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United States

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United States
United States.png
Capital:
Washington D.C.

Government type:
Democratic, Liberal

Faction:
Neutral

The United States is one of the largest and richest countries in 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 its military might (and optionally get allies by creating or joining a faction), it can easily become a world superpower, similarly to its real-life counterpart.

Geography[edit]

The United States of America is a vast nation in central and north North America. Bordering to the north and east via Alaska is the Dominion of Canada, a British dominion, and the south borders Mexico. Just like these neighbours, the US has both Atlantic and Pacific coastlines, with Florida in the southeast of the nation just over Cuba, and the Aleutian Islands of Alaska in the northwest, very close to the USSR. Also in its territories is the Panama Canal, which is used to transit ships.

Events[edit]

Main article: American events

National focus[edit]

American national focus tree.
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 communismCommunist or fascismFascist the focus is while the closer to the center, the more DemocracyDemocratic the focus.
  • Suspend the Persecution Sub-branch
The communismCommunist sub-branch. It focuses on changing the political party to Communism under threat of Civil War, allying with other Communist Factions and decolonizing the Pacific. It requires Man the GunsMan the Guns.
  • America First Sub-branch
The fascismFascist sub-branch. It focuses on changing the political party to Fascism under threat of Civil War and gaining war goals against other American countries and all other major powers. It requires Man the GunsMan the Guns.
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 army and air technology research boosts
  • Two Ocean Navy Act Sub-branch
This Branch gives naval technology research boosts and production cost modifiers


Technology[edit]

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, the 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 travelled to the USA to continue their work.

Further, as a democratic nation there is a decision to grant refuge to scientists from the Flag of German Reich German Reich and Flag of Italy Italy, trading a minor hit to stability for a boost to research speed.

Army technology Naval technology Man the Guns Air technology Electronics & industry
  • M1 Garand (Infantry Eq. I)
  • GMC CCKW (Motorized)
  • Marines I
  • Engineer Company I
  • Recon Company I
  • Great War Tank
  • 75 mm Gun M1897 (Towed Artillery I)
  • 37 mm Gun M1 (Towed Anti-Air I)
  • 1936 Destroyer Hull
    • Mk 1 Mod 1 DC Rack (Depth Charges I)
    • QCA Sonar/JK H.phone (Sonar I)
  • 1936 Cruiser Hull
    • Type P Mk 6 Catapult (Aircraft Facilities II)
    • 4in Belt/1.75in Deck (Cruiser Armor II)
  • Early Heavy Ship Hull
    • 12.8in Belt/5.5in Deck (Battleship Armor II)
    • 9in Belt/4in Deck (Battlecruiser Armor II)
  • 1936 Carrier Hull
  • 1936 Submarine Hull
  • 5in/38 Mk 12, Mk 21 mt (Light Battery II)
  • 8in/55 Mk 11 (Medium Battery II)
  • 6in/47 Mk 16 (Light Cruiser Battery II)
  • 16in/45 Mk 5 (Heavy Battery II)
  • 46 cm Cannon (Superheavy Battery)
  • 5in/51 Mk 15 (Secondary Battery II)
  • Contact Mine
    • Minelaying Submarine
  • Transport Ship
  • Curtiss P-1 Hawk (Interwar Fighter)
    • Grumman FF 'Fifi' (Interwar Carrier Fighter)
  • Douglas B-18 Bolo (Interwar Bomber)
  • Northrop A-17 (Close Air Support I)
    • Northrop BT (Carrier CAS I)
  • PBY Catalina (Naval Bomber I)
    • Douglas TBD Devastator (Carrier Naval Bomber I)
  • Fuel Storage
  • Fuel Refining I
Doctrines
  • None
Without Man the Guns
  • Clemson Class (Destroyer I)
    • Upgraded Farragut Class
  • Brooklyn Class (Light Cruiser II))
  • Pensacola Class (Heavy Cruiser I)
    • Upgraded Portland Class
  • Lexington Class (Battlecruiser I)
  • New York Class (Battleship I)
    • Upgraded New Mexico Class
    • Upgraded Colorado Class
  • Ranger Class (Carrier II)
    • Upgraded Yorktown Class
  • Porpoise Class (Submarine II)
  • Transport Ship

Cosmetic names[edit]

The USA has several unique names and appearances for various technologies and equipment, listed here. Note that generic names are not listed.

