United Kingdom
The United Kingdom of Great Britain and Northern Ireland (more commonly “the United Kingdom,” “UK”, “Great Britain”, or simply “Britain”) was the principal power of the Allies in World War II. In 1939, the UK honored its guarantees to Poland by declaring war on
Germany. After the fall of
France, the United Kingdom was the only Allied nation left in Europe until
Italy's surprise invasion of
Greece led the Greeks to fully join the Allies. It remained the only one of the “Big Three” (Great Britain, the Soviet Union, and the United States) and Allied major power in the war from the fall of France until 1941 when the German Reich invaded the
Soviet Union. The United Kingdom was heavily engaged in the Western European, Atlantic, Mediterranean, African, and Southeast Asian theaters.
Geography[edit | edit source]
The country lies in Western Europe and consists of England, Wales,
Scotland,
Northern Ireland and the Isle of Man. The United Kingdom also owns a lot of overseas territories and colonies around the world. This includes huge parts of Africa, Newfoundland and Labrador, Guyana and the Falklands and direct control of the strategic locations of Gibraltar,
Malta, and the Suez Canal. The United Kingdom directly borders
Ireland to the west, but is otherwise separated from European nations by seas. The North Sea lies to the North East, while the English Channel separates mainland Europe. To the west lies the Atlantic Ocean. The United Kingdom indirectly borders a lot of countries through overseas territories like
Canada to the west, which borders Newfoundland and Labrador. It also borders
Spain through Gibraltar, and
France and
Italy through the African colonies. The United Kingdom is dominated by the Scottish highlands in the North. In the south hills, plains and urban areas dominate. The United Kingdom has a lot of urban areas including London, Manchester, Glasgow, and Liverpool.
Historical background[edit | edit source]
After the dust settled in Europe following Napoleon's short-lived reign the United Kingdom emerged as a global power, integrating Ireland into the Union and establishing a new continental order. The independence of the Thirteen Colonies forced the empire to shift its focus eastward and, after taking Dutch possessions during the Napoleonic Wars (and handing over the non-African territories back to the Dutch), the British Empire now controlled India, Egypt, the Cape of Good Hope and the straits of Singapore. These new possessions were vital to British control of global trade and only furthered Britain's rapid industrialisation. This new empire, larger than any before it, combined with a huge level of indirect control globally and the largest navy in existence, led the United Kingdom to take its place as the most powerful industrial empire in history resulting in the "Pax Britannica" - literally "British Peace": an informal era of 99 years from 1815 to 1914 in which the European balance of power, despite various smaller armed conflicts, remained largely uninfluenced on the Home Islands during major wars.
However, the rise of the German Empire would challenge the British. The ascension of Wilhelm II to the throne of Germany would turn Germany's huge industrial capacity and military against the British, with an aggressive foreign policy and a naval arms race between the two empires. In the British Parliament debates raged as to whether the empire should maintain neutrality or actively intervene to ensure the continuation of British dominance; Parliament chose the latter when Belgium was invaded by German forces in 1914. Britain's entry into the First World War helped secure an Entente victory, especially with the arrival of the US Army into the war in late 1917; however, the Pax Britannica was nothing more than an informal state of world politics by this point. Russia had fallen to Communism, Germany and Italy to Fascism, and the Japanese Empire slowly diminished British influence in the east. With the massive costs of the First World War and the loss of Ireland, Britain is no shape for a new war, let alone its people.
Due to its situation, a division has arisen in Britain; one side calls for the maintenance of the Empire's status quo by avoiding war and making an ally of the Third Reich, while the other calls for the Empire to defend the continental order and stop both Fascism and Communism in their tracks. The UK's Home army is experienced but small and its colonial forces are smaller, inexperienced and underequipped, and its navy, while numerous, is restricted by the London Naval Treaty, alongside the naval powers of the US, Japan, France and Italy, in respective order. The current Conservative Government calls for appeasement with the true intention of postponing a war with Germany until it has re-armed. More staunch interventionists under Churchill have called for an end to appeasement. Yet with a constitutional crisis, the birth of independence movements in colonies and the threat of Germany, Italy and Japan on all corners of the British Empire, many argue Britain's reign over the world has ended and it's better to preserve what the UK has rather than fight what doesn't concern it.
Events[edit | edit source]
- Main article: British events
- Main article: British_events_2
National focus[edit | edit source]
- Main article: British national focus tree
The British national focus tree can be divided into 5 main branches and 6 distinct sub-branches:
- Cryptologic Bomb/Limited Rearmament Branch
- This branch gives technology research bonuses, factories and an extra research slot.
- Limited Rearmament Sub-branch
- This sub-branch gives air and naval research bonuses along with providing a collection of air bases and dockyards.
- Reinforce the Empire Branch
- This branch is centered around the industrial development of the colonies and the fortification of key territories, with the ultimate end goal of creating an Imperial Federation, which will have the United Kingdom annex all the colonies and gain cores on their territories.
- Encourage Colonial Elite Sub-branch
- The "Fortify East Asia" side of the sub-branch focuses on developing in Asian colonies, influencing
China and gaining a war goal against
Japan. The "Commonwealth Ties" side focuses on developing the Dominions, Autonomy or Independence for the
British Raj and forming the Imperial Federation.
- Mediterranean Bastion Sub-branch
- This Sub-branch focuses on the development of the Mediterranean colonies, coercion of Balkan countries and
Turkey, and gaining a war goal against
Italy.
