Introduction
Welcome all, to my new AAR. It's a bit different from what I (and probably many of you who followed my earlier series) originally had in mind, but it somehow ended up with the mighty dragon of the east, Ming.
The first chapter of actual gameplay will be in the next post, so if you're not interested in my thoughts behind this campaign feel free to skip to there.
Overview:
Chapter 1: Restoring the Old Faith
Chapter 2: Expansion under the Sword of Damocles
Chapter 3: Glorious RNG
Chapter 4: Thinning out the neighbourhood
Chapter 5: Confused Rivalries
Chapter 6: The vassals are growing stronger
Chapter 7: Progress on all fronts
Chapter 8: Colonial Ventures
Chapter 9: Kow-Tow
Chapter 10: Troubles ahead
Chapter 11: Balancing Act
Chapter 12: Progress in India
So why Ming? My earlier series all started with weak and small nations facing a pretty tough start, and originally I had something along this line planned for this series as well. So how did I end up with the mightiest nation on earth (at game start) instead?
- At this point a big thank you to everyone who suggested nations and/or goals for my next series. There were some really cool ideas, and I'll likely get back on at least some of them at a later point. -
I've been trying out several things before deciding on a campaign, some of them suggested by you, some of them ideas I've been wanting to try out for a while now.
One of these ideas was about Ming. I never actually got around to play them before (which itself already was a big incentive, considering their amount of flavour), and their unique position allows for some very different campaigns.
I always fancied the idea of creating a massive Ming Empire that's keeping true to their traditional Celestial government, and challenging the Europeans with that.
One of the recent changes to some mechanics around religions finally made me actually try it out. I'm talking about the possibility of an Animist rebellion converting your nation without some OPM/ bankruptcy shenanigans. Since Ming starts with a couple Animist provinces that allows for a very nice "old vs new" challenge, an Animist Ming ruled by a Celestial Emperor fighting against the European upstarts.
So I gave it a try, played for about half an hour to see how it works out, and then restarted to make a proper campaign for an AAR from it. This half an hour is the full extent of my experience with Ming so far, so please be kind if I'm making some silly decisions.
Considering this almost complete lack of experience with Ming, and my usual rather careful playstlye, I'd say that a full world conquest isn't the most likely outcome. But even with the delay an early conversion causes Ming starts as such a powerhouse that it's a possibility at least, so we'll see how far I can make it.
The Plan
If you followed my earlier AARs you probably know how reliable my long-term plans are, but here's what I have in mind:
Try to convert to Animism asap. This will have to involve causing an Animist uprising, and having these rebels do a lot of work for me. At the same time I don't want to lose too much by it, so if possible I want to get the rebels without having to lose the Mandate of Heaven.
From what I can tell the easiest way to achieve that is to conquer some more Animist provinces early on, it's really tough to get any real unrest in your starting provinces with the -5 unrest from Mandate of Heaven.
Don't westernize. Since I want to keep the Celestial Empire government this one is a given. Especially towards the late game that will make keeping up in tech a bit more difficult, but luckily Ming has a few ways to counter that. They get a -10% tech cost reduction from the unique government, and they start with a high enough income to allow high level advisors from the start. Having a really bad starting ruler and heir is a bit of a low blow, but we'll have to deal with that.
Keeping the government form also means that we'll be stuck with a minimum of 50% autonomy in all our provinces for the whole game. Tbh I have no idea how bad this will be in the later game, I'm looking forward to finding out.
Ideas. There are a lot of ideas I will definitely want, and I'm not yet sure in which order. Administrative, Diplomatic, and Aristocratic will all help a lot with keeping up in tech, plus I consider all of them to be very strong. Aristocratic will definitely by the first military idea I'm picking, but the other two each have a strong contender.
Religious will be very important if I want to spread the Old Faith, and the religious CB is just awsome. I have not yet decided if this or the the core cost reduction from Administrative should have a higher priority.
And then there's Exploration. There are quite a lot and fairly rich uncolonized provinces Ming can reach from the start, the more I can block of the Europeans from reaching east Asia the more time I'll have to build my power, and the earlier I can reach the Americas the better. I think I'll want this before the Diplomatic ideas, even if I could save some monarch points the other way around.
Routes of expansion. I don't think I'll beeline for Europe and the colonizers. I know that it's the best move towards world conquest, but I just like a more "organical" expansion better.
We'll see about this depending on the opportunites presenting themselves later on in the game, but for the time being I'll mostly try to avoid border gore (apart from colonizing).
So that's it for my preliminary thoughts and plans. Please tell me what you think about this, I'm looking forward to seeing how things develop, and hope that it'll be having as much fun as I did with my last campaigns.
