Serenissima's WW2 '36 BoP - Sign-Ups
Posted: 05:47:41 Thursday, 02 November, 2017
All right. Sign-ups are now open, as I believe the stats and the rules are essentially complete, at this stage. The actual beginning of the game and sending of turn PMs may be a little while off yet, but I'll see about getting the forums set up so that the diplomacy and planning can begin.
To sign up, provide a list of your first preference nation, second preference nation, and third preference nation. Since demand for major powers will be high, at least one of your listed nations must be a secondary or minor power (i.e not the UK, USA, USSR, France, Germany, Japan or Italy). I will do my best to assign nations appropriately, or suggest nations if people are unsure what to play. This is not going to be 'first-come, first-serve', so take the time to consider your choices.
I've had the stats and rules looked over by multiple proof-readers, but if you spot anything wrong, let me know. In a document of well over 50,000 characters, there's bound to be some errors somewhere.
Map, start of Q3 1936 (right click to view full size):

To sign up, provide a list of your first preference nation, second preference nation, and third preference nation. Since demand for major powers will be high, at least one of your listed nations must be a secondary or minor power (i.e not the UK, USA, USSR, France, Germany, Japan or Italy). I will do my best to assign nations appropriately, or suggest nations if people are unsure what to play. This is not going to be 'first-come, first-serve', so take the time to consider your choices.
I've had the stats and rules looked over by multiple proof-readers, but if you spot anything wrong, let me know. In a document of well over 50,000 characters, there's bound to be some errors somewhere.
Map, start of Q3 1936 (right click to view full size):

Game Rules
Show
The goal of the game is to roleplay your country plausibly and achieve your national aims, whatever they may be. The game is played via private messages and through forum posts for public diplomacy. The GM sends a credit report to each player for the turn and the player replies with a list of actions. Each turn takes place over a three month period (one quarter). If any action is intended to be secret the GM must be notified in the turn or it will be made public. Secrecy is not guaranteed with these actions. The GM must be copied in to all in-character diplomatic PMs between players.
Debt interest, at least to begin with, is paid at a rate of 5% - this may increase due to war conditions or economic distress. The maximum loan available per turn is equal to your Economy stat, as is the maximum repayment on the deficit per turn. The total debt any nation can take on is equal to 15x their Economy stat - so for example, a nation with Economy 300 has a debt ceiling of 4500 and may take a loan of up to 300 credits per turn. After this point, creditors will be unwilling to lend your country any more money, at least not at reasonable interest rates. Players may loan one another credits via diplomacy credit transfers in the same way as any other diplomatic agreement, under whatever terms players can agree on - but beware, as there is no game mechanic enforcing the repayment of player-to-player loans, so it is a valid option to refuse to repay, or not to send the credits required by the loan.
Units in reserve cost halved upkeep, so 5 credits of maintenance per turn instead of 10 credits. The number of units that can be constructed simultaneously in your nation is limited by your training, industrial and shipyard capacity - represented, for simplicity, by the number of your Capability technology level. So if you have Army Capability 3, you can build 3 new Army units simultaneously.
Some notes from the GM:
Actions List:
Diplomatic, Economic and Political Actions
— Negotiate with NPC [-0 credits minimum, but can be added to sweeten the pot in increments of -10. Propose an arrangement in your turn PM (or in a diplomatic PM) with NPC individuals, factions, groups, nations, groups of nations, etc.]
-Enact Government Policy (-25 minimum: Enact reforms within your nation or territories under your control. Give details of what you want to do and how it will be implemented. Can increase your popularity, defuse conflicts, improve your economy, or other roleplaying effects.)
-Diplomatic Pressure [-25 credits. Put pressure on another nation to do what you want them to do, using diplomatic soft power - such as internal reforms, signing an international treaty, or becoming less friendly to another nation. If successful, may improve relations with target nation, increasing ties, influencing them towards your goals or ideology, and potentially drawing them into your sphere of influence.]
— Send International Aid [-20 credits minimum. Specify type of aid and its intentions. Can have a number of effects, from improving stability, bolstering military forces, assisting economy, improving relations with target, and so on. As with aid to players, whether it is secret or public must be stated. Example: Lend-Lease.]
-Financial Subsidies [To make giving long-term aid simpler, a player can gift a credit bonus to another player nation. The giving nation gets the subsidy as a malus to their credit income, while the receiving nation gains the same amount as a credit bonus. The subsidising nation may alter or cancel this arrangement at any time.]
— Economic Investment [-50 credit increments (e.g. 50, 100, 150, 200, etc.). Give details of what investments or trade agreement you make, with evidence for plausibility. May increase your nation’s economy or trade income, or that of another friendly nation that is targeted. If not mentioned in the news, the action failed.]
-Impose Sanctions/Trade Embargo [-40 credits. Cuts off trade between your nation and the target nation. This may reduce their trade income, but be careful - this action can also reduce your own trade income. Trade agreements with other nations can sometimes be used to fill the resulting trade income gaps, by replacing the lost trade with their own.]
— Influence public opinion [-25 credits. Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation. Can be done secretly.]
-Annex Territory [-100: Annex territory directly into your nation, taking full control over it. Only available if territory annexed is militarily controlled and the controlling power is unable to mount effective resistance. Only available in non-occupied territory if the coup action is used and is successful. If successful will add bonus to economy stat. Example: German annexation of Austria]
-Create Puppet State [-100 credits: Only available for a militarily defeated enemy, will create a loyal regime in the determined territorial boundaries post-war. Will provide an increase in allied trade. Example: Vichy France]
-Liberate Nation [-25 credits: Release territories or colonies that you occupy as a free nation. This nation may or may not be friendly to you, depending on the opinion of the population. Example: Liberation of Western Europe, independence of India]
-Annex Colony [-50 credits: Only available when there is a successful capture of an enemy colony. Must be militarily defeated, will transfer colonial control to the victorious occupying army and will provide a bonus to colonial trade for the new owner.]
-Plunder Resources [-50: Only available if territory is militarily controlled by you and unable to mount effective resistance. Transfers or creates a resource bonus to you, at the expense of the economy of wherever you’re plundering, as well as your popularity there. Examples: Oil, Forced Labour.]
Players may also send credits to each other secretly or publicly as a means of funding. Mention in your turn whether you intend for your funding to be private, or public. If you do not specify, it will be public.
Covert Actions
(If not mentioned in the news, the action failed but was not discovered.)
-Espionage [-50 credits. A combination of sending spies, intercepting communications, applying the right bribes and all other areas of spycraft (specify your plans and methods), the Espionage action aims to gain information about the target for your own advantage. May require multiple actions to take effect.
— Deception [-30 credits. This action is used to deceive enemy intelligence services and military planners into believing something that is untrue - such as misdirection about your military plans. Specify your methods and what you want the enemy to believe. Can also be used to frame a nation or an individual for either an invented action, or an existing action - including one of your own.]
-Encryption/Decryption [-25 credits. Use this action to either strengthen your own secret codes or attempt to break those of your enemies. As you will only rarely know for sure if your enemy has cracked your codes, you will have to guess based on their actions. May require multiple actions to take effect. Used in combination with Espionage or Deception.]
— Establish Rebel or Resistance Movement [-75 credits. Specify name and ideological goals at minimum. Details on sources of support preferred. If successful, a rebel or resistance movement will appear in the target nation.]
— Influence Rebel or Resistance Movement towards ideology [-30 credits. If successful, rebel movement will favour you as a patron, and may adopt your ideology.]
-Fund Rebels or Resistance [Multiples of -20 credits. Provide supplies and assistance to a rebel movement. If successful, rebels will gain a unit.]
— Organize False-flag Attack [-100 credits. Disguise your own land, sea, or air units as being from another nation, be they allied/friendly to assist them, or an enemy to incriminate them.]
— Terrorize [-25 credits. Use to oppress or crack down on a population or supporters of a particular ideology. Specify method and target. Sometimes requires multiple actions to take effect. This action may affect your popularity. Example: Jewish pogroms, Stalin’s purges.]
— Fund political opposition [-20 credits. May strengthen political opposition factions, groups, or parties in target nation. Particularly influential in democracies.]
— Attempt coup [-100 credits. Choose an opposing nation with a significant opposition. Specify by which local elements the coup is being carried out, your plans and methods. If successful a new government will be established. Only usable on nations weaker than your own.]
Military Actions
-Build another Army Unit [-10 credits. Units go straight to the reserves in your home territory in 1 turn.]
-Build another Air Unit [-20 credits. Air units take 2 turns to build.)
-Build another Naval Unit [-40 credits. Naval units take 4 turns to build. Plan ahead!]
-Mobilize Reserve Unit [-10 credits, takes one turn to do so. Takes reserve units and puts them on active duty.]
-Move, attack with, or withdraw units: [-1 per unit: Make use of your active military units by deploying them where you need them. Moving, attacking conventionally or withdrawing to the reserves costs 1 credit per unit on top of their normal maintenance cost, while defending is free.]
-Special Operations [-10 credits: Send elite teams of your choice to carry out specific missions that you detail in your turn, for a roleplaying effect and bonus. Can delay enemy construction or research, or assist your units in battle. High chance of failure, reduced with higher Infantry Tech levels. Example: Operation Gunnerside.]
-Amphibious Deployment [-10 credits: Using naval infantry or Marines, make an amphibious assault across the water and storm your enemy’s beaches. Uses 1 Army unit and 1 Navy unit, these must be in your active pool but not deployed anywhere. No technology requirement, but higher Infantry Tech and Warships Tech levels will increase the chance of success.This is a risky operation with a moderate chance of failure. Example: D-Day Landings.]
-Airborne Deployment [-20 credits: Using parachutists or glider infantry, make an airborne assault against an enemy target. Uses 1 Army unit and 1 Air Force unit, these must be in your active pool but not deployed anywhere. Requires at least Transport Tech 4 and Infantry Tech 4, higher levels will be more effective. Maximum 1 Airborne Assault per turn, as assembling a sufficient number of transport aircraft is not easy. This is a risky action with a moderately high chance of failure. Example: Invasion of Crete.]
-Send Expeditionary Force [-20 credits per unit. A specific form of deploying units. Send units from your own active military pool to fight under someone else’s banner, including their equipment. You still pay for the upkeep of the unit as if you had deployed it. A very overt and powerful form of intervention, but officially these units may be merely private volunteers. Useful for gaining combat experience for your military. Examples: the Condor Legion, the Flying Tigers.]
— Recruit volunteers [-30 credits. Recruit volunteers to fight in someone else’s war. More subtle and deniable than sending an Expeditionary Force, and without upkeep, but of militia quality and equipment. They appear as a non-government entity in the stats, under your sphere or ideology. Example: the International Brigades.]
-Convoy Raiding [-5 credits per unit. Send an air or naval unit to a stated area to intercept your enemy’s merchant shipping and/or military supply ships. Specify if using surface raiders, aircraft or submarines, and if your policy is restricted or unrestricted raiding. Can reduce enemy trade income, or the combat effectiveness of their forces overseas.]
-Tactical Bombardment [-10 credits per unit. Can be carried out by air units, or naval units if you have Aircraft Carrier technology. An organised strike against your enemy’s military targets, intending to harm their military’s ability to fight. Specify your intentions and targets. Requires Bomber Tech 2, higher levels will be more effective. May destroy units of any type. Example: Pearl Harbour.]
— Strategic Bombardment [-20 credits per unit. Can be carried out by air units. A concerted bombing campaign against an enemy nation, intending to harm their infrastructure, industrial capacity or population. Specify your intentions and targets. Requires Bomber Tech 3, higher levels will be more effective. May cause harm to target’s stability, economy, and popularity. Examples: The Blitz, Allied bombing of Germany.]