Infantry & motorized techs
Type 1918 1936 1938 1939 1940 1941 1942 1943 1944
Support Weapons BAR & Stokes mortar M1917 Browning MG & M2 60 mm mortar M1919 Browning MG & M1 mortar M1941 Johnson MG & M2 4.2 inch mortar
Infantry Equipment M1903 Springfield M1 Garand M1 Thompson M2 Carbine
Infantry Anti-Tank M1 Bazooka M20 recoilless rifle
Motorized GMC CCKW
Motorized Rocket Artillery Xylophone
Mechanized M2 Half Track Car M3 Half-Track M5 Half-Track
Armor techs
Tech year Amphibious Man the Guns Light (TD/SPG/AA) Medium (TD/SPG/AA) Modern (TD/SPG/AA) Heavy (TD/SPG/AA) Super-Heavy (TD/SPG/AA)
1918 Great War Tank
1934 M2 Light (M6 GMC / NA / NA) T1 Heavy
1936 M3 Stuart (T56 GMC / M8 HMC / T65 GMC)
1939 M3 Lee (M10 Wolverine / (M7 Priest / NA)
1940 LVT-1(A)
1941 Chaffee (T48 GMC / M41 HMC / M19 GMC) M4 Sherman (M18 Hellcat / M12 GMC / NA) M6A1
1942 Sherman DD
1943 T20 M27 (M36 Jackson / M40 GMC / NA) M26 Pershing (NA / T92 HMC / NA) T95
1945 M46 Patton (NA / NA / M42 Duster)

Artillery techs
Tech year Anti-Air Artillery Rocket Artillery Anti-Tank
1934 75 mm Gun M1897
1936 37 mm Gun M1 37 mm Gun M3
1939 105 mm M101A1
1940 40 mm M1 M8 57 mm Gun M1
1942 155 mm M114
1943 90 mm Gun M3 M16 3-inch Gun M5
Naval techs (Without Man the Guns)
Type 1922 1936 1940 1944
Destroyer Clemson Class Sims Class Fletcher Class Allen M Summer Class
Light Cruiser Omaha Class Brooklyn Class Gleveland Class Fargo Class
Heavy Cruiser Pensacola Class Wichita Class Baltimore Class Oregon City Class
Battlecruiser Lexington Class Alaska Class
Battleship New York Class North Carolina Class Iowa Class Illinois Class
Super-Heavy Battleship Virginia Class Montana Class
Carrier Lexington Class Ranger Class Essex Class Midway Class
Submarine S Class Porpoise Class Tambor Class Balao Class
Aircraft techs
Tech year Close Air Support (Carrier) Fighter (Carrier) Naval Bomber (Carrier) Heavy Fighter Tactical Bomber Strategic Bomber Scout Plane
1933 P-1 Hawk (FF "Fifi") B-18 Bolo
1936 A-17 (Northtop BT) P-40 Warhawk (F3F) PBY Catalina (TBD Devastator) P-38 Lightning B-23 Dragon B-17 Flying Fortress
1940 A-20 (SBD-2 Dauntless) P-39 Airacobra (F4F Wildcat) PBM Mariner (TBF-1C Avenger) P-47 Thunderbolt B-25 Mitchell B-24 Liberator
1944 A-26 (SB2C-1s Helldiver) P-51 Mustang (F6F Hellcat) PB4Y-2 Privateer (BTD Destroyer) XP-58 Chain Lightning XB-28 Dragon B-29 Superfortress
Jet Engine Technology
1945 P-80 Shooting Star NA
1950 F-86 Sabre XB-51 B-45 Tornado I

Diplomacy[edit]

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 colony states at the start, However, the USA can take statehood decisions to grant them cores. The Flag of Philippines 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 USA in its diplomatic options: Guaranteeing one more country would cost the USA 550 political power.

The USA does not start as a member of a faction, although it can form the Treaty of Reciprocal Assistance through the focus "Hemisphere Defense" - what members are invited to the faction will depend on what ideology the US is when the focus is completed (it can range from only inviting Paraguay if the US is communist to inviting most of Central/South America if the US is Democratic). On historical, the US will join the Allies after Japan declares war on the Phillipines, largely due to Japan following said declaration with one on the Dutch East Indies and British Malaya.

If the US takes the focus "Unholy Alliance", and the Soviets accept them into the faction, the US is granted a decision that, when the USSR is at war, allows them to annex the USSR if the USSR ever gets a surrender threshold of 20% or lower as long as the US is in the ComIntern (the US needs to be communist if it wishes to join the ComIntern by clicking the "Join Faction" button, but it can take the focus even if it's democratic). Note that this decision does not core the USSR, it only occupies it (likely due to how overpowered said decision would be), although the US does not need to be in the same war as the USSR to take the decision, meaning that if one was to use the decision while the USSR, the nation that had been at war with the USSR would be forced to leave the territory that had previously belonged to the USSR.

Diplomatic rules[edit]

The rules are controlled by their ideology, the ideology of their faction and their national spirit(s). Due to The Great Depression and Undisturbed IsolationUndisturbed Isolation the U.S. requires a higher amount of world tension to join a faction. The latter 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

Politics[edit]

National spirits[edit]

The Great Depression icon
The Great Depression
  • Daily Political Power cost: +1.00
  • Resource Gain Efficiency: -20%
  • Recruitable Population Factor: -50%
  • Consumer Goods Factories: +30%
  • Join faction tension limit: +20%
Although a worldwide phenomenon, the Great Depression started with a stock market crash in the United States and has caused unemployment rates to soar and tax revenue to plummet. The American people and its government have enough to worry about without getting involved in another war.
Home of the Free icon
Home of the Free
  • Ideology drift defense: +20%
  • No.png Cannot join factions lead by another ideology
  • Yes.png Can create factions
USA considers itself a bastion and maybe even the cradle of democracy and liberty. Whatever they choose to be, their values are difficult to compromise, however tempting some opportunities might seem.

