Thundax's Pan-Asian Rapid Conquest Guide!
Days 2-3
You wake up and check the map. Waking up on Day 2 (or later day on speed maps) and check what happened while you slept is always a roll of the dice to some degree. Starting so close together something is bound to go down. It's likely that some unit or another died in the night like a low budget horror movie and that happens. You did your best and went with the attack and set some waypoints before you went to bed, a certain amount of the outcome while you sleep is outside of your control.
βThe sea β like life itself β is a stern taskmaster. The best way to get along with either is to learn all you can, then do your best and don't worry β especially about things over which you have no control.β
- Admiral Nimitz
Days 2 and 3 are very similar, and are critical for expansion. Players who are entirely or mostly inactive can be conquered very easily by artillery before they go under AI control on day 4 (or after 2 real life days on speed maps). This is prime time for marching your artillery through the enemy provinces and cities to capture them without even having to be online. The tricky part is identifying who is active and who is inactive.
A variety of outcomes are possible, but regardless, things open up quite a bit on day 2.You will want to continue identifying who might be an inactive target. At some point you will meet some resistance, likely from units that don't fire at range but are trying to catch your artillery and get into close combat with it. Your 9hp artillery lasts only 2 rounds in close combat if it is lucky. It's a game of tag and you're not it hopefully!
Some call it shoot and scoot, some call it kiting, whatever it is, you need to take advantage of it to keep your artillery alive. The move bonus for your artillery makes it as fast as normal infantry. Don't be afraid to occasionally force march your artillery to safety. You lose 5% hp per hour of force march (proportionally fast on speed maps). 5% of 9hp is not a big number so don't sweat it if you need to run away in a tight spot from time to time.
Pan-Asian units have -10% hp, but outside of select offensive exceptions like taking a city quickly , you need to avoid close combat whenever possible the first few days. So artillery needs to stay moving and shooting. Fire Control settings are your best friend for this. Sometimes you get attacked, and I'll go over how to handle that, but avoid getting caught up in melee.
Fire Control settings:
There are 2 main fire control settings that I use from the start, and a 3rd for a little later on.
Offensive Fire
My main go to setting. Anytime the artillery comes within range of an enemy it will stop and fire until there is no more enemy within range, then keep going on it's route. This is how you conquer land overnight. Set an artillery unit walking through multiple enemy cities (ideally inactive but not yet gone AI enemy), and you wake up with that artillery working hard for you all night long baby
Fire At Will
This is the default, all new units come out like this, and non High Command Members have all their artillery like this when not directly commanded. The unit will only fire when it is still and something comes into range, or if it is ordered directly. If you run your artillery around in this setting, it will bravely charge the first enemy it meets, and likely be dead minutes later.
And later... Aggressive
Aggressive is like Offensive Fire but any neutral unit will also be shot at on sight. I use this for patrolling my coast with battleships and subs. Anyone doing a sneaky invasion while at peace will be intercepted by any units on this setting and fired at, before they can get ashore hopefully.
The goal is to keep your artillery unit firing every time it can (every 30 minutes on normal speed). There is a lightning bolt that fills up with red as a unit gets closer to being able to attack again. Become familiar with this and have your artillery move in between shots while being chased. The firing range for artillery takes 30-60 minutes to cover for artillery, so you can keep inching your artillery up to be able to continue swiftly after gunning down the inactive enemy stack. Also useful is running away from someone chasing you but getting a shot in manually every 30 minutesto slowly whittle them down.
Don't be shy, probe your neighbors, and whoever hasn't move much of their starting units and isn't responding to your messages, those cities will soon belong to you with little to no casualties if you have enough artillery. to move through them on offensive fire.
Ideally you can be at 80-120 VP by the end of day 1, to 150-200 VP at the end of day 2, and 250-300 VP at the end of day 3. Keep those artillery producing, moving and shooting through the inactives. Keep identifying new targets, because lots of people go inactive after their first hour of playing. If you identify and take advantage of it right away, you have a huge leg up on your competition.
Research:
The only tech I research on day 1 and usually for day 2 as well, is Artillery level 1 only. All you need. If you research something and don't use it anytime soon, it is wasted resources. Sure you will eventually get Battleships and Tanks, but researching it early on really slows down your artillery assembly line which costs you a lot of potential territory that you won't be able to conquer quickly because you only have 10-12 artillery instead of 20-25. In order to actually use the tech not only do you need to pay for research, but for the unit production building as well as the unit. Only then can you use it, Hours or days later after robbing your Artillery Army of reinforcements and slowing your industry upgrades to pay for your pet vanity project.
As an example, let's look at how much it costs to make your first Light Tank unit:
Total Costs:
Armored Car (pre-requisite), 5250 money, 1000 goods, 1450 steel, 1200 oil, 0:30
Light Tank, 5250 money, 800 goods, 1600 steel, 1300 oil, 2:30 hours
Tank Plant Level 1, 3600 money, 1600 steel, 1250 oil, 750 rares, 0:30
Light Tank unit, 1390 money, 1060 manpower, 400 goods, 800 steel, 650 oil, 3:15
That first Light Tank unit cost you a total of: 15490 money, 1060 manpower, 2200 goods, 5450 steel, 4400 oil, 750 rares, and 6 hours and 45 minutes minimum. Very expensive for your first one so early in the game. To do what exactly? What can that light tank unit do for you that your starting armored cars and infantry can't, and is it really worth it?
Research only has 2 slots which become a bottleneck later in the game, and you can't hold off research for too long. But you will usually run into max tech for a particular unit level limited by game day rather than research slot issues for your key units. It is important to focus research, and I try to avoid researching naval units for a long time to stay focused.
Here are the researches I would start thinking about on day 3, sometimes day 2 if I have an urgent need due to an active neighbor.
Interceptors (countering those players who love their Tactical Bomber stacks)
Armored cars, day 3 once you need more than your starting 2 or 3 and you have a lot of open empty ground to cover
**Light Tanks are possible instead of armored cars but I prefer armored cars because they are slightly faster, have better vision, can scout hidden units, and defend better, particularly against infantry stacks early on.
Naval Bombers, countering invasions and those pesky battleships bombing your coastal cities
Infantry and Infantry level 2, getting ready for a mass upgrade from level 1 to level 3 or 4, on day 3 or day 6 if you need to fight a big battle early (more on this massive upgrade later)
So when you have the resources, upgrade those industries, especially goods, both urban and local industries! You will plunder lots of oil and rares and steel that you don't need for artillery. Use those resources to upgrade your industry further and further. Keep those Ordnance factories pumping out new artillery at all times! No time off allowed for ordnance factory workers for Days 1-4 if you can avoid it
HR note: PTO requests denied for ordnance factory workers first 4 days. Hopefully only limited time off for Industry construction contractors as well
Capitals:
A critical factor in building your overall economy is getting your morale high quickly. For newly conquered provinces raising morale will also prevent rebellion. Whenever you capture a capital, all your provinces go up in Morale by 10%. This is huge for large empires, and is the primary way for large expansionist players to sustain high morale long term. Those small 1 city AI nations are critical for capturing quickly to get the morale boost. Capturing 2 capitals on the first day or 2 is critical to getting your productive core cities up in morale fast. Those little island nations and small AI countries are like tasty snacks for your empire, raising morale. Sometimes you even need to save a tasty snack for later, without taking the capital, as long as only you can get to it so it can't be snatched from you. When you have 30 provinces and capture a capital it can raise your manpower/hour production by 50-100/hr. Then you have 1500 provinces and you capture a capital, it can raise your manpower production by over 1000/hour potentially just from the blanket morale bonus. Capital capture is key to a growing large economy.