-Construct [F]ocused Defences [-10 credits: Specify type and location. Will provide strong defences over a very small area, such as a powerful fortress in a tactically important location. Takes 2 turns to complete. Example: Gibraltar Fortifications]
-Construct [L]ight Defences [-50 credits: Takes 1 turn to complete. Tank traps, barbed wire, earthworks and gun emplacements can all be constructed by field armies to further entrench their positions. Provides a bonus to defensive combat. Example: Defences of Moscow.]
-Construct [M]edium Defences [-100 credits. Concrete pillboxes, protected gun positions, dragon’s teeth and all the rest make this defensive line a significant impediment to an attacking army.Takes 4 turns to complete. Example: The Stalin Line.]
— Construct [H]eavy Defences [-200 credits. A defensive line nearly impregnable to frontal assault, with multiple fortresses, underground bunkers and turreted weapons. Takes 8 turns to complete. Example: The Maginot Line.]
Defences can also include the construction of air defences, inclusive of early warning systems and anti-aircraft guns. The levels, times, and costs are the same, and provide protection against air attack, with [H]eavy air defences being equivalent to the ‘Kammhuber Line’ and the German Flak Towers being [F]ocused defences.
Research Actions
— Develop Technology Level [-100. Each level takes a number of turns equal to its level, so developing level 2 takes 2 turns.]
— Technology Sharing: [-50 credits. A nation can provide assistance to another nation’s research through this action. The assisting nation must have a higher level in that technology than the assisted nation. Every 50 credits spent reduces the development time of a technology by 1 turn, though the assisted nation must pay the research cost as normal. Example: the Tizard Mission.]
-Develop Specific Technology [-50 credits: Develop a specific technology - such as a particular tank, aircraft, or technological item - for a roleplaying bonus. Does not influence tech level. Time varies based on GM discretion. Example: Long-Range Bombers, Radar]
Atomic actions are, naturally, dependent on sufficient atomic technology levels.
-Research Atomic Technology [-100 per level, so level 1 costs 100, level 2 costs 200, etc. Increases your atomic technology level one step each time. Time to complete is variable.]
-Manufacture Atomic Bomb [-50 credits: Builds an atomic bomb, ready for use the next turn.]
-Drop Atomic Bomb [-25 credits: An atomic bomb is dropped on the target. Is it really necessary for me to explain what this will do?]
-Build Atomic Power Station [-100: Build an atomic power station to generate energy for your nation. Provides a guaranteed economic boost, but early nuclear reactors are not known for being completely safe.]
Technology Rules
Standard technologies are rated between 0 and 7. Researching a technology takes a number of turns equal to its rating. Capability ratings are also a technology, and can be researched normally, but increase the number of units you can build each turn. Specific technologies can be almost anything reasonable that you can think of in relation to your other tech levels, and provide a roleplaying rather than bonus, and have no rating - these will be listed underneath your standard ‘rated’ technologies, unless the technology in question is secret.
0 = No access to this technology at all, or pre-WWI level.
1 = Great War, 1910s level technology.
2 = Post-WWI, 1920s level technology.
3 = Interwar, 1930s level technology.
4 = Early WWII level technology. State of the art 1930s technology.
5 = Mid-WWII level technology. Early 1940s technology. Available for research 1939.
6 = Late WWII level technology. Mid-1940s technology. Available for research 1941.
7 = Early Cold War level technology. Late 1940s technology. Available for research 1943.
A nation’s technology listing will appear thus:
Technologies: Army Capability 0-7 (Infantry 0-7, Artillery 0-7, Tanks 0-7), Air Force Capability 0-7: (Fighters 0-7, Bombers 0-7, Transports 0-7) Naval Capability 0-7 (Carriers 0-7, Submarines 0-7, Warships 0-7) Other: Atomic 0-7, Rocketry 0-7
More detail can be provided on request, such as specific examples of the technology in question at each level.
Atomic Technology
The speed of atomic research will vary greatly depending on historical plausibility and the national capability for such research. Access to uranium or plutonium is a prerequisite, as well as an adequate scientific base in your nation for atomic weapons research. If you cannot secure access to those resources - you cannot start a nuclear program. Provide proof if you have or can obtain those resources, if necessary. Atomic research is more expensive than normal research, beginning at a cost of 100 credits for the first level, 200 for the second level, 300 for the third level, and so on.
An atomic level of 1 represents the development of the fundamentals of atomic research.
An atomic level of 2 represents the development of organised nuclear fission research.
An atomic level of 3 represents having the capability for successful nuclear isotope separation and producing a fission reaction in the laboratory.
An atomic level of 4 represents having successfully analysed suitable nuclear fuels for a reactor and constructed a functional particle accelerator.
An atomic level of 5 represents constructing a working experimental nuclear reactor that is capable of reaching criticality and breeding nuclear material.
An atomic level of 6 represents allows for the successful enrichment of nuclear material and, consequently, the construction of one atomic bomb per turn.
An atomic level of 7 allows for the construction of power-generating nuclear reactors and the construction of an additional atomic bomb per turn.
Debt interest, at least to begin with, is paid at a rate of 5% - this may increase due to war conditions or economic distress. The maximum loan available per turn is equal to your Economy stat, as is the maximum repayment on the deficit per turn. The total debt any nation can take on is equal to 15x their Economy stat - so for example, a nation with Economy 300 has a debt ceiling of 4500 and may take a loan of up to 300 credits per turn. After this point, creditors will be unwilling to lend your country any more money, at least not at reasonable interest rates. Players may loan one another credits via diplomacy credit transfers in the same way as any other diplomatic agreement, under whatever terms players can agree on - but beware, as there is no game mechanic enforcing the repayment of player-to-player loans, so it is a valid option to refuse to repay, or not to send the credits required by the loan.
Units in reserve cost halved upkeep, so 5 credits of maintenance per turn instead of 10 credits. The number of units that can be constructed simultaneously in your nation is limited by your training, industrial and shipyard capacity - represented, for simplicity, by the number of your Capability technology level. So if you have Army Capability 3, you can build 3 new Army units simultaneously.
Some notes from the GM:
- I know most people do this anyway, but please specify which named action you are using in your turn PMs, alongside listing the credits spent for the action, and subsequently tallying up your total spending for the turn at the end. Send your turns only as replies to the credits PM. This will make turn processing a lot quicker, which is a good thing for everybody, right?
- I enjoy detailed turns. Well-thought out plans with historical evidence and justification (and knowledge of your own nation’s strengths and weaknesses) are more likely to succeed than simple “do this” orders. I’m not expecting anyone to become an expert, but having basic knowledge will be appreciated - though I will be available to act as an in-character government advisor by PM on request. There will be small roleplaying bonuses for activity and writing outside of turns, though there will be no penalties for not doing so (barring the IC consequences of failing to respond to diplomatic situations your nation would be involved in).
- This is intended as a role-playing game, rather than as a min-maxing exercise. I take the same policy as Luc in his 1800 game: while history is not a straitjacket, and I will be permitting any action, however unwise, to be taken; choosing gamey, unrealistic actions will have realistically undesirable consequences. For example, Stalin could ‘just not do the purges’, but there would be consequences for failing to do so.
- Similarly, the internal politics of your nation matter. Democracies will be limited by their actions having to be supported by their legislative branch, at least during peacetime - so massive re-armament spending or overwhelming economic investments may be rejected. Other types of government will be less limited, but still influenced by the different interests and power-bases within the nation.
- The starting Debt ratings have been set to represent the continuing economic effects of the Great Depression, and to prevent immediate re-armament - we have hindsight as players and know a war is coming, but the situation was a lot less clear at the time. It’s more advisable in this game than in a normal BoP to pay off a portion of these debts each turn.
Actions List:
Diplomatic, Economic and Political Actions
— Negotiate with NPC [-0 credits minimum, but can be added to sweeten the pot in increments of -10. Propose an arrangement in your turn PM (or in a diplomatic PM) with NPC individuals, factions, groups, nations, groups of nations, etc.]
-Enact Government Policy (-25 minimum: Enact reforms within your nation or territories under your control. Give details of what you want to do and how it will be implemented. Can increase your popularity, defuse conflicts, improve your economy, or other roleplaying effects.)
-Diplomatic Pressure [-25 credits. Put pressure on another nation to do what you want them to do, using diplomatic soft power - such as internal reforms, signing an international treaty, or becoming less friendly to another nation. If successful, may improve relations with target nation, increasing ties, influencing them towards your goals or ideology, and potentially drawing them into your sphere of influence.]
— Send International Aid [-20 credits minimum. Specify type of aid and its intentions. Can have a number of effects, from improving stability, bolstering military forces, assisting economy, improving relations with target, and so on. As with aid to players, whether it is secret or public must be stated. Example: Lend-Lease.]
-Financial Subsidies [To make giving long-term aid simpler, a player can gift a credit bonus to another player nation. The giving nation gets the subsidy as a malus to their credit income, while the receiving nation gains the same amount as a credit bonus. The subsidising nation may alter or cancel this arrangement at any time.]
— Economic Investment [-50 credit increments (e.g. 50, 100, 150, 200, etc.). Give details of what investments or trade agreement you make, with evidence for plausibility. May increase your nation’s economy or trade income, or that of another friendly nation that is targeted. If not mentioned in the news, the action failed.]
-Impose Sanctions/Trade Embargo [-40 credits. Cuts off trade between your nation and the target nation. This may reduce their trade income, but be careful - this action can also reduce your own trade income. Trade agreements with other nations can sometimes be used to fill the resulting trade income gaps, by replacing the lost trade with their own.]
— Influence public opinion [-25 credits. Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation. Can be done secretly.]
-Annex Territory [-100: Annex territory directly into your nation, taking full control over it. Only available if territory annexed is militarily controlled and the controlling power is unable to mount effective resistance. Only available in non-occupied territory if the coup action is used and is successful. If successful will add bonus to economy stat. Example: German annexation of Austria]
-Create Puppet State [-100 credits: Only available for a militarily defeated enemy, will create a loyal regime in the determined territorial boundaries post-war. Will provide an increase in allied trade. Example: Vichy France]
-Liberate Nation [-25 credits: Release territories or colonies that you occupy as a free nation. This nation may or may not be friendly to you, depending on the opinion of the population. Example: Liberation of Western Europe, independence of India]
-Annex Colony [-50 credits: Only available when there is a successful capture of an enemy colony. Must be militarily defeated, will transfer colonial control to the victorious occupying army and will provide a bonus to colonial trade for the new owner.]
-Plunder Resources [-50: Only available if territory is militarily controlled by you and unable to mount effective resistance. Transfers or creates a resource bonus to you, at the expense of the economy of wherever you’re plundering, as well as your popularity there. Examples: Oil, Forced Labour.]
Players may also send credits to each other secretly or publicly as a means of funding. Mention in your turn whether you intend for your funding to be private, or public. If you do not specify, it will be public.
Covert Actions
(If not mentioned in the news, the action failed but was not discovered.)
-Espionage [-50 credits. A combination of sending spies, intercepting communications, applying the right bribes and all other areas of spycraft (specify your plans and methods), the Espionage action aims to gain information about the target for your own advantage. May require multiple actions to take effect.
— Deception [-30 credits. This action is used to deceive enemy intelligence services and military planners into believing something that is untrue - such as misdirection about your military plans. Specify your methods and what you want the enemy to believe. Can also be used to frame a nation or an individual for either an invented action, or an existing action - including one of your own.]