Welcome all, to my new AAR. It's a bit different from what I (and probably many of you who followed my earlier series) originally had in mind, but it somehow ended up with the mighty dragon of the east, Ming.
The first chapter of actual gameplay will be in the next post, so if you're not interested in my thoughts behind this campaign feel free to skip to there.
Overview:
Chapter 1: Restoring the Old Faith
Chapter 2: Expansion under the Sword of Damocles
Chapter 3: Glorious RNG
Chapter 4: Thinning out the neighbourhood
Chapter 5: Confused Rivalries
Chapter 6: The vassals are growing stronger
Chapter 7: Progress on all fronts
Chapter 8: Colonial Ventures
Chapter 9: Kow-Tow
Chapter 10: Troubles ahead
Chapter 11: Balancing Act
Chapter 12: Progress in India
So why Ming? My earlier series all started with weak and small nations facing a pretty tough start, and originally I had something along this line planned for this series as well. So how did I end up with the mightiest nation on earth (at game start) instead?
- At this point a big thank you to everyone who suggested nations and/or goals for my next series. There were some really cool ideas, and I'll likely get back on at least some of them at a later point. -
I've been trying out several things before deciding on a campaign, some of them suggested by you, some of them ideas I've been wanting to try out for a while now.
One of these ideas was about Ming. I never actually got around to play them before (which itself already was a big incentive, considering their amount of flavour), and their unique position allows for some very different campaigns.
I always fancied the idea of creating a massive Ming Empire that's keeping true to their traditional Celestial government, and challenging the Europeans with that.
One of the recent changes to some mechanics around religions finally made me actually try it out. I'm talking about the possibility of an Animist rebellion converting your nation without some OPM/ bankruptcy shenanigans. Since Ming starts with a couple Animist provinces that allows for a very nice "old vs new" challenge, an Animist Ming ruled by a Celestial Emperor fighting against the European upstarts.
So I gave it a try, played for about half an hour to see how it works out, and then restarted to make a proper campaign for an AAR from it. This half an hour is the full extent of my experience with Ming so far, so please be kind if I'm making some silly decisions.
Considering this almost complete lack of experience with Ming, and my usual rather careful playstlye, I'd say that a full world conquest isn't the most likely outcome. But even with the delay an early conversion causes Ming starts as such a powerhouse that it's a possibility at least, so we'll see how far I can make it.
The Plan
If you followed my earlier AARs you probably know how reliable my long-term plans are, but here's what I have in mind:
Try to convert to Animism asap. This will have to involve causing an Animist uprising, and having these rebels do a lot of work for me. At the same time I don't want to lose too much by it, so if possible I want to get the rebels without having to lose the Mandate of Heaven.
From what I can tell the easiest way to achieve that is to conquer some more Animist provinces early on, it's really tough to get any real unrest in your starting provinces with the -5 unrest from Mandate of Heaven.
Don't westernize. Since I want to keep the Celestial Empire government this one is a given. Especially towards the late game that will make keeping up in tech a bit more difficult, but luckily Ming has a few ways to counter that. They get a -10% tech cost reduction from the unique government, and they start with a high enough income to allow high level advisors from the start. Having a really bad starting ruler and heir is a bit of a low blow, but we'll have to deal with that.
Keeping the government form also means that we'll be stuck with a minimum of 50% autonomy in all our provinces for the whole game. Tbh I have no idea how bad this will be in the later game, I'm looking forward to finding out.
Ideas. There are a lot of ideas I will definitely want, and I'm not yet sure in which order. Administrative, Diplomatic, and Aristocratic will all help a lot with keeping up in tech, plus I consider all of them to be very strong. Aristocratic will definitely by the first military idea I'm picking, but the other two each have a strong contender.
Religious will be very important if I want to spread the Old Faith, and the religious CB is just awsome. I have not yet decided if this or the the core cost reduction from Administrative should have a higher priority.
And then there's Exploration. There are quite a lot and fairly rich uncolonized provinces Ming can reach from the start, the more I can block of the Europeans from reaching east Asia the more time I'll have to build my power, and the earlier I can reach the Americas the better. I think I'll want this before the Diplomatic ideas, even if I could save some monarch points the other way around.
Routes of expansion. I don't think I'll beeline for Europe and the colonizers. I know that it's the best move towards world conquest, but I just like a more "organical" expansion better.
We'll see about this depending on the opportunites presenting themselves later on in the game, but for the time being I'll mostly try to avoid border gore (apart from colonizing).
So that's it for my preliminary thoughts and plans. Please tell me what you think about this, I'm looking forward to seeing how things develop, and hope that it'll be having as much fun as I did with my last campaigns.
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