• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

SKOTy

Freak
79 Badges
Aug 21, 2012
1.172
222
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Field Marshal
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Third Rome
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Stellaris: Apocalypse
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Knights of Honor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: No Step Back
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
As King Shitatsu Sho traveled on a barque during trip around Okinawa he gazed upon the dominant three mountains on his home island and said to himself: "One day, everyone in the world will be loyal servant to the Kingdom of the Three Mountains." He also knew that his wish won't be granted to his grandson, not even his grandson's grandson.



Hi again, it's me SKOTy

Unfortunately my last AAR ended with save loss, but I am here again, with nothing less that 3 mountains attempt (I've already got the achievement, but I didn't end up one tagging).

Ryukyu and similar starts are and were always somehow appealing to me due to amount of theorycrafting and not straightforward approach like e.g. France, Ottomans or even Prussia. Add vicinity to spice islands and you have one of the most interesting starts for me. To be honest I've started to miss that 2/2/1 development hellhole start.

This campaign will be played once CoC gets released, maybe after first couple of fixes (if there's something gamebreaking), but before that, I'll go through patchnotes and try to figure out what it will mean for the future gameplay.


Table of contents:
Ideas and 1.23 thoughts
0. - The Plan
1. - Executing the Plan
2. - Rising Tide
3. - Into India
4. - Getting rich
5. - Absolutely!
6. - Into Europe
7. - Bamboozling Ottomans
8. - Crushing Ottomans
9. - Blobbing everywhere
10. - Ryukyuan golden era
 
Last edited:
Signing along for the ride, and for what I might learn.
 
Ideas and 1.23 thoughts
Let's take a quick look into Ryukyuan ideas and what patch 1.23 is gonna bring to us.

Traditions
+1
Diplomatic reputation
+20% Trade steering
While Ryukyuan tradition providing +1 diplomatic reputation is nice (faster annexation of vassals mainly, but it also eases diplomacy a bit as it effectively provides additional +5 acceptance to diplomatic actions), the other half of traditions is trash, as bonuses to trade steering are ... not good. If it had to be trade idea I would much rather see global trade power here.

28px-Aggressive_expansion_impact.png
Chinese Investiture
-25%
Aggressive expansion impact
Probably the best idea in whole idea set, combine this with e.g. holy war cb, which further reduces aggressive expansion, influence ideas, high prestige and even age of discovery perk and 100% warscore results in less than 50 AE with belligerent country.

28px-National_unrest.png
Reform the Ryukyuan religion
-1
National unrest
This, alone is weak, but combined with other national unrest decreasing modifiers like despotic monarchy, advisor, stability, etc. this can lead to some pretty insane realm stability.

28px-Prestige.png
Shuri Castle
+1
Yearly prestige
Having high prestige is always good, even if you're not playing game of thrones in Europe as it provides quite a lot of nice bonuses. Additionally prestige translates also to monarch points due to disinheritance. However it's easy to get from other sources so I'd much rather have here some other bonuses.

28px-Trade_range.png
Maritime Commercialism
+33%
Trade range
If I would ever made a competition for most useless national idea, this one would be one of the top contenders to win it. It is trash.

28px-Trade_efficiency.png
Sign Trade Agreements
+10%
Trade efficiency
With current meta of trade companies and making absurd money from trade this is quite nice idea to have as it will boost trade income.

28px-Technology_cost.png
National Academy
-5%
Technology cost
With assumption of getting this one at level 10, teching admin to 27, diplo to 23 and mil to max it is worth 1560 points saved which could be used elsewhere.

28px-Leader%28s%29_without_upkeep.png
The Three Mountains
+1
Leader(s) without upkeep
Pretty much translates to +1 mil point.

28px-Idea_bonus.png
Ambition
-1%
Prestige decay
It's weaker than straight + prestige and with how it's easy to get full prestige I'd much rather see something useful here.

As you see there are 2 or 3 good ideas and rest of them is either bellow average or even pure trash, combine that with starting position and fact that you have to stay as Ryukyu whole game and conquer the World, it's clear why it's one of the difficult achievements to pull off.


