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Damn, and here I thought I was the only one who knew that trick :)
Decided to check the script files.

Code:
                        -- DOW the ones who have us on Embargo
                        if loTargetRelation:HasEmbargo() and not(loTargetRelation:HasWar()) then
                            if Support.GoodToWarCheck(v.Tag, v.Country, voForeignMinisterData, true, true, true) then
                                voForeignMinisterData.Strategy:PrepareLimitedWar(v.Tag, 100)
                            end
                        end

Found this.

Japan is literally required to respond to a embargo if they are in the axis with War. This is why you can expect them to declare war. They are explicitly commanded by the game to do so.

Also, the US has Japan as it's highest priorities to embargo if AI and leaning Allies and Japan is in the Axis.

Basically, it's set up that Japan will declare war on the US, Pearl Harbor or not.
 
Thank you for that very fine piece of research. That confirms it: if your Neutrality is too high to join the Allies, but you can embargo, this will provide a way in.
 
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Chapter 15: Unlimited National Emergency.


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On the 26th of February, Germany does the USA a big favor, when it completes the conquest of Yugoslavia. There are actually 2 sides to this decision.

On the one hand, France must not be in control of Paris OR be a member of the Axis.

On the other hand, either UK must have 10% surrender progress OR Yugoslavia must be a government in exile. Don’t ask me why Yugoslavia is so important to the US. I didn’t make the rules. It's just a way of getting the US involved in a historically accurate timeframe.
Fact is that entering a state of Unlimited National Emergency, drops US Neutrality be another 5%, gives us a 10% National Manpower modifier and gives us a 10% IC bonus.

Of these 3, the drop in neutrality is certainly the most powerful one. All this time, I have been working toward maximizing the effects of this drop.


pVlgEWB.png


Why? Simply put, it gives us the best possible peacetime laws available to a democracy. Except for the Mixed Industry (and Germany is just about the only nation in the game that can use that law while at peace), we now have the same laws as Germany does after the Reoccupation Of The Rhineland.

Germany’s effective IC went to just above 200 with it.


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When the US enacts War Eonomy, our IC total goes from 450 to 576 (that is with all modifiers, including temporary ones). And we’re not even at war yet. It is from this point onwards, that the USA is all but invincible. The in-game USA can do what the real US boasted about being able to do. You sink a carrier? We’ll build 2 to replace them. You have 20 panzer divisions ready to invade us? We’ll build 50 to rebuff you. You have 20 interceptors? I'll just build so many bombers that your fighters will be overworked.


There is a potential downside, however, if you can even call it that at this level. If Japan is not in the Axis, the USA would find themselves in a Limited War (meaning just us and them, plus their puppets). The game rules don’t allow you to go to Full Economic Mobilization upon entering a war is you have more than double the IC that your opponent has. Trust me when I say that we most certainly have over twice of Japan’s IC.

In other words, if the US wants to enter this final Economic law, we will need to be at war with Germany. The easiest way of doing that will be to provoke Japan into bombing Pearl Harbour. This should allow us to become a member of the Allies, and find ourselves at war with Germany as a consequence.

Another possibility would be to declare war on the Soviets after the start of Barbarossa, but that would be a bit far-fetched.


All this is academic for the moment. We don’t have the Neutrality to declare war on anyone just yet (still at 54.46), or even to embargo anyone. For that, we will need a final puzzle piece. And once again, Germany will be the one to provide that piece for us, a couple of months from now.


As you could tell from the last screenshot, my garrisons are almost finished training. I place 2 each on Guam, Wake, Midway, Honolulu, Johnston Island, Phoenix Island and Palmyra. These last 3 are potentially important if we want to keep a line open to Australia and New Zealand.

All of these will be attached directly to the Pacific Theater HQ. Sometimes, I use the AI for large, easy landgrabs during war. I always do this at the Army or Army Group level. This way, I am certain that the AI will not try to use these garrisons as tank divisions. Or so much as move them anywhere.


