Most likely only moderators will be reading this, especially given the current year (2024) and the game release year, and the newer games available. My goals are actually very simple. I want to be able to get through a game from start to finish, and gain some insight into how the game mechanics work and even exploit them a bit, along with the AI - and modify history a little bit.
As it stands right now, the world needs our help.
The world leadership has been replaced by AI drones and the Allied AI is no longer able to work together and defeat the German AI and in our sample game, we will attempt to restore a mostly normal timeline by playing the UK starting in 1936. Settings are as follows:
Scenario: The Road to War 1936
Nation: The United Kingdom
Difficulty: Normal (Subject to change in later games)
AI Aggression: Normal (I do not know what the other settings do, really.)
1. Objectives
So far, we have played various scenarios up to certain mid-points in the game. So far we got a game up to 1942 and we seem to be doing okay, but we are somewhat of the script. Here we will start from the beginning, then modify as we go along. I will break up the discussion into several components, as follows:
1. Objectives (This discussion here)
2. Know Yourself
3. Know your Allies
4. Know your Enemies
5. Know the Rules
6. Know the Script
7. Know the Plan
8. Roleplay versus Gameplay
9. Sessions
10. Lessons
2. Know Yourself
3. Know your Allies
4. Know your Enemies
5. Know the Rules
A lot of what actually happens in the game does not seem to match what is written in the game manual. Most likely this is because the game went through several updates after being released in old-school box form.
So far we had quite a few incidents of "I did not know that and it messed up my strategy right from the start."
6. Know the Script
Based on a couple of plays in and one play through with a neutral country, what I have seen is:
1937 Japan starts a war in China
1938 Germany annexes Austria and half of Czechoslovakia and signs the famous "There will be Peace in our Time"
1939 End of Czechoslovakia and later start of WW2
Germany wins more allies after Poland is annexed
Germany skips Denmark and Norway in favor of attacking the Low Countries
Denmark and Norway appear to be after France in this timeline
Vichy France triggers when Paris and much of France are captured
This also triggers Japanese claims to French IndoChina
I do not know if there is a Battle of Britain script
Germany attacks Russia after France is down
The USA is eventually available as an ally and Japan joined the Axis later, not quite historical
Russian AI is no match for German AI and Anglo-American AI is not good enough to counterattack
We did get to see 3 cities nuked in our neutral playthrough!
7. Roleplay versus Gameplay
The HoI2 UK strategy guide suggested winning an alliance with Republican Spain to get involved in a war 3 years early and therefore freeing up a lot of resources. However we have no plans to do this.
The book says the UK was completely unprepared for the war and had no armored divisions. We will be changing this. We will choose an armored workhorse and attempt what the above-mentioned strategy guide called Britskreig.
Poland's independence was guaranteed and in the game the formal alliance starts early. We plan to have a large number of divisions in Poland when the war starts, even if it is very unlikely to have been possible in real life for multiple reasons.
It is very unlikely we will be able to stop them in Poland. However we have seen some success in France. This will be very disruptive to the script above.
Italy tends to join the war way too early.
We will be moving nearly all of our troops home at the start of the game, leaving nothing defending India or Egypt. We will worry about the consequences later.
We will try to delete the German navy very early in the game and maybe even the air force. Most likely this was very unlikely to happen in real life, but we are up against the AI.
We will be shamelessly spying on save files, mostly in an effort to investigate effects of early events on German technology and also to track items like when they are having trouble with resources and manpower.
We will build a chain of Improved Cruisers for RP. If we get the Improved Battleship we might even build the King George V.
8. Know the Plan
A lot of this is discussed above, but it looks like the rest of this will be discussed in a session by session basis.
First session will be 1936 and we will be organizing our economy and our navy. Technology priorities will be:
Industry - set up vehicle, ship, and aircraft production processes
Industry - go down the chain to pickup the production bonuses
Electronics - go down the chain to pickup the computer bonuses
Naval Doctrine - Pickup the supply discount
Air - Pickup Basic Interceptors, Basic Tactical Bombers
Naval - Pickup Improved Cruiser
Armor - Work towards a Basic Medium Tank
Most likely our workhorse will be the 40mm medium tank
Artillery - Obtain the 40mm Tank Gun
I'm not sure if I missed anything technology wise.
