As I write this, I have an HOI2 VH Campaign in September, 1937 where we started and early war against Japan that might be in a stalemate, but does not matter. What matters in that game is we got into an early war with the UK and Germany appears to be continuing as if nothing is going on. We would be starting as scheduled in 1939 with much more experienced units and more material, but less Manpower. We will also be starting with the USA as an ally.
Then we got interrupted and downloaded HoI3 and Darkest Hour. HoI3 is not yet stable. DH is stable. So we will continue our campaign in DH. Format is similar. We will start by looking at our initial position and options..
We believe we fixed most of the music in this game. I crack a smile every time I hear something from the Vicky 1 soundtrack. I will add stuff from EU2 soon enough.
Part 1 - Politics - Government and Domestic Policy
Part 2 - Industry and Resources
Part 3 - 1933 and 1934 Technology List
Part 3 - Foreign Intelligence
Part 4 - Force Roster
Part 5 - Obsolete Forces For Upgrade
We are best off without a plan for now.
Militia to Garrison looks like a good upgrade and very cheap and is all we need unless we are building more Infantry later.
Garrison compared to Infantry looks amazing, actually. The difference is 2 Soft Attack and the ability to retreat.
Most likely we will eventually upgrade to Infantry.
Part 6 - Proposed Initial Moves:
Lack of Manpower Growth until we mobilize means we will try to modernize as well as we can.
Domestic Policy - We believe we are 2 moves away from Market Liberal, which will open up Full Free Market.
An alternative is to move towards Hawk/Intervention
Finally, there is Open Society and a question of if we need more Open to get full Free Market. Eventually, we lose the point of going full FM. In that case, we should work on Hawk Lobby.
For Cabinet Change, we can install Administrative Genius for an 8% swing in IC, from 26 to 37 IC. We can put off the rest of the changes for when the Dissent is more stable.
For Navy, assuming our first foe is Germany, and later Italy, our strategy should be Range.
12 Battleships, 34km, with Float Plane and Fire Control, plus whatever we want. 44km range.
18 Cruisers to absorb hits. So 27 Naval Vulnerability, if we even need improved hull.
We only appear to be picking up 0.54 MP per year. Basically we are modernizing whatever we have. A lot of that will be picking up Naval Upgrades we believe we will need.
Anything else to add here? A courtesy picture of our initial situation?
Then we got interrupted and downloaded HoI3 and Darkest Hour. HoI3 is not yet stable. DH is stable. So we will continue our campaign in DH. Format is similar. We will start by looking at our initial position and options..
We believe we fixed most of the music in this game. I crack a smile every time I hear something from the Vicky 1 soundtrack. I will add stuff from EU2 soon enough.
Part 1 - Politics - Government and Domestic Policy
I am trying my best to find correct titles and appreciate corrections and education. It appears a lot of regulars in this forum have studied a lot more on these subjects. Introducing the government and cabinet:
His Majesty King George V - ML Stern Imperialist
Right Honorable PM Ramsay MacDonald - SD Corporate Suit
Secretary of State for Foreign Affairs Sir John Simon - SC Cloak and Dagger
Chancellor of the Exchequer Neville Chamberlain - SC County Fair Capitalist
Minister of Security Sir John Gilmour - SL Compassionate Gentleman
Minister of Intelligence Hugh Sinclair - SC Quex
Chief of the Imperial General Staff Sir Archie Montgomery-Massingberd - ML Fire Support
Chief of the Army Sir Archie Montgomery-Massingberd - ML Trench Warfare Expert
Controller of the Navy Sir Ernle Chatfield - ML Decisive Battle
Chief of the AIr Staff Sir John Salmond - Army Aviation
Going through the highlights of the above, I get the following total effects:
1.05 Consumer Goods Need
0.95 Unit Cost
1.30 Dissent Growth
1.57 Money
-5% IC
+2% Resources
+5% Foreign IC and Resources
-6% cost to things that go BOOM
-5% cost specifically Artillery
Our Domestic Policy is:
3/5 Democratic
4/5 Right
3/5 Open
4/5 Free Market
4/5 Demobilized
3/5 Dove Lobby
1/5 Island Mentality Politics
It is kind of nice they give the total effect of the DP.
1.10 Consumer Good Need
1.18 Dissent Growth
1.32 Tech Salary
0.92 Gearing
0.80 Upgrade Time and Cost
1.40 Money
1.30 Production Time
0.52 Production Cost
Consumer Demand - 0.20 x 1.05 x 1.10 = 23.1%
Dissent Growth - 1.18 x 1.30 = 1.534
So 0% Consumer means Dissent goes up 0.354% per day. 100% Consumer means it goes down 0.0501% per day. I think.
Money = 0.20 x 1.40 x 1.57 = 0.4396
We will be dealing with Dissent a lot during the term of Ramsay MacDonald and will take full advantage of this.
