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I may do a test soon to show the speed they build in various infra levels. Also need to try it at different levels of civil engineering, since I know that plays into it, too, as I recall from watching numbers slowly increment while watching factories come online.

This is very important for a country like the USSR which has little good infrastructure. Most times, all of my factories there are built in the green infra road stretching east of Moscow.
 
Which makes building infra something that is interesting not only in generating Construction Practicals, but also in getting the factories "repaired" faster.
 
Which makes building infra something that is interesting not only in generating Construction Practicals, but also in getting the factories "repaired" faster.

Precisely.

And here I was dropping my factories in whatever province I fancied. Thanks for the confirmation

You're welcome. It's easy to test - have the province you're building in open, and hover over the infra icon that's brown, working on becoming green. You'll see things like 1.125, for how much IC is there, until it completes. Every day it builds again at midnight, IIRC.

You'll see it builds faster in the greener provinces.
 
Another good reason to get infra high is for unit repair. As the UK, it's not uncommon to have the Japanese running amok in Malaysia. I always build Singapore to level 10 infra, and get its land fort (it has a coastal fort already) up to at least five, along with maxed air fields (if it doesn't start with that). I usually have some odd divisions built in Southeast Asia, including things like 1xINF/1xGAR/1xAA/1xAC. In my last UK game, I held on a line east and west of Kuala Lampur to the sea. There's a river to the east I stayed behind with infra I upgraded to level 10 and a level 1 fort from coast to coast. I made all infra between Singapore and this line also level 10.

The Japanese, for all of the ten or so marine divisions, along with Siamese divisions, never cracked it. I went over on the offensive in 1944 and knocked out Siam in two months.

The level 10 infra was key. My units repaired faster than the Japanese did. I also nailed them with 3xTAC bombers and 3xMRs. I had four air commanders at or close to level 8 by the time I landed in Taiwan. Don't underestimate properly laid-out infra.
 
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Chapter 10: 1938.


Last time, we had a little trouble with our Parliament. This is still going on at the start of the session, but we still have 30.8 LS. We are researching Motorised Infantry and level 3 of the Infantry techs, which would make them up-to-date.

For those of you playing along, I will end the chapter to show you my research by that time. You can compare with your own tech to decide what to research next.


On the 21st of January, the effect goes away, and we can put those valuable IC back into production, while also placing 2 points of LS into Diplomacy (I like having a big reserve for the trade AI to play with).

Seven days later, Industrial Production gains another level, which gives us a total of 184 effective IC. This allows me to put another 6 factories in the queu. I think you can see how all this works together to snowball our industrial might, but this will get even better when the war starts in Europe.


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Traditionally, 1938 is an important year for AI Germany, due to the Anschluss and Munich Agreement. In my game, japan wins the Sino-Japanese War. This is an unfortunate compromise the devs put in because they were simply unable to properly balance that war, which is no news. They have never been able to balance it since HOI 2, where the AI would reportedly just “cheat” and stop fighting to give the appearance of war. Let’s hope they find the answer in HOI 4.

If you ever play Japan, and you want all of China, you will have to add the conquest CB yourself, and declare war on the other warlords manually. Note, however, that this will add significantly to your threat vis-à-vis the USA. I once had a Japan AAR going, and in the test games I did, the US had 25 Neutrality by 1939, which would have allowed them to join the Allies after the Fall Of France. On the other hand, doing so would eliminate a ton of Japan’s resource troubles and would make joining the Axis less of a certainty.


But in this campaign, the US still has a Neutrality of 83.62, and we will continue the waiting game for a long time yet.


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March 9th. Germany is right on schedule. The effect on our neutrality is negligible.


We have 100 Diplomacy points, which means that I can safely turn those 2 points back over to research instead, allowing us to finish the rest of the Light Cruiser techs.


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As I said before, even the US has to make some hard choices. Armoured Cars now add to a division’s speed, and they are a very good support brigade, but I chose not to research them, just because it eliminates the need to keep another 2 techs up-to-date.

