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Maybe now you can drop Colonial Ventures and National Conscripts (you have enough manpower now) to take Smithian Economy and Scientific Revolution. The later really speeds up research incredibly!
You partially read my mind. I was gonna drop Colonial Ventures, although I don't agree about National Conscripts... manpower is OK but I want to keep up with France. I don't want it going back down again.
 
Chimu - the gutsy natives!- Mopping up

War often seems to go hand-in-hand with faster tech advance, if anything, because of war taxes pumping more into the tech investment coffers. However, that doesn't seem to have been happening too well for us. We're well behind a bunch of European nations despite being Westernized, and really looking to improve that tech - the sooner, the better. Most of our national ideas are crucial and very useful to us, but one mustn't waste any national idea slots because one doesn't get very many of them and national ideas can be very useful. Now that we've done pretty much all the colonization we're going to need, and we have 5 colonists, we decide to switch away from Colonial Ventures to Scientific Revolution (as we have a coastal centre of trade that isn't going anywhere, we get a colonist every 10 years anyway, just in case we need the odd one). It loses us 3 stability, but we can make that back easily enough. We're now using our 8 national idea slots efficiently with 8 good national ideas:
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In December 1728, Castille cede their one remaining South American territory to Modena, reducing the number of countries we'll need to declare on by 1. Pretty good.
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In October 1729, the Chimu government reports to the majestic republican dictator that the country is back up to stability +3 again. Now that we've got inflation reduction going steadily, it's decided that it would be prudent to lose the National Bank national idea too, and replace it with Smithian Economics. A big production efficiency bonus and reduced tech cost now mean we should be well on the way to catching up with the tech leaders!
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Febuary 1734 - We want to get Portugal's territory next, but they're allied with France, whose fleet is huge. We get to building a bunch of drydocks to increase our naval support limit as well as an Admirality to get us some naval tradition, then build small ships to make sure we can deal with France's navy; our Superior Seamanship should help here too.
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Our next slider change in January 1735 finally gets us to 0 on the quality/quantity slider. We are now up to 100% discipline, whilst maintaing a reasonable manpower.
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In order to have a land border with all of Portugal's South American territory, we first need to take out a couple of provinces now held by Modena, so we declare on them. A few allies of theirs jump in such as Naples, who become the leaders of their coalition. I think we can deal with them.
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Sure enough, we grab Modena's land quickly, by July 1738. Just need to peace out with Naples...
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And by October 1738, it looks like our blockading and the imminent threat of our invasion of Naples was enough to get them to white peace out. Modena's South American territory is ours! We really wanna get building some manufactories now to help us bring in more money and tech, but they're sooo expensive and we just aren't making enough money to build many.
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How irritating - the bastards. I wonder whether we can use this war to actually capture the French territory in South America, and maybe even up into Central America? They have a big fleet and a huge army, but our fleet is pretty darn good now too, and we have Superior Seamanship. Whatever happens, we'd better settle in for a total war situation. I have a feeling it's going to go on a while.

July 1741 - Hmm... second thoughts about attacking Chorotega - FLEE! This is why we have to try and stop the French landing their troops on our mainland.
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This is a nice start. We're really gonna want to smash that navy of theirs to pieces.

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In August 1741, they attack us in Panama but they may well have made a mistake here. They have way more cavalry but a major terrain disadvantage and fewer numbers:
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Yep, their mistake. We chase them and finish them off.

Portugal join in against us in September 1741, as they're allied to France. Maybe we can use this war to get their South American territory, too. In December 1741, we spot a big Mecklenburg fleet which we intercept and defeat.
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Mecklenburg are defeated again in March 1742, but there's a big French fleet heading probably for the Falklands. We throw everything we have at it.
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During June 1742, we were forced to start fighting Mecklenburg's troops when their defeated fleet landed back in the Portugese province of Maranhao. We are struggling against them probably because of their superior land tech. It takes several to-and-fros before we can eliminate their unit.
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As predicted, France attack the Falklands in July 1742. We move to intercept but they'll be able to land troops.
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This is the kind of fight we've been building up for. We should crush France here.
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We win the fight, but only capture 1 measly transport.

In December 1742, having flushed them out of port by occupying Maranhao, we now attack Mecklenburg's ships again.
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We win, and guess what? 1 transport captured.

