Last edited by Astaroth; July 12, 2009 at 08:45 AM.
Curious Curialist curing the Curia of all things Curial.
nice guide!! you are have writein alot good guides , iam beginer guide maker myself. wel i havent played great britain yet but wen i am finished my united states campaign i think i wil suerly now play britain wit your guide!!! haha major ironiec!! playing britain afteir playing united states !! dont you think ??
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Good guide. I especially like your idea about avoiding Georgia until the end. I had that very problem of getting the 13 Colonies too early in my first campaign and losing some territories to the Cherokees. I would add a couple of tips FWIW.
(1) An invasion of England is not entirely impossible. I would keep four or five line infantry once you have some money to spare. If the enemy lands in England it cannot march until the next turn, and you can simply purchase 5 or so more infantry which should be enough to beat an AI invasion early game.
(2) Be aggressive with your Navy. France can't invade if it's fleet is sunk. You are the Royal Navy. Own the seas.
Your guides are the best man, its just a damn shame that Great Britain is so... easy. until france starts landing full stacks into mainland Britain, i can't enjoy the faction .
playing my first GB campaign so comments only based on that.
1) Moose factory - lost it as soon as Hurons besieged it with superior forces.
2) Cherokee took out spanish Florida, allowing me to take that without getting into a fight with Spain.
3) United States appeared within first few turns after Cherokee took one of the 13 colonies and it rebelled. I'm now at war with them. They gobble up the 13 colonies at an alarming rate.
(In fact territories change hands very rapidly (in 1.3.1) as the AI doesn't garrison its regional capitals well enough - faction capital is usually better protected.)
4) Pirates can be a nuisance in the caribbean - I captured Antigua -(you'll need a decent army as it can spawn an awful lot of pirate rabble when you attack.) You'll needto take Trinidad and Tobago to finish them off. At sea don't fight against superior odds you'll only add to their fleet.
I lost several ships to the pirates - I suspect they grow because nobody puts up a proper fleet against them and they can repair captured vessels. Remove their harbours and they become vulnerable. Remove their capital cities and they are removed for good.
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The AI has a trick up its sleeve if you're fighting large Native american armies: had a full-stack vs full-stack battle. seemed a breeze as my forces were better. However, the AI formed its entire army into a massive column and charged at my centre where my officer commanding was (a cannon battery.) They swamped it at the charge, killed the OC, and then attacked along my line in both directions causing instant routing. At one point I only had 1 unit (dragoons) not routing. luckily they saw off a few units and four other infantry managed to regroup and stand their ground and eventually I ran out the winner. Lots of micro-management needed. Not sure how you defend against such tactics. Probably by placing your OC's cannon behind the line not in front, and placing several line units in deep formations in front of it, and flanking the attacking column as soon as it forms up.
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Europe:
5) I got into fight with east prussia (alliance obligation). Don't bother sending an army to attack them unless it is a full stack. A brig or sloop however is often enough to keep an army occupied retaking their only trade port. Have a couple of decent ships blockading Rostock if you are at war in case P-L send any ships past - you can capture them. war is probably something to avoid though.
6) mediterranean. The barbary pirates keep spamming trade route blockaders. The AI won't attack their ports so send a squadron of half decent ships down there and keep the trade routes open. (unless you're not trading with anyone in which case, don't bother.)
Other than that all my energies are going to research and the americas.
Last edited by Gorrrrrn; July 15, 2009 at 04:59 AM. Reason: added info
That is a lovely layed out guide, wow.
Last edited by King Edward III; August 05, 2009 at 11:22 PM.
According to the Theory of War, which teaches that the best way to avoid the inconvenience of war is to pursue it away from your own country, it is more sensible for us to fight our notorious enemy in his own realm, with the joint power of our allies, than it is to wait for him at our own doors.
- King Edward III, 1339
I took New France and I did an amphibious assault to take out Georgia. By this point however I am surrounded by Cherokee and the 13 Colonies have receded pretty much to New England. However I technically hold the two territories needed to have the 13 Colonies join my side, does anyone know why the mission didn't complete?
