Reliving the Restoration (for n00bs!) -- A Japanese AHD Tutorial AAR

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    Real Strategy Requires Cunning

Avindian

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Chapter 5: Who will win? An elephant or a horse?

If you didn't catch our last thrilling update, I had declared war on Siam for not being Japanese. (That should really be a CB, shouldn't it?) I'll learn them good! (Note: bad grammar intentional for comedic effect.)

February 8, 1858: We re-enable trade in Clipper Convoys. Whiny sailors, complaining about huge holes in their ships.

March 8, 1858: Our first combat with Siam can help illustrate two points. Note the blacked out squares? It's because we're using my combat width. It won't make a huge difference for this battle, since our armies are too small.



There's also a handy tooltip that AHD offers if you hover over your flag or the enemies.



Nice, isn't it? These are just relative tech levels, but it at least lets you eyeball any advantages you might have. I'm feeling good about this battle!

March 16, 1858: And I had reason to feel good.



(I'm going to try to cut down on meaningless battle screenshots, so you won't see too many after this one; a failing my earlier AARs fell prey to all too often.)

March 29, 1858: We pursue and eliminate the enemy. Take that, Siam! Your elephant isn't so big now, is it? IS IT?! I'm going to spread out my armies so I can occupy as quickly as possible; I'm on the clock, after all.

May 12, 1858: Those sneaky Siamese invade Bonin. The AI in AHD is much improved in this regard, in my opinion -- it's more aggressive about amphibious invasions.

July 30, 1858: We take our first province from Siam. I can practically taste victory!

August 3, 1858: Bonin falls, mostly because I forgot about it. Time to put an end to that.

September 11, 1858: British are still at Cordial. Stay there!

September 16, 1858: First naval battle!



In naval combat, you'll notice there's no combat width. That's intentional. Each ship fires at the ship across from it. The percentage is hull strength; when it gets to zero, no more ship. If a ship's org gets to zero, it moves to the end of the line and another ship takes it's place. Not likely to happen here, with frigates fighting transports. The result is what you'd expect.



No more sneaking around for you!

October 2, 1858: We win the first battle of Bangkok. The terrain is a bit rough, so I take a little more of a pounding than I'd hoped. Still, we press on.

October 19, 1858: Bonin is retaken.

December 14, 1858: Another province falls. Nobody can stop us now!

December 28, 1858: More and more progress. I wish I'd brought along more cavalry. Something to remember for next time.

January 12, 1859: Another victory at the battle of Nakhon Si Thammarat. If the sides are even slightly close, I'll win most battles, thanks to my tech edge and the fact I have Infantry fighting Irregulars.

February 13, 1859: The hits keep on coming as another Siamese army surrenders.

March 2, 1859: Uh oh. My high infamy probably triggered this; I certainly hope they don't want to attack me! (Note to self: build more ships.)



March 29, 1859: I've got most of the Siamese peninsula; I'm moving farther inland, into the mountains.

April 28, 1859: Chanthanburi is now Japanese. Victory is in sight!

June 23, 1859: If I lose this war, it'll be because occupation is taking too long. Learn from my mistakes: have plenty of Cavalry! (Ratchaburi falls.)

July 15, 1859: It turns out that 2:1 odds triumphs a minor tech edge. :(



This will be the only battle I lose in the entire war.

August 1, 1859: Udon Thani falls.

August 19, 1859: Things are heating up with the US! :wub:



September 4, 1859: Revenge is sweet!



October 3, 1859: Sisaket has fallen to our glorious army! With Bangkok already in our possession, how much longer could the Siamese possibly last?

November 11, 1859: To quote my new worst enemies, "Bugger."



I have one hope; get enough provinces from Siam to force them to surrender before the British can bring much to bear. Piece of cake, right?

November 30, 1859: Lopburi falls. Maybe I'll just pull this out!

December 28, 1859: Blast. The British retake Pattani. At least they aren't invading Japan!

