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Interesting with the Spanish Civil War. I don't think I've ever seen the Republicans get an advantage that early.

It seems like big countries are hit the worst by the new stockpile mechanics in HPP, if there isn't something I miss. I look at it from this perspective:

A small country may not produce as much resources as the great powers, but if they have the same limit to resource stockpile the smaller country, which presumably fields a smaller army and industry, will use up less of their resource supply every day and thus it will last longer for them. Is this right, or does the stockpile limit scale with the size of the country in some way?

EDIT = I just realised that as the amount in stockpile decreases, your production increases, and that should make my theory invalid, right?

You're correct that big countries are hit harder. The intention of the stockpile mechanic is to prevent players from accumulating massive stockpiles of 99999 in every resource and then not having to worry about that for the rest of the game. For example, in vanilla HoI3 a common plan for Germany is to manually control trade and make as many deals for rare materials as possible, so that once you go to war you won't be hampered by resource needs. The HPP mechanic limits the effectiveness of this strategy, so in practice the only country I can get to a 99999 stockpile with is the USA (and it's not like resource scarcity is ever a problem for the USA anyways).

I'm not sure what you mean by production increasing, the amount of IC you have directly determines your resource usage but not the other way around.
 
Thank you for the answer!:)

What I meant was that when there's less resources in your stockpile, your resource production goes up and when the stockpile is very filled, then your resource production decreases, as this seems to be the way HPP handles it. I forgot that production could mean both resource production and unit/building production.

But I realise that this has nothing to do with my real point and that I wasn't focused when I wrote it. You have already answered the part that mattered.
 
Thank you for the answer!:)

What I meant was that when there's less resources in your stockpile, your resource production goes up and when the stockpile is very filled, then your resource production decreases, as this seems to be the way HPP handles it. I forgot that production could mean both resource production and unit/building production.

But I realise that this has nothing to do with my real point and that I wasn't focused when I wrote it. You have already answered the part that mattered.

Ah, I see now, apologies for misunderstanding. The mechanic is supposedly representing the idea that as you accumulate resources, you have difficulty finding more places to store your stockpiles which reduces the efficiency of gathering them, if that's at all informative.
 
It's probably easier to understand as a comparison to vanilla. In vanilla HoI3, you have various levels of theory (e.g. Infantry theory, Artillery theory, etc.) which go up when you research techs in that area. For example, if I research Infantry Small Arms, I get a theory point in Infantry Theory. If I research Capital Ship Engine, I get a point in (IIRC) Naval Engineering Theory. Those theory points will help research future techs in that area more quickly, just like practicals help build units more quickly. (I'm sure you know this already since you more or less wrote the book on HoI3.)

In HPP, researching most technologies will instead give you a point of "Educational System" instead of the corresponding theory, and the techs in the Theory tab have to be researched to provide actual points of Theory in whatever field(s) you want to focus in. The Theory tab techs themselves work the same as vanilla, it's just that the fact that researching most techs no longer gives points to the corresponding theory, so the Theory tab is actually useful (and perhaps needed) compared to vanilla where it mostly gathers dust. Note that the Theory tab techs use "Educational System" to accelerate the research, so there's a kind of back-and-forth between researching Theory techs and everything else to keep an "optimal" level of research speed.

As for the operational techs, those are controlled by events so I don't think the theory techs should be affecting that. The events are set up so that you only have one doctrine tech available for each category (infantry and armor in the Land tab plus one in the Organizational tab), so if you're waiting for another tech to roll around you may need to research the one already available. Otherwise there could be a bug in the events, HPP is great but I know it's not perfect.

Thank you! That's helpful. I remember the way research worked in vanilla -- you basically get a bonus to your relevant research in practicals by spending time researching in theory, which makes sense. Maybe more sense than HPP, but I haven't had time to give that more thought.

This should be interesting to follow, I'm in. An early war Germany in itself is an interesting proposition and having never played with mods, I've been following a couple of AAR's with mods, like Macke11's 'The Pacific Empire' using Black Ice, and now HPP with yours, maybe I should try one of those in the future...

I don't know much about this specific event, but considering the 'fractured government' modifier, I think it's to small in Vanilla TFH, it's effect is barely noticeable over long periods of time. So I guess 'fractured government' being more of a pain in HPP seems more realistic.

I always liked the intricacies of the Naval Strategy in HOI3, and I think a victory on the sea is achievable with a Heavy Cruiser / Destroyer navy, as the most important factor is being able to run from battles you cannot win, as well as Sea Attack / Hull size and Sea Attack / ICDay. All of these favour the Heavy Cruiser, which packs a heavy punch for it's hull size and it's price. With it's high speed (for a capital ship) and combined with fast Destroyers, it should be able to outrun almost any enemy fleet (except pure Destroyer fleets, which you easily blast out of the water), as your closing speed will be much higher. The Heavy Cruiser strategy is only worth it if you build (a) large fleet(s) and don't mind losing a few of them, but look at it this way, instead of repairing heavily damaged Battleships, you can build more modern cruisers... Crush the enemy with speed and numbers... If you want to easily close with late game Carrier fleets, your only real option, except a Carrier fleet of your own, is a really fast Cruiser Fleet.

Welcome, RoverS3! I agree on the cruiser vs. battleship thing. The USA had to deal with a similar situation, historically, in the early months of the Pacific war, where their key Pacific-based battleships were sunk and they relied almost entirely on cruisers and a handful of carriers. I don't know if you're familiar with my first HOI 3 AAR, Imperio Novo, but in that I played an Axis Portugal, going up against the big guys with cruisers in place of battleships and armored car brigades in place of tanks/motorized! :D

It helps that the Naval AI is pretty rudimentary and lacks imagination (or common sense).... (shrugs)

Interesting idea. Question - if Poland joins the Allies what happens them? Puppet them and keep them between you and the USSR? :)

Welcome, Eurasia! It's certainly possible Poland could join the Allies, except that I didn't actually provoke Poland in this game, enough that they were pushed toward the Allies. Not, at least, until after war had already come with the Western Allies. Poland is actually relatively warm toward Germany in the beginning. In an early HOI game, I seem to remember I allied Germany with Poland, such that when Germany invaded the USSR later on, I wasn't taking land for Germany, but instead for Poland!! I replayed with some modifications on that one, as I recall. :)

I won't spoil the rest by explaining what happens with Poland.

Interesting with the Spanish Civil War. I don't think I've ever seen the Republicans get an advantage that early.

It seems like big countries are hit the worst by the new stockpile mechanics in HPP, if there isn't something I miss.

....