Projects - We will try to develop industry in everything that is 7IC or less.
Builds - Upgrade planes when available. Build Infantry / Artillery when available.
9. Sessions
I will try to make the pre-war sessions approximately one year and the war sessions one month. The first month of the first year is very tedious and it gets faster once the first steps are rolling. The first part of the war also seems to be very tedious.
10. Lessons
We will also post these as we go along.
Edit 0 - Original Post
As it stands right now, the world needs our help.
The world leadership has been replaced by AI drones and the Allied AI is no longer able to work together and defeat the German AI and in our sample game, we will attempt to restore a mostly normal timeline by playing the UK starting in 1936. Settings are as follows:
Scenario: The Road to War 1936
Nation: The United Kingdom
Difficulty: Normal (Subject to change in later games)
AI Aggression: Normal (I do not know what the other settings do, really.)
1. Objectives
So far, we have played various scenarios up to certain mid-points in the game. So far we got a game up to 1942 and we seem to be doing okay, but we are somewhat of the script. Here we will start from the beginning, then modify as we go along. I will break up the discussion into several components, as follows:
1. Objectives (This discussion here)
2. Know Yourself
3. Know your Allies
4. Know your Enemies
5. Know the Rules
6. Know the Script
7. Know the Plan
8. Roleplay versus Gameplay
9. Sessions
10. Lessons
2. Know Yourself
The UK starts with 301 IC out of a base of 352. The IC is broken down as follows:
158 = 10x10 + 58 for provinces that yield 10 or more
9 = 1x9
24 = 3x8
7 = 1x7
12 = 2x6
30 = 6x5
4 = 1x4
27 = 9x3
24 = 12x2
57 = 57x1
From this, I get a total of 352. This information might come in handy later when we are deciding if we should invest in more industry, and the exact plan.
The resources we have are as follows:
1240 Coal
495 Steel
1081 Rubber
157 Oil
246 Manpower ( I do not know why the tooltip says 22.5 per month, because that amounts to 270.)
We could not determine what counts as domestic IC and what qualifies foreign IC penalties. I think 301 is based on 295 IC x 1.02 for technology bonus.
Counting along the main island, I got 185 IC. That leaves 165 IC that has no land connection to London. My guess is this receives a 1/3 penalty and we are left with 110 IC from overseas. We might gather more evidence later, but will work with this for now.
Cabinet
In our Cabinet we have the following:
An Idea Monger - It looks like we can use Eden to share technology with our allies and we will build some plans around this.
Dirty Capitalist + Crime Fighter Combo - This means for this year we get to use 68% of our IC towards our goals instead of 60%. Theoretically this is a gain of 8% of 301 or 8668.8 over the course of a year. This will likely work out to be a bit less than that if we are engaging in special projects, which we will be.
We have a Logistics Specialist and no idea what the +30% Army Intelligence does.
School of Fire Support should be useful if we are building lots of Artillery Brigades and researching lot of Artillery and Rocketry Technology. However we have no plans to work with the Rocketry chain in the near future and we have several allies who are very likely to research the Artillery chain and will be more than happy to share tech with us.
Static Defense Doctrine - We have no plans to build any land fortifications, because we are mostly on an island and we will not be in a war anytime soon. Our plan is to replace this.
Decisive Battle Doctrine - We get a bonus towards the production of Cruisers and Battleships. We are also a single tech away from building Improved Kent-Class Cruisers. So we might be doing exactly that.
Air Superiority Doctrine - We get a bonus towards building Fighters and AA Brigades. Most likely we will be building Fighter Squadrons, but not this year.