- Steady As She Goes Branch
- The
Democratic branch of the Focus tree. The UK will stay democratic and maintain the current government structure.
- Home Defense Sub-branch
- This
Democratic sub-branch focuses on intervening against (and puppeting) the Scandinavian and Benelux countries, securing
Iraq and
Iran, and eventually war with the
Soviet Union and
Germany.
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Available only with the Man the Guns DLC enabled. |
- Revisit Colonial Policy Branch
- This Branch focuses on decolonization, which effectively amounts to dismantling the British Empire, with some colonial territory kept as puppets, in exchange for getting more manpower and industry in the British homelands, and allowing the UK to concentrate on dealing with European affairs.
- Global Defense Sub-branch
- This
Democratic sub-branch under the Steady As She Goes Branch focuses on placing Winston Churchill into power early, ending appeasement, eradicating pacifism and mobilizing the country for war followed by gaining war goals against countries with oil, Major European countries who caused World tension, and allowing justification against other
Democratic countries.
- A Change in Course Branch
- This branch focuses on changing the government structure of the UK by switching the ideology of the government to
Monarchist,
Fascist or
Communist.
- The
Monarchist path focuses on setting up King Edward VIII as an absolute monarch, allying with
Germany and gaining war goals against
Italy and the
Soviet Union. This path also allows the United Kingdom to gain a war goal against the
United States to reinstate British rule by installing an American monarchy.
- The
Fascist section focuses on securing alliances with other European fascist nations against
Germany. The "God Save The King" section is shared with the Monarchist path and focuses on retaking the Dominions after they gain independence and gaining a war goal to annex the
United States.
- Concessions to the Trade Unions Sub-branch
- The
Communist sub-branch will cause the United Kingdom to become communist and opens up the choice between allying with the
Soviet Union or forming a new faction and then moving on to turn other European nations to
communism, with the end goal of going to war with
Germany and the
United States and installing puppet regimes in each. It also forces the
United Kingdom to take the decolonization focus and complete it within 2 years of becoming communist as otherwise a civil war will break out.
Technology[edit | edit source]
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Without Man the Guns |
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Decommissioning the O/P/R submarine is recommended since the Stealth and Engine upgrades just cancel each other out.
Cosmetic names[edit | edit source]
Britain has a number of unique names and appearances for various technologies and equipment, listed here. Note that generic names are not listed.
Type | 1918 | 1936 | 1938 | 1939 | 1940 | 1941 | 1942 | 1943 | 1944 |
---|---|---|---|---|---|---|---|---|---|
Support Weapons | Vickers MG & Stokes mortar | Lewis Mk. III DEMS & SBML two-inch mortar | Bren Mk. I & ML 3 inch mortar | Bren Mk. III & ML 4.2 inch Mortar | |||||
Infantry Equipment | Rifle No.1 MkIII | Rifle No.4 MkI | Sten MkII | Sterling MkI | |||||
Infantry Anti-Tank | Boys Anti-Tank Rifle | PIAT | |||||||
Motorized | NA | ||||||||
Mechanized | Bren Carrier | Universal Carrier | Churchill Kangaroo |
Tech year | Anti-Air | Artillery | Rocket Artillery | Anti-Tank |
---|---|---|---|---|
1934 | QF 18-pounder | |||
1936 | QF 3-inch | QF 2-pounder | ||
1939 | QF 25-pounder | |||
1940 | QF 40 mm Bofors | RP-3 HE/GP | QF 6-pounder | |
1942 | BL 5.5-inch Medium Gun | |||
1943 | QF 3.7-inch | RP-3 HE/SAP | QF 17-pounder |
Tech year | Close Air Support (Carrier) | Fighter (Carrier) | Naval Bomber (Carrier) | Heavy Fighter | Tactical Bomber | Strategic Bomber | Scout Plane |
---|---|---|---|---|---|---|---|
1933 | Gladiator (Nimrod) | B-18 Bolo | |||||
1936 | Hector (Osprey) | Hurricane (Sea Gladiator) | Swordfish (Shark) | Blenheim | Wellington | Halifax | |
1940 | Typhoon (Skua) | Spitfire (Fulmar) | Albacore (Roc) | Beaufighter | Beaufort | Lancaster | |
1944 | Tempest (Sea Fury) | Spiteful (Firefly) | Barracuda (Firebrand) | Mosquito FB | Mosquito B | Lincoln | |
Jet Engine Technology | |||||||
1945 | Meteor | Venom | |||||
1950 | Vampire | Canberra | Valiant |
Politics[edit | edit source]
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National spirits[edit | edit source]
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
The UK starts with three national spirits.
With the Man the Guns expansion enabled, the United Kingdom starts with an additional national spirit:
Ideology[edit | edit source]
UK starts 1936 as a democracy, with elections every four years, with the next one in 1939. The ruling party is the Conservative Party led by Stanley Baldwin.
The UK has no national focus that allows it to change ideology without Man the Guns; Only fascist or communist political advisors could reverse the ideology. With Man the Guns, the Change in Course branch grants focuses to change the ideology to non-aligned, fascist, or communist. The AI controlling other countries can attempt to promote other ideologies. Because of the UK's national spirit British Stoicism this will be much slower than normal as it grants ideology drift defense: +50%.
