The Complete Guide to the Commune of France

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When I read your tutorial, I realized that you don’t use strategic redeployment, maybe to make things a little harder (even if it’s not always the case) but even in peace and/or on your own territory you don’t use it. Why?

It also seems to me that you forgot to say from when or must strengthen his troops to 100% (mi-38 I suppose ?) because I thought to strengthen them early 39 to attack mi-39 (as "historically" in fact) but I was surprised by the Shelling of Bretten event where the German DoW me (he had asked for reparations in addition to apologies and I refused) so that my troops were not 100% reinforced at that time (although it went well afterwards) On the other hand, German had a huge dissent, in the 30% (I took a look at the save to see it, even if I suspected it, since its non-national provinces like Malta had a 35% chance of rebellion) which made things easier.
I just don't like that mechanic. I use it when I build garrisons for example since there is no alternative, but otherwise, I generally don't. (but the AI sure does)

I think I did make a comment about not reinforcing until fairly late in the game to save supply IC cost and then announced when I started to do so once I thought it likely I'd be fighting Germany in short order. Yes, just after the Bretten event I started reinforcement and posted the slider settings. I don't see much point in doing so before that while waiting too long can be risky (especially if those divisions are holding the forts along the border) though it is still winnable as you said. The only time I'd say you should reinforce immediately is if you want to fight an early war with Germany. Doing so in 1936 is especially fun since there is no time to increase the size of the mobile forces and it is thus harder to pull off large encirclements. That said, the French army is still big enough to stand its ground in 36.

Germany does not always get huge dissent. The right decisions can fix the problem, though a player can bring it down much faster of course.
 
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Hopefully, the gearing bonus will shrink the time it will take to build them all.
I would like to have about 24 interceptor wings since Germany & Co have a lot of airpower.

Isn't the gearing bonus already included in the given built-times of serials?


Are HQs in the Kaiserreich-Mod no good or is there any other reason that you have only 1? Not that you were really in need of them it seems...

Sorry, that I am a bit late and refering to rather old posts...
Good reading, btw.
 
Isn't the gearing bonus already included in the given built-times of serials?



Are HQs in the Kaiserreich-Mod no good or is there any other reason that you have only 1? Not that you were really in need of them it seems...

Sorry, that I am a bit late and refering to rather old posts...
Good reading, btw.
... I kind of forgot to build them.

That being said, they also can't manage to keep up with the pace of the advance. I prefer to appoint generals in such a way that short of a large pocket and a battle involving massive armies for which I have the one HQ, there are field marshals, generals, and so on scattered across the front for maximum coverage.

As for the gearing bonus, I am not sure, though I do think I often see the build time of a serial run going down, but I could be wrong.
 
I am just going with my gut here, but I am almost certain a second (and a good chance a third would too) HQ would pay for itself from improved combat efficiency from improved ESE, tactics, &c. Your zig-zaged spearhead lets your slow HQs partially keep up by just going east as conditions allow.

Edit: Something like this would keep the vast majority of your boys at peak efficiency.
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There isn't so much left to get into that isn't simply painting the world red. If there are any specifics you'd like to see I'd be happy to know, but otherwise, apart from taking out the Entente and possibly the Soviets, there isn't so much left to do in this save. As luck would have it, the cause of global revolution seems to be mostly attending to itself almost everywhere with the exception of South America & East Asia.

South America... I'd really like to see, ah, liberated. Too seldomly done and could put to use some of the, so far, completly in vain produced navy.

PS: I really enjoyed your chapter and phrases about liberating Germany...
we love Germany so much that we'd like to have four of them!
Old story... everybody loves Germany more if there are as many of them as possible.
If there is just one Germany, though,...
 
South America... I'd really like to see, ah, liberated. Too seldomly done and could put to use some of the, so far, completly in vain produced navy.

PS: I really enjoyed your chapter and phrases about liberating Germany...
True, my navy hasn't really done much. I expect to use it against Africa but it will need to beefed up for Atlantic operations for that to happen.

My gaming PC is currently under repair after an unfortunate accident so I haven't been able to play much recently. I did dig up my old PC for general purposes and funnily enough DH is one of the few games that can work on it without the thing overheating to an emergency shutdown. But I don't have that specific save on it.
 
