So, thanks to Nick3210 (yeshcho raz bolshoi spasibo!), I'm off and running in my Soviet 1936 game. I see what Misterbean was talking about when he said if you could manage the Soviet military organization, you could handle any other in the game. As usual, he was right.
My analysis so far is that these are the priorities:
One of my epiphanies was that it was okay to prioritize home spies on raising NU, because early in the game, the Soviets don't have that much tech that any of their competitors could benefit from stealing.
My analysis so far is that these are the priorities:
- Raise National Unity to obtain better laws
- Raise Threat on Germany and Japan to lower CG requirements and give them a headache
- Build no supplies--sell resources and trade for all the supplies you can afford
- Work toward modernization and build a full OB
- Catch up on outdated techs
- Build up construction practicals so that when you can build infrastructure, it's quicker and cheaper
One of my epiphanies was that it was okay to prioritize home spies on raising NU, because early in the game, the Soviets don't have that much tech that any of their competitors could benefit from stealing.
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