What I meant was that when there's less resources in your stockpile, your resource production goes up and when the stockpile is very filled, then your resource production decreases, as this seems to be the way HPP handles it. I forgot that production could mean both resource production and unit/building production.

Yeah, I was shocked to see the Fascists failing so early on.

On the resources thing I can see either what you're saying or how you got that idea. You're right, in practical terms, about what happens, but technically you're not. It's not that you actually produce less when your stockpiles are high in HPP -- you produce exactly the same. It's the negative modifiers imposed by the storage penalty which causes you to have less added to your stockpiles (which, in effect, is the same as producing less). If you're producing 200 metal, you will still produce 200 metal in game terms after the penalty is applied: 200 -15% = 170. And once you translate back into "real life" terms, then yes, you're producing only 170 metal instead of 200 (unless you assume the 30 metal loss is due to wasteage, or something). Wheels within wheels of abstract thinking... :D

And yes, you're also right that big countries are hit hardest, because they are the most likely to be able to afford enough of a stockpile to trigger the penalties.

Very interesting so far, including some of the explanatory stuff, for those of us who are reasonably familiar with but not experts at the game.

A general AAR question, out of curiosity: how far ahead have you played? And if it's a matter of just catching the story up to 1938, do you intend to write then play again, or always play well ahead and back cast from there? Will just affect the way I comment really :)

Ahh, you ask a really good question! :) I am currently playing in February of 1941, and I intend to keep well ahead of the AAR in gameplay -- it helps me to understand the AAR in context, and even to know if such an AAR would be interesting. So any suggestions on gameplay offered in comments are likely to be unuseful for this game, but could certainly help me and others in other games. Since this is intended as a strategy AAR, such comments on gameplay in theory would be entirely useful, and therefore welcome!

For what it's worth, for an insight into my AAR-writing habits, up to Feb 1941 I've collected 9,000 screenshots, most of which are more to tell ME what's going on, so I'll know how to write the story, and you won't ever see them. That first update had 6 screenshots, boiled down from the first 35 I took. I think I didn't collect screenshots at all before spring of 1936 because I didn't really intend turning this into an AAR.

Once combat starts I begin taking an awesome number of screenshots -- often 3 or 4 per game hour -- just so I know 1) I'll have the right shot to use to make a relevant AAR post, and 2) so I'll know exactly what's going on in context and can filter out the noise from what's significant. Often I have no idea what's significant or not until after I see how things develop.

I'm also a very pedantic player. Even if I weren't documenting things with screenshots, I want to make sure I'm not missing things as the time clock ticks away. After all, the hypothetical generals I'm pretending to be had a whole hour to decide what orders to give for each game hour, right? I try to strike a balance in there, just so I don't end up in 1940 thinking, "Oh, darn, I meant to put some paratroopers in the production queue, months ago!" :) One reason why I intend to play well ahead of the AAR updates is because we'll likely be catching up to where I am in the game at a rapid pace, so I have to stay far enough ahead to keep from getting there.

Thanks again for watching, folks! I'm hoping to have an AAR update by the end of the weekend. I think it's reasonable to expect I'll be posting one update per week, on average, but the pace may vary.
 
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To Germany, fighting the Communists is our raison d'etre, to borrow a phrase from our likely enemies. It is our reason for being, because the Communists threaten all that we hold dear. These Spanish Republicans pretend to be a "western democracy" like the French or British have. But on the other hand they give in to the most radical socialistic ideas and have even begun burning churches. This suggests a closer link than they will admit to Godless Communism. Soon we will see repeated in Spain the greatest atrocities of the French Revolution. Nevermind that Nazism is also mostly an atheistic creed, many of the aristocrats and officers who lead the German Army are deeply religious Protestants and Catholics, and they are increasingly concerned about the disorder allowed by the Spanish Republicans.

It must not be allowed to prevail, if we can help it. We may not succeed in turning the tide there. But we must try. Besides, it will provide valuable experience for our fighting men and will serve as a testing ground for our innovative new weapons systems and techniques.

Germany commits to intervene with military advisors, some soldiers, and some air squadrons. Italy, at the same time, joins with us to fight against the Republicans and their Soviet allies who are already bombing and strafing Fascist positions with their tiny little biplanes.

4DTNMDH.png



Meanwhile, Germany must prepare for the war ahead. The primary target is, of course, the Soviet Union. But, just as in the previous war, we must expect that the meddling Western Democracies are going to put their noses in our business and prevent us from re-asserting German sovereignty over the lands populated by ethnic Germans -- the lands that were taken from us through the travesty of the Versailles Treaty.

And, also as in the last war, this means we must prepare for a two-front war. We must prepare against enemies in both the east and the west. France must necessarily be our most immediate enemy, and it is she who we prepare to meet most diligently in the short term.

But, wherever, our war must be fought, we must have industry to produce our guns and tanks and planes, and we must be able to protect ourselves from the dread of aerial attack. Thus, Germany has enacted a programme of protecting German industrial centers with anti-aircraft guns, and bolstering our economic power through the construction of new factories that will also put all Germans back to work.

zIuEJ1k.png



So, back to gamespeak, we're spamming factories. Not nearly so much as some gamey games I've seen, but definitely prioritizing economic growth to a significant degree over most other things at this stage in our game. You'll see this later in this update when I show you my production queue.

In strategic terms, factories I build early in the game are worth more, because they will ultimately produce more (a factory which hypothetically produces 10 IC per year will produce 30 more IC if built in 1937 than if built in 1940 -- nevermind that this isn't how IC works, but you get the idea). It's also easier for me to prioritize factories early in the game when I don't have urgent campaigns hanging on the availability of bombers or armored units needing to be pushed through before all else.

You'll notice that, throughout the game, even when I'm prioritizing military necessities, I keep one or two factories in the queue just so I don't completely stagnate my growth.

Naturally, the Industrial Production advance helps me in building my economy. Comparing the base IC (actual factories) to available IC (effective output) from October '36 gives a ratio of 1.14, meaning I'm producing 14% more effective output than actual factories. In May '37 that ratio has grown to 1.17, reflecting the 2.5% added increase provided by my Industrial Production advance (2.5% per level = 12.5% total at level 5).

Altogether, that plus my new factories results in a growth of 20/28 (base/available) IC between Oct '36 and May '37. That means I can produce an extra medium armor division (about 23 IC) every 6 months, give or take, because I invested in my economy early.

PldG0nU.png



My technological research continues apace, too. Notice that when I achieve the Medium Tank Chassis tech in October (this is an HPP innovation, I think) I'm able to research the next level of Medium Tank Gun, Engine and Armor, each of which I achieve about 5 months later because I'm fast-tracking armor (no pun intended).