By May 1743, we get round to eliminating the French Falklands invasion.
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November 1743 comes around, and things are relatively quiet, so we decide to go on the offensive against Portugal. If we can take Lisbon, they should be willing to talk tribute. On the way, we bump into the pesky Mecklenburg fleet again.
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We'll need 2 of our units to launch an invasion of Portugal, so starting in January 1744 we build up troops conveniently in Navarra, whom we're allied with because they were released as part of a peace deal we negotiated a long time ago (it's being seiged because we had just taken out some revolutionary rebels when we landed).
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In November 1744 we successfully occupy Lisbon, and Portugal are willing to cede their South American territory to us, drop some cores, pay some money, and release Galicia as a sovereign state that will be allied to and friendly with us! Trouble is, we won't be able to do this with France on their home soil - they just have too many soldiers there. Perhaps we can occupy French North America and they will be willing to talk tribute.
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We also white peace out with a couple of France's allies, leaving just France and Cornwall. Hmm... we move our troops to Cornwall, only to discover that they're already being seiged by England. Oh well, they won't be a factor then anyway.

In June 1745, Cornwall, whose peace demands have been getting smaller and smaller, eventually offer us a white peace which we accept. Now it's just us vs. France. We move our ships to pick up our second unit from Galicia, and prepare to launch an assault on French North America. August 1745 sees another slider change become available. Whew! After a LOT of tinkering since the start of the game, the sliders for Chimu are finally starting to look rather respectable. We decide to go more towards Free Subjects now. A couple of notches towards Aristocracy would start giving us a few more diplomats, which would be nice, but Free Subjects (and the lower tech cost that goes with it) is a higher priority.
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April 1746 - Into French North America now, but we were wiped out by the French before the second army could make it in for support?? Argh, that's unlucky.
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The support army does win because the French's morale is low, but we can't really chase them; they'll have recovered enough morale by next month that we'd lose the fight. We have to get another of our armies into French North America quickly.
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Another bid for victory is launched in August 1746. This is the only French unit in French North America.
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For some reason, we're taking very high casualties compared to the French.
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Well we won, but only because we had greater numbers. They gave us nasty casualties.
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By January 1747, we've finally eliminated the French unit after some bitter fighting with high casualties on both sides. We set about systematically occupying French territory, and putting down the (many) revolts that take place there.
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October 1748... another month, another Falklands invasion, another naval interception, and we sink a bunch of their ships this time. We're up to 25% warscore but the French won't even talk white peace.
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Continued...
 
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Chimu - the gutsy natives!- Mopping up (continued...)

After winning a ton of naval battles and occupying all of French North America and blockading all of their European ports, France finally agree in Febuary 1751 to cede their South and Central American territory to us. This takes us well into Dishonourable Scum territory but I don't care... this war has dragged on long enough. We're only losing 0.5 infamy per year so we get building another embassy. We also drop Superior Seamanship for the Cabinet national idea - we'll just have to get Superior Seamanship back as our next national idea.
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Yeah, like we really needed this. Hey, at least they didn't use the Dishonourable Scum CB! Genoa also laughingly declare war on us. They're an OPM so won't pose a major threat.

It's June 1752 now, and by this point, Genoa and Castille have peaced out, but we're being ripped to shreds by rebellions caused by events we get by being over our infamy limit. We're losing 2 infamy per year but will still take a few years to get below our limit again...
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Time flies and December 1755 arrives - we've been rearranging our pirate defence 1-ship galley 'fleets' to spread them out as sparsely as possible, and kind of forgetting about the revolt problems and the Dishonourable Scum thing... we've had the odd revolts but handled them OK and now... we're no longer Dishonourable Scum! We just have an extremely bad reputation. :) We need to capture the remaining South American territories by 1769 to be able to core on them before the end of the game, which would be nice. By my calculations, this will be quite tight, though, if we're to avoid becoming Dishonourable Scum once again. We may briefly need to go over our infamy limit to get the territory captured in time. For the next 5-10 years or so, however, the plan is to sit back, let revolt risk simmer down, try and catch up in tech (we're still quite far behind even average European nations; need more Free Subjects slider I think), and wait for revolt risk to go down at about 2 per year. If we capture the remaining South American territory on the Imperialism CB, it will cost us 14 infamy.

As for the pirate defences, they're arranged quite nicely now. Starting at the top-left province we have (Nicaragua) and going counter-clockwise, we have a series of 1-galley 'fleets' spaced out such that each coastal sea zone is patrolled constantly by at least one fleet (all fleets are docked in a port), and as you go round counter-clockwise the fleet number increases. We have PD01 (Pirate Defence), PD02, PD03, etc. We will create more as and when needed.
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June 1756 gives us a slider change. We go toward Free Subjects, meaning lower tech cost, and some inflation loss too. Both very useful.
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We're starting to get independence events like this by March 1757:
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Rest assured, these scallywags will never break the unity of the hard-fought Chimu empire!