The last garrison is posted to Rejkja…Reykya… to Iceland.
It is extremely unlikely that anyone in the Axis would be in a position to threaten us there, but it’s there, and provides a potential jumping point between Scotland and Newfoundland.


bQGjDlj.png


To replace them in the queu, I opt to build some interceptors before starting more Multi-roles. The reason for this is simple. Interceptors are cheaper in IC and quicker to build. As such, they will gain us Light Aircraft Practicals faster than their more offensive-minded cousins.

For that same reason, I build 2 Naval Bombers. Not only will they come in handy, but they are slightly cheaper and quicker than Tactical Bombers.


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The carriers will be finished in May next year. I’m hoping that our Pacific defenses will keep the Japanese in check until then. By that time, I should be ready for war.

But we are going to slowly get started on modernising our army, so I have placed a ton of IC into upgrades. There are a lot to do and we have a big load of research being done. I have also increased the allotment of IC being send to the UK, from 20 to 25.


JEYsBIj.png


The next step is to change the Leadership sliders. We have plenty of Diplomacy points and spies, and, now that we have 3-Year-Draft, it is finally worthwhile to spend points on training officers.


I put Sommervell in charge of the CONUS theater and Drum (with a substantial promotion to Field Marshall) in charge of the Pacific Theater. Both are level-1 nobodies with the only saving grace of being Logistics Wizards. This way, I keep my good generals for the important jobs.

These will undoubtedly change as soon as we enter a war, but the Theater HQ doesn’t usually need a lot of Organisation anyway (not being a frontline unit), so that can wait until later. Right now, I aim to save a couple of points of supply needs.


While we’re preparing for war, let’s build our very first real frontline division, shall we? And since we’re the USA, what better unit to start with than the US Marine Corps?


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Some people, Secret Master included, like this set-up for their marines. They lose a lot of their unique terrain bonuses, but this is largely compensated for by their Armour stat. It is a valid strategy, since most garrisons in the Pacific will not have any real anti-tank weapons, they should fall quickly enough.

Others take it even one step further and replace the Armour brigade with Heavy Armour, but I don’t like it. It simply takes away too much from the unique nature of a marine division.


PG0bFAc.png


All major nations in TFH have a specific national type of brigade. The UK has the Ghurkas, the fearsome mountain warriors of Asia. Italy also has special mountain troops, the Alpinis., while France has the Chasseurs Alpins (which I still feel should be Foreign Legion instead, but that’s just me).

Japan has the Imperial Guards, infantry that can be paradropped.

Germany has the Waffen-SS and the Soviets have the Guards. Both of these are motorised units specialising in urban warfare.

The US has the Rangers, in real life quite possibly one of the best recon units in the world. They are not too bad in the game either.


yuVaiz5.png


This is as close to what the real marines had during WWII as the game will get (I believe), although they had only a tank battalion (I think) instead of a regiment, and they had more heavy weapons and garrison units attached as well. They are excellent defensive units for jungle fighting.


KCLWZQk.png


Me, I’m an old-fashioned kind of guy. They are less than optimal, if you’re looking to min-max, because of their Combat Width. On the other hand, their terrain bonuses are not diluted in the slightest, while their combat stats pretty much ensure that I don’t need more than 3 of them in any amphibious assault. Their toughness of 42 means that, most of the time, their opponents will be out of Org before they are, when on the attack.

Yes, I did say 3.

The game rules state that you can add up to a Combat Width of 10, PLUS ONE ADDITIONAL UNIT.

In this case, a third marine division, for a total CW of 15.

All I have to do is to keep them away from anything even closely resembling armour.

I only build 1 division at the moment, just to get things started.


This is where the composition of the newly build garrisons comes in handy. We now have an Infantry Practical of 10.6 and an Armour Practical of 8. Artillery Practicals are still in the dumps (2), but we are building 24 artillery brigades, remember? These will ensure that we have good Land Practicals overall by the time we start preparing for war in Europe.


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Navigation radar is essential for any nation with naval ambitions, as it will make it easier for bombers to find enemy ships. Strategic Bombers don't have a lot of actual combat use, but their awesome range can sometimes make them useful in sinking enemy ships where you don't have a nearby airbase to work from.


Speaking of ships, let’s take a look at page 6 of the ledger, which lists all the ships sunk during the game.

