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ErrantOne

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May 8, 2001
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Original post was about playing muslim minors, so here are the rules I generally use now when playing muslim minors.

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Have played the Mughels (need to reduce starting army to 60k vs the 300k you start with). Uzbeks quite a few times (very challenging) and now playing Nubia (still very challenging). With any small minors I 'make-up' a scenario to help give some direction and focus to playing them. With muslim minors my favorite is conversion of infidels to the one true faith! ;)

In doing a scenario the biggest question for me is how to give some colonial expansion in a way that makes some sense. Here is what i have used:

General guidlines (not all would apply in same game)

* All colonies/trade posts must be next an existing province under my control. This eventually would grow to any province with range of our galley ships/fleet.
* Expansion may also has the following rules. From a province with population of 700+ you may build a colony or trading post. A colony may only attach to another colony or city(700+). The maximum distance you can settle from a colonial city is (city, colony, colony, tradepost). So from any city with 700+ population you extend 3 provinces. If you still want to grow in that direction you would expand the 2nd colony into a colonial city with 700+, so it would now look like this (original city, colony, (new)colonial city, tradepost). From the new colonial city you would be able to expand just like before (new colonial city, colony, colony, tradepost)

*gaining colonists ( these are the general guidlines I choose from, not all apply to any country. pick some subset that makes sense). Note: all bonus colonists are kept track of on paper. There is no limit to the maximum number you can have (other then what you earn). Use event 17 to give your self +3 colonists, as desired).

*start with 3 or 6 colonists (1492 or whenever). The rest are earned by other events and maybe eventually by building a shipyard.

* specify a time period for non-bonus colonists (Example, from 1550-1620 we get +3 colonist per 10years) To keep tracking simple these colonist much be added (event 17) in january of that year. 1550, 1560, 1570, etc... Any excess are lost. You can still keep as many of the 'bonus' colonists you earned on your paper tracking system.

* bonus of 3 colonist when a new colony is established.
* bonus of 3 cononists when colony becomes a colonial city (700+).
* bonus of 3 colonists when colony has population over 1000+

* religious conversion bonus (based on playing sunni) +3 colonists for converting pagan/shiite province to sunni. +6 colonists for converting orthodox to sunni. +9 colonists for converting protestant/catholic province to sunni.

*if you have a no map trading rule. use the following rule: When you establish a colony next to unexplored province(s). you may then use event 59(to make a conquistador, you also get a bonus colonist). He may only explore provinces directly connected to your colony, and must then be sent back to the capital province,where he stays until he needs to explore the lands next to another new colony. When the conquistador dies you disband the remaining infantry. You can only make a new conquistador when you have a new colony with territory next to it to explore. you may NOT colonize any province that your conquistidor is currently in.

*mughal rules:
+3bonus colonists when you have annexed either of the other two countries in india (mysore and the one that start with an H.) so +6 if you annexed them both. Also, you may not colonize any coastal provinces until you have annexed both of the other powers. Once they are both annexed you may establish only one coastal province (bombay or the other one which starts with no natives). You may only build galleys with your ports (no warships or transports). You may must colonize and establish colonial cities(700+pop) in all interior provinces before you may then start colonizing coastal provinces. bonus +6 colonists when all interior provinces have at least a level one colony. bonus +6 colonists when all interior provinces have 700+ population. This also includes the land-locked provinces north of the Ganges river. You can use the other bonuses for establishment of a colony, pop 700+ and pop 100+. Once all interior provinces are 700+ pop cities you can colonize any/all coast provinces of india. No tradeposts/colonies outside of india may be established until ALL indian provinces are colonized and owned by you. Once all indian provinces are under your control you may create an explorer. Destroy the three warships and put your explor with a galley only fleet for exploration (suggest 4+ ships and watch your attrition). As long as you own AND control all provinces in india you may now establish tradeposts/colonies, but only within your current galley range. As your galleys get ports farther and farther away from india, you may establish TPs/colonies farther and farther away.


These thoughts are not well organized right now, but this is the first time I have tried to explain them to anyone. I know what i mean, sorry if it is not totally clear in written form.

