Of all civilized nations in VIP 0.4b, the lowest initial ranking belongs to the Ionian Islands, two tiny islands off the Greece mainland held as satellites of the United Kingdom. The Ionian Islands have minimal income, as the small population produces only a trickle of low-grade fish. The islands are backwards and have only two industrial technologies and no factories or clerks. As satellites of the United Kingdom, they can declare war only on the UK, which would likely lead to rapid annexation. Although the population is Greek, the Ionian Islands have no mainland cores.
This AAR will document an Ionian attempt to become the #1 world power. Unlike my prior AARs, I will attempt to avoid any major exploit. There will be no "beads for Manhattan" trades for land, for example. I consider an "exploit" to be any of the numerous tricks listed on the VickyWicky page on exploits. Expansion will be accomplished by old fashioned blood and steel and not across the bargaining table. While there may be some elements of my strategy that some players might not wish to personally adopt because of historical considerations or personal taste, I do not believe that they can be considered to be exploits. Some players are prone to label any strategy that seems unsuitable to their taste as an "exploit," but none of the 17 exploits officially recognized by VickyWiki will be used. Most will agree that this is a fairly comprehensive list.
You can expect a real and prolonged struggle in this AAR. Here are some of the features you can expect as Ionia struggles to escape the yoke of poverty, isolation, backwardness, and British hegemony, and strives to achieve world prominence:
- There will be no factory building until at least 1850
- No railroad building until at least 1852
- Negative prestige for 20+ years at some of the lowest values you may have ever seen
- A world rank at or below #200 (out of approx. 216 nations) for 15+ years
- Vast land and sea battles with the major European powers, with resounding defeats as well as victories
- Frequent rebellions and revolts
- A backwards military (only the starting 3 military techs with no military research for at least 15-20 years).
- No alliances for at least 15 years, and possibly much longer.
- This will all be done while keeping the badboy score at or less than five for at least twenty years, and less than two most of the time.
Sit back and enjoy the ride...to victory or defeat
This AAR will document an Ionian attempt to become the #1 world power. Unlike my prior AARs, I will attempt to avoid any major exploit. There will be no "beads for Manhattan" trades for land, for example. I consider an "exploit" to be any of the numerous tricks listed on the VickyWicky page on exploits. Expansion will be accomplished by old fashioned blood and steel and not across the bargaining table. While there may be some elements of my strategy that some players might not wish to personally adopt because of historical considerations or personal taste, I do not believe that they can be considered to be exploits. Some players are prone to label any strategy that seems unsuitable to their taste as an "exploit," but none of the 17 exploits officially recognized by VickyWiki will be used. Most will agree that this is a fairly comprehensive list.
You can expect a real and prolonged struggle in this AAR. Here are some of the features you can expect as Ionia struggles to escape the yoke of poverty, isolation, backwardness, and British hegemony, and strives to achieve world prominence:
- There will be no factory building until at least 1850
- No railroad building until at least 1852
- Negative prestige for 20+ years at some of the lowest values you may have ever seen
- A world rank at or below #200 (out of approx. 216 nations) for 15+ years
- Vast land and sea battles with the major European powers, with resounding defeats as well as victories
- Frequent rebellions and revolts
- A backwards military (only the starting 3 military techs with no military research for at least 15-20 years).
- No alliances for at least 15 years, and possibly much longer.
- This will all be done while keeping the badboy score at or less than five for at least twenty years, and less than two most of the time.
Sit back and enjoy the ride...to victory or defeat