Who said I do?!
Actually
release D which was supposed to be a minor improvement of C is growing every evening.
Perhaps it is a time for a presentation?
Release D will pretty much close the question of 'continuation Poland'.
The problem is that when facing this country there are several factors to consider:
a) The country maintained large armed forces which should be difficult to feed and to rearm. Expanding the military forces should be very, very difficult since real life Poland struggled with that facing other problems and finding other ways to spent budget money - such as below.
Still it should be
possible to upgrade all divisions to 1935 level with a couple reaching 1939 - we now are aware that for example three+ of infantry divisions were equipped with motorised AT companies.
b) The country invested huge amounts of money or other funds for the industrilisation plan called the COP, though it didn't stop there - naval industry was also growing.
This should be difficult to carry. It should be a burden so it must be a serious challenge to face, especially with other demands.
c) Large amounts of money were gained from population (bearer bonds, public collections, gifts) - in game terms as much as c. 8-9 IC.
d) Weapons export played an important part. Money sufficient to create, arm, supply and train at least 25 tank battalions were gained from that source. 40% of the amount came from old and new weaponry exported to Spain, especially (90%) the Republicans.
It must be recreated in some way to make it work.
e) Soviet forces were a real danger all the time and foreign officers were employed and plans created to rise allied units to face the enemy.
f) Silesia was the most important industrial center of Poland. It was also autonomous which meant it had its own budget. It should decrease its industrial importance before any form of mobilization, but still there must be some ways to recreate its contribution to the satet budget, even if the money were borrowed.
g) Mobilization must appear in some more serious way, but the reserve troops should cost somethig.
h) Aircraft industry was one of most dynamic developing sectors of the economy, but there was a struggle between state owned and private industry - between centralisation and autonomy. Rayski's plan is a part of the process, but something was missing in vanilla CORE.
i) Victory should mean something else than conquest. It should lead to the development of the entire country and resolving certain 'differences' with Germany and the USSR - so containing Germany and creating stable and secure eastern border.
Every single one of those should make some impact and there must be other factors to consider.
What it means for the coming release?
There will be several improvements and event chains to deal with some subjects.
Namely:
- SePeWe chain dealing with the military export, mainly to Spain,
- expanded German early defeat this time Poland might just get Silesia, but can attempt to grab Eastern Prussia, but risking another war with Germany or even more imminent - Soviet intervention,
- Mobilization events were reworked. There will be two plans to implement - 'east' or 'west' depending on choice of a player. The AI will always choose 'west', but plan east is also available. It activates slightly different units appearing in different places,
- mechanized brigades receive a uniformed chain of events. I've learnt numerous details how those units were supposed to work, what units would be used to create them and where they (most likely) would be formed. Allied credit and buying ex-Cze weaponry might accelerate the process. Player's choice.
- initial OOB was reworked with a reserve division added in a place of garrison in Silesia. That is because the unit is supposed to become mobile if necessary. There will be an unlocking event triggering during a war.
- finally there is an event which will sack all (almost all) old guards, especially higher ranks which should start a wave of autopromotions, but only in 1941-43, so not too early. It is optional obviously.
- other countries don't receive too much attention. There is just one general use event which gives an option to train reservists from 1936 adding strenght to units when partial mobilisation starts. LIT,LAT,EST receive their own sets which are supposed to recreate the swiftness of their mobilization, important considering the fact they all start with 30% strenght divisions which the AI dodn't manage to rise to full strenght without help attempting to built new divisions instead.
Now the reinvented POL techteam - the (hopefully) final shape.
Doctrines
There aren't too many changes comapred to
C.
Marcinkowski was added because fascist POL, a puppet of Germany should receive at least one team - the rest will be deactivated (yes there is a 'fascist take over' event, just like with the communists).
Mossor was available to the communist POL, but this wan was very pragmatic - able to cooperate with anyone, apparently. Historically he helped Kutrzeba before the war, tried to negotiate with GER after learning about Katyn in 1943 and worked in communist POL after the war. Apparently completely indifferent when it came to ideaology though was still arrested and tortured in 1950 as many real and preceived enemies of stalinist authorities.
Continuation POL receives
Wladyslaw Sikorski available (not without some cost) if the country bocomes more democratic (one slider move) to recreate a possibility of an agreement between ruling government and the opposition.
He will still disappear in 1943 if his death event fires.
Activation event fires only after 1940-41 because I don't think it was possible to make enough changes during the first phase of the war with Germany.
The rest is known already - teams in case if POL is liberated by the Allies, teams replacing people who die - Kutrzeba from a cancer in 1947 and a cople of alternative teeams if certain choices are made or becoming available only after something spectacular - defeating Germany for exmple.
I still might revise those teams because I am not completely certain who would actually replace Kutrzeba or Smigly in 'continuation' reality. Anders for example might be pushed to 'POL liberated by the Allies' section and replaced by someone. I am consulting one source so I haven't made a decision yet.