Chapter 10 - Overture to a New War
Chapter 10 - Overture to a New War

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This will be a fairly short chapter covering the changes from the lost save used to write most of this guide. Rather than copy everything I did (which would mean reloading a lot or changing more AI decision parameters than I can count) I have implemented some changes based on your comments and let the world state progress in such a way I thought would produce the most interesting long term gameplay options (reloading only when Russia picked civil war) I have also tried to pick more optimal choices both in policy and in the post-war European order designed to bring the maximum out of the Internationale for the coming wars. The end result was a Russo-Japanese alliance dominating most of Asia and a currently victorious Entente slowly but surely rolling over the still militarily weak CSA.

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As you can see, South America has also gone decidedly reactionary with the fall of Socialist Brazil. Other interesting developments include an Ottoman victory in the Middle East cementing its control over Arabia and Persia (but not Egypt & Lybia it settled in a white peace - Port Said) Japan conquered most of China and gave the territory over to its Manchurian puppet (making it industrially comparable to Japan) while Russia holds Xingyand, Qinghai, Gansu. Shanxi, and a few other bits and pieces in the area. Japan has taken most of Germany's pacific empire while Russia allied with Belarus and conquered Ukraine, Don Kuban, and Azerbaijan. Russia also conquered Mongolia, Tuvan, Alash Orda, Turkistan, and Afghanistan earlier in its imperialist wars while Japan held onto its empire - Transmaur to Russia.

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The Commune of India has conquered the princely Federation and is allied with Burma. Africa is mostly static with the North entirely under the control of National France (including former German and Spanish colonies) Germany holds the rest apart from Portuguese Mozambique, British South Africa, the aforementioned Egypt and Lybia, and the Greater Somalian Empire (read Somalia + former Ethiopia) Finland took chunks out of Sweden and Norway but the latter two are otherwise out of its influence (with Norway subordinate to Sweden after intervening to stop it from signing a pact of friendship and cooperation with the Union of Britain) Disappointed, Britain responded to the setback by sharing London's guidance & workers paradise with Ireland and later allying with Island against Cannada.

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During the decisions of the election, I did not choose anarchist economics favouring manpower opting instead for the Jacobian industry-focused approach. To compensate for this (in order to make sure the anarchists get their 3 victories needed to win the leadership), I opted for the anarchist interior policy over the syndicalist one, this time giving me less dissent but also less manpower in the process. The added industry was quite useful in increasing my production ques, but the loss in manpower almost proved detrimental as my manpower pool gradually reached zero by the end of the war against Germany. I had to cancel most of my land-based production to compensate but I had more than enough to finish the job. I kept the anarchists in the 2nd elections to keep my ministers though I think the Syndicalists are the better option because they grant a small injection of manpower (one you probably need unless you went all-in on manpower bonuses)

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Benoit Brouthcoux isn't the best choice but he has a bonus for industry construction I need atm

The main reason I decided against that manpower bonus is that with Germany defeated the urgency had ended. Yes, Russia could attack me via events, but since it technically remains at war with Germany, I am pretty sure that decision is locked for as long as that remains the case. I thus have time to expand and prepare, though so conversely do they, and Russia is rapidly becoming an industrial giant which married to its infinite manpower reserve sounds awfully a lot like the OTL USSR. Its alliance with Japan and a practically unified China make that proposition even worse but I am in no position to attack just yet. To address these problems, I exploited the end of my upgrade phase and the lack of manpower to do much else to launch a large IC run while annexing IC-rich Wallonia & Luxembourg.

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Rather than divide Europe into its smallest possible component parts, I opted instead for the largest nations I could form to maximize the industry output of each one of them. This is especially important when confronting Russia because much as Napoleon had to complement the Grand Armee with allied armies, I will have to do the same focusing on motorized, mechanized, and possibly armoured divisions while my puppets produce the cannon fodder infantry. Each puppet was thus created with a maximum of industry and national claims in mind to make it individually viable while also trying to avoid needless border gore I so loath to see. The Netherlands was invaded for the explicit purpose of unifying them with Flanders in order to create an industrially more viable state since I wanted to annex Wallonia.

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Denmark is a sole example of an inefficient puppet with less than 20 IC I plan to re-annexe and then liberate as part of a Scandinavian Union once I conquer the Scandinavian countries (Yes, it technically means using the accept all command, but in my defence, I've mostly used it to make my enemies stronger to sort out all the border gore into something more useful) It will take time for these puppets to build up their forces, but I also need time to build my mechanized ones too. I also hold Transylvania. Note, by giving over Truda and Cluj to Hungary I locked out a decision to invade Romania. I'll do it anyway via the Balkan's decisions.