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 Speed: +5% and Refining Research Speed: +15%
    • The new leader of the USA becomes Alf Landon, who has the trait Staunch Constitutionalist - Ideology Drift Defense: +50%

With the Man the GunsMan the Guns expansion enabled, the United States starts with an additional national spirit:

London Naval Treaty Signatory icon
London Naval Treaty Signatory
  • Carrier Max Cost: 9500Production cost (naval).png
  • Cruiser Max Cost: 5300Production cost (naval).png
  • Heavy Ship Max Cost: 10000Production cost (naval).png
We have signed the London Naval Treaty and accordingly are restricted in the size of our capital ships.

Ideology[edit]

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 unless Man the Guns Man the Guns is active. 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 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.

Man the Guns introduces the Second American Civil War branch, which is pursued either by going down the "Suspend the Persecution" sub-branch or the "America First" sub-branch. Regardless of whichever branch is chosen, the same broad path begins as a timer starts ticking down to war - Industrialists begin moving factories to their preferred region (North or South), government arsenals are raided, tax income is withheld from the federal government, National Guard formations are mobilized and trained, until secession is declared. Shortly after this point, unless a specific focus is taken, the states of Illinois, Indiana, Michigan, Minnesota, Wisconsin and Ohio declare "neutrality" in the war, becoming the "Neutral States of America". They will no longer be controlled by the player and will sell weapons and equipment to both sides while forming their own defence force and acting as a de facto independent faction. Once the Civil War ends, they will rejoin whichever side won.

Leaders[edit]

Leader Ideology Party In power (1936) Popularity Country name Unique portrait? Leader trait
Franklin Delano Roosevelt democracy Democracy/Liberalism Democratic Party Yes 99% United States Yes Dislikes Germany:
AI Modifier: +200 to antagonize Germany
Harry S. Truman democracy Democracy/Liberalism Democratic Party No, can come to power via event (Death of FDR event) --- United States Yes ---
Alf Landon democracy Democracy/Conservatism Republican Party No, can come to power via event (1936 Election event) --- United States Yes Staunch Constitutionalist: Drift Defence Factor +50%
Wendell Wilkie democracy Democracy/Liberalism Republican Party No, can come to power via event (1940 Election event) --- United States Yes Willkie's New Deal
Thomas E. Dewey democracy Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States Yes ---
Douglas MacArthur democracy Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States Yes ---
Earl Browder communism Communism/Marxism Communist Party USA No, can come to power by coup 1% Communist States of America Yes ---
Douglas MacArthur neutrality Non-Aligned/Loyalism Non-Aligned No, can come to power via event (MacArthur offers for Governement) --- Loyalists Yes American Caesar:
Division Attack on core territory +10%
Division Defense on core territory +10%
Army Chief Cost -25%
Air Chief Cost -25%
Navy Chief Cost -25%
High Command Cost -25%
Wallis I neutrality Non-Aligned/Despotism Non-Aligned No, can come to power via British decision (Declare American Monarchy) --- United Kingdom of America (British Puppet), Loyalists (Independent) Yes Unpolpular Monarch:
Political Power Gain −30% Stability -20%

Socialite Connections: Trade Laws Cost −25%
Economy Cost −25%
Industrial Output +10%
William Dudley Pelley fascism Fascism/Fascism Silver Legion of America No, can come to power by coup or via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes ---
Charles Lindbergh fascism Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes ---
Adam Hilt fascism Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes Great Architect: Construction Speed +1%

Staff and designers[edit]

These are choices of ministers and design companies for the United States.

Political Advisors
Advisor Type Effect Cost(Political Power)
Earl Browder Communist Revolutionary
  • Daily Communism Support: +0.10
  • No Has completed focus Suspend the Persecution
  • Yes Has not started focus Neutrality Act
  • Yes Has not started focus Limited Intervention
150
Harry White Financial Expert
  • Consumer Goods Factories: -5.0%
  • No Has completed focus Reach out to the Ware Group
  • Yes Does not have political advisor Henry Morgenthau Jr.
0
Victor Perlo Economist
  • Production Efficiency Cap: +5.00%

No Has completed focus Reach out to the Ware group

0
Whittaker Chambers Editor
  • Political Power Gain: +5%
  • Stability: +5.00%

No Has completed focus Reach out to the Ware Group

0
Joseph Patterson Editor
  • Political Power Gain: +5%
  • Stability: +5.00%

No Has completed focus America First

50
William H. Regnery Captain of Industry
  • Infrastructure Construction Speed: +10.00%
  • Civilian Factory Construction Speed: +10.00%
  • Refinery Construction Speed: +10.00%

No Has completed focus America First

50
Charles Coughlin Fascist Demagogue
  • Daily Fascism Support: +0.10
  • No Has completed focus America First
  • Yes Has not started focus Neutrality Act
  • Yes Has not started focus Limited Intervention
150
Joseph McCarthy Anti-Communist Crusader
  • Stability: +5.00%
  • Daily Communism Support: -0.10

