Prussia

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Detailed starter guide best used on version 1.03

Original version by Lamprey

Introduction

The Kingdom of Prussia in the 1830s was a state with a mission. Having been beaten by Napoleonic France scant decades before, it rose from the ashes to provide the instrumental help in its defeat when marshal Blucher arrived on the field of Waterloo with the Prussian army to reinforce the faltering British and deliver the knockout blow to the Emperor. Having re-asserted its military prowess, Prussia was a force to be reckoned with. Its mission was now to unite all of Germany under one banner. However, to the south a wary Austrian Empire watches, uneasy with the rapid rise of Prussia's star. She will not relinquish its customary place as the leader in Germany without a fight...

Prussia is one of the better countries to start off in Victoria. It starts out as one of the strongest countries in Europe, with a good standing army and a decent-sized mobilization pool. It has a good amount of craftsmen and clerks eager to fill factories. It has a relatively large reserve of cash - 20k - and, more importantly, a large stash of machine parts with which to build factories. Prussia has a good many obstacles to overcome in the years ahead, but should it successfully meet those challenges, it has a very good chance of finishing the game a victor.

Prussia is a good country to play for someone who is still learning the ropes of Victoria, although not the ideal first choice if you haven't played Victoria before due to its complexity relative to some other recommended "trainer" countries such as Belgium, Sweden or Brazil. However, if you've played a game or two already and are ready for a more exciting, yet still manageable ride, Prussia can be very rewarding.

Weaknesses

The weaknesses of Prussia are all external, and can all be turned into potential strengths. Prussia will soon face a war with Denmark, which might be problematic as Russia likes to protect the Danes. Afterward, there are the struggles with Austria, and finally the life-or-death struggle with the French, which may be the key to a united Germany. But should these wars not be well prepared for, they can also be the cause for Prussia's downfall.

Another problem might be the geographical location, as being situated in the middle of Europe leaves Prussia no room to expand peacefully or easily while at the same time inviting invasion. Keeping relations up with at least one, preferably two, of its neighbors - Russia, France, Austria - can save a lot of headaches should a war come.

Strengths

Prussia begins the game with a world-class military, a strong potential for industrial growth, and a good technology lead over its neighbors. In addition, its high literacy rate means the technology lead can be maintained, especially with the aid of a good technology trading partner.

Opportunities

The many conflicts Prussia is bound to face provide an equal number of opportunities. The war with Denmark is a chance to annex the duchy of Holstein as well as snag some Danish land; the war with Austria offers the same, while the largest - the Franco-Prussian war - presents the greatest opportunity of all, the unification of Germany with the potential to create a superpower.

Should you want to expand early, conquering the German minors can lead the the popular unification of Germany or the conservative empire, both offering the chance to create Germany in 1851 - 20 years before the historical date!

Phase1 - Let's get our economy humming

When we begin to play Prussia, we need to get 2 things done first: the budget, and the world market. For the Prussian budget, the default settings we apply to any country will work. Taxes at 49.22% for middle/upper classes and 60%+ for the lower class. The reason for this is, we don't worry about militancy of pops in the early game yet, and need as much money as we can squeeze out of them to industrialize. We can't tax the middle/rich classes over 50% because they will be demoted into lower classes, losing us our precious capitalists/clerks.

Education has to stay at 100%, crime fighting can be at 0% for the first 30 or so years, and social spending should be maxed. Even though we have no reforms yet, the slider position still affects our people's militancy/consciousness. Normally, our army spending would also be at about 1/3, but we need our divisions at full strength for the early wars that Prussia should fight.

File:PrussiaGuide01.jpg

The second thing we do at the beginning is fiddle with the world market a bit. This is actually very easy as there isn't much to do: set tobacco, regular furniture and fish to buy to 10. Other than that, there are a few settings which are crucial for Prussia: we must set iron/timber to buy to 30 as we will need those to supply our iron and lumber mills and build new factories.

Second, we must set machine parts to buy to 50. In every Victoria game, there are a few machine parts on the market as we start; as long as we are at 15 or more prestige at the start, we should be able to snag a few. Machine parts will be difficult to get at the beginning and Prussia has a lot of unemployed workers; the more factories we can build right away, the very much better.