March 7, 1860: Some commies set up the Marxist party in Edo. Good for them. The Siamese continue to be jerks; it's like they know the British won't sell them down the river.



April 15, 1860: Well played, Britain.



April 24, 1860: The longer this war lasts, especially when I can't win, the worse off I'll be.



If the tooltip confuses you, remember that it's from the British perspective.

That brings this update to an end, but I did get some clarification on how combat works from grommile in the Quick Questions/Quick Answers thread. Your attack value is applied against the enemy's defense value; their attack value is applied against your defense value. (Of course, the modifiers are added in.)

Our next update (and the last I've actually played through) will feature some pretty exciting stuff.
 

Selzro

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Oh no! There goes Japan's prestige...
 

Avindian

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Brids17

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This has been very helpful so far. Just when I felt pretty comfortable with vanilla, I bought AHD and it set me back a lot. This has helped to clear up a lot of confusion I was having, so thank you. =)
 

Avindian

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This has been very helpful so far. Just when I felt pretty comfortable with vanilla, I bought AHD and it set me back a lot. This has helped to clear up a lot of confusion I was having, so thank you. =)

I'm glad I could help!
 

Avindian

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Chapter 6: Look out, world, here we come!

So, those elephant lovers beat us. They wouldn't have done it without their British friends, and you can take that to the bank! There's only one thing to do -- show the world we are not to be trifled with!

January 1, 1861: Our naval base in Miyazaki is finished. Now we have colonial range, a place to fix our ships, and a place to build ships more quickly. Good stuff!

April 25, 1862: Let's reform our economy!



Wait a minute... that puts us at 70% for our progress. If only there were a reform that gave us 30% in one go...



Well, look at that! :cool: It'll take a bit before we can pull it off, but the end is in sight.

September 11, 1862: Our new found wealth lets me cut taxes on the poor to 75%. There are distinct elements of green and blue in the pies now; yes, Japan is coming up in the world. We also build another 7 brigade army. In case you're wondering, I usually prefer small armies to large ones, so I have more flexibility. We can always merge them if we need to later.

April 13, 1863: The Americans really like us now!



Do I have the patience to wait until we get into their sphere? Wait and see!

September 19, 1864: Those sneaky Johoreans (?) overthrow their rulers and break all ties with all other countries, making them the perfect target!

... For somebody who doesn't already have 15.77 infamy. :mad:

October 23, 1864: We cut taxes a bit more, to 65%.

May 13, 1865: That was embarrassing. A revolt in Kyoto actually takes out one of my armies!

June 13, 1865: And the revolt is over now. Eat that, rebels!

July 19, 1866: I cut education a bit more, to 50%.

January 15, 1867: In preparation for our imminent westernization, I change ruling parties.



The old party had Planned Economy; State Capitalism is much better.

September 12, 1868:







As of this moment, Japan is a civilized nation! Fear us, everybody else!

Here's our new politics screen:



It's time to introduce the concept of reforms and how the upper house works.

Reforms

There are two reform tracks for Civilized Nations; Political and Social Reforms. Each step down in Political Reforms provides more political freedom, which increases your attractiveness to immigrants. For Social Reforms, you make the lives of your citizens better (at a price). All positive reforms (i.e., down on the chart) also reduce MIL. We won't go into Reforms in any detail until we can actually do them, but I do want to explain the upper house.

There are seven ideologies in AHD: Fascist, Reactionary, Conservative, Socialist, Communist, Liberal and Anarcho-Liberal. Each one treats reforms differently, which is all that matters for the upper house.

Fascist: If they are the ruling party, they will back any reform or retract any reform. If they aren't in power, they won't allow anything.
Reactionary: Will always roll back reforms, but never implement them.
Conservatives: Will never roll back reforms. Normally oppose reforms, however, for every +1 in MIL, 10% of them will support reforms. (This applies to movements, too, although we don't have any yet. More on those later.)
Socialists: Will never roll back reforms. Always support Social Reform. Support political reforms only under MIL (see conservatives). Note: The old 50/50 split from vanilla is gone (half of all Socialists support political reform and half of all liberals support social reform); you won't miss it with movements.
Communists: Always support rolling back political reforms and adding social reforms.
Liberals: Always support political reforms. Support social reforms by MIL.
Anarcho-Liberals: Never add reforms. Support rolling back social reforms, but not political reforms.