-Encryption/Decryption [-25 credits. Use this action to either strengthen your own secret codes or attempt to break those of your enemies. As you will only rarely know for sure if your enemy has cracked your codes, you will have to guess based on their actions. May require multiple actions to take effect. Used in combination with Espionage or Deception.]
— Establish Rebel or Resistance Movement [-75 credits. Specify name and ideological goals at minimum. Details on sources of support preferred. If successful, a rebel or resistance movement will appear in the target nation.]
— Influence Rebel or Resistance Movement towards ideology [-30 credits. If successful, rebel movement will favour you as a patron, and may adopt your ideology.]
-Fund Rebels or Resistance [Multiples of -20 credits. Provide supplies and assistance to a rebel movement. If successful, rebels will gain a unit.]
— Organize False-flag Attack [-100 credits. Disguise your own land, sea, or air units as being from another nation, be they allied/friendly to assist them, or an enemy to incriminate them.]
— Terrorize [-25 credits. Use to oppress or crack down on a population or supporters of a particular ideology. Specify method and target. Sometimes requires multiple actions to take effect. This action may affect your popularity. Example: Jewish pogroms, Stalin’s purges.]
— Fund political opposition [-20 credits. May strengthen political opposition factions, groups, or parties in target nation. Particularly influential in democracies.]
— Attempt coup [-100 credits. Choose an opposing nation with a significant opposition. Specify by which local elements the coup is being carried out, your plans and methods. If successful a new government will be established. Only usable on nations weaker than your own.]
Military Actions
-Build another Army Unit [-10 credits. Units go straight to the reserves in your home territory in 1 turn.]
-Build another Air Unit [-20 credits. Air units take 2 turns to build.)
-Build another Naval Unit [-40 credits. Naval units take 4 turns to build. Plan ahead!]
-Mobilize Reserve Unit [-10 credits, takes one turn to do so. Takes reserve units and puts them on active duty.]
-Move, attack with, or withdraw units: [-1 per unit: Make use of your active military units by deploying them where you need them. Moving, attacking conventionally or withdrawing to the reserves costs 1 credit per unit on top of their normal maintenance cost, while defending is free.]
-Special Operations [-10 credits: Send elite teams of your choice to carry out specific missions that you detail in your turn, for a roleplaying effect and bonus. Can delay enemy construction or research, or assist your units in battle. High chance of failure, reduced with higher Infantry Tech levels. Example: Operation Gunnerside.]
-Amphibious Deployment [-10 credits: Using naval infantry or Marines, make an amphibious assault across the water and storm your enemy’s beaches. Uses 1 Army unit and 1 Navy unit, these must be in your active pool but not deployed anywhere. No technology requirement, but higher Infantry Tech and Warships Tech levels will increase the chance of success.This is a risky operation with a moderate chance of failure. Example: D-Day Landings.]
-Airborne Deployment [-20 credits: Using parachutists or glider infantry, make an airborne assault against an enemy target. Uses 1 Army unit and 1 Air Force unit, these must be in your active pool but not deployed anywhere. Requires at least Transport Tech 4 and Infantry Tech 4, higher levels will be more effective. Maximum 1 Airborne Assault per turn, as assembling a sufficient number of transport aircraft is not easy. This is a risky action with a moderately high chance of failure. Example: Invasion of Crete.]
-Send Expeditionary Force [-20 credits per unit. A specific form of deploying units. Send units from your own active military pool to fight under someone else’s banner, including their equipment. You still pay for the upkeep of the unit as if you had deployed it. A very overt and powerful form of intervention, but officially these units may be merely private volunteers. Useful for gaining combat experience for your military. Examples: the Condor Legion, the Flying Tigers.]
— Recruit volunteers [-30 credits. Recruit volunteers to fight in someone else’s war. More subtle and deniable than sending an Expeditionary Force, and without upkeep, but of militia quality and equipment. They appear as a non-government entity in the stats, under your sphere or ideology. Example: the International Brigades.]
-Convoy Raiding [-5 credits per unit. Send an air or naval unit to a stated area to intercept your enemy’s merchant shipping and/or military supply ships. Specify if using surface raiders, aircraft or submarines, and if your policy is restricted or unrestricted raiding. Can reduce enemy trade income, or the combat effectiveness of their forces overseas.]
-Tactical Bombardment [-10 credits per unit. Can be carried out by air units, or naval units if you have Aircraft Carrier technology. An organised strike against your enemy’s military targets, intending to harm their military’s ability to fight. Specify your intentions and targets. Requires Bomber Tech 2, higher levels will be more effective. May destroy units of any type. Example: Pearl Harbour.]
— Strategic Bombardment [-20 credits per unit. Can be carried out by air units. A concerted bombing campaign against an enemy nation, intending to harm their infrastructure, industrial capacity or population. Specify your intentions and targets. Requires Bomber Tech 3, higher levels will be more effective. May cause harm to target’s stability, economy, and popularity. Examples: The Blitz, Allied bombing of Germany.]
-Construct [F]ocused Defences [-10 credits: Specify type and location. Will provide strong defences over a very small area, such as a powerful fortress in a tactically important location. Takes 2 turns to complete. Example: Gibraltar Fortifications]
-Construct [L]ight Defences [-50 credits: Takes 1 turn to complete. Tank traps, barbed wire, earthworks and gun emplacements can all be constructed by field armies to further entrench their positions. Provides a bonus to defensive combat. Example: Defences of Moscow.]
-Construct [M]edium Defences [-100 credits. Concrete pillboxes, protected gun positions, dragon’s teeth and all the rest make this defensive line a significant impediment to an attacking army.Takes 4 turns to complete. Example: The Stalin Line.]
— Construct [H]eavy Defences [-200 credits. A defensive line nearly impregnable to frontal assault, with multiple fortresses, underground bunkers and turreted weapons. Takes 8 turns to complete. Example: The Maginot Line.]
Defences can also include the construction of air defences, inclusive of early warning systems and anti-aircraft guns. The levels, times, and costs are the same, and provide protection against air attack, with [H]eavy air defences being equivalent to the ‘Kammhuber Line’ and the German Flak Towers being [F]ocused defences.
Research Actions
— Develop Technology Level [-100. Each level takes a number of turns equal to its level, so developing level 2 takes 2 turns.]
— Technology Sharing: [-50 credits. A nation can provide assistance to another nation’s research through this action. The assisting nation must have a higher level in that technology than the assisted nation. Every 50 credits spent reduces the development time of a technology by 1 turn, though the assisted nation must pay the research cost as normal. Example: the Tizard Mission.]
-Develop Specific Technology [-50 credits: Develop a specific technology - such as a particular tank, aircraft, or technological item - for a roleplaying bonus. Does not influence tech level. Time varies based on GM discretion. Example: Long-Range Bombers, Radar]
Atomic actions are, naturally, dependent on sufficient atomic technology levels.
-Research Atomic Technology [-100 per level, so level 1 costs 100, level 2 costs 200, etc. Increases your atomic technology level one step each time. Time to complete is variable.]
-Manufacture Atomic Bomb [-50 credits: Builds an atomic bomb, ready for use the next turn.]
-Drop Atomic Bomb [-25 credits: An atomic bomb is dropped on the target. Is it really necessary for me to explain what this will do?]
-Build Atomic Power Station [-100: Build an atomic power station to generate energy for your nation. Provides a guaranteed economic boost, but early nuclear reactors are not known for being completely safe.]
Technology Rules
Standard technologies are rated between 0 and 7. Researching a technology takes a number of turns equal to its rating. Capability ratings are also a technology, and can be researched normally, but increase the number of units you can build each turn. Specific technologies can be almost anything reasonable that you can think of in relation to your other tech levels, and provide a roleplaying rather than bonus, and have no rating - these will be listed underneath your standard ‘rated’ technologies, unless the technology in question is secret.
0 = No access to this technology at all, or pre-WWI level.
1 = Great War, 1910s level technology.
2 = Post-WWI, 1920s level technology.
3 = Interwar, 1930s level technology.
4 = Early WWII level technology. State of the art 1930s technology.
5 = Mid-WWII level technology. Early 1940s technology. Available for research 1939.
6 = Late WWII level technology. Mid-1940s technology. Available for research 1941.
7 = Early Cold War level technology. Late 1940s technology. Available for research 1943.
A nation’s technology listing will appear thus:
Technologies: Army Capability 0-7 (Infantry 0-7, Artillery 0-7, Tanks 0-7), Air Force Capability 0-7: (Fighters 0-7, Bombers 0-7, Transports 0-7) Naval Capability 0-7 (Carriers 0-7, Submarines 0-7, Warships 0-7) Other: Atomic 0-7, Rocketry 0-7
More detail can be provided on request, such as specific examples of the technology in question at each level.
Atomic Technology
The speed of atomic research will vary greatly depending on historical plausibility and the national capability for such research. Access to uranium or plutonium is a prerequisite, as well as an adequate scientific base in your nation for atomic weapons research. If you cannot secure access to those resources - you cannot start a nuclear program. Provide proof if you have or can obtain those resources, if necessary. Atomic research is more expensive than normal research, beginning at a cost of 100 credits for the first level, 200 for the second level, 300 for the third level, and so on.
An atomic level of 1 represents the development of the fundamentals of atomic research.
An atomic level of 2 represents the development of organised nuclear fission research.
An atomic level of 3 represents having the capability for successful nuclear isotope separation and producing a fission reaction in the laboratory.
An atomic level of 4 represents having successfully analysed suitable nuclear fuels for a reactor and constructed a functional particle accelerator.
An atomic level of 5 represents constructing a working experimental nuclear reactor that is capable of reaching criticality and breeding nuclear material.
An atomic level of 6 represents allows for the successful enrichment of nuclear material and, consequently, the construction of one atomic bomb per turn.
An atomic level of 7 allows for the construction of power-generating nuclear reactors and the construction of an additional atomic bomb per turn.