Third, we need to set cotton and dye to buy to 10. We start the game with a clothing and fabric factory, and we will be building more because regular clothes will be our cash cow for much of the game. Therefore, we must insure an adequate supply.

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Once these are done, we unpause the game and let it run for about a week. Yay! We got some machine parts! We now pause the game again and put these parts, as well as iron, to work by building as many factories as we can. We will go into debt doing this - that's fine. If we wait a few months to do all this without borrowing, it increases the amount of time our workers are unemployed. They will emigrate to Austria, Russia, Belgium, Switzerland and the Netherlands as soon as their factories are done next year if ours aren't yet, and we will lose them.

When building factories, it is best to expand existing ones if there is available manpower to run then. This cuts down on crime fighting costs. Each factory we have adds 5 pounds to crime fighting costs, which an expanded one doesn't. In other words, we pay the same money for a lvl 5 factory employing 25 workers as we do for a lvl 1 one employing 5.

While industrializing we want to ensure we have the basic 3 raw materials: lumber, steel, and cement. These are used to build factories, colonial claim buildings, railroads, forts, etc. We want a domestic supply. With cement, it is worthless other than for building, so a single lvl 2 factory of it in Sachsen is all we'll ever need - it is so cheap we can always buy more on the world market if we need to. Lumber makes some money and is used for paper and furniture, which we will be making later, so we need some more of these - about 6-7 factories' worth should be sufficient. Finally, steel is a moneymaker on its own, so the more we make of it - the better. Keep in mind that later in the game iron will become scarce on the world market. The other countries also like to make steel, so we will need to keep our prestige up to ensure an uninterrupted steel production. Fortunately with Prussia prestige is never a problem, as we will see later.

Also, remember to save some 3-4 machine parts unused - they will be needed shortly!

File:PrussiaGuide03.jpg

About now, the recognition of Belgian independence will come up. It is good to sign it, getting increased relations with Belgium. Belgium has a industrial-science academic establishment and high literacy rate, meaning they will be the world leader in industry/economic technologies. Seeing as Prussia will make a surplus of research points right from the start, they will become our technology trading partner for those while we focus on army and culture technologies.

NOTE: None of this works with 1.04 since there is no abundance of machine parts. So, the economy has to wait a long time before it can be improved.

REVOLUTIONS: You should let you taxes for rich at 0% and the others 49,22 middle class and for the poor the much you need to not lose money, its important to not set any tariffs, because you need that tha capitalists make money really fast.

Phase 2 - Hanover is German, not English!

Once our economy is set in motion, we move our armies near Hanover's border. It's a populous German state with an abundance of workers and a lot of population that happens to be our state culture. Pops of our state culture worlk much more efficiently than others, which translates into vastly increased profits from factories that they staff - even as much as twice more. Once our armies are in position, we will declare war. Good planning is essential here. Hanover is a satellite of the United Kingdom, the big scary country of Victoria. If we end the war quickly, we can ignore the UK landings as they won't have time to trash us.

File:PrussiaGuide04.jpg

The green lines indicate the planned advance into Hanover of our various armies. The corps containing 4 cavalry divisions is Prussia's hardest hitter right now, so they are the ones we assign the one leader we can make to. An army with a leader occupies territory much faster than one without one. Seeing as cavalry also moves faster, they will occupy the most territory.

Once all of Hanover is occupied, we must satellite them. When satelliting a country the master automatically receives all of its territory that is considered its cores - seeing as all of Hanover's territory is our cores we will receive everything but the capital. Also, when we occupy all of their land they will always acceps a peace demand consisting of only a satellite demand, regardless of the war score, which ends our war with the UK as well.

Looking in the new state of Hanover, we notice that they have a bunch of unemployed craftsmen and clerks! Now is where those machine parts we saved earlier come in handy as we build as many factories as we can to put them to work before they emigrate.

REVOLUTIONS: If you want to conquer the Hanover you should be ready for a long war againt the english, because in V:R the leader of the alliance, if you initiate a war against Hanover is the England not Hanover, if you want a early conquer of Germany its better you wait for the Hanover become part of the alliance in the german states.

