From: "Mark and Lorena O'English" Subject: Pax Brit submission to grognard's site The United States of America in Pax Britannica. Random Events) The USA has three Random Events which relate specifically to it. Fortunately for the US player, none of these are significantly harmful to the US. Event (2,1): War in South America. This allows the USA to place a Control Marker in any South American territory, defined as those south of Central America. Whether or not to do so depends on the current USA armed forces. There is one territory that is within the US ability to take easily: Panama. It has the lowest economic value of all the South American areas (except Ecuador and Bolivia), but it has by far the smallest military: two. It does, however, have the drawback of being someplace that other powers are likely to interfere in (due to its position as a potential Canal site) As to the other South American territories: both foreign influence and size of native forces should likely prevent the US player from ever considering Brasil or Argentina for such expansion. This leaves four other territories with a value of 5, and armies of either 6 or 7. Assuming America has an Influence in place there already, a Protectorate will be worth an additional 5 (4*(4-2)*2/4) VPs to America at game's end. However, America can easily purchase 5 VPs at a cost of only 20. Simply put, if you don't have close to enough military already built, or don't have future need for such a military, don't fall into the trap this Random Event provides. Take Panama, if you can. However, with regards to the other territories, if you already have the military, for whatever reason, by all means, go for it, but watch for potential interference from European powers looking for a chance to trim back the Americans. Event (2,2): Yellow Press Journalism. This is the event every America wants- the ability to take territory from Spain. Given that you have to build/maintain $30 in units this turn, it is a fairly easy matter to build enough fleets to take the Atlantic Spanish armada. America should easily be able to take Cuba and Porto Rico. They can also take Rio de Oro, but should only keep it in the later stages of the game, as it is a money pit. If America wishes, they might choose to keep an Interest or Influence in Rio de Oro, however, assuming they already have chosen to tie themselves to the North Atlantic. This can always be downgraded later should one need the marker. Also, an exceptionally active Spain might have taken some other territories in Africa, and the USA player should see the various potentials in taking these as well. Even a territory you can't hold (for lack of Merchant Fleets) can be traded to another player. The Philippines are problematic- if you lack fleets to spare for the Pacific, you might wish to consider a (trusted) ally who'll take the Philippines for you. The Japanese are great for this, as they have no access to the Atlantic holdings of the Spanish. In any case, this event is virtually the only chance America has of enforcing the Monroe Doctrine. Event (3,5): Alaskan Pressure for Statehood. Simply put: spend that money somewhere else. Look at the worst case scenario: you don't spend the money on anything else. You use the $20 you would have spent to upgrade to buy VPs instead. $20/4 buys America 5 VPs, then you pay a 5 VP penalty! You break even. If you'd spent the $20 to upgrade, you've still gained no VPs and then next turn you'll be spending an extra $9 in maintenance (extra $10 to maintain a State less the $1 you'll save on maintaining your army there). A side note on Alaskan Statehood. One rarely exercised option is that of simply ridding yourself of Alaska (note that this has to be done _before_ the Random Event comes up, otherwise you'll still take the penalty). Unfortunately, this destroys your Monroe Doctrine, so you'll rarely want to. However, if for some reason you've already lost your Monroe Doctrine (and don't think you'll regain it) you might want to consider one of the following two options. First: trade Alaska to the British for New Zealand, assuming that neither is a State/Dominion and that you have a presence in the South Pacific. The British will probably be willing to do it as they don't really want New Zealand's pressure for Dominion coming up either... Second: give Alaska to the British in return for rights to buy a Codominion (place a Protectorate, not a Possession) in Canada (my personal vision is the trading of Alaska for those parts of Canada below the St. Laurence). Basically, you'll pay $20 for a net gain of 1 VP, plus an increase in income of $12 per turn, the ability to put your North Pacific Fleet somewhere else, and no future 5 VP drain for this Random Event. Britain'll probably do it, your situation'll determine whether or not it's worth it to you. Minor Powers) There are virtually no Minor Power actions of real significance to the Americans. The possible exception to this could be Spain in Marocco. Given that America desires a war with the Spanish, one possible way to start this war is by placing an Influence in Marocco. Assuming all Spain's Minor Power placings are available, as at the game's start, Spain has a 19/36 (approx. 