美利坚合众国:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.5
第111行: 第111行:
 美国开局不是任何一个阵营的成员。
 美国开局不是任何一个阵营的成员。


===Diplomatic rules===
=== 外交规则===


 规则是由它们的[[意识形态]]决定的,所属[[阵营]]的意识形态和[[民族精神|National Spirit(s)]]. 由于''大萧条''和{{iconify|不受干扰的孤立}},美国加入一个阵营需要更高的全球紧张度,其中后者也提高了其他外交行动的全球紧张度限制。
 规则是由它们的[[意识形态]]决定的,所属[[阵营]]的意识形态和[[民族精神| 民族精神]]. 由于''大萧条''和{{iconify|不受干扰的孤立}},美国加入一个阵营需要更高的全球紧张度,其中后者也提高了其他外交行动的全球紧张度限制。


{| class="wikitable"
{| class="wikitable"
|-
|-
!Rule!!Whether it applies!!Reason
! 规则!! 是否适用!! 原因
|-
|-
|Can declare war on country of the same ideology group without a war goal||{{red|No}}||Democracy
| 可以在没有战争目标的情况下对同一意识形态集团的国家宣战||{{red| }}|| 是民主政体
|-
|-
|Can Guarantee other Ideologies||{{green|Yes}}||Democracy
| 可以保障不同意识形态的国家独立||{{green| }}|| 是民主政体
|-
|-
|Can join Factions led by another Ideology||{{red|No}}||National Spirit: Home of the Free
| 可以加入其他意识形态领导的阵营||{{red| }}|| 民族精神:自由之家
|-
|-
|Can create Factions||{{green|Yes}}||National Spirit: Home of the Free
| 可以创建阵营||{{green| }}|| 民族精神:自由之家
|-
|-
|Lowers World Tension with Guarantees||{{green|Yes}}||Democracy
| 保障独立可以降低全球紧张度||{{green| }}|| 是民主政体
|-
|-
|Can puppet a country||{{red|No}}||Democracy
| 可以傀儡一个国家||{{red| }}|| 是民主政体
|-
|-
|Can justify wargoals against a country that have not generated world tension||{{red|No}}||Democracy
| 可以对一个没有造成过世界紧张度的国家正当化战争目标||{{red| }}|| 是民主政体
|-
|-
|}
|}

2020年8月20日 (四) 19:13的版本

美利坚合众国

United States.png


首都:
华盛顿 D.C.

政府类型:
民主政体,自由主义

阵营:
没有阵营

1936年,美国是世界上最大和最富饶的国家之一, 而且是欧亚之外的唯一列强。然而, 尽管它拥有巨大的资源和基础设施优势,美国在游戏一开始就受到法案和民族精神的严重制约。 但是,如果美国摆脱这些限制,增强其军事实力(或者通过建立或加入一个阵营来获得盟友),那他们就能轻而易举地变成一个世界性的超级大国,类似于史实中一样。

地理

事件

主条目:美国事件

国策树

American national focus tree.
主条目:美国国策树


继续罗斯福新政/重建金本位线
这条线允许美国消除大萧条的影响,增加科研槽,改变政治倾向并发展生产。国策越靠近边缘,就越接近 共产主义共产主义 或者法西斯主义法西斯主义,而中间则就越倾向民主主义民主主义
暂停政治迫害线
共产主义共产主义线,主要是 共产主义共产主义,挑起内战,与其他共产主义派系结盟,使太平洋地区非殖民化。需要 炮手就位炮手就位
美利坚至上线
法西斯主义法西斯主义线。 主要是转向 法西斯主义法西斯主义,挑起内战,然后征服全世界。需要 炮手就位炮手就位
战争计划线
主要是给予美国一系列决议,针对特定国家的战争计划并获得进攻和防御的加成。
战争部门线
促进陆军和空军的科研。
两洋海军法案
给予海军科技研究加成和生产花费修正。


科技

美国开局拥有4个科技槽, 还可以通过 国策 - 科学家天堂美国科学研究所或者科研开发办公室来获得额外的科研槽。 与世界其他国家相比,美国总共拥有6个可选择科研槽,这几乎是全世界独一无二的。

美国民主线国策的尽头是科学家天堂。 如果阿尔夫·兰登在1936年当选总统的话,它可能会在国策树的一半就出现,而如果罗斯福留任的话,最终也会出现。反之亦然, 科研开发办公室 可以很早在罗斯福那一边的民主树上出现,而“美国科学院”在兰登这边国策树的尽头。 这六个科研槽使美国在游戏后期具有显著的优势,能够研究核技术、喷气式飞机和火箭技术,并仍然能够保持其在其他领域的研究。“科学家天堂”这个国策其实代表了从欧洲战争中逃到美国继续工作的科学家和工程师们。