Supply organization is a key tech, because the thing I most hate in HOI3 (which is not at all unrealistic) is that I'm enjoying massive spearhead thrusts through enemy territory, grabbing up territory, until.... my supply chain runs out, my tanks run out of gas, and my whole offensive comes to a creeping halt.

Improving throughput is the #1 best way to prevent that from happening. It also helps to build Infrastructure along your paths of advance (something you'll see me do later), because you can't push cheese through a straw. And the Supply Efficiency tech is somewhat useful, in that you're wasting fewer supplies just getting supplies to the front. At the end of a long, successful campaign, that could save you whole volumes of Supplies, because if it costs 1 Supply unit to move 25 Supply units 10 provinces (totally hypothetical numbers, again), and one spearhead eats up 50 Supply units per day, you lose 2 whole Supply units per day per 10 provinces. If that one spearhead (I must assume if you're good at this you've got at least 2 spearheads moving at any one time, hoping to link up) is 50 provinces away, 10 Supply units per day is the cost of transport. Over time and distance, you can see how this adds up. Lastly, obviously, improving your efficiency techs for Supply Production helps prevent your stockpiles from disappearing so quickly.

TqUJImm.png



It matters little, in game practicalities, whether Stanley Baldwin or King Edward continue in office (if I'm wrong, please tell me -- I'm making an educated assumption). But the Great Purge of Soviet Generals is significant, and it's as good for our German generals as watching a Max Schmeling boxing match!

In January Italy hops into our corner with the Rome-Berlin Axis, and we follow up with the Anti-Comintern Pact in January '37 between the various anti-Communist governments of the world. We're building a stronger Axis bloc.

The Nationalist Chinese offered to join, but we had an idea that the events of March '37 were coming, so we refused their application. No sense in having allies fighting each other. I could easily have refused the Japanese and avoided any possible entanglement with China or the USA... And I've done that in the past, with mixed results. This time I choose to keep Japan as an ally because they may be useful against the British Asian territories.

In April Yugoslavia asks to join, and we welcome them. I want Yugoslavia on my side, and I'm quite irritated that Hungary and/or Romania aren't considering joining too.

Spain, alas, was a lost hope.

kqXd1Qk.png



We intervened in September 1936. Already by November it became clear they were still losing ground, despite the capable German expeditionary forces, which the Fascist AI was surely not employing effectively. When this starts to happen, the only viable alternative is for Germany to declare war and invade, which on practical levels... is not very. :)

By March '37 El Ferrol had become an enclave, and by May it was all over.

We'd lost this war. We might have to revisit it later. But at least we get back some highly experienced units and leaders whose talents and abilities will come in handy later.

Meanwhile, during those two months from March to May, the Japanese finally get their army rolling and start taking their first few provinces of the Republic of China (you can see it way up north, just south of Mengiang and Manchukuo (which, of course, are Japanese puppets after their adventures in Manchuria from '33 on). Taiwan/Formosa is also theirs.

9q2icXH.png



So far I'm not that impressed by our Japanese allies. However, it's only been 2 months, and all of China has ganged up against them via the United Front. I'll continue to keep an eye on this peripheral battlefield.

Western Europe still sleeps, as does the USSR. Germany grows and plans...

Please forgive the massive screenshot conglomeration, but here's a window into my planning: my production and tech research queues. Feel free to save the image and look at it in a separate window if you want to follow my turgid commentary.

qkD1C8H.png



As I mentioned, you'll see the production queue peppered with factories, generally centered upon cities which already have some industry, but also spreading it out a little so not all my industry is centered upon a few choice targets. Where my industry is clustered together I've fortified it with AA protections.

I'm building a number of cruisers. As I mentioned in my previous update, I'll build a few cruisers early so I have something to fight with early in the game. Then it's my intention to rush through some key cruiser and battleship and submarine techs (they're not in the queue yet) in the later pre-war years and then start building a second set of improved ships, including some battleships and battlecruisers. I don't want to lay down any expensive battleships before I've researched some key techs for them, because then I'd just have dressed up dreadnaughts who wouldn't be able to stand toe to toe with the modern British (or American!) battlewagons.

Now that I can build medium armored divisions, I'm doing so. But they're expensive, so I'll build them a handful at a time. My early war enemies are likely to be France, Britain, Poland, etc., and I trust that Light Armor divisions can carry me through until I have a sizeable force of Medium Armor divisions.

Typically, my Light Armor divisions have 1 or 2 brigades of light armor and 1 or 2 brigades of motorized infantry, teamed with a truck-towed support (artillery/AT/AA) regiment. My Medium Armored divisions are meant to be heavier and will presumably be supported by LtArm/Mot units, so they have 2 medium armor brigades, supported by 1 light armor or motorized brigades and a truck-towed support regiment.

This tech research queue is pretty much my "wish-list" -- I may not intend to research some of the items lower on the list until much later, but they're here to remind me I want them.

I don't think there are any surprises among the items at the top of my queue. Airborne Infantry because I want paratroops. Industry and Supply techs, infantry and tank techs. Radar is always important, because I want to see what I'm getting into. I like the Heavy Artillery tech because I have support units (mostly artillery) with all of my units (except for maybe cavalry). That's some serious killing power there, and the more effective my artillery is, the more effective my advances will be (or my defensive positons).

Lower down, waiting to be researched, you'll see armored cars (there to improve my support units), radios (it's a "before-its-time" tech, so it's penalized, but it's important nonetheless, so I'll push it through), assault weapons and bridging to keep my armies from getting held up in cities or on rivers... Arctic Warfare equipment was a mistake that I spent a couple months researching. I assumed without looking that it would help me in winter combat, which it will not (which I think is dumb). There's not enough arctic land of any importance to make it worth researching.

I don't recall if this is an HPP innovation, or if vanilla has this too, but training techs improve either organization or morale, or both. With air units the "pilot training" improves organization and the "ground crew training" improves morale. Morale, of course, affects repair/recovery rate, so is important.

Sorry if I went on, there, with unnecessary detail. I made the assumption that if you already knew this stuff you would have bailed out and gone onto the next AAR. :) I know some of my readers value this kind of analysis because many players just dive into HOI 3. And now, 8 years after release, I'm not sure how many of you actually have access to my old strategy guides, so there may be a loss of institutional knowledge which I can help remediate.

I'll be back next week with more feedback, and another update! Thank you so much for reading, and I definitely welcome feedback, and I'd even encourage you to look at my other AARs if you want (though it seems recently they've become plagued with some spotty cases of missing images, due to new Photobucket policies -- I'll try to fix this soon).