No Has completed focus Empower the Huac

150
Harold L. Ickes Democratic Reformer
  • Daily Democracy Support: +0.10
150
John Winant Compassionate Gentleman
  • Improve relations opinion: +15 %
150
Robert Taft Silent Workhorse
  • Political Power Gain: +15.0%
150
Cordell Hull Smooth-Talking Charmer
  • Trade deal opinion factor: +10 %
150
Henry Morgenthau Jr. Economic Reformer
  • Consumer Goods Factories: -5 %

Yes Does not have political advisor Harry White

150
Henry Stimson War Industrialist
  • Military Factory Construction Speed: +10.0%
  • Dockyard Construction Speed: +10.0%
  • Fuel Silo Construction Speed: +10.0%
150
Donald Nelson Armaments Organizer
  • Civilian to Military Factory conversion cost: -20 %
150
William J. Donovan Illusive Gentleman
  • Operative Slots: +1
  • Agency upgrade time: -15.0%
  • No Has created an Intelligence Agency La Résistance
  • No More than 50% World Tension
150
Tank Designers
Designer Type Effect Cost(Political Power)
Marmon-Herrington Mobile Tank Designer
  • Armor Research Speed: +15 %
  • Armor:
    • Max Speed: +5 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Chrysler Medium Tank Designer
  • Armor Research Speed: +15 %
  • Armor:
    • Reliability: +5 %
    • Soft Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Detroit Arsenal
  • Armor Research Speed: +15 %
  • Medium Tank Production Cost: -10 %
  • Light Tank Production Cost: -10 %
  • By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.
  • No Has completed focus Main Battle Tank
150
Tank Destroyer Board
  • Armor Research Speed: +15 %
  • Light Tank Destroyer:
    • Production Cost: -10 %
    • Piercing: +10 %
    • Hard Attack: +25 %
  • Medium Tank Destroyer:
    • Production Cost: -10 %
    • Piercing: +10 %
    • Hard Attack: +25 %
  • Heavy Tank Destroyer:
    • Production Cost: -10 %
    • Piercing: +10 %
    • Hard Attack: +25 %
  • By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.
  • No Has completed focus Tank Destroyer Doctrine
150
Army Ordnance Department Heavy Tank Designer
  • Armor Research Speed: +15 %
  • Armor:
    • Armor: +5 %
    • Hard Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Ship Designers
Designer Type Effect Cost(Political Power)
Norfolk Naval Yard Coastal Defense Fleet Designer
  • Naval Research Speed: +15 %
  • Carrier:
    • Production Cost: -25 %
    • Deck size: -20 %
    • Max Range: -50 %
  • Capital Ship:
    • Production Cost: -25 %
    • Armor: -20 %
    • Heavy Attack: -20 %
    • Max Range: -50 %
  • Screen:
    • Production Cost: -25 %
    • Max Range: -50 %
  • Submarine:
    • Production Cost: -25 %
    • Max Range: -50 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Electric Boat Company Raiding Fleet Designer
  • Naval Research Speed: +15 %
  • Carrier:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Deck size: -10 %
  • Capital Ship:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Heavy Attack: -10 %
  • Screen:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
  • Submarine:
    • Sub Visibility: -10 %
    • Surface Visibility: -10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
ฺBrooklyn Naval Yard Atlantic Fleet Designer
  • Naval Research Speed: +15 %
  • Carrier:
    • Armor: +50 %
    • HP: +10 %
  • Capital Ship:
    • Armor: +10 %
    • Heavy Attack: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Newport News Shipbuilding Pacific Fleet Designer
  • Naval Research Speed: +15 %
  • Carrier:
    • Deck size: +25 %
    • Armor: -15 %
    • Max Range: +25 %
  • Capital Ship: Max Range: +25 %
  • Screen: Max Range: +25 %
  • Submarine: Max Range: +25 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Aircraft Designers
Designer Type Effect Cost(Political Power)
North American Aviation Light Aircraft Designer
  • Air Research Speed: +15 %
  • Fighter:
    • Agility: +10 %
    • Max Speed: +10 %
  • Carrier Fighter:
    • Agility: +10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Lockheed Medium Aircraft Designer
  • Air Research Speed: +15 %
  • Heavy Fighter: Reliability: +20 %
  • Tactical Bomber: Reliability: +20 %
  • Scout Planes: Reliability: +20 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Douglas Aircraft Company CAS Designer
  • Air Research Speed: +15 %
  • Close Air Support:
    • Ground Attack: +10 %
    • Reliability: +10 %
  • Carrier CAS:
    • Ground Attack: +10 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Boeing Heavy Aircraft Designer
  • Air Research Speed: +15 %
  • Strategic Bomber: Strategic Bombing: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Grumman Naval Aircraft Designer
  • Air Research Speed: +15 %
  • Naval Bomber:
    • Range: +10 %
    • Naval Attack: +10 %
  • CV Naval Bomber:
    • Range: +10 %
    • Naval Attack: +10 %
  • Carrier Fighter:
    • Range: +10 %
    • Agility: +10 %
  • Carrier CAS:
    • Range: +10 %
    • Naval Attack: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

