• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The low national unity won't be a factor? I heard that it would
You heard wrong then. Low NU is no obstacle to joining a faction. It is a problem when you want to change some internal laws, but not for joining the Axis.

Note that an Axis Yugoslavia owns Italian, Hungarian and Bulgarian cores and can thus drive them away from the Axis corner.
 
I joined shortly after Italy, and then proceeded to invade Greece, Bulgaria, Romania, and Hungary who didn't join :-D

Which brings me to another question: what determines whether or not you completely absorb a country or occupy it with the Conquer casus belli? I absorbed Romania and Bulgaria with it, but Hungary is an occupation (Greece I puppeted).
 
I joined shortly after Italy, and then proceeded to invade Greece, Bulgaria, Romania, and Hungary who didn't join :-D

Which brings me to another question: what determines whether or not you completely absorb a country or occupy it with the Conquer casus belli? I absorbed Romania and Bulgaria with it, but Hungary is an occupation (Greece I puppeted).

If you conquer a country that is not in a faction, you will annex it.
If the defeated country is in a faction, chances are high that they are only occupied and form a government in exile. Sometimes you are lucky and annex anyway.
Some others have special historical surrender events, like Holland or Belgium.
So my guess is that you took Hungary after you were already at war with the Allies and they auto-joined the Allies upon your attack.
 
how many techs should I generally be trying to research compared to how many research points I'm putting in? Say I was putting 15 points into research how many research projects should I have queued up?
 
Honest answer is what are you trying to do? By this I mean are you wanting a Navy, air power, ground units? What country are you playing as? I usually have twice as many lined up as I can do so 30 is another answer. But it depends on what my war goal or strategy is. Others can provide better answer.
 
how many techs should I generally be trying to research compared to how many research points I'm putting in? Say I was putting 15 points into research how many research projects should I have queued up?
Each research point is one tech. There ain't anything like 30 techs for 15 points at half speed, reduced speed can happen on the last tech though (say you've 16 techs in queue and only 15.2 points)). Some people put more techs than points, but that's for convienience.
 
In the Air Doctrines, CAGs seem to benefit from organisation and morale increases in the fighter, CAS, and Tac columns. Is this really so or do you only need to follow one of those paths?
Not TAC, but NAV doctrines.
And yes, if you want to max out your CAGs' organisation and morale, you should research all 6 techs that contribute to that. Keeping a carrier fleet up to date is a leadership-expensive business.
 
Does mobilization increase a country's threat or lower its neighbor's neutrality? More specifically, does mobilizing an Axis country have an impact on their threat level towards the Allies/Russia and/or does it trigger an automatic decrease in their neutrality rating?
 
I'm pretty happy with my infantry, specialist infantry and light armour/high mobility divisions, but what's a solid armour/heavy armour division composition?

Armor/Mot/Mot and Spart/Rart (higher soft attack), or AC (faster movement and more hardness), or Eng (adds a bit more versatility in attack/defence) and if a 5th brigade opens, use 2 of the add-ons.

HArmor/Mot/Mot and Spart/Rart (higher soft attack), or AC (faster movement and more hardness), or Eng (adds a bit more versatility in attack/defence) but not very fast so;

Harmor/inf/inf and Art/Rart, or AC, or Eng, saves gas as Harmor pretty slow anyways. But your base is some form of Armor with 2 inf type brigades usually. Make your division composition fit your strategic/tactical plans not the other way around.
 
Playing as Nat. China, at war with Japan and i've just conquered Manchu (or whatever it's called) and i'm having horrific supply problems, other than trying to hold a line and upgrading the infrastructure and appointing the best ministers is there anything I can do?
 
Playing as Nat. China, at war with Japan and i've just conquered Manchu (or whatever it's called) and i'm having horrific supply problems, other than trying to hold a line and upgrading the infrastructure and appointing the best ministers is there anything I can do?
Well I don't know how many troops you are using, but if you already drove Japan from your homeland, I guess you can estimate how many troops you need to take Korea and then not use more than that.
Maybe that lightens the load on your supply system. You have cores on Manchukuo, so I am actually a little surprised that you experience these shortages on your own soil.
Another thing is not to use strat redeploy (at least not between your capital and the frontline), in case you were doing that. It screws your supply system, and increases supply consumption.
There are also two techs that help increase throughput and reduce transportation losses.
 
Playing as Nat. China, at war with Japan and i've just conquered Manchu (or whatever it's called) and i'm having horrific supply problems, other than trying to hold a line and upgrading the infrastructure and appointing the best ministers is there anything I can do?

Well, you're always going to have supply problems in China when attacking. In fact, it might be your worst enemy. Japan is able to win its war against China because its troops are so much better than the Chinese 1-on-1. Try to increase the quality of your infantry as well (upgrade to MTN and MAR, research techs) so that you can withdraw troops without losing the initiative. If you have any tanks or support brigades on the front, withdraw them; this is very important. Yes, remove that ART brigade from every single INF division you made ;)

While your troops are upgrading to MAR/MTN, upgrade infrastructure as well. And if all that still doesn't solve your problems, you could always go for the cheesy tactic and land some of your divisions in a Korean port.

EDIT: Add to that the above suggestions and you should be fine. I hadn't really considered the strat redeploy issue myself, to be honest.
 
But your base is some form of Armor with 2 inf type brigades usually.
Armor never needs more than one infantry brigade - if it weren't for CA, zero. Substitute that second infantry with either SP(R)ART (SA) or TD (HA). Engineers have no business in a permanent slot, especially in medium/light armor (both ARM and LARM will be slowed down by ENG pretty soon).

You have cores on Manchukuo, so I am actually a little surprised that you experience these shortages on your own soil.
Supply doesn't care that much about cores. RR will lower your throughput a bit, but that's too small to create major supply issues. The 2x throughput modifier you're probably refering to is dependen on you owning that province (solid color, not striped).
 
Does mobilization increase a country's threat or lower its neighbor's neutrality? More specifically, does mobilizing an Axis country have an impact on their threat level towards the Allies/Russia and/or does it trigger an automatic decrease in their neutrality rating?
It does both, in a way. Mobilizing increases your threat towards others. Effective neutrality is a country's base neutrality minus highest threat against it. If you don't have the highest threat against the country after mobilization, then you are not decreasing their neutrality any.
Example 1:
Country A has 80 base neutrality. Country B is highest threat to country A at 25 threat before, and 26 threat after mobilization. Country A will have 55 neutrality before, and 54 neutrality after
Country B's mobilization.
Example 2:
Country A has 80 base neutrality. Country B's threat to country A is 25 before, and 26 after its mobilization, while Country C has 30 threat against Country A. Country A will have 50 neutrality before, and after Country B's mobilization.
Example 3:
Country A has 80 base neutrality. Country B's threat to country A is 25 before, and 26 after its mobilization, while Country C has 25.5 threat against Country A. Country A will have 54.5 neutrality before, and 54 after Country B's mobilization.