Currently, our army stands at 415 brigades deep. Next post is my own thoughts on land doctrines.Īs for our own country, we must consider what we already have in terms of troop composition. Biggest bonus available here is Human Wave, which reduces the unit stacking penalty and allows better unit cooperation when defending or attacking the same territory, as comrade HolySeraph had mentioned. Focuses on improving smaller, irregular units such as Militia, Military Police, Garissons. Includes org and morale improvements to said unit types, as well as the bonus Grand Battle Plan, which improves the ability of 'Combat Reinforcement Chance'. Focuses on ground troops of various types, from common Infantry, to more specialized forces like Marines, Engineers, Anti-Tank brigades and the like. Grand Battle Plan: French and British Based. Bonuses here include better performance of said unit types via improved org and morale, as well as the ability to get the Combined Arms bonus (adds a +10% combat modifier for having different units in same division) and Superior Firepower (allows an extra brigade per division). Focuses on Motorized and Mechanized Infantry. While not as important for the Soviet Union to develop at first, it's an option to develop later. Bonuses here include increased attack movement, improvements to morale and org for Tanks (and Tank Destroyers). Focuses on mobile warfare, Blitzkrieg, and such. There are 4 tech trees we should discuss. For now, we'll limit the discussion to land doctrine, since it's the most relevant right now. We want to keep the Officer ratio at least 100%, and more if we can afford it. It controls how many officers are created per day to supplement your units. Diplomacy: Points for trade, ambassadors to conduct diplomacy, the like. Espionage: How much we're devoting to building and maintaining our spy network.
This could mean anything from better rifles for our troops, to creating better tanks, ships and planes, improving our nations infrastructure, to developing better doctrines. Research: How many points we're devoting to develop better tech. This is where we determine where our 'leadership points' go, as well as what research projects we're undertaking. Another thing I'll get to, I just want to give everyone a basic layout of what we're looking at. You can see the various options you have against each nation. This is where you control the nations spy network. I'll explain the rest later.Įspionage screen. To the right is the Org and Popularity ratings of political parties in our case, the Communist Party is in power. Most of them are changeable, and have their own benefits (and sometimes drawbacks). Generally, it's high in peacetime and lower in war, certain policies can change requirements. Consumer Goods: A certain amount of IC needs to go here to keep your nation happy. Production: Reserved for creating new units and structures. Techs such as Supply Production add to this, as well as a few others. If you run out, your units run out of gas. An important technology, agriculture, as well as manpower laws help determine how big our pool grows over time. As you'd suspect, the Soviet Union does not lack for spare troops. You can see our manpower pool number by the 2 guys on the mid-right of the top bar. Reinforcement: When our troops mobilize (from reserve units) and casualties are sustained in the field, this slider determines how quickly manpower is replenished. As we develop technologies for our troops, planes, ships and such, a certain amount of IC (Industrial Capacity) needs to go here so units in the field get them. This is our production screen from here, we create build orders for our nation's armed forces, as well as infrastructure. In short, it shows our industry capacity. From left to right: Energy, metal, rare materials, fuel, supplies, crude oil, and money.Īlso listed is IC. They are what our nation and armed forces work with. On top, you see a list of resources (and the amounts attached to them). Our opening screen, in political mapmode. Thankfully, getting screenshots is simple in this game. For those familiar with the game, settings I've gone with: Hard difficulty, The Road To War (1 January 1936 start), default Victory Conditions.