When starting out
a game, I frequently spend hours reorganizing armies, setting up research and
prioritizing my industry before the game even really gets going. Let’s start with leadership and research.
Leadership
The Japanese have
22.38 leadership points to start with, which is fair for a major nation. Generally I put it all into technology
development. Diplomats are useless; I’m
just going to conquer everyone anyway.
Intelligence is usually not detailed or accurate enough to be
particularly helpful, although I do usually invest later on when I have extra
leadership points. Officer recruitment
is necessary, of course, but inefficient until you’re fully mobilized.
The Japanese
start out with a pretty good level of technological advancement. They already have many helpful infantry techs
researched, including motorized, mountain, and engineer troops. Air and naval techs are also pretty high, as
are many of the doctrines. I’m going to
put 2 points into each of infantry, light armor, destroyer, battleship, and
aircraft carrier techs. I’m also putting
1 point into bombers, for 4 engine aircraft development (transport aircraft are
a must for me) and 1 point into small fighters (for basic fuel tank). I’ve got 2 points in theory – naval and
automotive. For doctrines I have three
points in land (spearhead doctrine, assault concentration, and the very useful
operational level organization), one point in naval doctrine, and two points in
air (fighter doctrine for now). I’m also
researching agriculture and industrial production. Generally speaking, here are my research
priorities, from highest to lowest:
1.
Industry, agriculture, leadership, resources,
computing
2.
Infantry, light armor, medium armor, artillery,
destroyer, battleship (until around 1943), aircraft carriers (until around 1943),
single-engine aircraft, supply
3.
Tactical bombers, transport aircraft, naval theory, infantry
theory, aeronautics theory, artillery theory, anti-tank weapons, anti-aircraft
weapons, light cruisers, engineer weapons, heavy armor, radar, rocket/jet
4.
Cavalry small arms, militia,
encryption/decryption, strategic bomber
5.
Submarines, heavy cruisers, battle cruisers,
atomic weapons, other cavalry techs, rocket artillery, super heavy armor,
armored car, strategic rockets
Usually I get
into the 4th tier techs fairly late in the game, and the 5th
tier techs not at all. I usually don’t
research techs which are 2 or more years ahead, for efficiency reasons, but in
this play-through I may try ignoring those little angry red arrows, especially
if I start hitting the fourth tier.
Industry
The Japanese have
a base of 94 industrial capacity (IC) in hard mode. Combined with a war economy and starting
techs, that starts my IC at 119. Unfortunately,
we also start out running a sizable deficit in both metals and rare materials,
and not a lot of extra cash. With many
countries I start out by building more IC, but in this case that’s usually not
a good idea. I’m going to finish up the
half-built destroyer, and spend the remaining IC on 3 imperial guard brigades
and 12 reserve artillery brigades.
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