Light Armour techs add to Motorised and Mechanised Brigades’ stats, so they have value even if you don’t build any Larm divisions. Plus the tech level I’m researching here, will unlock Self-Propelled Artillery. This is a must-have for me under most circumstances. People interested in further reading on the subject of the composition of armour divisions in TFH, might want to take a look at this thread: http://forum.paradoxplaza.com/forum/index.php?threads/misterbeans-panzer-test.754430/


I have also started researching Marine Infantry. Those marines are incredibly useful in a theater like the Pacific, where it’s all about landing on islands.


By May, we finish researching Education, giving us another 2 points of LS. I can now begin researching Land Doctrines. I will end up researching almost all of them.


In case you’re wondering, the US is producing 693 Energy, 356 Metal and 127 Rares. Even with the crappy laws we’re forced to live with for the moment, we could potentially support around 350 IC.


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Motorised Infantry has finished research. With Assault Concentration taking its place, we are now researching practically all Land Doctrines.


Late July. Our 2nd CAG is done building, and is placed in the Airforce for now.

A couple of days later, the last of the Larm techs finish as well, which allows me to begin researching Self-Propelled Artillery (Spart for short).


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In August, a random event called “Great Peace Demonstration” adds 2% to the Ruling Party’s support, but it reduces our National Unity by 1 point. As most laws depend largely on NU, I make a couple of changes to the priorities for our spies at home. This effectively doubles the effect our spies have on NU (from 0.3 per month to 0.64 per month)


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Germany has started nibling on Czechoslovakia. There is a small chance that the Czech government will refuse, placing them at war against Germany. If you are looking for a historical experience, just reload your last autosave until they accept.

In other news, by this time, we are well on our way to researching the Air Doctrine techs. All Fighter techs are being researched, except the two “Targeting” techs. Researching these will effectively cancel each other out. Historically, the US had a focus on taking out enemy fighters first, leaving the enemy bombers virtually defenseless (even more so because the RAF’s focus was more defensively minded towards taking out enemy bombers first). Some historians believe that this, along with the advent of the Mustang in 1943 and the huge size of the US Eight Air Force in England by that time, allowed the Allies to win the air war over Europe. I decide not to research them, for the simple reason that it is just one more tech to keep track of. Just something you might want to look into in your own games if you’re historically inclined.

By the way, in case you have not noticed it, researching CAS Pilot and Ground Crew will not only enhance the organisation and morale of Close Air Support planes, but also that of CAGs. Playing a nation that largely depends on their carriers for overseas defense, this stacks nicely with the actual NAV pilot/ground crew techs.


Our Neutrality is creeping ever so slowly down (now 83.19). It might seem a useless exercise, but keep in mind that we would still be in the 90s by now if we hadn’t been making the effort. Every little bit helps, and I have seen games where AI USA was unable to join the Allies after Pearl Harbour because their Neutrality was too high and Japan had not been called in by Germany (you need 25 to join a faction unless you’re fighting a common foe who is part of another faction).


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By October, the next large batch of factories finishes. After placing them, I order another batch of 23 factories. These will probably be our last ones. They will be done in September 1939. By that time, I want to begin building up our military. For those of you following along, remember to keep placing Yorktown and the CAGs at the bottom of the queu.


I’m going to end the chapter here with a look at the research tabs, so that you can see where my research focus lies.


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I have not researched Mountain Infantry, because I’m hoping that the US’ special brigade (Rangers) will pick up some of the slack in that regard.


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Artillery and AT are up-to-date. Arm almost there.


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As you can see, I have completely ignored subs this time around, even though they can really hurt Japan’s ability to project power overseas by sinking most of their merchant navy. Like I said more than once, choices have to be made.


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No Iowa-class BBs or powerful heavy cruisers for me either, even though the history buff in me is protesting loudly.


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Bombers. Not much to say. They will have to wait for next year.


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Even though my Germany tutorial relied almost exclusively on interceptors, I plan on building mostly M/R this time around, because their increased range allows them to better support nearby naval battles in the Pacific.


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Industry techs are looking fine. I have not researched any of the resource techs on the right of the screen, but I might make an exception at some point in the future for Rare Materials. Radar is scheduled for next year as well.


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I have not build a Rocket Test Center, so most of the Secret Weapons (if not all of them) will be useless to me.


