Dutch East Indies
Please help with verifying or updating this section. It was last verified for version 1.5.
The Dutch East Indies starts with 2 research slots.
|Army Technology||Naval Technology||Air Technology||Electronics & Industry|
In the 1936 start date, the Dutch East Indies is not part of any alliances.
- Main article: Generic national focus tree
The Dutch East Indies isn't a major nation, and therefore uses the generic national focus tree.
The generic focus tree has 5 main branches:
- Army Effort gives army experience and research bonuses to army research.
- Aviation Effort gives air experience, builds air bases, and research bonuses to air research.
- Naval Effort gives navy experience, builds naval dockyards, and research bonuses to navy research.
- Industrial Effort builds civilian and military factories (usually even if building slots are already full)and grants extra research slots.
- Political Effort gives the country choices on which political path they will take.
|Political Party||Ideology||Popularity||Party Leader||Is Ruling?|
|PNI||Democratic||10%||A. T. van Starkenborgh Stachouwer||Yes|
|PKI||Communist||30%||Amir Sjarifuddin Harahap||No|
The Dutch East Indies starts with following laws in 1936:
|Conscription Law||Economy Law||Trade Law|
| Volunteer Only
|| Civilian Economy
|| Export Focus
In 1936 they start with
Please help with verifying or updating this section. It was last verified for version 1.4.
|0 Military Factories||1 Naval Dockyard||2(2) Civilian Factories|
*The number in the bracket are the total amount of factories when including those from trading and those given to the overlord.
In 1939 they start with
|0 Military Factories||4 Naval Dockyard||3(2) Civilian Factories|
|18 (37)||275 (550)||0||18 (36)||0||0|
*These numbers represent the available resources for production at start of the game. In the bracket are the complete numbers including those lost for trading.
The Dutch East Indies starts in 1936 with 9 infantry divisions.
In 1936 they don't have a navy, but there are 12 submarines owned by The Netherlands in Java.
In 1936, The Dutch East Indies has no air force.
These are the military staff candidates for appointment of Dutch East Indies:
|Candidate||Trait I||Trait II||Effects||Cost ()|
|Freek van Helsdingen||Army Offense||(Specialist)||
|Christiaan Folmer||Army Defense||(Specialist)||
Strategies and Guides
Two Paths to Independence
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. With massive room for industrial growth, the country faces one major problem: it is a Puppet (or, if laying with the Death or Dishonor DLCs enabled, an Integrated Puppet) of the Netherlands.
If you do not have Death or Dishonor, only one path to independence exists: that of Civil War. 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 have Death or Dishonor enabled, you have a second option, that of the slow and painful increase of Autonomy from Integrated Puppet to Freedom. If you choose this path, you will need to build at least 3 Military Factories in order to have 1 to use to produce Infantry Equipment using your civilian industry. It is not recommended to use the focuses to obtain Military Factories, as this will delay your use of the constant focus Raise Autonomy. It is also best to place the three Military Factories in Java, Sumatra, and the Lesser Sunda Islands, as these will be the easiest islands to defend against any foe and will ensure your control over at least two of them in a Civil War.
Strategy for Obtaining Independence Peacefully (Note: this strategy is designed without Man the Guns in mind.)
The player should begin the game by blitzing the Civilian Industry branch of the Minor Power Focus Tree, obtaining the Extra Research Slot as soon as possible and maximizing construction resources. Then, he should perform the Naval Effort focus and all Army/Doctrine Effort focuses (he should have researched the first stage of Mass Assault Doctrine first). By now, the player should have completed all the necessary focuses to unlock the Increase Autonomy focus. This should be started ASAP.
Meanwhile, the player should focus his political power getting a Communist Revolutionary, an Military Industrialist, switching his Trade Law to Free Trade, and obtaining a Military Theorist and Industrial/Infantry Equipment companies. Once Communist support has built up enough, switch ideology to Communist and change your Economy Law to War Economy.
As far as research is concerned, the player should focus on researching the latest Infantry Equipment and Industry technologies in order to attend to his massive deficit of equipment and keep ahead of the Netherlands. Once the Netherlands joins the war, lend-lease all produced Infantry Equipment and Convoys and send an Attache as soon as possible. However, do not send any troops to support the Dutch until they (hopefully) capitulate, giving you a nice boost to your autonomy when they fall. The huge increase in Autonomy you will receive from these efforts should push you out of Integrated Puppet like a rocket, allowing you full use of your industry. Once this occurs, you may choose to continue your current policy or build up your own military and fight in the war.