150
Materiel Designers
Designer Type Effect Cost(Political Power)
Springfield Armory Infantry Equipment Designer
  • Weapons and Equipment Research Speed: +15 %
150
Ford Motor Company Motorized Equipment Designer
  • Motorization Research Speed: +15 %
150
Rock Island Arsenal Artillery Designer
  • Artillery Research Speed: +15 %
150
Industrial Concern
Designer Type Effect Cost(Political Power)
Standard Oil of California Refining Concern
  • Industrial Research Speed: +5 %
  • Synthetic Resources Research Speed: +15 %
150
General Electric Electronics Concern
  • Electronics Research Speed: +15 %
150
General Motors Industrial Concern
  • Industrial Research Speed: +15 %
  • Factory Output: +5 %

No Has completed focus Wartime Industry

150
Theorists
Designer Type Effect Cost(Political Power)
Omar Bradley Superior Firepower Expert
  • Army Experience Gain: +0.05 daily
  • Superior Firepower Doctrine: +15 %
250
George S. Patton Mobile Warfare Expert
  • Army Experience Gain: +0.05 daily
  • Mobile Warfare Doctrine: +15 %
250
DeWitt Clinton Ramsey Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Speed: +10 %
150
Marc Mitscher Naval Aviation Pioneer
  • Naval Experience Gain: +0.05 daily
  • Base Strike Doctrine: +15 %
250
Curtis LeMay Victory Through Airpower
  • Air Experience Gain: +0.05 daily
  • Strategic Destruction Doctrine: +15 %
250
Harold McClelland Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Speed: +10 %
150
Robert Oppenheimer Nuclear Scientist
  • Nuclear Research Speed: +15 %
150
Robert H. Goddard Rocket Scientist
  • Rocket Research Speed: +15 %
150

Economy[edit]

Laws[edit]

Conscription Law Economy Law Trade Law
Disarmed Nation.png Disarmed Nation
  • 1% Recruitable population
Undisturbed Isolation.png Undisturbed Isolation
  • 50% Consumer Goods factories
  • –50% Factory construction speed
  • +50% Factory (type) conversion cost
  • -60% Fuel Gain per Oil
  • -45% Fuel Capacity
World tension.png World tension limit (required for)
  • +20% Join faction
  • +20% Send volunteers
  • +50% Lend-lease
  • +75% Guarantee
  • +100% Generate war-goal
Free Trade.png Free Trade
  • 80% Resources to market
  • +10% Research speed
  • +15% Factory/Dockyard output
  • +15% Construction speed
  • +40% Civilian intelligence to others
  • +20% Navy intelligence to others

Industry[edit]

Factories 1936
Military factory
10 Military Factories
Naval dockyard
22 Naval Dockyard
Civilian factory
127 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.

Resources[edit]

Total resources 1936
Oil.png
Oil
Rubber.png
Rubber
Steel.png
Steel
Aluminum.png
Aluminum
Tungsten.png
Tungsten
Chromium.png
Chromium
846 0 634 210 153 1

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 OilOil and AluminumAluminum, as well as sufficient SteelSteel, and will profit greatly from their exports in the game. However, they lack RubberRubber and ChromiumChromium and so these must be imported. 10 Rubber can be added through a unique National Focus, and several prospecting Decisions are available to expand AluminumAluminum, TungstenTungsten and SteelSteel 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, 634 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 free trade by around 1940 or use its massive reserve of civilian factories to trade for steel.

Military[edit]

The United States military of 1936 boasts the second-largest navy in the world, behind only the Royal Navy, but an army and air force hampered by limited manpower and shortages of equipment.

