The Second American Revolution: A 1936 CSA AAR
Introduction
In this AAR, I will be playing as the Confederate States of America, starting in 1936. The background was inspired when I noted that America went fascist when event 67 was fired; I assume as the game believes that Germany has defeated the US. My plan: to rebuild the Confederacy, and build a southern bastion of freedom in alliance with California. I have plans for Central America; Cuba and Nicaragua held a fascination for the historical CSA, and I intend to follow that through. Another obvious goal is a route to the Pacific, probably at the expense of Mexico. I've noted several Confederate AARs in the recent past, but I have kept this one as unmodded as possible.
General Notes
The game is played with an unmodded Doomsday 1.2 on Normal/Aggressive. I removed the GIP - which I generally use - to eliminate annoying swastikas for the purposes of this AAR.
Instead of using a mod per se, the Confederacy is created using event '67', which partitions the USA into USA, CSA, Texas and California; not a huge problem as far as I was concerned, as the start-up appeared to justify it. The event creates a rather small Confederacy; problem number one to deal with. I created an additional tech team, the Tredegar Iron Works, designed to help with the creation of infantry. In '36, the Confederacy as it stands is extremely weak in this area. I also made a few slight tweaks to leaders - changing Long to a 'Die Hard Reformist'. I contemplated 'election' events, but decided against it - largely because I planned to stay with Long all the way, and I suspect the Founder of the Confederacy would win his first couple of elections.
In terms of cheats, I used 'freedom' at the start of the game to move the CSA to Social Conservative - simply because this was the setting of the majority of the ministers. I also rejigged things a little; the CSA now favours a small, elite army and is considerably more interventionist, as is California and Texas. Given the circumstances of their birth, the latter seemed to me to be logical.
In my dummy run of the game, I discovered that the USA, even when losing horribly, would not simply surrender the native Confederate states, so I will use 'acceptall' to force it, if it is justified. (Which I term as taking back 80% of said territory and Washington D.C.) The territory in question: Alexandria, Baton Rouge, Biloxi, Chattanooga, Fort Smith, Greenville, Jackson, Jonesboro, Memphis, Monroe, Nashville, New Orleans, and Pine Bluff. The AI gives a 10% dissent hit within two days of the game starting for some reason, and I will use 'event 1009' to remove it. Other than that, the game will run as it runs.
Richard
The Second American Revolution
Introduction
In this AAR, I will be playing as the Confederate States of America, starting in 1936. The background was inspired when I noted that America went fascist when event 67 was fired; I assume as the game believes that Germany has defeated the US. My plan: to rebuild the Confederacy, and build a southern bastion of freedom in alliance with California. I have plans for Central America; Cuba and Nicaragua held a fascination for the historical CSA, and I intend to follow that through. Another obvious goal is a route to the Pacific, probably at the expense of Mexico. I've noted several Confederate AARs in the recent past, but I have kept this one as unmodded as possible.
General Notes
The game is played with an unmodded Doomsday 1.2 on Normal/Aggressive. I removed the GIP - which I generally use - to eliminate annoying swastikas for the purposes of this AAR.
Instead of using a mod per se, the Confederacy is created using event '67', which partitions the USA into USA, CSA, Texas and California; not a huge problem as far as I was concerned, as the start-up appeared to justify it. The event creates a rather small Confederacy; problem number one to deal with. I created an additional tech team, the Tredegar Iron Works, designed to help with the creation of infantry. In '36, the Confederacy as it stands is extremely weak in this area. I also made a few slight tweaks to leaders - changing Long to a 'Die Hard Reformist'. I contemplated 'election' events, but decided against it - largely because I planned to stay with Long all the way, and I suspect the Founder of the Confederacy would win his first couple of elections.
In terms of cheats, I used 'freedom' at the start of the game to move the CSA to Social Conservative - simply because this was the setting of the majority of the ministers. I also rejigged things a little; the CSA now favours a small, elite army and is considerably more interventionist, as is California and Texas. Given the circumstances of their birth, the latter seemed to me to be logical.
In my dummy run of the game, I discovered that the USA, even when losing horribly, would not simply surrender the native Confederate states, so I will use 'acceptall' to force it, if it is justified. (Which I term as taking back 80% of said territory and Washington D.C.) The territory in question: Alexandria, Baton Rouge, Biloxi, Chattanooga, Fort Smith, Greenville, Jackson, Jonesboro, Memphis, Monroe, Nashville, New Orleans, and Pine Bluff. The AI gives a 10% dissent hit within two days of the game starting for some reason, and I will use 'event 1009' to remove it. Other than that, the game will run as it runs.
Richard
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