Where I left off the Normal game, it was April, 1941. No invasion of Norway occurred, but Denmark was taken, along with Luxembourg, Belgium, and the Netherlands. Greece never got taken. U-Boat threat was minimal. Italian Navy was hiding. France was not only still in the war, but it was starting to advance. We are not sure if there is a change in AI where France gets more confident and aggressive. Eventually the USSR might enter the war. Japan might also enter and pickup Hong Kong and Singapore if we are not prepared for the threat. The 1940 US Election went the wrong way and the result appears devastating. The final victory seems more likely and we will skip ahead to the challenge version of the game.
When we played the Very Hard Campaign in HoI1, a lot more events played out historically. We messed around in Poland, and although we lost, we slowed them down a lot. Norway and Denmark did not happen, because their surface fleet was gone right away. France fell. However, we were still able to win the war with no help from the USA. The MVP of that game was New Zealand.
Here is the setting:
Challenge Accepted!
The big question is - What does it do? It affects a lot of other things, too. Here's a single block out of diffficulty.csv:
-40 to Production - We already start with net penalties of -50%. Now we have -90%. The -40% penalty is applied to our base production of 147. We count approximately 21168 of production not happening. Assuming half could have gone to building units, this will be about 10k we will not be getting. It is probably 40k worth of projects by the time the war starts. We will not be starting the game with a huge list of projects like we did before and we will have to be more mindful of what we are building.
In fact, we are starting the game with 15IC or 10%. This will change to 0% for Edward and we can recover it to 35% by the end of the year.
-40 to Resources - This goes along with the Production. The UK appears to be well balanced in terms of resources. It is difficult for us to see the effect on resources.
-30 to Manpower - We start with +10% due to Technology and -6% due to Domestic Policy. This will reduce to -36%. Our net Manpower is now 0.43 per day. The next Technology bonuses will be relatively more important and so will our Domestic Policy and Ministers. We do not currently know the exact formula for manpower.
-20 to Research - This goes right to the top. Base research is 3.0. The -20 penalty changes this to 2.4. We have a 10% bonus for technology, so 2.64. This is multiplied by (6 + research skill) and then doubled if we have a skill match. So for skill 6 and a match, this is now 63.36. If the project is difficulty 3, then the cost is 100 (2D+4) or 1000 points. Progress will show up as 6.336 and shows up as 1.2% in the display. Ahead of time penalties appear to be taken off the top and believe it is multiplied. So if the penalty is 90%, then we will only see 0.6336 progress which will show up as 0.0% in the display. With our research already 20% slower, we will have to prioritize projects and are very unlikely to be researching ahead of time.
-30 to Organization - Ouch. However I was looking around our troops and do not see a difference.
-10 to Combat - This is also ouch. It might not be as bad as in HoI1. We will have to be more careful in how we choose our combat.
-10 to Move Speed - The ouch continues. This means we will constantly be outmaneuvered and losing foot races.
-40 to Dissent - We are not sure what this means, partly because I did not explore this as much. It might make those 10 point hits we were taking in the previous games hurt a lot more.
-50 to Diplomacy - We are not sure what this does. Maybe it means negotiating for blueprints will cost more. We did not play diplomacy much in the previous game.
-10 to Intelligence - We have no idea what the intelligence game does. We did pick up a couple of blueprints in our previous game and it seemed inconsequential. Also, if we are playing the game in shorter sessions, then random events are much less likely.
Checking our our opponents in the same file, it appears they start with +20 to the entire list above. In the case of the UK, this will be a mixed bag. Germany getting +20% will be a big deal. However, the USSR will also get +20%. So will France and the USA. It looks like all AI get +20%.
This is what the start looks like:
It looks brutal. We start with 15 production and it will be getting worse within a single month.
Perhaps this game will proceed at a more majestic pace.
We will start the discussion similar to before, discuss the starting situation once again and lay out a plan to get through 1936. We believe the result will be more balanced. Our opponents will start the game with more stuff. We will start the game with less stuff and be more reliant on our Allies.
I will take a few posts to make an introduction and planned first moves. Hopefully we can get a session started on Friday Night Game Night.
When we played the Very Hard Campaign in HoI1, a lot more events played out historically. We messed around in Poland, and although we lost, we slowed them down a lot. Norway and Denmark did not happen, because their surface fleet was gone right away. France fell. However, we were still able to win the war with no help from the USA. The MVP of that game was New Zealand.
Here is the setting:

Challenge Accepted!
The big question is - What does it do? It affects a lot of other things, too. Here's a single block out of diffficulty.csv:
-40 to Production - We already start with net penalties of -50%. Now we have -90%. The -40% penalty is applied to our base production of 147. We count approximately 21168 of production not happening. Assuming half could have gone to building units, this will be about 10k we will not be getting. It is probably 40k worth of projects by the time the war starts. We will not be starting the game with a huge list of projects like we did before and we will have to be more mindful of what we are building.
In fact, we are starting the game with 15IC or 10%. This will change to 0% for Edward and we can recover it to 35% by the end of the year.
-40 to Resources - This goes along with the Production. The UK appears to be well balanced in terms of resources. It is difficult for us to see the effect on resources.
-30 to Manpower - We start with +10% due to Technology and -6% due to Domestic Policy. This will reduce to -36%. Our net Manpower is now 0.43 per day. The next Technology bonuses will be relatively more important and so will our Domestic Policy and Ministers. We do not currently know the exact formula for manpower.
-20 to Research - This goes right to the top. Base research is 3.0. The -20 penalty changes this to 2.4. We have a 10% bonus for technology, so 2.64. This is multiplied by (6 + research skill) and then doubled if we have a skill match. So for skill 6 and a match, this is now 63.36. If the project is difficulty 3, then the cost is 100 (2D+4) or 1000 points. Progress will show up as 6.336 and shows up as 1.2% in the display. Ahead of time penalties appear to be taken off the top and believe it is multiplied. So if the penalty is 90%, then we will only see 0.6336 progress which will show up as 0.0% in the display. With our research already 20% slower, we will have to prioritize projects and are very unlikely to be researching ahead of time.
-30 to Organization - Ouch. However I was looking around our troops and do not see a difference.
-10 to Combat - This is also ouch. It might not be as bad as in HoI1. We will have to be more careful in how we choose our combat.
-10 to Move Speed - The ouch continues. This means we will constantly be outmaneuvered and losing foot races.
-40 to Dissent - We are not sure what this means, partly because I did not explore this as much. It might make those 10 point hits we were taking in the previous games hurt a lot more.
-50 to Diplomacy - We are not sure what this does. Maybe it means negotiating for blueprints will cost more. We did not play diplomacy much in the previous game.
-10 to Intelligence - We have no idea what the intelligence game does. We did pick up a couple of blueprints in our previous game and it seemed inconsequential. Also, if we are playing the game in shorter sessions, then random events are much less likely.
Checking our our opponents in the same file, it appears they start with +20 to the entire list above. In the case of the UK, this will be a mixed bag. Germany getting +20% will be a big deal. However, the USSR will also get +20%. So will France and the USA. It looks like all AI get +20%.
This is what the start looks like:

It looks brutal. We start with 15 production and it will be getting worse within a single month.
Perhaps this game will proceed at a more majestic pace.
I will take a few posts to make an introduction and planned first moves. Hopefully we can get a session started on Friday Night Game Night.
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