Main ideas
how does economy work?
1
It is more harsh than the base game, however there is also more rewards for carefully planning out your economy, it goes both ways.
Develop city cap is massively increased, so you must also balance constant development with building a sizeable army to prevent steamroll.
How doES MILITARY WORK?
2
There are new added doctrines to replace the base game ones (due to the inherent imbalances and it’s hard to get right), however there is a permanent decrease to infantry manpower cost and varying economic laws that decrease this further.
There is no navy or aircraft, there is also no military upkeep however all military is 2.5x base cost providing very minor delays to development if you choose to invest into an early army.
What mAKES THIS DIFFERENT TO A GENERIC EVENT?
3
Apart from what is already discussed, there is limited research and money, all players are required to build their own nations from the ground up. In early games, In early games, host intervention will take place to let everyone find their own pace.
I’m new, what should i play?
4
New players should always opt-in for minor nations that do not have early war, some nations include but not limited to:
Canada, Australia, Kingdom of Bulgaria, Kingdom of Hungary, Kingdom of Romania.
extra information
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Completely dependent on your stability and the stage of the game (i.e operation Barbarossa caps everyone out at stable economy), you receive nerfs/buffs to:
Political power gain, base stability, factory output, spending cost and building speed
Economic miracle is locked exclusively for Germany/Hungary (whoever seizes Slovakia)
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Completely dependent on how much you want to invest into research efficiency - it will slow down your political research and increase your spending costs.
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You get to choose what your nation focuses on, from more stability, more political power gain or even more resistance. These are very minor laws late game but a good addition early game.
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Italy & Germany receive -25% develop city cost and 15% develop city speed increase if Nationalist Spain wins in under a year.
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Italy & Germany receive -10% develop city cost and 5% develop city speed increase if Nationalist Spain wins.
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France, USSR and the allied minor playing republican Spain (i.e. South Africa) receive -25% develop city cost and 15% develop city speed increase if Republican Spain wins in under a year or if it is stalemated for 2 or more years.
Nationalist Spain will still be ceded all the land, Republican Spain will continue to play as the original allied minor they reserved.
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The Allies will receive 0.8x manpower increase, the axis can now invade the United Kingdom’s mainland.
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Axis will receive 0.8x manpower increase
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Nothing will happen
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Economic mobilization is a very simple mechanic, similar to the economic laws in HOI4, where the 'more' mobilised a country becomes the easier it is to develop and build an army.
The axis powers start with the ability to go to limited mobilisation, whilst France get this option after Anschluss, and subsequently the Anglosphere get this after the annexation of Czechoslovakia, however soviets also have the early ability to go partial so an early war results in much stronger allies but weaker soviets and vice versa.
Both Spanish playables have the option to go 'War Economy' making it a good idea to invest early manpower into the civil war.
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Slovakian Gold:
Germany/Hungary can seize Slovakia and receive the buff 'Slovakian Gold' this increases research efficiency and political power gain, it also unlocks the ability to go into an 'Economic Miracle' which increases building speed, factory output and political power even further.
The Giant Awakes:
The United States of America is a very idle playable until operation Barbarossa, where it will then have a massive (2x manpower) increase and very fast research, allowing it to ramp up very quickly, so it is very vital the Soviets are under axis occupation within a few years for a chance of axis victory.
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ntegration is set at 0x, the only way to gain cores is through missions or have them pre-set so have a look around your nation/missions to see if you can core anything.
Multiple axis nations can take land off of other axis members, leaving a flexible approach to who you want to have the most population.
Denmark, Norway and Greece are cores of everyone.
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Triggers & Conditions:
These aren't just buttons you can press on January 1st, 1936. They require historical context. (e.g., Churchill's speech requires being at war and having low war support; Rommel's push requires German divisions to physically be in North African desert tiles).
These will not cost political power, however these will boost your war exhaustion massively, increase manpower cost, decrease manpower gain and last 90 days maximum so they are very vital you do them correctly.
Most 'operations' will be universal and available to all nations, to create a symmetrical balance, however there will be unique modifiers (such as D-day, Afrika Korps).
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-Political Research Efficiency: +100%
-Integration Speed: 0x
-Political Power Gain: 0.5x
-Resistance: 0.1x
-Unrest Reduction: 0xAll further corruption technology is banned
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-Artillery Attack: 1.3x
-Infantry Manpower Cost: -90%
-Infantry Reinforcement Cost: 0x
-Infantry Reinforcement Manpower Cost: -75%
-War Exhaustion from losses: -90%
-Fortifications Cost: 50x
-Fortifications Speed: -80%
-Manpower Increase: 0.4x -
N-Develop City Cap: +999%
-Aircraft Manufactory Cost: 3x
-Base Stability: -25%
-Building Cost: 1.5x
-Civilian Factory Cost: 1.5x
-Electronics Factory Cost: 3x
-Factory Output: 0.5x
-Fertilizer Factory Cost: 3x
-Internal Market Income: 0.15x
-Military Cost: 2.5x
-Motor Factory Cost: 3x
-Resource Output: 0x -
All base doctrines are removed.
They're replaced by the respective doctrines, the names might be familiar as they're ripped out of HOI4.Superior Firepower
Grand Battleplan
Manoeuvre Warfare
Mass Assault
You will have a lot of time in-game to see the sub-branches and their respective buffs to decide which one fits.