进一步, 作为一个民主国家,可以拥有给予来自德意志国的国旗 德意志国意大利的国旗 意大利的科学家庇护的决议, 用对稳定性的轻微打击换取研究速度的提升。

陆军科技 海军科技炮手就位 空军科技 电子 & 工业
  • M1 加兰德步枪(步兵装备. I)
  • GMC CCKW (摩托装备)
  • 海军陆战队 I
  • 工程学 I
  • 侦察连 I
  • 一战坦克
  • 75 mm 火炮M1897 (牵引火炮 I)
  • 37 mm 防空炮M1 (防空火炮 I)
  • 1936 驱逐舰船体
    • 深水炸弹轨Mk 1 Mod 1 (深水炸弹 I)
    • QCA 声呐/JK 水听器 (声呐 I)
  • 1936 巡洋舰船体
    • P型Mk6 弹射器 (飞机弹射器II)
    • 4英寸主装甲带/1.75英寸甲板装甲 (巡洋舰装甲 II)
  • 早期重型战舰船体
    • 12.8英寸主装甲带/5.5英寸甲板装甲 (战列舰装甲 II)
    • 9英寸主装甲带/4英寸甲板装甲 (战巡装甲 II)
  • 1936 航空母舰 船体
  • 1936 潜艇 船体
  • 5英寸/38倍径 Mk12搭配Mk21炮塔 (轻型炮组 II)
  • 8英寸/55倍径 Mk11 (中型炮组 II)
  • 6英寸/47倍径 Mk16 (轻巡炮组 II)
  • 16英寸/45倍径 Mk5 (重型炮组II)
  • 46 cm 火炮 (超重炮组)
  • 5英寸/51倍径 Mk15 (副炮组 II)
  • 触发式水雷
    • 布雷潜艇
  • 运输船
  • 柯蒂斯 P-1 鹰 (战间期型战斗机)
    • 格鲁曼 FF '菲菲' (战间期型舰载战斗机)
  • 道格拉斯 B-18 大刀 (战间期型轰炸机)
  • 诺斯洛普 A-17 (近地支援机 I)
    • 诺斯洛普 BT (舰载近地支援机 I)
  • PBY 卡塔琳娜 (海军轰炸机I)
    • 道格拉斯 TBD 毁灭者 (舰载海军轰炸机 I)
  • 燃料储存
  • 燃料精炼 I
陆军学说
缺少炮手就位DLC
  • 克莱蒙森级 (驱逐舰 I)
    • 次级:法拉格特级
  • 布鲁克林级 (轻型巡洋舰 II))
  • 彭萨科拉级 (重型巡洋舰 I)
    • 次级波特兰级
  • 列克星敦级 (战列巡洋舰 I)
  • 纽约级 (战列舰 I)
    • 次级新墨西哥级
    • 次级科罗拉多级
  • 游骑兵级 (航空母舰 II)
  • 次级约克城级
  • 海豚级 (潜艇 II)
  • 运输船

外交

美国控制着太平洋上的几个岛屿,例如关岛、威克和中途岛。而波多黎各、阿拉斯加和夏威夷一开始被视为殖民地州,然而, 美国可以做出给予它们州地位的决议来让它们成为核心。 菲律宾的国旗 菲律宾则是美国的一个傀儡国。

在门罗主义下,北美、中美和南美的每个国家都受到美国的独立保障。这限制了美国的外交选择:再多保障一个国家,美国将要花费高达550的政治点数。

美国开局不是任何一个阵营的成员。

外交规则

规则是由它们的意识形态决定的,所属阵营的意识形态和民族精神. 由于大萧条不受干扰的孤立不受干扰的孤立,美国加入一个阵营需要更高的全球紧张度,其中后者也提高了其他外交行动的全球紧张度限制。

规则 是否适用 原因
可以在没有战争目标的情况下对同一意识形态集团的国家宣战 是民主政体
可以保障不同意识形态的国家独立 是民主政体
可以加入其他意识形态领导的阵营 民族精神:自由之家
可以创建阵营 民族精神:自由之家
保障独立可以降低全球紧张度 是民主政体
可以傀儡一个国家 是民主政体
可以对一个没有造成过世界紧张度的国家正当化战争目标 是民主政体

Politics

National spirits

The Great Depression icon
The Great Depression
  • Daily Political Power cost: +1.00
  • Resource Gain Efficiency: -20%
  • Recruitable Population Factor: -50%
  • Consumer Goods Factories: +30%
  • Join faction tension limit: +20%
Although a worldwide phenomenon, the Great Depression started with a stock market crash in the United States and has caused unemployment rates to soar and tax revenue to plummet. The American people and its government have enough to worry about without getting involved in another war.
Home of the Free icon
Home of the Free
  • Ideology drift defense: +20%
  • No.png Cannot join factions lead by another ideology
  • Yes.png Can create factions
USA considers itself a bastion and maybe even the cradle of democracy and liberty. Whatever they choose to be, their values are difficult to compromise, however tempting some opportunities might seem.