Diplomacy[edit | edit source]
The Commonwealth
The United Kingdom maintained close ties with the Commonwealth countries of Canada,
South Africa,
Australia and
New Zealand. These countries were formerly part of the British Empire, but are now independent. They have their own governments, economies and armed forces and the UK player cannot control these unless they provide an expeditionary force to the UK. But they start the game as members of the Allies faction, led by the UK. Certain UK focus choices affect them (e.g., construction of factories).
Note: With the Together For Victory DLC, all the Commonwealth Realms are British subjects to various degrees.
Puppets
Their colony of India has some local autonomy. It is represented in the game as a puppet called British Raj. It is possible for the UK to release British Raj as an independent country. The colony of Malaya is also represented as a puppet under Britain. With the "Together For Victory" DLC active, India is represented as a Colony, more autonomous than a puppet, while Malaya is represented as an Integrated Puppet, which is less autonomous than a puppet.
Colonies
The UK starts with direct control over many colonies across the world. These include the strategic locations of Gibraltar and the Suez Canal.
The Allies
The UK is leader of the faction called the Allies. The faction's starting members are the Commonwealth countries (Canada, South Africa, Australia, and New Zealand) and the British Raj and British Malaya. It's the most powerful faction in the game in the start.
The UK has very friendly relations with France, but the latter isn't a member of the Allies in start, nor is the United States. France normally joins the faction early in the game, but it might not — its National Focuses could steer it elsewhere. The U.S. normally joins the Allies later, but it can also form its own faction.
In terms of cores, aside from the ones that are granted as a result of the Imperial Federation, the UK can also gain cores on Ireland if it goes either Fascist or Monarchist, as well as temporarily gain cores on all potential French cores through the Franco-British Union (it will only keep French cores as long as the UK is at war; if the UK is at peace, the UK can opt to keep the Union formed, but it will lose all French cores regardless of if it agrees to let France become independent or if it keeps the Union in place). Additionally, if either New Zealand or South Africa were to form either Polynesia or Mutapa, the UK would also gain those additional cores (New Zealand can form Polynesia even if it is a dominion, but Mutapa can only be formed if South Africa is independent, thus meaning that the UK likely won't be able to gain Mutapan cores unless either South Africa goes Fascist/Communist or the UK goes down a non-Democratic branch of it's focus tree). If the UK goes Fascist, after forming the Imperial Federation, the UK can also form the European Union if it conquers the required territories in mainland Europe.
With the Man the Guns DLC, the UK starts as a signatory of the naval treaty - while the UK is not restricted by the number of capital ships, it is still restricted by the limits on the cost of ships, which gives them slightly more versatility than other countries.
Diplomatic rules[edit | edit source]
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 | Yes | Democracy |
Can create Factions | Yes | National Spirit |
Lowers World Tension with Guarantees | Yes | Democracy |
Can puppet a country | No | Democracy |
Can justify war goals against a country that has not generated world tension | No | Democracy |
Economy[edit | edit source]
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United Kingdoms economy in 1936 has good access to all resources except oil which is easily accessible through trade for the UK as its mostly in the hands of democracies. There is also plenty of territory for construction of new factories. Many resources come from the far reaches of the United Kingdom by convoys, so ensuring that the Royal Navy has superiority along the trade routes is of importance to ensure that these make their way to Britain.
Laws[edit | edit source]
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Conscription Law | Economy Law | Trade Law |
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Industry[edit | edit source]
1936 state: The U.K. has a moderate production ability when it comes to military factories and a great shipbuilding one.
![]() 14 Military Factories |
![]() 19 Naval Dockyard |
![]() 30 Civilian Factories |
Resources[edit | edit source]
![]() Oil |
![]() Rubber |
![]() Steel |
![]() Aluminum |
![]() Tungsten |
![]() Chromium |
8* | 30 | 373 | 64 | 32 | 53 |
These numbers represent the available resources, depending on the trade law a certain amount may be traded away.
*Note: With Man The Guns the UK gets half of Mexico's oil in 1936, and with Battle for the Bosporus it gets all of Iraq's.
Staff and designers[edit | edit source]
These are the unique companies and individuals that are available for the British to use.
Icon | Designer | Type | Effect | Cost (![]() |
---|---|---|---|---|
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AIOC | Industrial Concern |
|
150 |
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English Electric | Electronics Concern |
|
150 |
Icon | Candidate | Type | Effects + requirements | Cost (![]() |
---|---|---|---|---|
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John Vereker | Army Offense (Expert) |
|
150 |
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Edmund Ironside | Army Defense (Expert) |
|
150 |
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Alan Brooke | Army Maneuver (Genius) |
|
150 |
Icon | Candidate | Type | Effects + requirements | Cost (![]() |
---|---|---|---|---|
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Archibald Wavell | Army Regrouping (Expert) |
|
150 |
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Claude Auchinleck | Army Logistics (Expert) |
|
150 |
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Kenneth Anderson | Infantry (Expert) |
|
150 |
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Sholto Douglas | Air Superiority (Expert) |
|
150 |
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Trafford Leigh-Mallory | Bomber Interception (Expert) |
|
150 |
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Frederick Bowhill | Naval Strike (Expert) |
|
150 |
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Louis Mountbatten | Amphibious Assault (Genius) |
|
150 |
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Henry Harwood | Screens (Expert) |
|
150 |
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Max Horton | Submarines (Expert) |
|
150 |
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David Stirling | Commando (Genius) |
|
150 |
Military[edit | edit source]
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
The United Kingdom starts with a world-dominating fleet across the globe, and a sizable air force. Its army nevertheless, is stretched thin because of the Empire's extent. The nation has a decent amount of manpower at the start of the game but juggling this will be a major concern. Careful planning should be used for the manpower pool given the Empire's broad geographic commitments; newly made ships and planes will require their part of manpower for crewing. Though manpower demands for the army's preparations for coming war are pressing, they're not urgent for Britain by 1936 and could wait for a while.