File:PrussiaGuide05.jpg

Phase 3 - Asserting Prussian supremacy in Germany

We now have a bit of a dilemma. We have a lot of research points - which is good, as it allows us to drop education spending to 0 for a year or 2 without ill effects on research - but we have very low prestige! So, we plan the second war which will make Prussia a superpower and really unlock its potential some 30 years before its time. We kill the German minors!

File:PrussiaGuide06.jpg

This will be a large war, but it sounds a lot worse than it is. Essentially that's because we get a "free" shot at the minors. I say "free" because of the way the Victoria AI works. It will automatically mobilize when it sees a neighbor country (that's us!) mobilize - unless it has an alliance with said country. Prussia has defense pacts with all the German minors, so we can mobilize safely and hit them before they have a chance to do the same. This is important. Due to a bug in the AI files, Bavaria, baden, and Wurtemberg, as well as some other German minors, have ridiculously large mobilization pools (and by large I mean 50 and more divisions EACH large!). We won't be attacking these southern minors this war, but mobilized they have the power to crush us before we can snag the others.

So, we mobilize and dispatch our forces. We will only have about 2 months to bring this war to an end, so we need to mobilize, plan carefully and deploy our forces for maximum effect. We could move our troops into enemy territory before the war as we do have military access, but should they happen to find themselves sharing a province with enemy troops on their soil when war is declared, they will automatically lose and be disbanded. Not worth the risk, so we deploy on their borders instead.

File:PrussiaGuide07.jpg

We then find a minor that is small enough to be occupied quickly, giving us an instant way to end the war should it go badly, and whose defense pact with Austria is excepted for Prussia. This means Austria won't be invading. Of course that's hardly a problem as Austria isn't strong enough to beat us yet - but, when at war, the Victoria AI builds more troops. We don't want Austria doing that as we will want them weak later on, in 1866, for the 6 weeks' war we will fight with them over leadership in Germany.

File:PrussiaGuide08.jpg

We declare war on Hesse-Kassel (there are more minors that would work, but we want to annex as many as we can). A quick invasion into the unprepared minors lets us occupy most of them. The ones 3 provinces or less in size, we immediately annex - once we have all the minors we want, we satellite the original Hesse-Kassel, ending the war. This war nets Prussia most of the German land it hasn't previously controlled, as well as a ton of prestige. Some machine parts usually become available and go to us as our prestige climbs - we will use them to employ workers in the lands we conquer. Expansion is the way to go if possible, so we build/expand steel and regular clothes factories.

When the war ends, we pay off any debt and start promoting capitalists. Allow me to take a minute and go over the concept of these wonderful pops in more detail.

Capitalists have many benefits. Obviously, the main one is their tax income. The more capitalists we promote, the more taxes we get from them, until eventually the income from the rich dwarfs the other two and allows us to lower poor/middle taxes to around 10%. This drops their militancy and effectively nips any revolts they would start in the bud, and can be done as early as the late 1850s with Prussia. Another benefit of capitalists is that they increase the efficiency of factories in the state they are in. The efficiency increase is on a simple scale with a maximum of 10%, and the bonus determined by the size of the promoted pop. 10,000 offers a 1% increase up to 10% for 100,000. Obviously, we want to promote the biggest pop we can find in a given state, or better yet - the biggest two! [Note: this guide has been written with 1.03b in mind, in 1.03c the capitalist bonus to factory efficiency has been capped at 50%, this makes capitalist a bit less good than Lamprey here writes, but they are still very good POPs to have.]

The last benefit of capitalists is that they provide a large bonus to research point generation. With about 15% of our population capitalist, Prussia will be making over 1 Rp a month. Seeing as 0.83 is the minimum needed to amount to 10/year (the cost of most technologies - as order is our national value, we get military techs at 9/year), this represents a surplus we can use for tech trading with Belgium, making us a technology leader right from the start.

A good baseline is to have at least 1-2 freshly promoted capitalist pops per state. Personally, I like to keep them at around 15-20% of my total population as this allows me to drop other taxes fairly soon.