In the 1936 election, the USA can choose the party to lead it. Depending on the choice, another National Spirit can be added:

  • If Democratic Party, New Deal
    • Infrastructure construction speed: +20%
    • Stability: +10%
  • If Republican Party, there is no change to the national spirits, but:
    • They gain the Industrial Concern Standard Oil of California, which gives Industrial Research Speed: +5% and Refining Research Speed: +15%
    • The new leader of the USA becomes Alf Landon, who has the trait Staunch Constitutionalist - Ideology Drift Defense: +50%

With the 炮手就位炮手就位 expansion enabled, the United States starts with an additional national spirit:

London Naval Treaty Signatory icon
London Naval Treaty Signatory
  • Carrier Max Cost: 9500Production cost (naval).png
  • Cruiser Max Cost: 5300Production cost (naval).png
  • Heavy Ship Max Cost: 10000Production cost (naval).png
We have signed the London Naval Treaty and accordingly are restricted in the size of our capital ships.

Ideology

USA starts 1936 as a democracy, with elections every four years. The ruling party is the Democratic Party led by Franklin Delano Roosevelt.

Elections are held every four years; in-game, this applies to 1936, 1940, and 1944. Each time, the player will be prompted to choose the outcome. FDR, as the incumbent, will run for the Democrats each time even if he has been unseated in a previous election. The Republicans run three candidates: Alf Landon in 1936, Wendell Willkie in 1940, and Thomas E. Dewey in 1944. Each grant different bonuses and the player can select them. Note that the Republican candidate will not change if they won the previous election, as they will be running as the incumbent. For example, if the player were to choose Alf Landon in 1936, they will not be able to choose Wendell Willkie in 1940. The USA has no National Focus that allows it to change ideology unless 炮手就位 Man the Guns is active. If the player wants to try to change the ideology then they should appoint Political Advisors either:

  • Charles Coughlin, who is a Fascist Demagogue: Daily Fascism Support: +0.1
  • Earl Browder, who is a Communist Revolutionary: Daily Communist Support: +0.1

Both cost 150 Political Power to appoint. Support for the fascist Silver Legion of America led by William Dudley Pelley, or for the communist Communist Party USA led by Earl Browder himself, will steadily increase. Because of the USA's National Spirit Home of the Free this will be slower than normal - Ideology Defense Drift: +20%. The result of this will be to convert the USA to a fascist or communist country. The party and leader of the country will change, and they will change the name and flag. Once this has happened, the diplomatic rules applied to fascist or communist countries apply to the USA. There will be no more elections.

Depending on how the player handles this - various events will pop-up asking them on how they would like to proceed - the player may end up in a civil war, against the forces of democracy. The more political support the player builds up, the more of the country they will control if that happens. At 33% support the player will be asked if they would like to have a civil war and at 50% support they can choose to switch governments to either fascist or communist, depending on which ideology is the most dominant.

Man the Guns introduces the Second American Civil War branch, which is pursued either by going down the "Suspend the Persecution" sub-branch or the "America First" sub-branch. Regardless of whichever branch is chosen, the same broad path begins as a timer starts ticking down to war - Industrialists begin moving factories to their preferred region (North or South), government arsenals are raided, tax income is withheld from the federal government, National Guard formations are mobilized and trained, until secession is declared. Shortly after this point, unless a specific focus is taken, the states of Illinois, Indiana, Michigan, Minnesota, Wisconsin and Ohio declare "neutrality" in the war, becoming the "Neutral States of America". They will no longer be controlled by the player, and will sell weapons and equipment to both sides while forming their own defense force and acting as a de facto independent faction. Once the Civil War ends, they will rejoin whichever side won.