Type | No. | |
---|---|---|
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Infantry | 32 |
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Cavalry | 3 |
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Light tank | 1 |
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Total divisions | 36 |
Type | No. | |
---|---|---|
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Destroyer | 128 |
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Light cruiser | 31 |
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Heavy cruiser | 16 |
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Battlecruiser | 3 |
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Battleship | 12 |
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Submarine | 42 |
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Carrier | 5 |
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Total ships | 237 |
Type | # 1936 | # 1939 | |
---|---|---|---|
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Close air support | 304 | 480 |
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Fighter | 689 | 744 |
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Heavy fighter | 0 | 168 |
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Naval bomber | 144 | 132 |
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Tactical bomber | 240 | 352 |
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Total planes | 1377 | 1876 |
- Army
- Most of the British Army's forces are concentrated in England, Wales, and Scotland, with the remainder in small garrison units around their colonies. The British isles are home to 16 infantry divisions, of which five are full-strength, regular-quality of 9 regiments each with engineer and artillery companies. The rest of the divisions are similar in size, but at a 'trained' level and with equipment shortages. They're coupled with two cavalry brigades and a light armor brigade. Overseas divisions are 16 trained and green infantry brigades, made of six regiments that share a shortage of equipment. The British Army is expected to be hard pressed from the extent of territory that needs to be defended when war breaks out. The player will have to decide wisely how to split its originally limited divisions to defend the Empire and allied nations.
- Navy
- The Royal Navy is the largest in the globe by 1936. The UK starts with all tier I ship techs and tier II destroyers, cruisers and carriers. Initial naval production is extensive: Four Leander-class light cruisers, five Town-class light cruisers with improved armor and weight of fire compared to the Leanders, two S Class early submarines, nine E/F/G/H-class destroyers all scheduled for completion by the end of the year, and the HMS Ark Royal, the first "modern" aircraft carrier in the fleet.
Ship classes of the Royal Navy without Man the Guns Type Class Amount In production Tech CV Courageous Class 4 Carrier I BB Nelson Class 2 Battleship I* BB Queen Elizabeth Class 5 Battleship I* BB Revenge Class 5 Battleship I BC Admiral Class 1 Battlecruiser I* BC Renown Class 2 Battlecruiser I CA County Class 13 Heavy Cruiser I* CA Hawkins Class 3 Heavy Cruiser I CL Amphion Class 2 3 Light Cruiser I* CL Emerald Class 7 Light Cruiser I* CL C Class 21 Light Cruiser I DD G/H/I Class 18 9 Destroyer II DD A/B/C/D Class 34 Destroyer I* DD V/W Class 76 Destroyer I SS O/P/R Class 21 Submarine I* SS S Class 9 2 Submarine I* SS L Class 12 Submarine I Convoy 800 * marks a variant with increased base stats to symbolize ships that are not modern enough to warrant a full 1936 tech level but too modern to fit into the1922 tech level.
- Air Force
- The United Kingdom's Royal Air Force (or R.A.F) by 1936 is the largest air force in the globe, with a number 30% larger than the USAAF, 50% than the Luftwaffe, and twice the size of the French Armée de l'air. There are 96 "Nimrods" and "Sharks" operating from the aircraft carriers.
Strategies and guides[edit | edit source]

[edit | edit source]
Britain begins the game with an overwhelming naval presence due to her large number of ships and ability to base them nearly anywhere in the world. Because the range of ships is limited to one or two tiles from the nearest naval base, Britain's presence in the Atlantic, Pacific, and Indian Oceans, as well as her presence in the Mediterranean Sea, should not be underestimated. With the exception of Hong Kong and British Malaya, most of these bases are far from historically belligerent powers and relatively unlikely to be attacked, while still providing access to critical shipping lanes such as European trade with South America. Britain's ability to interdict convoy shipping and protect her own in these sectors is considerable; even if she loses Hong Kong and Singapore she can quite easily influence the course of trade and supply the world over. Maintaining control of Hong Kong, Singapore, and the Mediterranean bastions of Malta, Cyprus, and Gibraltar can give Britain a significant advantage in naval basing capabilities, as can maintaining control of the Suez Canal. In addition to the aforementioned points, it is worth noting that Britain can base her ships in any nation of the Commonwealth - even nations that show as different "colors" such as Australia and New Zealand.
Imperial Federation[edit | edit source]
Take the King's Party path, and reclaim the Dominions. While you can get them as integrated puppets if you do the uprisings, as New Zealand needs to be a dominion to form Polynesia if it isn't independent, you want it to have more autonomy. Declare on Australia, South Africa, or New Zealand (attacking Canada will get the US involved; you want to hold off on that until after you've gotten Canada under your control); as long as you actively fight each country, you can puppet them during the peace deal (that being said, New Zealand and South Africa can be capitulated easy with 5 and 10 infantry units respectively).
