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Mongolian fascist party in hearts of iron 5
Mongolian fascist party in hearts of iron 5









mongolian fascist party in hearts of iron 5

The Burkhanists will seek to estabilish a millenarian cult based around the great Coming of the Ak-Burkhan, or White Buddha, who may or may not be Baron Ungern von Sternberg, or Ja Lama. It then has to pick between various people to fill the power gap, with Rasputin, Gleb Bokii, and Grigorii Choros-Gurkhin as the possible leaders for a takeover. Let's go!Īltay begins in absolute chaos, with the eventual assasination of it's leader by Chinese nationalists in Mongolia. Here we shall embark on a beautiful ride of esoteric Orthodox sex cults, Burkhanism, and Esoteric Bolshevism. Welcome to Altay, the magical chaotic Turkic state in Siberia. but I guess they cannot put a price tag on "fix AI".įrom the mountains, rainforests, and rivers, a small warlord state in Siberia rises with ambition and mystical imbued powers with it. The most fun I had so far was with Road To 56.Įverything is so bonkers (currently, USA joined Turkey pact, ) that the AI doing dumb shit is at least less likely to completely fuck up your plans. It is heartbreakingly sad and funny at the same time to try and play Communist Greece while having to watch years of repeated US/UK/Soviet attempts at throwing 4-5 division naval invasions into the grinder.Įven if they succeed for a month or so, they never send more troops to their footholds so everything just gets crushed soon. Or at the very least make the AI capable of doing proper naval invasions, as I think that is what plays the biggest role in ensuring 90%+ Axis victories. Maybe they should focus on making Allies and Soviets less retarded. Which isn't so bad if you play a major, but if you are like me and prefer playing minor nations, then 2/3rd of the options are just suicidal as you cannot rely on either Allies or Soviets. Watch Allies and Soviets flail helplessly as they waste manpower in the dumbest ways possible by absurdly small naval invasions and lemming-like frontline tactics. Meanwhile, every (vanilla and close-to-vanilla mods, anyway) game still is: Getting high compliance can be a lot of effort in war time and it can be a very good idea to make sure you have collaborators in place before invasions. This frees you up from policing it and ensures that it sticks to you in any peace deal you win. At this highest level it is possible to create a new subject type “Collaboration Government” directly. This represents locals volunteering to serve in their occupier’s military and adds 10% of the population as fit for service. “Volunteer Program” is the fourth compliance unlock. This compliance unlock adds access to another 10% of factories and resources across the occupied nation. The third unlock is “Reorganized Workforce.” At this point, Life is returning to some level of normalcy and people are able to go about their daily lives and perform their normal jobs. As a result, local garrison needs are now reduced. The next unlock is “Local Police Force.” At this level, enough locals have been trained and are loyal enough to police their country for the occupiers. This gives an increase to defense against enemy operatives in the occupied nation. The first unlock is “Informants.” Secret police working in the province have established a network of snitches and collaborators. They are created by an operation where agents are sent in to convert and/or support local collaborators. This could often be a reason to launch small coups with no hope just to mess with the enemies navies.Ĭollaborators work similar, but opposite to Governments in Exile. We have also changed the behaviour of the resulting wars a bit so when a side wins against the other planes and ships will switch hands instead of being lost. And of course as the target, you want to keep these values up to stay safe, as well as making sure your nation counterespionage is up to the task. So as an attacker you will want to mess with these things in advance (say by using spy missions and operations). A coup needs low stability, political support for the couping ideology and agents need to have prepared a network, infiltrated the government and built up the coup. There are several ways to make a coup more successful, and in reverse protect yourself. Its possible to say where you want the coup to originate, which adds some nice strategic power to it (such as targeting colonial areas that are harder to recover etc).











Mongolian fascist party in hearts of iron 5