Leaders

Leader Ideology Party In Power (1936) Popularity Country Name Unique Portrait? Leader Trait
Franklin Delano Roosevelt 民主主义 Democracy/Liberalism Democratic Party Yes 99% United States Yes Dislikes Germany:
AI Modifier: +200 to antagonize Germany
Harry S. Truman 民主主义 Democracy/Liberalism Democratic Party No, can come to power via event (Death of FDR event) --- United States Yes ---
Edmund Gano 民主主义 Democracy Democratic Party No, can come to power by civil war --- Constitutionalists Yes Quatermaster Trainee:
Air Base Construction Speed +5%
Naval Base Construction Speed +5%
Radar Station Construction Speed +5%
Rocket Site Construction Speed +5%
Nuclear Reactor Construction Speed +5%
Alf Landon 民主主义 Democracy/Conservatism Republican Party No, can come to power via event (1936 Election event) --- United States Yes Staunch Constitutionalist: Drift Defence Factor +50%
Wendell Wilkie 民主主义 Democracy/Liberalism Republican Party No, can come to power via event (1940 Election event) --- United States Yes Willkie's New Deal
Thomas E. Dewey 民主主义 Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States No ---
Douglas MacArthur 民主主义 Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States Yes ---
Earl Browder 共产主义 Communism/Marxism Communist Party USA No, can come to power by coup 1% Communist States of America Yes ---
William Potter 中立主义 Non-Aligned Non-Aligned No, can come to power by civil war 0% Loyalists Yes War Profiteer:
Military Factory Construction Speed +5%
Dockyard Construction Speed +5%
Douglas MacArthur 中立主义 Non-Aligned Non-Aligned No, can come to power via event (MacArthur offers for Governement) --- Loyalists Yes American Caesar:
Division Attack on core territory: +10%
Division Defense on core territory: +10%
Army Chief Cost: -25%
Air Chief Cost: -25%
Navy Chief Cost: -25%
High Command Cost: -25%
William Dudley Pelley 法西斯主义 Fascism/Fascism Silver Legion of America No, can come to power by coup 0% Free American Empire Yes ---
Adam Hilt 法西斯主义 Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes Great Architect: Construction Speed +1%
Charles Lindbergh 法西斯主义 Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes ---

Staff and Designers

These are choices of ministers and design companies for the United States.

Political Advisors
Advisor Type Effect Cost(政治点数)
Earl Browder Communist Revolutionary
  • Daily Communism Support: +0.10
150
Charles Coughlin Fascist Demagogue
  • Daily Fascism Support: +0.10
150
Harold L. Ickes Democratic Reformer
  • Daily Democracy Support: +0.10
150
John Winant Compassionate Gentleman
  • Improve relations opinion: +15 %
150
Robert Taft Silent Workhorse
  • Political Power Gain: +15.0%
150
Cordell Hull Smooth-Talking Charmer
  • Trade deal opinion factor: +10 %
150
Henry Stimson War Industrialist
  • Military Factory Construction Speed: +10.0%
  • Dockyard Construction Speed: +10.0%
150
Donald Nelson Armaments Organizer
  • Civilian to Military Factory conversion cost: -20 %
150
Tank Designers
Designer Type Effect Cost(政治点数)
Marmon-Herrington Mobile Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Max Speed: +5 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Chrysler Medium Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Reliability: +5 %
    • Soft Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Army Ordnance Department Heavy Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Armor: +5 %
    • Hard Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Ship Designers
Designer Type Effect Cost(政治点数)
Norfolk Naval Yard Coastal Defense Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Production Cost: -25 %
    • Deck size: -20 %
    • Max Range: -50 %
  • Capital Ship:
    • Production Cost: -25 %
    • Armor: -20 %
    • Naval firepower: -20 %
    • Max Range: -50 %
  • Screen:
    • Production Cost: -25 %
    • Max Range: -50 %
  • Submarine:
    • Production Cost: -25 %
    • Max Range: -50 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Electric Boat Company Raiding Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Deck size: -10 %
  • Capital Ship:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Deck size: -10 %
  • Screen:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
  • Submarine:
    • Sub Visibility: -10 %
    • Surface Visibility: -10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
ฺBrooklyn Naval Yard Atlantic Fleet Designer
  • Naval Research Time: -10 %
  • Carrier: Armor: +50 %
  • Capital Ship:
    • Armor: +10 %
    • Naval firepower: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Newport News Shipbuilding Pacific Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Deck size: +25 %
    • Armor: -15 %
    • Max Range: +25 %
  • Capital Ship: Max Range: +25 %
  • Screen: Max Range: +25 %
  • Submarine: Max Range: +25 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Aircraft Designers
Designer Type Effect Cost(政治点数)
North American Aviation Light Aircraft Designer
  • Air Research Time: -10 %
  • Fighter:
    • Agility: +10 %
    • Max Speed: +10 %
  • Carrier Fighter:
    • Agility: +10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Lockheed Medium Aircraft Designer
  • Air Research Time: -10 %
  • Heavy Fighter: Reliability: +20 %
  • Tactical Bomber: Reliability: +20 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Douglas Aircraft Company CAS Designer
  • Air Research Time: -10 %
  • Close Air Support:
    • Ground Attack: +10 %
    • Reliability: +10 %
  • Carrier CAS:
    • Ground Attack: +10 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Boeing Heavy Aircraft Designer
  • Air Research Time: -10 %
  • Strategic Bomber: Strategic Bombing: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Grumman Naval Aircraft Designer
  • Air Research Time: -10 %
  • Naval Bomber:
    • Operational Range: +10 %
    • Naval Attack: +10 %
  • CV Naval Bomber:
    • Operational Range: +10 %
    • Naval Attack: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Materiel Designers
Designer Type Effect Cost(政治点数)
Springfield Armory Infantry Equipment Designer
  • Small Arms Research Time: -10 %
150
Ford Motor Company Motorized Equipment Designer
  • Motorization Research Time: -10 %
150
Rock Island Arsenal Artillery Designer
  • Artillery Research Time: -10 %
150
Industrial Concern
Designer Type Effect Cost(政治点数)
Standard Oil of California Industrial Concern
  • Industrial Research Time: -10 %
150
General Electric Electronics Concern
  • Electronics Research Time: -10 %
150
Theorists
Designer Type Effect Cost(政治点数)
Robert Oppenheimer Nuclear Scientist
  • Nuclear Research Time: -10 %
150
Robert H. Goddard Rocket Scientist
  • Rocket Research Time: -10 %
150
Omar Bradley Superior Firepower
  • Army Experience Gain: +0.05 daily
  • Superior Firepower Doctrine: -10 %
250
George S. Patton Mobile Warfare Expert
  • Army Experience Gain: +0.05 daily
  • Mobile Warfare Doctrine: -10 %
250
DeWitt Clinton Ramsey Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Time: -7 %
150
Marc Mitscher Naval Aviation Pioneer
  • Naval Experience Gain: +0.05 daily
  • Base Strike Doctrine: -10 %
250
Curtis LeMay Victory Through Air Power
  • Air Experience Gain: +0.05 daily
  • Strategic Destruction Doctrine: -10 %
250
Harold McClelland Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Time: -7 %
150

