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Armfeldt

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But banning a party gives a +0.2 militancy growth increase IIRC, which can really hurt you. ConMon is IMO good for one thing: having your favourite party in power all the time by setting voting rights to none (can be done by installing reactionary party) and not having to worry about plurality.
 

Minarchist

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Having a banned party gives +.1 to militancy per year for ALL pops, so not too fatal, although the only time I've ever banned a party seriously was during my Prussia games to get/keep the good conservative parties in power.

But, IIRC, if you have a party banned for two elections, it becomes +.2 militancy, and, IIRC for another election it becomes +.3, although I'm not sure about the last fact. But, I am sure it starts at +.1 and then becomes +.2.
 

OHgamer

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Sorry for not updating - been working on how to deal with the issue of AI converting large segments of its POPs to soldiers at wartime and keeping them soldiers after the crisis ends.

I think i've got a system worked out, but will need to do some testing, so it may be a bit before the next update to this AAR.
 

hyme

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OHgamer said:
1866 Continued...

I've done a couple tweaks to my game, in part to test some ideas for future editions of VIP.

1) To the events that lead to PRU annexing the various smaller German states, I've added commands to have the small states convert a high % of their soldier POPs back to farmers, fixing a tendency of the AI to convert large percent of their POPs to soldiers in time of war. This should help in those situations where Prussia is ruled by a jingoist nation (which can not demobilize POPs otherwise) and help free up labor to put back to work. It is testing well and I'll likely apply this other situation where nations inherit/conquer nations in toto. For nations like ENG and FRA that seem to be able to build huge armies after colonial conquest, this will also fix the problem of mass armies being built by the AI using colonial manpower but creating national units.

2) I've done some tweaking to my savegame to divide some of the new states of Prussia - I've split Hanover into Hanover and Wesertal (the Weser Valley, merging western Hanover with Oldenburg and Bremen) and splitting the massive Saxony state into Saxony (composed of Royal Saxony independent until 1866), Anhalt (Prussian Saxony less Erfurt) and Thuringia (the 3 Saxe states + Erfurt). Will be interesting to see how well this works. The savegame file is fairly easy to mod to create/merge states with.


ScreenSave40-1.jpg

Prussia after the formation of the North German Confederation, showing the new states created
How do i mod the save game file to make new states. Oh and after i won my allies netherlands, scanlinavia and russia are no longer my allies and have -200 with me. how do i fix that
 

Corbett

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hyme said:
How do i mod the save game file to make new states. Oh and after i won my allies netherlands, scanlinavia and russia are no longer my allies and have -200 with me. how do i fix that

I think it has to do with the fact that, in my experience, the game doesn't seem to discriminate between different kinds of annexations. When you unify Germany, you by necessity annex a great deal of different states into the new German reich. Of course, this means that your relations drop the same as if you had, say, invaded and conquered Switzerland... fifteen times over... :)

Usually, to deal with this, I cheat and edit the save-file to normalize my relations with the other countries on Earth - or at least the civilized ones. Obviously, this is a less-than-perfect solution for the problem. I'm still awaiting a good solution. This is especially frustrating, as in my latest VIP game, the exact same thing happened to me as happened to OHGamer; after my successful conclusion of the war between Austria and Prussia, France immediately declared war on me while the majority of my armies were dragging themselves from the maw of Austria's poor rail infrastructure. Tactically it was a brilliant move, but I understand that it somewhat messed up some of the history behind these things.

Incidentally, I missed some relations-normalizing events because I had chased Otto von Bismarck off after his counterrevolution failed... my "liberal revolution" ought to have been titled the Reactionary Revolution or something, as that was the only revolt I had to deal with the whole time! OHGamer was very fortunate not to have to deal with him, to my recollection. 1/4 of my army revolting in the middle of a war versus Denmark, Norway, and Sweden... ugh...

Incidentally, OHGamer, do you consider loading up as your satellites and reminding them that clerks exist cheating or not? I was wondering why my satellited Hungary was doing perpetually bad, and then discovered it might have had something to do with the fact that (IIRC) more than 1/4 of its population was soldiers, and that it had essentially zero clerks despite owning a great deal of factories. Crazy stuff.
 
