There is a point in every CK veteran's life at which it becomes all too apparent that the game is disturbingly easy to beat if one follows the traditional divide and conquer path. Call it the mid-life crisis for CK gamers. At this point some players move on to other (usually Paradox) games while others embark on quests to subjugate the known world or eradicate Islam in the name of the Pope. I attempted to lead a small, backwards country (Scotland) through 900 years of history (CK-EU2-Ricky-HoI2). After overcoming the initial step of bringing the English to their knees, Scotland gathered enough momentum that I had no choice but to further my conquests - it was that or speed through another 200 years of educating children and arranging marriages. After all, you can only develop your infrastructure so much when conquering technologically superior foes. And so I have decided to put that AAR on hold an embark on an entirely different type of mission - transforming the frozen wastelands of the North into a cultural and industrial superpower. I have long been fascinated by the abilities of a small but elite nation to not only defeat their much larger neighbors but even project their power over them (the Spartans at Thermopylae is but one example; the ability of the British Raj to administer an entire subcontinent with one government official per million civilians is yet another). And so rather than focus on rapid expansion and becoming another Russia or China, I intend to focus on developing infrastructure and technology to the max over a span of 900 years, with HoI2 being the testing grounds for my experiment.
The subject in this experiment? Sweden. Even a united Scandinavia suffers from severe deficits in manpower and, in the later games, resources (I have united Scandinavia numerous times in Ricky only to witness my #2 superpower that has colonized Africa reduced to producing a mere 60 ICs upon conversion to HoI2). My goal? To unite Sweden, Finland, Denmark and Norway early on and then focus on turning the product into a maritime power based on commerce and industry. And to prevent the inevitable boredom that arises from having outstripped one's scientific discoveries but refraining from conquests, I shall be starting in 1187 rather than 1066.
So, for the house rules:
- Never grab claims
- Never allow reputation to fall below respectable
- Never purposely go into bankruptcy (and thus prevent the practice of setting up kingdoms halfway around the world, given the massive transportation costs in CK)
- If, for some reason, another kingdom or large duchy is inherited outside of Scandinavia proper, that realm shall be spun off to a vassal (the exception to this rule being the setting up of small trading/refueling posts - think Gibralter and Malta)
Game will be played on hard/aggressive using the combination of mods used in "Anyone for an MP Game?" (can't remember the combo off the top of my head, but I do know that BOPACK is one).
As for the AAR, I am hoping to write from a more personal view than I have in the past. Blame it on the stifling of my creative instinct by two years of reading casebooks and writing legal briefs. This means that updates will be few and far between when I find time for them, but I hope to improve the overall quality as a result. And so, without any further ado, I present my next grand experiment.
The subject in this experiment? Sweden. Even a united Scandinavia suffers from severe deficits in manpower and, in the later games, resources (I have united Scandinavia numerous times in Ricky only to witness my #2 superpower that has colonized Africa reduced to producing a mere 60 ICs upon conversion to HoI2). My goal? To unite Sweden, Finland, Denmark and Norway early on and then focus on turning the product into a maritime power based on commerce and industry. And to prevent the inevitable boredom that arises from having outstripped one's scientific discoveries but refraining from conquests, I shall be starting in 1187 rather than 1066.
So, for the house rules:
- Never grab claims
- Never allow reputation to fall below respectable
- Never purposely go into bankruptcy (and thus prevent the practice of setting up kingdoms halfway around the world, given the massive transportation costs in CK)
- If, for some reason, another kingdom or large duchy is inherited outside of Scandinavia proper, that realm shall be spun off to a vassal (the exception to this rule being the setting up of small trading/refueling posts - think Gibralter and Malta)
Game will be played on hard/aggressive using the combination of mods used in "Anyone for an MP Game?" (can't remember the combo off the top of my head, but I do know that BOPACK is one).
As for the AAR, I am hoping to write from a more personal view than I have in the past. Blame it on the stifling of my creative instinct by two years of reading casebooks and writing legal briefs. This means that updates will be few and far between when I find time for them, but I hope to improve the overall quality as a result. And so, without any further ado, I present my next grand experiment.
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