Economy

Laws

征兵法案 经济法案 贸易法案
Disarmed nation.png 非军事化国家
  • 1% 适役人口
Undisturbed isolation.png 不受干扰的孤立
  • 50% 生活消费品工厂
  • –50% 军用工厂建造速度
  • –50% 民用工厂建造速度
  • –50% 海军船坞建造速度
  • +50% 军转民消耗
  • +50% 民转军消耗
  • -60% 石油转换燃油效率
  • -45% 燃油容量
  • -100% 情报机构升级时间
World tension.png 紧张度限制
  • +20% 加入阵营
  • +20% 派遣志愿军
  • +50% 租借法案
  • +75% 保障独立
  • +100% 制造战争目标
Free trade.png 自由贸易
  • 80% 可出口资源
  • +10% 科研速度
  • +15% 工厂/海军船坞产出
  • +15% 建造速度
  • +40% 泄露给他国的民政情报
  • +20% 泄露给他国的海军情报

Industry

Factories 1936
军用工厂
10 Military Factories
海军船坞
22 Naval Dockyard
民用工厂
138 Civilian Factories

The United States boasts, without a doubt, the largest construction capability of the major powers by 1936. However, due to the immense 80% consumer factory requirements by the country's national spirits, the U.S. only has 22 civilian factories available for construction. To fully exploit the U.S.'s economic potential, one has to go to war to enable the removal of The Great Depression modifier and to change the economic laws. Another undermining factor for the country's might is the low number of military factories, rendering its army very weak at the start.

Resources

Total resources 1936
Oil.png
Oil
Rubber.png
Rubber
Steel.png
Steel
Aluminum.png
Aluminum
Tungsten.png
Tungsten
Chromium.png
Chromium
1058 0 792 262 192 1

These numbers represent the available resources, depending on trade law a certain amount may be traded away.

When it comes to resources, the Americans live in abundance. They have more than enough of OilOil and AluminumAluminum, as well as sufficient SteelSteel, and will profit greatly from their exports in the game. However, they lack 橡胶橡胶 and ChromiumChromium and so these must be imported. 10 Rubber can be added through a unique National Focus, and several prospecting Decisions are available to expand AluminumAluminum, TungstenTungsten and SteelSteel production as Excavation technologies are researched.

