USA

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USA
USA1776.png
At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Constitutional Republic
Technology group Latin
Number of provinces 26
Capital province Lenape
Center of Trade Manhatten
State religion Protestant
Primary culture American

Sliders

Centralization <▪▪▪▪▪▫♦▪▪▪▪>
slightly decentralized
Decentralization

Aristocracy <▪▪▪▪▪▫♦▪▪▪▪>
slightly plutocratic
Plutocracy

Serfdom <▪▪▪▪▪▫▪▪▪▪♦>
extremely free subjects
Free Subject

Innovative <▪▪▪▪♦▫▪▪▪▪▪>
slightly innovative
Narrowminded

Mercantilism <▪▪▪♦▪▫▪▪▪▪▪>
somewhat mercantilistic
Free Trade

Offensive <▪▪▪▪▪▫♦▪▪▪▪>
slightly defensive
Defensive

Land <▪▪▪▪♦▫▪▪▪▪▪>
slightly land oriented
Naval

Quality <▪▪▪▪♦▫▪▪▪▪▪>
slightly quality oriented
Quantity

The United States of America are an excellent choice for a short game in EU3 vanilla or NA. It must avoid the pitfalls America had soon after its conception: Shay's Rebillion, weak governments, embarrassing defeats to the Indians, and bullying by the Europeans. The west is filled with enemies; but do you believe in Manifest Destiny? or Canada beckoning to be the 14th state, or the War Hawks screeching for war with England or possibly Andrew Jackson eying Florida?

Starting as the United States (assuming you are starting during the Revolutionary War) is quite difficult, because of the war with Great Britain. The American Revolution Scenario takes its form straight from the tactics of "Run-n-Gun" George Washington. Attrition and manoeuvres is the name of the game. The opening actions will define the rest of the war and the speed with which you can secure your independence.

The Opening Act[edit]

When you begin, your first step is to engage the large British force in the North. With careful timing this can be done on your own terms and to your advantage. Given a small amount of time the, the AI will soon begin dismantling its army in favor of smaller forces that will begin gobbling up territories along the frontiers. Let them go for now. Your main concern is the large concentration of troops baring down on the North-east. Your superior Land Tech should allow for a victory, or at least substantially less casualties, as long as you use your best general(not always Washington) and have a terrain bonus. The main concern here is engaging the army while it is not led by George III. This can be tricky and it is acceptable to hit and run until you manage to engage the army without George III leading it. If you continue losing but are managing to inflict heavy casualties, keep it up and he will eventually break. When this main force does rout, hound him and do not let up until he is chased into the Hudson or you manage to gain a peace.

The Southern Front[edit]

This entire time your southern provinces should have been taking a beating and be under the control of the King. The key here is to use a massed infantry army(>10k) to engage large forces and use small tactical units of cavalry (1-2k) to sweep up territories, small raiding parties, and run down fleeing armies. As soon as you control everything South and West, it is time to send your roving cavalry units North into Canada to seize all the available colonies. These colonies are the biggest gains you will gain from the war and peace should not be made until all have been seized. This can be tricky because of continuing British reinforcements but can be accomplished.

The Naval Question[edit]

Give up beating the British Navy in the beginning. The American's complete lack of admirals make this feat nigh impossible until long after the ground war has come to a close. Though, eventually it is advisable to construct a large fleet to stem the tide of reinforcements to the Canadian Fronts, particularly the Hudson Bay Area. This will help ensure that you control all available colonies when you secure peace.

Let Freedom Ring[edit]

The hardest part of the entire campaign is securing a profitable peace with the Throne. The dream of running the British out of the Americas and securing a peace that grants you all the land from the Atlantic to the Mighty Mississippi is simply that: a dream. If you are lucky you can gain a few profitable provinces far below your war score in value. This is pretty much set in stone. Believe me, I have spent hours building fleets and crossing oceans to attack the British main and her colonies. Finding and occupying her far-flung colonies at all ends of the world (Asia, Caribbean, Mid-Atlantic, etc.) is bad enough, but tack on countless more hours spent luring large British armies onto the Western Isles and then trapping them there so I can wipe them out completely, and it becomes tedious. It is simply not worth the effort. Fun? Yes. Profitable? A profound, no.

Strategy: c. 1780-1821[edit]

After you win the Revolutionary War, you should be relatively safe from British aggression, provided you make several allies (preferably France or Spain). It is advisable to build up your infrastructure and navy, as well as your army. Make sure that your navy can at least compete with Great Britain, just in case of a war. You may wish to conquer the rest of Canada or the United States, but you will probably have to fight with Great Britain again, Spain, and maybe France, so this is not advised. The United States is actually quite dull after the Revolutionary War.

Country guides

Europe:

Aachen • Alsace • Aragon • Austria • Avignon • Bar • Bavaria • Berry • Bohemia • Bosnia • Brandenburg • Brittany • Brunswick • Burgundy • Byzantium • Castille • Crete • Croatia • Cyprus • Denmark • England • France • Genoa • Germany • Granada • Great Britain • Hamburg • Hansa • Holland • Hungary • Ireland • Italy • Lithuania • Lorraine • Mainz • Mazovia • Mecklenburg • Milan • Modena • Munster • Münster • Muscovy • Naples • Navarra • Netherlands • Norway • Novgorod • Poland • Pommerania • Portugal • Provence • Prussia • Ragusa • Russia • Savoy • Saxony • Scotland • Serbia • Sicily • Siena • Spain • Sweden • Switzerland • Teutonic Order • The Knights • The Papal State • Tuscany • Utrecht • Venice • Wales • Wallachia • Yaroslavl
European minors • Dutch minors • French minors • Irish minors • Russian minors • Turkish minors

Asia:

Aceh • Ayutthaya • Bali • Bihar • Brunei • Golden Horde • Hindustan • Japan • Kazakh • Korea • Malacca • Manchu • Minamoto • Ming • Mongol Khanate • Nogai • Oirat Horde • Orissa • Pegu • Qin • Rajputana • Ryukyu • Vijayanagar • Wu • Xia
Indian minors • Southeast Asian minors

Near East

Khorasan • Oman • Ottomans • Persia • Qara Koyunlu • The Mamluks • Timurids • Trebizond • Yemen

Americas

Aztecs • Haiti • Inca • Maya • USA • Zapotec 
American Natives

Africa

Adal • Algiers • Ethiopia • Morocco • Mutapa • Songhai • Tunisia