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Unfortunately, my three European allies aren't much better off. The UoB, when its army isn't busy building schools in Ireland, it mostly sits around occasionally sending an air or naval sortie (I really don't want to assume direct control over them as that would be too OP). Italy, while providing a lot of much-needed airpower, needs its small land army to defend the coast for the time being. Spain almost lost its civil war until I intervened and most of its divisions are one guy holding a red banner. The CSA is meanwhile busy trying not to die and probably thanking its lucky stars the PSA chose isolation over a Canadian alliance saving it a western front.

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Other than that, there isn't so much more left to mention. I build less super-heavy artillery (one piece in addition to the existing two) but still built a fair bit of ordinary artillery which along with my mountaineer army proved sufficient to the task of cracking German-occupied Nancy like an egg with minimal casualties. I have no armoured divisions just yet, opting instead for a massive motorized army, but I have slowly researched the techs of them and plan to start building when my industry run is complete. While motorized divisions worked well on their own against Germany, they did so mostly via numbers while individually not doing as well as they'd do with armoured support. I do want to have some mechanized/armoured cores to punch holes through the numerically superior Russian lines.

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My small light carrier fleet has been fighting off both German and French ships quite well, sinking dozens of ships without loss though I haven't really focused on that front while the land war was ongoing. I am currently building 8 carriers and escorts to replace the light carriers while these protect my future transport fleets.

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My airforce is also larger than the prior game with 14 tactical bomber wings (two more under construction) and enough interceptors to provide air superiority. I am thinking of developing CAS to maximize killing retreating divisions, but that would probably be inefficient even with the vast investment I have in the research modifier. Other options include missiles and nukes which could prove useful in wars against the industrial giants I expect to face going forward.

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I have quite a few immediate options to choose from but unfortunately, I neglected to build transports leaving amphibious operations off the table until those are ready. That means assisting the CSA or invading North Africa are currently not viable options though that is partially by design; I want the Entente to defeat the CSA in order to become a credible threat going forwards while North Africa isn't a priority in the cause of creating viable puppets to build armies for me against Russia. Instead, I am focusing my forces on the Balkan border to liberate them and create more puppets. Taking out the Ottoman Empire and its Persian puppet would also give me more land borders with Russia for the invasion as well as the possibility of linking up with India/assisting them in defeating the British Dominion.

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The date is January 1942, I might wait until March for the snow to pass (if it's a problem) and for my puppets to provide more infantry to replace the divisions I have taking point on the Eastern Front just in case Russia surprises me. Overall, I am pleased with this save because it gives me more long-term objectives to work with. I am sorry for the inconvenience of essentially starting over, but due to the unfortunate accident with that PC, it couldn't be helped. I hope the possibilities I've teased here provide a better basis for continuing the guide. Allow me to honour the namesake of this chapter with Reinhard explaining to the DH AI why it's dumb.

 
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Allow me to honour the namesake of this chapter with Reinhard explaining to the DH AI why it's dumb.

Man I love that series, also, yeah the DH AI is incredibly dumb at times, a AUS game had the CoF put all their armour on the coast, thus allowing me to encircle it in a combined arms pincer from the sea and the Eastern Pyrenees, preventing a long and defensive counterattacking campaign to weaken their army
 
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Man I love that series, also, yeah the DH AI is incredibly dumb at times, a AUS game had the CoF put all their armour on the coast, thus allowing me to encircle it in a combined arms pincer from the sea and the Eastern Pyrenees, preventing a long and defensive counterattacking campaign to weaken their army
At this point, I know the ins and outs of the German AI to the point I roughly know what it's going to be doing at any stage of the war. For example, while its overall deployment will doom much of the army to encirclement, it will generally try to break through Freiburg before the whole army is cut off (which is why I tend to widen my encirclements to Augsburg via Stuttgart or Konstanz via Karlsruhe. The Commune AI generally does not build armoured divisions even when it chooses mobility until around 1940-41, well after its earliest war date of mid-1939. Without that edge, it can't help but bleed out in broad front attacks. The UoB AI is incredibly frustrating because its build orders (apart from naval) are a mess and when its army isn't sitting twiddling its thumbs, it's launching Dieppe raids against Morocco. If it actually knew how to reinforce the continent properly, the French AI would stand a much better chance at winning against Germany before it gets all its men killed.