In April 1759, our latest round of province cores comes along and we've got a good percentage of core provinces now. We should be able to lower minting even more, losing inflation and speeding up tech progress.
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In October 1761, we get land tech 36 and upgrade our cavalry to Latin Dragoons, which sound cool. Our soldiers seem to look a bit tougher, too. Legionnaires with guns?
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September 1762 - Our infamy is low enough now, so we decide to take out the provinces of the slightly harder of the two remaining nations on our continent - Great Britain. Genoa is an OPM so we just need to take their 1 province! Britain's capital is still London even though they've lost most of the British Isles to England, Scotland, Holland, France, Leinster, and Munster. We park our transports next to London, ready to take it just after we declare on them. Then we declare on an Imperialism CB and proceed to take their territory.
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Yeah, I don't think that warning is particularly applicible, given our plans...

We blitzkrieg London and Britain's South American territories in a few months, and get an easy peace settlement by December 1702. We now have their South American land, and a couple of new buddies - Canada and Louisiana!
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First time in a while I can remember us having a few nations actually like us. Admittedly it's only because we gave them their freedom, except in the case of Mutapa - they're actually Animist and still alive somehow! Iroquois and Huron, Shamanist, just declared independence but will probably get swallowed up again by France.

The one nation standing in the way between us and ownership of South America in June 1763 is Genoa, and annexing them is a formality. Taking them out will also be removing the last vestige of the Holy Roman Empire from South America, a welcome eradication:
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Genoa are occupied and annexed quickly, but Sardinia-Piedmont have taken leadership in the war, so we need to get them to peace out. We call our allies to arms.
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Navarra lands on Corsica (one of Sardinia-Piedmont's allies) and starts seiging it. We land on Sardinia-Piedmont's European home turf, and crush 'em, including occupying their capital. A peace deal is quickly agreed to:
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... and with that, all of South America belongs to Chimu by January 1764, and we're in a state of peace! We'll core on all the territories we currently have before the game ends!
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I'm quite happy with the extent of our territory now. We have a very bad reputation, but that will simmer down to a spotless one quite quickly. The rest of the game will be geared towards improving our lot with what we have, trying to become an efficient, peaceful, and technologically advanced nation, full of manufactories, and one that promotes the virtues of Animism! As to how well we manage to do that, stay tuned for the next instalment!
 
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You did it! And you didn't even have to become catholic!
 
Chimu - the gutsy natives!- The conclusion

A large aspect of what we're going to want to do to optimize Chimu now is get the sliders in just the right place. Most sliders are already where I'd want them, but three could do with changing. In order of priority:
Serfdom - Free Subjects: we want this to be at full Free Subjects, because it gives us the greatest tech bonus.
Innovative - Narrowminded: we want to get this from +1 to -1 (slightly Innovative), to give us some tech bonus but not so much of a missionary penalty that we get no missionaries (or even start losing existing missionaries!) We don't want the supply of missionaries to dry up completely, just in case we capture the odd further province, and need to convert its religion.
Aristocracy - Plutocracy: this really is just a nice-to-have, but I'll tend to move this slider as far as possible toward Aristocracy if there's nothing else that really needs changing - at least, I will if I'm playing a nation that doesn't really care too much about the Plutocracy benefits of more merchants and merchant chance (ie. not a major trading nation), like Chimu in this game. This is because going toward Aristocracy is one of the only ways to get diplomats, and having a bunch of diplomats can on rare occasions be useful.

So we've done a lot of slider tinkering to get this far, but we're on the final stretch of getting the sliders perfect. The "final sliders" plan, then, is as follows: get to full Free Subjects, then get to -1 Innovative, then just keep moving toward Aristocracy. We'll go as far toward that end goal as we can, in that order of priority.