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Only the supply and civil defense techs are important, but if you want to rush nukes, you might want to keep Nuclear Physics Research going all the time. These techs are useful to keep Theory decay to a minimum for those things you will not research for a long time.


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With all those Doctines, the US Army will most certainly be a force to be reckoned with.


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Naval Doctrines. Next year.
The Fire Control and Commander Decision Making techs improve your odds of hitting the right target and avoiding friendly fire (mostly a problem if your squadrons are too big).


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I have all the Air Doctrines under research that I’m interested in.


I will see you next time!
 
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Good to see your air doctrine structure is the same as mine (I may have learned this from you, to be honest, in Take 2...can't remember).

I always go for BBs as the USA. I can't ignore them. :) I usually run a squadron of 2xBB/4xBB with every carrier task force. Makes mincemeat of Japanese invasion fleets, even if they come in with four carriers.

My starting Pacific island defenses usually look like: 2xGAR/1xAC/1xAA(or ART). They just need to hold long enough for my fleets to arrive.
 
USA leadership *drools*

As the US you start with the most and most modern BB force on Earth, I have never really seen any reason to go for BBs as the USA. Maybe as England to take advantage of the higher BB practical but never as the USA.

Why not logistical/installation/airbase strike doctrines? Are they not worth it? I usually get them.
 
Good to see your air doctrine structure is the same as mine (I may have learned this from you, to be honest, in Take 2...can't remember).

I always go for BBs as the USA. I can't ignore them. :) I usually run a squadron of 2xBB/4xBB with every carrier task force. Makes mincemeat of Japanese invasion fleets, even if they come in with four carriers.

My starting Pacific island defenses usually look like: 2xGAR/1xAC/1xAA(or ART). They just need to hold long enough for my fleets to arrive.

The USA should have plenty of battleships for its purposes, but I am the same with Germany. I always build Bismarck and Tirpitz, even though I have hardly any use for them.

USA leadership *drools*

As the US you start with the most and most modern BB force on Earth, I have never really seen any reason to go for BBs as the USA. Maybe as England to take advantage of the higher BB practical but never as the USA.

Why not logistical/installation/airbase strike doctrines? Are they not worth it? I usually get them.

Nice huh, that leadership ;)

Those aerial doctrines are worth it, but I hardly ever perform the missions, so for me, they're an unnecessary luxury. Besides, it gives me the option to research other stuff. Note that I also have not researched Strategic Strikes, even though that would be thematically appropriate for the US.
 
I like having modern ships - the Level 3 battleships are getting outdated in 1936, and don't stand up in a fight with the Japanese. Also, you only have a few of those - you're mostly stuck with WW1 ships, and those are only good for shore bombardment, which is more or less what the US used them for historically. It's not uncommon for me to put all the level 1 and 2 battleships in my primary invasion fleet, especially for Europe, Pounding the heck out of the Axis ground troops with them is always fun.

Of course, if you're not going with building them, you do get to free up Naval doctrines pertaining to them. That's two more, four if you go with the bottom two (Targeting, Command Decision, I believe).
 
I like having modern ships - the Level 3 battleships are getting outdated in 1936, and don't stand up in a fight with the Japanese. Also, you only have a few of those - you're mostly stuck with WW1 ships, and those are only good for shore bombardment, which is more or less what the US used them for historically. It's not uncommon for me to put all the level 1 and 2 battleships in my primary invasion fleet, especially for Europe, Pounding the heck out of the Axis ground troops with them is always fun.

Of course, if you're not going with building them, you do get to free up Naval doctrines pertaining to them. That's two more, four if you go with the bottom two (Targeting, Command Decision, I believe).


Well, I did say that they are good enough for "my purposes". My purpose for them is to hammer the ground forces and delay the enemy fleets until the carriers get there.

I don't research DD and BB doctrines in this case, but the bottom two are techs I always research ( Well, maybe not if I'm playing Switzerland :) ), because they are essential for getting better shots. I don't remember the actual mechanic they improve, but it has been established on the forum since SF, I believe.
I would always advice anyone with a serious navy to research those two, along with spotting and basing, regardless of the actual doctrine path you prefer.
 
I usually do, considering I tend toward the sea-going powers.