While at war with Canada, take Reclaim the Jewel in the Crown to get war goals on India, Burma, and Pakistan (you'll also get one on Bangladesh if they've spawned). Declare on Burma (if India has White Peaced with Pakistan by this point, declare on India as well) and naval invade Burma (and India) to be able to take them in the peace deal (if Pakistan and Bangladesh are still fighting, leave them alone until after they white peace, as Bangladesh will disband most/all of their forces afterwards).
Then, go to war with the US through Unite the Anglosphere, making sure to call NZ in - by this point, France and Czechoslovakia will be fighting the Axis; this will result in either France inviting the US to the Little Entente, or the US forming a faction with the Phillipines and France and Czechoslovakia joining. Stage naval invasions of either cavalry or motorized divisions across the English Channel, and rush the French victory points. During the peace deal, take all the US states directly and give the required French and US Islands to NZ (Hawaii, Guam, Tahiti are the required states; take the other US and French islands directly and after Polynesia has been formed, return the territory to NZ).
Go after Japan, and in the peace deal, take the remaining required islands (Saipan, Samoa, and the Caroline Islands) - note that you might wanna hold off invading the islands directly, as if you don't generate enough war score, the Chinese will start taking land outside of mainland China (you can circumvent this by joining the Chinese United Front and assuming leadership). Raise NZ's autonomy through lend-lease - if you hold off on taking Imperial Conscription and call them into all the wars, as well as request lend-lease from them, you should be able to get them to the rank of Dominion. Then, take the focus to create the Pan-American State - since NZ is under your control, Hawaii will be transferred to the Dominion after forming it. Then, form the Imperial Federation.
Note, to gain cores on both the Dominion of North America AND
Polynesia as part of the Imperial Federation, one should first form the latter - as the Dominion only requires that Hawaii be under either British control directly or under control of a British subject, NZ should get it first.
Imperial Super Federation[edit | edit source]
Fascist Britain has the unique ability to form the European Union in addition to the Imperial Federation, becoming one of the most powerful nations in the entire game.
First, start to position your divisions so you can impose martial law on the Dominions once you flip Fascist. You need to place divisions in your dominion's states so your have enough manpower to impose martial law. The minimum manpower requirements are:
Dominion | State | Minimum Manpower |
Australia | New South Wales | 48,000 |
Australia | Victoria | 38,400 |
Australia | Queensland | 19,200 |
Australia | Western Australia | 9,600 |
British Raj | Delhi | 96,000 |
British Raj | Arunachal Pradesh | 9,600 |
British Raj | Assam | 9,600 |
British Raj | Bihar | 9,600 |
British Raj | Bombay | 9,600 |
British Raj | Burma | 9,600 |
British Raj | East Bengal | 9,600 |
British Raj | Gujarat | 9,600 |
British Raj | Hyderabad | 9,600 |
British Raj | Indore | 9,600 |
British Raj | Jabalpur | 9,600 |
British Raj | Kashmir | 9,600 |
British Raj | Lucknow | 9,600 |
British Raj | Madras | 9,600 |
British Raj | Madurai | 9,600 |
British Raj | Mandalay | 9,600 |
British Raj | Mysore | 9,600 |
British Raj | Orissa | 9,600 |
British Raj | Peshawar | 9,600 |
British Raj | Punjab | 9,600 |
British Raj | Rajahsthan | 9,600 |
British Raj | Sind | 9,600 |
British Raj | West Bengal | 9,600 |
Dominion of Canada | Southern Ontario | 48,000 |
Dominion of Canada | Saint Lawrence | 28,800 |
Dominion of Canada | Alberta | 9,600 |
Dominion of Canada | British Columbia | 9,600 |
Dominion of Canada | Manitoba | 9,600 |
Dominion of Canada | New Brunswick | 9,600 |
Dominion of Canada | Nova Scotia | 9,600 |
Dominion of Canada | Saskatchewan | 9,600 |
New Zealand | North Island | 48,000 |
New Zealand | South Island | 9,600 |
South Africa | Natal | 48,000 |
South Africa | Transvaal | 48,000 |
South Africa | Cape | 19,200 |
The best way to allocate your troops is to request all forces from all dominions (including Malaya), convert 35 out of the 36 UK divisions to the UK's starting 9-0 infantry template (9,600 manpower), keep one Cavalry Division and put it in Delhi, then train 9 new infantry divisions. This allows you to factor the exact number of troops needed in each state, except for Delhi which is 2,800 manpower over its minimum manpower quota. Then physically place the divisions as follows:
# | Target TAG | Target State | Source TAG | Division | Manpower | Note |
---|---|---|---|---|---|---|
1 | Australia | New South Wales | Australia | Cavalry Division | 6,000 | 1st Cavalry Division |
2 | Australia | New South Wales | Australia | Cavalry Division | 6,000 | 2nd Cavalry Division |
3 | Australia | New South Wales | British Raj | District Garrison | 9,000 | Lahore District |
4 | Australia | New South Wales | British Raj | District Garrison | 9,000 | Rawalpindi District |
5 | Australia | New South Wales | British Raj | District Garrison | 9,000 | Kohat District |
6 | Australia | New South Wales | British Raj | District Garrison | 9,000 | Pashawar District |