Technology
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Obviously that is much more complicated. There are many, many optional choices so massive numbers of teams visable below are rather deceiving.
In general it will award patient players who will attenpt to implement all development plans and make necessary research or just make certain decisions.
Aircraft industry looks most impresive - 10 teams (!), but the reality is that you can end up with anything between
1 and five.
It reflects four different choices you can make:
- centralisation,
- status quo,
- supporting private industry,
- radical centralisation,
First option is historical. Plage i Laskiewicz are bankrupted and nationalised.
LWS is created.
Later COP plan will result in PZL WP-2, DWL will be activated by the partial mobilization and PWS will appear if you choose to activate observation planes.
That gives 5 teams around 1941 with the original PZL upgraded or not if jet engines are invented.
Second option is similar. The only difference is that PiL will stay and LWS never appears. Rayski will get over it in time while PiL will slowly expand on its own to somethning better than the LWS, but with a small break (disappears for 1937).
Third option is the most unhistorical. PiL not only doesn't bankrupt, but is supported. So is the DWL.
Rayski's plan will never happen and the progress of the development of the air forces will be somehow different. In a short run maybe even more beneficial.
PiL will expand earlier, without any breaks. it will reach skill 4 eventually (not shown). DWL-RWD replaces weaker DWL giving another attractive option.
But there will be no Rayski's Plan and the team itself will disappear too.
Fouth option gives as little as three teams, but might be considered quite interesting.
If you bankrupt PiL and DWL and later implement Rayski's Plan it will give you another option - to deactivate the LWS and choose newly acquired resources to upgrade the PZL replacing the original with WP-2 and PWS appearing independently as usual.
Naval industry is more historically accurate. Warsztaty Portowe were never replaced by Stocznia Gdynia, not before 1945 so it won't before 1942 in 'continuation' Poland.
Stocznia Gdynia will appear as an independent merchant ship shipyard it was in real life.
If you choose to implement naval development plans for later years you will receive the best naval team with submarine specialisation. According to the plans known presently submarines were supposed to be built in Gdynia with help of French engineers and local cadres trained in the Netherlands, in 1941. IN the game the new tam will appear no earlier than in 1942.
Kwiatskowski as before is to represent... himself. He was responsible for the COP, but naval industry was his child and he is honoured in Gdynia to this very day.
Stocznia Gdanska represents all ex-German shipyards grabbed in Danzig, Elbig and Konigsberg, but mainly in Danzig. Available only if GER are defeated, of course.
Scientific teams are marginally revised from vanilla CORE. New portraits and some new teams. Elektrit mainly because it was the second largest radio company in POL, the main exporter, the largest company in Wilno and because it continued its own research in more advanced radio systems.
It is a secondary or a tertiary team anyway. The rest was explained before, PIT to deal with the radars which were well researched by POL before the war with prototypes in testing in 1939.
More serious subject is the one above. Industrial teams must represent something important and their presence should be well justified. No fantasy nonsense.
COP is revisited once again. Technical efficiency made it too useful compared to teeams designed to research tanks i.e. PZInz. It was simply too good.
Aeronatics seems better and more fitting. It will be more useful to research the aircraft industry than the PZL and basically that is all.
Silesian industry if POL grabs the entire region would always be superior as a heavy industry team so I see no reason to change that.
Pretty much the same with the entire rest - each has its uses, even if it remains rather unattractive - there are always moments when you need to research three artillery/weaponry techs at the same time so even the lowest (but sizable compared to teams in other countries - each company which is here was larger than anything in say Bulgaria)
There are two other additions. SEPEWE to recreate the importance of the weaponry export - activated by the Spanish Civil War it will disappear if POL goes to war - so should help discouraging early DOWs.
FSC Lublin represents a large car company created by LILPOP... in this city in 1939. The team will replace the Warsaw company in 1940s as a part of the COP plan.
The logo is from the post-war company producing cars, mainly trucks in the city, it is pretty cool too.
It is important I will say this aloud - the company is not just a car factory. Chevrolet cars in Poland were supposed to be produced from locally manufactured parts, using rubber syntheticised in Poland, based on Polish patents, from oil extracted in Poland. It was closer to an autarchy in many ways, but that was how it was.
IN addition the company represent also other car manufacturers in the country starting production in late 1930s and supposed to start in 1940s as well as the second part of the 15 YEAR developement plan which was supposed to deal with communication, so also motorisation.
The general idea was to cover as many possibilities as possible and to discourage techteam takeover which might be necessary in vanilla, but shouldn't be in the CORE.
It is also obvious that I love techteams.
If anyone has detailed and well supported proposals for other countries e.g. Hungary such changes can be made. It is not such a big problem since the template (the COP plan) is already here, but I've spent a lot of time and some resources (money) to gain knowledge about the subject. it is not complete, but damn, it is sizable. I expect something similar from anyone proposing any improvements.
Ufff that is all for now.
Ok. There will be some new icons in the mod as well.