Player Stats, other nations available on request
Show
AUGUST 1 1936
-Explanatory Nation Stats-
National Ideology:
National Leader:
Player for this Nation:
Domestic/International Popularity Scales: Extremely Low/Very Low/Low/Moderately Low/Moderate/Moderately High/High/Very High/Extremely High
Army/Air Force/Navy: Available Units/Total Active Units (Reserve Units at Home) [-Active Units Deployment Number and Location, Maintenance Costs]
Technologies: Army Capability 0-7 (Infantry 0-7, Artillery 0-7, Tanks 0-7), Air Force Capability 0-7: (Fighters 0-7, Bombers 0-7, Transports 0-7) Naval Capability 0-7: (Carriers 0-7, Submarines 0-7, Warships 0-7) Other: Atomic 0-7, Rocketry 0-7
Specific Technologies:
Defences: [Defence Level] Location
Economy: +Base Credit Income
Deficit: Current Deficit/Debt Ceiling
Credit Income: +Final income per turn after Bonuses and Maluses, [+Credit Bonuses, -Credit Maluses including Deficit Payments]
Conflicts and Issues: Conflict or unrest (location)
=
Significant Non-Government Group
Leader: Group’s leader, if relevant
Sphere: Influences if any (Secondary influence)
Ideology: Group’s sympathies or objectives
Army/Air Force/Navy: Number of Units
=
-United Kingdom of Great Britain and Northern Ireland-
Ideology: Democracy
Prime Minister: Stanley Baldwin
Player:
Domestic Popularity: Moderate
International Popularity: High
Army: 0/2 (13 Reserves) [1 in India, 1 in Egypt. -20 Active Maintenance, -65 Reserve Maintenance]
Air Force: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Navy: 0/10 (5 Reserves) [3 around British Isles, 3 in Mediterranean, 1 in South Atlantic, 1 in Indian Ocean, 1 at Singapore, 1 at Hong Kong. -100 Active Maintenance, -25 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 4, Tanks 3), Air Force Capability 4: (Fighters 4, Bombers 3, Transports 3) Naval Capability 4: (Carriers 3, Submarines 3, Warships 4) Other: Atomic 1, Rocketry 0
Defences: [F] Rock of Gibraltar, [F] Singapore Coastal Fortresses, [L] Egypt-Libya Border Defences
Economy: +350
Deficit: 2200/5250
Credit Income: +170 [+60 Allied trade, +30 Colonial trade, +50 International trade, +10 British Coal, +20 Suez Canal, +20 Middle Eastern Oil, +10 Persian Oil, +10 Bornean Oil, +10 Malayan Rubber, -10 Irish ‘Economic War’, -110 Deficit]
Conflicts and Issues: Arab General Strike (Palestine), Irish ‘Economic War’, East African Inter-Tribal Skirmishes
=
British Union of Fascists
Sphere: Neutral (German)
Ideology: Fascism, Anti-Semitism
Army: 0
=
East African Cattle Raiders
Sphere: Neutral
Ideology: Tribal Warfare, Cattle Acquisition
Army: 0
=
-French Republic-
Ideology: Democracy
Prime Minister: Léon Blum
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 0/5 (15 Reserves) [3 at German border, 2 in North Africa, -50 Active Maintenance, -75 Reserve Maintenance]
Air Force: 3/3 (7 Reserves) [-30 Active Maintenance, -45 Reserve Maintenance]
Navy: 2/2 (4 Reserves) [2 in Mediterranean. -20 Active Maintenance, -20 Reserve Maintenance]
Technologies: Army Capability 4 (Infantry 2, Artillery 4, Tanks 4), Air Force Capability 3: (Fighters 2, Bombers 3, Transports 2) Naval Capability 3: (Carriers 1, Submarines 3, Warships 3) Other: Atomic 1, Rocketry 0
Defences: [H]Maginot Line (German Border Only), [M]Ligne Alpine
Economy: +320
Deficit: 2500/4800
Credit Income: +125 [+60 Allied trade, +20 Colonial trade, +50 International trade, +10 French Chemicals, +10 Algerian Agriculture, +10 Malagasy Cash Crops, +10 Indochinese Rubber, -125 Deficit]
Conflicts and Issues: Political Instability, Tuareg Tribes, Vietnamese Unrest
=
Parti Populaire Français
Sphere: Neutral (Italian/German)
Ideology: Fascism, Anti-Semitism
Army: 0
=
Tuareg Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
Việt Quốc
Sphere: Chinese
Ideology: Socialism, Independence
Army: 0
=
-German Reich-
Ideology: Nazism
Führer: Adolf Hitler
Player:
Domestic Popularity: Extremely High
International Popularity: Moderately High
Army: 6/6 (14 Reserves) [2 in Rhineland, 2 on Czech Border, 2 on Polish Border, 1 on Austrian Border, -60 Active Maintenance, -70 Reserve Maintenance]
Air Force: 2/2 (8 Reserves) [-20 Active Maintenance, -40 Reserve Maintenance]
Navy: 3/3 [-30 Active Maintenance]
Technologies: Army Capability 4 (Infantry 4, Artillery 3, Tanks 3), Air Force Capability 4: (Fighters 4, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 4, Warships 3) Other: Atomic 1, Rocketry 0
Defences: [F] Oder-Warthe-Bogen Line
Economy: 440
Deficit: 1500/6600
Credit Income: +245 [+10 Allied trade, +50 International trade, +20 German Steel, +20 Ruhr Industry, -75 Deficit]
Conflicts and Issues: Anti-Semitism, Eugenics
=
Waffen-SS
Leader: Heinrich Himmler
Sphere: German
Ideology: Nazism
Army: 6
=
-Kingdom of Italy-
Ideology: Fascism
Duce: Benito Mussolini
Player:
Domestic Popularity: Very High
International Popularity: Low
Army: 0/7 (7 Reserves) [5 in Ethiopia, 2 in Libya, -70 Active Maintenance, -35 Reserve Maintenance]
Air Force: 4/4 (5 Reserves) [4 in Ethiopia, -40 Active Maintenance, -25 Reserve Maintenance]
Navy: 6/6 [-60 Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 3, Tanks 2), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Vallo Alpino, [L] Libya-Egypt Frontier Wire
Economy: +300
Deficit: 1000/4500
Credit Income: +120 [+10 Allied trade, +10 Colonial trade, +50 International trade, +20 Istituto Ricostruzione Industriale, +10 Ethiopian Forced Labour, -50 Deficit]
Conflicts and Issues: Mezzogiorno Unrest, Annexation of Abyssinia, Senussi Tribes
=
Ethiopian Imperial Army
Sphere: British/French
Ideology: Monarchy, Independence
Army: 3
=
Senussi Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
-United States of America-
Ideology: Democracy
President: Franklin D. Roosevelt
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 1/1 (5 Reserves) [-10 Active Maintenance, -25 Reserve Maintenance]
Air Force: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Navy: 0/7 (7 Reserves) [-70 Active Maintenance, -35 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 4: (Fighters 3, Bombers 4, Transports 4) Naval Capability 4: (Carriers 3, Submarines 3, Warships 4) Other: Atomic 1, Rocketry 0
Defences: [F] Manila Harbour Fortifications
Economy: +500
Deficit: 4000/7500
Credit Income: +200 [+100 International trade, +10 Colonial trade, +20 Panama Canal, +10 American Automobiles, +10 Texan Oil, -200 Deficit]
Conflicts and Issues: None
=
-Empire of Japan-
Ideology: Military imperialism
Emperor: Hirohito
Player:
Domestic Popularity: Extremely High (Fanatical Devotion to the Emperor)
International Popularity: Very Low
Army: 4/8 (4 Reserves) [2 in Manchukuo, 2 in Formosa, -80 Active Maintenance, -20 Reserve Maintenance]
Air Force: 5/5 (5 Reserves) [-50 Active Maintenance, -25 Reserve Maintenance]
Navy: 5/5 (5 Reserves) [-50 Active Maintenance, -25 Reserve Maintenance]
Technologies: Army Capability 4 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 2) Naval Capability 4: (Carriers 4, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: [F] Port Arthur Fortifications
Economy: +310
Deficit: 1000/4650
Credit Income: +150 [+20 Allied trade, +20 Colonial trade, +50 International trade, +20 Zaibatsus, +10 Korean Forced Labour, +20 Manchukuo Tributes, -50 Deficit]
Conflicts and Issues: Occupation of Northern China, Korean Resistance, Soviet-Japanese Border Conflict
=
Independent Anti-Occupation Armies
Sphere: Chinese
Ideology: Anti-Japanese
Army: 1
=
Anti-Japanese United Army
Sphere: Communist Chinese
Ideology: Anti-Japanese, Communism
Army: 1
=
Korean Resistance
Sphere: Neutral (Soviet)
Ideology: Anti-Japanese, Korean Independence
Army: 0
=
-Union of Soviet Socialist Republics-
Ideology: Stalinism
General Secretary: Joseph Stalin
Player:
Domestic Popularity: Extremely High (Rule by Fear)
International Popularity: Low
Army: 10/10 (15 Reserves) [-100 Active Maintenance, -75 Reserve Maintenance]
Air Force: 5/5 (10 Reserves) [-50 Active Maintenance, -50 Reserve Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 4 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 3: (Fighters 2, Bombers 3, Transports 2) Naval Capability 2: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 1, Rocketry 0
Defences: [M] Stalin Line, [L] KaUR Phase 1
Economy: +340
Deficit: 0/5100
Credit Income: +175 [+10 Allied trade, +50 International trade, +40 Siberian Natural Resources, +10 Caucasus Oil, +20 Second Five-Year Plan (Ends Q4 1937)]
Conflicts and Issues: Soviet-Japanese Border Conflict
-Finland-
Ideology: Democracy
President: Pehr Evind Svinhufvud
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 3/3 (4 Reserves) [-30 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 1, Transports 1) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Specific Technologies: Advanced Winter Warfare
Defences: [L] Mannerheim-linja
Economy: 140
Deficit: 500/1650
Credit Income: +75 [+30 International Trade, +10 Finnish Lumber, -25 Deficit]
Conflicts and Issues: None
-Spanish Republic-
Ideology: Popular Front
President: Manuel Azaña
Player:
Domestic Popularity: Moderate
International Popularity: Low
Army: 5/5 [-50 Active Maintenance]
Air Force: 2/2 [-20 Active Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [L] Barricades of Madrid
Economy: +120
Deficit: 0/1800
Credit Income: +80 [+20 Allied trade, +10 International trade, +10 Catalan Industry, +10 International Trade Union Fundraising]
Conflicts and Issues: Spanish Civil War, Anti-Clericalism
=
Gardia de Asalto
Sphere: Spanish Republican
Ideology: Anti-Fascism, law and order
Army: 1
=
Guardia Nacional Republicana
Sphere: Spanish Republican
Ideology: Anti-Fascism, Republicanism
Army: 1
=
Carabinieros
Sphere: Spanish Republican
Ideology: Anti-Fascism, law and order
Army: 1
=
Milicias UGT
Sphere: Spanish Republican
Ideology: Trade Unionism, Anti-Fascism
Army: 4
=
Milicias CNT-FAI
Sphere: Spanish Republican
Ideology: Anarcho-syndicalism, Anti-Fascism
Army: 3
=
Milicias Antifascistas Obreras y Campesinas
Sphere: Soviet
Ideology: Anti-Fascism, Communism
Army: 1
=
Nationalist Sympathisers
Sphere: Nationalist Spain
Ideology: Anti-Communism, Right-Wing
Army: 1
=
-Nationalist Spain-
Ideology: Fascism
President of the Junta de Defensa Nacional: Miguel Cabanellas
Player:
Domestic Popularity: Moderately Low
International Popularity: Moderate
Army: 7/7 [5 in north-central Spain, 1 in the Seville region, 1 in Morocco, -70 Active Maintenance]
Air Force: 3/3 [-30 Active Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [L] Colonial Forts in Morocco
Economy: +120
Deficit: 0
Credit Income: +60 [+40 Allied trade, +10 International trade, +10 Catholic Support]
Conflicts and Issues: Spanish Civil War, ‘Limpieza’ Purges, Berber Tribes
=
Guardia Civil
Sphere: Nationalist Spanish
Ideology: Anti-Communism, law and order
Army: 1
=
Falange Española ‘Camisas Azules’
Sphere: Nationalist Spanish (German)
Ideology: Fascism, Anti-Communism
Army: 1
=
Comunión Tradicionalista ‘Requetés’
Sphere: Nationalist Spanish
Ideology: Carlism, Anti-Communism
Army: 1
=
Milicias CEDA
Sphere: Nationalist Spanish (Italian)
Ideology: Conservatism, Catholicism
Army: 1
=
Republican Sympathisers
Sphere: Spanish Republican
Ideology: Anti-Fascism, Left-Wing
Army: 1
=
Berber Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
-Czechoslovakia-
Ideology: Democracy
President: Edvard Beneš