53%) chance of trying to place a Protectorate in Marocco if they are active. Remember, however, that Spain is only active 1 out of 6 turns, so the real chance of this happening is 19/216 (approx. 8.8%). If America has tied themselves to the Nth Atlantic anyway, this may be worth pursuing. In this case, you may want to negotiate with other European powers to keep those powers out of Marocco- a joint war against Spain with a power who is stronger than you, and with whom you are not firmly allied, may prove more costly to you than simply letting the Spanish have Marocco (in that said power may make territory demands that will prevent you from ever enforcing the Monroe Doctrine). Miscellaneous Victory Point Bonuses) The Canal (15 VP): Though not vital to American success, this is probably secondary only to the Spanish territories. Britain, France, and Germany all can get to the South Pacific in 1880 if they so desire, and I have seen, in various games, all three build a Canal before America was prepared. The easy standby for this in EMail games is your basic conditional order: "If any other power places an Influence or greater in Panama or Central America, then place an Influence there." Even better, should you have money to do so without hurting your economy, is to pre-empt the others: place an Influence in one territory or the other, and then follow up with a conditional order on each later turn to the effect of "Should any power place an Influence in either Panama or Central America, build the Canal." Quite likely, though, you'll end up finding yourself sitting with an Influence in one or the other while somebody else, likely Britain, sits there with an identical Influence. It's fairly easy to come together with a deal in these cases, and it's important you do so. If you do go down to both countries madly building, with a coin flip determining who gets the VPs after both have spent, America loses either way (Note: what to do if two powers simultaneously try to build a Canal is not addressed in the rules Be sure you know before it happens...). Either you spent $30 for nothing or you spent $30 for 15 VPs and an enemy who's bigger than you are. However, don't sell yourself short. The ability to buy VPs is important to the big guys, and the money is nothing to Britain or France. America should come out of this with a good deal, and probably some nice concessions (this is a nice opportunity to gain international acceptance of the Monroe Doctrine at the very minimum). No Control Markers in the Chinese Empire (10 VP): This isn't something America should worry about early, as it's largely out of their control. Other than random Unrests (and they seem to come up rarely for available territories in China), the only way for another to gain these is through Chinese rebellion. If the USA has placed an Influence or better in a Chinese area, they can get involved in the Chinese rebellion. In that case, march 1A1 to Formosa and sit out the war there. Then veto any reparations. You'll be offered territories, and if it's worth it, take it, but you'll almost never be offered enough more than the others are getting to make up for the 10 VPs you'd be giving up. You'll also rarely get bad feelings out of this- no one _really_ expects to get reparations anyway... The Monroe Doctrine (10 VP) This is almost always the focus of American foreign policy in Pax. The 10 VPs are nice, but always remember you can win without them. Frequently others will try to hold you over a barrel by doing something like taking a South American power in Unrest. If they have a reasonable offer, fine, look at it and take it if it pays off. But compare it to how you'll stand if you don't. The Monroe Doctrine _is_ important, and quite useful. But remember, it's less VPs than the Canal. and just as much as the "No Control Markers in China" bonus. General USA strategy: General Strategy: One thing overrides anything below. If you get Yellow Press Journalism, rearrange everything and go after the Spanish. America can win without the Spanish territories, but it's a lot more difficult... In the EMail games, America should almost always leave conditional orders to place an Influence in Panama or Central America if anybody else does (see the Canal above). Early game: The USA has the distinct disadvantage of starting with one and only one Possession, and thus having to roll for Colonial Office. They need to bring their income up fast. Ignore any Unrests that come up- you can't afford to build the military to take much of anything. Interests and Influences are where the real money lies anyway. The only Protectorate I generally consider early is Hawaii. With a military of 1 it can be taken easily. With good Colonial Office rolls on turns 1 and 2 you might take it on turn 2, otherwise try simply to protect it on turn 2 (don't place an Influence, instead place a conditional order to place an Influence if any other power places a Control there.) Then take it on turn 3. The big choice is in deciding where you want your Merchant Fleets. You need your MF in the North Pacific to