But the dumbest thing I ever saw was when I played the Commune against a Russo-German alliance and the Russians marched their entire army straight into my closing envelopment of Alsace. After quite a struggle to keep them pinned inside the pocket, I managed to destroy half the Russian army right then and there. It still hadn't recovered when I marched into Moscow. The German AI was severely undermined in the same game because its war against Japan was messing with its deployments. I think more than half its army was chilling on Tsingtau waiting for the Japanese to try landing there and about 20 divisions were holding the Suez Canal. It was basically the Napoleonic Wars all over again; Russia and Austria desperately trying to hold on to German territory while Prussia was making a complete pigs breakfast of the whole thing. The Canadian AI is pretty competent though, and normally knows how to handle India OR the CSA, though not both ;)

I have seen it take Ireland on a good day if it's held by the UoB, but I've never seen it pull off an invasion of Britain successfully.

National French AI gets points for trolling; I've seen it invade the AUS/CSA, Burma, Sicily, and a dozen other places. Even Metropolitan France on occasion.

I had a good laugh when I saw it landing in AUS New Orleans. Both because of the French connection and because it was Long's pet construction project.
 
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But the dumbest thing I ever saw was when I played the Commune against a Russo-German alliance and the Russians marched their entire army straight into my closing envelopment of Alsace. After quite a struggle to keep them pinned inside the pocket, I managed to destroy half the Russian army right then and there. It still hadn't recovered when I marched into Moscow.
Actually reminds me of a Soviet Union game I played recently in Fatherland. Beria, integrating Asia and drowning Europe in men and nuclear hellfire. The SS revolt had allowed me to recapture the south up till Kiev even, and my first stroke in that war was to completely destroy the Russian National Republic. Even when I had annexed them, the German troops kept redeploying into the massive pockets, where I took out at least a third of their army. Later, I launched Bagration, destroying their army in Belarus and encircling the Baltic, but I was surprised they actually pulled off a evacuation from Tallinn! I didn't even eliminate even a quarter of what I bagged in the Baltic, but the fight was over by then, to few divisions left over and too great a need to reinforce after plenty of tactical nukes with IC lacking because of strategic nuclear bombardment.
it's launching Dieppe raids against Morocco.
Oh no, those landings certainly are potent enough against the Germans, they're just always pushed back into the sea, after which National France nicely returns the land to Germany, but now it isn't garrisoned, so the whole circus will just start over sooner again!
I have seen it take Ireland on a good day if it's held by the UoB, but I've never seen it pull off an invasion of Britain successfully.
Usually that starts a much the same Irish circus for me, with fun minors taking parts of or the whole island even at times.
The German AI was severely undermined in the same game because its war against Japan was messing with its deployments. I think more than half its army was chilling on Tsingtau waiting for the Japanese to try landing there and about 20 divisions were holding the Suez Canal. It was basically the Napoleonic Wars all over again; Russia and Austria desperately trying to hold on to German territory while Prussia was making a complete pigs breakfast of the whole thing. The Canadian AI is pretty competent though, and normally knows how to handle India OR the CSA, though not both ;)
Poor Germany, too large for Europe, too small for the world...
 
Chapter 11: The Socialist International
Chapter 11: The Socialist International

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With most of my newly created puppets sister proletariat republics now back on their feet, I've opted to liberate the majority of them in order to gain a bulk increase in IC production and cut the resource cost of maintaining states unable to trade with the rest of the world. I'd say that sometimes it's better to maintain mastery, particularly for low IC states that are dependent on you for resources as it is, but that isn't the case for European states. The effect is immediate and dramatic with Germany, in particular, becoming a strong second to France. At the same time, my own industrial plan is completed putting me ahead of Russia.

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German and Poland in particular will be necessary to make up for France's lack of manpower once we invade liberate Russia.

Now that our European partners can enjoy true freedom and democracy (or else), it is high time to export the revolution abroad! Turns out I could have taken Romania a lot sooner without starting an all-out conflict via an event to decide the fate of Transilvania, but it's hardly much of a problem. I am afraid I didn't document the Balkan war properly up until I got to Istanbul, but I can't say there's much to tell about it. When you're so superior to your opponents, the only real challenge is how to win with as few casualties as possible, especially when playing a low manpower state like France.