More than 50% of the upper house must approve a reform.

So, why aren't we screaming for reform right now? Our MIL is 8.83! That should mean 80% of conservatives would support reform. Let's do the math, shall we?

All liberals support political reform. = 8.6%
80% of Conservatives support political reform. = 56.88%

That's over 50%! Ah, but there's one more wrinkle -- only one reform every 30 days. We'll almost certainly be able to reform in October.

Enough politics for now. Let's start living like a king, like all civilized Europeans! We'll start with techs. The next few screens are purely informational.











Once we westernized, we got a percentage of the techs of the lowest GP. If I'd been more patient, I could have gotten a percentage of the USA's techs. This is based on your relative ratio of military to economic reforms; you'll notice that, since I had more powerful economic reforms, I did better with commerce and industry than army and navy.

How do we get new technologies? I'm glad you asked!

Research

Much like our reforms earlier, Clergy generate a number of RPs a day for new technologies. Now, if you're a Vicky 2 vet, you'll be rubbing your hands with glee, stockpiling your RPs until the last possible moment. Right? Wrong. There's a cap of one year's RPs; after that, they vanish. Sorry. However, AHD does include some pretty cool new research features. Here's the first tech we'll research.



In vanilla, only one thing affected the base price of techs: your academic school. (We'll get into that later.) In AHD, the farther you are from the activation date, the less you spend to research a tech! That's a big advantage for countries like us. We should be able to catch up pretty quickly. Why did I choose this tech? Easy -- it's a flat improvement to every single RGO in Japan. We have to worry about debt now, so a strong economy is key.

With our wonderful new technologies, I get more NFs; I put these into encouraging Craftsmen, who will soon start filling my factories.



Factories, you say? Why yes!

Industrialization

Once you can industrialize, a few things happen. First, three new POPs introduce themselves into your economy, slowly but surely.

Craftsmen: Factory workers. Like Farmers or Laborers, but they work in factories. Poor.
Clerks: Perhaps the most sought after POP in Vicky 2. They improve efficiency AND generate RPs. They do crowd out Craftsmen, so they're not universally good, but they can make factories into a powerhouse. Middle.
Capitalists: Provide factory budgets. Also, they can build stuff on their own (depending on your economic policy). Very handy in Laissez-Faire and Interventionist governments.

More importantly, you can build factories! Every state (not province) can have up to eight factories. This matters if you and another country (or two) are splitting a state; you'll have to share those eight slots, which can be might inconvenient. Our first factory was technically already started -- the Cement factory in Edo -- but here's the first one we'll build from scratch.



Every factory has a base daily input and base daily inputs. For this factory, a Liquor Distillery, the output is Liquor (duh) with inputs of Glass and Grain. In Vicky 2, factories essentially live to turn inputs into outputs.

To build a factory, you need to meet a few requirements. First, for some factories, a resource must be present in the state. See how Steel Factory and Lumber Mill are grayed out? That's because Nagoya doesn't have Iron or Timber. That isn't true for most factories, though. The next thing you need is cash. You can see that in the bottom right, under "base price." Third, you need resources to physically make the factory. Most factories require Iron, Cement, and Machine Parts. More advanced ones require things like Electric Gear and Steel. Since we don't have any goods in our stockpile (if you're clever, you can save a lot of money by buying up these goods at a cheaper price), we'll pay cash for that too. Finally, you need workers. We will have Craftsmen by the time the factory is done (which will take 730 days, or two years), so that's no concern. It'll cost us £8322.77 pounds to build this, in all -- as you can see, we've got plenty of cash. All we do now is click "Build" and wait for the money to roll in!

