Imagine being Hitler and learning you're suddenly surrounded by Soviets after the French and British takeover. It'd give him so much legitimacy because his Bolshevik conspiracy turned out to be true
If I just want to annex all the colonies quickly and then "play normally" I should after winning the civil war just take all the colonies in the treaty and rush the Imperial Federation focus to get most of the colonies cored, right? Even skipping the Netherlands stuff and disbanding own navy.
"Speedrun isnt a superior playstyle, play the game as you like" Me after i got the "Holy roman and empire" , "Stalin how many guns he has" & " Collect all rome" achievments in early 1937 after i spent 7 ingame years trying to get "Pizza time" : BRO IT IS SUPERIOR!
@@m3an When have you last tried this method to invade the uk immediately? Because I did prelaunch and put fleet before i declared and got about 30-40% naval supremacy
Question - When you said you have 15 to 21 days before you have to select an event option (1-7 excluding the event cooldown period), did you find this in the game files? I say this because I'm looking through the game files now, and this is the code that I've found: common/on_actions/10_toa_on_actions.txt, line 737 is what triggers the event for the USA about an American country coming under attack, and fires 24 hours after your declaration of war. events/TOA_generic_events.txt, line 2638 contains south_american_events.50, which contains "is_triggered_only = yes" as opposed to "trigger = { }", so it's firing for the USA is not random. From here, we will assume that the AI will always pick the option to send you the ultimatum, which fires event south_american_events.51 for the aggressor country (The AI will always pick event options immediately upon them getting the event). At lines 2677 & 2678, the event is fired with "days = 5, random_days = 3". This adds five days (120 hours) onto the initial 24 delay the USA, plus a random number of hours (0-72 inclusive) from when you declare war to when you receive the event from the USA telling you to back down (south_american_events.51). Doing the maths, you have the 24h initial delay for the USA to get the event, 120 hours + 0-72 random hours for you to get the event demanding you leave, and 336 hours for the event to time out, giving you anywhere from 480-552 hours (20-23 days) to end the war.
Wow, very impressive. I tried looking through the code, but I couldn't quite make sense of it and have had some bad experience with timers nor working as expected, too, so I pretty much just went by experience. Should've known better, since that's always a trap. Thank you for digging into the details!
Could you do a Speedrun involving getting rid of the man with the funny moustache? There has to be a fast way to form the HRE no? at least faster than the usual late 43/44
I did a speedrun to form the HRE, but it's on an older version and it involves exploits that have since been patched. You can nevertheless use this exact opening and transition into the civil war right after. It takes slightly longer, since you of course cannot take the Rhineland focus. And make sure to avoid a delay between the end of the war with the Allies and the start of the civil war to avoid the Hindenburg event from triggering.
@@m3an well the question remains if you have to keep the Netherlands and Britain alive so they refuse to lift the exile on Wilhelm II and you can still click the decisions to get Victoria onto the throne or if this works if they are technically gone and if there's a way around the insane justification time against Switzerland because you will never be able to do the corresponding focus since France is dead
@@12345DJay Yes, you would need to take the Netherlands afterwards. Britain doesn't matter. Afaik the decisions work with Britain annexed as well, but you can also release them as a puppet if needed. Justification time against Switzerland is indeed an issue. Even with max modifiers and the backroom stabber, it takes 220 days or something. I would suggest to disable By Blood Alone to get rid of Switzerlands nat spirit or suffer through the justification time.
@@m3an so i sort of got this to work, or rather would have, i don't know why but i almost never get enough air superiority over southwest germany to fire off my paratroopers which turns into a major bottleneck considering the timing is already tight because of the Hindenburg. This is a massive issue. Is there any way to guarantee that the paradrop works aka the Allied airforce not being around? (not deploying your own airforce doesn't work for some reason)
@@12345DJay You're jumping from the wrong airport then. Use the one north of Dortmund, it's in a different air region. There's also another way to go about it, but it's very time sensitive. Happy to explain if jumping from a different airport doesn't fix it.
Are you playing with mods maybe? Because there's nothing in the base game that prevents you from building in DMZs. You just cannot place divisions there.
>Jokes about US electoral gridlock effecting foreign policy >Aid bill passes three days later out of nowhere Did Mike Johnson watch this video? That's the only logical conclusion I can draw from this.
Paradox: We're going to fix these issues. M3an: All of the allies and South America capitulates in 1936. That was a lot of angry letters the US sent you.
You can get an extra immediate 2.2% world tension by disbanding your faction and forming one with Italy. You can boot them by April 28th and then reform with Yugoslavia. However that costs an early 10 political power so ... Alternatively, you could send volunteers to ethiopia or Italy to get a slight boost.
I tried the faction method extensively. It was still fresh on my mind from the Italy world conquest. But I couldn't get it to work. The 10pp are the problem. It delays justifying on the USA and if you do it after, you can't kick Italy in time. Volunteers though...