I thought it would be nice to try a Ha'il AAR as, in other games, I tend to feel rather sorry for this pathetic little sandpit of a country that typically sits there, going bankrupt several times, and ends up being swallowed up by the Ottomans.
Mind you, this is not enceptionally surprising given the capabilities of the country. It has 3 land-locked provinces, each of them barren desert with a life rating of 10, and each producing a tiny amount (0.1) of wool, one of the world's cheapest goods. It's daily income is less than one and its pops consist of a handful of beduin nomads, most numbering only a thousand or thereabouts, and all of them farmers (research point generation is initially 0.1 per month with maximum education).
Ha'il's biggest asset is its army, and even that consists of two undermanned irregular divisions that atrite away like nobody's business at the mere mention of the word 'war'... It has no leaders, no officers, and starts with -7 manpower.
My goals for this game are as follows:
1. Survive.
2. Become the dominant power in Arabia. (Ideally Ha'il should own all arabian territory, but I'm not quite sure how to get rid of the British as yet.)
3. Civilise.
4. Great Power status.
5. Whatever else there's time to do by that stage (if I ever get that far...)
Guidelines to be used:
No bankruptcies. No 3 for 2 ect. land trading. No being too ahistorical until Ha'il is dominant in Arabia.
Ha'il must have some sort of navy to speak of before colonising anywhere.
First installment to follow shortly...
Mind you, this is not enceptionally surprising given the capabilities of the country. It has 3 land-locked provinces, each of them barren desert with a life rating of 10, and each producing a tiny amount (0.1) of wool, one of the world's cheapest goods. It's daily income is less than one and its pops consist of a handful of beduin nomads, most numbering only a thousand or thereabouts, and all of them farmers (research point generation is initially 0.1 per month with maximum education).
Ha'il's biggest asset is its army, and even that consists of two undermanned irregular divisions that atrite away like nobody's business at the mere mention of the word 'war'... It has no leaders, no officers, and starts with -7 manpower.
My goals for this game are as follows:
1. Survive.
2. Become the dominant power in Arabia. (Ideally Ha'il should own all arabian territory, but I'm not quite sure how to get rid of the British as yet.)
3. Civilise.
4. Great Power status.
5. Whatever else there's time to do by that stage (if I ever get that far...)
Guidelines to be used:
No bankruptcies. No 3 for 2 ect. land trading. No being too ahistorical until Ha'il is dominant in Arabia.
Ha'il must have some sort of navy to speak of before colonising anywhere.
First installment to follow shortly...