After adding them up, I come to the conclusion that Germany, so far, has lost 9 subs, 6 transports, 5 DD, 5 CL, 2 CA and 1 of their WWI-vintage BCs. This means that Bismarck is probably out there somewhere, along with Scharnhorst and Gneisenau, but they have lost the Battle Of the Atlantic.


Italy has lost 3 subs, 6 CA, 5 CL, 1 BB (Littorio), and 11 transports. This is pretty much normal for them, as they don’t really stand a chance against the British navy.


Japan has only lost a single DD during the Sino-Japanese War.


Contrary to their enemies, UK, so far, has only lost 1 DD and 4 CA. I’d call that a win, and it shows that the Royal Navy still has very sharp claws in its old age.


In other words, we will probably need some naval strength in the Atlantic before we start shipping troops to England. That can wait, though. If I can take care of Japan first, I can build up my land forces and use the Pacific Fleet for protecting the invasion of Europe.


By mid-april, I start building the last 5 destroyers I need to bring that fleet up to strength. The first 5 are scheduled for launch in early July. With some luck, this will shave off a substantial amount of time from the last ones.


W1dMBkt.png


By late April, I can start researching 1942 techs. Still ahead of the time curve.


We are losing 19 Rare Materials per day, through no other fault than my massive factory builds. To compensate, I will add a single level of 1938 Rare Material Prcessing Techniques. Not that it’s really necessary. Once I go to full wartime laws, the added percentage of Resource gathering should be more than enough.


One of the bonuses provided by Germany’s agression runs out on the 24th of June, and our IC drops back down from 576 to “only” 540, still more than Germany has after all their conquests.


When we come back, we are going to continue with the preparations for war. See you then!
 
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Reykjavik. You're welcome. ;)

You are almost ready to swat the Japanese aside like a bothersome fly. And I don't think Germany can save itself either, not even if they don't invade the Soviet Union.

I had the thought that the US is similar to Germany in that you, as the player, have a good idea of the timetable involved. While the US doesn't make the decision as to when war breaks out, it seems that you can still predict accurately when you will be (and until what time you won't be) at war. It's a nice insight to have when you're fine-tuning your production runs.
 
Reykjavik. You're welcome. ;)

You are almost ready to swat the Japanese aside like a bothersome fly. And I don't think Germany can save itself either, not even if they don't invade the Soviet Union.

I had the thought that the US is similar to Germany in that you, as the player, have a good idea of the timetable involved. While the US doesn't make the decision as to when war breaks out, it seems that you can still predict accurately when you will be (and until what time you won't be) at war. It's a nice insight to have when you're fine-tuning your production runs.

Very true. I usually have my builds set for a particular week or so, and once they're org'ed up, I embargo Japan and head to war. Whether I pre-position fleets or not is at my own whim.

The US output is crazy. I've been playing Japan lately (in my opinion, the hardest major to play), and by 1943 in a game last week, I'd sunk 89 US ships. When I tagged over and looked at their summaries, they still had 125 ships, with about fifteen more in the queue. I'd lost about five ships at that point, and was sitting on 140 or so.

I didn't expect to be able to keep up with the Joneses, such as it were.
 
Reykjavik. You're welcome. ;)

You are almost ready to swat the Japanese aside like a bothersome fly. And I don't think Germany can save itself either, not even if they don't invade the Soviet Union.

I had the thought that the US is similar to Germany in that you, as the player, have a good idea of the timetable involved. While the US doesn't make the decision as to when war breaks out, it seems that you can still predict accurately when you will be (and until what time you won't be) at war. It's a nice insight to have when you're fine-tuning your production runs.

The advantage of having played over 200 campaigns. I'm hoping that HOI 4 will be less predictable.

Very true. I usually have my builds set for a particular week or so, and once they're org'ed up, I embargo Japan and head to war. Whether I pre-position fleets or not is at my own whim.
The US output is crazy. I've been playing Japan lately (in my opinion, the hardest major to play), and by 1943 in a game last week, I'd sunk 89 US ships. When I tagged over and looked at their summaries, they still had 125 ships, with about fifteen more in the queue. I'd lost about five ships at that point, and was sitting on 140 or so.

I didn't expect to be able to keep up with the Joneses, such as it were.