Thanks!

Rensslaer
 
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Wow! Seeing you doing an AAR is quite the blast from the past! I haven't been around AARland for quite some time and, in fact, I stumbled upon this quite by accident. I typically don't log in often besides to check on this or that mod, and I happened to see an alert for your post about images in Sforza!!! I clicked on it out of curiousity, saw a link in your sig that I didn't recognize, clicked on that out of more curiosity, and here I am. Quite a happy accident, all told.

As mentioned, I'm not very active these days, but I'll make a point of poking in from time to time now that I know there's another old-timer still around ;-).

An early war that isn't Fall Grün - very interesting. I wonder how an earlier (and presumably smaller and less-mechanized) Wehrmacht will do against the Western Allies.
 
To Germany, fighting the Communists is our raison d'etre, to borrow a phrase from our likely enemies. It is our reason for being, because the Communists threaten all that we hold dear. These Spanish Republicans pretend to be a "western democracy" like the French or British have. But on the other hand they give in to the most radical socialistic ideas and have even begun burning churches. This suggests a closer link than they will admit to Godless Communism. Soon we will see repeated in Spain the greatest atrocities of the French Revolution. Nevermind that Nazism is also mostly an atheistic creed, many of the aristocrats and officers who lead the German Army are deeply religious Protestants and Catholics, and they are increasingly concerned about the disorder allowed by the Spanish Republicans.

It must not be allowed to prevail, if we can help it. We may not succeed in turning the tide there. But we must try. Besides, it will provide valuable experience for our fighting men and will serve as a testing ground for our innovative new weapons systems and techniques.

Germany commits to intervene with military advisors, some soldiers, and some air squadrons. Italy, at the same time, joins with us to fight against the Republicans and their Soviet allies who are already bombing and strafing Fascist positions with their tiny little biplanes.

4DTNMDH.png



Meanwhile, Germany must prepare for the war ahead. The primary target is, of course, the Soviet Union. But, just as in the previous war, we must expect that the meddling Western Democracies are going to put their noses in our business and prevent us from re-asserting German sovereignty over the lands populated by ethnic Germans -- the lands that were taken from us through the travesty of the Versailles Treaty.

And, also as in the last war, this means we must prepare for a two-front war. We must prepare against enemies in both the east and the west. France must necessarily be our most immediate enemy, and it is she who we prepare to meet most diligently in the short term.

But, wherever, our war must be fought, we must have industry to produce our guns and tanks and planes, and we must be able to protect ourselves from the dread of aerial attack. Thus, Germany has enacted a programme of protecting German industrial centers with anti-aircraft guns, and bolstering our economic power through the construction of new factories that will also put all Germans back to work.

zIuEJ1k.png



So, back to gamespeak, we're spamming factories. Not nearly so much as some gamey games I've seen, but definitely prioritizing economic growth to a significant degree over most other things at this stage in our game. You'll see this later in this update when I show you my production queue.

In strategic terms, factories I build early in the game are worth more, because they will ultimately produce more (a factory which hypothetically produces 10 IC per year will produce 30 more IC if built in 1937 than if built in 1940 -- nevermind that this isn't how IC works, but you get the idea). It's also easier for me to prioritize factories early in the game when I don't have urgent campaigns hanging on the availability of bombers or armored units needing to be pushed through before all else.

You'll notice that, throughout the game, even when I'm prioritizing military necessities, I keep one or two factories in the queue just so I don't completely stagnate my growth.

Naturally, the Industrial Production advance helps me in building my economy. Comparing the base IC (actual factories) to available IC (effective output) from October '36 gives a ratio of 1.14, meaning I'm producing 14% more effective output than actual factories. In May '37 that ratio has grown to 1.17, reflecting the 2.5% added increase provided by my Industrial Production advance (2.5% per level = 12.5% total at level 5).

Altogether, that plus my new factories results in a growth of 20/28 (base/available) IC between Oct '36 and May '37. That means I can produce an extra medium armor division (about 23 IC) every 6 months, give or take, because I invested in my economy early.

PldG0nU.png



My technological research continues apace, too. Notice that when I achieve the Medium Tank Chassis tech in October (this is an HPP innovation, I think) I'm able to research the next level of Medium Tank Gun, Engine and Armor, each of which I achieve about 5 months later because I'm fast-tracking armor (no pun intended).

Supply organization is a key tech, because the thing I most hate in HOI3 (which is not at all unrealistic) is that I'm enjoying massive spearhead thrusts through enemy territory, grabbing up territory, until.... my supply chain runs out, my tanks run out of gas, and my whole offensive comes to a creeping halt.

Improving throughput is the #1 best way to prevent that from happening. It also helps to build Infrastructure along your paths of advance (something you'll see me do later), because you can't push cheese through a straw. And the Supply Efficiency tech is somewhat useful, in that you're wasting fewer supplies just getting supplies to the front. At the end of a long, successful campaign, that could save you whole volumes of Supplies, because if it costs 1 Supply unit to move 25 Supply units 10 provinces (totally hypothetical numbers, again), and one spearhead eats up 50 Supply units per day, you lose 2 whole Supply units per day per 10 provinces. If that one spearhead (I must assume if you're good at this you've got at least 2 spearheads moving at any one time, hoping to link up) is 50 provinces away, 10 Supply units per day is the cost of transport. Over time and distance, you can see how this adds up. Lastly, obviously, improving your efficiency techs for Supply Production helps prevent your stockpiles from disappearing so quickly.

TqUJImm.png



It matters little, in game practicalities, whether Stanley Baldwin or King Edward continue in office (if I'm wrong, please tell me -- I'm making an educated assumption). But the Great Purge of Soviet Generals is significant, and it's as good for our German generals as watching a Max Schmeling boxing match!

In January Italy hops into our corner with the Rome-Berlin Axis, and we follow up with the Anti-Comintern Pact in January '37 between the various anti-Communist governments of the world. We're building a stronger Axis bloc.

The Nationalist Chinese offered to join, but we had an idea that the events of March '37 were coming, so we refused their application. No sense in having allies fighting each other. I could easily have refused the Japanese and avoided any possible entanglement with China or the USA... And I've done that in the past, with mixed results. This time I choose to keep Japan as an ally because they may be useful against the British Asian territories.

In April Yugoslavia asks to join, and we welcome them. I want Yugoslavia on my side, and I'm quite irritated that Hungary and/or Romania aren't considering joining too.