maintain Alaska, so this means your other MF can be in the N. Atlantic, Caribbean, N China, S China, or Oceania. Your income is somewhere between 19 and 39, so you can build 3 to 7 interests. I almost always move my fleet to the South Pacific, and place interests galore. Also worth considering is the North China, particularly if you only have a little money to spend. One possibility is placing conditional orders to the effect of 'if no one places so as to be able to build a Canal next turn then go to the N China, otherwise to the S Pacific'. When deciding where to put your MFs, remember you get another in turn 2, and one again in turns 4,5,7,8,10. The USA spreads faster than any other country, and is also better placed- with three Merchant Fleets, they can reach any sea in the world. They also have limits, however. They have to maintain Alaska, if they still have it, so one MF is in the North Pacific. They should be able to go after Spain, which means one MF is either in the Caribbean or the North Atlantic (remember, though, that Random Events and Minor Powers happen before builds- you already know, before building, if you can attack Spain this turn. So if you can't attack this turn, and you get a new fleet next turn, you have the capability to ignore the Caribbean and North Atlantic this turn). You should always be thinking several turns ahead in placing your Merchant Fleets. Going into the North China on turn 1 might get an immediate gain, but it means you can't be in the South Atlantic before turn 4. You could go into the South China on turn 1, and thus the Indian on turn 2, but that'd stop your ability to build the Canal or protect the Monroe Doctrine. There are a lot of traps America can fall into in those early turns if they aren't planning at least two merchant Fleets ahead... Oh yes, Guiana. The eternal question. The only way you ever want Guiana is if you get _both_ France and Britain's shares. Never take just one, as the other country may well hold onto their share knowing the loss hurts you much more than it hurts them. But what if you can get both shares? Okay, now you have a Merchant Fleet tied to the North Atlantic. You may or may not have wanted that, but there it is. If you're not already in the South Atlantic, you have a link to Brasil, and can plunk an Interest/Influence in right away. Guiana is now a 3, let's see, 3*5*2/4=8.5 VPs, and 3*5-20-1(army maint.)= -6 income. _Never_ pay for Guiana unless you have nothing else to do with your money. You can almost always make more money elsewhere. Frequently Britain and France will both be happy to give you their shares. In that case, it's up to you whether being tied to the North Atlantic is a bad thing- if not, take Guiana if you can get it. Basically, in the early turns, build your economy (Interests and Influences), look at your plans for your Merchant Fleets, protect your Canal rights, try for Hawaii. Middle turns: Okay, you've got your economy going, now what? Start looking for places to put Protectorates. If you've taken the Spanish territories, you're now a target that Britain and France should be eyeing hungrily. If not, you're not a threat and might be able to get away with more... Remember, you don't have an army. If a territory has a military value or more than 2, you probably want to skip it, as it won't make economic sense to build an army and pay for the Protectorate. If it has an economic value or more than 5 the European powers probably won't let you have it (if it has an economic value of 2 or less you're better off buying VPs). America's best friend here is the conditional order. Consider the following option: list all the territories you can reach that are available for Protectorates and that you militarily afford to take. Then submit to your moderator that you'd like to build Protectorates from that list in order, save that you'll only build where no other power places an Influence or greater. Assuming no one's aggressively trying to stop you, and assuming you've reached someplace with a decent number of low value territories (S Atlantic, Indian, N Atlantic, even Oceania), you should get some Protectorates with no CBs raised against you. Who needs an army... Okay, what happens if the others are aggressively trying to stop you, and place the following conditional: "Place an Influence anywhere the USA places a Control." So you build no Controls. So what! The USA has a VP divisor of 4. By this time you should have all 15 Interest/Influence markers out on the board, and are raking in fairly decent money each turn. Unless you think the game is likely to end this turn, don't be afraid to sit back and buy VPs! Your income, with Colonial Office is probably just about 100. That's 25 VPs a turn if you don't spend it on anything. Of course, if European tensions sit at 99 you should never be buying VPs- throw caution to the wind then... One note on the Interest/Influence markers. Don't upgrade to an Influence unless you a) make a profit in doing so, or b) feel a need to protect a territory (your Canal building ability, to cite the prime example). I often see people placing Influences in those 5's in South