We'll talk more about how factories actually work a bit later; the last thing I want to mention is a commonly asked question: what kinds of factories should I build?

A lot depends on what goods you have access to. Japan has most of the best goods for industrializing, but you won't always be that lucky. I almost always build three factories early on:

1. Cement. Since every factory in the game needs cement, you'll always have a market for it. It won't always be super profitable, but they're cheap.
2. Glass factory. I build one right after the Liquor Distillery, but you ideally want one first. Now, glass by itself isn't a big deal, but it does lead to...
3. Liquor Distillery/Winery. Depends on your access to Grain or Fruit. Every POP in the world needs liquor as an everyday need and wine as a luxury good. You can't build Cavalry without Wine or Guards (a very powerful unit) without Liquor. Get a few wars and you'll see your treasury skyrocket.

This is a solid base for industry. If you have the inputs, Luxury goods are very profitable (Luxury Clothes and Luxury Furniture), but the market is really volatile. You want a solid foundation, and the factories I listed above will give you that.

(For those concerned about such things, the capitalist AI is a lot smarter; no more flooding the market with bullsh*t Fertilizer.)

Here's our army and navy -- the biggest change (that's immediately obvious) is Tactics, which is now at 100%. That means we'll take less casualties in combat.



Here's our new budget.



Why do we have a shortfall in cash? We do have to pay for those goods for our shiny new factories; we should recover quickly.

That'll close this update. Now, for the first time, I haven't played ahead. That'll give all of you a chance to make suggestions on what I do next, militarily. Here's a map of SE Asia.



Almost everybody is in somebody's sphere right now, which makes going after them difficult. If they aren't in a sphere, they're allied to China, which is almost as bad.

For something a little more daring, Arabia.



I'm going to outtech and outnumber virtually everybody here. The downside is how long it'll take me to get there.

There's also the prospect of sweet revenge on the Zulu. Stupid Zulu.

Here's the world in 1868!

 
Last edited:

Chilango2

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Are the Spanish a GP? In a sphere? The Phillipines might be a good long term goal.. The Dutch might also be worth taking on, long term.

In the short term, maybe focus on internal development with a focus on military until you *can* take on the Chinese, then start by working on taking Korea, or a province or two from China itself.

I honestly feel like the Middle East is a waste of infamy for the resources it gives you. You're better off slowly working to recreate the Greater East Asia Co-Prosperity Sphere.

That should enable you to get to GP status and then maybe knock some of those places out of Britain's sphere of influence, letting you invade or sphere them..
 

Selzro

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Has the UK taken Johore in its sphere again? If not, you can make it your goal. And even if it is, you can try to take it out of the UK's sphere, drop their influence far below friendly and then attack it.
 

Comm Cody

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Portugal pink map?

INCONCEIVABLE!
 

Chilango2

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Has the UK taken Johore in its sphere again? If not, you can make it your goal. And even if it is, you can try to take it out of the UK's sphere, drop their influence far below friendly and then attack it.

I don't *think* he can drop UK's influence until he is a GP himself?
 

Avindian

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Are the Spanish a GP? In a sphere? The Phillipines might be a good long term goal.. The Dutch might also be worth taking on, long term.

In the short term, maybe focus on internal development with a focus on military until you *can* take on the Chinese, then start by working on taking Korea, or a province or two from China itself.

I honestly feel like the Middle East is a waste of infamy for the resources it gives you. You're better off slowly working to recreate the Greater East Asia Co-Prosperity Sphere.

That should enable you to get to GP status and then maybe knock some of those places out of Britain's sphere of influence, letting you invade or sphere them..

The Spanish do have some powerful friends; I want to say they're in the French sphere but I won't swear to it.

One thing I don't like very much is that Korea is a Chinese substate, yet it'll still take me a while to steal it from them.

Has the UK taken Johore in its sphere again? If not, you can make it your goal. And even if it is, you can try to take it out of the UK's sphere, drop their influence far below friendly and then attack it.