Domestic Popularity: Moderate
International Popularity: Moderate
Sphere: Neutral (French)
Army: 5/5 (7 Reserves) [-50 Active Maintenance, -30 Reserve Maintenance]
Air Force: 2/2 (2 Reserves) [-20 Active Maintenance, -10 Reserve Maintenance]
Navy: 0
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Defences: [L] Border Entrenchments, [H] ‘Beneš Wall’ (Complete Q3 1938)
Economy: +210
Deficit: 1000
Credit Income: +90 [+20 International Trade, +20 Czech Armaments Exports, -50 Deficit]
Conflicts and Issues: German Unrest, Slovak Unrest, Polish-Czech Border Disputes
=
Ordnungsdienst
Sphere: German
Ideology: Nazism, Pan-Germanism
Army: 1
=
-Republic of Poland-
Ideology: Authoritarian
President: Ignacy Mościcki
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Air Force: 2/2 (3 Reserves)[-20 Active Maintenance, -15 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 3, Transports 1) Naval Capability 2: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [M] Silesian Fortified Area, [M] Sarny Fortified Area, [F] Hel Fortified Area
Economy: +200
Deficit: 500
Credit Income: +80 [+20 International Trade, +10 Polish Nitrates, +10 Polish Four-Year Plan (ends Q3 1940), -20 Lack of Trade with Hostile Neighbours, -25 Deficit]
Conflicts and Issues: Polish-Czech Border Disputes, Vilnius Region Dispute, Anti-Semitism
=
Prawica sanacyjna
Sphere: Neutral
Ideology: Militarist
Army: 0
=
Lewica sanacyjna
Sphere: Neutral
Ideology: Pluralist
Army: 0
=
-Kingdom of Yugoslavia-
Ideology: Monarchy
Prince-Regent: Paul Karađorđević
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 3/3 (3 Reserves) [-30 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 1/1 [-10 Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1: (Fighters 1, Bombers 1, Transports 1) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences:
Economy: +190
Deficit: 1000
Credit Income: +105 [+30 International Trade, +10 Yugoslavian Farming, -50 Deficit]
Conflicts and Issues: Croatian Unrest, Serbian Unrest, Macedonian Unrest
=
Ustaše
Sphere: Neutral (Italian)
Ideology: Croatian Ultranationalism, Far-Right
Army: 1
=
Chetniks
Sphere: Neutral
Ideology: Serbian Ultranationalism, Far-Right
Army: 1
=
-Kingdom of Hungary-
Ideology: Autocracy
Regent: Miklós Horthy
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 3/3 (3 Reserves) [-30 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 0/0
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +150
Deficit: 1200/2250
Credit Income: +70 [+30 International Trade, +10 Hungarian Textiles, -60 Deficit]
Conflicts and Issues: Severe economic inequality, Anti-Semitism
=
Party of National Will
Sphere: German
Ideology: Nazism
Units: 0
=
-Kingdom of the Netherlands-
Ideology: Democracy
Prime Minister: Hendrikus Colijn
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 1/1 (3 Reserves) [-10 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 4/4 [-40 Active Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 3, Bombers 2, Transports 2) Naval Capability 2: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Dutch Water Lines
Economy: +200
Deficit: 1000
Credit Income: +125 [+40 International Trade, +10 Dutch East Indies, +10 Sumatran Oil, +10 Dutch Electrical Goods, -50 Deficit]
Conflicts and Issues: None
-Republic of China-
Ideology: Nationalism
Chairman: Chiang Kai-shek
Player:
Domestic Popularity: Moderately Low
International Popularity: Moderate
Army: 20/20 (0 Reserves) [-200 Active Maintenance]
Air Force: 5/5 (0 Reserves) [-50 Active Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1: (Fighters 2, Bombers 1, Transports 1) Naval Capability 1: (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences:
Economy: +330
Deficit: 1000/4950
Credit Income: +80 [+30 International trade, +10 Chinese Tea, -50 Deficit]
Conflicts and Issues: Chinese Civil War, Warlords, Tibetan Unrest, Japanese Occupation of China
=
Warlords
Sphere: Themselves (Chinese)
Ideology: Warlordism/Anti-Communism
Army: 10
=
Sinkiang
Sphere: Soviet Puppet
Ideology: Sinkiang Separatism, Warlordism
Army: 4
=
“Tunganistan”
Sphere: Ma Clique (Chinese)
Ideology: Warlordism, Hui Nationalism
Army: 2
=
Khampa Warlords
Sphere: Chinese
Ideology: Warlordism, Khampa Nationalism
Army: 2
-Communist China-
Ideology: Communism
Commander: Mao Zedong
Player:
Domestic Popularity: Moderately High
International Popularity: Low
Army: 4/4 (0 Reserves) [-40 Active Maintenance]
Air Force: 0/0 (0 Reserves) [-0 Maintenance]
Navy: 0/0 [-0 Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 1, Tanks 1), Air Force Capability 2: (Fighters 1, Bombers 1, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Specific Technologies: Advanced Guerrilla Warfare
Defences:
Economy: 50
Deficit: 0/750
Credit Income: +40 [+0 Allied trade, +0 International trade, +30 Peasant Support]
Conflicts and Issues: Chinese Civil War, Warlords, Tibetan Unrest, Japanese Occupation of China
=
-Commonwealth of Australia-
Ideology: Democracy
Prime Minister: Joseph Lyons
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Air Force: 1/1 (1 Reserve) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +200
Deficit: 1500/3000
Credit Income: +130 [+20 Allied Trade, +20 International Trade, +10 Australian Cattle, -75 Deficit]
Conflicts and Issues: Tensions with Indigenous Population
-Dominion of Canada-
Ideology: Democracy
Prime Minister: Mackenzie King
Player:
Domestic Popularity: High
International Popularity: Very High
Army: 1/1 (3 Reserves) [-10 Active Maintenance. -15 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 4, Tanks 2), Air Force Capability 2: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +230
Deficit: 2000/3450
Credit Income: +145 [+30 Allied Trade, +30 International trade, +10 Canadian Lumber, -100 Deficit]
Conflicts and Issues: None
-Dominion of New Zealand-
Ideology: Democracy
Prime Minister: Michael Savage
Player:
Domestic Popularity: Very High
International Popularity: High
Army: 0/0 (1 Reserves) [-5 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 3, Artillery 3, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 3: (Carriers 0, Submarines 2, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +100
Deficit: 800/1500
Credit Income: +70 [+10 Allied Trade, +10 International Trade, +10 New Zealand Wool, -40 Deficit]
Conflicts and Issues: None
-Union of South Africa-
Ideology: Limited Democracy
Prime Minister: J.B.M Hertzog
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Air Force: 1/1 (1 Reserve) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 0/0 (1 Reserve) [-5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +150
Deficit: 1000/2250
Credit Income: +90 [+10 Allied Trade, +10 International Trade, +10 South African Diamonds, -50 Deficit]
Conflicts and Issues: Racial Tensions
=
African National Congress
Sphere: British (Soviet)
Ideology: Nonviolence, Equal Rights
Army: 0
=
-British Raj-
Ideology: Limited Democracy
Viceroy: Lord Linlithgow
Domestic Popularity: Moderately Low
International Popularity: Moderate
Player:
Army: 0/2 (5 Reserves) [2 in Waziristan, -20 Active Maintenance, -25 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1 Reserve [-5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 1: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [L] North-West Frontier
Economy: +310
Deficit: 1000/4650
Credit Income: +165 [+30 Allied Trade, +0 International Trade, +10 Indian Textiles, -75 Agrarian Economy, -50 Deficit]
Conflicts and Issues: Religious Fanaticism in Waziristan, Agitation for Independence
=
Fakir of Ipi’s Forces (Waziristani)
Sphere: Neutral (Afghan)
Ideology: Radical Islam, Anti-British
Army: 1
=
Indian National Congress
Sphere: Neutral
Ideology: Home Rule, Hindu Nationalism
Army: 0
=
All-India Muslim League
Sphere: British
Ideology: Muslim Nationalism
Army: 0
=
-Republic of Turkey-
Ideology: Kemalist
President: Mustafa Kemal Atatürk
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 4/4 (4 Reserves) [-40 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1 (Fighters 1, Bombers 1, Transports 1) Naval Capability 1 (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences: [L] Ottoman Border Forts
Economy: +110
Deficit: 0/1500
Credit Income: +65 [+20 International Trade, +20 Bosphorous Transit Fees]
Conflicts and Issues: Kurdish Rebellions
=
Kurdish Rebels
Sphere: Neutral
Ideology: Independence
Army: 1
=
-Republic of the United States of Brazil-
Ideology: Authoritarian Populist
President: Getúlio Vargas
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 2/2 (4 Reserves) [-20 Active Maintenance, -20 Reserve Maintenance]
Air Force: 0/0
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 1, Tanks 1), Air Force Capability 1: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences: [F] Rio de Janeiro Coastal Forts, [L] Old Army Forts
Economy: +210
Deficit: 1000/3150
Credit Income: +105 [+20 International Trade, +10 Jaguar Pelts, -50 Deficit]
Conflicts and Issues: Tensions within Integralist Party, Left-Wing Resistance to Vargas' Rule
=
Aliança Nacional Libertadora
Sphere: Soviet
Ideology: Left-wing, Anti-Fascism
Army: 1
=
Integralist Movement of Brazil
Sphere: Neutral (Italian)
Ideology: Fascist
Army: 1
=
-Kingdom of Sweden-
Ideology: Democracy
Statsminister: Axel Pehrsson Bramstorp
Player:
Domestic Popularity: Moderate
International Popularity: Moderately High
Army: 1/1 (4 Reserves) [-10 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 1: (Carriers 0, Submarines 0, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Swedish Coastal Artillery Batteries
Economy: +160
Deficit: 500/2400
Credit Income: +90 [+30 International Trade, +20 Swedish Iron Ore, -25 Deficit]
Conflicts and Issues: None
=
-Explanatory Nation Stats-
National Ideology:
National Leader:
Player for this Nation:
Domestic/International Popularity Scales: Extremely Low/Very Low/Low/Moderately Low/Moderate/Moderately High/High/Very High/Extremely High
Army/Air Force/Navy: Available Units/Total Active Units (Reserve Units at Home) [-Active Units Deployment Number and Location, Maintenance Costs]
Technologies: Army Capability 0-7 (Infantry 0-7, Artillery 0-7, Tanks 0-7), Air Force Capability 0-7: (Fighters 0-7, Bombers 0-7, Transports 0-7) Naval Capability 0-7: (Carriers 0-7, Submarines 0-7, Warships 0-7) Other: Atomic 0-7, Rocketry 0-7
Specific Technologies:
Defences: [Defence Level] Location
Economy: +Base Credit Income
Deficit: Current Deficit/Debt Ceiling
Credit Income: +Final income per turn after Bonuses and Maluses, [+Credit Bonuses, -Credit Maluses including Deficit Payments]
Conflicts and Issues: Conflict or unrest (location)
=
Significant Non-Government Group
Leader: Group’s leader, if relevant
Sphere: Influences if any (Secondary influence)
Ideology: Group’s sympathies or objectives
Army/Air Force/Navy: Number of Units
=
-United Kingdom of Great Britain and Northern Ireland-
Ideology: Democracy
Prime Minister: Stanley Baldwin
Player:
Domestic Popularity: Moderate
International Popularity: High
Army: 0/2 (13 Reserves) [1 in India, 1 in Egypt. -20 Active Maintenance, -65 Reserve Maintenance]
Air Force: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Navy: 0/10 (5 Reserves) [3 around British Isles, 3 in Mediterranean, 1 in South Atlantic, 1 in Indian Ocean, 1 at Singapore, 1 at Hong Kong. -100 Active Maintenance, -25 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 4, Tanks 3), Air Force Capability 4: (Fighters 4, Bombers 3, Transports 3) Naval Capability 4: (Carriers 3, Submarines 3, Warships 4) Other: Atomic 1, Rocketry 0