His Majesty King George V - ML Stern Imperialist
Right Honorable PM Ramsay MacDonald - SD Corporate Suit
Secretary of State for Foreign Affairs Sir John Simon - SC Cloak and Dagger
Chancellor of the Exchequer Neville Chamberlain - SC County Fair Capitalist
Minister of Security Sir John Gilmour - SL Compassionate Gentleman
Minister of Intelligence Hugh Sinclair - SC Quex
Chief of the Imperial General Staff Sir Archie Montgomery-Massingberd - ML Fire Support
Chief of the Army Sir Archie Montgomery-Massingberd - ML Trench Warfare Expert
Controller of the Navy Sir Ernle Chatfield - ML Decisive Battle
Chief of the AIr Staff Sir John Salmond - Army Aviation
Going through the highlights of the above, I get the following total effects:
1.05 Consumer Goods Need
0.95 Unit Cost
1.30 Dissent Growth
1.57 Money
-5% IC
+2% Resources
+5% Foreign IC and Resources
-6% cost to things that go BOOM
-5% cost specifically Artillery
Our Domestic Policy is:
3/5 Democratic
4/5 Right
3/5 Open
4/5 Free Market
4/5 Demobilized
3/5 Dove Lobby
1/5 Island Mentality Politics
It is kind of nice they give the total effect of the DP.
1.10 Consumer Good Need
1.18 Dissent Growth
1.32 Tech Salary
0.92 Gearing
0.80 Upgrade Time and Cost
1.40 Money
1.30 Production Time
0.52 Production Cost
Consumer Demand - 0.20 x 1.05 x 1.10 = 23.1%
Dissent Growth - 1.18 x 1.30 = 1.534
So 0% Consumer means Dissent goes up 0.354% per day. 100% Consumer means it goes down 0.0501% per day. I think.
Money = 0.20 x 1.40 x 1.57 = 0.4396
We will be dealing with Dissent a lot during the term of Ramsay MacDonald and will take full advantage of this.
Part 2 - Industry and Resources
26/110 Industry
463.4 Energy
82.7 Metal
84.4 Rare
We are not sure if this is including peacetime penalties or not. We are kind of flying blind the first go around. We should be able to check quickly against a 1939 scenario. On the surface, this looks like we have large surpluses and should look at building a lot of industry.
1933 Merchant Marine seems to start out the strongest. So we should have few excuses. We have 2180 Transports and 150 Escorts.
463.4 Energy
82.7 Metal
84.4 Rare
We are not sure if this is including peacetime penalties or not. We are kind of flying blind the first go around. We should be able to check quickly against a 1939 scenario. On the surface, this looks like we have large surpluses and should look at building a lot of industry.
1933 Merchant Marine seems to start out the strongest. So we should have few excuses. We have 2180 Transports and 150 Escorts.
Part 3 - 1933 and 1934 Technology List
Current Technology Projects:
1925 Marine Division
1931 Marine Division
1930 Artillery
1924 Seaplane
1928 Seaplane
1932 Seaplane
1930 Capital Ship Raider Doctrine
1930 Convoy Train
1933 Air Superiority Doctrine
Upcoming 1934 Technology Projects:
1934 Carrier
1934 ASW
1934 Battleship
1934 Battlecruiser
1934 Heavy Cruiser - Basically 1934 is a year for Capital Ships - Last Chance before WW2.
1934 CAS
1934 CAG
1934 Transport Plane
1934 Improved Naval Invasion
We will try to look ahead one year for Technology. The penalty for a single year is 54% and will basically cost twice as much. We will consider carefully if the technology is worth it. Most likely, it is not.
1925 Marine Division
1931 Marine Division
1930 Artillery
1924 Seaplane
1928 Seaplane
1932 Seaplane
1930 Capital Ship Raider Doctrine
1930 Convoy Train
1933 Air Superiority Doctrine
Upcoming 1934 Technology Projects:
1934 Carrier
1934 ASW
1934 Battleship
1934 Battlecruiser
1934 Heavy Cruiser - Basically 1934 is a year for Capital Ships - Last Chance before WW2.
1934 CAS
1934 CAG
1934 Transport Plane
1934 Improved Naval Invasion
We will try to look ahead one year for Technology. The penalty for a single year is 54% and will basically cost twice as much. We will consider carefully if the technology is worth it. Most likely, it is not.
Part 3 - Foreign Intelligence
It looks like we get to see our Allies freely and will slowly develop a clear picture of our future Enemies.
Our Intelligence Level is 12. We hope this is not the AD&D 3d8 scale, because that would be pathetic. Intelligence is costing us £2.31 per day.
It looks like Diplomatic Deals with our Allies will cost us nothing. It is also possible we might have some pounds left over to meddle with other countries or bring them into our Alliance if we want to.
Our Intelligence Level is 12. We hope this is not the AD&D 3d8 scale, because that would be pathetic. Intelligence is costing us £2.31 per day.
