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Ex Mudder

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I played this game and gave up on it a few years ago, but with the new patch I'd like to give it another try.

I realise it is a big step, but I like to play the US.

I know enough to trade techs to Texas to get their Oklahoma land claim and money, and then claim Oklahoma, which bumps me into the major powers (prestige).

I got enough clothes to change a small farmer pop into soldiers for more Manpower. I also got enough canned goods and small arms to mobilize 4 more divisions.

What do I do when Texas asks me for an alliance? How high can I tax my pops w/o them devolving or dying? I have unemployed clerks meeting 100% of their luxury needs, as are most clergy and capitalists - can I tax them higher? And where is my immigration - I recall scads of immigrants last time I played. And can I still trade away extraneous claims below the 48th parallell to the UK for techs? So long as I keep 1, I'll get them back, right?

And is it still a nightmare to have the auto trade trade for you?

I guess I need some reassurance that I know what I'm doing. The game is kinda overwhelming.
 

Sute]{h

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Really you should start out with a smaller country. The USA while being easy is quite large and overwhelming. I would recommend the Netherlands or Belgium.

Don't tax middel and high class above 50% or you risk devolution. Also high tax can reduce pop growth.

Immigration has changed. The US nolonger gets an insane bonus. However they are still better than most other countries. Do reform, don't have loans and keep a free citizenship party in charge. Also do everything possible to increase pluralism.

You should still be able to trade claims to the UK for tech.

Don't use autotrade do it yourself.
 

Ex Mudder

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I've tried smaller countries... I find them just as confusing as the larger ones. And starting at war doesn't thrill me.

I now have 3500 pounds and 6 machine parts. Should I upgrade a factory to attract workers, or should I go for more soldiers, or should I try to mobilize (buy cans and small arms). And how do I correct my lack of ammunition for my small arms factory?

I know how to win a war with Mexico if I have to - it's the underlying economic model that still gives me fits.

Reforms cost 7000 pounds. Thats kinda a lot of money. Any idea where I should find it?
 

Heretic

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7000 pounds for a healthcare reform is well spent.
save the MP for a few years.. although if you dont have enough steel and timber production you may want to build a lumber mill or steel mill
as for ammo, well.. building your own is a good option.. I think USA has its own source of sulphur.. or try & buy them.. just put a buy at less than 100 or something on the WM

Heretic
 

Ex Mudder

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Heretic said:
7000 pounds for a healthcare reform is well spent.
save the MP for a few years.. although if you dont have enough steel and timber production you may want to build a lumber mill or steel mill
as for ammo, well.. building your own is a good option.. I think USA has its own source of sulphur.. or try & buy them.. just put a buy at less than 100 or something on the WM

Heretic

I have lumber and steel, and cement and fabric. I wouldn't mind a clothing or paper factory, if I could afford it. My ammunition factory doesn't make enough to feed my small arms factory - should I build something else in Virginia and transfer some pops, or should I upgrade my ammo factory to attract more workers? I can sometimes make up the difference on the WM.

Health care reform will put me 3500+ in debt. Isn't that a bad thing?

Is it worth it to but canned goods and small arms to mobilize, or should I rely on local production?
 

Sute]{h

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In general economy is more important than military. Onces you have the money you can always build up your military industry. Don't worry about your neighbours you already have a better military than them. The key to economy is railroads and technology. Build/upgrade factories that make you money. Set taxes to 49% and max out tariffs. That should earn you some basic cash to work with.
 

Sute]{h

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Ex Mudder said:
I have lumber and steel, and cement and fabric. I wouldn't mind a clothing or paper factory, if I could afford it. My ammunition factory doesn't make enough to feed my small arms factory - should I build something else in Virginia and transfer some pops, or should I upgrade my ammo factory to attract more workers? I can sometimes make up the difference on the WM.

Health care reform will put me 3500+ in debt. Isn't that a bad thing?

Is it worth it to but canned goods and small arms to mobilize, or should I rely on local production?
Buy the rest of the ammunition on the world market. I'm not sure that small arms is worth a lot of money though, so at the beginning you might want to close down the whole thing.