Just finished up a USA game yesterday that was, for me, a draw, even though it said operational victory for me. I puppeted Japan and Italy, but the Soviets beat me to Berlin. I wasn't going to land in Europe until '44, but I saw that Germany had no manpower left and was almost to Stalingrad, having never taken Moscow or Leningrad. I knew it was just a matter of time. I took from Kiel down to Munich, more or less. Liberated France, Belgium, the Netherlands, and Luxembourg. The Brits were sitting on Denmark

I was sitting on roughly 650 IC by the end... I didn't need more troops, so I just spammed aircraft and ships and radar stations. All with the UK getting about 90-100 IC in lend lease.
 
Don't feel too bad about it. It takes one hell of a speedrun to make it to Berlin before the Soviets do. I did it once as the UK, but my Overlord was in '43, so I had a year on you. By then, the Germans were fighting for their life just inside Poland, so I liberated Poland as well.
 
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Chapter 11: Radar, A Secret Weapon?


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We pick up our story in October. The USA has begun researching radar. A lot of people don’t know or understand how radar works in this game, and that is not surprising. “Radar Efficiency”, what is that?


The main purpose of radar is to detect enemy planes and guide fighters to intercept them. It gives a combat bonus for this particular mission. Even more, it makes the “Air Intercept” mission a viable option. Without it, your fighters would scramble too late and are unable to prevent large-scale damage to the target province or units. The only possible choice in this case, is the “Air Superiority” mission. This will give your fighters a number of provinces to patrol, depending on the parameters you set at the start of the mission. These planes will be in the air nonstop, continually using fuel and supplies.

With radar, your fighters will stay on the ground, until enemy planes are detected by the radar, and will then take off to intercept the enemy (you still have to set the “intercept” mission, obviously). This early warning system will give them more time to arrive in the target province, hopefully preventing the enemy from inflicting severe damage. Radar also gives a combat bonus to all planes in its radius, when they are on an intercept mission.

This radius increases as the level of radar increases. You can easily see this by the light on the map, given off by the radar.

Using the Battle Of Britain as an example, the UK’s radar installations along its soutern coastline, allowed the RAF to watch airfields in France, detecting German planes taking off. They could tell whether these planes were bombers or fighters. This allowed them to intercept German squadrons the moment they entered Britain itself (RAF didn’t allow their fighters to intercept over the Channel to reduce the number of lost planes and pilots). It allowed RAF Fighter Command to coordinate the efforts of the 3 Fighter Groups stationed in southern and eastern England for maximum coverage.


But there is more! Beyond saving supplies, fuel, IC and MP this way, radar installations can serve as listening stations (remember the tech I told you does this?). All HQs have a radio range, that allows them to benefit from a well-organised OOB. Radar intercepts these radio signals, showing you the approximate location of enemy ground forces, along with their estimated unit type, and, sometimes, their name. This estimates become more accurate as you research the decryption tech. The effect this has on your intel, cannot be overestimated. A German level-10 radar installation, with proper techs to support it, will often pick up Soviet HQs and divisions as far east as Moscow. A level-10 radar in Dover can see an Army Group HQ sitting in Konigsberg in East Prussia. Not every unit is shown, of course, and their location is not always accurate, but it helps tremendously in clearing up the Fog Of War and planning your next moves.


And that’s not all. Large radars will also pick up and try to identify ships passing through sea zones in its vicinity. Again, using UK as an example, radar installations in southeast and southwest England, will often show you the location of German subs, greatly enhancing the ability of destroyers to locate and destroy them.


Finally, the Radar tech opens up several other, related techs for your planes and ships, giving them better detection stats when researched.


So is it any wonder I research it as soon as possible?


At the end of the month, some IC frees up. I use this to build 3 more factories.


Mobile Warfare doctrine advances to the next level, opening up the Spearhead doctrine, which we will research sometime next year. Instead, I begin researching Jungle Warfare Equipment, a vital link in making our marines and rangers the fearsome jungle warriors they are destined to become.