7 | Australia | Victoria | United Kingdom | Infantry Division | 9,600 | Convert at game start |
8 | Australia | Victoria | United Kingdom | Infantry Division | 9,600 | Convert at game start |
9 | Australia | Victoria | United Kingdom | Infantry Division | 9,600 | Convert at game start |
10 | Australia | Victoria | United Kingdom | Infantry Division | 9,600 | Convert at game start |
11 | Australia | Queensland | United Kingdom | Infantry Division | 9,600 | Convert at game start |
12 | Australia | Queensland | United Kingdom | Infantry Division | 9,600 | Convert at game start |
13 | Australia | Western Australia | United Kingdom | Infantry Division | 9,600 | Convert at game start |
14 | British Raj | Delhi | Australia | Infantry Division | 11,000 | 1st Infantry Division |
15 | British Raj | Delhi | Australia | Infantry Division | 11,000 | 2nd Infantry Division |
16 | British Raj | Delhi | Australia | Infantry Division | 11,000 | 3rd Infantry Division |
17 | British Raj | Delhi | Australia | Infantry Division | 11,000 | 4th Infantry Division |
18 | British Raj | Delhi | Australia | Infantry Division | 11,000 | 5th Infantry Division |
19 | British Raj | Delhi | Canada | District Militia | 9,000 | 5th District Militia |
20 | British Raj | Delhi | United Kingdom | Cavalry Division | 3,000 | Convert at game start |
21 | British Raj | Delhi | United Kingdom | Infantry Division | 9,600 | Convert at game start |
22 | British Raj | Delhi | United Kingdom | Infantry Division | 9,600 | Convert at game start |
23 | British Raj | Delhi | United Kingdom | Infantry Division | 9,600 | Convert at game start |
24 | British Raj | Arunachal Pradesh | United Kingdom | Infantry Division | 9,600 | Convert at game start |
25 | British Raj | Assam | United Kingdom | Infantry Division | 9,600 | Convert at game start |
26 | British Raj | Bihar | United Kingdom | Infantry Division | 9,600 | Convert at game start |
27 | British Raj | Bombay | United Kingdom | Infantry Division | 9,600 | Convert at game start |
28 | British Raj | Burma | United Kingdom | Infantry Division | 9,600 | Convert at game start |
29 | British Raj | East Bengal | United Kingdom | Infantry Division | 9,600 | Convert at game start |
30 | British Raj | Gujarat | United Kingdom | Infantry Division | 9,600 | Convert at game start |
31 | British Raj | Hyderabad | United Kingdom | Infantry Division | 9,600 | Convert at game start |
32 | British Raj | Indore | United Kingdom | Infantry Division | 9,600 | Convert at game start |
33 | British Raj | Jabalpur | United Kingdom | Infantry Division | 9,600 | Convert at game start |
34 | British Raj | Kashmir | United Kingdom | Infantry Division | 9,600 | Convert at game start |
35 | British Raj | Lucknow | United Kingdom | Infantry Division | 9,600 | Convert at game start |
36 | British Raj | Madras | United Kingdom | Infantry Division | 9,600 | Convert at game start |
37 | British Raj | Madurai | United Kingdom | Infantry Division | 9,600 | Convert at game start |
38 | British Raj | Mandalay | United Kingdom | Infantry Division | 9,600 | Convert at game start |
39 | British Raj | Mysore | United Kingdom | Infantry Division | 9,600 | Convert at game start |
40 | British Raj | Orissa | United Kingdom | Infantry Division | 9,600 | Convert at game start |
41 | British Raj | Peshawar | United Kingdom | Infantry Division | 9,600 | Convert at game start |
42 | British Raj | Punjab | United Kingdom | Infantry Division | 9,600 | Convert at game start |
43 | British Raj | Rajahsthan | United Kingdom | Infantry Division | 9,600 | Convert at game start |
44 | British Raj | Sind | United Kingdom | Infantry Division | 9,600 | Convert at game start |
45 | British Raj | West Bengal | United Kingdom | Infantry Division | 9,600 | Convert at game start |
46 | Canada | Southern Ontario | Canada | District Militia | 9,000 | 1st District Militia |
47 | Canada | Southern Ontario | Canada | District Militia | 9,000 | 2nd District Militia |
48 | Canada | Southern Ontario | Canada | District Militia | 9,000 | 3rd District Militia |
49 | Canada | Southern Ontario | Canada | District Militia | 9,000 | 4th District Militia |
50 | Canada | Southern Ontario | Canada | District Cavalry | 3,000 | 4th District Cavalry |
51 | Canada | Southern Ontario | Canada | District Cavalry | 3,000 | 10th District Cavalry |
52 | Canada | Southern Ontario | Canada | District Cavalry | 3,000 | 12th District Cavalry |
53 | Canada | Southern Ontario | Canada | District Cavalry | 3,000 | 13th District Cavalry |
54 | Canada | Saint Lawrence | United Kingdom | Infantry Division | 9,600 | Train from scratch |
55 | Canada | Saint Lawrence | United Kingdom | Infantry Division | 9,600 | Train from scratch |
56 | Canada | Saint Lawrence | United Kingdom | Infantry Division | 9,600 | Train from scratch |
57 | Canada | Alberta | United Kingdom | Infantry Division | 9,600 | Train from scratch |
58 | Canada | British Columbia | United Kingdom | Infantry Division | 9,600 | Train from scratch |
59 | Canada | Manitoba | United Kingdom | Infantry Division | 9,600 | Train from scratch |
60 | Canada | New Brunswick | United Kingdom | Infantry Division | 9,600 | Train from scratch |
61 | Canada | Nova Scotia | United Kingdom | Infantry Division | 9,600 | Train from scratch |