Defences: [F] Rock of Gibraltar, [F] Singapore Coastal Fortresses, [L] Egypt-Libya Border Defences
Economy: +350
Deficit: 2200/5250
Credit Income: +170 [+60 Allied trade, +30 Colonial trade, +50 International trade, +10 British Coal, +20 Suez Canal, +20 Middle Eastern Oil, +10 Persian Oil, +10 Bornean Oil, +10 Malayan Rubber, -10 Irish ‘Economic War’, -110 Deficit]
Conflicts and Issues: Arab General Strike (Palestine), Irish ‘Economic War’, East African Inter-Tribal Skirmishes
=
British Union of Fascists
Sphere: Neutral (German)
Ideology: Fascism, Anti-Semitism
Army: 0
=
East African Cattle Raiders
Sphere: Neutral
Ideology: Tribal Warfare, Cattle Acquisition
Army: 0
=
-French Republic-
Ideology: Democracy
Prime Minister: Léon Blum
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 0/5 (15 Reserves) [3 at German border, 2 in North Africa, -50 Active Maintenance, -75 Reserve Maintenance]
Air Force: 3/3 (7 Reserves) [-30 Active Maintenance, -45 Reserve Maintenance]
Navy: 2/2 (4 Reserves) [2 in Mediterranean. -20 Active Maintenance, -20 Reserve Maintenance]
Technologies: Army Capability 4 (Infantry 2, Artillery 4, Tanks 4), Air Force Capability 3: (Fighters 2, Bombers 3, Transports 2) Naval Capability 3: (Carriers 1, Submarines 3, Warships 3) Other: Atomic 1, Rocketry 0
Defences: [H]Maginot Line (German Border Only), [M]Ligne Alpine
Economy: +320
Deficit: 2500/4800
Credit Income: +125 [+60 Allied trade, +20 Colonial trade, +50 International trade, +10 French Chemicals, +10 Algerian Agriculture, +10 Malagasy Cash Crops, +10 Indochinese Rubber, -125 Deficit]
Conflicts and Issues: Political Instability, Tuareg Tribes, Vietnamese Unrest
=
Parti Populaire Français
Sphere: Neutral (Italian/German)
Ideology: Fascism, Anti-Semitism
Army: 0
=
Tuareg Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
Việt Quốc
Sphere: Chinese
Ideology: Socialism, Independence
Army: 0
=
-German Reich-
Ideology: Nazism
Führer: Adolf Hitler
Player:
Domestic Popularity: Extremely High
International Popularity: Moderately High
Army: 6/6 (14 Reserves) [2 in Rhineland, 2 on Czech Border, 2 on Polish Border, 1 on Austrian Border, -60 Active Maintenance, -70 Reserve Maintenance]
Air Force: 2/2 (8 Reserves) [-20 Active Maintenance, -40 Reserve Maintenance]
Navy: 3/3 [-30 Active Maintenance]
Technologies: Army Capability 4 (Infantry 4, Artillery 3, Tanks 3), Air Force Capability 4: (Fighters 4, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 4, Warships 3) Other: Atomic 1, Rocketry 0
Defences: [F] Oder-Warthe-Bogen Line
Economy: 440
Deficit: 1500/6600
Credit Income: +245 [+10 Allied trade, +50 International trade, +20 German Steel, +20 Ruhr Industry, -75 Deficit]
Conflicts and Issues: Anti-Semitism, Eugenics
=
Waffen-SS
Leader: Heinrich Himmler
Sphere: German
Ideology: Nazism
Army: 6
=
-Kingdom of Italy-
Ideology: Fascism
Duce: Benito Mussolini
Player:
Domestic Popularity: Very High
International Popularity: Low
Army: 0/7 (7 Reserves) [5 in Ethiopia, 2 in Libya, -70 Active Maintenance, -35 Reserve Maintenance]
Air Force: 4/4 (5 Reserves) [4 in Ethiopia, -40 Active Maintenance, -25 Reserve Maintenance]
Navy: 6/6 [-60 Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 3, Tanks 2), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Vallo Alpino, [L] Libya-Egypt Frontier Wire
Economy: +300
Deficit: 1000/4500
Credit Income: +120 [+10 Allied trade, +10 Colonial trade, +50 International trade, +20 Istituto Ricostruzione Industriale, +10 Ethiopian Forced Labour, -50 Deficit]
Conflicts and Issues: Mezzogiorno Unrest, Annexation of Abyssinia, Senussi Tribes
=
Ethiopian Imperial Army
Sphere: British/French
Ideology: Monarchy, Independence
Army: 3
=
Senussi Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
-United States of America-
Ideology: Democracy
President: Franklin D. Roosevelt
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 1/1 (5 Reserves) [-10 Active Maintenance, -25 Reserve Maintenance]
Air Force: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Navy: 0/7 (7 Reserves) [-70 Active Maintenance, -35 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 4: (Fighters 3, Bombers 4, Transports 4) Naval Capability 4: (Carriers 3, Submarines 3, Warships 4) Other: Atomic 1, Rocketry 0
Defences: [F] Manila Harbour Fortifications
Economy: +500
Deficit: 4000/7500
Credit Income: +200 [+100 International trade, +10 Colonial trade, +20 Panama Canal, +10 American Automobiles, +10 Texan Oil, -200 Deficit]
Conflicts and Issues: None
=
-Empire of Japan-
Ideology: Military imperialism
Emperor: Hirohito
Player:
Domestic Popularity: Extremely High (Fanatical Devotion to the Emperor)
International Popularity: Very Low
Army: 4/8 (4 Reserves) [2 in Manchukuo, 2 in Formosa, -80 Active Maintenance, -20 Reserve Maintenance]
Air Force: 5/5 (5 Reserves) [-50 Active Maintenance, -25 Reserve Maintenance]
Navy: 5/5 (5 Reserves) [-50 Active Maintenance, -25 Reserve Maintenance]
Technologies: Army Capability 4 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 2) Naval Capability 4: (Carriers 4, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: [F] Port Arthur Fortifications
Economy: +310
Deficit: 1000/4650
Credit Income: +150 [+20 Allied trade, +20 Colonial trade, +50 International trade, +20 Zaibatsus, +10 Korean Forced Labour, +20 Manchukuo Tributes, -50 Deficit]
Conflicts and Issues: Occupation of Northern China, Korean Resistance, Soviet-Japanese Border Conflict
=
Independent Anti-Occupation Armies
Sphere: Chinese
Ideology: Anti-Japanese
Army: 1
=
Anti-Japanese United Army
Sphere: Communist Chinese
Ideology: Anti-Japanese, Communism
Army: 1
=
Korean Resistance
Sphere: Neutral (Soviet)
Ideology: Anti-Japanese, Korean Independence
Army: 0
=
-Union of Soviet Socialist Republics-
Ideology: Stalinism
General Secretary: Joseph Stalin
Player:
Domestic Popularity: Extremely High (Rule by Fear)
International Popularity: Low
Army: 10/10 (15 Reserves) [-100 Active Maintenance, -75 Reserve Maintenance]
Air Force: 5/5 (10 Reserves) [-50 Active Maintenance, -50 Reserve Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 4 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 3: (Fighters 2, Bombers 3, Transports 2) Naval Capability 2: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 1, Rocketry 0
Defences: [M] Stalin Line, [L] KaUR Phase 1
Economy: +340
Deficit: 0/5100
Credit Income: +175 [+10 Allied trade, +50 International trade, +40 Siberian Natural Resources, +10 Caucasus Oil, +20 Second Five-Year Plan (Ends Q4 1937)]
Conflicts and Issues: Soviet-Japanese Border Conflict
-Finland-
Ideology: Democracy
President: Pehr Evind Svinhufvud
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 3/3 (4 Reserves) [-30 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 1, Transports 1) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Specific Technologies: Advanced Winter Warfare
Defences: [L] Mannerheim-linja
Economy: 140
Deficit: 500/1650
Credit Income: +75 [+30 International Trade, +10 Finnish Lumber, -25 Deficit]
Conflicts and Issues: None
-Spanish Republic-
Ideology: Popular Front
President: Manuel Azaña
Player:
Domestic Popularity: Moderate
International Popularity: Low
Army: 5/5 [-50 Active Maintenance]
Air Force: 2/2 [-20 Active Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [L] Barricades of Madrid
Economy: +120
Deficit: 0/1800
Credit Income: +80 [+20 Allied trade, +10 International trade, +10 Catalan Industry, +10 International Trade Union Fundraising]
Conflicts and Issues: Spanish Civil War, Anti-Clericalism
=
Gardia de Asalto
Sphere: Spanish Republican
Ideology: Anti-Fascism, law and order
Army: 1
=
Guardia Nacional Republicana
Sphere: Spanish Republican
Ideology: Anti-Fascism, Republicanism
Army: 1
=
Carabinieros
Sphere: Spanish Republican
Ideology: Anti-Fascism, law and order
Army: 1
=
Milicias UGT
Sphere: Spanish Republican
Ideology: Trade Unionism, Anti-Fascism
Army: 4
=
Milicias CNT-FAI
Sphere: Spanish Republican
Ideology: Anarcho-syndicalism, Anti-Fascism
Army: 3
=
Milicias Antifascistas Obreras y Campesinas
Sphere: Soviet
Ideology: Anti-Fascism, Communism
Army: 1
=
Nationalist Sympathisers
Sphere: Nationalist Spain
Ideology: Anti-Communism, Right-Wing
Army: 1
=
-Nationalist Spain-
Ideology: Fascism
President of the Junta de Defensa Nacional: Miguel Cabanellas
Player:
Domestic Popularity: Moderately Low
International Popularity: Moderate
Army: 7/7 [5 in north-central Spain, 1 in the Seville region, 1 in Morocco, -70 Active Maintenance]
Air Force: 3/3 [-30 Active Maintenance]
Navy: 2/2 [-20 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [L] Colonial Forts in Morocco
Economy: +120
Deficit: 0
Credit Income: +60 [+40 Allied trade, +10 International trade, +10 Catholic Support]
Conflicts and Issues: Spanish Civil War, ‘Limpieza’ Purges, Berber Tribes
=
Guardia Civil
Sphere: Nationalist Spanish
Ideology: Anti-Communism, law and order
Army: 1
=
Falange Española ‘Camisas Azules’
Sphere: Nationalist Spanish (German)
Ideology: Fascism, Anti-Communism
Army: 1
=
Comunión Tradicionalista ‘Requetés’
Sphere: Nationalist Spanish
Ideology: Carlism, Anti-Communism
Army: 1
=
Milicias CEDA
Sphere: Nationalist Spanish (Italian)
Ideology: Conservatism, Catholicism
Army: 1
=
Republican Sympathisers
Sphere: Spanish Republican
Ideology: Anti-Fascism, Left-Wing
Army: 1
=
Berber Tribes
Sphere: Neutral
Ideology: Islam, Independence
Army: 0
=
-Czechoslovakia-
Ideology: Democracy
President: Edvard Beneš
Domestic Popularity: Moderate
International Popularity: Moderate
Sphere: Neutral (French)
Army: 5/5 (7 Reserves) [-50 Active Maintenance, -30 Reserve Maintenance]
Air Force: 2/2 (2 Reserves) [-20 Active Maintenance, -10 Reserve Maintenance]
Navy: 0
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Defences: [L] Border Entrenchments, [H] ‘Beneš Wall’ (Complete Q3 1938)
Economy: +210
Deficit: 1000
Credit Income: +90 [+20 International Trade, +20 Czech Armaments Exports, -50 Deficit]
Conflicts and Issues: German Unrest, Slovak Unrest, Polish-Czech Border Disputes
=
Ordnungsdienst
Sphere: German
Ideology: Nazism, Pan-Germanism
Army: 1
=
-Republic of Poland-
Ideology: Authoritarian
President: Ignacy Mościcki
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 4/4 (6 Reserves) [-40 Active Maintenance, -30 Reserve Maintenance]
Air Force: 2/2 (3 Reserves)[-20 Active Maintenance, -15 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 3, Transports 1) Naval Capability 2: (Carriers 0, Submarines 2, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [M] Silesian Fortified Area, [M] Sarny Fortified Area, [F] Hel Fortified Area
Economy: +200
Deficit: 500
Credit Income: +80 [+20 International Trade, +10 Polish Nitrates, +10 Polish Four-Year Plan (ends Q3 1940), -20 Lack of Trade with Hostile Neighbours, -25 Deficit]
Conflicts and Issues: Polish-Czech Border Disputes, Vilnius Region Dispute, Anti-Semitism
=
Prawica sanacyjna
Sphere: Neutral
Ideology: Militarist
Army: 0
=
Lewica sanacyjna
Sphere: Neutral
Ideology: Pluralist
Army: 0
=
-Kingdom of Yugoslavia-
Ideology: Monarchy
Prince-Regent: Paul Karađorđević