Army
Type No.
Infantry cropped.png Infantry 35
Cavalry cropped.png Cavalry 1
Army experience.png Total divisions 36
Navy
Type No.
Destroyer.png Destroyer 113
Light Cruiser.png Light cruiser 12
Heavy Cruiser.png Heavy cruiser 15
Battleship.png Battleship 15
Submarine.png Submarine 71
Carrier.png Carrier 3
Navy experience.png Total ships 228
Air Force
Type No.
CAS.png Close air support 168
Fighter c.png Fighter 452
Naval bomber.png Naval bomber 144
Tactical bomber.png Tactical bomber 204
Air experience.png Total planes 968
Army
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 FirepowerSuperior Firepower doctrine has been pre-selected.
Navy
In Man the Guns Man the Guns, the U.S. Navy is one of the strongest navies in the game, beginning the 1936 scenario with a total of 228 vessels, emphasizing submarines over heavier ships. The US can 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 expanding 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.
Naval units list
Name Type Count Production Techyear Design note
Clemson Class* Destroyer 105 1922 DD battery I, AA I, 2xTT I, DC I
Farragut Class Destroyer 8 13 1922 DD battery II, AA I, 2x TT I, DC I, Sonar I, Engine II
Omaha Class* Light Cruiser 10 1922 2xCL battery I, AA I
Oglala Class Minelayer (CL) 2 1922 CL I, AA I, mines
Brooklyn Class Light Cruiser 1936 3xCL II batteries, 2xAA I, scout plane I, AA II, Secondary I, Armor III
Pensacola Class* Heavy Cruiser 8 1922 2xCA I battery, AA I, scout plane I, Secondary I, Armor I
Portland Class* Heavy Cruiser 2 1936 2xCA I battery, AA I, scout plane I, Secondary I, Armor II
New Orleans Class Heavy Cruiser 5 2 1936 2xCA II battery, 2x AA I, scout plane I, Secondary I, Engine I, Armor II
Wichita Class Heavy Cruiser 1 1936 2xCA II battery, 2x AA I, scout plane I, Armor III
S Class* Submarine 59 1922 TT I
Barracuda Class* Submarine 9 1936 TT I, Engine I
Porpoise Class Submarine 3 1 1936 TT I, Engine II
Lexington Class* Carrier 2 1922 3xHangar, AA I, Secondary I
Ranger Class* Carrier 1 1936 3xHangar, AA I, Engine I
Yorktown Class Carrier 2 1936 3xHangar, AA I, Secondary II
New York Class* Battleship 3 1922 2xBB I batteries, AA I, scout plane I, 2xSecondary I, BB Armor I
Pennsylvania Class* Battleship 9 1922 2xBB I batteries, 2xAA I, scout plane I, 2xSecondary I, BB Armor II
Colorado Class Battleship 3 1922 2xBB II batteries, 2xAA I, scout plane I, 2xSecondary I, BB Armor II
* marks a variant as "obsolescent".
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 can 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 Man the Guns)
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
Air Force
As of Man the Guns Man the Guns, the air force consists of 968 aircraft, including 384 Curtiss P-1 Hawk fighters, 96 Northrop A-17 CAS aircraft, 108 PBY Catalina 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'.
Military Command Staff
Chief of Army
Candidate Type Effects + requirements Cost (Political Power)
Douglas MacArthur Army Morale (Expert)
  • Division Recovery Rate: +8%

YesDouglas MacArthur is not the current country leader

150
George Marshall Army Drill (Expert)
  • Division Training Time: -10%
150
Dwight D. Eisenhower Army Offense (Expert)
  • Division Attack: +10%
150
Walter Krueger Army Planning (Expert)
  • Planning Speed: +10%

No Has completed focus War Plans Division

150
Chief of Navy
Candidate Type Effects + requirements Cost (Political Power)
Ernest King Naval Reformer (Expert)
  • Naval Experience Gain: +10%
150
Chester W. Nimitz Commerce Raiding (Expert)
  • Convoy Raiding Efficiency: +15%
150
William Halsey Jr. Naval Aviation (Expert)
  • Naval Air Attacks from Carriers: +6%
  • Naval Air Targeting from Carriers: +7%
  • Naval Air Agility from Carriers: +8%
150
Chief of Air Force
Candidate Type Effects + requirements Cost (Political Power)
Henry Arnold Air Reformer (Genius)
  • Air Experience Gain: +10%
150
Carl Spaatz Night Operations (Expert)
  • Night Operations Penalty: −20%
150
George Kenney Air Safety (Expert)
  • Air Accidents Chance: −10%
150
Charles Lindbergh Pilot Training (Genius)
  • Air Wing Training Experience Gain: +15%
  • Fighter: Fuel Usage: -10%
  • Heavy Fighter: Fuel Usage: -10%

No Has completed focus Send Lindbergh to Germany

50
Military High Command
Candidate Type Effects + requirements Cost (Political Power)
Courtney Hodges Commando (Expert)
  • Special Forces Attack: +15%
  • Special Forces Defense: +15%
150
Joseph Stilwell Army Logistics (Expert)
  • Division Attrition: −8%

Yes Not: Joseph Stilwell sent to China

150
Mark W. Clark Infantry (Expert)
  • Infantry Attack: +10%
  • Infantry Defense: +15%
150
Jimmy Doolittle Strategic Bombing (Expert)
  • Strategic Bombing: +5%
  • Bomber attack: +2%
  • Bomber defense: +2%
  • Bomber agility: +2%
150
John K. Cannon Close Air Support (Expert)
  • Close air support attack: +3%
  • Close air support defense: +3%
  • Close air support agility: +3%
150
Claire Lee Chennault Tactical Bombing (Expert)
  • Ground support: +15%
150
Raymond Spruance Naval Air Defense (Expert)
  • Naval AA Attack: +15%
150
Frank Jack Fletcher Carriers (Expert)
  • Sortie efficiency: +15%
150
Thomas C. Kinkaid Amphibious Assault (Expert)
  • Amphibious Invasion Speed: +10%
150

Strategies and Guides[edit]

Waking the Giant[edit]

Flag of United States 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 with only 10 Military factory Military factories so building land forces will be slow. Patience will be needed to overcome those obstacles. To overcome the effects of the great depression, as early as possible go down the WPA line in the national focuses list. Please note that passing each stage, starting with Agricultural Adjustment Act, there is a 230 day wait period to pass the next stage. That means that you can pass three other national focuses and then will have to wait 20 days for the next stage to be available. It's worth the delay even though you are not continually running a national focus.