Now let's take a look at 1.23 changelog (interesting changes only):

You can now select your Trading Policy in Trade Nodes where you have a merchant present.
- With a lot of merchants coming from colonial nations and trade companies, there always will be one or two which are not urgently needed and can be used for different tasks, but I guess most of the time merchants will be using 5% increased trade power as +15% improve relations with some countries might seem nice, there's already couple of additional modifiers in the game (e.g. prestige or advisor), which will make the number look smaller as the bonus is additive, not multiplicative. And for army bonus (it has been change to siege ability + something) requires 33% and more trade power in the node, which can be solved by having large trade fleet in coastal nodes. For this one I would need to see exact numbers.

Added Army Professionalism
- Actually mercenary cost reduction and increase to available mercenaries on low professionalism seems pretty nice as mercenaries are bread and butter of world conquest games. I doubt I will manage to reach any meaningful levels of professionalism. The 60 professionalism ability to disband units and gain manpower seems to be nice as it basically allows to teleport armies using money. The 100 one also looks nice, but to me, it fits into multiplayer, as in SP I can pause day by day and time arrival so there's just enough man to reserve.

You can now Drill your armies to make them better in Combat and to gain Army Professionalism
- Mercenaries can not drill, but cannons can do and as they should not be taking damage their drill value should not be decaying faster, which means more damage done by them. Military advancement Ryukyu badly needs.

Generals in charge of drilling armies now can gain additional pips in Fire, Shock, Maneuver and Siege.
- Extra pips on generals are always nice.

Advisors can now be promoted up to level 5 for a cost, if they are of a promoted/same-group culture
- More MP, and as MP are the most precious thing you can have in EU4, it's good thing. I guess this will make advisors which are 50% cheaper to hire and maintain and viable as the price is multiplied by a square of advisors' level.

You can now exploit the development of your provinces for shortterm bonuses.
- If it would ignore local autonomy effects it would be good. Nah.

Added the trade goods Incense, Livestock, Gems, Paper and Glass to the game.
- Probably won't shift balance much, depends a bit on the price change events. But the bonuses for trading might be interesting as trading in gemstones provides 0.05% inflation reduction and glass provides -5% diplomatic technology cost. I guess two of remaining three will provide discount to admin/military tech and last is a mystery.


So - no substantial changes to gameplay, apart from drilling those cannons.
 
Let’s hope this one doesn’t have so ignominious an end.
 
0. The Plan
Hi folks, thank you for your reactions, and I am also looking forward to this one. However, before I'll start playing this one I'll probably start campaign, most likely as the Mamluks to get the Remove Ke ... Ottomans achievement to take a look at new mechanics.

Anyway I've created a plan what to do and when which I'd like to share with you so you can take a look and eventually point out some misconceptions I may have made.

Before unpausing:
  • Send merchants to collect in Nippon and Beijing which will increase money from trade by 0.15 (1.8 extra ducats per year!!!).
  • Make Shitatsu general so he has increased chance of dying.
  • Sell galleys to Ming (60 ducats in my tests).
  • Privateer in Beijing trade node.
  • All of this will bring monthly income past 1 ducat with lowered maintenance and there will be sufficient money reserve thanks to selling galleys.
  • Switch to admin focus to get admin 5 ASAP.

Before 1450
  • This is most crucial part of the game and I am willing to restart the campaign if certain conditions won't occur.
  • After unpausing watch closely situation in Manchuria and seize opportunity a no-CB Yeren while they’re losing war in order to vassalize them. Yurchen tribes go to war basically always so this should be easy to achieve, but in case this does not happen RESTART. Negative stability and war exhaustion will have to eaten as spending points on other things is the priority.
  • Improve relations with remaining Yurchen tribes, vassalized Yeren and Ming, we're privateering.
  • Get a decent heir with at least 4/3/2 - if this does not happen before 1450 RESTART as these points will be badly needed. Ideal case would Shitatsu dying straight away and some 5/5/3 taking his place.

