Since my first two AARs were historical and involved major powers, I am going to change direction with this last one and play as a relatively weak regional power. Needless to say, playing Yugoslavia and surviving is going to result in an ahistorical game. The point of this AAR is to show that you can have a fun and interesting game even if you choose to play a regional or minor power.
The goal for this particular game will be to conquer the world with Yugoslavia. I will not be joining any factions or releasing any puppets as the purpose of the game is to paint the world orange. The difficulty setting for this game will be normal/normal. I will be using the gold version with no modifications. I will be using tech team takeover because Yugoslavia tech teams are rather limited. I will not use full IC takeover.
I will also ask that everyone stays on topic and behaves themselves. I don't want this thread to degenerate into what normally happens in Yugoslavian AARs.
I will not be going over a lot of the basic changes between Arsenal of Democracy and Doomsday since they were already covered in the previous AARs.
When starting a new game it is always a good idea to check and make sure your starting doctrines, ministers, and national ideas fit the country you are playing. I usually setup my research first because the tech teams you choose are going to affect your consumer goods spending. Since I am planning on going to war in the summer of 37, I need to focus on things that are going to help me in that war. Early Infantry Division is a no brainer because 1936 infantry have twice the soft attack of 1918 infantry. Looking at the Land Doctrine tab, I notice that Yugoslavia has a new tech team for Land Doctrine research. This tech team is a very poor match for Yugoslavia's starting Land Doctrine, Human Wave Doctrine, but it is an unbelievably good match for Spearhead Doctrine. I decide Spearhead Doctrine is the way to go and abandon Human Wave. Since I don't have time to research something else first and still have Spearhead Doctrine researched by the summer of 37, I decide to research Spearhead Doctrine as my second choice.
Moving on to the Diplomatic tab, I make my first slider move towards Central Planning. Looking at my ministers I switch out my Head of Intelligence with someone who increases research by 5%. I can't change any of the other ministers other than the Chief of Staff who gives me 25% more manpower. Looking at my National Ideas, I want to get rid of Conformist Work Ethic because it reduces my precious manpower. Of the available replacements I like Culture of Absolute Duty the best because it reduces my Military Salaries by 20% and increases organization and transport capacity.
I then set my production sliders and start three serial runs of infantry. Other things I do on the first day include setting my air force to not reinforce, disbanding my level 1 Submarine, and converting my level 2 Destroyer into escorts.
Update #1 The Albanian Gambit page 1
Update #2 The Second Italian War page 3
Update #3 Greece and Bulgaria page 4
Update #4 Romania page 4
Update #5 Taking care of the minor powers page 5