
1861 Jan to Jun - Garibaldi captures Sicily / Mountain warfare in Ethiopia
1861 Jul to Dec - Austria invades Parma / Garibaldi lands in Calabria
1862 Jan to Jun - Italy Unified (sort of) / Roma O Morte
1862 Jul to Dec - Rome capital of Italy / Protectorate of Somaliland
1863 Jan to Jun - A Place in the Sun / More Shiney Rifles
1863 Jul to Dec - A Bloody Nose / Drawing Breath
1864 Jan to Jun - A Policy Change / Military Build Up
1864 Jul to Dec - We Love the Greeks / War Plans
1865 Jan to Jun - The World Falls in Love With Italy / Cruising in the Med
1865 Jul to Dec - The Sheewa Defeated / The Army Deploys
1866 Jan to Feb - The Eve of War / Garibaldi Returns
Italo-Ottoman War
1866 March Early - D Day
1866 March Late - Adrianople or Bust
1866 April - Garibaldi Gets Mad
1866 May - Adrianople Falls
1866 June - Opening the Bosphorus
1866 Jul to Sep - Constantinople Besieged
1866 October - Götterdämmerung
1866 Nov to Dec - Peace Talks
1867 Jan to Jun - Peace in our Time? / New Threats
Introduction
I picked up this game around a year ago but never got further than a few turns put off by the seemingly impossible task of preventing my economy from tanking. Recently I was inspired to play again by the rash of new AAR’s on this forum (not least of which was Loki’s AAR) and I am glad I did as I am having blast (having become not a little obsessed) as I try to master the intricacies of this very deep game.
The game has reached the beginning of 1854 and going forward I intend to update every half game year and more frequently should any juicy wars occur.
For this game I chose Sardinia-Piedmont to bring to the heights of glory (or more likely the depths of humiliating defeat). Why this particular nation I hear you ask? Well there are no colonial commitments and you have the clear goal of uniting Italy plus you start out in control of only 7 provinces which gives you a good chance to get to grips with the strengths and weaknesses of this nation.
To be honest there seem to be more weaknesses than strengths.
You start with a small but (probably importantly) professional army and therefore with a slight qualitative edge to the larger conscript armies of the nations you are surrounded by. I’m not sure but probably linked to being a professional army the number of conscript/officer replacements is very low (something like 5 a turn for conscripts). Bearing in mind a Brigade costs in the region of 50 conscripts I won’t be doing too much expansion of the army.
You start with what I would describe as average leaders to command this army but on the plus side more than enough to lead them with out any combat penalties
There is no navy to speak of other than a few sail frigates. You do however start with 3 merchant fleets which should allow me to trade for the items I am short of.
On the economic side probably the most important resource coal is completely unavailable within our current borders meaning all coal at least initially will need to be imported. As everything in this game relies on having coal this is a major problem. Of the other main strategic resources Steel and Manufactured goods (needed to produce most structures and units) I have one steel mill and 3 factories producing manufactured goods which providing I can keep them open with the necessary inputs should cover my basic needs.
Of the other goods you produce you have enough to nearly cover the food and common goods requirements of the population whilst my luxury goods factory (again if I can keep it open) should cover about half of my populations thirst for luxury goods.
Diplomatically you start out hemmed in between the great powers of France and Austria and the minor powers of the Swiss Confederation, Parma and Tuscany. France has claims on my 2 western provinces of Savoire and Alps-Martimes whilst Austria has no desire to see a united Italy on its southern border. Austria also has 4 of my objective regions within its borders.
1850 - 1853 (The plan)
Economy
My initial goals here were fourfold:
1) Become self-sufficient enough to operate all my starting factories without relying on imports. In game terms I would need to build several new mine and farm buildings plus ensure that no new factories would be built until I could sustain my existing ones comfortably.
2) Try to maintain a positive balance of trade.
3) Import or produce enough resources to satisfy my population’s needs.
4) Increase manufactured goods output.
Diplomacy
1) Boost relations with France in anyway possible. From a strategic sense this should enable me to concentrate my limited army against Austria with the hope of grabbing my claimed provinces. Economically if I could obtain a commercial agreement with France I would be able to build coal mines their and hopefully alleviate one of my biggest problems. There are also event chains which require good relations with France and poor relations with Austria to achieve unification (or so I believe)
2) Cultivate relations with all the Italian minor states particularly Tuscany which has the only coal rescourse on the Italian peninsular. Get mutual supply and passage rights with the Papal States and Parma.
Colonisation
1) Use all 10 merchant options (each merchant costs 25 private capital and 2 manufactured goods to place but also produces 5 private capital per turn for 25 turns if they don’t disappear giving a clear profit) around the horn of Africa to try and raise CP to the maximum 35% (I think this is the maximum value until Italy is unified and the full range of colonial options is available I hope).
Military
1) Assign leaders to both the starting infantry corps and the cavalry division
2) Form 2 armies commanded by my starting 3* generals based in Piedmont and Liguria.
I Army to contain the Guards Corps, Cavalry Division, Siege Artillery, Labour Regiment and Supply Wagon.
II Army to contain the Infantry Corps, Light Cavalry Brigade and Supply Wagon.
3) When money and resources allow add “Conscript Light” support and artillery units to maximise the abilities of each force4) Again when resources allow upgrade my existing fortifications from pre-industrial to maximum level industrial level forts.
5) Increase and upgrade the port level in Liguria to allow my Grand Fleet to be created after Italy is formed
Next time I will deal with what actually happened hopefully with some current screenshots should I actually figure out how to do them.
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