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Oct 1, 2004
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Hi everyone. I was gone fore some time. Now I have few spear minutes and found Victoria update Revolutions with VIP addon. I have plays as Siam and managed to civilize them and become quit a big country, but them as always got borred. To less chalange... What could be more chalanging. Then I remember that in old Victoria version I have played as Zulu (Basicly the only realy african county in first Victoria versions). So I tought I will give it a try.

So here we go...

Zulu AAR


Victoria Revolutions VIP Grand Campaign 0,301v.
Dificulty: Normal
AI Aggresive: Normal
 

First things first. Stats. First invention Water-weal power.
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Info about nabours. I have to make a choice were to expand first. The only option Gaza Niguni looks a bit to strong for me at the moment.
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So I chosed to attak East first. Sotho and Xhosa. The main reason is that Oranje is located there and I believe it is the biggest threat to me, because of thouse pesky Africaners (English african colonists). Wich I have ~12 th. in my country right now.
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My present army marches soulth-west. It consist of 3 mil 20K men in total.
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Thats too little. I deciced to convert biggest population consisting of 40K farmers to soldiers after I recieved 2 canned food.
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To ease my economic loss I waited for few weeks to get extra 2 manpower and demobilised 2K soldiers in Barberton since it produces Tropical wood wich is most profitable then gain or live stock that other provinces produces.
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Zulu decides that it is better to attak the strongest Sotho since its army is at max streanght right now.
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Dam Zulu troops are so slow...
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Only on September 5 Zulu army reach Winburg. Sotho managed to build 3 irr and now they have 4. Lucky for us 2 of them managed to reach Zululand and other 2 we encountered at Winburg. That way half of Sotho army will be cutoff.
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First victory. Zulu lose around 900 men while Sotho over 2500.
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On october 22 Winbrg is liberated. Now Zulu army heads to Zululand to beat cutoff 2 irr of Sotho.
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Army is slow and reached zululand only after new year of 1937.
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After about 3 week of figting first major victory for Zulu. 2 Sotho irr have surrendered. Zulu lost just 700 men.
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Again at Winburg and again Sotho has splited its forced.
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I start pushing one of them.
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And at the end of 1837 Zulu has destroyed 3/4 Sotho units. The remaning pesky irr managed to grab one of my provinces and now taking over Zululand.
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Or army once again marcher home and will reach it at 1838 July.
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Attaking victorious zulu army.
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Interesting, but I'd change the references to 1937 and 1938 to 1837 and 1838 (or are your armies really THAT slow???)

;)

Yes their speed is only 1. And Other nations have higher moral then my. My is only 15 and my nabours like 19 or 20.

How come they have higher tech or there is something I dont know yet in this game.

why did you meant by that references to 1937 and 1938 to 1937 and 1938???
 
Interesting to watch. Zulu will indeed be a challenge. Are there VIP events that encourage Britain to declare war on you? If so, things could get tricky. I admire your use of irregular soldiers - I always get too irritated by their shortcomings to use them effectively.

I'll be following!

(Afrikaaners are Dutch settlers, not British, by the way).
 
Yes their speed is only 1. And Other nations have higher moral then my. My is only 15 and my nabours like 19 or 20.

How come they have higher tech or there is something I dont know yet in this game.

Is it because many of your units are new? Doesn't it take a long time for irregulars to get up to normal morale levels?

But some African nations get events called 'defend our homeland', which improves their morale and gives them extra regiments to help defend against colonial powers - maybe that is it?
 
why did you meant by that references to 1937 and 1938 to 1937 and 1938???

At one point in your AAR you say...

pjrap said:
Army is slow and reached zululand only after new year of 1937.

...when I'm assuming that you meant 1837?

You also say...

pjrap said:
Or army once again marcher home and will reach it at 1938 July.

...when again I think you mean 1838?
 
At one point in your AAR you say...



...when I'm assuming that you meant 1837?

You also say...



...when again I think you mean 1838?



ouu changed :)

No my old units have the same 15 moral as all other. Then AI gets 20 and after some time even 25. They are even weaker countrys then Zulu.

So anybody has any ideas why is that?

