Greetings to one and all! I've been away from the solo-AAR scene for a while, but it's time to make a return. This time, as the title notes, the effort will be a full-scale Dutch campaign. Our home province will be Geldre, and then our intention will be to transition to the Netherlands proper assuming we survive long enough to do so. From then on, we will play the Campaign out as a Netherlands scenario. We have an event loaded into the Gelre file which will enable the switch, and we should be able to take over the Dutch event file at the proper time.
The Goals of the AAR:
1) Stay Alive for the full course of 400 years. Not so easy when we start as a one province minor with Burgundy slobbering over us.
2) Unite the Netherlands by any means necessary. This means the unification of all provinces that carry "Dutch" culture under our banner. Note, we are not limiting our conquests to only Dutch culture. But this is not a World Conquest AAR.
3) Number 1 in VP.
4) Develop a Strong Colonial Empire, and in so doing crush the Iberian Colonial efforts to the maximum extent possible. We intend to be at least as strong colony-wise as the Dutch were historically--which means prodigious--even more if we can manage it.
5) Play the Great Game in Europe to inhibit German unification, French and Austrian ambitions, and generally keep ourselves a serious player in Northern European politics. We will not be too concerned with what France does in the South or Austria in the East, but anyone coming into Northern Europe will be--hopefully--dealt a sharp rap to the knuckles. If we do not wish a great European empire, we refuse to allow one to come knocking on our door, either...
EU 1.05 (with the one mod I mentioned) will be used. Difficulty will be Normal/Normal. My initial stats for Gelre read as follows:
4 merchants (2.8 per year)
0 settlers (1.1 per year)
1 diplomat (4 per year)
0 missionaries (1.4 per year)
+2 stab
10 manpower
400d
tolerance set to 0 Islamic, max Catholic, and middling Orthodox.
DP as follows
8 aristocracy
9 Decentralization
8 Mercantilism
5 offensive
6 Land
5 Quality
9 Serfdom
Reinald IV monarch (4 diplomacy, 4 econ, 3 military)
land tech 1, naval tech 2, infrastructure and trade techs 1.
Friday AM, the first installment of the narrative will be posted, and our ambitions will be put to the test. My sincere hope is that you find this AAR an enjoyable read.
Anyone who wishes to contribute in any way, such as guest appearances, "council" members, or any collaborative concept they'd like to try out, drop me a line at shawng30@yahoo.com, or simply post a short line here or via PM, and we can chat about it. I've always encouraged and enjoyed the guest contributions of the past, and hope to have that continue here.
That said, and the background posted, tomorrow AM, Denver time, the opening installment of "The Trouble With the Neighbors" will be available for your perusal.
The Goals of the AAR:
1) Stay Alive for the full course of 400 years. Not so easy when we start as a one province minor with Burgundy slobbering over us.
2) Unite the Netherlands by any means necessary. This means the unification of all provinces that carry "Dutch" culture under our banner. Note, we are not limiting our conquests to only Dutch culture. But this is not a World Conquest AAR.
3) Number 1 in VP.
4) Develop a Strong Colonial Empire, and in so doing crush the Iberian Colonial efforts to the maximum extent possible. We intend to be at least as strong colony-wise as the Dutch were historically--which means prodigious--even more if we can manage it.
5) Play the Great Game in Europe to inhibit German unification, French and Austrian ambitions, and generally keep ourselves a serious player in Northern European politics. We will not be too concerned with what France does in the South or Austria in the East, but anyone coming into Northern Europe will be--hopefully--dealt a sharp rap to the knuckles. If we do not wish a great European empire, we refuse to allow one to come knocking on our door, either...
EU 1.05 (with the one mod I mentioned) will be used. Difficulty will be Normal/Normal. My initial stats for Gelre read as follows:
4 merchants (2.8 per year)
0 settlers (1.1 per year)
1 diplomat (4 per year)
0 missionaries (1.4 per year)
+2 stab
10 manpower
400d
tolerance set to 0 Islamic, max Catholic, and middling Orthodox.
DP as follows
8 aristocracy
9 Decentralization
8 Mercantilism
5 offensive
6 Land
5 Quality
9 Serfdom
Reinald IV monarch (4 diplomacy, 4 econ, 3 military)
land tech 1, naval tech 2, infrastructure and trade techs 1.
Friday AM, the first installment of the narrative will be posted, and our ambitions will be put to the test. My sincere hope is that you find this AAR an enjoyable read.
Anyone who wishes to contribute in any way, such as guest appearances, "council" members, or any collaborative concept they'd like to try out, drop me a line at shawng30@yahoo.com, or simply post a short line here or via PM, and we can chat about it. I've always encouraged and enjoyed the guest contributions of the past, and hope to have that continue here.
That said, and the background posted, tomorrow AM, Denver time, the opening installment of "The Trouble With the Neighbors" will be available for your perusal.
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