Depending on your domestic policies, your population may also play a prominent role In determining what actions you may take: even to the point of making it impossible to declare war on a nation unless public opinion is on your side. Policy settings will also influence the public's demand for consumer goods, and falling to meet these demands will have negative consequences by causing dissent: their overall level of happiness: to become worse. Dissent has two significant impacts: it will cause your troops to begin fighting more poorly; and it will greatly increase the likeli hood of your public rising in open rebellion against you. You can control dissent: reduce it or at least mitigate things somewhat: by allocating a larger share of your IC to the manufacture of consumer goods (though this will reduce your ability to meet the production and supply demands of your military). Providing excesses of consumer goods will reduce dissent, while falling short in this area will cause dissent to increase, You will need to maintain a careful bal -ance between the needs of your military and the happiness of your subjects throughout the game.
Captive populations (the people who live in foreign provinces that you occupy) will be much less interested in working for you and far more likely to rebel than ones who feel that they naturally belong under your rule. Partisans: nationalists who remain loyal to their former government and oppose your occupation: will reduce a province's industrial capacity and supply efficiency and may also become openly militant if you fail to maintain sufficient forces to keep them under control. An alternative to maintaining rigid military control is to voluntarily grant partisans their freedom, allowing them to form a new nation and establish a government of their own. You will lose the majority of the economic benefits from provinces they are granted, but they will generally be friendly towards you if you allow them their sovereignty; while if they achieve freedom on their own, you will lose all economic benefits and the fledging nation will actively side with your enemies and seek to destroy you.
Diplomacy and Trade International diplomacy will also be a significant component of your success. There are many diplomatic options available to you, Including negotiating one-time exchanges of goods, arranging an open-ended trade agreement, forming alliances or declaring war, and your ability to do any of these will depend on the type of relationship you have with the nation involved. Hol2 keeps track of evolving international relationships and bases many of its actions: or its willingness to agree to diplomatic proposals: on these, Fortunately, you have some diplomatic options available to you to improve your relationship with other countries, although any hostile actions you make will tend to undermine these efforts. There are other diplomatic alternatives that will change your relationship: non-aggres-sion pacts, guarantees of independence, or more hostile actions such as engineering a coup of a nation or issuing an outright demand for some of its territory that you feel is rightfully yours.
It's rare that a nation can stand alone against the world, so you will probably wish to be part of an alliance. Although limited alliances are possible between almost any two or more nations, Hol2 considers the three main historical factions to be of paramount importance: the Axis (led by Germany), the Allies (led by the United Kingdom) and the Comintern (led by the Soviet Union). Depending on the actual historical situation, some nations will begin the campaign or scenario already as a member of an alliance, while others will be neutral. As the game progresses, the factions may attemptto influence other nations to join their alliance, or neutral countries may even petition to join an alliance, if they have a good relationship with its members. Alliances may freely mcve forces and trace supply through the territories of their member nations. They will frequently supply friendly forces and can lend divisions or even entire armies to an ally when the situation warrants that they be under their control. Neutral territories must be respected at all times (mcvement and the tracing of supply is prohibited), unless you can negotiate military access for your troops with that nation's government.
The other major diplomatic activity you will conduct is trade. You will probably establish a number of open-ended trade agreements where you and other countries will exchange resources, cash or goods on a daily basis to meet your respective industrial needs. You can also negotiate one-time deals of this nature, or more complex trades that involve the exchange (or purchase) of land or even technological blueprints. You are also able to Simply donate resources, land or blueprints to another nation if you wish.
The success or failure of your diplomatic attempts will depend on the domestic policies, cabinets, political leanings and size of the 1wo nations involved. It will also vary with the attractiveness of a proposal and the relationship that exists between them. Not surprisingly, the more harmonious two nations are, the more likely it is that an offer will be accepted and the more balanced a deal they may be willing to negotiate. Successful diplomacy can even be its own reward, since each successful effort will usually further improve your relationship.
Another key domestic activity you will engage in is the research of new technologies. Some of these will improve your industrial capabilities, but the majority of advances are designed to enhance various elements of your armed forces. You may discover superior military doctrines, better arms and armaments, larger tanks and naval vessels, advanced aircraft with greater range, or more subtle advances such as systems that allow better observation of enemy movements or detection of their forces. You may even decide to pursue and deploy atomic weaponry. Needless to say, falling behind in the arms race is not likely to be a good idea, unless you can meet your enemy with overwhelming force (and even then, victory is not assured).
Research is conducted by funding teams of scientists to work on research projects. The number of projects you can conduct simultaneously will depend on your overall IC (a large nation can have as many as five projects ongoing at a time), and the nation that you select will determine the variety and calibre of your available teams. You will need to assign teams to your projects with some care, since each team will usually have a skill level and also certain areas of expertise associated with it. One that excels at avionics, for instance, can be expected to produce positive results in a new aircraft design far more rapidly than it would if you asked it to work on finding a better hull for your submarines. The length of time it will take to research a project depends on your teams' abilities, their overall skill level, the project's complexity, and your ability to maintain a steady flow of funding to the team.
Once you have achieved a new level of technology, you will need to implement it. In most cases, existing equipment can be improved by allocating IC to its upgrade. Major breakthroughs for technologies that haven't previously existed (as well as significant naval model upgrades) must be manufactured from scratch. You have the option to keep as much obsolescent equipment in the field as you like, upgrade it, or scrap it to recoup some of its manpcwer.
There are many components that must fall into place for a campaign to be successful. Armed forces must have access to a continual flow of supplies and ammunition if they are to remain in fighting form, and they will need strong and capable leaders who are able to command them effectively, maintaining an overall level of discipline and organisation. Factors such as terrain, weather, and the placement of defensive structures will greatly influence their performance: as will'their previous experience in such combat situations.
Supply, Outfitting and Transport Capacity
Your ability to supply, outfit and transport your troops will be vital to your military success, Armies require ammunition and food (supplies) to fight, Motorized vehicles, aircraft and naval vessels will also need fuel (oil) if they are to remain operational. For cverseas engagements, you will also need to be able to mcve men and equipment great distances that are too far (or impossible) to reach by normal means.
You will need to pay attention to (and maintain) your supply chains to avoid having your armies end up in disarray and unable to fight. Supplies are manufactured by allocating IC to their production and then are transported to your forces along your supply chains. This can involve ground supply (using your provincial infrastructure), naval supply (via convoys), air supply (via your airborne transports), or a combination of these: all of which can also be disrupted by enemy actions. If your supply chains are damaged or cut by the enemy, or if you lack sufficient oil and supplies for your military, your chances of survival are exceedingly slim.
There is also the issue of transport capacity to consider. This reflects the infrastructure (roads, railways, etc.) that are in place to mcve large volumes of materials and men in a reasonable period of time. Each province has an infrastructure level (which you can increase) that will limit this volume and can be damaged or otherwise diminished by enemy aerial bombardment. Sea supply demands that you devote enough convoys to the task and have an available port to offload those supplies. If those convoys are left undefended, they can quickly fall prey to enemy submarines, surface vessels and even aerial bombardment, so you will need to provide escorts or other protection for them as well. Airborne supply tends to be very tricky and not particularly efficient, because the capacity of the aircraft is limited, they require fuel to operate, and unless you assign them some protection your enemy's fighters will probably shoot them out of the skies faster than you can replace them. Nevertheless, this is a method of keeping your troops alive until you can find an alternate means of getting resources to them. Don't be surprised to find an enemy actively engaged in disrupting your supply: particularly if he enjoys naval or aerial supremacy. Of course you can employ similar tactics in return, disrupting his supply and encircling his troops to achieve devastating effects.
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