I just reloaded as neighbour country and Zulu irr morale jumped from 15 to 20.

Maybed this has to do something with difficulty. But it set to normal.

And their irr speed is 3 and my is just 1.
 
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Then came the news. European colonist witch had created a free state of Oranje has declared war on Zulu. They tough that when Zulu is at war they could stab us in a back, but what they didn't calculated that in stead of turning home to the capital Zulu army would go straight to Oranje.
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Oranjens found them self greatly outnumbered. 3K against 50k Zulu.
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Battle was bloody for poor European colonist.
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Zulu came victorious. Oranjen infantry division gave up arms. Zulu king allowed them to disarms and return home.
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Zulu army has captured guns and ammunition. This would do some benefit for future battles with Sotho.
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The remaining Oranjens surrendered in few month and Oranje became part of Zulu kingdom.
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On March Zulu army has reached Sotho capital.
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It fell on August.
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Africaniers saw that Zulu army was at war with Sotho and out of their homeland and took arms again.
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Finaly on January 5th after beating remains of Sotho army and capture of Winburs falles and with it whole Sotho kindom.
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Zulu kingdom has expanded rapidly after annexations. Population has more then doubled growing from 0,8 mln to 1,6 mln. people. Still Zulu was the majority. But another brother african nation has joined Zulu kindom family - Sotho. They now sustain 32% of Zulu kindom population. Another big figure is 19% of africaners. Total number of african colonist in Zulu kindom now reaches 313 th. But they were minor in Zulu kindom and after humiliatin defeat was not a threat.
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Victorious Zulu army now some even armed with guns.
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ouu changed :)

No my old units have the same 15 moral as all other. Then AI gets 20 and after some time even 25. They are even weaker countrys then Zulu.

So anybody has any ideas why is that?

I just reloaded as neighbour country and Zulu irr morale jumped from 15 to 20.

Maybed this has to do something with difficulty. But it set to normal.

And their irr speed is 3 and my is just 1.

1) iirc, not all starting techs are the same, so one of youre neighbour's might have an extra morale giving millitary tech

2) There basicly exist different sorts of irregulars, there are "regular" irregulars (those irregulars normally created by civilized nations) and there are "native" irregulars. (build by uncivilized nations) In Vip all uncivs start with "regular" irregulars but if they build extra innregulars then those are of native quality and have essentially fewer morale and iirc also fewer org.

3) Depending on wheter or not you (and/or youre neigbours) have post napoleonic thought and one has gotten his choice event already (between jomi and claus) while the other hasn't. Should one take Claus that would give an extra 5 morale while Jomi much more.

4) While all african uncivs get a "tribal leader" wich i see you are making good use of and with good reason ;) ,it doesn't mean that all uncivs have to use him, they can also place another leader at the helm that might have better morale modificators.

so there can be several reasons....

Nice Aar, ill be following. It's been a while that i played some vicky but gooten recently into it again with vip:r.

I know there was a list of Victoria revolutions VIP requared list of reserches. I cant find it. Can anyone link me to it? Thanks.

Youll need the help. I just came from a game to civilize Siam, and while i hoped to do it by 1870 i only managed by 1890 due to bad tech planning because of lack of knowledge. I gonna give you a list of what you need:

First of all, the techs noted in the civilize event file (victoria/scenarios/vipscenario/events/vanilla/civilize.txt) , these are:

#breech-loaded rifles
#iron steamers
#army professionalism
#naval professionalism
#market structure
#ad-hoc money bill
#early railway

+

Don't be fooled though, this is not the only thing you need. Kinda hard to know from the file, but you need flag (flg_MinisterGovt value = 1 (ministerial goverment)) for wich you need to research the tech:
#state and goverment
#empericism
Wich are cultural techs and thus will force you to research quite a few techs, and loose some time.
+
Then you also need 10 prestige and 1 millitary power, i'm sure you won't have trouble with that.

So the tech's is the hard part. Now for you to reach these tech's, you need several techs to have researched. It can be sometimes hard to find wich techs are all required, as sometimes an industry tech unlocks a naval tech and a economy tech unlocks a industry tech and etc. i'm not going to make a list of that, but ill note a few that are a bit more difficult. Note that you can check for each tech what it unlocks, and so you can check all the techs you need to get a required tech.

