主要国家 |
次要国家 |
加拿大自治领 澳大利亚 新西兰 南非 英属印度 捷克斯洛伐克 匈牙利王国 罗马尼亚王国 南斯拉夫 中华民国 中共 满洲国 桂系 滇系 晋系 西北三马 新疆 墨西哥 荷兰 西班牙 葡萄牙 保加利亚 希腊王国 土耳其 立陶宛 拉脱维亚 爱沙尼亚 波兰 |
其它国家 |
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。
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.6。 |
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 德意志国和 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。
缺少炮手就位DLC |
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File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
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。
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. 由于大萧条和不受干扰的孤立 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 | 否 | 是民主政体 |
可以保障不同意识形态的国家独立 | 是 | 是民主政体 |
可以加入其他意识形态领导的阵营 | 否 | 民族精神:自由之家 |
可以创建阵营 | 是 | 民族精神:自由之家 |
保障独立可以降低全球紧张度 | 是 | 是民主政体 |
可以傀儡一个国家 | 否 | 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 | 否 | 是民主政体 |
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在1936年的选举中,美国可以选择继续领导她的党派, 根据选举结果, 可能会另一种民族精神:
如果启用炮手就位DLC, 美国开局将会有新的民族精神:
{{Effectbox|[[《伦敦海军条约》签署国]|file=Idea mtg naval treaty adherent|我们已经签署了伦敦海军条约,因此我们主力舰的规模受到了限制。 |modifiers=
}} }}
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 Man the Guns is active. If the player wants to try to change the ideology then they should appoint Political Advisors either:
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.
These are choices of ministers and design companies for the United States.
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
File:Ambox outdated info.png | 这张表格可能已不适合当前版本,最后更新于1.9。 |
征兵法案 | 经济法案 | 贸易法案 |
---|---|---|
非军事化国家
|
不受干扰的孤立
|
自由贸易
|
10 Military Factories |
22 Naval Dockyard |
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.
Oil |
Rubber |
Steel |
Aluminum |
Tungsten |
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 Oil and Aluminum, as well as sufficient Steel, and will profit greatly from their exports in the game. However, they lack 橡胶 and Chromium and so these must be imported. 10 Rubber can be added through a unique National Focus, and several prospecting Decisions are available to expand Aluminum, Tungsten and Steel 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.
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.9。 |
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.
Type | No. | |
---|---|---|
Infantry | 35 | |
Cavalry | 1 | |
Total divisions | 36 |
Type | No. | |
---|---|---|
Destroyer | 113 | |
Light cruiser | 12 | |
Heavy cruiser | 15 | |
Battleship | 15 | |
Submarine | 71 | |
Carrier | 3 | |
Total ships | 229 |
Type | No. | |
---|---|---|
Close air support | 168 | |
Fighter | 452 | |
Naval bomber | 144 | |
Tactical bomber | 204 | |
Total planes | 968 |
Ship classes of the United States Navy (no ) | ||||
---|---|---|---|---|
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 |
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 |
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 |
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 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 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 and Chromium 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 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, 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.
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 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 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.
只适用于DLC共赴胜利激活时。 |
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 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. 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 and 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.
主要国家 |
次要国家 |
加拿大自治领 澳大利亚 新西兰 南非 英属印度 捷克斯洛伐克 匈牙利王国 罗马尼亚王国 南斯拉夫 中华民国 中共 满洲国 桂系 滇系 晋系 西北三马 新疆 墨西哥 荷兰 西班牙 葡萄牙 保加利亚 希腊王国 土耳其 立陶宛 拉脱维亚 爱沙尼亚 波兰 |
其它国家 |
欧洲 |
阿尔巴尼亚 奥地利 比利时 保加利亚 捷克斯洛伐克 丹麦 爱沙尼亚 芬兰 法国 德意志国 希腊王国 匈牙利王国 爱尔兰 意大利 拉脱维亚 立陶宛 卢森堡 荷兰 挪威 波兰 葡萄牙 西班牙 罗马尼亚王国 斯洛伐克 苏维埃联盟 瑞典 瑞士 土耳其 联合王国 南斯拉夫 |
北美 |
加拿大自治领 哥斯达黎加 古巴 多米尼加共和国 萨尔瓦多 危地马拉 海地 洪都拉斯 墨西哥 尼加拉瓜 巴拿马 美利坚合众国 |
南美 |
亚洲 |
阿富汗 不丹 英属马来亚 英属印度 中华民国 中共 桂系 伊朗 伊拉克 日本 满洲国 蒙古国 蒙古 尼泊尔 阿曼 菲律宾 沙特阿拉伯 晋系 暹罗 新疆 唐努图瓦 西藏 西北三马 也门 滇系 |
非洲 |
大洋洲 |