In my current
SP-DR* game (no mods, all DLC besides Bosporus) I am trying to implement a lot of the advice from this but also some other threads.
*DR = Deutsches Reich = germany
Having encountered many interactions and dead ends, I'll try to document the most important decisions and their dependencies, so maybe this will help one or the other player.
I will also point out some mistakes I made an therefore reloaded an older savegame or or stumbled upon problems for which I have no solution so far!
I would also like to put up for discussion some points that I noticed in the course of this game.
I will also mention some possible exploits - without the recommendation to use them!
Personal remarks und and own ways (not recommended by the experts) will be marked yellow.
In contrast to many advisors, I have decided to forego the trade war and build on medium-term naval supremacy (as this is quite easy to achieve in SP)
I'm also trying to win the air-battle for britain and go for "Sealion" via the Channel.
I also decided to use an "industry-rush" but I won't go for "Panther in 39" or early "Tiger I" as I won't face many tanks in SP.
I will also choose the (in case of more success) historical path Mobile Warfare R&R - that also seems to fit quite good for a high mobility "Med-Tank"-warfare.
Please be aware of these issues!
Focus Tree:
- Rhineland
- Army Innovations
- Tank Treaty
- 4 Year Plan
- Autarky
- Hermann Goring-Werke
- KdF-Wagen
- Extra Research Slot (finished: 07/37)
- Reichsautobahn* (finished: 10/37)
- Anschluss (finished: 02/38)
- Fleet Upgrade (35 days)*
- Naval Efforts (35 days) as 10th pick I'm running out 100% Slots before Reichsautobahn is finished
- War economy
- Army Innovations II
- Sudetenland
- First Vienna Award
- Fate of Czech
- Eastern Claims
- Coal Liquid.
- M-R-Pact
- Danzig or war
- Syn.Rubber
Maginot --> Aviation Innovation **
Aviation Innovation --> Maginot **
- Weserübung
- Dock Expansion
- Tactical Air Attack
- Westwall
- Construction Industry (start: 12.12.1940 end: 06.06.1941)
- Aviation Innovation II
* first took this as 9th pick and delayed Reichsautobahn by 35 days (as 100% INFRA in Rhineland and Moseland still gives enough 100% slots), only to notice afterwards, that I'm not far enough with my naval-techs to use the additional docks efficiently.
** as my 2nd collab on Poland will be complete in end of 01/40, but I have to declare war on Poland on 01.01.40 I try to keep Poland alive until collab finishes and go for Yugoslavia before "Fall Gelb" (also to do at least one collab on France) - next run I need to optimize the timing and use my 2nd collab on France instead of Poland!
PP-picks:
- Bormann
- Free-trade
- Krupp
- Schacht -> 75PP, directly after finishing 4YP
- Canaris*
- Porsche (3 days before Pz. III research is finished - optional: take Guderian as 6th pick, if you skip Pz. III and directly plan to build Pz. IV or Pz. V)
- Guderian
- Improve Relationsship to Japan -> 10PP in 09/37
- Send Attache to Japan -> 100PP in 09/37
- Messerschmidt
Opel --> wouldn't take any pick at this point and would save the PP for later --> earlier change to Funk AND earlier change to extensive conscription!
- Blohm&Voss (95 days before Cruiser-hull)
- Funk (11/38) --> not the best timing, because of the 2 month gap after "Sudetenland", maybe it would be better to Messerschmidt later)
- Fate of Czech (all - 50PP)
- Limited Exports (03/39)
- von Brauchitsch
- Focke-Wulf (hard decision, as I would also need to change to extensive conscription)
- extensive conscription --> as I'm already 3 months out of menpower - definetly to late!
* reloaded as I realised that DR needs Canaris to steal blueprints!
* was thinking about picking Canaris 3rd to get blueprints earlier - but I learned, that there is "nothing to steal" earlier in SP.
...next picks?
...Opel or Mauser? (so far, I have always taken Mauser first and then switched to Opel later?)
Research:
- Machine tools I
- Dispersed industry
- Dispersed industry II
- Construction III --> 141 days left in 07/37
- Medium Tank II (Pz. IV) (100% from tank treaty - finished 01/39)
- DD Hull 1940 (100% from Naval Efforts)
- Pioneer II
- MG08
- MG34
- Advanced fire-control (start: 10.05.1940)
- Landing craft
- MW VI ("Blitzkrieg")
- Construction
- Construction II
- BB Armour I (with 50XP)*
- BB Armour II (with 50XP)* --> 107 days left in 07/37
- Machine Tools III (Optional: Med Tank II - would be finished in 08/38 that way)
- Logistic (company)
- Construction IV (blueprint 2-year-ahead bonus: 54 days)
- Excaviation I (maybe a little late, as a steel-deficit already occured)
- Fighter II (1940 - FW190)
- Improved INF equipment U
- Logistic II
- Improved medium battery (start: 10.05.1940)
- MP40
- MTN (100% from ITA research-treaty)
- MAR II
- Light Tank II ("Leopard")
* this way I will get the best available BC Armour before end of 1937 and will get a fleet that hopefully supports a 1941 Sealion. Never had any problems with SU, therefore Sealion (and a possible US-invasion later) are from my experience the biggest challenges for DR in SP. But as el nora argued, there might be better ways and the value of BB/BC Armour was also questioned. For me it's a "do it early or leave it"-decision, as otherwise you won't get your two 1936 BBs refitted to BCs before "Sealion". I will also push some other naval-components for this reason.