One long-term strategic goal for the United States is to acquire Siamese Rubber or Japanese Chromium by controlling the respective provinces. Also, 792 Steel looks like a lot, but when using only 20% of that under the Free trade law, the massive expansion of military production will lead to shortages by late 1939. Researching Resource gain efficiency can counteract this, but only to a certain point. The United States will either have to move away from a pure free trade doctrine by around 1940, or use its massive reserve of civilian factories to trade for Steel.

Military

The United States military of 1936 boasts the second largest navy in the world, behind only the Royal Navy, but an army and air force hampered by limited manpower and shortages of equipment.

Army
Type No.
Infantry cropped.png Infantry 35
Cavalry cropped.png Cavalry 1
Army experience.png Total divisions 36
Navy
Type No.
Destroyer.png Destroyer 113
Light Cruiser.png Light cruiser 12
Heavy Cruiser.png Heavy cruiser 15
Battleship.png Battleship 15
Submarine.png Submarine 71
Carrier.png Carrier 3
Navy experience.png Total ships 229
Air Force
Type No.
CAS.png Close air support 168
Fighter c.png Fighter 452
Naval bomber.png Naval bomber 144
Tactical bomber.png Tactical bomber 204
Air experience.png Total planes 968
Army
19 of the infantry divisions belong to the National Guard. These are composed of 12 infantry battalions whilst the regular army divisions are composed of 9 battalions. Four infantry divisions are forward-deployed to the Philippines, Alaska, Puerto Rico and the Panama Canal, with the garrison brigades stationed across several Pacific islands. The rest of the army is scattered throughout the continental United States. The Superior FirepowerSuperior Firepower doctrine has been pre-selected.
Tank Units List
Name Type Tech Year Variants TD / SPA / AAA
Great War Tank Great War Tank 1918
M2 Light Light Tank I 1934 M6 GMC / L. SPG I / L. AA I
M3 Stuart Light Tank II 1936 T56 GMC / M8 HMC / T65 GMC
Chaffee Light Tank III 1941 T48 GMC / M41 HMC / M19 GMC
LVT-1(A) Amphibious Tank I 1940 Requires 炮手就位
Sherman DD Amphibious Tank II 1942 Requires 炮手就位
M3 Lee Medium Tank I 1939 M10 Wolverine / M7 Priest / M. AA I
M4 Sherman Medium Tank II 1941 M18 Hellcat / M12 GMC / M. AA II
T20 M27 Medium Tank III 1943 M36 Jackson / M40 GMC / M. AA III
T1 Heavy Heavy Tank I 1934
M6A1 Heavy Tank II 1941
M26 Pershing Heavy Tank III 1943 H. TD III / T92 HMC / H. AA III
T95 Super Heavy Tank 1943
M46 Patton MBT 1945 Modern TD / Modern SPG / M42 Duster