The secret of playing Japan is occupying everything East and south of Hawaii before the US can get its act together. Preferably you should get to Panama, so that they have to ship everything around the tip of South-America to get anywhere.
From there you have strategic freedom to choose where to invade first.
 
Yeah, that's my plan this time around. I'm sort of stumped, though... do I let the USA sit as a fascist power halfway between the Axis and the Allies, unable to join in, or do I hit them in 1941? I'm thinking the latter, although I'll need to deal with the Brits and Australia, too.

If America sits too long, unable to join in, its power, once it does join a side, is fierce.

But that's another topic, not the USA.
 
I would suggest to let them stew as long as they are not in a position to join anyone. If they are fascist, keep them influenced towards your side of the triangle, and let them play Bonny And Clyde in their own backyard. Makes it easier to get rid of the Allies in your sphere of interest.
Something I discovered while playing Japan: your threat, apart from specific events, does not increase when you DoW someone. It increases when you enforce your wargoals. Joining Germany's war may not do enough to get the US riled either way. Just make sure to keep a second save handy. You never know :)
 
Huh, good to know. Thanks!

You can test it with Japan. After Marco Polo, let the war run for a month and note your threat towards the US. DoW the rest of the warlords. Wait another month. Check again. Preferably without actually forcing a surrender from Shanxi.
 
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Chapter 16: Barbarossa.


Here we are again, still trying to get the US ready for war as fast as possible. Right now, I’m hoping to stave off a Japanese attack until May next year. By then, the carriers, cruisers and destroyers will be finished. With some luck, that will be all the navy I need to reach Tokyo, and I will be able to focus on planes and troops for Europe.


In preparation for this, I have split the Pacific Fleet.

CTF1 has all 5 carriers and our 6 most advanced Light Cruisers, Admiral Nimitz commanding. He is the best admiral we have, so it makes sense to give him the most dangerous squadron in my navy.

I have navies 1 through 5. When I’m done, they will each have 3 battleships and 4 destroyers. The commanding officers are Rear Admirals Halsey, Spruance, Burke, Hart and Ghormley. With the exception of Ghormley, each of these is a Superior Tactician, which gives them 10% positioning bonus.

The transports are commanded by Admiral Kinkaid, who is a Blockade Runner. This will greatly improve their survival chances if they ever find themselves in combat.

I will get into more details on how naval combat works in a later chapter.


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It’s July. The artillery is done. I’m giving each infantry division 1 of these. The fastest way of doing that, is like on the screenshot, particularly when you have a lot of these to assign.


This has freed up over 90 IC, which I will use to start building 6 Multi-roles.


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Here is the newly established 1st Army Group, commanded by Field Marshall MacArthur. They will be tasked with bringing Japan to heel.


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6 Days later, I finish research of Mechanised Infantry. With my armour and artillery techs all up-to-date, I can start building up a land force to be reckoned with. The techs are done just in time, too, because a week later, some of the temporary Leadership Bonuses we got from the war in Europe run out. By the 26th, we “only” have 38.67 LS left.


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Introducing the 1st Armour Division. Massive Firepower, but they will need 10 supplies and 6 fuel per day, which should be no problem for the biggest industrial giant in the world.


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Germany declares war on the Soviet Union on the 3rd of August, 1941. The largest invasion in human history has begun, with Italy joining them 5 days later, even though they are not making any progress in Africa (which is impossible to predict; sometimes Italy goes all the way to the Turkish border, sometimes they get spanked hard by the British AI).


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German threat is now 44.7, allowing us to expand the Undeclared War, which drops another 2 % off our Neutrality and improves our relationship with the UK by another 15 points. Note that I haven’t changed my patrol areas yet in this screenshot.


By the 7th another armour division is put into the queu.


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A look at my production screen. Upgrades are going slowly, but they are going. This is good, considering that 1 year earlier, we still had rifles from 1918.


We have plenty of resources. Even if the Japanese subs would sink our entire merchant navy, we would still be able to keep working for years.


On the 16th, my bomber techs are all but up-to-date, with only the two navigation radar techs a year behind.


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All my CAGs are done. I group them in duos and assign Fleet Destroyers as commanders. Remember that CAGs really should be used together with a carrier, but they can be based on any regular airstrip and used as short-range naval bombers. Just keep them away from any fighters, who will eat them for breakfast.


