I've played as Manchukuo and Iraq but how about games where you "liberate" a nation save your game and switch to the other nation and keep playing?
Advantages
You inherit most of your liberating nations technology and sliders.
Disadvantage you start with virtually 0 manpower.
Im thinking of playing a few games where once you are on your way to world domination you switch to a liberated country. To give yourself a chance I'm thinking of "cheating".
1. Free puppet status (duh). You are still stuck in your old countries alliance.
2. Extra manpower. 300 for a large MP country (FRG, India), 100 for a moderate one (Ukraine).
3. Free units and resources from your old country. Nothing to major, a few naval screens and an HQ unit. Maybe a small airforce (FRG maybe, anypne else probably not).
4. Maybe some IC building by your old country to help out (India or start as Soviets build IC, switch to another country play them liberate Soviet Republic switch to that).
DDR/FRG. Probably the most powerful country to be created via liberation. Retains most of Nazi Germany's tech teams minus the aircraft ones (you keep Messerschmitt), and the Nazi tech teams (Donitz, Goring, von Braun etc). Large amounts of IC- enough to support X20 factories if you want to IC whore for a year, decent manpower. DDR very similar except you have reasonably awful tech teams and you're a commie.
India.
Either a post 1945 game or liberated most likely by Germany or Japan. Reasonably huge manpower (1.49 a day in 48 with techs), decent tech teams including a lvl 5 carrier doctrine naval team- ideal if liberated by Japan or late UK game that has switched naval doctrines. Potential world conquest material and the UK can IC whore here as well probably between 36-38 and 42/43-45ish.
Ukraine.
Reasonable manpower growth and IC roughly comparable to Romania/Hungary. Geographic limitations though as your liberating country as probably taken the surrounding land. USSR may still exist. Stuck with German land doctrine with insufficent IC to build tanks, good if liberated by Japan. Alot of lvl 6 and 7 air and land doctrines.
Transural Republic.
Large amount of IC- enough to support 4-5 tech teams. Lower manpower than Ukraine, decent tech teams including 2 nuke teams. Even more geographically isolated than the Ukraine (they have a port).
California and Texas. Carved out of the USA, large but reasonably low IC. Good tech teams. Haven't played as them though.
These are most of the better puppets you can create. Others are even more pathetic and useless than Slovakia such as Jamaica, or any of the Belgium ones.
Advantages
You inherit most of your liberating nations technology and sliders.
Disadvantage you start with virtually 0 manpower.
Im thinking of playing a few games where once you are on your way to world domination you switch to a liberated country. To give yourself a chance I'm thinking of "cheating".
1. Free puppet status (duh). You are still stuck in your old countries alliance.
2. Extra manpower. 300 for a large MP country (FRG, India), 100 for a moderate one (Ukraine).
3. Free units and resources from your old country. Nothing to major, a few naval screens and an HQ unit. Maybe a small airforce (FRG maybe, anypne else probably not).
4. Maybe some IC building by your old country to help out (India or start as Soviets build IC, switch to another country play them liberate Soviet Republic switch to that).
DDR/FRG. Probably the most powerful country to be created via liberation. Retains most of Nazi Germany's tech teams minus the aircraft ones (you keep Messerschmitt), and the Nazi tech teams (Donitz, Goring, von Braun etc). Large amounts of IC- enough to support X20 factories if you want to IC whore for a year, decent manpower. DDR very similar except you have reasonably awful tech teams and you're a commie.
India.
Either a post 1945 game or liberated most likely by Germany or Japan. Reasonably huge manpower (1.49 a day in 48 with techs), decent tech teams including a lvl 5 carrier doctrine naval team- ideal if liberated by Japan or late UK game that has switched naval doctrines. Potential world conquest material and the UK can IC whore here as well probably between 36-38 and 42/43-45ish.
Ukraine.
Reasonable manpower growth and IC roughly comparable to Romania/Hungary. Geographic limitations though as your liberating country as probably taken the surrounding land. USSR may still exist. Stuck with German land doctrine with insufficent IC to build tanks, good if liberated by Japan. Alot of lvl 6 and 7 air and land doctrines.
Transural Republic.
Large amount of IC- enough to support 4-5 tech teams. Lower manpower than Ukraine, decent tech teams including 2 nuke teams. Even more geographically isolated than the Ukraine (they have a port).
California and Texas. Carved out of the USA, large but reasonably low IC. Good tech teams. Haven't played as them though.
These are most of the better puppets you can create. Others are even more pathetic and useless than Slovakia such as Jamaica, or any of the Belgium ones.