Navy
In 炮手就位 Man the Guns, the U.S. Navy is one of the strongest navies in the game, beginning the 1936 scenario with a total of 229 vessels, emphasizing submarines over heavier ships. The US is able to build all Tier I vessels and produce Tier II vessels of all classes save Heavy Ships (Battleships, Battlecruisers). However, much of this starting potential is hobbled by the London Naval Treaty, which disables a number of the more recent designs without first generating, then expending Naval Experience to remove modules. As of 1936 US naval yards are producing two New Orleans-class heavy cruisers, one Wichita-class heavy cruiser, two Yorktown-class carriers, 13 Farragut-class destroyers and one Porpoise-class submarine. The default Naval doctrine is set to Base Strike.
Without Man the Guns
The U.S. Navy is one of the strongest in the game. It starts in 1936 with a total of 235 ships, the same amount as the UK but with a heavier emphasis on submarines, and slightly fewer capital ships. The United States is able to build all Tier I vessels and is also able to produce the Tier II Ranger-class aircraft carriers, Brooklyn-class light cruisers and Porpoise-class submarines. At the start date of 1936, their naval yards are building a Portland-class heavy cruiser, a Porpoise-class submarine and 13 Farragut-class destroyers. The Base Strike doctrine has been pre-selected.
Ship classes of the United States Navy (no 炮手就位)
Type Class Amount In Production Tech
CV Yorktown Class 0 0 Carrier II (Upgraded variant, +1 all parameters)
CV Ranger Class 1 0 Carrier II
CV Lexington Class 2 0 Carrier I
BB Colorado Class 3 0 Battleship I (Upgraded variant, +4 guns, +3 all other parameters)
BB New Mexico Class 5 0 Battleship I (Upgraded variant, +2 all parameters)
BB Pennsylvania Class 4 0 Battleship I (Upgraded variant, +1 all parameters)
BB New York Class 3 0 Battleship I
BC Lexington Class 0 0 Battlecruiser I
CA Portland Class 7 1 Heavy Cruiser I (Upgraded variant, +2 all parameters)
CA Pensacola Class 8 0 Heavy Cruiser I
CL Brooklyn Class 0 0 Light Cruiser II
CL Omaha Class 10 0 Light Cruiser I
DD Farragut Class 8 13 Destroyer I (Upgraded variant, +3 all parameters)
DD Clemson Class 107 0 Destroyer I*
SS Porpoise Class 9 1 Submarine II
SS Barracuda Class 3 0 Submarine I (Upgraded variant, +2 all parameters)
SS S Class 65 0 Submarine I
Convoy 400 0
Naval Units List
Name Type Tech Year
Clemson Class Destroyer I 1922
Sims Class Destroyer II 1936
Fletcher Class Destroyer III 1940
Allen M Summer Class Destroyer IV 1944
Omaha Class Light Cruiser I 1922
Brooklyn Class Light Cruiser II 1936
Gleveland Class Light Cruiser III 1940
Fargo Class Light Cruiser IV 1944
Pensacola Class Heavy Cruiser I 1922
Wichita Class Heavy Cruiser II 1936
Baltimore Class Heavy Cruiser III 1940
Oregon City Class Heavy Cruiser IV 1944
Lexington Class Battlecruiser I 1922
Alaska Class Battlecruiser II 1940
New York Class Battleship I 1922
North Carolina Class Battleship II 1936
Iowa Class Battleship III 1940
Illinois Class Battleship IV 1944
Virginia Class Super Heavy Battleship I 1936
Montana Class Super Heavy Battleship II 1944
Lexington Class Carrier I 1922
Ranger Class Carrier II 1936
Essex Class Carrier III 1940
Midway Class Carrier IV 1944
S Class Submarines I 1922
Porpoise Class Submarines II 1936
Tambor Class Submarines III 1940
Balao Class Submarines IV 1944


Air Force
As of 炮手就位 Man the Guns, the air force consists of 968 aircraft, including 384 Curtiss P-1 Hawk fighters, 96 Northrop A-17 CAS aircraft, 108 PBY Catalina naval bombers and 204 Douglas B-18 Bolo tactical bombers. The carriers operate 68 Grumman FF 'Fifi' fighters, 72 Northrop BT CAS aircraft and 68 Douglas TBD Devastator naval bombers. The fighters and tactical bombers are of an inter-war design. There is an ongoing production line for the 'Fifi'.
Aircraft Types
Tech Year Close Air Support (Carrier Variant) Fighter (Carrier Variant) Naval Bomber (Carrier Variant) Heavy Fighter Tactical Bomber Strategic Bomber
1933 P-1 Hawk (FF "Fifi") B-18 Bolo
1936 A-17 (Northtop BT) P-40 Warhawk (F3F) PBY Catalina (TBD Devastator) P-38 Lightning B-23 Dragon B-17 Flying Fortress
1940 A-20 (SBD-2 Dauntless) P-39 Airacobra (F4F Wildcat) PBM Mariner (TBF-1C Avenger) P-47 Thunderbolt B-25 Mitchell B-24 Liberator
1944 A-26 (SB2C-1s Helldiver) P-51 Mustang (F6F Hellcat) PB4Y-2 Privateer (BTD Destroyer) XP-58 Chain Lightning XB-28 Dragon B-29 Superfortress
Jet Engine Technology
1945 P-80 Shooting Star Jet Tac Bomber I
1950 F-86 Sabre XB-51 B-45 Tornado I

Strategies and Guides

Waking the Giant

美利坚合众国的国旗 美利坚合众国 has riches in resources that are the envy of any nation. However it must find a way to get past crippling economic limitations caused by The Great Depression which result in shortages in manpower, reduces political power and limits production. They also start out with only 10 军用工厂 Military factories so building land forces will be slow. Patience will be needed to overcome those obstacles.