Before 1500
  • Develop renaissance in Okinawa and eat 25% increase from being coastal province (there’s no need to increase stab after no-CB as prosperity won’t tick fast enough to affect this), use the development edict for this. Do it only after reaching admin 5 and use primarily admin and military points as diplomatic will be used to unlock 3 exploration ideas and reach diplo 7.
  • Switch the focus from admin to diplomatic when it becomes available.
  • Colonize Manila and hop to spice islands, fabricate on Ternate and Tidore and eat them, do the same with Luwu, Button and Makassar.
  • Wait for Manchurian vassal’s LD to tick down to annex them, move capital there, culture switch to Manchu (banners) and convert to Tengri (+2 tolerance of heathens from decision, becomes absurd with humanism).
  • Complete requisites to spawn colonialism and spawn it.

Before 1600
  • Move capital to Lae, trade company everything.
  • Eat natives in Mexico and Peru in order to have strong CNs there and snipe all that gold from Europeans.
  • Monopolize Malacca trade node.
  • Start eating horde land, rush for Buryatia gold mine state it and develop it a bit.
  • Colonize Diego Garcia, conquer Maldives, fabricate on Indians from there and start eating India.
  • Colonize towards Madagascar and Kilwa, eat Zanzibar trade node and colonize Cape asap to prevent steering towards Cape (as to 20% of trade power propagation thing).
  • Slowly consume Ming’s tributaries

After 1600
  • Conquer the World … somehow.

Idea group order:
Exploration -> Religious (mainly for CB as unjustified demands would kill my dip and I'd much rather spend it on vassal anexation) -> Admin/Humanist -> the other from Admin/Humanist -> Influence/Offensive -> the other from Influence/Offensive.
Exploration will be ditched after all important places are colonized to free the slot

As for getting 3 admin idea groups in the first four idea group picks, there’s a setting in game setup which removes the limit of 50% idea groups from a certain section. It does not break ironman so I consider this a legitimate game setting.
 
Not that I really am one to comment, but it sounds like a fine plan to me.

If it doesn't break ironman and the achievement is active... well, that is all that matters surely :)
 
@SKOTy

don't you need to stay OPM to flip capital to oceania and TC everything>?
 
don't you need to stay OPM to flip capital to oceania and TC everything>?

Lae is in Oceania, which is indeed part of different continent, however it's not part of the colonial region (which is the deciding factor for the OPM constaint on moving capital) so this does not apply. It's quite similar to Bermuda or South Georgia trick while moving capital to New World.

Confirmed this also in game.
 
i would no cb ceylon or any other nation in south india under attack by viya and call in ming early on, go from there. but that's me. it's just so much easier to prey on ai wars in india and get benefit.

but that's me.

going for malacca is valid also and colonizing up to cape is indeed important. in all honesty, doing BOTH and getting gold from mutapa/buryatia asap might be important also.
 
1. Executing the Plan
1. Executing the Plan


2 restarts were made prior to 1450, in first case I got and heir with 1/0/2 and in second I've declared war against dogpiled Jianzou, occupied to much of their provinces and then realized that cost for vasalization is 113%. This chapter shows content from the 3rd attempt.


02siKis.jpg


There's no special start screen for Ryukyu, wondering why this wonderful Kingdom is not getting any love from Paradox :rolleyes:


BCv61DO.jpg


All of the things which needed to be done before unpausing were done according to plan. With sufficient reserve of cash an advisor is also hired to hasten the much needed administrative technology level 5.


RItmBNj.jpg


Shortly after starting the third run, an 4/5/4 heir appears and at this moment I knew this is going to be the run. As in first 50 years there will be massive investment of monarch points into developing Okinawa in order to spawn renaissance, getting first three exploration ideas and also diplomatic technology level 5.


SNZh0QC.jpg


First no-CB war was directed again against Jianzhou they got drawn into war for Ming's tribute. In 2nd attempt they've allied Oirat, now they were allied to Korchin which did not honor the alliance as it was overrun by Ming.
The war itself was relatively uneventful as shortly after mine declaration Haixi and Korea also jumped on the target and killed their armies. The only thing during this was which required attention was ensuring that Haixi and Korea will eat enough to push vassalization under 100% warscore.
As for their liberty desire it will slowly tick down as expansion into spice islands will be made (anyway there's huge relation penalty due to AE and force vassalization so it won't be possible to reach past +190 opinion anyway). Although not loyal, they won't declare war as that would bring Ming into the war on my side.


