• 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.
Wait, no Stalin? Wow. Tough event there with the Naval Conference. Seems odd that it takes longer to build smaller ships...

Vann
 
Enewald: Yes, I plan to have a lot of infantry, and in the not-too-distant future.

comagoosie: Exactly!

Vann the Red: Since it probably isn't possible to actually restrict the number of ships buildable by a country directly, the mod-makers presumably decided to make it prohibitively expensive to build any ship (of course, this also helps against cruizergs and destroyers stacks of doom). Of course, this doubles or triples (!) the IC-day cost of building capital ships. (Finally, this game hasn't just derailed, its been derailed, abducted, and taken to Cuba!)
All: Update in a bit...
 
US Joint Army Navy Board, Joint Planning Committee Update to War Plan BLUE, approved September 30th, 1936:
excerpts reproduced below
...Industrially, the situation looks quite favorable compared to a year ago. The increasing demands on American producers of war material by the European war, along with the recent establishment of the WPA, have greatly increased potential output in the event of an all-out war. Expansion programs carried out under the auspices of the New Deal have also had their effect, increasing production capacity significantly...
GearingUP.jpg

...Soviet expansion into Europe is quite worrying to the board's analysts. While such expansion offers certain advantages to American forces, it also threatens a great deal of additional difficulty in defeating the Soviet Union. Further analysis will be necessary...
Why.jpg


US State Department Internal Briefing, issued September 24th, 1936:
The recent collapse of the German state and its division between Belgian, French, and Soviet control has simultaneously greatly complicated and simplified the European diplomatic situation. While the situation of two ideologically hostile states sharing a common border--in occupied territory, no less!--is obvious, less obvious is the fact that Hitler's Germany was dangerously expansive and territorial, and would likely have triggered a general European conflict at some point in the future.
ScreenSave13-3.jpg

Soviet belligerence requires a strong response from America. In particular, the State Department recommends the cessation of all active trade treaties between the Soviet Union and the US, and the refusal of any further treaties. The public mood will not, unfortunately, support any further action at this time.
 
A quick question: I'm having some real difficulty deciding between light and heavy artillery, engineers, and infantry to brigade my Pacific garrisons. Since the garrisons aren't going to move anywhere speed isn't a factor, but each offers some good stat bonuses (reproduced below):

GAR-LART: 8.9 IC/day for 69 days; costs 10.0 MP. Altered stats: HA 4, SA 12, Defensiveness 18.

GAR-HART: 9.0 IC/day for 69 days; costs 10.0 MP. Altered stats: HA 9, SA 10, Defensiveness 16.

GAR-ENG: 8.6 IC/day for 69 days; costs 10.5 MP. Altered stats: Defensiveness 26, Toughness 14.

GAR-INF: 7.7 IC/day for 69 days; costs 11.0 MP. Altered stats: ORG 43%, Morale 40%, HA 4, SA 10, Defensiveness 18, Toughness 9

Vanilla GAR (for comparison): 6.6 IC/day for 69 days; costs 8.0 manpower. ORG 36%, Morale 30%, Softness 95%, HA 3, SA 8, AA 2, Defensiveness 12, Toughness 6, AD 4

Which option is better?
 
Go Sovet! But who is controlling Danzig?
 
Davisx3m said:
Go Sovet! But who is controlling Danzig?

Having played this mod once, I believe Danzig is controlled by the League of Nations.
 
Davisx3m: Danzig starts out under the control of the League of Nations, to represent the 'Free City' status it had after WWI. Eventually, the province is usually given to either Poland or Germany. Since both of those states were destroyed, the city hasn't been given to anyone.
 
I would let them unbrigaded. The best brigade in mod 34 are the rocket brigades. If you take regular art imo light art is better for soft attack.

For offence I suggest RArt and SPRArt.

For Navy you can simply push towards semi modern CL and Advanced CV as I did with Japan.

I would not build Inf until you have the advanced or semi modern models which are quite easy to get.

If you`re still in 36 you can neglect tanks and push for Air Cav which should be ready in 1940. This path aso gives you the advanced Inf models.

Since you have an ahistorical game you might look for an earlier entry though.
 
Today, I wanted to talk about technology. More specifically, what technology the US is researching, what technology the US is aiming for, and what areas the US is ignoring. I couldn't figure out how to do this well in the usual format, so I'm breaking character and doing a pure gameplay update.

Gameplay update #1, April 1st, 1937:
Mod-34 has a very very complex tech tree compared to vanilla Armageddon. Techs will have all sorts of prerequisite techs all over the tech tree. In particular, the Industrial techs are extremely important, so we'll start there.
CriticalIndustry.jpg

The techs marked with an 'x' are the ones I consider to be especially important right now. Advanced pieces is a prerequisite for almost all further naval research, Average Radar is a prerequisite for more advanced aircraft carriers (and some naval doctrines), and Army Planning is necessary for advanced infantry technologies.
Given the large oceans which isolate America from the rest of the world, naval technologies are obviously rather important to the US.
Naval.jpg

The key thing here is to get the most advanced models of all of the escort ships in time to actually build some before the war starts. While I am stuck using Yorktown-class carriers because of the London Naval Treaty (it takes about 3 years to build a carrier, so I have to start building now if I want any before the beginning of the war), the escorts will take much less time to build. Researching more advanced CAGs is obvious, while researching more advanced carriers allows naval doctrine research.
Of course, given America's reliance on carriers for naval striking power, aircraft and air doctrine research is quite important.
CriticalAircraft.jpg

The rocket and jet engine technologies are needed to have rocket artillery and air cavalry, respectively, while Improved Naval Bombers is a prereq for an important Air Doctrine. Average CAS unlocks more advanced CAGs and allows the research of specialized CAGs in the Naval tree.
CriticalAirDoctrines.jpg

The marked techs are the only air doctrines which affect CAGs, increasing their organization and morale. Obviously, they are rather important to the US.
In contrast to the other trees, I only want a few Infantry technologies: Jungle Fighting 1 (for the obvious reason that I'm going to be doing an awful lot of jungle fighting against Japan), and Semi-Mechanized Cavalry I (because it unlocks Air Cavalry).
CriticalInfantry.jpg
 
comagoosie: Despite appearances, the tech tree is actually fairly simple. It has a "backbone" design: there are a few key techs which are universally useful (mostly industrial techs; advanced pieces and special materials are critically important no matter if you're pursuing naval, air, or land technology) and a lot of others which are only useful under specific circumstances. OTOH, a lot of technologies have are useful even to other areas; better flak techs (in the armor tree) will also improve naval units' air attack and air defense values, making them useful even if you never plan to build flak or anti-air brigades.