Also, these rules are really there to give some limited form of colonization within that countries 'sphere' of the world. Not to build some far flung empire spanning the globe. Usually the great limiting factor is money for the very small minors and the mughals eventually run out of bonus colonists at some point, but they can still push their naval tech up and eventually build a shipyard. Once you build a shipyard you may only earn 'bonus' colonists by conversion of non-sunni provinces.

In one game using these rules the uzbeks had quickly conquered the persian empire and where able to do alot of conversions of provinces. so had enough colonists to get to lake biakal to the north and conquer most of the interior of india (other powers held most of the coast). Eventually they were converting some of the Denmark provinces north of the Swedish to sunni for more bonus colonists

These are only general guidelines. Feel free to add, ignore, modify, use them as you see fit. They add a different flavor to a standard EU game for me.

Quick example: my current Nubian game has a few simple rules. They get +3 colonist/10 years from 1520 to the end of the game. They can earn bonus colonists by converting any non-sunni provinces to sunni. They can establish any TPs/colonies within galley range. They can trade maps with anyone. They may only ally/loan money to Muslim nations. They may only build galleys. They may DoW any nation, including sunni nations. Plus, when in doubt…attack Ethiopia. :p

ErrantOne
 
yes, they started very simple..but have been growing as I play different countries. When you look at them in context of a single game (nubia example) you can see there are usually just a few rules for each game.

With the Mughals I would like to put in some de-stabilizing events like someone else mentioned in another thread. Would make them more challenging to hold the empire together.

:cool:
ErrantOne
 
Apart from all the usual ways to exploit the AI which I don't use, I don't colonise unless I can get troops there, nicely connected in patches, not deliberatly disturbing the AI (like everyone annexing the Aztecs before Spain) and what I like best is to always let religion play a huge role :D Catholicism arguable is way more crap than any religion but I like playing with it and above all defend it.
 
I have a similar set of undefined rules - don't exploit the ai, colonize in a "realistic fashion" (have to be able to get there and so on).

I tend to role play. What would the country do in its current circumstances? I find some reasonable justification for DoW, particularly when there is no CB. I don't initiate RM's or alliances when at very low stability.

My next thing (if I ever get around to it) would be to assign each monarch some attributes (expansionist, inward looking, vindictative, etc.), and then play that reign to the personality. This is actually the way I think the game should work. There are so many aspects of the game that hold for the whole 300 years, rather than vary over time.

Actually, I just thought of something that I'm not doing know (just started another English campaign a couple of days ago). I used to try to be as historical as possible - i.e. adhere to real English history. No more - hey, if France is going to offer me territory for peace no matter how hard I've tried to just get out of the war, great! My conflict between the game being a replay of real history versus being a starting point to something totally different has now tilted to the latter.
 
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dont you get tons of colonists?

i have much easier rules:
1) never take more then three provinces in a peace. (only annexing small nations)

2) No super fast race to india/aztec/inca/persia

and some new alway pops up when i start=)
 
Exactly. The game system may allow you to do lots of things, but I don't based on my "mood" of the moment.
 
Thanks Jehangir. Glad you are having fun. :) Makes taking the time to post this stuff feel worthwhile.


Here are my uzbek colonial expansion rules.

It is a points based system for colonial expansion.

you earn points by colonizing the 4 provinces along the caspian sea. You can then spend these points to expand beyond your immediate area of the caspian. It does not require any points to colonize up to the Irtych in the north, or up to the indus in the south.


earning points: (you must control all four previously unsettled caspian sea provinces: Alga, Emba, Bouzatchi, Karabogaz).

+1point for controlling a colony in each province(4 province = 1pt)
+1point for each colonial city (+1pt each=max of 4pts)
+1point for each colonial city with pop over 1000 (+1pt each=max of 4pts)
+1point for each colonial city with pop over 2500 (+1pt each=max of 4pts)
+1point for each colonial city with pop over 5000 (+1pt each=max of 4pts)

That gives you a total of +17 'expansion points'. The first five points are alot easier to earn then any of the last 8pts.

This is how you can spend the 'expansion points' for colonization(/TPs).

