The United States is one of the largest and richest countries of the globe in 1936, and the only major power outside of Europe and Asia. However, despite its immense wealth in resources and infrastructure assets, the USA is heavily restrained by its laws and national spirits at the start of the game. But should the U.S. remove these restrictions and build up their military might (and optionally get allies by creating or joining a faction), they can easily become a world superpower, in a similar fashion to its real-life counterpart.
- 1 Events
- 2 National focus
- 3 Technology
- 4 Diplomacy
- 5 Politics
- 6 Staff and Designers
- 7 Economy
- 8 Military
- 9 Strategies and Guides
- 10 Achievements
- Main article: American events
- Main article: American national focus tree
The American national focus tree can be divided into 4 branches and 3 Sub-Branches:
- Continue the New Deal/ Reestablish the Gold Standard Branch
- This branch allows the United States to remove the effects of the Great Depression, increase research, change political leanings or increase production. The closer the focus is to the edge of the branch, the more Communist or Fascist the focus is while the closer to the center, the more Democratic the focus.
- Suspend the Persecution Sub-branch
- The Communist sub-branch. It focuses around changing the political party to under threat of Civil War, allying with other Communist Factions and decolonizing the Pacific. It requires Man the Guns.
- America First Sub-branch
- War Plans Division Branch
- This Branch mainly gives the the United States decisions that give attack and defense bonuses against certain countries.
- War Department Branch
- This Branch gives technology research boosts for the Army and the Airforce.
- Two Ocean Navy Act Sub-branch
- This Branch gives technology research boosts and production cost modifiers for the Navy
The USA starts in 1936 with four research slots, and can acquire two more slots from its National Focuses - Scientist Haven and either American Institute of Sciences or Scientific Research & Development Office. Compared to the rest of the world's countries, the option to have a total of 6 slots is almost unique.
The Democratic path of the National Focus Tree ends with Scientist Haven. This can either crop up halfway down the tree if Alf Landon is elected in 1936, or at the very end if Roosevelt remains. Conversely, Scientific Research & Development Office comes up early in Roosevelt's side of the Democratic tree, while American Institute of Sciences is at the end of Landon's side. The six slots give it a significant advantage in the late-game to be able to research nuclear, jet and rocket technology, and still maintain its research in other areas. Scientist Haven focus represents the scientists and engineers who escaped from the war in Europe and traveled to the USA to continue their work.
|Without Man the Guns|
The United States controls several islands in the Pacific such as Guam, Wake, and Midway to name a few. Puerto Rico, Alaska and Hawaii are treated as states in the game. The Philippines is a U.S. puppet.
Every country in North, Central, and South America is guaranteed by the USA under the Monroe Doctrine. This limits the U.S. in its diplomatic options: Guaranteeing one more country would cost the U.S. 550 political power.
The U.S. does not start as a member of a faction.
The Rules are controlled by their Ideology, the Ideology of their Faction and their National Spirit(s). Due to The Great Depression and Undisturbed Isolation the U.S. requires a higher amount of world tension to join a faction. The later also raises the world tension limit for other diplomatic actions.
|Rule||Whether it applies||Reason|
|Can declare war on country of the same ideology group without a war goal||No||Democracy|
|Can Guarantee other Ideologies||Yes||Democracy|
|Can join Factions led by another Ideology||No||National Spirit: Home of the Free|
|Can create Factions||Yes||National Spirit: Home of the Free|
|Lowers World Tension with Guarantees||Yes||Democracy|
|Can puppet a country||No||Democracy|
|Can justify wargoals against a country that have not generated world tension||No||Democracy|
- Daily Political Power cost: +1.00
- Resource Gain Efficiency: -20%
- Recruitable Population Factor: -50%
- Consumer Goods Factories: +30%
- Join faction tension limit: +20%
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 Time: -10%
- The new leader of the USA becomes Alf Landon, who has the trait Staunch Constitutionalist - Ideology Drift Defense: +50%
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. 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.
Staff and Designers
These are choices of ministers and design companies for the United States.
|Standard Oil of California||Industrial Concern||
|General Electric||Electronics Concern||
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.5.
|Conscription Law||Economy Law||Trade Law|
| Disarmed Nation
|| Undisturbed Isolation
|| Free Trade
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.
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 Rubber 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.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.4.
The United States military of 1936 boasts of a navy that rivals the United Kingdom, but an army and air force hampered by limited manpower and shortages of equipment.
|Close air support||168|
- 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 Firepower doctrine has been pre-selected.
- In 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 ) 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
|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 Man the Guns, the air force consists of 968 aircraft, including 384 Curtiss P-1 Hawk fighters, 96 Northrop A-17 CAS aircraft, 108 Catalina PBY 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'.
|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)||Catalina (TBD Devastator)||P-38 Lightning||B-23 Dragon||B-17 Flying Fortress|
|1940||A-20 (SBD-2 Dauntless)||P-39 Airacobra (F4F Wildcat)||Mariner (TBF-1C Avenger)||P-47 Thunderbolt||B-25 Mitchell||B-24 Liberator|
|1944||A-26 (SB2C-1s Helldiver)||P-51 Mustang (F6F Hellcat)||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
United States 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 not affect naval construction. Early construction should be heavy into Naval dockyard perhaps six at a time followed by a single civilian factory, military factory and Infrastructure. Repeat this cycle until the production issues can be solved. The player will need to trade for Rubber 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 Philippines, 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.
The first national focus group to be studied is Reaffirm Monroe Doctrine branch which will lead to Preemptive Intervention, which results in Gain Puppet War Goal against Venezuela. This action does two main things. It accumulates 600 political power and put the US at war to unlock Early Mobilization. Be sure to save 150 political power when the war starts for this. Another suggested political purchase is the Political Adviser Henry Stimson to stimulate production.
For the invasion select ten National Guard units led by a competent general. In planning select the westernmost port for the invasion site as the port near the capital may be more heavily guarded, plus you may not have enough victory points to puppet the country if you take the capital too early.
It should still be early in the game when Venezuela is vanquished, perhaps mid 1937. Continue building Naval dockyards until around 50 are reached. It will be necessary to trade for Chromium to build carriers and battleships. On the national focus tree WPA is probably the next choice, although War Propaganda may be a choice to increase manpower available. The branches under those will lead to free factories and an extra research slot but they will not be available until world tension is higher. Additionally begin the Air and War Plans Division and Fund the Navy focuses should be sough to help research air and naval doctrines. The most important focus is War Bonds as that erases the remaining effects of the Great Depression.
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. Japan 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 Philippines 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.