Zkwxzbh.jpg


In 1458 administrative technology 5 is reached and with 400+ diplo points stored first exploration idea providing colonist is taken together with mission to colonize Manila which is good 14 development.
As for colonization policy native coexistence is taken so we don't have to deal with native uprisings in colonies and this also eases maneuvering inside colonizable provinces.
At the moment there's 0.6 ducats deficit each month, but there's sufficient reserve which will bridge the period of developing renaissance on Okinawa which will ultimately fund the colonization effort.
Later gems were found in Manila, which makes the province even better.


k0hF33Y.jpg


Sometimes it's good being Ming's tributary. The extra 1 dip per month is nice.
They event started influencing us even we're still pirating in Beijing trade node (which brings around 0.37 ducats every month).


vxBKBlf.jpg


Shortly after Ei reached 15 truly miracle has happened. Shitatsu died of natural reasons and 4/5/4 took the throne, much earlier than anticipated as abdicationwould become available only after 4 years.
I've pretty much jumped out of the joy when this happened as I was preparing for abdication of Shitatsu and hoped for some event which will push me past negative prestige to allow abdication. This made thing much more easier.


muCimbs.jpg


19 years passed during which renaissance was spawned and embraced, Manila colony finished, war fleet was created (2 heavies) so the spice islands of Ternate and Tidore could be annexed (claim was made by sending colonist into Halmahera, at the moment no colony is being worked on as with full maintenance there's no room for it in the budget).


Sx32cLS.jpg


Buton is also annexed with Tidore.
So far only territorial cores will be made as stating will be done after culture switching to Manchu in order to get banners (as they provide a bit extra firepower Ryukyu is missing in their idea set).


KYrRYZS.jpg


After claims are made Makassar and Ternate are attacked.


qsRKrGw.jpg


Ultimately both Makassar and Ternate are annexed. Jianzhou liberty desire dropped bellow 50% so they're being annexed right now (51.3% in outliner).


c77rHUd.jpg


2nd idea group is taken - religious to help stabilize situation after switching to Tengri and to provide usable CB later.


1A66Ebl.jpg


Jianzhou is annexed, but unfortunately also their rebels are inherited which prevents moving capital (you can not move capital if there are rebels active in your country or any province is occupied by them).
On the other hand, culture switching to Manchu was easy as diplomatic annexation provides full cores and it was done without de-stating anything.


CJXkvoy.jpg


In the end capital is moved to Manila as position there is more defendable and the cost for moving it there is lower than moving it into Manchuria.
All of the conditions for spawning colonialism are already met before 1500.


Ha88zVB.jpg


Sending missionary into Tengri province provokes Tengri zealots and their accepts can be immediately accepted without need to actually spawning the rebels as more than 50% of development is already in pagan religious group.


oNsVqsH.jpg


This decision is what makes Tengri really strong contender in terms of religion, as it will push heathen tolerance into ridiculous levels together with high legitimacy and humanist ideas.


6qIo0ao.jpg


Ainu has no allies and is swiftly annexed. In the end, key for world conquest is to fight easy wars.


KQWoMeh.jpg


THIS IS THE RUN!
Never seen this event, I guess it's new in 1.23.
6/6/6 heir, this is insane.


TsZ59jg.jpg


Second colonist is unlocked and journey towards Zanzibar has begun, note Maldives, I guess Gnivom hasn't lied when he claimed they've fixed AI.


RHiNsiA.jpg


The final goal of sniping colonialism was met so there's no need to force it like renaissance or printing press later.
I have no idea why the event hasn't fired immediately in 1500 as the conditions were clearly met, but this does not ultimately matter.



As for my feelings about this chapter - it was a lot of playing on speed 5 as there's simply nothing more to do apart from colonizing and filling out ideas in first few decades as opposed to what @atwix suggested. I might have been more aggressive and ventured towards India but this shows more reliant and reproducible approach to first 50 years of 3 mountains.
Apart from that with this approach the realm is stable, has large enough income to fund an army plus two colonists and handful of technologies and ideas unlocked which will might propel the snowball faster than the other approach. We'll see...
 
Talk about lovely heirs ... really the game has given you some great gifts. I look forward in seeing what use you make of them :)

Poor Europeans ...

:D