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 3/3 (3 Reserves) [-30 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 1/1 [-10 Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1: (Fighters 1, Bombers 1, Transports 1) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences:
Economy: +190
Deficit: 1000
Credit Income: +105 [+30 International Trade, +10 Yugoslavian Farming, -50 Deficit]
Conflicts and Issues: Croatian Unrest, Serbian Unrest, Macedonian Unrest
=
Ustaše
Sphere: Neutral (Italian)
Ideology: Croatian Ultranationalism, Far-Right
Army: 1
=
Chetniks
Sphere: Neutral
Ideology: Serbian Ultranationalism, Far-Right
Army: 1
=
-Kingdom of Hungary-
Ideology: Autocracy
Regent: Miklós Horthy
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 3/3 (3 Reserves) [-30 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 0/0
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +150
Deficit: 1200/2250
Credit Income: +70 [+30 International Trade, +10 Hungarian Textiles, -60 Deficit]
Conflicts and Issues: Severe economic inequality, Anti-Semitism
=
Party of National Will
Sphere: German
Ideology: Nazism
Units: 0
=
-Kingdom of the Netherlands-
Ideology: Democracy
Prime Minister: Hendrikus Colijn
Player:
Domestic Popularity: Moderately High
International Popularity: Moderate
Army: 1/1 (3 Reserves) [-10 Active Maintenance, -15 Reserve Maintenance]
Air Force: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Navy: 4/4 [-40 Active Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 3, Bombers 2, Transports 2) Naval Capability 2: (Carriers 0, Submarines 2, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Dutch Water Lines
Economy: +200
Deficit: 1000
Credit Income: +125 [+40 International Trade, +10 Dutch East Indies, +10 Sumatran Oil, +10 Dutch Electrical Goods, -50 Deficit]
Conflicts and Issues: None
-Republic of China-
Ideology: Nationalism
Chairman: Chiang Kai-shek
Player:
Domestic Popularity: Moderately Low
International Popularity: Moderate
Army: 20/20 (0 Reserves) [-200 Active Maintenance]
Air Force: 5/5 (0 Reserves) [-50 Active Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1: (Fighters 2, Bombers 1, Transports 1) Naval Capability 1: (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences:
Economy: +330
Deficit: 1000/4950
Credit Income: +80 [+30 International trade, +10 Chinese Tea, -50 Deficit]
Conflicts and Issues: Chinese Civil War, Warlords, Tibetan Unrest, Japanese Occupation of China
=
Warlords
Sphere: Themselves (Chinese)
Ideology: Warlordism/Anti-Communism
Army: 10
=
Sinkiang
Sphere: Soviet Puppet
Ideology: Sinkiang Separatism, Warlordism
Army: 4
=
“Tunganistan”
Sphere: Ma Clique (Chinese)
Ideology: Warlordism, Hui Nationalism
Army: 2
=
Khampa Warlords
Sphere: Chinese
Ideology: Warlordism, Khampa Nationalism
Army: 2
-Communist China-
Ideology: Communism
Commander: Mao Zedong
Player:
Domestic Popularity: Moderately High
International Popularity: Low
Army: 4/4 (0 Reserves) [-40 Active Maintenance]
Air Force: 0/0 (0 Reserves) [-0 Maintenance]
Navy: 0/0 [-0 Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 1, Tanks 1), Air Force Capability 2: (Fighters 1, Bombers 1, Transports 1) Naval Capability 0: (Carriers 0, Submarines 0, Warships 0) Other: Atomic 0, Rocketry 0
Specific Technologies: Advanced Guerrilla Warfare
Defences:
Economy: 50
Deficit: 0/750
Credit Income: +40 [+0 Allied trade, +0 International trade, +30 Peasant Support]
Conflicts and Issues: Chinese Civil War, Warlords, Tibetan Unrest, Japanese Occupation of China
=
-Commonwealth of Australia-
Ideology: Democracy
Prime Minister: Joseph Lyons
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Air Force: 1/1 (1 Reserve) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 3: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +200
Deficit: 1500/3000
Credit Income: +130 [+20 Allied Trade, +20 International Trade, +10 Australian Cattle, -75 Deficit]
Conflicts and Issues: Tensions with Indigenous Population
-Dominion of Canada-
Ideology: Democracy
Prime Minister: Mackenzie King
Player:
Domestic Popularity: High
International Popularity: Very High
Army: 1/1 (3 Reserves) [-10 Active Maintenance. -15 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 4, Tanks 2), Air Force Capability 2: (Fighters 3, Bombers 3, Transports 3) Naval Capability 3: (Carriers 0, Submarines 3, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +230
Deficit: 2000/3450
Credit Income: +145 [+30 Allied Trade, +30 International trade, +10 Canadian Lumber, -100 Deficit]
Conflicts and Issues: None
-Dominion of New Zealand-
Ideology: Democracy
Prime Minister: Michael Savage
Player:
Domestic Popularity: Very High
International Popularity: High
Army: 0/0 (1 Reserves) [-5 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 3, Artillery 3, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 3: (Carriers 0, Submarines 2, Warships 4) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +100
Deficit: 800/1500
Credit Income: +70 [+10 Allied Trade, +10 International Trade, +10 New Zealand Wool, -40 Deficit]
Conflicts and Issues: None
-Union of South Africa-
Ideology: Limited Democracy
Prime Minister: J.B.M Hertzog
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 1/1 (2 Reserves) [-10 Active Maintenance, -10 Reserve Maintenance]
Air Force: 1/1 (1 Reserve) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 0/0 (1 Reserve) [-5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 2), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 2: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences: None
Economy: +150
Deficit: 1000/2250
Credit Income: +90 [+10 Allied Trade, +10 International Trade, +10 South African Diamonds, -50 Deficit]
Conflicts and Issues: Racial Tensions
=
African National Congress
Sphere: British (Soviet)
Ideology: Nonviolence, Equal Rights
Army: 0
=
-British Raj-
Ideology: Limited Democracy
Viceroy: Lord Linlithgow
Domestic Popularity: Moderately Low
International Popularity: Moderate
Player:
Army: 0/2 (5 Reserves) [2 in Waziristan, -20 Active Maintenance, -25 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1 Reserve [-5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 1: (Carriers 0, Submarines 1, Warships 2) Other: Atomic 0, Rocketry 0
Defences: [L] North-West Frontier
Economy: +310
Deficit: 1000/4650
Credit Income: +165 [+30 Allied Trade, +0 International Trade, +10 Indian Textiles, -75 Agrarian Economy, -50 Deficit]
Conflicts and Issues: Religious Fanaticism in Waziristan, Agitation for Independence
=
Fakir of Ipi’s Forces (Waziristani)
Sphere: Neutral (Afghan)
Ideology: Radical Islam, Anti-British
Army: 1
=
Indian National Congress
Sphere: Neutral
Ideology: Home Rule, Hindu Nationalism
Army: 0
=
All-India Muslim League
Sphere: British
Ideology: Muslim Nationalism
Army: 0
=
-Republic of Turkey-
Ideology: Kemalist
President: Mustafa Kemal Atatürk
Player:
Domestic Popularity: High
International Popularity: Moderate
Army: 4/4 (4 Reserves) [-40 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Navy: 1/1 [-10 Active Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 2, Tanks 1), Air Force Capability 1 (Fighters 1, Bombers 1, Transports 1) Naval Capability 1 (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences: [L] Ottoman Border Forts
Economy: +110
Deficit: 0/1500
Credit Income: +65 [+20 International Trade, +20 Bosphorous Transit Fees]
Conflicts and Issues: Kurdish Rebellions
=
Kurdish Rebels
Sphere: Neutral
Ideology: Independence
Army: 1
=
-Republic of the United States of Brazil-
Ideology: Authoritarian Populist
President: Getúlio Vargas
Player:
Domestic Popularity: Moderate
International Popularity: Moderate
Army: 2/2 (4 Reserves) [-20 Active Maintenance, -20 Reserve Maintenance]
Air Force: 0/0
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 2 (Infantry 2, Artillery 1, Tanks 1), Air Force Capability 1: (Fighters 2, Bombers 2, Transports 1) Naval Capability 1: (Carriers 0, Submarines 1, Warships 1) Other: Atomic 0, Rocketry 0
Defences: [F] Rio de Janeiro Coastal Forts, [L] Old Army Forts
Economy: +210
Deficit: 1000/3150
Credit Income: +105 [+20 International Trade, +10 Jaguar Pelts, -50 Deficit]
Conflicts and Issues: Tensions within Integralist Party, Left-Wing Resistance to Vargas' Rule
=
Aliança Nacional Libertadora
Sphere: Soviet
Ideology: Left-wing, Anti-Fascism
Army: 1
=
Integralist Movement of Brazil
Sphere: Neutral (Italian)
Ideology: Fascist
Army: 1
=
-Kingdom of Sweden-
Ideology: Democracy
Statsminister: Axel Pehrsson Bramstorp
Player:
Domestic Popularity: Moderate
International Popularity: Moderately High
Army: 1/1 (4 Reserves) [-10 Active Maintenance, -20 Reserve Maintenance]
Air Force: 1/1 [-10 Active Maintenance]
Navy: 1/1 (1 Reserves) [-10 Active Maintenance, -5 Reserve Maintenance]
Technologies: Army Capability 3 (Infantry 3, Artillery 3, Tanks 3), Air Force Capability 2: (Fighters 2, Bombers 2, Transports 2) Naval Capability 1: (Carriers 0, Submarines 0, Warships 3) Other: Atomic 0, Rocketry 0
Defences: [M] Swedish Coastal Artillery Batteries
Economy: +160
Deficit: 500/2400
Credit Income: +90 [+30 International Trade, +20 Swedish Iron Ore, -25 Deficit]
Conflicts and Issues: None
=
Other Nations
Show
Africa
Show
-Kingdom of Egypt-
Ideology: Monarchy
Stability: 3
Sphere: British Puppet
Army: 3
Navy: 0
Air Force: 0
Conflicts and Issues: Grumbling about British Rule
-Republic of Liberia-
Ideology: Democracy
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
Ideology: Monarchy
Stability: 3
Sphere: British Puppet
Army: 3
Navy: 0
Air Force: 0
Conflicts and Issues: Grumbling about British Rule
-Republic of Liberia-
Ideology: Democracy
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
Asia
Show
-Kingdom of Afghanistan-
Ideology: Monarchy
Stability: 4
Sphere: Neutral
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Bhutan-
Ideology: Absolute Monarchy
Stability: 5
Sphere: British Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-East Hebei Autonomous Council-
Ideology: Authoritarian
Stability: 2
Sphere: Japanese Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: Anti-Japanese Resistance
-Manchukuo-
Ideology: Authoritarian
Stability: 2
Sphere: Japanese Puppet
Army: 3
Navy: 0
Air Force: 0
Conflicts and Issues: Anti-Japanese Resistance
-People's Republic of Mongolia-
Ideology: Communism
Stability: 2
Sphere: Soviet Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Nepal-
Ideology: Absolute Monarchy
Stability: 4
Sphere: British
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Commonwealth of the Philippines-
Ideology: Authoritarian
Stability: 3
Sphere: American Puppet
Army: 3
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Kingdom of Siam-
Ideology: Monarchy
Stability: 4
Sphere: Neutral
Army: 2
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Tuvan People's Republic-
Ideology: Communism
Stability: 3
Sphere: Soviet Puppet
Army: 0
Navy: 0
Air Force: 0
Conflicts and Issues: Nobody cares about Tannu Tuva except Philatelists
-Tibet-
Ideology: Theocracy
Stability: 3
Sphere: Neutral (Chinese)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: Resistance to Chinese Rule, Khampa Aggression
Ideology: Monarchy
Stability: 4
Sphere: Neutral
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Bhutan-
Ideology: Absolute Monarchy
Stability: 5
Sphere: British Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-East Hebei Autonomous Council-
Ideology: Authoritarian
Stability: 2