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The advantage of war with smaller states is that they normally don't have a lot of VPs meaning it is possible to knock them out in short order. Whereas the immediate goals against larger states such as Germany and Russia are to encircle and destroy their armies, minor power armies can be circumvented, though the size of minor powers often means there aren't a lot of places they can be forcing you to slog it out. The immediate goals of the Balkan War were to quickly collapse Romania, Albania, and Bulgaria going for VPs rather than armies where possible. Various factors delayed operations till June though.

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Romania was quickly annexed with much of its army successfully pushed into unimportant pockets in Bessarabia. Bulgaria, up to that point the regional power of the Balkans, put up more of a fight since much of its army was positioned in the path of my advance. It was unfortunate because I wanted to get to Istanbul and make a crossing over the Bosphorus as quickly as possible, but that was not to be. A big mistake on my part was not using my naval power more aggressively. I could have made landings in Attica and Anatolia instead of taking the casualties I did but I am not used to thinking of the CoF as a naval power.

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I had to demand territory from Yugoslavia to get Bulgaria back. I forgot that allies take territory whereas puppets give it to you.
The battles of Istanbul and Greece could and should have been avoided, but through the application of overwhelming numbers and firepower, I was able to cut my way through. France can probably take the hit to the manpower pool, though I would recommend avoiding attritional battles over rivers and mountains. In the case of Greece, I was able to push much of their army to one side and avoid costly battles, but I royally screwed up in Istanbul. At first, it looked like I might be able to take the city before substantial forces could reach it with my motorized divisions. But then, more of them arrived, and I chose to stick with the offensive.

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Another near-disaster was averted during my attempted landing on Crete. The first sign of trouble came when a squadron of Nationalist destroyers managed to sink the old escort carrier assigned to my transports (though the transports managed to avoid damage). I got my light carriers to closely cover the movement of the transport ships, and while they do escort roles well, they aren't great at carrier battles. The German fleet, which has been rather inactive and hard to find, intercepted my light carriers. Though I did more damage to the enemy I decided to beat a hasty retreat when I saw that Jeanne D'Arc was at risk.

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Crete wasn't an immediately vital goal, and considering these developments perhaps I couldn't really manage the sort of amphibious landings I mentioned earlier. My fleet carriers, while almost ready, were still some ways off. Instead of risking the light carriers I wanted to employ as transport escorts, I decided to proceed with the invasion of Turkey and get down to Suez (still under German control) as fast as possible. Without Suez, that fleet would be left either out of the Med, or be cut off from supply. That's why I'd argue that, save for more ambitious goals, France doesn't really need a navy. It can invade Africa via Egypt.

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The speed of my motorized divisions was fast enough to enable me to get to the other side of the Bosphorus before the Ottoman army, most of which had participated in the Battle of Istanbul could retreat. I was thus able to annihilate the mainstay of their army avenging my own losses. With the mainstay of their army gone, the invasion of the Ottoman Empire followed the same logic as before; quickly capture VPs rather than fight every isolated division. By the time I ran into the Ottoman Army again, it was a pale shadow of itself that I was able to quickly brush aside as my motorized divisions raced down the crescent.

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Once my armies got to Sinai, they were able to quickly overwhelm the small German garrison. The success was greater than I could have hoped, with the mainstay of the remaining German fleet getting destroyed in port, including those pesky carriers. The Med was now my lake allowing me to dominate it without a fight.

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As my armies took Suez, I also received a delivery of new transport ships and completed recruitment of new marine divisions I deployed in Athens. With the German fleet gone and the National navy more or less impotent even against my light carriers, I tasked the marines to take Crete and complete the liberation of Greece. The German garrison there was larger than expected, and it took significant air support to break resistance allowing my larger TAC force to prove its worth.

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With the back of their army broken and their VPs captured, the Ottoman Empire and its Persian puppet finally surrendered.

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You'd think that this final victory in the Balkan War would be cause for celebration, but you'd be wrong. For just as I went about the work of re-forging the region in the Commune's image, a travesty emerged. It wasn't due to a military defeat, AI event decision, or in-game problem. No, my problem was so much worse...

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GREECE APPOINTED A KING AS ITS HEAD OF STATE!!!


