Chapter 8: Arsenal Of Democracy.
Now that we’ve established that IC-whoring is largely inefficient, I’m going to do it anyway.
As the title suggests, I’ll be playing the USA in this part of the tutorial.
First off, let’s be clear: playing as the USA is somewhat boring in the early years. Japan and China will go to war in 1937 or ’38. While everyone in Europe gets involved in the struggle against or for the Nazis, the US will be more worried whether or not to parole Al Capone.
If you follow my gameplay, you’ll be sitting still and waiting for stuff to finish for the next 4 to 5 years. However, when the US will get dragged into the war, our efforts will culminate in making us the premier arms manufacturer in the world, with an economy that is unsurpassed worldwide.
That’s another point I wanted to make. The US’ entry into the war depends largely on the choices of Japan. By the time we’re ready to intervene in Europe, the war may be all but decided.
But the point of this mini-campaign is not to win the war. The point is to show you how to maximize your IC-gains when building factories.
The first thing I do, is to send out my spies. At home, my spies will be focusing on supporting the ruling party, because it is an election year. This bit is as much RP as anything else, because you can still appoint whatever ministers you want, regardless of winning the elections or not. The only ones you can’t change, are the Head Of State and the Head Of Government (the president and vice-president).
I am sending spies only to Japan. Germany is too far away to make much of a difference this early. Canada and Mexico are incapable of generating much threat, being democracies, so they are out too. Besides, we know that Japan will be the biggest threat in South-East Asia. Even so, we are at 100% Neutrality. Changing that will take time. More so, because Japan is somewhat far away, when compared to our earlier Romania/Russia model. It can’t be helped. The main reason is simply that there is no guarantee that Japan will bomb Pearl Harbour. If they don’t, then we’ll have to lower our Neutrality on our own, so it’s best to get started early.
As you can see, the US’ military hardware is still largely stuff they issued during the Great War. A lot of work will have to be done in order for the US to gain equality with European arms technology. Thankfully, we have the highest Leadership in the world. Right now, I have assigned that Leadership to train new spies.
After reviewing the various ministers, I have made some changes in the cabinet. Since it’s an election year, Arthur Vandenberg makes sense with his “Ruling Party Support” modifier. I decide on Frank B. Rowlett as Head Of Intelligence, because, with its unique geographical location, any threat will have to come from enemy navies. Frnak Knox makes naval bases need less supplies. The less supplies we need, the more IC we can pour into production. Robert Wagner is employed for the same reason. The US is completely self-reliant in terms of resources anyway, but what we need is more IC. Less of a CG need, means more IC towards production.
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.
Using this button, I am going to give control of continental USA and Alaska to CONUS East. This way, I can disband CONUS West Theater. One less HQ to maintain.
As for Diplomacy, the only thing I do in that tab, is to automate trade. The reason for that is simple. The US is fully self-reliant. We don’t need to trade for any resource in the game. But the AI is quite capable, and will sell anything and everything so that it can buy supplies.
If we can buy them, we won’t need to produce them ourselves. Less IC there means more IC in production.
Do you see how all these various bits and pieces work together to get rid of as much drain on our IC as possible?
Besides anything else, the New Deal makes it all but impossible for the US to start building army units early on, anyway, reducing our MP by 40% and increasing CG demand by 25%. We need all those little savings while the New Deal stands.
I let the game run for a day so that it can calculate the new demands on our economy. Time to get started on production.
Midway Island will be the centerpiece of my war efforts in the Pacific and the eventual location of the Theater HQ. I build 10 levels of airbase and 10 levels of coastal forts, and max out the naval base on the island.
I am not doing this so that I will be ready for war when it comes. Indeed, I could have spend the same amount of effort on maxing out infrastructure in the US itself to improve the supply net at home. The reason why I’m building all this, is because it all provides Construction Practicals. The more Construction Practicals we gain during the year, the faster our factories will get finished.
For that same reason, I build level-10 coastal and land forts in Honolulu. Land Forts are useful here, because the Japanese, if they ever get this far, might land on Sunset Beach and bypass our coastal forts. Making Honolulu and Midway as impregnable as possible makes me feel more secure.
With all that out of the way, I finally go to the production tab. I get rid of the destroyers, sub and cruiser in the queu, because they will be obsolete by the time we go to war anyway. I have better things to do with my IC.
This is a bit of a balance exercise. We are going to focus all our attention on building factories. I start with 10 of them, placing the two carriers and their CAGs at the bottom of the queu. They will use any leftover IC to continue building at a reduced pace. This way, I can at least somewhat mitigate the decay of my Carrier and Light Aircraft Practicals over the course of the next two years.