File:PrussiaGuide09.jpg

Conclusion & suggestions

At this point, the year should be 1840 or thereabouts. Many players like to press the war further, into the southern states of Bavaria, Baden and Württemberg, and satellite those as well. This can be done fairly quickly provided the initial thrust focuses on them before they mobilize rather than the more conservative attack limited to the smaller minors described here. Once this war is over, we can take our time building the economy, expanding industries and railroads and strengthening Prussia for the coming war with Denmark and, later, with Austria.

Another important point to remember is to pass censored press reform (it's in the political reform menu) as this will help avoid the liberal revolution, which happens in 1845 and results in an increased revolt risk for around 3-4 years.

And from here? As they say, the world is your oyster!

REVOLUTIONS: if you are a lover of peace or not a expansinist player you can focus in get colonies (and conquer uncivilizeds) and develop your industrail power, with Prussia its very easy, after the Unification you are almost unstopable, so keep the taxes for the riches and the tariffs at 0 and see your economy grow like no others (maybe the english does at the beggining).

Important Events

The London Treaty(1836)

After the war with the Netherlands, France, Prussia, Austria and the UK sat down to decide the fate of the Kingdom of Belgium.

  • Sign it
    • Belgium Relations +100
    • Netherlands Relations -100
    • Independence Guaranteed to Belgium.
  • Don’t Sign it
    • Belgium Relations -100
    • Netherlands Relations +100


Intervention in the Belgian Conflict (1836)

If the Netherlands don’t sign the London Treaty you have be given the option to stay neutral, back Belgians or the Netherlanders.

  • Stay Neutral
    • Relations with Belgium and the Netherlands -50
    • Relations with England, Austria and Prussia +50
  • Support Belgium
    • Relations with Belgium +200
    • Relations with the Netherlands -200
    • War with the Netherlands
  • Support the Netherlands
    • Relations with the Netherlands +200
    • Relations with Belgium -200
    • War with Belgium


The 2nd oriental Crisis(1838)

Egypt is fighting the Ottoman Empire for control of Syria. You can back the Turks or stay neutral.

  • Give full diplomatic support to the Ottomans
    • Relations with Ottomans +100
  • Stay Neutral
    • Relations with Ottomans -50
  • Give Military Guarantee to the Ottomans
    • Relations with the Ottomans +200
    • Alliance with Ottoman Empire


Punish Burma(1846)

If Burma chooses to be hostile against europeans in the event that fires in July 9th, 1846, you get the option to punish them.

  • Punishment
    • War with Burma
  • Ignore
    • Prestige -20


The Slevig Question(1847)

  • Go to war over Slevig
    • Prestige +10
    • War with Denmark
  • Back Down
    • Prestige -50


The Proposal of Frankfurt Assembly(1849)

Dont accept!!! Declining is the best option, because you get +50 prestige, but if you accept, theres a prestige hit of -200 plus a lot of trouble. Check here.


The Crimean War(1853)

  • Let us be neutral
    • Prestige -25
    • Relations with Russia: +150
  • Declare war on Russia
    • War with Russia


The Polish Revolution(1863)

  • ARGH!
    • Polish POPs Conciousness +3
    • Polish POPs Militancy +3


The German-Danish Crisis(1863)

If you havent conquered Slevig yet and Denmark isnt an absolute monarchy, you get another chance.

  • Go to war over Slevig
    • Prestige +10
    • War with Denmark
  • Back Down
    • Prestige -50
    • Event 30525(?) will never fire


The Leadership in Germany(1866)

Austria aceepts our leadership

Austria contests our leadership

French Adventure in Belgium

The Italians want a Alliance

The Luxemburg Crisis(1867)

The Spanish Succesion Crisis(1870)

The Boxer Rebellion(1900)

  • Declare war on China
    • War with China
  • Stay out of this
    • Prestige -1


The Zimmerman Protocol

Mughals modernize with prussian help

Its a very intersting event chain that can unify India, give it civilized status and make them a sattelite of Prussia/Germany! Some of the Indian states can trigger the Proclamation of Mughal Empire event if they get 100 prestige and control the following provinces:

  • Hyderabad(South India, not the pakistani)
  • Nagpur
  • Bhopal
  • Gwailor
  • Jodhpur
  • Baroda

Then, after Mughal empire is formed, the modernization event will fire. If Prussia or Germany exists, and its not allied to UK, Mughals will modernize with prussian help and become a sattelite.

See also