If you have Death or Dishonor enabled, you have a second option, that of the slow and painful increase of Autonomy from Integrated Puppet to Freedom. Note, however, that you will not have the problem of the Netherlands taking your industry and deployed divisions as you will with the Death or Dishonor DLC enabled. If you do not have Death or Dishonor, only one path to independence exists: that of Civil War. With massive room for industrial growth, the country faces one major problem: it is a Puppet (or, if playing with the Death or Dishonor DLCs enabled, an Integrated Puppet) of the Netherlands. The Dutch East Indies (also known as the Netherlands East Indies or NEI) is one of the most resource-rich minor nations in the world. Please note the style guidelines and the example page. + Add it to this article and help other players! Have a good strategy for Dutch East Indies? These are the military staff candidates for appointment of Dutch East Indies: In 1936, The Dutch East Indies has no air force. In 1936 they don't have a navy, but there are 12 submarines owned by The Netherlands in Java. The Dutch East Indies starts in 1936 with 9 infantry divisions. It can be raised by changing the conscription law by spending 150 political power per level. The remaining manpower is at 874K in the 1936 starting date. In the bracket are the complete numbers including those lost for trading. *These numbers represent the available resources for production at start of the game. *The number in the bracket are the total amount of factories when including those from trading and those given to the overlord. Military Factory Construction Speed: +10 %Įconomy Factories.Infrastructure Construction Speed: +10 %.Civilian Factory Construction Speed: +10 %.If you spot a mistake then you are welcome to fix it. (Ty to DwightFalcon for showing me this).This is a community maintained wiki. The 2cnd version of Naval Siam is you building a Superheavy Battleship and helping the japaneese player by engaging with him. This gives you many opertunitys to naval invade. They will almost never die and only atack convois, cus of the speed 5 they dissengage as soon as they see something stronger and get away. This requires you to already research Submarines 1+2(+3) beforehandīuild Naval Docyards after finishing al other constructions!Įither 20 Width Marines (with Transport Ships) or Pure 10 width with the equalent Army DoctrneĪs soon as you finished 3 Submarines put them as convoy raiding in the group of 3 into the ocean Use the tec boost from that bonous to either get Submarines 3 or 4 (depends on the ruleset) and upgrade theyr speed. THIS IS SOMETIMES BANNED BY THE RULES ON SOME SERVERS!Īfter Finishing Naval Effort do not go to army Effort but research Flexible Navy and Submarine Effort. You will also need to build 5 - 7 Transport planes for your paratroopers Because they are a percentage of your army and you now have a big army (without equipment but manpowerwhise) you can build more then usual. Now you may start building your paratroopers. Because you disabeld equipment it will only use manpower to upgrade so make sure you have enough. This is verry important and otherwhise the trick will not work.Īfter you have done that change the template from 10 width to 40 width. When you start recruiting troops you want to build around 30 10 widthsĪfter you deployed them you want to disable theyr equipment. Land Doctrine: Mass Assault Doctrine or Deep Battle (personal preference) free choice now (Preferably Landdoctrine, Engineering or Inudustry) Construction 2 with the technology boostĤ. Electronic Mechanical Engineering + Construction 1ģ. Special Forces and all the required focuses to get itġ.
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