UK Campaign 1936 - Starting Situation
Where I left off a few months ago, I was in the middle of a mulligan in an EU2 game. All I had to do was adjust my game and build some forts. Then I got distracted by some online games of Axis and Allies and here I am attempting another WW2 themed game.
This one seems to be quite a learning curve to adapt. We are, of course, playing the UK again. It might be somewhat more complicated than playing Germany, because of more parts, but we have done it before in HOI1. Since we are just starting out, settings are Normal Difficulty and Normal AI Aggressiveness. (It is also possible in the HOI1 game, AI set to Furious might have skewed the game.)
We will start this with a small map and then discuss the pieces we are managing and a brief general discussion of a plan. We will follow up in another post a more specific plan to get through 1936, which is as far a we have recently played. (I have very little knowledge of events leading up to 1939.)
Part 1 - The Government
Our government is Market Liberal
0 Belligerence / Badboy
Here are the Government and Cabinet Ministers and their effects on the economy:
That's quite a mouthful, but I think we have all of it. I might do some experimentation to see if we can determine more of the exact effects. We plan to make two changes to the government above.
Part 2 - The Empire and Resources and Industry
Part 3 - Our Allies
Part 4 - Force Comparison
Part 5 - Force Roster
Part 6 - Obsolete Forces for Upgrade
Part 7 - 1936 Technology Goals
Part 8 - Allies Initial Research
This seems to be a bit of a tour. I did not go into detail on the variety of commanders we have - or ministers. More become available later. We will build a more detailed plan in the next post.
Where I left off a few months ago, I was in the middle of a mulligan in an EU2 game. All I had to do was adjust my game and build some forts. Then I got distracted by some online games of Axis and Allies and here I am attempting another WW2 themed game.
This one seems to be quite a learning curve to adapt. We are, of course, playing the UK again. It might be somewhat more complicated than playing Germany, because of more parts, but we have done it before in HOI1. Since we are just starting out, settings are Normal Difficulty and Normal AI Aggressiveness. (It is also possible in the HOI1 game, AI set to Furious might have skewed the game.)
We will start this with a small map and then discuss the pieces we are managing and a brief general discussion of a plan. We will follow up in another post a more specific plan to get through 1936, which is as far a we have recently played. (I have very little knowledge of events leading up to 1939.)

Part 1 - The Government
Our government is Market Liberal
0 Belligerence / Badboy
Here are the Government and Cabinet Ministers and their effects on the economy:
Head of State - King George V - Stern Imperialist
Head of Government - Stanley Baldwin - Backroom Backstabber
Foreign Minister - Anthony Eden - Ideological Crusader
Armaments Minister - Neville Chamberlain - Laissez Faire Capitalist
Minister of Security - Sir John Simon - Crime Fighter
Head of Intelligence - Sir Hugh Sinclair - Logistics Specialist
Chief of Staff - Sir A. Montgomery Massingberd - School of Fire Support
Chief of the Army - Sir A. Montgomery Massingberd - Static Defense Doctrine
Chief of the Navy - Sir Ernle Chatfield - Decisive Battle Doctrine
Chief of the Air Force - Sir Owen Boyd - Air Superiority Doctrine
Government Description:
Full Democracy
Far Right (one from Extreme Right)
Full Open Society
3/5 Free Market
2/5 Standing Army
3/5 Dove Lobby
0/5 Intervention
Industrial and Research Bonuses:
-5 IC
+5 Armor and Artillery Research
+47 Consumer Goods Need (-5, -20, -10, +20, +12, +50)
+50 Money from Consumer Goods (+20, +30)
+35 Tech Team Salary (+20, +15)
Construction Bonuses
-10 Unit Build Cost
-10 Production Time and Cost
+25 Upgrade Time and Cost (-15, +40)
-5 Artillery, Rocket Artillery, and Self Propelled Artillery and Rocket Artillery