Military
23 Infantry - I locate them by region, 4 on the Home Islands, 2 in Egypt, 12 in India, 5 on Bases.
These include 3 Artillery, 2 Anti-Air, 2 Engineer, and 1 Anti-Tank Brigades.
9 Militia - As above, 3 in Sudan, 2 in Uganda, 2 in Kenya 2 in Tanzania.
These include 2 Engineer and 1 Artillery Brigades.
32 Total
15 Battleships - All Basic, including 3 of the 350mm variety
40 Cruisers - 21 + 11 + 8 (Early + Basic + Improved)
32 Destroyers - 21 + 11
9 Submarines - 4 + 5
6 Carriers - 3 + 3
20 Transports
122 Total
3 Fighters
3 Strategic Bombers
5 Tactical Bombers
3 Torpedo Bombers
14 Total
Generals
We have quite a depth of generals. The information I will present is the number of Field Marshalls, Grand Admirals and Air Marshalls, along with some leaders with notable stats that we are most likely to be working with.
Land
7 Marshalls, 1 with 3 Defensive, 3 with 3 Logistics, 1 with 2 Defensive, and 2 with 2 Defensive Old Guard.
There is a decision to be made on whether to promote another Marshall or to work with what we already have.
We have a couple of minor Commando leaders.
We have to dig a bit to find Tricksters.
There is an Old-Guard Engineer General who might actually be pretty good in spite of being OG.
Navy
3 Grand Admirals to choose from or promote somebody else.
Most likely we will work with what we already have. We have a couple of 5-Skill Tacticians.
We have to dig a bit to find Sea Wolves.
I do not know exactly what Blockade Runner and Spotter do.
Air
4 Air Marshalls to choose from and appear very skilled. We feature a 4-skill Tactical Night Flyer.
It looks like we have 2 Tactician Night Fliers who might be useful in deleting enemy squadrons.
The rest we will look for closer to when the war starts.
158 = 10x10 + 58 for provinces that yield 10 or more
9 = 1x9
24 = 3x8
7 = 1x7
12 = 2x6
30 = 6x5
4 = 1x4
27 = 9x3
24 = 12x2
57 = 57x1
From this, I get a total of 352. This information might come in handy later when we are deciding if we should invest in more industry, and the exact plan.
The resources we have are as follows:
1240 Coal
495 Steel
1081 Rubber
157 Oil
246 Manpower ( I do not know why the tooltip says 22.5 per month, because that amounts to 270.)
We could not determine what counts as domestic IC and what qualifies foreign IC penalties. I think 301 is based on 295 IC x 1.02 for technology bonus.
Counting along the main island, I got 185 IC. That leaves 165 IC that has no land connection to London. My guess is this receives a 1/3 penalty and we are left with 110 IC from overseas. We might gather more evidence later, but will work with this for now.
Cabinet
In our Cabinet we have the following:
An Idea Monger - It looks like we can use Eden to share technology with our allies and we will build some plans around this.
Dirty Capitalist + Crime Fighter Combo - This means for this year we get to use 68% of our IC towards our goals instead of 60%. Theoretically this is a gain of 8% of 301 or 8668.8 over the course of a year. This will likely work out to be a bit less than that if we are engaging in special projects, which we will be.
We have a Logistics Specialist and no idea what the +30% Army Intelligence does.
School of Fire Support should be useful if we are building lots of Artillery Brigades and researching lot of Artillery and Rocketry Technology. However we have no plans to work with the Rocketry chain in the near future and we have several allies who are very likely to research the Artillery chain and will be more than happy to share tech with us.
Static Defense Doctrine - We have no plans to build any land fortifications, because we are mostly on an island and we will not be in a war anytime soon. Our plan is to replace this.
Decisive Battle Doctrine - We get a bonus towards the production of Cruisers and Battleships. We are also a single tech away from building Improved Kent-Class Cruisers. So we might be doing exactly that.
Air Superiority Doctrine - We get a bonus towards building Fighters and AA Brigades. Most likely we will be building Fighter Squadrons, but not this year.
