Goal: This narrative AAR is designed to show elements of spying system and its influence on game-play.
What's different? In my last AAR I simply discussed a recent save-game on naval strategy without much regard to subscriber comment. Not too much fun. So, this time I thought, why not let the direction of inquiry depend on subscriber comment? In other words, you tell me what you want to see. To this end I've accumulated a myriad of screen shots that allow me to go back and retrieve all kinds of information. I've even got some battle action to make this an interesting experience. THREAD ALERT. THREAD ALERT. A shout out here to Turkish Paradox Players' Club! This is your AAR alert.
Game Spec: HOI3 v1.2 Turkey; '36 The Road to War; Very Easy, all manual control (with notable exceptions). This was a vanilla game and did not employ any mods or cheats. Saves were monthly and yearly. Only one CTS reported over the several days of this game (9/13/09—9/21/09). Run on AMD Athlon 64x2 Dual Core Processor 4800+964MHz 1.00GB RAM; XP Pro v2002 SP3.
Preamble: Turkey is something of a “learn to play” country as it has an army, navy, and air force, as well as important frontiers in Europe, Asia, and Mid East. I have waged a number of successful campaigns in HOI2 on the Easy setting. One reason alliances are shunned is because Turkey has such long-running fronts that can be easily over-run by any one of of the major powers. So, to win as Turkey is to simply end the game with more territory than you started. Nobody expects Turkey to be the next super-power, the strategy is more subtle. Now comes HOI3. Naturally I tried this strategy and once again I was surprised with the result. It's still hard to say how much all the spying activity paid off, but I surely learned how to employ spies to a better advantage. Hopefully readers will come away with new information and possible suggestions for improved game play.




Reply With Quote













But what is Rick hiding?



























