Chapter 0 - Pre-run planning and thoughts
Besides "what have i gotten myself into again" I didn´t actually think too much about it honestly. No ingenious 17 step masterplan. I wanted to go pretty much with the same setup from my last AAR as it worked like a charm. I learned one or two things from last time though...
Before going in, what did I presume were the major challenges? No admin tech means a couple of things:
- no ideas (neither from idea groups nor national ideas... only the national tradition)
- no admin efficiency from admin tech
- no government capacity upgrades from admin tech
- no buildings that require admin tech (most notably buildings that reduce gov cost, but also adm manufactories)
- a huge corruption penalty from having unbalanced research
- going over government capacity will become a real pain and is probably the biggest hurdle to overcome. Going 100% over gov cap would cost us an extra:
+100% Stability cost modifier
+100% Advisor cost
−50% Improve relations
-50% Administrative Efficiency
+50% Aggressive expansion impact
−1 Militarization of state
Fun times!
The good news is that those hurdles will ramp up slower than with the no-mil tech run. I had only up to mil tech 10 to get my capital to safety on the british isles. Up until mid game we won´t feel too much of a problem. Sure, we could expand quicker or more smoothly, but the lategame is where things will become interesting.
The general game plan is to expand somewhat rapidly, but mostly within the constraints of our government cap. We will have see how far we can reduce our actual cost at all times. One fear is that I will expand too quickly, because we will drown in admin points ^^ This would be bad for aggressive expansion. If I exceed gov cap too early, ae might become a major problem, especially when we get close to europe.
The mughals however have the god tier diwan mechanic, which gives us access to pleny of modifiers to offset the lack of ideas. Gaining accepted cultures once we have conquered them will go a long way with dealing with unrest and will also unlock quite a few monuments we can make use of. They also have a pretty high base goverment cap from their government reforms. Last but not least, they have -25% ccr as their tradition which is the best there is.
Oirat, the speed wc champion, was my alternative option like I mentioned. They do have 20% ccr in their tradtion. However they lack all the other benefits of the mughals I just listed. Yeah, they do have this horde thing which gives them unlimited mana and (actually useful) reduce the amount of development that would eat up gov cap. I would have prefered to play as them, but I got the feeling pretty quick that they won´t be able to handle the lategame.
Last thing to mention is that I hardly played any eu4 in recent history. Yes I got my 12.000 hours, but I haven´t played for almost a year and the last time before that was another year ago. I haven´t kept up with development of the game and I haven´t watched any Florryworry videos (unforgiveable, I know). I´m solely relying on core mechanics being the same and adapting quickly to changes. Please excuse an old man if he sounds dumb or outdated from time to time. After all I´m in retirement
Ok, that covers the gist of it I think. Next chapter we will start the actual run. Hope you enjoy.
Besides "what have i gotten myself into again" I didn´t actually think too much about it honestly. No ingenious 17 step masterplan. I wanted to go pretty much with the same setup from my last AAR as it worked like a charm. I learned one or two things from last time though...
Before going in, what did I presume were the major challenges? No admin tech means a couple of things:
- no ideas (neither from idea groups nor national ideas... only the national tradition)
- no admin efficiency from admin tech
- no government capacity upgrades from admin tech
- no buildings that require admin tech (most notably buildings that reduce gov cost, but also adm manufactories)
- a huge corruption penalty from having unbalanced research
- going over government capacity will become a real pain and is probably the biggest hurdle to overcome. Going 100% over gov cap would cost us an extra:
+100% Stability cost modifier
+100% Advisor cost
−50% Improve relations
-50% Administrative Efficiency
+50% Aggressive expansion impact
−1 Militarization of state
Fun times!
The good news is that those hurdles will ramp up slower than with the no-mil tech run. I had only up to mil tech 10 to get my capital to safety on the british isles. Up until mid game we won´t feel too much of a problem. Sure, we could expand quicker or more smoothly, but the lategame is where things will become interesting.
The general game plan is to expand somewhat rapidly, but mostly within the constraints of our government cap. We will have see how far we can reduce our actual cost at all times. One fear is that I will expand too quickly, because we will drown in admin points ^^ This would be bad for aggressive expansion. If I exceed gov cap too early, ae might become a major problem, especially when we get close to europe.
The mughals however have the god tier diwan mechanic, which gives us access to pleny of modifiers to offset the lack of ideas. Gaining accepted cultures once we have conquered them will go a long way with dealing with unrest and will also unlock quite a few monuments we can make use of. They also have a pretty high base goverment cap from their government reforms. Last but not least, they have -25% ccr as their tradition which is the best there is.
Oirat, the speed wc champion, was my alternative option like I mentioned. They do have 20% ccr in their tradtion. However they lack all the other benefits of the mughals I just listed. Yeah, they do have this horde thing which gives them unlimited mana and (actually useful) reduce the amount of development that would eat up gov cap. I would have prefered to play as them, but I got the feeling pretty quick that they won´t be able to handle the lategame.
Last thing to mention is that I hardly played any eu4 in recent history. Yes I got my 12.000 hours, but I haven´t played for almost a year and the last time before that was another year ago. I haven´t kept up with development of the game and I haven´t watched any Florryworry videos (unforgiveable, I know). I´m solely relying on core mechanics being the same and adapting quickly to changes. Please excuse an old man if he sounds dumb or outdated from time to time. After all I´m in retirement
Ok, that covers the gist of it I think. Next chapter we will start the actual run. Hope you enjoy.
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