Unacceptable! The Third International cannot tolerate this kind of bellicose force of reaction in the cradle of ancient democratic socialism (if you question this narration of history, please report to your local party office for a free seminar that will... re-educate you in correct historical socialist thinking.) Evidently, the anarchist mob had undermined our Syndcialist ideology to such an extent our people on the ground thought such a compromise with aristocratic privileges acceptable. It was clear that this... scandal would require a harsh response to make an example. I thus instituted a rapid ideological purge to defend our freedoms!

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A quick sweep through the Greek mainland (minus one royal family) later, the new sister Republic finally took an ideologically correct position. Romania briefly alarmed Paris with what appeared to be their own monarchist tendencies, but it soon emerged it was just the guy's academic title. While still at odds with our egalitarian ethos, it was decided to humour our Romanian comrades who clearly wished to make an example of the importance of higher education. (Or to put it in another way, I couldn't get rid of the guy, so I had to be satisfied with simply "correcting" Romania to the present ideological canon.)

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All that was left was to decide upon the new borders of the Balkans. I decided to largely establish states with consistent linguistic groups in order to make party propaganda less troublesome. Any suggestion that the Commune of France entertained the nationalist-chauvinism of the Balkans is as ludicrous as the Imperialist accusations that France sought its own aggrandisement in its voluntary incorporation of Geneva, Wallonia, and Luxembourg! Absurd! Those lands were an integral part of the French Revolutionary ethos since 1789 and their people were given a choice to approve their ascension into the commune via plebiscite.

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Albania, already rather flimsy relative to other sister Republics, was granted control of provinces with Albanian speakers to increase its capacity to contribute to the world revolution. Similarly, Bulgaria retained control of Southern Dobruja and custodianship of the linguistically similar Macedonians. France will retain control of Alexandroupoli to construct a port and then transfer control of the province back to Bulgaria to allow it equality of access to the Mediteranean. Romania renegotiated a bit of its border with Poland in exchange for an international commitment to assist it in overseeing the liberation of White Ruthenia once the war with the Russian Imperialists begins. Greece received most of its claims short of half of the Island of Cyprus it will co-manage with the newly established Turkish Republic.

On that matter, while sound Syndcalist thinking would mandate the creation of large Turkish and Arab states in the Middle East, the Paris Academy of Industrial Efficiency has conclusively proven that Middle-Eastern peoples are industrially more effective in dispersed rather than centralized regimes. In other words, the game does grant some states an IC bonus well in excess of their native industrial capacity. This bonus does not reach everyone equally, formally independent states such as Albania and Kurdistan (and Iraq for some reason) can't get it, but I decided to humour their demands along with attaining a maximum industrial output in the levant. It's true that in the immediate term Arabia will be weaker due to the loss of potential industry, but overall, it represents a long-term gain for the international.

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The process was conducted in the following order. Firstly, France gave Egypt control of Port Said as a measure of goodwill and trust building to show the complete absence of imperialist designs on their territory (and because I didn't want it to become the Arab Federation's capital in the absence of Cairo) I then erected a zone of French guidance in the Jewish coastal enclaves, the...culturally compatible land of Lebanon, and a buffer state in the Transjordan between the historically challenged spheres of Turkey and Arabia. Each one of these states received the benefit of the industrial bonus (5-8 IC) after taking this screen-shot.

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I then partitioned Anatolia into Turkish and Kurdish sister republics (Kurds received most of their demands to connect them with industry)

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The next step involved the transfer of Jerusalem and Syria to Turkish custodianship out of respect for their historical dialectic (and to compensate them)

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Finally, Persia and Arabia were liberated and no, that isn't a king, but a culturally significant individual to the Mohammedan faith the International decided to afford certain recognition thereof in the interests of peace and solidarity (socialist Persia apparently only has one core so I liberated the regular one)

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The final shape of the free post-imperialist Middle-East at last toom form!

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To finish off this update, other notable developments include the 2nd round of industry putting us well ahead of our competitors. With the newly found industrial might and a fully recovered manpower pool, I've opted to construct mechanized divisions as the supporting arm for our future armoured forces.

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The more interesting development is the beginning of the Indian Unification War which is steadily going in the reds' favour. With the liberation of Persia, it will now be possible to both assist our Indian comrades in concluding the war and then benefit from their support in future wars against the imperialist powers!

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No commands are needed, they really love us that much!

With the international now a genuinely global community, I think our choice of ending song is obvious!

 
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Why does the CoF have a carrier named after Diksmuide?
No idea, that's one of the 5 names they have for light carriers.