- Electro
- Mechanical Calculator
- Radio
- Electrical Calculator --> 165 days left in 07/37
Excaviation I* --> Improved fire-control-system
- Cruiser Armour (50XP)
- Improved Calculator
- Recon II
- Maintenance I (48 days left on 10.05.1940)
- AMTRAC (just 73 days with bonus from "Weserübung)
- Improved rubber-processing
- Medium SP-ART ("Hummel")
- Advanced rubber-processing (still a major shortage and no rubber in sight)
- Improved Infantery Equipment II
* as you would lose the 100% bonus otherwise (for unknown reasons) when I get the 1st industry blueprint --> seems that you get the bonus back later
- Catapult
- Para
- Machine Tools II
Light SPART (Wespe)* --> Med Tank I (Pz. III) (+2years & 100% from tank treaty)
- Radio localisation --> 3 days left in 07/37
- DM-Radar I
- MW II ("delay")
- MW III ("elastic defense")
- MW IV ("spearhead")
- MW V ("?")
- Rubber-processing
- TAC II ("Ju 188")
- Secondary multi-purpose battery (start: 10.05.1940)
- Torpedo III
- Excaviation II
- Production IV
- Improved CM-Radar
- Advanced Calculator
*as Corpse Fool argued correctly, the timing is suboptimal, as it uses up a 100% Tank-Boni this way. Just didn't notice that, as it's not marked in the tech-tree.
- Slot 5 (available in 07/37):
- Marines
- Mobile Warfare II
- Light SP-ART (33 days filler until blueprint)
- Dispersed industry III (just 39 days with blueprint)
- Cruiser Hull (100% from FT)
- Mech I (100% Bonus)*
- Dispersed industry IV (just 40 days with blueprint)
- Petroleum processing I
- Imp. DM-Radar
- CM-Radar I
- Fire extinguishing exercises (start: 10.05.1940)
- Battlefield Support: Dive Bombing
- Battlefield Support: CAS
- Battlefield Support: Formation combat
- Battlefield Support: Hunter-Killer
* you could certainly argue at that point, that it would be better to keep that boni for Panther and therefore start research on Mech I before Army Innovation II is finished! As I don't go for a "Panther in 39"-tech-rush, I'm fine with start building Pz. IV and MECH I in early 1939.
Espionage:
Abwehr (started immediatly in 01/36):
- Commando (as this increases the survivability of your operatives - but this is just my personal choice - if you take it, take it first)
- Blueprint stealing (recommended for bluprint-stealing)
- Invisible Ink (recommended for bluprint-stealing)
- Economy/Civilian (mandatory for bluprint-stealing)
- passive defense -> 2nd operative (end of 07/36) (or any other 5IC-pick)*
- pause until Sudetenland (as you need the CIC to push your industry)
- Decryption (8 IC - start in 09/38)
- Radio Interception Group I
- Radio Interception Group II
- Government Cypher School I
- Government Cypher School II
- Airforce Department
- Army Department
- Naval Department
- Anti-Partisan I
- Anti-Partisan II
*optional you could take Decryption (8 IC) as Porta80 recommended to get earlier access to decryption.
Operatives:
The lower three operators are preset and will always be available until you take them.
All other operators are random!
Reloading could give other random operatives.
Reloading the same savegame again won't - better create several different savegames before you get a new operator (one per day, as it seems that the random-ones will change all 24 hours)
- for a 100% bonus chance on stealing blue-prints 3 Safe Crackers are needed, at least 2 are recommended
- if you are lucky and any random Safe-Cracker is available, don't take the preset one!
- if you are unlucky and can't get 3 Safe-Crackers, the Infiltrator seems to be the 2nd best choice
...any other recommendations?
Abwehr "missions" (under construction, still trying to find a good path):
The "trick"
(exploit) to push your industry techs by stealing blue-prints is to find a nation that has the "opposite industry-tech" that you use!
Means if you go for "dispersed industry" you want a nation that already finished "concentrated industry II" (or will finish it in less than 120 days).
