Re this: "There is another difference between Game 1 and Game 2 - a small matter of 2500 guns and 2500 horses for the extra dragoons. That is unless you really are going to war with just soldiers in which case you only need an extra 2500 guns (and good luck with those soldiers)."
If you're playing on the quick setting, you only need 37 guns and horses to equip a dragoon, so a shipment of 100 fur or whatnot with a 35% tax rate or so will equip two dragoons. Getting guns has never been a problem for me, between setting up factories to crank out manufactured goods and getting a gun producing factory going. This requires choosing monarchy for your constitution so you can keep trading with Europe. It also helps to use the quick setting so there are fewer turns available, and thus fewer tax increases that occur, allowing you to get to revolution with a manageable tax rate below 40%.
And, you DON'T need guns and horses for every unit you have. If you're mismanaged things a bit and are short on guns, you can put the wounded combat survivors back to work in your cities until they heal, and hand the guns over to their reinforcements. If you do have enough guns, you make EVERY unit pulled off of production and turned over to combat into a fortified soldier, then unfortify them and turn them into dragoons only as needed to take out the REF units that drop onto your territory. So, you need fewer horses than guns, and you have better fortified defenders to fend off the amphibious assaults. Finally, soldiers work better than dragoons on forested hills adjacent to your cities if you've got the FF bonuses such as Ethan Allan that only apply to soldiers and not to dragoons.
Using this strategy, you need perhaps a 3:2 ratio of guns to horses, maybe up to a 2:1 ratio if the REF keeps making the tactical mistake of landing on the same forested hills next to your port cities.
If you're playing on the quick setting, you only need 37 guns and horses to equip a dragoon, so a shipment of 100 fur or whatnot with a 35% tax rate or so will equip two dragoons. Getting guns has never been a problem for me, between setting up factories to crank out manufactured goods and getting a gun producing factory going. This requires choosing monarchy for your constitution so you can keep trading with Europe. It also helps to use the quick setting so there are fewer turns available, and thus fewer tax increases that occur, allowing you to get to revolution with a manageable tax rate below 40%.
And, you DON'T need guns and horses for every unit you have. If you're mismanaged things a bit and are short on guns, you can put the wounded combat survivors back to work in your cities until they heal, and hand the guns over to their reinforcements. If you do have enough guns, you make EVERY unit pulled off of production and turned over to combat into a fortified soldier, then unfortify them and turn them into dragoons only as needed to take out the REF units that drop onto your territory. So, you need fewer horses than guns, and you have better fortified defenders to fend off the amphibious assaults. Finally, soldiers work better than dragoons on forested hills adjacent to your cities if you've got the FF bonuses such as Ethan Allan that only apply to soldiers and not to dragoons.
Using this strategy, you need perhaps a 3:2 ratio of guns to horses, maybe up to a 2:1 ratio if the REF keeps making the tactical mistake of landing on the same forested hills next to your port cities.