To get iron steamers, you will also need, apart from the naval techs leading to it, cheap iron, wich needs high and low pressure steam engine's itself. I note these especially because they are not required industry techs for civilizing nor on the path to any other industrial tech you need for civilizing but they are on the path to iron steamers.

To get early railroad, youll also need to research a commerce tech, lPrivate banks. This tech does not lead to any of the required commerce techs for civilizing, but you need it for not only early railroad, but also for publishing industry wich you don't need for any of the required industry techs for civilizing, but it does lead to cheap iron wich you need for iron steamers.

I think these 2 are the more difficult to find exceptions for the path to the techs you need.

If i may, let me also give you a few hints as to move fast in civilizing. As for youre RP modifier, it is increased by event every 5% of literacy you gain iirc, so for that concerned just keep spending 100% on education. (duh) Although functionalism and positivism are not required techs for civilizing, the techs that unlock them (like malthusuain thought) are needed to unlock certain techs, and should you be able to research them early on, i would advice to take the detour. (+10% for each of these techs) Apart from that, freedom of trade and certain industry techs will be needed early for money. Since you have quite a few culture techs to research, I would use my diplomats to trade for other techs if possible, wich you get few of as unciv. Try as much as possible to increase relations with other backward nations that can be tech trading partners, in fact its adviced to stay a lot at war just to have the double amount of diplomats you get while being at war.

Last but not least. When you have the money, try to convert as much "cultural pops" as possible to clerks, regardless if they are going to be unemployed, as long as you can pay it. In Vip youll often find youre cultural pops to be not the only one in the nation, so less pops to convert and you can keep the other pops in important RGO's to get money. Since youre near those lovely South african gold mines this shouldn't be too hard. putting all youre cultural pops to clerks will double to triple youre research, regardless how slow it is due to modifiers, so it's important to do it ASAP, because the first techs are the hardes to research and you need them to increase youre speed. This thus means that early money is important. Upon my edit i had checked the situation of zulu in vip:r, and i see that Zulu has only a few bif zulu pops, some smaller ones and some other culture ones. I would advice to just convert the zulu pops in natal and zululand, would be enough i think to have 80% of culture pos clerks withought to much cost, around 12.500 cash i guess.

Thats about it. Try to go for immigrants btw. (though im not sure if you get a good socialist party soon) As Siam, though having lost quite a lot of time for civilizing and with some cultural techs, i managed to attract still about 40 million extra pops to the country, wich is great if you have a good gold mine state, wich you certainly have, iirc in vip South Africa is 1 very big state wich youre province's are part of.
 
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Good news seems like UK is stuck with China. Good news for Zulu. Again we look at our Neighours
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Ndebele gold minds are just to good not to notice.
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After defeating thous pesky Arfricaniers great Zulu army turned norht to Ndebele gold mines.
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After war with Sotho Zulu budget was in debts and deficit. If Zulu does nothing it will go bankrupt.
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So the only reasonable slution was to go for Ndebele gold mines
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Reinforced Zulu army was consisting of 42,5K met. While Ndebele managed to bring 3 new full irr divisions.
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Stupid Ndebeles have splited their army.
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Bigger in number Zulu army sloughter whole 1000 men garrison in Rustenburg.
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On Dec. 7 1940 Capital of Ndebele was taken and Zulu army turned to take control of Pisung Kop gold mines.
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Shocked and shattered Ndebele has offered king of Zulu thing that he could not resist. 5 provinces wich most important Pisung Kop gold mines. Zulu accepts. And only after 4 month of war gets more then they could wanted.
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Ndebele has shrinked to one procvince size while another province has been cut off from the capital.
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Population of Zulu has increased almost to 1,9 mln. people but whats most important is that export has jumped more them 3 times. Zulu remains the majority in their country.
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Thanks to Ndebele gold and metal mines.
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I agree with Legoism. Looking good so far, but be careful. If you're lucky, UK will get in a war that drags out and raises their war exhaustion (to 80-90%). Then you need to strike! If you don't get the UK out of Africa soon, they will attack you instead.