You have to take 3 territories: New France, Georgia, and Cherokee Territory.
Under the rather spiffing patronage of Justinian.
Grandson of some fellow named the Black Prince.
The key I found was to trade. Send a few trade ships to the Gulf of Africa (I did this because Ivory is worth so much) and you can easily make 400 per ship. Try to focus on economic technology and building, and try to increase the population everywhere. Soon you will see your wealth dramatically increase.
As for expansion, earlier on in the game you may want to eliminate the pirate islands to the south of your colonies in the Carribean. This should give you increased trade, without you getting involved in any wars. Also if you decide to convert the ports to trade ports, you then have very little distance between you and Brazil, so you can make profit from sending trade ships there. Florida might also be a potential target, on H/H it usually rebels under Cherokee rule, so if you can convert the population then it should prove a lucrative picking. The Barbary States might also prove profitable, as you can eliminate pirates whilst keeping a vigilant eye on your trade routes.
Also if you seem to be losing money, you could always sell technologies to your allies. United Provinces, Sweden, Austria and sometimes Prussia are willing to buy technologies, aswell as some of your enemies. You can sell military technologies to your allies in order to help then in their wars, or just to make a profit. This will also improve relations, as I was attempting to help the Maratha Confederacy in their war against the Mughal Empire, and doing this will improve relations over time.
Yeah i like your guides there da greatest! +rep and this is my fav guide another rep for when i get to give it to you again!
An invasion of France early game is definitely possible! But there are just some minor consequences to deal with. First one is Spain and Louisiana will be warred with you, I usually bribe myself out of the war right away, and i spend the rest of the early turns, just building up France (and destroying the rebels) and the main land. This pretty much funds any future wars the quickest compared to North America imo. I then funnel money to India to keep the power balance the same between the Mughals and the Marathas, and finally go for the Indian continent invasion if no other European powers have attacked me yet.
One thing that didn't work for me is the Rupert's land swap with the Dutch, maybe I've moved too fast (playing on hard level), dutch build up a large army in Rupert's Land - and when I took Huron, they attacked ME! wtf is up with that?
I prefer to work my way up from Georgia to Quebec and avoid early confrontation with France. Indians may have large armies but they don't have any navy and with latest patch, this keeps my trade fleets relatively safe. In fact, the first thing I do is take out the pirates, build up navy with a few fourth rates, open up as many trade routes as possible.
How to succeed as Great Britain: have a pulse
Knowledge is power, but ignorance is bliss.
I have drived out the french form america but the thirteen colonies capture florida which i must get it in order to become victorious. What should i do in order to get florida? Should I declare war on the thirteen colonies?
This guide doesn't really work anymore, you can't just send your soldiers out of England anymore since France or Spain will invade via the city if you try.
I got 2 things to add from my exp with GB.
1: You don't have to root out the last nomans'-land northwest part of the Hurons, the region is so poor it can barely field 200 men. They stayed there for 10 turns before begging for peace.
2: Sometimes Spain will declare war at you, in this case: seize Cuba! It brings enormous trade profits and is weakly defended! (2 plantations with abundant yield and 1 with high yield, any combination of sugar/tobacco (choose which based on demand)) Cuba earns me 2500 pure income per turn=10 line inf upkeep! 1700 trade+800 tax (second lowest rate)
Last edited by YourDentist; October 01, 2009 at 01:43 PM.
Astaroth, thanks alot. I got the game a few days ago and your guide really helped me. Just got the Cherokees to fight before getting the 13 colonies
+ Rep
Last edited by Markmilan; May 04, 2010 at 07:59 AM.
I play a lot with Britain, and I can tell this: the income of America its 10 times inferior of income just of Paris.
Second: after the begining of the war with France, the danger came from the Spanish fleet: thei have from the start the capacity to build galeons!
