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unmerged(25597)

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I didn't play long as Mexico, but I noticed they had no craftsmen, if they dont have craftsmen aren't they screwed? Until they either get immigrants or take over places with em. They have a few factories but no crafts, but lots of clerks. Doesn't make sense.

As for Texas, in 1.02 what do you do? I cant manage to crap with em. No pops to support an army, cant take provinces, hard to make peace with mexico. Downright poor and cant do much.
 

Morpheus506

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I agree that Texas is too badly crippled. They should be able to better withstand the Mexican onslought...
 

Darkrenown

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Group your army under Sam Houston and you're invincable. I've not played as Texas myself, but people are annexing the USA as them so they can't be that crippled.
 

Theodotus1

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Morpheus506 said:
I agree that Texas is too badly crippled. They should be able to better withstand the Mexican onslought...

Historically, Texas survived only due to luck. (It's not everyday that one manages to capture the President of Mexico on the battlefield during his siesta.)

Victoria as released is not capable of simulating the situation between Mexico and Texas in a historical manner. Victoria Improvement Project has addressed this, so as to allow a possibility for a Texas player to start from a historically accurate position. (At the same time, a Mexican player is not locked into any particular course of action by the new events -- there's no requirement that a Mexican player agree to the Treaty of Velasco.)
 

Darkrenown

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Save up leadership, buy a leader and hope you get Sam rather then a crappy random. Also, getting the USA to join the war on your side is a big help. As for later, look at some Texas ARRs.
 

Theodotus1

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DrunkenPanda said:
If you survive the war, and say at best take a province or 2 from mexico, what do I do after the war? It seems pretty um slow from there.

In Victoria as released, Texas can make money by trading tech. This can be used to finance African colonization, or internal improvement. Paper typically becomes available to Texas on the WM in the early 1840s, and the other goods needed to promote POPs to craftsmen can also be gained by then, by setting buy orders for them if < 1000 at the beginning of the game.

Texas can always challange Mexico to a rematch, if it feels strong enough. When the ACW starts, Texas can ally with one side or the other and take part. And so on. It is true, however, that in Victoria 1.02 Texas can be a bit of a slow start.

In Victoria Improvement Project, we've added a variety of events for Texas based on historical research, which should make the starting years more interesting. Besides allowing an historical start via the Treaty of Velasco, alternate history options are included. A player has the opportunity of, among other things, instituting a military dictatorship in 1837, which leads to a more imperialistic path for Texas. In 1840 and 1841 there are revolts in Northern Mexico and Yucatan which Texas can take advantage of, albeit at the cost of another war with Mexico. The player also gets to experience things like the Indian Wars, and an expanded list of political parties, which can make politics more interesting. These are just a few of the things that have been added.

If you're interested in playing Texas, you should check out the VIP North America thread. We have a Yahoo web page on which event files with the new events are posted. You can just replace the Paradox files with these, and you'll be able to test the new events. (More continue to be added.)
 

Theodotus1

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DrunkenPanda said:
How do I get Sam Houstan, and its not just the war that really hurts, but what do you do after? They have nothing, they seem almost like theyd play like Japan, but have stronger enemies.

Texas starts with just enough leadership points to buy one land leader. This leader is always Sam Houston in the games I've played. Houston will lead an army to victory just about everytime, as long as he's not outnumbered by too much.
 

osvaldopiazzolla

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DrunkenPanda said:
I didn't play long as Mexico, but I noticed they had no craftsmen, if they dont have craftsmen aren't they screwed? Until they either get immigrants or take over places with em. They have a few factories but no crafts, but lots of clerks. Doesn't make sense

Not mentionning that you start with 5 factories and 0 craftsmen...

I tried it. Winning the war against texas and annexing them gives craftsmen there. I had then to build factories of machines parts, then fabric, then regular clothes, then paper....and rotate between them...in order to make mexican farmers evolve into craftsmen...