-5 Infantry and Anti-Tank Brigades
-10 Land Fortifications
-5 Fighters and Interceptors and AA Brigades
+10 Construction to Strategic Bombers and Naval Bombers
-4 Gearing Bonus
Combat Bonuses:
+5 to Infantry Defensive and Anti-Tank Defensive
+5 to Battleship, Battlecruiser, Heavy Cruiser, Light Cruiser Offensive
+5 to Fighters and Interceptors
-10 to Carrier Offensive
Other Bonuses:
-40 Dissent in National and Occupied Provinces
+36 Dissent Growth Rate (+20, +10, +6)
-30 Chance to Coup us
+40 Counter Intelligence Penalty
+30 Army Intelligence
-5 Partisan Activity
+14.4 DoW Dissent (+10, +4.4)
-6 Manpower Growth
+5 Manpower Experience
+4 Unit Organization
Diplomatic Action Costs
900/1000 Coup Nation
67/100 Influence Nation (It shows up on screen as 66 so it might be rounding)
8/30 Open Negotiation (If Democratic)
Head of Government - Stanley Baldwin - Backroom Backstabber
Foreign Minister - Anthony Eden - Ideological Crusader
Armaments Minister - Neville Chamberlain - Laissez Faire Capitalist
Minister of Security - Sir John Simon - Crime Fighter
Head of Intelligence - Sir Hugh Sinclair - Logistics Specialist
Chief of Staff - Sir A. Montgomery Massingberd - School of Fire Support
Chief of the Army - Sir A. Montgomery Massingberd - Static Defense Doctrine
Chief of the Navy - Sir Ernle Chatfield - Decisive Battle Doctrine
Chief of the Air Force - Sir Owen Boyd - Air Superiority Doctrine
Government Description:
Full Democracy
Far Right (one from Extreme Right)
Full Open Society
3/5 Free Market
2/5 Standing Army
3/5 Dove Lobby
0/5 Intervention
Industrial and Research Bonuses:
-5 IC
+5 Armor and Artillery Research
+47 Consumer Goods Need (-5, -20, -10, +20, +12, +50)
+50 Money from Consumer Goods (+20, +30)
+35 Tech Team Salary (+20, +15)
Construction Bonuses
-10 Unit Build Cost
-10 Production Time and Cost
+25 Upgrade Time and Cost (-15, +40)
-5 Artillery, Rocket Artillery, and Self Propelled Artillery and Rocket Artillery
-5 Infantry and Anti-Tank Brigades
-10 Land Fortifications
-5 Fighters and Interceptors and AA Brigades
+10 Construction to Strategic Bombers and Naval Bombers
-4 Gearing Bonus
Combat Bonuses:
+5 to Infantry Defensive and Anti-Tank Defensive
+5 to Battleship, Battlecruiser, Heavy Cruiser, Light Cruiser Offensive
+5 to Fighters and Interceptors
-10 to Carrier Offensive
Other Bonuses:
-40 Dissent in National and Occupied Provinces
+36 Dissent Growth Rate (+20, +10, +6)
-30 Chance to Coup us
+40 Counter Intelligence Penalty
+30 Army Intelligence
-5 Partisan Activity
+14.4 DoW Dissent (+10, +4.4)
-6 Manpower Growth
+5 Manpower Experience
+4 Unit Organization
Diplomatic Action Costs
900/1000 Coup Nation
67/100 Influence Nation (It shows up on screen as 66 so it might be rounding)
8/30 Open Negotiation (If Democratic)
That's quite a mouthful, but I think we have all of it. I might do some experimentation to see if we can determine more of the exact effects. We plan to make two changes to the government above.
Part 2 - The Empire and Resources and Industry
Looking at the Statistics, we start with a bunch of territories with a total of 160 IC and with foreign penalties, this translates into 147 IC. I have no idea how the foreign penalty works. I suppose we have a foreign IC penalty of 13 and we can reduce this to 11 with our Efficient Sociopath if we want. A model I can think of is we have 135 Domestic and 25 Foreign. 50% gets us 12.5 for a total of 147.5. 60% gets us 15.0 for a total of 160. The actual numbers are 147 and 149. We would only know for sure if we open up different games.
Out of 147 Base IC, our production starts off terrible and will get worse in the early part of the year. We collect 50% or 74.0 to start. We can improve this to 53% or 78 with a Minister change and 2% Dissent. We lose George V early and that takes us down to 42% or 62 and 3% Dissent. The Reoccupation of the Rhineland gets us back to 52% or 76 and 3% Dissent. This is the part of the year we will have to muddle through.