Military
23 Infantry - I locate them by region, 4 on the Home Islands, 2 in Egypt, 12 in India, 5 on Bases.
These include 3 Artillery, 2 Anti-Air, 2 Engineer, and 1 Anti-Tank Brigades.
9 Militia - As above, 3 in Sudan, 2 in Uganda, 2 in Kenya 2 in Tanzania.
These include 2 Engineer and 1 Artillery Brigades.
32 Total
15 Battleships - All Basic, including 3 of the 350mm variety
40 Cruisers - 21 + 11 + 8 (Early + Basic + Improved)
32 Destroyers - 21 + 11
9 Submarines - 4 + 5
6 Carriers - 3 + 3
20 Transports
122 Total
3 Fighters
3 Strategic Bombers
5 Tactical Bombers
3 Torpedo Bombers
14 Total
Generals
We have quite a depth of generals. The information I will present is the number of Field Marshalls, Grand Admirals and Air Marshalls, along with some leaders with notable stats that we are most likely to be working with.
Land
7 Marshalls, 1 with 3 Defensive, 3 with 3 Logistics, 1 with 2 Defensive, and 2 with 2 Defensive Old Guard.
There is a decision to be made on whether to promote another Marshall or to work with what we already have.
We have a couple of minor Commando leaders.
We have to dig a bit to find Tricksters.
There is an Old-Guard Engineer General who might actually be pretty good in spite of being OG.
Navy
3 Grand Admirals to choose from or promote somebody else.
Most likely we will work with what we already have. We have a couple of 5-Skill Tacticians.
We have to dig a bit to find Sea Wolves.
I do not know exactly what Blockade Runner and Spotter do.
Air
4 Air Marshalls to choose from and appear very skilled. We feature a 4-skill Tactical Night Flyer.
It looks like we have 2 Tactician Night Fliers who might be useful in deleting enemy squadrons.
The rest we will look for closer to when the war starts.
3. Know your Allies
Keeping this short.
IC/Capacity (Coal, Steel, Rubber, Oil, Manpower)
Notable Ministers
France 197/221 (453, 370, 218, 56, 177)
Industrialist, Fire Support, Static Defense for defensive bonus
Canada 110/94 (140, 210, 0, 26, 77)
Administrative Genius, Techie, Fire Support
So they are likely to research Artillery tech very fast.
Surprisingly few resources for such a vast country.
Australia 77/81 (245, 355, 0, 17, 25)
Industrialist, Techie
South Africa 38/37 (80, 110, 0, 0, 17)
New Zealand 29/27 (20, 10, 0, 0 10)
Industrialist
It looks like they do not even have resources to support their industry. We will have to watch their storage to see if we can help them.
So far I left the USA out of this discussion, because in the last play they did not join and they have a ridiculous amount of resources.
The USSR is also left out of the discussion, but we will refer to them as a frienemy.
IC/Capacity (Coal, Steel, Rubber, Oil, Manpower)
Notable Ministers
France 197/221 (453, 370, 218, 56, 177)
Industrialist, Fire Support, Static Defense for defensive bonus
Canada 110/94 (140, 210, 0, 26, 77)
Administrative Genius, Techie, Fire Support
So they are likely to research Artillery tech very fast.
Surprisingly few resources for such a vast country.
Australia 77/81 (245, 355, 0, 17, 25)
Industrialist, Techie
South Africa 38/37 (80, 110, 0, 0, 17)
New Zealand 29/27 (20, 10, 0, 0 10)
Industrialist
It looks like they do not even have resources to support their industry. We will have to watch their storage to see if we can help them.
So far I left the USA out of this discussion, because in the last play they did not join and they have a ridiculous amount of resources.
The USSR is also left out of the discussion, but we will refer to them as a frienemy.
4. Know your Enemies
Germany 389/332 (1535, 245, 0, 12, 186)
Italy 137/134 (495, 75, 0, 11, 125)
Japan 187/211 (900, 715, 0, 7, 255)
It is interesting at this point that Japan has the biggest manpower pool. Also looking at the numbers it appears that both Germany and Italy have bottlenecks in steel production. I will look for where they obtain this from trade. Germany also expands in the pre-war period and that will give them a lot more resources.