62 | Canada | Saskatchewan | United Kingdom | Infantry Division | 9,600 | Train from scratch |
63 | New Zealand | North Island | British Raj | District Garrison | 9,000 | Deccan District |
64 | New Zealand | North Island | British Raj | District Garrison | 9,000 | Bombay District |
65 | New Zealand | North Island | British Raj | District Garrison | 9,000 | Waziristan District |
66 | New Zealand | North Island | Canada | District Cavalry | 3,000 | 2nd District Cavalry |
67 | New Zealand | North Island | New Zealand | District Force | 6,000 | Northern Military District |
68 | New Zealand | North Island | New Zealand | District Force | 6,000 | Central Military District |
69 | New Zealand | North Island | New Zealand | District Force | 6,000 | Southern Military District |
70 | New Zealand | South Island | United Kingdom | Infantry Division | 9,600 | Convert at game start |
71 | South Africa | Natal | British Raj | District Garrison | 9,000 | Lucknow District |
72 | South Africa | Natal | British Raj | District Garrison | 9,000 | Meerut District |
73 | South Africa | Natal | British Raj | District Garrison | 9,000 | Madras District |
74 | South Africa | Natal | British Raj | District Garrison | 9,000 | Presidency & Assam District |
75 | South Africa | Natal | South Africa | District Brigade | 3,000 | Wiltwatersrand Command |
76 | South Africa | Natal | South Africa | District Brigade | 3,000 | Cape Command |
77 | South Africa | Natal | South Africa | District Brigade | 3,000 | Natal Command |
78 | South Africa | Natal | British Malaya | Infantry Brigade | 3,000 | 1st Infantry Brigade |
79 | South Africa | Transvaal | Canada | District Militia | 9,000 | 6th District Militia |
80 | South Africa | Transvaal | Canada | District Militia | 9,000 | 7th District Militia |
81 | South Africa | Transvaal | Canada | District Militia | 9,000 | 10th District Militia |
82 | South Africa | Transvaal | South Africa | District Force | 6,000 | RH-Transvaal Command |
83 | South Africa | Transvaal | South Africa | District Force | 6,000 | Eastern Province Cmd. |
84 | South Africa | Transvaal | South Africa | District Force | 6,000 | Orange Free State Cmd. |
85 | South Africa | Transvaal | British Malaya | Infantry Brigade | 3,000 | 2nd Infantry Brigade |
86 | South Africa | Cape | United Kingdom | Infantry Division | 9,600 | Convert at game start |
87 | South Africa | Cape | United Kingdom | Infantry Division | 9,600 | Convert at game start |
If you assign all the divisions correctly, then you should have an army that looks something like:
Target TAG | Divisions | Required Manpower | Deployed Manpower |
---|---|---|---|
Australia | 13 | 115,200 | 115,200 |
British Raj | 32 | 307,200 | 310,000 |
Canada | 17 | 134,400 | 134,400 |
New Zealand | 8 | 57,600 | 57,600 |
South Africa | 17 | 115,200 | 115,200 |
Total | 87 | 729,600 | 736,000 |
While positioning troops, begin the British path to fascism. Rush "Organize the Blackshirts". In the events, always "Urge Restraint" and denounce Germany to ensure your stability never falls below 50%, or else you will trigger a civil war. Take George VI instead of Edward VIII for the extra stability. Do not hire advisors or designers, save your political power until after you have secured the dominions.
As soon as you flip to fascism, rush Secure the Dominions. Once done, spend your political power to impose martial law, propaganda campaigns, and flip each Dominion fascist. At the same time, take God Save the King. If you flip the Dominions fascist, you'll then bypass Ceylon Forward Operating Base, Reclaim the Jewel in the Crown, Appeal to Imperial Loyalists, and Bring the Dominions Back into the Fold. Take or bypass these focuses, conquering any Dominions that broke away. Be careful, if Canada breaks away, don't launch a loyalist uprising to reconquer Canada - this will create a new Canada tag that cannot form the Dominion of North America. One these focuses are complete, take Consolidate the British Isles then Unite the Anglosphere, which will grant a war goal on the USA.
Conquer the United States in early 1938, they will go down easily. Naval invade the Philippines just before the USA falls so you can annex them too. Annex all of the continental United States yourself, don't give anything to Canada. Once you've annexed the land, a decision will appear within the next few days to grant all of the USA to Canada, who can core it, if and only if the UK owns every single continental American state and territory. Don't take the decision to grant Canada yet.
Take down Belgium, the Netherlands, France and the Little Entente
While you're taking down the USA, prepare for war with France. If world tension is over 25% then France will guarantee most nations that you justify on. Justify on the Netherlands, who France will guarantee. Once ready, naval invade the Netherlands. Attack the Dutch East Indies too so you can annex them in the peace deal. Do not call your dominions into the war. Rush the Dutch VPs and they'll go down easily. The moment France joins the war, begin justifying on Belgium. You're fascist, so your time taken to justify will be –80% faster while you're at war with a major (France), make use of it. Declare on Belgium, rush its VPs, then rush on Paris to bring France down. Before France falls, start one last justification on a strategic nation like Turkey or Iraq.