The production limitations do affect naval construction. Early construction should be a mixture Infrastructure Infrastructure along with civilian factories for the first two years. Repeat this cycle until the production issues can be solved and to grow your economy. The player will need to trade for RubberRubber and ChromiumChromium 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 and light cruisers to small fleets, perhaps 1 CL to 15 DD, to serve as flotillas for Convoy EscortConvoy Escort in safer zones. The older DDs will not be able to last long as screens against the Japanese Fleets. 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 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 centre on the Asiatic Fleet in the Flag of Philippines Philippines, a Hawaiian Fleet and one on the West Coast. Assign your best Admirals to those fleets, especially the Philippines. The goal is to make carrier groups of 2 CV, 3 BB, 4 CA, 4 CL and 15 DD. Try to avoid building larger fleets than that or you will not be able to guard enough areas, South China/Philippines/Bismarck Seas plus enough to move onto new areas in an island-hopping campaign. By the time the war starts you may have four or more of these fleets created. It should be more than sufficient especially if you have a mixture of level 2 ships in your Task Forces. A second reserve fleet may be needed in the Philippines to combat losses of ships and swell the ranks of the Asiatic Fleet.

Do not try to train troops until sufficient equipment is produced.

Preparation in the Pacific[edit]

When able, begin building air bases in the Pacific to ward off naval invasions. 115 each of strategic bombers and heavy fighters should do. Suggested locations would be Midway, Attu Island and Guam. Radar stations and coastal defences should be constructed as well. Flag of Japan Japan will especially attempt to take Guam but the naval bombers and defences 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 defence 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. It should only be necessary to leave a garrison on islands with an airbase or urban area.

The Flag of Philippines Philippines is the lynchpin of the Pacific. A buildup of coast defences near ports, radar, anti-air, and a large buildup of strategic bombers and heavy fighters are needed to guard the South China and Philippine Seas against 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 defence 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 Manila 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. Try to protect these convoys with 2x the number of DD than the number of divisions. It is also necessary to move newly-trained divisions to defend the Philippines.

It is also recommended to use your carrier and naval forces to help defend one's land. More divisions will have to be based, too. Note that this may NOT ward off formidable invasions.

Avoiding the Pacific War[edit]

As of the 1.7 Hydra patch (it is not clear whether this is achievable in an earlier patch), the player can avoid going to war with Flag of Japan Japan entirely if one so wishes.

The usual war between the U.S. and Japan begins with the Japanese Focus Secure the Philippines, upon the completion of which Japan gets a war goal against the Flag of Philippines Philippines. The player can reduce the autonomy of the Philippines beforehand by building factories and/or sending lend-lease, and later annex them using the puppet system. This can be done much earlier than the aforementioned Japanese Focus under historical AI, given the industrial capacity that the U.S. possesses. This way, Japan will get a war goal against the non-existent Philippines and therefore cannot declare war, thus allowing the U.S to focus entirely on the war in Europe.

It should also be noticed that this strategy does not stop Japan from declaring a war against the Allies(namely, it gets war goals against Flag of Dutch East Indies Dutch East Indies and Flag of British Malaya British Malaya through the focus Strike on the Southern Resource Area), which the U.S. is usually a member of. However, The player can simply stay out of this war by refusing any call to arms.

Turning the US Red[edit]

While the US's democratic path is powerful, due to it's slow start usually requiring the player to, at the earliest, wait until the Panay Incident, the player can get to war much faster if it opts to abandon Democracy and embrace an alternate idea - in this case, Communism. Siding with Stalin and/or Mao is far more interesting of a game, and in the case of Mao, can hilariously derail the Sino-Japanese war by forcing the nationalists and Japanese to adjust to a third faction entering if one takes "Secure China".

First, one should do only industrial/electronics research up until after the Second American Civil war - while some military research every now and then is fine, what you research will be shared by the rebels (researching Fighter 1s is fine, but stick mostly to industrial and electronics research). Second, do not build any factories in the 13 states that will form the Confederacy - the states in question were the same ones that revolted in the original American Civil War (the Carolinas, Mississippi, Florida, Alabama, Georgia, Louisiana, Texas, Virginia, Arkansas, and Tennessee); while building a few factories there is fine for the missions to get congressional support for the focuses that require it, focus the majority of your development in the North. The biggest threat to you in this war is not the Confederacy, but rather, the threat of running out of oil - train 10 cavalry units, station 5 near Texas, and 5 near Virginia - the former will be used to rush the victory points near Texas (securing the oil supplies) and the latter to rush the capitol (which has a very good chance of being Richmond). In addition to these 10 cavalry units, divide up your starting army into 1 group of 24 units (station these along the border from the coast, along the Maryland-Virginia border, to the end of Tennessee on the same line), and 1 group of 12 units (station these along the Texas border).