Febuary 1766 - Our current mission tells us to build a Fine Arts Academy in Huancavelica, so we figure we may as well do that.
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In November 1766, Mexico declares independence from Great Britain. Not much of Britain left now, really. Its empire has truly fallen to pieces. They later cede Glamorgan to Wales, leaving them with London in the British isles and a few colonies dotted about.
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Hot on Mexico's heels, the USA declares independence! So that's another of Britain's small chunks of land gone, then. LOL!
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In June 1767, we start down the track of our "final sliders" plan by going toward Free Subjects. And that inflation reduction, ladies and gentlemen, is lucky.
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In January 1769, the supreme republican dictatorship of Chimu decides that although Chanchan has been a great capital over the years and will remain a proud jewel in the crown of our nation, Chuquiabo with its bracing mountain air, world-famous delicious coffee, secure centralized location, and beautiful panoramic view of lake Titicaca, would make a better capital going forward. :laugh: The capital is thus relocated to Chuquiabo. The Tax Assessor is also swiftly relocated there.
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May 1771 - Now that they've been converted to Animism, we start beefing up the forts in the provinces around the one land border with another nation - Castille, in Central America - that we have.
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There's a curious development in March 1775. Castille were forced to release UPCA as a sovereign state in a war, and now our land border is with them instead. We immediately give them military access, making them less likely to attack us.
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Just as a note, Manchu are now enormous by April 1775, having gotten even bigger by inheriting two thrones (I don't know how, but they replaced Ming some time ago). Their manpower is now far ahead of any other nation, at about 550,000. Good job they haven't shown any interest in attacking us.
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June 1778 allows us another national idea with government level 41 - we put Superior Seamanship back in.
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Later in November 1778, we get another slider change, and we move further toward Free Subjects in accordance with our "final sliders" plan.

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September 1779: Maranhao is converted to Animism, and with that, all of our provinces are 100% Animist! They are all, of course, trading through our two centres of trade as well.
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Interesting how a circular area around the Amazonas "wasteland" has developed that trades in Guayra, whereas the south and west of the country (including the capital) go through Tehuelmapu. Anyway, the rest of this game should be really rather serene. Revolt risk is pretty much low everywhere now.

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This event happens in July 1780... as usual, our need for money (at this point to build expensive manufactories) outweighs our like of some degree of Aristocracy. We go for the cash and the Plutocracy gain. Later in March 1783, we build docks in the few remaining provinces that don't have them, completing our all-dock policy (assuming we stick with the provinces we have now).

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An excellent event for us in July 1784. Now that we don't need any more missionaries (certainly not many of them), moving toward Innovative is good, good good.

After asking about a million times, the "very unlikely" happened in March 1787 - we actually managed to enter into an alliance with our Catholic neighbours, the UPCA. :) After a further donation, we have a 200 relation with them.
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April 1790 allows us our final slider change toward Free Subjects; we're now maxed out on that slider at +5.

Over these last few decades, we're using the trick of staying at war with small nations so we can keep war taxes raised, but taking no attrition so it doesn't become a revolt risk, and we don't have to fight at all either. We're making some progress at catching up technologically, but we're still struggling by even January 1794.
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Government level 50 in December 1799 heralds our next national idea. We pick Quest For the New World, just so we can get rid of some of that ugly terra incognita.
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In August 1801 we can make another slider change, and we're getting pretty close to the completion of our "final sliders" plan. Free Subjects is now maxed out, so we move to be move Innovative to get tech cost down even lower.
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We have no need now for a master of the mint, as inflation is down to zero and we want minting quite low anyway so we invest a lot in tech, so we ditch our MotM and have our 3 advisers as: a level 6 Sheriff, a level 6 Alderman, and as good a Collector as we can get - level 4 aint bad, considering is also depends on your naval tradition; ours is around 40%. It's all about maxing out money from taxes, production, and trade at this point.
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Now that we've gotten our infamy back down to zero, we switch out the Cabinet national idea for National Bank again in January 1804; we want to be able to mint more money to be able to afford those expensive manufactories, although they take years to build so at this point in the game they probably won't have too much impact.

In July 1812, we get ourselves involved in a war against Castille and allies based on an Alliance CB with UPCA - UPCA were getting crushed and we intervened to protect them.
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It's August 1812, and Castille seem a bit overconfient about attacking us, given our land tech advantage. Maybe it's because when you get to a certain land tech unit level, the sprite reverts back to a pikeman guy? My bet is that the pike is just a camouflaged gun.
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Meanwhile, in what will probably be our last slider change of the game in December 1828, we go more Innovative. No point in going more Aristocratic now; we might as well get that slight edge in speeding up tech more.
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In July 1813, we core on the last of our provinces, Cayenne.
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November 1813 - Seriously...... I didn't cheat to get this guy. Wow. What a way to round off a game. :)
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We eventually white peace out with Castille, Bohemia, and the rest of their allies in January 1816. The UPCA is saved! And in July 1819, a government tech advance allows another national idea. What the heck... we go for Bureaucracy. Gives us a bit of extra tax for the couple of years until the end of the game.
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Continued...
 