Spain, alas, was a lost hope.

kqXd1Qk.png



We intervened in September 1936. Already by November it became clear they were still losing ground, despite the capable German expeditionary forces, which the Fascist AI was surely not employing effectively. When this starts to happen, the only viable alternative is for Germany to declare war and invade, which on practical levels... is not very. :)

By March '37 El Ferrol had become an enclave, and by May it was all over.

We'd lost this war. We might have to revisit it later. But at least we get back some highly experienced units and leaders whose talents and abilities will come in handy later.

Meanwhile, during those two months from March to May, the Japanese finally get their army rolling and start taking their first few provinces of the Republic of China (you can see it way up north, just south of Mengiang and Manchukuo (which, of course, are Japanese puppets after their adventures in Manchuria from '33 on). Taiwan/Formosa is also theirs.

9q2icXH.png



So far I'm not that impressed by our Japanese allies. However, it's only been 2 months, and all of China has ganged up against them via the United Front. I'll continue to keep an eye on this peripheral battlefield.

Western Europe still sleeps, as does the USSR. Germany grows and plans...

Please forgive the massive screenshot conglomeration, but here's a window into my planning: my production and tech research queues. Feel free to save the image and look at it in a separate window if you want to follow my turgid commentary.

qkD1C8H.png



As I mentioned, you'll see the production queue peppered with factories, generally centered upon cities which already have some industry, but also spreading it out a little so not all my industry is centered upon a few choice targets. Where my industry is clustered together I've fortified it with AA protections.

I'm building a number of cruisers. As I mentioned in my previous update, I'll build a few cruisers early so I have something to fight with early in the game. Then it's my intention to rush through some key cruiser and battleship and submarine techs (they're not in the queue yet) in the later pre-war years and then start building a second set of improved ships, including some battleships and battlecruisers. I don't want to lay down any expensive battleships before I've researched some key techs for them, because then I'd just have dressed up dreadnaughts who wouldn't be able to stand toe to toe with the modern British (or American!) battlewagons.

Now that I can build medium armored divisions, I'm doing so. But they're expensive, so I'll build them a handful at a time. My early war enemies are likely to be France, Britain, Poland, etc., and I trust that Light Armor divisions can carry me through until I have a sizeable force of Medium Armor divisions.

Typically, my Light Armor divisions have 1 or 2 brigades of light armor and 1 or 2 brigades of motorized infantry, teamed with a truck-towed support (artillery/AT/AA) regiment. My Medium Armored divisions are meant to be heavier and will presumably be supported by LtArm/Mot units, so they have 2 medium armor brigades, supported by 1 light armor or motorized brigades and a truck-towed support regiment.

This tech research queue is pretty much my "wish-list" -- I may not intend to research some of the items lower on the list until much later, but they're here to remind me I want them.

I don't think there are any surprises among the items at the top of my queue. Airborne Infantry because I want paratroops. Industry and Supply techs, infantry and tank techs. Radar is always important, because I want to see what I'm getting into. I like the Heavy Artillery tech because I have support units (mostly artillery) with all of my units (except for maybe cavalry). That's some serious killing power there, and the more effective my artillery is, the more effective my advances will be (or my defensive positons).

Lower down, waiting to be researched, you'll see armored cars (there to improve my support units), radios (it's a "before-its-time" tech, so it's penalized, but it's important nonetheless, so I'll push it through), assault weapons and bridging to keep my armies from getting held up in cities or on rivers... Arctic Warfare equipment was a mistake that I spent a couple months researching. I assumed without looking that it would help me in winter combat, which it will not (which I think is dumb). There's not enough arctic land of any importance to make it worth researching.

I don't recall if this is an HPP innovation, or if vanilla has this too, but training techs improve either organization or morale, or both. With air units the "pilot training" improves organization and the "ground crew training" improves morale. Morale, of course, affects repair/recovery rate, so is important.

Sorry if I went on, there, with unnecessary detail. I made the assumption that if you already knew this stuff you would have bailed out and gone onto the next AAR. :) I know some of my readers value this kind of analysis because many players just dive into HOI 3. And now, 8 years after release, I'm not sure how many of you actually have access to my old strategy guides, so there may be a loss of institutional knowledge which I can help remediate.

I'll be back next week with more feedback, and another update! Thank you so much for reading, and I definitely welcome feedback, and I'd even encourage you to look at my other AARs if you want (though it seems recently they've become plagued with some spotty cases of missing images, due to new Photobucket policies -- I'll try to fix this soon).

Thanks!

Rensslaer
I am one of those very interested in your semi-tutorial approach and welcome such digressions, especially in this preparation period. As you noted, what is done now sets the scene for the decisive middle game. Especially playing as Germany. Another game play question (apologies if I've missed it earlier): do you use the AI at all/much for land or other combat, or do you manage combat down to division level?
 
I am one of those very interested in your semi-tutorial approach and welcome such digressions, especially in this preparation period.

I'll second this (or third, whatever number we're on). Most of the random little tips and tricks I know about the game, I picked up from AARs. So I always appreciate the little strategic digressions.

At least, for vanilla HoI3. I'll admit that with HPP I spend maybe too much time poring over the event files... :rolleyes:
 
Seems like a sensible production chain. I really like a strong german navy and airforce.
And I also really like historically probable Germany play throughs. I am really going to look forward to how you are going to solve the issues of early war without all of the units you normally need.
I am also interested in what you are going to do with Spain. Are we going to see a extended war in the west?
 
Welcome, RoverS3! I agree on the cruiser vs. battleship thing. The USA had to deal with a similar situation, historically, in the early months of the Pacific war, where their key Pacific-based battleships were sunk and they relied almost entirely on cruisers and a handful of carriers. I don't know if you're familiar with my first HOI 3 AAR, Imperio Novo, but in that I played an Axis Portugal, going up against the big guys with cruisers in place of battleships and armored car brigades in place of tanks/motorized! :D

I read your AAR from start to finish in 2012-13, when I first started to play HOI3 (Didn't comment, didn't have an account until 2013), so yes I am familiar with that crazy strategy with bombers and Cruisers against the big boys iirc. Maybe you can pull that off again with Germany...You would have so much IC for ... activities ... mostly Barbarossa... Or maybe you go entirely insane and build your entire navy around BC-CL fleets... and still win somehow... Since you've played ahead, I can only speculate ...

It helps that the Naval AI is pretty rudimentary and lacks imagination (or common sense).... (shrugs)

Well, you can't have everything, point me to a better in depth Grand Strategy game about WW2. HOI3 is not perfect, but I like to think we've learned to love it's quirks... Also if someone ever makes/made a mod specifically aimed (and succeeding) at improving the Naval AI, I'd love to try it out ... I like boats ...