It is just as good of a strategy, in this regard, to build enough factories that we can deny the CVs and CAGs any IC whatsoever. Some people will advocate doing that. For this campaign, I have chosen to get them done over time. That way, they will be out of our hair by the time we will eventually begin rearmament, and it will, at least somewhat, mitigate the decay of those Practicals.
After letting the game run for another day, I see that the carriers have too much IC going towards them, so I add 5 more factories, once again placing the ships and planes at the bottom. The idea is to let the first ship (USS Enterprise) be in the orange, which tells us that not enough IC is going towards its construction.
One day later, I have 10 spies in both US and Japan. Time to start research. I leave 2.04 points in Espionage and the barest trickle of LS in Diplomacy. The AI is very fond of cancelling and initiating new trades according to its subroutines, so it will need more Leadership to keep going.
I am researching the 1918 techs first and working my way up to the more modern techs. That is the main benefit of playing as the US. Time is on our side. We won’t be building any military hardware anytime soon, so there is no reason to prioritise, say, carrier techs or bomber techs.
Even the US can’t research everything. Even the US has to make some choices. These depend largely on what we plan to build later. I decide that my navy will focus on carriers, with light cruisers as screens, and probably some destroyers to hunt enemy subs. Since I won’t be building any battlecruisers, battleships, subs or heavy cruisers, there is really no need to research them.
As the ships and planes start arriving in DC, I merge them, so that I end up with a single fleet and a single airforce, just to reduce clutter.
My production screen that same day. As you can see, there is only 1% of the needed IC going towards the Enterprise. I have placed the Supply slider at the amount needed to encourage the trade AI to buy more supplies. I could just as easily have reduced the slider all the way to 0, but I noticed that sometimes, the AI is not able to procure enough supplies in time before we run out. I will keep a close eye on the slider and send more IC towards production as the needs drop over time.
Then I let the game run. I watch the supply slider and the amount of spies in Japan so that I can intervene if necessary.
Sometimes, countries will ask for a production license for planes. My standard answer is to grant it, if they are democracies or nations that I know will be enemies of the Axis later on. I also give any Latin American nation permission whenever they ask. There is no real reason to do this, but, to me, it is part of the Monroe Doctrine, keeping Europe out of our backyard as much as possible.
The Spanish Civil War started in my game in late March ’36. Time to get out the popcorn and watch the show.
As you can see, by May, our supply needs have dropped 6 points. That is 6 more points of IC going towards production.
When I run out of Diplomatic Points, I transfer the LS from Espionage to Diplomacy for a couple of days. I can safely do so, because I have 16 spies in reserve, who will be send to Japan whenever a spy is caught there. When I have about 10 Diplomatic Points in reserve, the LS goes back to training spies.
Someone in the Quick Questions Thread has asked if Decryption/Encryption techs are useful for research. The tech I have researched here, is the one that allows decryption techs to be used for anything the radar picks up, giving you more intel on whatever it is you are watching. Don’t underestimate the importance of radar. A level-10 radar in Kent (in the UK) with the proper techs to support it, can pick up and identify an Army Group HQ as far away as East Prussia. It will sometimes be able to show the UK how many German panzer divisions are sitting across the Maginot line, and so on.
I transfer the point of LS that was wasted towards Diplomacy, an unfortunate side effect of using the trade AI, as explained earlier.
I will follow my usual routine of keeping up research of something until the ahead of time penalty appears.
By July, all the divisions in continental US are sitting in Washington DC. Time to show you another trick to save up on IC. At this point, I am spending 35.24 IC or about 23% of our total IC on Consumer Goods because of nonreserve units under our command.
That’s these guys here. I disband all of these divisions and HQs, along with the garrisons still sitting in the Pacific Theater.
I reassign the rest of the divisions, that are now without corps HQ, to the Theater HQ by clicking the “Theater Forces” button, which assigns units to the appropriate Theater HQ.
One day later, my CG need has dropped to 25.7. Another 10 points of IC that can be spend on production.
Note that I have only about 5 IC left going towards supply production. Compared with the screenshot of my first factory build, I have 17 more IC assigned to production without gaining a single extra point of IC in the process. I could use these points to order an extra 3 factories, but I decide to spend it on finishing the units in the queu first. Maybe not the most efficient use of our IC, but that is my choice. If you are playing along, feel free to build those factories instead if you want to and place the ships and planes at the bottom of the queu again.
I am going to end this chapter here. See you next time.