Reforms don't attract immigrants unless you are not in debt. Also they don't matter that much before you get some plurality. So taxes is the ways to go.

EDIT: As for military. Keep mobilisation pool small or it will be to expensive to mobilise. Really as the USA I would keep it around 30 and use standing forces for the rest. Infantry/Guard units and Infantry/Artillery units really pack a hard punch.
 

Ex Mudder

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Sute]{h said:
In general economy is more important than military. Onces you have the money you can always build up your military industry. Don't worry about your neighbours you already have a better military than them. The key to economy is railroads and technology. Build/upgrade factories that make you money. Set taxes to 49% and max out tariffs. That should earn you some basic cash to work with.

I can't upgrade my profitable steel mill :(

Is it worth 2000 to extend a railroad to New Hampshire to make that fabric mill just as efficient as the one in Mass? RoI is like 1 lb/day. But for the same 2000 I can upgrade my glass plant... at the cost of 4 of my 6 MTs. And I have a spare Clerk in New York.

"Taxes is the way to go" - low, to attract people, or high, for money?

Edit 2: If Texas offers me a military alliance, should I accept and try to stomp Mexico?
 

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Taxes is the way to go. High taxes doesn't scare away immigrants. They do increase consciousness though which increases pluralism. As a democracy pluralism reduces militancy and attracts immigrants if you have good reforms. So high taxes is good. Just make sure your people don't devolve (keep them below 50% for middel and high) and pop growth doesn't suffer to much.

Reduce spendings. You want at least 10£/day or so otherwise things will never really get started. Research economy techs to help get more out of your taxes.

I wouldn't start a war with Mexico prematurely. Your economy still isn't strong enough IMHO. You could consider bashing some uncivilised nation though. Korea is always a good choice. Note that taking provinces from an uncivilized nation costs 0 BB-points, but annexing them gives 1 per province or so.
 

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maartos said:
The war is a formality, it's over before you know it.

I might try that.

I take it there is no event that fires once the US controls Veracruz and Mejico City that leads to a Mexican submission and gives the US it's core territory, and Texas theirs? I actually have to conquer the whole thing? Or is there an event, and allying with texas in '37 doesn't qualify.

And where does Mexico get all of its manpower to keep reinforcing it's units? Me 'n Texas ran out of that a while ago. But I did get 3500 pounds from somewhere.
 

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The AI converts POPs to soldiers to get more manpower. It will ruin its economy completely to win a war. So you have to defeat them fast and soundly. I recommend catching their divisions in pocket and eliminating them there. That way the division is dead and can't be reinforced. Otherwise you have to chase them to the other end of Mexico. I don't know if there is an event though.
 

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Ex Mudder said:
I might try that.

I take it there is no event that fires once the US controls Veracruz and Mejico City that leads to a Mexican submission and gives the US it's core territory, and Texas theirs? I actually have to conquer the whole thing? Or is there an event, and allying with texas in '37 doesn't qualify.

And where does Mexico get all of its manpower to keep reinforcing it's units? Me 'n Texas ran out of that a while ago. But I did get 3500 pounds from somewhere.

The way to win the Mexican war is to capture Mexico City plus other provinces. Suing for peace and demanding satellite status will give you your core provinces. The number of 'other' provinces you need to control depends on your luck, but I would think 10 or so should work. Really, defeating Mexico is easier than you think.
 

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Hi Ex Mudder. Looks like I'm following your trail here. I just (re)ordered Victoria myself. should show up tomorrow.
:)

One question that I have actualy regards Statehood. Generally, should you simply grant statehood as soon as possible? is there a cost to it, or does it affect your economy negatively?
 