For focuses, Rush the Agricultural Adjustment Act, hire the silent workhorse (you can ditch him later, but for now, we need Political Power) then take Suspend the Persecution and Reach out to the Wares Group. Hire Earl Browder to begin flipping to communism. While there are two branches that can lead to the US going to the inevitable Second American Civil War, you will have to take Union Representation Act to re-admit the Confederate States to the Union anyways, so go down that path. When you get the event about protests, don't back down - if you have been doing Small Lobbying Effort as soon as it's available, you'll be able to afford the hit in Congressional support. Afterwards, rush Guarantee the American Dream - this will prevent the Midwest from forming a neutral block of states. Afterwards, take Worker Management Act to get rid of what's left of the Great Depression debuff. Save up at least 150 political power - thanks to the civil war, you'll be able to get rid of Undisturbed Isolation (if you flip to Communism during or shortly before the civil war, you could even go to War Economy) - if you take Selective Service Act, you can also go from Disarmed Nation to Limited Conscription (if you don't wish to take that focus, just save up 450 political power). Additionally, while you'll have removed the economic debuffs by the time you complete Re-Integration, you can still take Federal Housing Act for additional building slots if you haven't flipped to communism (you'll be able to bypass Fair Labor Standards Act thanks to the focuses you can access after Union Representation Act).

When the war kicks off, change your economic laws (and recruitment laws if you wish), then start pushing downwards - during the war, every time you capture a state's victory points, you'll gain 2 divisions. Either incorporate them or use them in your existing forces; just keep on pushing. Eventually, you should be able to capitulate the Confederates - annex everything. Re-integrate all the states as soon as you can, and flip to communism through "Democratic Socialism". Decide if you want to Secure China or join the USSR - if you choose the former, either wait until Communist China forms it's own faction, or instead, take the focus "Hemisphere Defense" to form your own faction and then take "Secure China" - unless you begin flipping other countries in South America communist, the only other members you'll have are the Phillipines and Paraguay , although since you won't have anyone else guaranteeing them, you could also just declare and puppet all other nations (you can also boost ideology if you wish). If one opts to join the USSR, take the focus "Unholy Alliance" - while the USSR will accept your request to join the ComIntern without the focus, if you take the focus, you'll be able to Join the Unions, which will annex them if they are more than 80% of the way to capitulation (even if not in the war - and if you join the unions but aren't in the war, whoever was close to capitulating the USSR will be pushed back to their starting borders; this can make it hilarious against the Axis).

While you can liberate the Phillipines through a focus, one should hold off until the Phillipines flips to communism - do this through the "Socialist Education" decision. After they flip, go ahead and liberate them.

By this time, you should have gotten the Panay Incident if you haven't already - while the historic thing would be to demand compensation, as we're already derailing history, instead use it to gain a war goal. Use either the Phillipines (if you decided to Secure China) or Vladivostok (if you decided to join the ComIntern) to naval invade mainland Japan. Because Japan is likely still involved in China, they won't have many forces in the Home Islands. You can capitulate the Japanese and puppet them to have two of the most powerful navies at your control. Feel free to give Communist China Manchukuo to prepare them for their inevitable war with Nationalist China. With the threat in the Pacific dealt with, you can now focus on spreading the word of Marx in the European theater.

If you're playing single player and wish to go for Georgia on my Mind, take Unholy Alliance, and wait for the Germans to come close to capitulating the Soviets, but don't join the war - when the decision is available, Join the Unions; as you're not at war with Germany, you'll force them back to their borders. Then, take Monroe Doctrine and take the decision to ask for the British territories - if they agree, congrats, you get the achievement! If not, station your fleet in the Baltic Sea and your troops in West Russia, and use the war goal to declare on the British and ask the Germans for Military Access - as you're at peace when this happens and are fighting a common enemy, you'll get it. Stage naval invasions from Wilhelmshaven to Hull or Newcastle, and the British should go down quickly. As you only really need South Georgia, odds are that you should be able to take the island (which the Germans will likely not take unless they can't take anything else).

If you wish to use this to go for the Arsenal of Democracy achievement, you must flip back to Democracy, but you don't have to worry about that - the US's Democratic Advisor, Harold L. Ickes, can be hired at any point, so after you get ahold of the required number of Military Factories (if you can join the Unions and annex Japan, you should have more than enough or at the very least, enough building spots to do so; alternatively if you manage to annex the 4 Major European Powers in a peace deal, you should have more than enough), hire Ickes and flip back to Democracy. Note that while the US can flip through having a high enough ideology, they can only do so in the regularly scheduled elections, meaning that if you don't have enough support by 1944, you'll have to wait until you get to 1948 to flip (as such, fire Earl Browder once you flip to communism).

Achievements[edit]

Arsenal of Democracy icon
Arsenal of Democracy
As the U.S.A., have more than 300 military factories.
Georgia On My Mind icon
Georgia On My Mind
As the U.S.A., own and fully control all three Georgias.
History Repeated Itself icon
History Repeated Itself
As the U.S.A., Win against the Confederate States. Again.
Team America icon
Team America
As the U.S.A., drop a nuclear bomb on Paris.
To Arms in Dixie! icon
To Arms in Dixie!
As the U.S.A., start a new civil war as the South.
Underpaid, Undersexed, and Under Eisenhower icon
Underpaid, Undersexed, and Under Eisenhower
As the U.S.A., assume faction leader of the Allies, and have over 50 expeditionary divisions from the United Kingdom.