I don't recall if this is an HPP innovation, or if vanilla has this too, but training techs improve either organization or morale, or both. With air units the "pilot training" improves organization and the "ground crew training" improves morale. Morale, of course, affects repair/recovery rate, so is important.

This is also the case in Vanilla, for Land Doctrines and Air Doctrines, Morale and Organisation improvements are separate techs in Vanilla, for Naval Doctrines, one tech improves both Morale and Organisation, the other improves positioning. (and this for each unit type of course)

Sorry if I went on, there, with unnecessary detail. I made the assumption that if you already knew this stuff you would have bailed out and gone onto the next AAR. :) I know some of my readers value this kind of analysis because many players just dive into HOI 3. And now, 8 years after release, I'm not sure how many of you actually have access to my old strategy guides, so there may be a loss of institutional knowledge which I can help remediate.

I actually read through several of your strategy guides when I got started with HOI3, 4-5 years ago, thanks, they were much appreciated at the time, I don't know if I still have access to them now though ... but we all have this AAR now... if I meet any newcomers, I'll point them this way...
 
<rant>

Grrr!....

Luckily, this AAR had just started when Photobucket decided to flip off all their users. I'd used Photobucket for some of the images I'd shared over from my other AAR, Kriegsgefahr, and I've now replaced them with new links to Imgur.

I'll be doing this for all my other AARs also, eventually, but the investment of hours and hours of time will not make me happy, or any more likely to like Photobucket, or any more likely to give them my money. I would gladly have given a few dollars a year since long ago, if they'd asked nicely. Instead they decided to alienate 95% of their users in preference to only those users willing to spend $400/yr (i.e. probably professional photographers or artists who -- arguably -- can afford such). Not a wise business decision, and a rotten PR rollout (I say this as a PR professional -- VERY self-destructive of them).

Grr! </rant>

:) Now onward with nice feedback to feedback!

I'll be marching behind this HPP Germany. Some Mod explanation behind good storytelling? But of course!.

Welcome, Markkur! Glad you enjoy the style!

Wow! Seeing you doing an AAR is quite the blast from the past! I haven't been around AARland for quite some time and, in fact, I stumbled upon this quite by accident. I typically don't log in often besides to check on this or that mod, and I happened to see an alert for your post about images in Sforza!!! I clicked on it out of curiousity, saw a link in your sig that I didn't recognize, clicked on that out of more curiosity, and here I am. Quite a happy accident, all told.

As mentioned, I'm not very active these days, but I'll make a point of poking in from time to time now that I know there's another old-timer still around ;-).

An early war that isn't Fall Grün - very interesting. I wonder how an earlier (and presumably smaller and less-mechanized) Wehrmacht will do against the Western Allies.

VILenin, my Old Friend (said in best B5 homage), Welcome!!! Very glad to have you along for yet another AAR. Seems like we're both getting a little long in the tooth, eh? :D Please say hello when you can. What are you up to these days? I think you'll enjoy my war -- it was alot of fun for me! :)

I am one of those very interested in your semi-tutorial approach and welcome such digressions, especially in this preparation period. As you noted, what is done now sets the scene for the decisive middle game. Especially playing as Germany. Another game play question (apologies if I've missed it earlier): do you use the AI at all/much for land or other combat, or do you manage combat down to division level?

I'm very glad to hear that! Especially because I tend to digress anyway, even if I'm trying to keep myself from it. :D

And, no -- it's so habitual for me I didn't even mention it. I don't use AI for anything but setting up convoys (and sometimes I intervene with that, too!). I've seen how the AI manages my opponents, and although I can be countered and stonewalled by them at times, the enemy AI definitely lacks imagination and even common sense at times. I feel like if I micromanage my units at the division or even brigade level (and I do... oh, do I!) I get a better result (and the campaign turns out more as if there were really a High Command back home somewhere).

I'll second this (or third, whatever number we're on). Most of the random little tips and tricks I know about the game, I picked up from AARs. So I always appreciate the little strategic digressions.

At least, for vanilla HoI3. I'll admit that with HPP I spend maybe too much time poring over the event files...

Excellent to hear! Yeah, the event files are fascinating in any case. I've gone over a great many through the years, though I don't often have time to pay close attention these days.

I love research and production lists like yours in AAR, of course not in every update but every quarter or half of a in-game-year would be fine, I think.

I find it rather boring, myself, to look through production lists (even my own), but it does give you a feel for the different personalities of the players.

Seems like a sensible production chain. I really like a strong german navy and airforce.
And I also really like historically probable Germany play throughs. I am really going to look forward to how you are going to solve the issues of early war without all of the units you normally need.
I am also interested in what you are going to do with Spain. Are we going to see a extended war in the west?

Thanks! Small differences in capability between one air force and another (it seems to me -- I'm open to the thoughts of others) seem to make a tremendous difference in the results of air combat. When I play, no matter who I'm playing, I will often send my air forces up and see how they do against the enemy of the moment. If they do well, I'll try to overwhelm the enemy air force. If my forces don't fare so well, I will often keep them behind the lines and use them sparingly because I don't want to waste them when they have little chance of being effective. I often use that "Fabian Strategy" I mentioned in the strategy guide -- nip around the edges, and achieve localized superiority where you can. Otherwise, keep out of combat so you don't waste your strength in a war of attrition. This strategy will typically wear an enemy air force or navy down even if you started out inferior.

When the Fascists lose Spain that's always the big question for Germany -- what to do, long term. I'll let you hang on for that answer until later! :D

Second that. Republican Spain can become a pain in the butt from what I can see from other German AARs and my own German games.

It seems to me there are advantages and drawbacks to going into Spain. There are times when a neutral, if unfriendly, Spain is just what Germany needs. Then again, there was some sense to Napoleon's Continental System also -- maintain all the coastline so you don't get surprised.

I read your AAR from start to finish in 2012-13, when I first started to play HOI3 (Didn't comment, didn't have an account until 2013), so yes I am familiar with that crazy strategy with bombers and Cruisers against the big boys iirc. Maybe you can pull that off again with Germany...You would have so much IC for ... activities ... mostly Barbarossa... Or maybe you go entirely insane and build your entire navy around BC-CL fleets... and still win somehow... Since you've played ahead, I can only speculate ...

Well, you can't have everything, point me to a better in depth Grand Strategy game about WW2. HOI3 is not perfect, but I like to think we've learned to love it's quirks... Also if someone ever makes/made a mod specifically aimed (and succeeding) at improving the Naval AI, I'd love to try it out ... I like boats ...