No idea why it needs "concentrated industry II" for that, but stealing from a nation that has the opposite L2 industry-tech will result in some kind of boni on one of your industry techs:
- 300% and 1 year-ahead (basic)
- 300% and 2 year-ahead (with bonus)
- 10% on a random tech (if nation X doesn't have the opposite L2 industry-tech) *
- Tech (if nation X has a fitting tech that you doesn't have) *
* not a possible outcome in this case!
...is this correct and are there possible other outcomes?
After "Civilian Infiltration" you can have a look at the spy-tab of that nation and have a look on their tech-tree progression.
Before starting "Civilian Infiltration" change to speed 5 and make sure that your chosen nation takes the opposite tech-patch.
- building network in Nation X as soon as you get your 1st agent
- 2nd operative available: starting civilian infiltration in nation X (07/36 - (prequisite for stealing Industry blueprints)
- rebuilding network in nation X (10/36) (do not subtract this agent for the parallel operation)
- parallel: start building network in Poland (or France) (as you would be to early for stealing blueprints in nation X otherwise)
- parallel: prepare collaboration in Poland (or France)
- start collaboration in Poland (or France) (03/37)
- start stealing blue-prints in nation X (08/37)
- rebuilding network in nation X (12/37)
- stealing blue-prints in nation X I (finished in 09/38)
- rebuilding network in nation X (09/38)
- stealing blue-prints in nation X II
- rebuilding network in nation X
- stealing blue-prints in nation X III (finished in 04/39)
- parallel: start building network in Poland *
- parallel: start building network in France
- parallel: root out resistance (Prague)
- parallel: start collaboration in Poland (finished in 01/40) *
- start collaboration in France (finished in 09/40) *
Nation X could be Bhutan, but I don't want give that exploit as an explicit advice
* wouldn't start a 2nd collaboration in Poland next run, as this delays collaboration in France and the entire course of the war - optional I would skip the 3rd blueprint-stealing!
Construction:
- Rhineland: 2x INFRA*
- Rhineland: max CIC
- Moselland: 3x INFRA*
- Moselland: max CIC
- After "Reichsautobahn" start building CIC in all 100% provinces
- building a few refineries starting in 1938
- Increasing INFRA in "Niederschlesien" to 100% in 1938 (finished in 10/1938)
...actual thinking about mixing in Refineries after "Reichsautobahn" to reduce the IC for oil-imports - what do you suggest?
*INFRA will cost ~40 days to improve and won't pay off in total CIC certainly - anyway I will go for the extra ressources and the curiosity to see how much in total CIC this will cost.
Benchmark 01.06.1939:
Owned CIVs =
102 (1.101.600)
MILs =
72 (518.400)
Docks =
20 (128.000)
REFs =
4 (58.000)
Collaborations = 1 (Poland)
blueprint-stealing = 3
Espionage: 78 CIC on departments
Benchmark =
1.806.000
Fighter: 1.440
TAC: 740
CAS: 320
LARM: 2.820
MARM: 345
To be honest, less then I expected!
Possible mistakes in build-up:
- used CIC on imports - I became aware too late, that raw material-shortage doesn't hurt that much and could be ignored
- build (to) much INFRA (10 Provinces on 100% - not sure how much that helps for the later game, but certainly not for the benchmark)
- maybe war economy should be taken earlier
- ?
build-up decisions that I do not regret (so far):
- no extreme Industry-Rush (tried to keep some diversity in research)
- no Ace-Spamming (min. 25 Planes -> 7 Aces)
- no conversion MIC to CIC
- building some INFRA (as I would run out of building-places otherwise)
- ?
Production:
- Naval: skip all not yet started ships/subs
- all free MIC to Fighters (or just 4 MIC?)
- no other changes
...better options?
...I wonder if just starting with just 4 MIC to fighers and no need to use a 2nd CIC for rubber this would be the better way?
...especially as I'm quite short on Pz. II this way.
...how would you spend the MIC in this case?
Trade (initial):
- skip tungsten
- 2x Rubber (1x ?)
- 1x or 2x Oil
War history:
- 01.01.1940 -> Poland (via Danzig or War) (capitulation delayed until 02/40 due to collab-operation in progress)
- 29.03.1940 -> Yugoslavia (via declaration)
- 29.03.1940 -> Romania (via defence agreement with Yugoslaviaor)
- 10.05.1940 -> Greece (via declaration)
- 28.07.1940 -> Denmark (via "Weserübung")
- 18.08.1940 -> Fall Gelb (via Maginot)
- 12.10.1940 -> Norway (via "Weserübung")
- 18.07.1940 -> "Sealion"
- 27.07.1940 -> Peace Conference
Lost almost 3 month due to collab-operations in progress and to late war declarations on Yugoslavia and Greece