America, and there's no real reason. An Interest gains you just as much income, and you want to use the money to buy VPs now. The time to upgrade those Interests is very late in the game when you think the game might be ending, and you're afraid you won't make it to the VP buying phase. This is also the phase of the game when you'll have that extra cash, and be tempted to buy armies and navies. My advice is simply don't do it. You can almost never build enough to catch up with Britain or France. Germany, Japan, Russia, and Italy all have a pretty good head start on you. If you pick an enemy you'll probably need an ally. It's not easy to recruit an ally as America for the simple reason that you're building your army from scratch. Your ally will be assuming that they'll have to do all the work and you'll want a share of the proceeds... Potential enemies: In terms of territory, Britain is the best choice (I find myself wondering if the actual Presidents of the 1880s and 90s shared my Pax American dream of freeing Canada from the British yoke...). You can't start this one, however. If the opportunity comes to mix in with an alliance against Britain, and you're fairly sure you'll win, try it. Your allies will almost always cede you Canada if you win. In terms of chances to win and possible territorial gain, consider Japan. Assuming Japan has Korea and Formosa, there are nice gains to be had. This is also the best country for you to choose in terms of trying to build enough fleets in one fell swoop to crush them. Make sure you have Merchant Fleets in all the right places, and make damn sure the Japanese don't have any European allies who'll come to their defense. You'll have their allies trying to fight you on the Atlantic while you try to fight the Japanese in the Pacific... The other countries are more problematic. Italy probably won't have enough to make it worthwhile, and they'll be in the Mediterranean and Indian, while you probably won't be. Similarly the only thing you and Russia will have in common is Korea, and you'll have to build both a navy and an army to take that away. France and Germany's feasibility depend on how much in the way of navies they've built, and how much accessible territory they've taken. I can't see America attacking France for territory (not enough near and valuable, plus the starting French fleet is an imposing hurdle). Germany is both feasible and doable if they've managed to take a lot of valuable territory you can get to. That's a big 'if'. Basically, war is rarely economically feasible for the Americans. If you have to war, have an ally. But in any case, _don't_ build units just to spend the money. With the American divisor, your military is a money pit unless you plan to use it, and even then it's an iffy proposition. (Some people here will be screaming that they need a military for defense. I disagree. As America, it's relatively easy to put yourself in a position where no other power _can_ garner a Casus Belli against you. That's a much cheaper defense than a military...) The end game) ETI's reaching it's limits, and you can see the end game coming. It doesn't really matter how America's doing at this point. You don't want to start any wars as they show an alarming tendency now to end the game and severely penalize you. (Note that the Spanish going off now can be _quite_ frustrating. If you attack the Spanish towards the end-game be _very_ sure the player running the Spanish won't be able to just dodge you frantically 'til the ETI ticks over 100...) Now what? Continue to try to slide any territories you can out from under the nose of the big boys. Britain, France, and Germany will rarely go after the '3's. You should. Consider the math: a '3' Protectorate is 3*4*2/4=6 VPs at end game, It costs you $20, which would have bought just 5 VPs. Even if you lose 1A1 doing it, it's a profit. If the game is about to end, upgrade to Influences all those Interests you've been holding off on. They're not more income, but they are more VPs at endgame. Also, have conditionals in place again on your other Interests to this effect: "If anybody upgrades to a Possession where I have an Interest, place a new Interest (note not to place a new Interest where someone also places a new Possession) from this list." You don't want to have the game ended while you've only got 10 or 12 Interest/Influences in play and money in your hand... Never forget the 20 VP for having Mutual Defense Treaties with better than half the other players. Pretty frequently you and the other small guys (Japan, Russia, Italy) can get together with one of the big three and all sign on, knowing nobody'll be starting the war late. One thing you might do is calculate VPs if the game ended right then, and pick four people to sign a treaty with who are either right behind you or way ahead of you- perhaps the 20 VPs can jump you past the people right in from of you. However, these treaties can be manipulated by skillful players to force _you_ to be the one who either breaks the treaty or has to DoW and end the game, so be careful who you pick to sign one of these, if you choose to sign one of these.