By late november, the last of our Arm techs is finished, allowing me to start research of Heavy Armour. I will research the Brigade tech now, but the actual techs (guns, armour, engine, reliability) will have to wait for later. The reason for this is simple. I plan on a Japan-first strategy. Once Japan is taken out of the equation, only Germany and Italy will be left and their navies, by that time, usually consist of a couple of rowing boats and river barges. I will no longer need to research naval techs, and can tech rush Harm techs. If all works according to plan, they can make an appearance in Europe by 1944.


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On the 1st of December, we finish building a number of factories. More are put into the queu, but this time, I want USS Yorktown and its CAGs to get done. These will definitely be the last factories I build.


I check my Neutrality at the start of 1939. It stands at 82.94. Slowly but surely, we’re getting there. All we need now is for Germany to fire its decisions, and then we are golden.

That is the paradox of playing as the USA: you want/need Germany to be very successful early on, because it will allow you to put better laws into place.


By this time, I am researching most of the various bomber techs, which I plan on fully researching.


By february, we have 204 IC. Together with the huge amount of resources we are trading away, we are currently at a deficit of about -7 Energy. That’s no problem, since we have maxed out our Energy and Metal pools a long time ago and can stay at a deficit for many years to come if we have to. It does, however, serve as a warning to other nations trying to IC-whore. Make sure you have enough of a surpluss, unless you want to run your own economy into the ground by overbuilding factories.


We finish research of Self-Propelled Artillery in February. All the techs we need in the Armour tab are now up-to-date.


USS Yorktown is launched on the 11th of March.


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This will take its place. We will lose a lot of convoys early in the war, so by building a large enough surpluss, I can shield myself from the losses preventively. Each convoy consists of 10 ships. Submarines sink individual ships. So if I build 99 convoys, I am actually building 990 ships.


A couple of days later, Fighter Ground Control (the tech that improves the combat effect of your radar on your planes) is done. I can now start researching the last Fighter tech.


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26 March 1939. Germany fires the First Vienna Award decision, annexing the Czechs and turning the Slovaks into their puppets. And here, I have a confession of sorts. Originally, when I got to this point, Czechoslovakia refused to play ball, leading them to war against Germany. As this would snowball into an unpredictable war, where the UK DoWed Germany (leading to war against Germany and Japan in march 1939), I talked it over with my co-authors Secret Master and 21Oliver. It was decided that I should reload the last auto-save, because this is a tutorial AAR. A tutorial depends on controlled circumstances whenever possible for people who are following along. I just told you this in the interest of full disclosure.

If this were just any gameplay AAR, I would have gone with the flow of the game, but not this time.


Anyway, moving on.


The effect of the Czech annexation on US Neutrality is minute, but in Europe the effects are obvious. Poland mobilizes on the 28th of March, France following suit on the 30th. Italy joins the Axis, probably in response to the sudden threat on its border, on that same day. On the 4th of April, South Africa joins the Allies. Hungary joins the Axis on the 9th of May.


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In Washington, life goes on as usual. Tac Pilot Training makes way for Mechanised Offensive. By late May, I am researching all the Naval Doctrines I need.


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I stop a bunch of trades with the Axis, both current and future, both for RP reasons (despite the protests of mister Ford, FDR has decided he no longer likes this Hitler fellow) and to stem the loss of Energy and Rares. Energy goes from -24 to -7, while Rares go from -7.6 to +4). I would have embargoed them, but my Neutrality is not low enough…yet.

Since it’s an election year, I also put the support of the ruling party at home on priority-3 again.


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In early June, we are once again building up our surplusses. Most factories will finish in August, making room for some much-needed production in other areas. We will have about 2 years worth to build up the military, which should be enough to get started, at least.


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A quick note on nukes might be in order before I end this chapter. I am not planning on researching them, because I don’t want to drag this mini-campaign out all the way, but in your own games, if you want nukes, here’s how you do it.


First you research all the way down to Isotope Separation, which will allow you to build a Nuclear Reactor (this baby costs around 75 IC or so, I believe).

You research 4 levels of Civl Nuclear Research.


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Then you research Nuclear Bombs.

You build these and attach them either to strategic bombers or rockets, if you have those, and use them as a massive Strategic Attack.

That is all it does. It does not damage any planes, ships or ground units, but it will have a huge impact on their National Unity, if you use them on high-VP provinces. You will still need to take enough VPs in the traditional fashion, if you want them to surrender, but it will reduce the number of VPs you need.