Britain have no chance against galeons in the first fase of the game, and a tradind ship will be erase by any galeon.
The Britain have an other crucial advantage:
Its a island!
Build in the first fase 3 schools (erase the church you dont need a churc in your own territory!) and build a school. Invest in tech.
Make research in naval tech, and build stronger ships.
About the Americas?... You dont need to send forces from Europe, because you have allready military buildings there! Just build infantery and USE the fleet what you allready have in America to TAKE OUT the pirate bases FIRST OF ALL.
Why? because this action: wil give you new possesion with no risc of war.
Second: finish the pirate atacks against your comercial fleet.
I found taking Paris with a moderate army fairly straightforward early on, but given I didn't have the manpower to keep and convert France and conquer the Americas while my earning power was building I sacked and demolished Paris and moved out. This decimated France's aggression for about 10 years, allowing me to conquer America with much less resistance from France than I expected (and less truble in Europe too) and go on to invade India.
I love playing with Great Britain as it is versatile. Whoever said you can win with Britain if you just have a pulse... try it again with the Warpath patch. CA screwed up the economics balance horribly for everyone.
This is my quick setup for Britain that I use almost everytime. I leave the America's alone. Completely. Total waste of time until about 1720 unless Spain attacks you. Give away Ruperts Land immediately. Unless you want to waste the resources defending against the Huron, you're just going to lose it anyway, and even if you want to go that route and take out the Huron you're going to then have the Iroquis and French up your butt in a turn. Don't give Ruperts Land to the Dutch. You want to minimize the Dutch and hope they get killed by France or Spain before the expand. This way you can take Curacao and Dutch Guyana without having to worry about warring with anyone. If you're fortunate, the Dutch will take French Guyana (they usually do) before they become extinct and you'll get that too. I usually give Ruperts Land to the Ottomans. I have trade with them anyways, and they aren't going to use it to hurt you in anyway. Plus, if the French get stupid they then have to deal with the Ottoman's in the Med, which can do nothing but benefit you.
Homeland. Get rid of the church in Oxford and make it a school. Get rid of the factory in Ireland and make it a school. Get rid of the port in Ireland and make it a fishery. Get rid of the naval port in england and make it a fishery. Trust me on this. The port in Ireland doesn't do crap anyways at any point. Making it a fishery will get Galway functional quicker so you can put a pleasure palace there. You'll get a port in Ireland eventually anyways. Getting rid of the dockyard in England is essential too. Making that a fishery will, again, get all your towns and ports functional that much quicker, and the port in Liverpool is the first thing to pop up anyway, which I always use as my naval base.
Also, other than the 3 5th rate ships, get rid of your entire navy and all starting forces to give you some more money between turns. No one is looking to invade Britain for a while.
You'll want that money to build a small say... 6 line and maybe a cannon or two force together to take out Trinidad and the other Pirate island. Give Trinidad to the Dutch immediately. If you don't, you're going to have the Spanish and most likely the French up your butt the next round. Remember, Trinidad is part of Spain's mission requirements. Keep the other Pirate island as your own. That gives you three island pumping out some money. Keep this in mind too... before the Warpath patches, the AI NEVER would land armies on those islands, i.e. sending an army by boat to land in your port and attack your island town. They do now. So if you want to keep your islands, I suggest building some walls (never build the large fortifications. On the first level of walls, with the way the buildings are spaced... you can defeat a maxed out army with 5 units. 3 in the buildings and two at the flag. Trust me on this one) and putting one or two line troops from Jamaica there. Again, the new Economics disaster introduced by CA in this patch makes this a little more of a drain but, if not, you're going to lose those islands eventually.
By doing this, and concentrating the mass of your finances on building London and the British Isles... you can have both Downing Street AND the British Museum build before 1710. Dedicate the school at Cork *purely to naval research. That's all it does. Naval research. Leave one of the other schools permanently on the social advancements (physiocracy, division of labor etc.). If you follow this, by 1715-1720 you'll have 3 Classical Universities, and the ability to produce 2nd rate SOL's and still have a solid economy (of course depending on who you choose to trade with).