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Well, that seems to be about it. You had a great game. You fended off europeans, conquered South America, saw mega-Manchu, leveled out your tech, and reformed your nation. All and all, a great AAR.
 
Chimu - the gutsy natives!- The conclusion (continued...)

After what seems like a saga, 1821 rolls around and we're at the end of the game. Let's take a look at Chimu:
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We took over all of South America (+ the Falklands), and as much of Central America as needed to stop Castille invading us.

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That Central American border was well built up with forts, and we got a level 6 fort on the Falklands, it got invaded so often. In general, we managed to build a wide spread of level 2 forts from the southern tip up to the north-west capital / main Chimu and Inca starting area.

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The whole country was successfully converted to Animist, though there are no free Missionaries like with Christianity so it's harder. It also means everyone has a colonial conquest casus belli on you throughout the game. But we did not have to sacrifice our religious beliefs to survive against the Europeans!

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The Incan culture wasn't quite ubiquitous, but was spread pretty wide - down the western coast and the centre. The amount of land the Europeans could flip to their culture was kept to a minimum. There were no events that flipped culture back to Incan culture again, so I guess that doesn't happen like it sometimes does at random for European nations... however, sending a colonist to successfully expand a colony did flip it back to our culture and religion.

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Every province in the country was cored by the end of the game maximizing tax income and meaning (along with all provinces having the state religion) that revolt risk was at zero.
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The stability cost map also gives a good idea of how "integrated" each province was into the country. Provinces that had a different (non-tolerated) culture but the same religion have a somewhat higher stability cost; everything else is nice and low.

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We had a good army...

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... and unquestionably the best navy in the world.

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The manpower mapmode shows us where the real engine of the nation was - most of the manpower came from the Inca/Chimu heartlands in the north-west. To be fair, this was where most of the army buildings to enhance manpower were built, too.

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Economically, the wealth of the nation was nicely spread out, some areas having high population leading to good tax income, and many having high production value, whether it was coffee, tobacco, or just plain gold.

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This fed nicely into our 2 successful and rich centres of trade, allowing us to get some nice trade income from our monopoly in each of them. Sure, only we traded through them, but we were big enough to make them successful!

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A neat and tidy pirate defence system was set up, galleys docked in ports, spaced as widely apart as possible while keeping all coastal zones free of pirates at all times. Revolt risk was also at zero on all land provinces, their having been properly integrated into the Chimu nation.

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And leaving perhaps my favourite mapmode until last - the tech mapmode! We actually managed to drag ourselves up to tech level "dark green", quite late in the game - we had been down at orange for a long time. We weren't quite the world leaders in tech, but it's a heck of an achievement when you consider where Chimu started out, and that other more "fortunate" nations like Castille and France were orange by the end of the game! The most advanced nation was one of our allies, Navarra, an OPM.

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We were allied with Canada, UPCA, Navarra, and Galicia. No-one else would really consider allying with us! However, we certainly got attacked less and less as we got more powerful, to the point where we didn't get declared on once for about the last 50 years; we actually declared on Castille to intervene in their war against our friends the UPCA. We didn't bother with vassals, although we could have:
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So, it looks like the native Americans aren't in fact nerfed beyond all hope. With enough patience, determination, and luck, they can survive and prosper. Just about. :)
 
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Argh you interrupted my 2 posts :)
My evil plan falls in place! Muhahah!

Edit: While I tried to type this, the pictures forced this down the page! So...much...scrolling. Curses, foiled again!
 
...So, it looks like the native Americans aren't in fact nerfed beyond all hope. With enough patience, determination, and luck, they can survive and prosper. Just about. :)

I think this sentence says it all. Well done indeed for persisting and for sticking to your religion, you could have made it much easier for yourself by simply going Catholic. A truly inspiring story and shows just what can be achieved in this game :)
 
I think this sentence says it all. Well done indeed for persisting and for sticking to your religion, you could have made it much easier for yourself by simply going Catholic. A truly inspiring story and shows just what can be achieved in this game :)
Actually, I'm not sure I could've. I didn't once get a "convert to Catholicism" event for the entire nation; I just got one or two for individual provinces.
 
Well done. Very nice.
How was your income at the end of the game? How much magistrates annually?
Income wasn't great considering our size and cored provinces; we could break even annually by minting about 0.12 inflation-worth of money per month with a monthly loss of about 75 ducats. We were getting 4.10 magistrates per year. However as mentioned we were really motoring in tech; I had geared all our national ideas and sliders towards that.