... it'd be harder to spell?
So true . . .
You can go Axis,take Vichy + Siam for free,in 1940 leave them and join Allies -> and war both with Soviets + Axis. In HPP East Siberia have more IC and resources than vanilla...
Are you reorganize navy/army/air or not done yet? It will be pleasure to us to see some army/navy/air statistics...
I knew this would come up eventually. Here's the problem, as I see it:
Hearts of Iron 3 is a game. Because it's a game, and not reality, design decisions have to be made for gameplay purposes. For example, Japan starts the game with NO tanks. None. Not one. And by 1935 or 36, Japan had the fifth or sixth largest tank corps in the world. Same with artillery regiments. Japan starts the game without a single artillery regiment. Ditto marines and mountain troops.
When I actually started this AAR, I thought I'd just have Japan building this stuff in secret because of the limitations of the Treaty of Shinyang. But then a friend pointed out, there is no way Japan could build an aircraft carrier without the West noticing. They're just too big, they require drydocks, etc.. The same with tanks. Infantry, maybe, but armor and naval vessels would probably be noticed by the Americans - and there were at least 1500 American citizens in Japan in 1935 (mostly embassy personnel). Not a lot, but enough to get around. Add the British and the French . . . and you get the idea.
Another issue is army and navy reorganization within the gameplay structure. This should be in place when the AAR starts, but for Japan, there's a lot of work to do. I've already completely reorganized the Navy. The army - for me - takes a lot longer - mainly because I need to fill in some holes and because the HoI3 command structure wasn't really utilized by the Japanese (but I would be quite foolish not to take advantage of it).
I suppose a smarter way to handle this might have been to start the game in 1936 and start the AAR in July of 1937. But I wanted to take some time for character development and backstory. In the process, I can see there might be some confusion because readers are familiar with how the game is played and are expecting certain things to happen. So I'll post a gameplay journal to show you how I'm handling this. Of course, it will contain spoilers.
Allied Japan I'm not in favor of. But Commintern is not worse than Axis by much. Trading resource for resource is somrthing only they can do(I think?), and Soviets have plenty to give. There will be a chance to take down America and the Allies later on. Can you request blueprints from an ally? Blueprints for Automotive techs from SOV-s would be nice.
Note that going Axis is perfectly fine with me. All that matters is America getting beaten. Though, I do hope to see a 1944 JP AAR where The Rising Sun goes truly Red, before the Americans try to invade.
Axis is certainly the historic route. And the main antagonists, as you can probably guess, will be the United States. I've pre-orderd Mark Stille's biography on Yamamoto which comes on June 19th from Amazon, and I'm looking forward to reading his take on the man. I've read another bibliography, but was dissatisfied with the authors fascination with Yamamoto as an "American lover." I know Yamamoto respected America and certainly understood the power of the nation, but at the end of the day, Yamamoto was Japanese to the heart. It wasn't like he was looking to change his citizenship.
The point is this: if Yamamoto ends up taking the lead in the Navy, with his friend Ozawa by his side, he would carefully plan an attack on the United States that would be designed to cripple them as soon as possible. If I can pull that off, I'll be satisfied.
Crap . . . now I've gone and gave the ending away.