They key is patience. A lot of times, especially around 1710, I'll have 40K saved and an income of 8-12K a round. Very tempting to build an army and start conquering. With the new economic balance, that money and income will vanish in a heartbeat. FU to Creative Assembly on that one, again.
Those who are into taking France... you better be prepared to take all of Western Europe. As with any Capitol you're FULL army is going to have to sit in the capitol for at least 7-10 turns until the place settles down and there are no more rebellions. In that time you're going to be attacked by... everyone. This will then be a total economic drain on you and suddenly life is dragging. If you don't manage to take out France completely in one or two turns, I can guarantee you're going to lose one or more of your islands from a French force, unless you took the time to defend it.
I mean, you can go that route, but realise once you go into France, unless you plan on trashing it and passing it on (I suggest the Knights of St. Whatever (sorry drawing a blank). But this is why I like Britain and what gives it a playing advantage over other nations. You can really decide what direction you want to go in. You can probably trick Spain into a war without France getting involved. In that case, send an Army to Cuba and Hispanola immediately and take them. Then go south and start in South America and just work your way clockwise until you get to Texas and New Mexico. If this is the route you go, hopefully by this point France has been beaten up by the american indian tribes. Otherwise, it's going to be on with France, although by this point, it shouldn't be a big deal.
This is one of my favorite North America strats. You can do this first as well and then go after Spain, but whatever. Drop an Army in North America and everytime you take a city just give it to the 13 Colonies. Remember, you only need Georgia, Kentucky and New France to get all 13 colony territories. Not just the original 13. This way you don't have to wait to get things under control, or worry about rebuilding and defending etc. However, you must keep two of the three territories. I always find it easiest to keep Kentucky and New France. Once you've given all the territories to the colonies, you go down to Georgia, declare war on the colonies and take it. As soon as Georgia is in your control, provided Britain itself is in control of Kentucky and New France, everything the Colonies hold is yours. Basically, you instantly have all of North America under British control.
Or.... instead of going after the America's, you can go take out India. India requires a bit more patience, but still very viable. Of recent, especially the last patch, you almost have to have the vast economy of the America's to finance the Indian campaign. You have to wipe our the Maratha Navy (I have only once seen the Mughal Empire last past 1725-1730) and have to blockade every port in India. I'm not kidding. If you don't, the new economic cheating the AI has at their disposal is going to make a land war very difficult. In my last game, even with every single port, fishery and drydock blockaded etc., it still took my easily 20-30 turns and 4 full armies to take India. How the Maratha could afford to field, and repair the literally dozen + Armies they had is utterly beyond me. Oh well.
Keep this is mind too. This vastly unfair economic balance is even worse with European nations. I had all the America's, all of India, 16 of the 20 trade zone routes, all the Middle East, all of Russia, all of the Baltic nations, and yet.... Austria and France were fielding 5 times as many Armies as I could economically support. Even with their ports blockaded. I ended up quitting the game because it was beyond frustrating to constantly see 5 fresh, full enemy Armies standing in front of me after I just wiped 5 out.
So, even with the mighty Great Britain, with the utter obliteration of any fairness in the economics by CA in the last patch, winning is a test in patience.
This is the best strategy I've come up with since this crappy patch. Any attempts at premature invasions are going to eventually drain your finances to the point that little is getting done. I always thought taking more territories would provide me more trade goods and money... it always seems like new territories end up costing me more and pulling my overall revenue down. Go figure.
Britain is great though because of all the nations, including Spain and France, Britain seems to be the one that gives you the most options in the game. Enjoy.
Quick Edit: Britain requires New France, Georgia, and the Cherokee Territory. I said in the post above you needed New France, Georgia and Kentucky. Not Kentucky, Cherokee. They're a whole tenth of a move apart. heh.
Last edited by Astaroth; October 24, 2009 at 06:20 PM. Reason: merged double post