The production limitations do affect naval construction. Early construction should be heavy into 基础设施 Infrastructure perhaps six at a time followed by a single civilian factory. Repeat this cycle until the production issues can be solved. The player will need to trade for 橡胶橡胶 and ChromiumChromium to start building battleships and carriers. Players may wish to cease submarine production as their fleet is quite extensive at the start of the game. Early research should also include Destroyer II while relegating existing Destroyers to small fleets of 10 to serve as flotillas for Convoy EscortConvoy Escort in safer zones. In the Atlantic the older Destroyers may also be used as screens as combat with other fleets will be less likely. Build two main fleets in the Atlantic around a battleship/heavy cruiser units and another around USS Ranger. These fleets do not need to be as large as the fleets in the Pacific. Do not include Submarines in these fleets. In the Pacific three main fleets should center on the Asiatic Fleet in the 菲律宾的国旗 菲律宾, a Hawaiian Fleet and one on the West Coast. Assign your best Admirals to those fleets, especially the Phillippines. The goal is to make carrier groups of 2 CV, 3 BB, 4 CA, 4 CL and 20 DD. By the time the war starts you may have five or more of these fleets created. Move the additional fleets to other bases in California to avoid taxing the capacity of the bases. A second reserve fleet may be needed in the Phillippines to combat losses of ships and swell the ranks of the Asiatic Fleet.

Do not try to train troops until sufficient equipment is produced.

Preparation in the Pacific

When able begin building air bases in the Pacific to ward off naval invasions. 100 each of naval bombers and heavy fighters should do. Suggested locations would be Midway Island, Attu Island and Guam. Radar stations and coastal defenses should be constructed as well. 日本的国旗 日本 will especially attempt to take Guam but the naval bombers and defenses should keep them at bay. Keeping a naval presence there is not suggested until the player plans to invade as Japan has their own significant air presence there.

While at peace it is a good strategy to occasionally send naval units to scout the Japanese islands to see which they are defending. If a single commander is chosen for all the defense brigades in the Pacific then extra units will be able to take those islands to save on the amount of time needed to take control in the Pacific. Wake Island and Palmyra make good staging areas for those invasions. A small amphibious force of say 9 divisions should be created to take the defended islands when war comes. Splitting them into small groups allows for faster planning and multiple assaults. Its should only be necessary to leave a garrison on islands with an airbase or urban area.

The 菲律宾的国旗 菲律宾 are the lynchpin of the Pacific. A buildup of coast defenses near ports, anti-air, and a large buildup of naval bombers and heavy fighters are needed to guard the South China and Philippine Seas from naval incursion. This will also have the added effect of bringing the Philippines to direct autonomy. Keep in mind the Philippines will be generating units for its defense which will stop when annexed, although annexation will allow the player to build radar stations.

Once the war begins Japan will have their own formidable air presence in both the Philippine and South China Seas. Stay in port unless necessary. The problem in the Philippine Sea can be taken care of by taking the island of Peleliu to the southeast. Be careful when launching a naval assault from Manilla as it will not show the route going through the South China Sea. If that portion of the trip is not defended an entire convoy of troops could be lost.

Avoiding the Pacific War

As of 1.7 Hydra patch (it is not clear whether this is achievable in an earlier patch), it is possible for the player to avoid going to war with 日本的国旗 日本 entirely, if one so wishes.

The usual war between the U.S. and Japan begins with the Japanese Focus Secure the Philippines, upon the completion of which Japan gets a wargoal against the 菲律宾的国旗 菲律宾. The player can reduce the autonomy of the Philippines beforehand by building factories and/or sending lend-lease, and later annex them using the puppet system. This can be done much earlier than the aforementioned Japanese Focus under historical AI, given the industrial capacity that the U.S. possesses. This way, Japan will get a wargoal against the non-existent Philippines and therefore cannot declare a war, thus allowing the U.S to focus entirely on the war in Europe.

It should also be noticed that this strategy does not stop Japan from declaring a war against the Allies(namely, it gets wargoals against 荷属东印度的国旗 荷属东印度 and 英属马来亚的国旗 英属马来亚 through the focus Strike on the Southern Resource Area), which the U.S. is usually a member of. However, The player can simply stay out of this war by refusing any call to arms.

Achievements

Arsenal of Democracy.png
Arsenal of Democracy
As the U.S.A., have more than 300 military factories.
Georgia On My Mind.png
Georgia On My Mind
As the U.S.A., own and fully control all three Georgias.
History Repeated Itself.png
History Repeated Itself
As the U.S.A., Win against the Confederate States. Again.
Team America.png
Team America
As the U.S.A., drop a nuclear bomb on Paris.
To Arms in Dixie!.png
To Arms in Dixie!
As the U.S.A., start a new civil war as the South.
Underpaid, Undersexed, and Under Eisenhower.png
Underpaid, Undersexed, and Under Eisenhower
As the U.S.A., assume faction leadership of the Allies, and have over 50 expeditionary divisions from the United Kingdom.

hoi4fr:United States