As you can imagine, if you want 2 Atom Bombs ready by 1945, you will need to tech rush the hell out of them from day one. In another thread, Secret Master once informed me that he could not do it in time, while also building the historical OOB of the USA at the same time. I think it’s safe to say that, if he can’t do it, it can’t be done without tech rushing.

KyrionMyrthar had the following to say about nukes:
I've become a big fan of nukes. I've had them in mid-'44 as the USA, and early '45 as the UK. The trick is to keep researching Nuclear Theory at the top of your queue (or whatever its name is) so you lose less and less through practical degradation.

For those who haven't used nukes, the following occurs: All infrastructure and facilities are knocked down to 0. ALL resources are wiped out if you drop it on a capitol (Berlin, Tokyo, Rome). The first nuke dropped usually gives about a 20 point deduction in their national unity. Each subsequent nuke on the country is cut roughly in half each time for the NU hit, so 10, 5, etc.

If Germany is already on the precipice with no manpower, losing all of their resources is the death knell.

The first facility built is the hardest. As the USA, I usually start piling them into the queue when the first one is about one third of the way done. I'm sure I could be more efficient, but I always build them in the same province - I haven't checked to see if they can be spread across ten different provinces.

if you're rushing the builds, be sure to build them in level 10 infra.

In one recent game, I nuked Tokyo in August of '44.




That’s all for now. See you next time.
 
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I've seen the AI build nuclear reactors, but the AI will not tech rush the way a human player would, unless it's specifically scripted to do that. So in most cases, you should be safe, as it will be at least '46 before they can have the first A-bomb ready. Probably later.
 
A lot of good stuff in the last two updates. I knew radar was a big (giant) deal, but I didn't know the exact workings. Or the fact that it also helps to detect ships.

The factory-infrastructure link was helpful, as was Kyrion's discussion of the battlefield benefits of infra.
 
A lot of good stuff in the last two updates. I knew radar was a big (giant) deal, but I didn't know the exact workings. Or the fact that it also helps to detect ships.

The factory-infrastructure link was helpful, as was Kyrion's discussion of the battlefield benefits of infra.

That is my only real gripe with the game. Some of those terms can mean just about anything. "Radar Efficiency +5%", or "firing target choice +5%". What does that mean? A lot of new players will just look right past it.
 
Don't feel too bad about it. It takes one hell of a speedrun to make it to Berlin before the Soviets do. I did it once as the UK, but my Overlord was in '43, so I had a year on you. By then, the Germans were fighting for their life just inside Poland, so I liberated Poland as well.

I'm usually able to beat the Russians in, either as the USA or as the UK. I met with some seriously fierce resistance, though, which didn't stop until Berlin was encircled by the Soviets. What was different this time was I let the AI do the heavy lifting in Europe. I was busy in the Pacific fighting some seriously fun naval battles and landings. That PacWar might have been my favorite, all-time. The Aussies actually landed and took Truk in '42. Sort of blew me away.

I started experimenting with new armored division makeups, too. 1xARM/1xMECH/1xSPART/1xAC was a solid and fast unit.
 
I've become a big fan of nukes. I've had them in mid-'44 as the USA, and early '45 as the UK. The trick is to keep researching Nuclear Theory at the top of your queue (or whatever its name is) so you lose less and less through practical degradation.

For those who haven't used nukes, the following occurs: All infrastructure and facilities are knocked down to 0. ALL resources are wiped out if you drop it on a capitol (Berlin, Tokyo, Rome). The first nuke dropped usually gives about a 20 point deduction in their national unity. Each subsequent nuke on the country is cut roughly in half each time for the NU hit, so 10, 5, etc.

If Germany is already on the precipice with no manpower, losing all of their resources is the death knell.

The first facility built is the hardest. As the USA, I usually start piling them into the queue when the first one is about one third of the way done. I'm sure I could be more efficient, but I always build them in the same province - I haven't checked to see if they can be spread across ten different provinces.

if you're rushing the builds, be sure to build them in level 10 infra.

In one recent game, I nuked Tokyo in August of '44.