Chilango2 is on the money. :) The UK is friendly with Johore; that's enough to keep me away.

Portugal pink map?

INCONCEIVABLE!

Maybe? I have no idea what you're talking about.

I don't *think* he can drop UK's influence until he is a GP himself?

Exactly right.
 

vranasm

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I think dai nam with cambodia is good target. Imo you should work on colonizing the rest of brunei (I mean get the techs in "beeline")

if Madagascar isn't in France sphere that place proved to be very good in my Brazil and Argentina game.

Imo you need GP status quickly :) to influence UK sphere. In my current USA game I have big problem to get Johore out of UK's sphere :-(, almost impossible.
The problem here is that I want to get Atjeh (has some good resources) and it's allied with Johore and inevitably UK... soo check yourself how your situation looks there.

I saw someone (in video) taking on China for states in his Japan play ;-), but since he had free korea I suppose he plays vanilla (in AHD it's puppet of China, if it weren't so...Korea would be very obvious target)
 

Herbert West

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You should have gone with an early Meji. Would have given you enough RP to fire that 30% reform on the spot, and the 8 MIL evaporates quickly once you civilise, and its actually helpful to get reforms. Also, IIRC, once you civilise, reactionaries just revoke some reforms, but never revoke the civilised status. So win-win-win.

(As I told you two pages earlier:p)
 

Avindian

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I think dai nam with cambodia is good target. Imo you should work on colonizing the rest of brunei (I mean get the techs in "beeline")

if Madagascar isn't in France sphere that place proved to be very good in my Brazil and Argentina game.

Imo you need GP status quickly :) to influence UK sphere. In my current USA game I have big problem to get Johore out of UK's sphere :-(, almost impossible.
The problem here is that I want to get Atjeh (has some good resources) and it's allied with Johore and inevitably UK... soo check yourself how your situation looks there.

I saw someone (in video) taking on China for states in his Japan play ;-), but since he had free korea I suppose he plays vanilla (in AHD it's puppet of China, if it weren't so...Korea would be very obvious target)

Madagascar is already French. Dai Nam has foolishly signed on with the Chinese in an alliance.

You should have gone with an early Meji. Would have given you enough RP to fire that 30% reform on the spot, and the 8 MIL evaporates quickly once you civilise, and its actually helpful to get reforms. Also, IIRC, once you civilise, reactionaries just revoke some reforms, but never revoke the civilised status. So win-win-win.

(As I told you two pages earlier:p)

In hindsight? Yeah, I probably should have. I didn't think it would take so long for the USA to sphere me.
 

Omega124

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Anarcho-Liberals: Never add reforms. Support rolling back political reforms, but not social reforms.

It's the opposite. Anarcho-liberials will roll back social, not politcal, reforms.
 

Avindian

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It's the opposite. Anarcho-liberials will roll back social, not politcal, reforms.

Fixed. I don't know why I missed this the first time.:eek:o
 

Ricardo Rolo

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Maybe? I have no idea what you're talking about.
The "pink map" was a +/- official representation of the Portuguese ambitions regarding Africa after the Berlin conference in RL:
Mapa_Cor-de-Rosa.jpg
As you can see above, it basically claimed all of what is between today Angola and Mozambique ( most of today Zimbabwe and Zambia included ) . As you can imagine this was not exactly in the interest of GB ( with their own mythological "Cape to Cairo" ambitions ) and after a nice ultimatum , the Portuguese government ( with a new and fresh king on the throne ) backed down, to the displease of most of the Portuguese thinking heads. It eventually lead to some republican coup attempts and, after a regicide and yet another unproven king on throne, in a successful implantation of the 1st Portuguese republic 20 years later.

In your game, the Brits do not seem excessively interested in Cape to Cairo , but the Portuguese are clearly gunning for the fulfilment of the XIX century RL ambitions :D
 

TugoTugo

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Wow, really cool to know about this, nice Ricardo Rolo, and great catch Comm Cody
Avindian, what is that state side to Argentina and Uruguay? Los Rios?