Last edited:

Rekjavik

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OHgamer, I think I just discovered a serious problem. :(

At the start of your AAR one of your main goals was the:
"the destruction of the Habsburg Empire into its constituent national parts with the German parts absorbed into Greater Germany".

Now that the Austro-Prussian War has ended, how are you going to annex those German lands? The only possibility I can see is to fight against the Hapsburgs during WW1, which will inevitably be costly, even considering the Austrian inadequacy during that period. Are you planning a sort of WW1 alliance of Germany, Britain and Russia against France and Austria-Hungary?

Other than that congratulations on smashing the French and uniting Germany, not to metion achieving all that 4 years earlier than OTL. :eek:
 

Anazagar

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Rekjavik said:
OHgamer, I think I just discovered a serious problem. :(

At the start of your AAR one of your main goals was the:
"the destruction of the Habsburg Empire into its constituent national parts with the German parts absorbed into Greater Germany".

Now that the Austro-Prussian War has ended, how are you going to annex those German lands? The only possibility I can see is to fight against the Hapsburgs during WW1, which will inevitably be costly, even considering the Austrian inadequacy during that period. Are you planning a sort of WW1 alliance of Germany, Britain and Russia against France and Austria-Hungary?

Other than that congratulations on smashing the French and uniting Germany, not to metion achieving all that 4 years earlier than OTL. :eek:


well in VIP there are no events for WW I (as of yet) plus he can declare wars anytime he wants so smashing habsburgs should not be a problem.
 

unmerged(63401)

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Oh for a time machine, for the chance to read this thread before I started playing Victoria. I'm sure I'd have saved myself some head-scratching.

Excellent thread, wonderful writing style. More please!

edit: hey there fellow Iceland-flag buddy.
 

ZykloNuk

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hyme said:
How do i mod the save game file to make new states?
In short, jump to your country's data by searching for:
country = {
tag = TAG [e.g. TAG=PRU]
Then search for the state entry you want to mod:
state = {
name = "NAME" [e.g. NAME=Brandenburg]
and remove both province ID (e.g. "province = 342") and RGO data ( e.g. "rgo = { [snip] location = 342 }").
Then you create a new state by just following the code for the other states, giving it a proper name and including both province ID and RGO data. Note that the first province ID will be used as the industrial center of the state (showing that little factory icon).

Remember to back up your file in case you mess up your data! :)
 

OHgamer

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I'm afraid I am going to have to end this AAR at this point. I just do not have the time to put into continuing the story further, as there are several VIP projects that I need to focus on for VIP:R 0.2

However, the AAR should at least help prospective players get themselves into a position of becoming Germany with a huge base for further development.

I have played a bit into the 1870s and a couple points I'll make

1) By the 1870s Germany will start to get a good number of craftsmen POPs reaching the >40K size needed to split on a regular basis. This alone can provide enough new workers to keep factories at or near full staff without engaging in large amounts of conversion of new pops. This of course makes it much more likely to preserve a conservative majority in Germany as a whole.

2) when the populism vs establishment invention fires, choosing populism is key as that will have the POPs focus on their individual issues as the base of their vote. This will give you more ability to manipulate election events to your advantage, and in combination with keeping MIL and CON as low as possible, should allow for you to keep an interventionist party in power for as long as desired.
 

Nikolai

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Too bad, but understandable. Thanks for the ride while it lasted!
 

Rekjavik

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Although most AARs are read once, I know that this one will be read for a long time.

A great AAR till the end. Thanks.
 

hyme

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  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
thank u for the great aar
 

coz1

GunslingAAR
29 Badges
May 16, 2002
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hearthehurd.typepad.com
  • Victoria: Revolutions
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • PDXCon 2017 Awards Winner
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis: Rome Collectors Edition
  • Europa Universalis III: Collection
  • 500k Club
  • 200k Club
  • Europa Universalis: Rome
  • Crusader Kings II
  • Europa Universalis III Complete
  • For The Glory
  • Europa Universalis IV
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
This is excellent work, OH! Of the many gameplay AARs in this area, it definitely gets my vote for favorite gameplay of the previous quarter. Looking forward to the next one.