We have a wide range of Resources:
388 Energy - This starts us with a surplus of 240.
144 Metal - This starts us with a surplus of 70.
73.5 Rare - This starts us with a surplus of 36.5.
We have surprisingly little oil, but we can trade. Our vast resources will bring trade to our shores.
We should be able to build a bunch more industry with a resource surplus like this. However, I want to see how the game actually unfolds before making commitments like that.
Out of 147 Base IC, our production starts off terrible and will get worse in the early part of the year. We collect 50% or 74.0 to start. We can improve this to 53% or 78 with a Minister change and 2% Dissent. We lose George V early and that takes us down to 42% or 62 and 3% Dissent. The Reoccupation of the Rhineland gets us back to 52% or 76 and 3% Dissent. This is the part of the year we will have to muddle through.
We have a wide range of Resources:
388 Energy - This starts us with a surplus of 240.
144 Metal - This starts us with a surplus of 70.
73.5 Rare - This starts us with a surplus of 36.5.
We have surprisingly little oil, but we can trade. Our vast resources will bring trade to our shores.
We should be able to build a bunch more industry with a resource surplus like this. However, I want to see how the game actually unfolds before making commitments like that.
Part 3 - Our Allies
We will list our main allies and their IC, followed by Energy, Metal, Rare, Oil:
74 UK - 388, 144, 73.5
57 France - 151, 90, 31, 0
26 Australia - 60, 59, 10, 0
21 Canada - 67, 81, 20, 4
12 South Africa - 70, 18, 4, 0
7 New Zealand - 16, 6, 4, 0
Our puppets and their IC:
6 Nepal
5 Bhutan
6 Iraq
6 Yemen
5 Oman
We tend not to make much use of their forces.
74 UK - 388, 144, 73.5
57 France - 151, 90, 31, 0
26 Australia - 60, 59, 10, 0
21 Canada - 67, 81, 20, 4
12 South Africa - 70, 18, 4, 0
7 New Zealand - 16, 6, 4, 0
Our puppets and their IC:
6 Nepal
5 Bhutan
6 Iraq
6 Yemen
5 Oman
We tend not to make much use of their forces.
Part 4 - Force Comparison
Main Allies - Land, Sea, Air
UK - 57, 121, 11
France - 48, 54, 8
Australia - 11, 13, 1
Canada - 1, 7
South Africa - 3, 6
New Zealand - 7, 5
Main Rivals - Land, Sea, Air
USSR - 136, 33, 12
USA - 6, 112, 7
Japan - 65, 97, 11
Italy - 50, 59, 12
Germany - 40, 17, 11
We will use this to see what kind of forces are building up.
UK - 57, 121, 11
France - 48, 54, 8
Australia - 11, 13, 1
Canada - 1, 7
South Africa - 3, 6
New Zealand - 7, 5
Main Rivals - Land, Sea, Air
USSR - 136, 33, 12
USA - 6, 112, 7
Japan - 65, 97, 11
Italy - 50, 59, 12
Germany - 40, 17, 11
We will use this to see what kind of forces are building up.
Part 5 - Force Roster
Land Forces:
18 Infantry (1918) - 4 in UK, 2 in Middle East, 12 in India
29 Garrison (1918) - 24 in UK, 1 in Gibraltar, Malta, Ceylon, Singapore, and Hong Kong
9 Militia (1936) - These are in Africa
1 HQ (1936) in UK
57 Total - We will organize these divisions a bit and replace their commanders with accountants.
Naval Forces:
2 Carrier 1
4 Carrier 2 - 6 Carriers total
2 Battleship 2
10 Battleship 3 - 12 Battleships total
1 Battecruiser 3
2 Battlecruiser 2 - 3 Battlecruisers total
16 Heavy Cruiser 2 - 16 Heavy Cruisers total
21 Light Cruiser 1
2 Light Cruiser 2
7 Light Cruiser 3 - 30 Light Cruisers total
21 Destroyer 1
11 Destroyer 2 - 32 Destroyers total
5 Submarine 2
4 Submarine 3 - 9 Submarines total
13 Transports
121 Total - We will organize some battlegroups and move them around.
Air Forces:
3 Interceptor 1
5 Tactical Bomber 1
3 Strategic Bomber 1
11 Total
18 Infantry (1918) - 4 in UK, 2 in Middle East, 12 in India
29 Garrison (1918) - 24 in UK, 1 in Gibraltar, Malta, Ceylon, Singapore, and Hong Kong
9 Militia (1936) - These are in Africa
1 HQ (1936) in UK
57 Total - We will organize these divisions a bit and replace their commanders with accountants.
Naval Forces:
2 Carrier 1
4 Carrier 2 - 6 Carriers total
2 Battleship 2
10 Battleship 3 - 12 Battleships total
1 Battecruiser 3
2 Battlecruiser 2 - 3 Battlecruisers total
16 Heavy Cruiser 2 - 16 Heavy Cruisers total
21 Light Cruiser 1
2 Light Cruiser 2
7 Light Cruiser 3 - 30 Light Cruisers total
21 Destroyer 1
11 Destroyer 2 - 32 Destroyers total
5 Submarine 2
4 Submarine 3 - 9 Submarines total
13 Transports
121 Total - We will organize some battlegroups and move them around.
Air Forces:
3 Interceptor 1
5 Tactical Bomber 1
3 Strategic Bomber 1
11 Total
Part 6 - Obsolete Forces for Upgrade
18 Infantry 1 to Infantry 2
1 HQ36 to HQ39
3 Interceptor 1 to Interceptor 2
5 Tactical Bomber 1 to Tactical Bomber 2
27 Divisions total
1 or 2 Artillery to Great War Heavy Artillery
1 CAG - I think I saw one on the Hong Kong Carrier
2 Obsolete Brigades - We will see these when they are finally upgraded.
We believe upgrade costs are 62.5% of the new unit cost and 31.25% of the time. So we get the upgrade at about 20% of the cost of the new unit. We might try to put this off to later in the year, or 1937, or 1939. We have not decided yet. Our current cost for upgrades is 117.53.
1 HQ36 to HQ39
3 Interceptor 1 to Interceptor 2
5 Tactical Bomber 1 to Tactical Bomber 2
27 Divisions total
1 or 2 Artillery to Great War Heavy Artillery
1 CAG - I think I saw one on the Hong Kong Carrier
2 Obsolete Brigades - We will see these when they are finally upgraded.
We believe upgrade costs are 62.5% of the new unit cost and 31.25% of the time. So we get the upgrade at about 20% of the cost of the new unit. We might try to put this off to later in the year, or 1937, or 1939. We have not decided yet. Our current cost for upgrades is 117.53.
Part 7 - 1936 Technology Goals
Early Field Artillery - Most likely we will make extensive use of artillery.
Basic Air Transport - We are not sure if we will build a Paratrooper Team.
Agrichemistry - We will let our allies develop this first to save us some money.
Agricultural Production - Same as above. It seems to be a target for our allies.
Rocket Test and Research Facility - We are not sure if we will build one, because it is very expensive.
Battlefield Destruction Doctrine - We can already obtain a blueprint from France.
Basic Air Transport - We are not sure if we will build a Paratrooper Team.
Agrichemistry - We will let our allies develop this first to save us some money.
Agricultural Production - Same as above. It seems to be a target for our allies.
Rocket Test and Research Facility - We are not sure if we will build one, because it is very expensive.
Battlefield Destruction Doctrine - We can already obtain a blueprint from France.
Part 8 - Allies Initial Research
Agrichemistry - France, Canada, Australia, New Zealand
Early Field Artillery - France
Rear Area Vehicle Repair Shop - France
Dive Bombing Doctrine - France
Improved Machine Tools - France
We will take advantage of this to obtain blueprints.
Rear Area Supply Dumps - Canada, South Africa, Australia
We can send them blueprints.
Early Field Artillery - France
Rear Area Vehicle Repair Shop - France
Dive Bombing Doctrine - France
Improved Machine Tools - France
We will take advantage of this to obtain blueprints.
Rear Area Supply Dumps - Canada, South Africa, Australia
We can send them blueprints.
This seems to be a bit of a tour. I did not go into detail on the variety of commanders we have - or ministers. More become available later. We will build a more detailed plan in the next post.
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