Siberian pipeline:
-1 to expand east of the Irtych upto to westside of the Ob river
-1 to expand east of the Ob upto the westside of the Ienaissei
-1 to expand east of the Ienaissei river and west of Lake baikal & Selenga River
-2 to expand east of Lake Baikal & Selenga River
-2 to expand north of the Djugdjua province
-2 to expand south of the Amur River(non-china territories)
-3 DoW china

India:
-1 to expand past the indus river
-1 to expand into interior of india
-2 to expand into the east coast provinces of india
-3 to expand north and/or east of the ganges
-2 to expand east/north of the Mekong River
-3 DoW china

The intent here is that the uzbeks are building an empire, so why would they neglect the provinces right next to the caspian? This forces the player to expend resources for local expansion, which in turns allows a larger empire to take shape and grow. Plus it gives a particular 'style' for uzbek expansion.

In the game I used these rules, the uzbeks(played to late 1600s) expanded up to Lake Baikal in the north and were still working on india, west coast, interior and east coast provinces. We were running out of steam (i.e colonists) for our expansion and european compitition was also starting to put pressure on us. By this time we built a shipyard so all 'bonus' colonist rules were canceled and at one colonist a year the europeans were out settling us on the east coast and beyond the ganges. With a couple of defensive wars we had gained a TP and additional colony on the east coast. The uzbeks were THE 'local' sea power of the indian ocean with a galley fleet. Also we had all four of the caspian provinces with populations of 1000+ (+9expansion points).

So now when I am playing africian/mid-east/east asian powers I use the concept of 'expansion points' and 'bonus colonists' for directing their expansion. These particular rules were only used for the Uzbeks, but you could also use them for the Persians or Sibir if you wanted.


:cool:
ErrantOne
 
Just looked it up....the uzbek game is in 1762. We just moved north of the ganges and are now regularly at war with european/colonial powers (currently turkey, netherlands,and denmark {who diplo-annexed russia} ). Found my notes in some additional rules:

event: +25years after building your first shipyard you may colonize any 'non-asian mainland' areas within galley range. The rules still apply for asian mainland expansion.

after you get your first shipyard all bonus colonist rules are canceled with the exception of the bonuses from conversion of non-sunni provinces.

:cool:
ErrantOne
 
Its 1580 in my game and I have taken most of Eastern Persia by now including Hormuz, Mekran and Persis itself and converted all except Hormuz. But the Russians have just annexed Astrakhan and the Golden Horde and my last ally, Crimea, is on its last legs it would appear. So my only concern right now it getting swallowed by thousand of Russian soldiers. But it is proving to be a far more interesting game now than it would have been otherwise.

I may try your rules as the Golden Horde and see what happens
 
So my only concern right now it getting swallowed by thousand of Russian soldiers
hehe, all I can say is there is a specific set of things not to do if you want russia to ignore you. After playing the uzbeks enough times and getting smacked around by the neighbors, I think there are couple ways to avoid the hoard in Russia.

Sounds like you have a fun game going. I have been thinking on-and-off about playing the Sibir people and trying to find a strategy to deal with the Moscovites. Most likely it would just be that Russia walks over sibir on its march to the pacific (the usual story). I really like the Sibir shield/flag.


:cool:
ErrantOne
 
All the chinese do is usually annex Vietnam and hang-out after that. Maybe they would do more with better maps, not sure.

:cool:
ErrantOne
 
In my new game as navarra im using rules wich are WIERD!!

I may never pause and i play on 1minute=2years.
i will not start a war myself except if spain is getting to big. The sole goal of my navvarians is to stop spain from ever reaching the first place without taking that sopt myself.

i will not be in an alliance.

Everytime there is a DoW in the world i grab a hammer and hits me hard in the head.

Everytime i lost a sea battle i go to the bath tub and tries to be under the water for 3 minutes while breathing.(the game still running)

Everytime i lose a land battle i go to the garden and tries to be under the dirt for 3 minutes while breathing.

Everytime i win a land battle i make burrow someone else for three minutes.

Everytime the cops enter my house and acuses me for murder and attemted murder i burrow them and aks them if that was attemted murder.
If they doesnt answer then i take it as a yes and continues to play.
 
Bah. Just the time he spends catching and chopping the chicken's head off will be a few minutes.

Oh, that's one of my rules, not Lar's...