I actually read through several of your strategy guides when I got started with HOI3, 4-5 years ago, thanks, they were much appreciated at the time, I don't know if I still have access to them now though ... but we all have this AAR now... if I meet any newcomers, I'll point them this way...

RoverS3, that's great to hear, regarding my previous AARs, and strategy guides, both! I put alot of work into them, so naturally I'm glad they were appreciated. I've got to go back in Imperio Novo and restore those images so it's an enjoyable read again.

You're absolutely right about HOI being the best there is. I haven't gotten too far into HOI 4 yet, but I have a hard time believing it could be as good in the ways I like as HOI 3. I wonder if the naval AI would benefit in some way if shorelines could be treated as borders, and/or trade routes as objectives. Maybe it's already in there, but I haven't seen it work properly.

If you Google the HOI 3 strategy guide I believe you can still find it in PDF format on some sharing site. Might not be Paradox-approved, but it exists, nonetheless, and I've even referred to it when applying for jobs.

Thanks again, everybody! I'm hoping to get another update up mid-week, but that's contingent on finding enough time. By the weekend at the latest -- I'd like to get this moving.

Rensslaer
 
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I suggested I'd try to update mid-week. Thursday is still the middle of the week, right? Even up to midnight, right? Unless you're in Australia, in which case Thursday is Friday, so.... Anyway, I tried to get this to you as soon as I could.

Even though our efforts in the Spanish Civil War were unsuccessful in trying to preserve our interests there, they were not entirely for naught. Our soldiers and airmen -- and especially our generals -- came back with some very innovative ideas, born of the experiences there.

p4YU3a3.png


The research points were largely divided between infantry, air combat and armored doctrines and techs, which I'll welcome anyday. The "important experience" bonuses helped with Blitzkrieg and Schwerpunkt doctrines (extensions on the Infiltration doctrines Prussians and Germans have adopted since the 19th Century).

China became an interesting field of study in the Summer and Fall of 1937. Remember that, earlier in the year, the Chinese had expressed interest in joining the Anti-Comintern Pact, and we'd said no because we didn't want to cultivate a conflict of interest with our Japanese allies. The Nationalists, in retaliation, cut off our supply of Rare Minerals we'd established with them.

qJ3n2Gd.png


In June, the Soviets and Nationalist Chinese signed a non-aggression pact. In August, the United States reached out to China -- long a country of interest to Americans due to a common ocean and trading interests -- and the Chinese refused the assistance. Finally, in September their change of heart became clear. They accepted aid, instead, from the Communist Soviets who they had just months earlier attempted to ally against! Any port in a storm, they say, and strange bedfellows, and all that.

This was our fault, obviously, but I'm not sure we could reasonably have chosen differently. Germany doesn't need Japan as a rival or enemy -- we benefit from them as friends. The obvious complication, there, however, is the Americans. We do not wish to come into conflict with them again. Ever. But that may be inevitable. Dissociating from Japan offered no guarantees in that respect.

rYAVNcZ.png


Summer and Fall of '37 also saw alot of technological improvements. In HPP, at least, Germany can often pull off between 20-30 research projects at once, by reducing its diplomatic efforts, espionage efforts and/or officer training. Germany really shouldn't try to do without a solid officer corps -- it's what makes the whole machine run -- so that's not where we skimped. As Germany, I made the choice not to bother cultivating alot of might-be allies, relying instead upon our closest friends (Italy, Japan, maybe Hungary, etc.) to gravitate to us without urging. Espionage, during the whole game, I executed in sprints and spurts -- spiking espionage efforts in order to find specific information, but not attempting to maintain a vibrant foreign intelligence service.

Again, you'll see concentrations on good industry investments (supplies, agriculture, repair) and on solid military techs, especially mobile/armored technologies that will give Germany a true edge on the battlefield. Notice that's the second major advance in Medium Tank Chassis -- you saw one, I believe, in the previous update.

wmWotsy.png


We made two major adjustments to our Political Policies during this period too. We increased our Training Laws to Specialist Levels (is this in vanilla???). The added experience and officer training, in my studied opinion, is far more valuable to us than the counterweight of build-time penalties.

We also had been suffering a cash crisis, in trying to maintain our import of strategic materials (energy, metal, rares, oil, etc.). I do all my own trades -- I don't trust the decisions made by the AI. If I need something I look for what countries have that resource in abundance (using sort) and extend an offer to them. And I also make my trades count -- I go for big trades, not piddly trades that get me little but cost just as much in Diplo Points (an unbalancing factor in the game). This practice of mass trades is expensive, and it's been drawing my reserves of cash down, and down. We increased our Tax Policy to High Taxes to counteract this drain. We'll need money later, and I don't want our reserves to crash.

Many experts would have been predicting war in a couple of years' time. August of 1937 seemed a good time to examine our standing with our neighbors.

XsCxdUu.png


We're happy to see that, despite some significant military buildup (we've been concentrating on many things other than military units, so it's not overwhelmingly obvious yet we're rearming), even the French don't seem very concerned by everything that's been going on across the border.

Once we begin making territorial demands for ethnic-German lands, things will heat up, but for now we're doing okay. HPP, by the way, has a "threat decay" mechanism which I don't believe exists in vanilla, or if it does isn't nearly as strong. Even France's -11 relations with us don't strike me as "you're looking like our enemies" yet.

And Poland is more worried about the Soviets then Germany. In some games I've considered this an opportunity to ally with the Poles instead of taking them over. We'll see how that all plays.

Z0JDbZZ.png


Our deployments during this period were significant in "Violations of Versailles" terms, but not overly provocative. We deployed our first medium tank division to near Poland, and two air units to the French border. This is nowhere near our mobilization push. We're just quietly building up.

In September we acquire the techniques necessary to begin training paratroop units, and believe me they were added to our priorities as soon as possible.

MaPuJ0Z.png


Part of our buildup is strengthening garrisons, forts and AA along the French border to prevent them pushing across the river and becoming a problem if our focus is on Czechoslovakia or Poland. We're also upgrading AA defenses around our key industrial centers.

And, speaking of industrial centers, Germany continues to concentrate in this relatively early game period upon increasing our industrial capacity. Between October of '36 and May of '37 Germany added 20 new factories (in 7 months). In the 4 months between May and September we added another 5. So we're beginning to refocus on other things, but we intend to keep this buildup going. It will probably never completely stop, even during wartime.

WcgPtbQ.png


And, at the 200 Available IC mark, we trigger another HPP-specific bonus. HPP rewards countries based on their economic ability by artificially increasing Leadership (research capability, etc.) to match. This is an improvement upon the vanilla process.

