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unmerged(87806)

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Nov 24, 2007
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I started a game as Texas, and without editing the save game, this limping existence doesn't deserve to be called such. Texas doesn't have any capitalists, and I can't think of another way to get them other than, again editing the save game, or waiting for the techs that do so at the end of the game.

Upon editing the save game to add one 10,000 capitalist POP to Lubbock, considering the game was no longer fun and would have ended otherwise, I industrialized rapidly, moving within the top 15 in a few years.

I never got past that point of power though. Sure, I was at the cutting edge of technology with the great powers, but being nigh-surrounded by the US with their army numbering more than a million (I counted!) makes it impossible to really go anywhere.

Anyone here have experience with Texas?
 

Dysken

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It is certainly possible to get capitalists as Texas. Just sell techs to the US or Russia for money. Use open negotiations -> give 100£ as a deal and accept. This will increase relations by +15.
 

Gen. Skobelev

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Veectorio said:
Wait, improving relations and selling techs gets you capitalists?

Please explain.

Selling techs nets money, money can buy purchases from WM and goods+money means you can promote capitalists. Better relations mean better trade efficiency for you so you get more money from the same techs.
 

unmerged(87806)

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Nov 24, 2007
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Promote....Capitalists?

You are talking about the most recent version of Ricky, yes?

Maybe I haven't patched all the way...

EDIT: *Cough*

It seems I was using version 1.0...

Please disregard that last bit :rofl:
 
Last edited:

Dysken

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Erm...
Labourers, Farmers or whatever -> Clerks -> Capitalists ;).
 

danimoth25

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Get into an alliance with the US immediately. They will help against Mexico at the start 80% of the time, I've found. Then send a cavalry division to steal Mexico's colonies in Colorado, hole up in Austin, and wait until the US send massive numbers of troops to help. Do some trading with them so that Mexico can't take back those colonies (or steal Beaver).

After the war, trade tech to the US for lots of cash, to create capitalists. Trade tech to Mexico for land. Trade Britain some tech for colonies. Make sure the US is there to back you up if/when Mexico decided to invade.

Texas isn't really as hard as the starting situation makes it out to be. I'd recommend getting rid of slavery as some point though; it really helps out with immigration.
 

RELee

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Oerdin said:
Other then prescripted events how do you get rid of slavery?
That is the only way I am aware.
 
Feb 19, 2007
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I recently just tried this strategy:

Upon entering the game, push up all tax to 40%, crime efficiency and education to maximum, defense spending to max, and army spending to max. Split both of your calvary into a separate army group, and then merge both of your other armies under Houston (since you start with 20 leadership) to set up a defensive position across the Rio Grande. This will give you a great position to defend against the much larger Mexican Army.

Now, send your calvary to swoop up the two colonial claims in Colorado that belong to Mexico. After you take both, send the calvary back to your Rio Grande army, which, if you're lucky, is either still holding position. If it isn't, send it to its current location. Trade your Beaver colonial claim in Oklahoma for the American colonial claim in Colorado (as well as some money or techs if you want) and quickly claim the entire colony and grant it statehood. Negotiate peace with Mexico to give them every province in Texas and you will make away with one Texan province, the entire state of Colorado, the highest plurality rate in the New World (which will attract a lot of immigrants, a must need for Texas' small 150,000 or so population), a healthy economy (which can be improved greatly by selling all excess goods on the world market), a very high prestige and if you're lucky a few leftover divisions from the war, as well as an excellent leader.