It looks like Diplomatic Deals with our Allies will cost us nothing. It is also possible we might have some pounds left over to meddle with other countries or bring them into our Alliance if we want to.
Part 4 - Force Roster
47 Army - 31 Infantry, 4 Garrison, 11 Militia, 1 HQ
5 Air - 1 Fighter, 1 Interceptor, 1 Tactical, 1 Naval Bomber, 1 Transport
149 Navy - 7 Carriers, 11 Battleships, 3 Battlecruisers, 19 Heavy, 30 Light Cruisers, 29 Destroyers, 11 Submarines, 39 Transports
10 1918/1931 Infantry
14 1921/1931 Infantry
7 1926/1936 Infantry
4 1921/1931 Garrison
11 1918/1926 Militia
1 1928 HQ
For our Militia, we should decide if there are different routes we should upgrade them.
It is harder to tell which air units are out of date:
4/5 Fighter
8/9 Interceptor
5/6 Tactical
2/3 Naval
1/2 Tactical
Navy is easiest to identify
39 1925/1925 Troopships
7 1915/1933 H Boat Submarines
4 1924/1933 Odin
2 1909/1933 H Class Destroyers
21 1916/1933 S Class
6 1923/1933 W Class
28 1912/1932 Town Class Light Cruisers
2 1922/1932 Emerald Class
3 1902/1930 Duke of Edinburgh Class Heavy Cruisers
16 1916/1930 Hawkins Class
2 1912/1934 Renown Class Battlecruisers
1 1918/1934 Admiral Class
9 1913/1934 Queen Elizabeth Class Battleships
2 1922/1934 Nelson Class
Are we supposed to demote 5 Battleships to Orion Class?
1 1912 Empress Class CVE
2 1916 Argus Class CVE
1 1922 Hermes Class CVE
3 1922/1934 Courageous Class CV
We are not sure what to do with CVE, quite honestly.
5 Air - 1 Fighter, 1 Interceptor, 1 Tactical, 1 Naval Bomber, 1 Transport
149 Navy - 7 Carriers, 11 Battleships, 3 Battlecruisers, 19 Heavy, 30 Light Cruisers, 29 Destroyers, 11 Submarines, 39 Transports
10 1918/1931 Infantry
14 1921/1931 Infantry
7 1926/1936 Infantry
4 1921/1931 Garrison
11 1918/1926 Militia
1 1928 HQ
For our Militia, we should decide if there are different routes we should upgrade them.
It is harder to tell which air units are out of date:
4/5 Fighter
8/9 Interceptor
5/6 Tactical
2/3 Naval
1/2 Tactical
Navy is easiest to identify
39 1925/1925 Troopships
7 1915/1933 H Boat Submarines
4 1924/1933 Odin
2 1909/1933 H Class Destroyers
21 1916/1933 S Class
6 1923/1933 W Class
28 1912/1932 Town Class Light Cruisers
2 1922/1932 Emerald Class
3 1902/1930 Duke of Edinburgh Class Heavy Cruisers
16 1916/1930 Hawkins Class
2 1912/1934 Renown Class Battlecruisers
1 1918/1934 Admiral Class
9 1913/1934 Queen Elizabeth Class Battleships
2 1922/1934 Nelson Class
Are we supposed to demote 5 Battleships to Orion Class?
1 1912 Empress Class CVE
2 1916 Argus Class CVE
1 1922 Hermes Class CVE
3 1922/1934 Courageous Class CV
We are not sure what to do with CVE, quite honestly.
Part 5 - Obsolete Forces For Upgrade
We are best off without a plan for now.
Militia to Garrison looks like a good upgrade and very cheap and is all we need unless we are building more Infantry later.
Garrison compared to Infantry looks amazing, actually. The difference is 2 Soft Attack and the ability to retreat.
Most likely we will eventually upgrade to Infantry.
Part 6 - Proposed Initial Moves:
Lack of Manpower Growth until we mobilize means we will try to modernize as well as we can.
Domestic Policy - We believe we are 2 moves away from Market Liberal, which will open up Full Free Market.
An alternative is to move towards Hawk/Intervention
Finally, there is Open Society and a question of if we need more Open to get full Free Market. Eventually, we lose the point of going full FM. In that case, we should work on Hawk Lobby.
For Cabinet Change, we can install Administrative Genius for an 8% swing in IC, from 26 to 37 IC. We can put off the rest of the changes for when the Dissent is more stable.
For Navy, assuming our first foe is Germany, and later Italy, our strategy should be Range.
12 Battleships, 34km, with Float Plane and Fire Control, plus whatever we want. 44km range.
18 Cruisers to absorb hits. So 27 Naval Vulnerability, if we even need improved hull.
We only appear to be picking up 0.54 MP per year. Basically we are modernizing whatever we have. A lot of that will be picking up Naval Upgrades we believe we will need.
Anything else to add here? A courtesy picture of our initial situation?