Sphere: Japanese Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: Anti-Japanese Resistance
-Manchukuo-
Ideology: Authoritarian
Stability: 2
Sphere: Japanese Puppet
Army: 3
Navy: 0
Air Force: 0
Conflicts and Issues: Anti-Japanese Resistance
-People's Republic of Mongolia-
Ideology: Communism
Stability: 2
Sphere: Soviet Puppet
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Nepal-
Ideology: Absolute Monarchy
Stability: 4
Sphere: British
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Commonwealth of the Philippines-
Ideology: Authoritarian
Stability: 3
Sphere: American Puppet
Army: 3
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Kingdom of Siam-
Ideology: Monarchy
Stability: 4
Sphere: Neutral
Army: 2
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Tuvan People's Republic-
Ideology: Communism
Stability: 3
Sphere: Soviet Puppet
Army: 0
Navy: 0
Air Force: 0
Conflicts and Issues: Nobody cares about Tannu Tuva except Philatelists
-Tibet-
Ideology: Theocracy
Stability: 3
Sphere: Neutral (Chinese)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: Resistance to Chinese Rule, Khampa Aggression
Europe
Show
-Albanian Kingdom-
Ideology: Monarchy
Stability: 2
Sphere: Italian
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Federal State of Austria-
Ideology: Democracy
Stability: 3
Sphere: German/Italian
Army: 4
Navy: 0
Air Force: 0
Conflicts and Issues: National Socialist Unrest
=
Ostmärkische Sturmscharen
Sphere: Austrian
Ideology: Austrofascism, Catholicism
Army: 1
=
-Kingdom of Belgium-
Ideology: Democracy
Stability: 5
Sphere: French
Army: 5
Navy: 0
Air Force: 1
Conflicts and Issues: Congolese Unrest
-Kingdom of Bulgaria-
Ideology: Monarchy
Stability: 3
Sphere: Neutral (German)
Army: 5
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Kingdom of Denmark-
Ideology: Democracy
Stability: 4
Sphere: Neutral
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Estonia-
Ideology: Authoritarian
Stability: 3
Sphere: Polish
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Kingdom of Greece-
Ideology: Authoritarian
Stability: 3
Sphere: British
Army: 3
Navy: 2
Air Force: 0
Conflicts and Issues: Macedonian Unrest, Tensions with Turkey
-Irish Free State-
Ideology: Populist Democracy
Stability: 3
Sphere: British
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Irish 'Economic War'
=
Irish Republican Army
Sphere: Neutral (Irish)
Ideology: Anti-British, Anti-Treaty
Units: 0
=
-Republic of Latvia-
Ideology: Authoritarian
Stability: 3
Sphere: Polish
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Lithuania-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (German/Soviet)
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Border tensions with Poland (Vilnius Region), Border tensions with Germany (Klaipeda Region)
-Grand Duchy of Luxembourg-
Ideology: Monarchy
Stability: 4
Sphere: French
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Norway-
Ideology: Democracy
Stability: 4
Sphere: British
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Portuguese Republic-
Ideology: Estado Novo (Corporatist)
Stability: 3
Sphere: British
Army: 6
Navy: 1
Air Force: 1
Conflicts and Issues: None
-Kingdom of Romania-
Ideology: Monarchy
Stability: 3
Sphere: Neutral (France)
Army: 5
Navy: 0
Air Force: 2
Conflicts and Issues: None
=
Iron Guard
Sphere: Neutral
Ideology: Ultranationalism
Army: 0
=
-Kingdom of Sweden-
Ideology: Democracy
Stability: 5
Sphere: Neutral
Army: 5
Navy: 2
Air Force: 1
Conflicts and Issues: None
-Swiss Confederation-
Ideology: Democracy
Stability: 6
Sphere: Neutral
Army: 1 (5 Reserves)
Navy: 0
Air Force: 0
Conflicts and Issues: None
Ideology: Monarchy
Stability: 2
Sphere: Italian
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Federal State of Austria-
Ideology: Democracy
Stability: 3
Sphere: German/Italian
Army: 4
Navy: 0
Air Force: 0
Conflicts and Issues: National Socialist Unrest
=
Ostmärkische Sturmscharen
Sphere: Austrian
Ideology: Austrofascism, Catholicism
Army: 1
=
-Kingdom of Belgium-
Ideology: Democracy
Stability: 5
Sphere: French
Army: 5
Navy: 0
Air Force: 1
Conflicts and Issues: Congolese Unrest
-Kingdom of Bulgaria-
Ideology: Monarchy
Stability: 3
Sphere: Neutral (German)
Army: 5
Navy: 0
Air Force: 1
Conflicts and Issues: None
-Kingdom of Denmark-
Ideology: Democracy
Stability: 4
Sphere: Neutral
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Estonia-
Ideology: Authoritarian
Stability: 3
Sphere: Polish
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Kingdom of Greece-
Ideology: Authoritarian
Stability: 3
Sphere: British
Army: 3
Navy: 2
Air Force: 0
Conflicts and Issues: Macedonian Unrest, Tensions with Turkey
-Irish Free State-
Ideology: Populist Democracy
Stability: 3
Sphere: British
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Irish 'Economic War'
=
Irish Republican Army
Sphere: Neutral (Irish)
Ideology: Anti-British, Anti-Treaty
Units: 0
=
-Republic of Latvia-
Ideology: Authoritarian
Stability: 3
Sphere: Polish
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Lithuania-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (German/Soviet)
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Border tensions with Poland (Vilnius Region), Border tensions with Germany (Klaipeda Region)
-Grand Duchy of Luxembourg-
Ideology: Monarchy
Stability: 4
Sphere: French
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Norway-
Ideology: Democracy
Stability: 4
Sphere: British
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Portuguese Republic-
Ideology: Estado Novo (Corporatist)
Stability: 3
Sphere: British
Army: 6
Navy: 1
Air Force: 1
Conflicts and Issues: None
-Kingdom of Romania-
Ideology: Monarchy
Stability: 3
Sphere: Neutral (France)
Army: 5
Navy: 0
Air Force: 2
Conflicts and Issues: None
=
Iron Guard
Sphere: Neutral
Ideology: Ultranationalism
Army: 0
=
-Kingdom of Sweden-
Ideology: Democracy
Stability: 5
Sphere: Neutral
Army: 5
Navy: 2
Air Force: 1
Conflicts and Issues: None
-Swiss Confederation-
Ideology: Democracy
Stability: 6
Sphere: Neutral
Army: 1 (5 Reserves)
Navy: 0
Air Force: 0
Conflicts and Issues: None
Middle East
Show
-Imperial State of Iran-
Ideology: Absolute Monarchy
Stability: 3
Sphere: British
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Iraq-
Ideology: Absolute Monarchy
Stability: 3
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Shi’a Revolts
=
Shi’a Tribes
Sphere: Neutral
Ideology: Shi’a Islam, Tribalism
Army: 0
=
-Kingdom of Saudi Arabia-
Ideology: Absolute Monarchy
Stability: 4
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Mutawakkilite Kingdom of Yemen-
Ideology: Absolute Monarchy
Stability: 3
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
Ideology: Absolute Monarchy
Stability: 3
Sphere: British
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Kingdom of Iraq-
Ideology: Absolute Monarchy
Stability: 3
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: Shi’a Revolts
=
Shi’a Tribes
Sphere: Neutral
Ideology: Shi’a Islam, Tribalism
Army: 0
=
-Kingdom of Saudi Arabia-
Ideology: Absolute Monarchy
Stability: 4
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Mutawakkilite Kingdom of Yemen-
Ideology: Absolute Monarchy
Stability: 3
Sphere: British Puppet
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
Americas
Show
-Argentine Republic-
Ideology: Military Rule
Stability: 5
Sphere: Neutral (American)
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Bolivia-
Ideology: Military Rule
Stability: 2
Sphere: Neutral (American)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Chile-
Ideology: Democracy
Stability: 3
Sphere: British
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Colombia-
Ideology: Democracy
Stability: 3
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Costa Rica-
Ideology: Democracy
Stability: 5
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Cuba-
Ideology: Military Rule
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Dominican Republic-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Ecuador-
Ideology: Military Rule
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of El Salvador-
Ideology: Military Rule
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Guatemala-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Haiti-
Ideology: Authoritarian
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Honduras-
Ideology: Authoritarian
Stability: 4
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-United Mexican States-
Ideology: Socialism
Stability: 3
Sphere: Neutral
Army: 5
Navy: 2
Air Force: 0
Conflicts and Issues: None
-Republic of Nicaragua-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Panama-
Ideology: Oligarchy
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Paraguay-
Ideology: Military Rule
Stability: 3
Sphere: Neutral (American)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Peruvian Republic-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (American)
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Eastern Republic of Uruguay-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (American)
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-United States of Venezuela-
Ideology: Military Rule
Stability: 4
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
Ideology: Military Rule
Stability: 5
Sphere: Neutral (American)
Army: 3
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Bolivia-
Ideology: Military Rule
Stability: 2
Sphere: Neutral (American)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Chile-
Ideology: Democracy
Stability: 3
Sphere: British
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-Republic of Colombia-
Ideology: Democracy
Stability: 3
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Costa Rica-
Ideology: Democracy
Stability: 5
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Cuba-
Ideology: Military Rule
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Dominican Republic-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Ecuador-
Ideology: Military Rule
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of El Salvador-
Ideology: Military Rule
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Guatemala-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Haiti-
Ideology: Authoritarian
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Honduras-
Ideology: Authoritarian
Stability: 4
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-United Mexican States-
Ideology: Socialism
Stability: 3
Sphere: Neutral
Army: 5
Navy: 2
Air Force: 0
Conflicts and Issues: None
-Republic of Nicaragua-
Ideology: Authoritarian
Stability: 3
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Panama-
Ideology: Oligarchy
Stability: 2
Sphere: American
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Republic of Paraguay-
Ideology: Military Rule
Stability: 3
Sphere: Neutral (American)
Army: 1
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Peruvian Republic-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (American)
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None
-Eastern Republic of Uruguay-
Ideology: Authoritarian
Stability: 3
Sphere: Neutral (American)
Army: 2
Navy: 1
Air Force: 0
Conflicts and Issues: None
-United States of Venezuela-
Ideology: Military Rule
Stability: 4
Sphere: American
Army: 2
Navy: 0
Air Force: 0
Conflicts and Issues: None