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A look at Europe. The Italians are starting to make some headway in Egypt. As the US, you shouldn’t worry about that too much, unless UK loses both Gibraltar and Suez. That would effectively cut their empire in two, forcing them to take the long way round South-Africa to get to India. In all other cases, remember that the Egyptian VPs don’t count for Italy. Only their own core VPs count. In other words, you can invade them from the North, after dealing with Germany.


The Soviets ask for Lend-Lease, which I accept. Both UK and SU will now get 15 IC each.


QHXnrSb.png


Time goes by. By mid-september, I am ready to show who I’m cheering for. All the European Axis members get embargoed (Romania, in case you’re wondering, is still neutral, surprisingly enough. If they do join the Axis, I will embargo them as well). They will no longer be able to trade with the US. It will throw my trade AI for a loop for a couple of weeks, but that’s ok. Closing the US market for them will hurt them a lot more than it hurts me.

Important note here. I have said it before, but it bears repeating. DON’T EMBARGO JAPAN!
We could do that right now, but when you do, it’s just a matter of weeks until they DoW you. They are hardcoded to do that, so we are going to keep that in our back pocket for the time being. It will be our way of getting into the game once WE decide we’re ready. This puts at least some initiative back in our corner.


This is a rather short chapter, but I have reached the limit of my gameplay, so I am going to stop here. I should have plenty of time in the coming week to play, and I should (hopefully) reach the point where we join the madhouse carnage by the end of the next 2 chapters. See you then!
 
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Another thing I do on day 1, is to attach every division, plane and ship to CONUS East Theater, and sending all of them to Washington DC. That way, we don’t lose any supplies along our supply lines (known as Supply Tax). It may seem like a small matter, but it all adds up.

It might be a little late to ask this, but do you send all the subs to DC? Also, does the Asiatic fleet go there as well?
 
Yes, everything. The reason is simply because you lose a tiny amount of supplies for every province that those supplies have to travel. If you keep supplies in the capital, there's no supply tax.
 
You can test it with Japan. After Marco Polo, let the war run for a month and note your threat towards the US. DoW the rest of the warlords. Wait another month. Check again. Preferably without actually forcing a surrender from Shanxi.
Oh, I need to try this.

Playing a US game after a failed Japanese game over the weekend. I joined the war on January 1, 1942. Used a corps of marines to hop through the Central Pacific (although Truk was HARD and I didn't take it until the third try, after bypassing it and grabbing all the other islands except for Marcus). I'm in Japan in Spring of '43, hoping to knock them out, although they have a huge chunk of India already. Patton is marching on Tokyo,

The plan is to then shift everything to Europe and strike for Berlin. The Soviets have been holding the Germans at the gates of Moscow and Stalingrad for six months, although they're losing ground elsewhere. Karelia is almost completely German now, and they're pushing hard.

I did notice that there are no names for US super heavy battleships. Yeah, I know. I wanted some. So I'm going to mod the base game files to give them some. I figure US Presidents for their names. I already modded the US and Japanese country and units files to give more proper names to ships - the base game has errors with the Japanese, particularly carriers, where there's an extra space at the beginning of the ship names, so you get " Kaga" and "Kaga". I broke down and fixed it, as well as creating more ship names for SHBBs (they used ancient provinces for the names).

I also gave the USA more CVL names - the first one is actually a CVE, based on when the ship's hulls were laid down in the real world. The Essex class was extended, too - there were five unnamed ships not built, so I used Civil War and WW1 battles for their names (Shiloh, Gettysburg, Mobile Bay, St. Mihiel...and one other).
 
Hello, Nicegil. Very nice to have you along for the ride. I just read your own latest chapter. Very impressive.
 
How's the Undeclared War faring? Any contacts with Uboote, or any noticeable losses of convoys? I'm just curious how much this feature plays a role in the greater war.

It's a complete waste of fuel so far, but in one private game, I did encounter some subs who were lurking right under my Lend-Lease convoys.

And the garrisons stay where they are, right?

No, I disbanded all the garrisons I start the game with, along with every nonreserve unit.