Bernie Sanders is obviously my addition because "Light Carrier division" sounded weird and I thought it was funny.

Edit: Apparently, they have used that name historically for other ships:


But on the whole, it looks like the mod devs didn't really predict players would build light carriers as the CoF because the name list is so sparse and a little weird.
 
Can't really catch differences between great Iraq or great Syria choices...
Greater Syria applies to a state comprising the entire levant (but not Arabia), Iraq is always limited to modern-day Iraq (plus claims on Persia) and the decision to liberate it only means you maintain the occupation of the levant area. In-game terms, I think both are a waste of time. Iraq doesn't get an industrial bonus, and while it can get up to 6 IC with Mosul, if you liberate Kurdistan which uses Mosul as its capital, all it's left with is 3 IC from other provinces and no bonus. Syria gets the bonus, but why create a state with a little bit of industry plus that bonus when you can create several that each gets that bonus in addition to that IC?

All those puppets are going to do is defend their coasts and provide you with garrison troops. But instead of just Syria doing it, and Iraq struggling to do it, I get Israel, Palestine, Lebanon, Syria, and Jordan building me some infantry. All a state needs to work are industry, resources, and population. They get resources via what I give them as overlord, industry via the bonus, and each has at least one pop to build units with. In the short term, that makes them more useful. Kurdistan is in that sense is rather irrelevant because it gets no bonus and has only 4 native IC maximum, but it seems weird to liberate everyone but them.

I am probably making too much of a very minor contribution, and perhaps creating one big Arabia would save me the hassle in the long run, but unless you're up for taking Egypt immediately (which I am not because I don't want a land front with the Entente just yet), that state won't be very useful because the Middle East is very industry poor. Sure, it's even poorer now due to all these puppets, but for now, all I want from those puppets is troops even if it's only a few divisions. I need all the divisions Europe can build for the attack on Russia because between them, a mostly unified China, and Japan, they have A LOT of divisions.

Perhaps I will eventually fold them into the Greater Arabian state once the immediate need is satisfied, but by then the game is practically over. Actually, once I take Africa, the need for garrison troops will only increase since the Entente will probably dominate North America and try to make landings on those shores at least until the new states there can look after themselves. Between them, these provinces simply don't produce much; Israel has one native industry, Lebanon and Syria have 3, while Palestine and Jordan have none. Taken together its 7 industry lost to Arabia. Collectively as puppets with bonuses they have 36 IC!

In role-playing terms, I like to think of it as an interim solution. The Ottoman Empire survived this long, it would make sense for it to be harder to reduce just to the Turkish mainland than in OTL and to let it maintain a limited sphere of influence. In this game's timeline, the Arabs invaded the Ottoman Empire and lost, with Egypt barely getting out of the war at the cost of handing over Port Said. For the same reason, I didn't give the Kurds all their claims on Anatolia because they also rebelled against them and lost. Israel and Lebanon likewise represent less those IRL states and something more akin to French interests and naval bases.
 
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All those puppets are going to do is defend their coasts and provide you with garrison troops.

Except if they right away start building a tactical bomber....

[I got so annoyed about it that once I even started to dive into the commands for AI-files... then, quite a while later and starting to become really frustrated that my endevours had zero success, I learned that such changes, when done during the game, have to be done not in the AI-files but in my own save-file (where all the country-scripts get included).]
 
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Except right away they start building a tactical bomber....

[I got so annoyed about it that once I even started to dive into the commands for AI-files... then, quite a while later and starting to become really frustrated that my endevours had zero success, I learned that such changes, when done during the game, have to be done not in the AI-files but in my own save-file (where all the country-scripts get included).]
Weird, my ones are building infantry, though it is true the larger ones have an annoying habit of building planes...
 
Great guide! Question on your early CoF build strategy: for breaching the German fortifications, would ENG work instead of ART/shART , considering that it doesn't slow down the INF and needs no upgrades?
 
Great guide! Question on your early CoF build strategy: for breaching the German fortifications, would ENG work instead of ART/shART , considering that it doesn't slow down the INF and needs no upgrades?
Pretty sure engineers are specifically more helpful against river crossings, but considering much of the German border is protected by river, they could be useful.

Due to issues with the saves used for this guide, I've restarted it in a new thread where I intend to write a more consistent take on CoF strategy.

 
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