If you are moving quickly, then when you take down France you can also annex the Little Entente: Yugoslavia, Czechoslovakia and Romania. France will form the Little Entente because you're fascist. When you DOW France, their Entente Allies will join France's war against you. When you capitulate France, you can also annex all three Entente nations if you have dealt war score against them - occupation, casualties or strategic bombing. Send an airwing of tactical or strategic bombers to conduct strategic bombing over the Entente airzones as well as naval invade Yugoslavia. If Italy is in your faction, naval invade from Italy. Invade right next to Italy's ports on the Dalmatian coast, even though Italy isn't in the war, their ports can still supply your troops if Italy is in your faction. The naval invasion will guarantee Yugoslavia will be at the peace conference. If a Czech or Romanian division surrounds your naval invasion, attack it even if it's suicidal, you just need to deal causalities against the Czechs and Romanians to get them to the peace conference too.
Once France falls, if you've done all this right then you can directly annex all of France, Belgium, the Netherlands, the Dutch East Indies, Yugoslavia, Czechoslovakia and Romania. If you want the French fleet, then you can reduce them to a single island and puppet them, just like you did for the USA, but note that if you puppet France then Germany will DOW them (and by extension you) via their focus tree. Similarly, if you puppet the Dutch East Indies then Japan will get a war goal via focus on the Dutch East Indies and will declare on you in 1941-42.
You now have a couple of options for what to do next.
Option: Annex the minors
One option is to annex most of the global minors while Germany (eventually) eats the USSR and Japan takes care of China. If you annexed Czechoslovakia, then Germany will demand the Sudetenland from you - give it to them. If you starting justifying on Turkey before France fell, launch the invasion of Turkey. You will probably annex Turkey just before Germany invades Poland. If so, then the second Germany attacks Poland, begin fabricating on Poland - the Polish justification will take 30 days because they're in a great power war with Germany. As soon as you finish justifying on Poland, DOW Poland and then begin justifying on an out of the way major, which is probably Sweden by this point. Because you're at war with Poland, the justification will take very little time. Once you're finished justifying on Sweden (or a similar major) DOW them but don't invade. You want to keep this war with Sweden going so you can serially justify war goals on minors in under 25 days.
Spend a few years justifying on and invading global minors: Yemen, Saudi Arabia, Oman, Liberia, Bulgaria, Greece, Siam, Spain, Portugal, and all of Central and South America except Mexico, El Salvador, Venezuela, Peru and Paraguay. Mexico you'll get a war goal on via event. Venezuela, El Salvador and Peru are fascist and will join the Axis if you DOW them, Paraguay is Communist and will join the Comintern, so leave them until the very end. Once you're finished with these minors, or want to start the Imperial Conference, naval invade Denmark to get to Sweden. Build ports on the UK side of the Danish peninsula, then naval invade Sweden, or invade Norway and then Sweden, then capitulate them.
Annex Germany
If you're going for Imperial Super Federation, then you need to annex Germany.
One option is to annex Czechoslovakia after you defeat the Little Entente. Germany will demand the Sudetenland from you, deny their request and they will DOW you. Justify on Luxembourg while at war with Germany and DOW them ASAP.
The other option is to wait for Germany to declare on the USSR then stab Germany in the back. The advantage of this approach is that Germany will eat Poland, Luxembourg and the Comintern for you, however, it will delay the formation of the Super Federation. If you go this route, then wait for Germany to DOW the USSR. Lend lease fuel and a few hundred rifles to Germany to help them out. Take a war goal against Germany via your focus tree. Once the USSR is about to capitulate, DOW Germany. If you do this right, Germany will annex the USSR just before you capitulate Germany, saving you the hassle of invading Russia.
Whichever you choose, it helps that you recruit German spies from the game start and prepare collaboration governments before the war with Germany. Start building the spy network for your first prepare collaboration operation about a year before you plan to DOW Germany.
Option: Annex the USSR
If you've come this far, then why not go for the One Empire achievement? Assuming you take down Germany early, then you'll need to defeat the Russians yourself. They will demand Bessarabia from you because you annexed Romania. Deny their request. If they don't DOW you over it, then take out a war goal against them via your focus tree. Complete the focus to align Iran and Afghanistan too, the second front from the south really helps.
Preparing for the Imperial Conference
Reduce your Dominions' autonomy to Reichskomissariat. The focus for Imperial Conscription helps. Build lots of convoys and lend-lease them to the Dominions. Build infrastructure and civilian factories in the dominions. Take the continuous focus to reduce subject autonomy if you absolutely need to. Save up ~400-500 political power. Take Indian Autonomy as the last focus before beginning the Imperial Conference. Improve relations with your Dominions up to the maximum, then start the conference.
During the Imperial Federation talks, always go with the option where you spend the most political power. If you gave Canada all of North America, then they're less likely to agree to Imperial Federation here. If the talks succeed in every nation agreeing to federation, then give Canada all of North America. Canada will form the Dominion of North America, coring the entire United States, which you will inherit once you complete the final focus, Imperial Federation.
Finally, form the European Union. You already have France, Belgium and the Netherlands. You just need all Italian, German and Luxembourg cores. DOW Germany if you haven't already, then kick Italy from your faction and DOW them. Once you've annexed all the nations you can core the EU states.
Achievements[edit | edit source]


North America |
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Oceania |