Strategist

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ohms_law said:
Hi Ex Mudder. Looks like I'm following your trail here. I just (re)ordered Victoria myself. should show up tomorrow.
:)

One question that I have actualy regards Statehood. Generally, should you simply grant statehood as soon as possible? is there a cost to it, or does it affect your economy negatively?
The granting statehood itself doesnt cost you anything. However, provinces that are granted statehood, will have you pay more education and crimefighting for their citizens, so it will indeed cost you money. On the other hand, it will allow you to build factories and to increase your mobilisation pool. I would advice against it in most cases though.
 

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Strategist said:
The granting statehood itself doesnt cost you anything. However, provinces that are granted statehood, will have you pay more education and crimefighting for their citizens, so it will indeed cost you money. On the other hand, it will allow you to build factories and to increase your mobilisation pool. I would advice against it in most cases though.
Thanks
 

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Ex Mudder

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Sgt Bash said:
The way to win the Mexican war is to capture Mexico City plus other provinces. Suing for peace and demanding satellite status will give you your core provinces. The number of 'other' provinces you need to control depends on your luck, but I would think 10 or so should work. Really, defeating Mexico is easier than you think.

Until Texas accepts a peace on your behalf. How do you keep Texas from screwing you over like that? I invited them to alliance, I should be the alliance leader, not them.

Should I just declare war on Mexico directly? And which 10 provinces should I try to take, besides the three between Veracruz and Mexico City.

They really need an event chain - once the US takes Mexico City and Veracruz, Mexico surrenders, gives everything the US has a claim on to the US, ends the war. Only fires once.

I'm beginning to remember why I stopped playing this game in the first place. This game is arcane. A case of the reach exceeding it's grasp. Nice try though - I'd love to see a CK style open beta on this one. I'd participate, if just to get my Mexico Surrenders event chain. Heck, I'll even write it if no one else did yet.

Would it be possible to re-code the game lose the whole law enforcement part? Law enforcement should be an option like healthcare, not a money sink of its own.

And I'd love to change the events so I can choose Clausewitz or Jomnian, or Monopoly, Oligopoly, whatever. I dislike the way this game takes control away from the player, and I dislike whack a mole corruption, especially as there is nothing I can directly do about it.

Its too much like an arcane version of SimCity, or Capitalism. Sit back and enjoy the ride. I prefer more direct human input... but the direct input is horrific micromanagement with unexpected consequences and mysterious side effects.

That being said, 1.4 seems to be a definite improvement over what I remember from earlier versions. And it may just be the passage of time or the changes to the code, but the game seems to make more sense this time around.
 

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Ex Mudder said:
Until Texas accepts a peace on your behalf. How do you keep Texas from screwing you over like that? I invited them to alliance, I should be the alliance leader, not them.

Should I just declare war on Mexico directly? And which 10 provinces should I try to take, besides the three between Veracruz and Mexico City.

They really need an event chain - once the US takes Mexico City and Veracruz, Mexico surrenders, gives everything the US has a claim on to the US, ends the war. Only fires once.

I'm beginning to remember why I stopped playing this game in the first place. This game is arcane. A case of the reach exceeding it's grasp. Nice try though - I'd love to see a CK style open beta on this one. I'd participate, if just to get my Mexico Surrenders event chain. Heck, I'll even write it if no one else did yet.

Would it be possible to re-code the game lose the whole law enforcement part? Law enforcement should be an option like healthcare, not a money sink of its own.

And I'd love to change the events so I can choose Clausewitz or Jomnian, or Monopoly, Oligopoly, whatever. I dislike the way this game takes control away from the player, and I dislike whack a mole corruption, especially as there is nothing I can directly do about it.

Its too much like an arcane version of SimCity, or Capitalism. Sit back and enjoy the ride. I prefer more direct human input... but the direct input is horrific micromanagement with unexpected consequences and mysterious side effects.

That being said, 1.4 seems to be a definite improvement over what I remember from earlier versions. And it may just be the passage of time or the changes to the code, but the game seems to make more sense this time around.

Have you tried any of the various mods that have been developed. VIP mod unfortunately is not yet reworked for the 1.4 environment, but many of the event issues you raise are addressed by the mod. You might want to consider reloading up to the 1.03C patch and then giving the VIP mod a tryout.