Germany becomes recognized as a Great Industrial Power (ranking now with the USA, probably, and perhaps no one else). This gives us a significant boost in Leadership, allowing (I'm guessing) another one or two research projects and/or some fringe resource which can be directed to espionage or diplomacy.

You can sense it, can't you? That it's about time to turn up the heat??? :)

Next update coming in a few days.... Thanks for following, and especially for commenting!
 
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We increased our Training Laws to Specialist Levels (is this in vanilla???)

Conscription law doesn't influence Officer training in Vanilla, and the bonuses are different, iirc Specialist training is 25% starting xp for a 20% build time increase, Advanced training is 15% xp for a 10% build time increase, Basic training is 10% xp for a 0% build time increase, and minimal training gives 0 starting xp for a 10% training time reduction.

Notice that's the second major advance in Medium Tank Chassis -- you saw one, I believe, in the previous update.

The Medium Tank Chassis tech is different (I was wrong before) as each level is a prerequisite for researching Gun, Engine and Armour of that level, this dynamic doesn't exist in Vanilla. I like that, it seems more logical to me in HPP.

Keep up the good work, you might even convince me to try out hpp in my next game...
 
1937 is always a bit of a slow year in vanilla regarding events, but you usually build up the basics for the war so from that point of view it is rather interesting.

It would have been interesting to see what could happen if you rather support china than japan. In vanilla you sadly don't have that option.
 
Germany becomes recognized as a Great Industrial Power (ranking now with the USA, probably, and perhaps no one else).
I believe that the Soviet Union would also be a Great power by this point, since they start with a fair amount of IC and usually the HPP Soviet AI will follow a standard IC-whoring strategy. That said, they're also suffering from the Great Officer Purge which I believe (but cannot recall for certain) cuts into their overall leadership. Given that, Germany at this point is probably equal with the United States in leadership, if not surpassing them due to the modifiers from building a big military.

Interesting choice to rely on provincial AA guns to defend your industrial centers. If it were me, I'd rely on one or two wings of light fighters to intercept the British bombers instead, and I'm curious how the relative IC costs and net benefits work out - I wonder if provincial AA is cheaper in the long run due to not costing IC for repair and reinforcement like a fighter wing does?
 
I note the focus (mentioned a few times now) on paratroopers. Without giving future developments away, are you able to give thoughts applicable at the time of this emphasis as to the foreseen uses to which they might be put? Large scale production gets me thinking of Sealion as one likely purpose, perhaps a bit of Mediterranean island hopping, etc. or do you employ a doctrine of using them in major land operations, 'Market Garden' style? Is work commencing/planned on other supporting capabilities, ie transport aircraft, amphibious, etc?
 
The Medium Tank Chassis tech is different (I was wrong before) as each level is a prerequisite for researching Gun, Engine and Armour of that level, this dynamic doesn't exist in Vanilla. I like that, it seems more logical to me in HPP.

Keep up the good work, you might even convince me to try out hpp in my next game...

I think this is my 4th HPP game, and I got irritated with vanilla quickly when I tried it just prior to this game. I think you'll like it. I'm not sure they have an HOI 4 version -- I assume they do -- but I'm looking forward to trying it. I like the decisions they've made.

1937 is always a bit of a slow year in vanilla regarding events, but you usually build up the basics for the war so from that point of view it is rather interesting.

It would have been interesting to see what could happen if you rather support china than japan. In vanilla you sadly don't have that option.

In vanilla do you start off in alliance with Japan? Or is it forced through event? I like having options. In many respects it's a lead weight, or an albatross -- it forces you into conflict with the US, especially if things are scripted to trend historical. But if Germany were to ally with China it would end up in conflict with Japan, which could get real confusing quickly if they also end up in conflict with the US and the US still has some likelihood of also going to war with Germany. It would be an interesting game! :)

I believe that the Soviet Union would also be a Great power by this point, since they start with a fair amount of IC and usually the HPP Soviet AI will follow a standard IC-whoring strategy. That said, they're also suffering from the Great Officer Purge which I believe (but cannot recall for certain) cuts into their overall leadership. Given that, Germany at this point is probably equal with the United States in leadership, if not surpassing them due to the modifiers from building a big military.

Interesting choice to rely on provincial AA guns to defend your industrial centers. If it were me, I'd rely on one or two wings of light fighters to intercept the British bombers instead, and I'm curious how the relative IC costs and net benefits work out - I wonder if provincial AA is cheaper in the long run due to not costing IC for repair and reinforcement like a fighter wing does?

You're probably right about the USSR in the respect that 200 seems to be the cutoff, and by 1940 they tend to be around 200-250 IC (according to spies). But to be honest I was shocked when I first got a spy in there to see how weak the Soviet industry was compared to mine.

With regard to AA I think it's partly what I learned in drafting the strategy guide (which may have changed), and partly HPP. In HPP you don't have AA units -- they're aggregated into the support brigades/battalions -- and so your only choice to "go beyond" is fixed AA or improving techs. But if I recall correctly with fixed AA positions they fire at planes any time their path crosses the province, which is good and can eventually wear down enemy airwings, especially strat bombers going long distances over your territory. They also fire every time the province is attacked, and they're hard to reduce in power because the AI isn't going to spend time attacking AA guns instead of units. Both of these have the effect of degrading the enemy air force reliably over time little by little but it adds up over time. Again, this is assuming the Heavy AA still works this way, which it may not.

I note the focus (mentioned a few times now) on paratroopers. Without giving future developments away, are you able to give thoughts applicable at the time of this emphasis as to the foreseen uses to which they might be put? Large scale production gets me thinking of Sealion as one likely purpose, perhaps a bit of Mediterranean island hopping, etc. or do you employ a doctrine of using them in major land operations, 'Market Garden' style? Is work commencing/planned on other supporting capabilities, ie transport aircraft, amphibious, etc?

I think I'm not giving too much away by talking in abstract strategic terms. In HPP (also in vanilla?) you're limited to a handful of brigades of paratroopers (the number may increase with tech over time) so you can't just spam out lots of paratroopers. Because of that the paratroopers are forced into a support role -- they can't carry the whole fight by themselves. But carefully selected attacks can be remarkably successful in, say, completing encirclements deep into enemy territory, or taking out a key objective that's still screened by the enemy (i.e. Market Garden). You mention island-hopping -- I've got a strange screenshot from late game which demonstrates why it may not be such a good idea. :) At least if you don't have localized control of the seas (i.e. they get stuck if they don't have an airfield).

Thanks for your comments and readership everybody! I'm hoping for another mid-week update. Lots going on IRL but I want to keep the progress going.