Italy 137/134 (495, 75, 0, 11, 125)
Japan 187/211 (900, 715, 0, 7, 255)
It is interesting at this point that Japan has the biggest manpower pool. Also looking at the numbers it appears that both Germany and Italy have bottlenecks in steel production. I will look for where they obtain this from trade. Germany also expands in the pre-war period and that will give them a lot more resources.
5. Know the Rules
A lot of what actually happens in the game does not seem to match what is written in the game manual. Most likely this is because the game went through several updates after being released in old-school box form.
So far we had quite a few incidents of "I did not know that and it messed up my strategy right from the start."
6. Know the Script
Based on a couple of plays in and one play through with a neutral country, what I have seen is:
1937 Japan starts a war in China
1938 Germany annexes Austria and half of Czechoslovakia and signs the famous "There will be Peace in our Time"
1939 End of Czechoslovakia and later start of WW2
Germany wins more allies after Poland is annexed
Germany skips Denmark and Norway in favor of attacking the Low Countries
Denmark and Norway appear to be after France in this timeline
Vichy France triggers when Paris and much of France are captured
This also triggers Japanese claims to French IndoChina
I do not know if there is a Battle of Britain script
Germany attacks Russia after France is down
The USA is eventually available as an ally and Japan joined the Axis later, not quite historical
Russian AI is no match for German AI and Anglo-American AI is not good enough to counterattack
We did get to see 3 cities nuked in our neutral playthrough!
7. Roleplay versus Gameplay
The HoI2 UK strategy guide suggested winning an alliance with Republican Spain to get involved in a war 3 years early and therefore freeing up a lot of resources. However we have no plans to do this.
The book says the UK was completely unprepared for the war and had no armored divisions. We will be changing this. We will choose an armored workhorse and attempt what the above-mentioned strategy guide called Britskreig.
Poland's independence was guaranteed and in the game the formal alliance starts early. We plan to have a large number of divisions in Poland when the war starts, even if it is very unlikely to have been possible in real life for multiple reasons.
It is very unlikely we will be able to stop them in Poland. However we have seen some success in France. This will be very disruptive to the script above.
Italy tends to join the war way too early.
We will be moving nearly all of our troops home at the start of the game, leaving nothing defending India or Egypt. We will worry about the consequences later.
We will try to delete the German navy very early in the game and maybe even the air force. Most likely this was very unlikely to happen in real life, but we are up against the AI.
We will be shamelessly spying on save files, mostly in an effort to investigate effects of early events on German technology and also to track items like when they are having trouble with resources and manpower.
We will build a chain of Improved Cruisers for RP. If we get the Improved Battleship we might even build the King George V.
8. Know the Plan
A lot of this is discussed above, but it looks like the rest of this will be discussed in a session by session basis.
First session will be 1936 and we will be organizing our economy and our navy. Technology priorities will be:
Industry - set up vehicle, ship, and aircraft production processes
Industry - go down the chain to pickup the production bonuses
Electronics - go down the chain to pickup the computer bonuses
Naval Doctrine - Pickup the supply discount
Air - Pickup Basic Interceptors, Basic Tactical Bombers
Naval - Pickup Improved Cruiser
Armor - Work towards a Basic Medium Tank
Most likely our workhorse will be the 40mm medium tank
Artillery - Obtain the 40mm Tank Gun
I'm not sure if I missed anything technology wise.
Projects - We will try to develop industry in everything that is 7IC or less.
Builds - Upgrade planes when available. Build Infantry / Artillery when available.
9. Sessions
I will try to make the pre-war sessions approximately one year and the war sessions one month. The first month of the first year is very tedious and it gets faster once the first steps are rolling. The first part of the war also seems to be very tedious.
10. Lessons
We will also post these as we go along.
Edit 0 - Original Post
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