Soviet Union

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Soviet Union
Soviet Union.png
Capital:
Moscow

Government Type:
Totalitarian Regime

Faction:
Comintern (Leader)

The Soviet Union (officially “Union of Soviet Socialist Republics” or “USSR”) is a major country and the leader of the Comintern faction. It is rich in both human and natural resources and has decent technology. It controls almost the entire northern third of Asia as well as the eastern edges of Europe.

Events[edit]

Main article: Soviet events

National focus[edit]

Soviet national focus tree.
Main article: Soviet national focus tree

Flag of Soviet Union Soviet Union, as one of the seven major powers, got a unique national focus tree.

The Soviet focus tree includes four, both historical and alternative, branches:

  • Finish the Five Year Plan focuses on development of infrastructure and factories
  • Stalin Constitution focuses on manpower and research
  • Found the PCDI is the main diplomatic tree that focuses on international relations
  • Permanent Revolution / The Great Purge focuses on internal restructuring to unlock the full power of the Soviet Union.


Technology[edit]

Army Technology Naval Technology Air Technology Electronics & Industry
  • Infantry Eq. I
  • Motorized
  • Mountain Infantry I
  • Paratroopers I
  • Engineer Company I
  • Recon Company I
  • Military Police I
  • Great War Tank
  • Light Tank I
  • Towed Artillery I
  • Destroyer I
  • Light Cruiser I
    • Upgraded Leningrad Class
  • Heavy Cruiser I
  • Battlecruiser I
  • Battleship I
  • Submarine II
    • Upgraded Series IX
  • Transport Ship
  • Interwar Fighter
  • Interwar Bomber
  • Fighter I
  • Naval Bomber I
  • Strategic Bomber I
  • None
Doctrines
  • None

Research and production[edit]

These are the choices of design companies and theorists for the Flag of Soviet Union Soviet Union.

Tank designers
Designer Type Effect Cost (Political Power)
Morozov Design Bureau Mobile Tank Designer
  • Armor Research Time: -10 %
  • 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
Astrov Design Bureau Tank Designer
  • Armor Research Time: -10 %
  • 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
OKMO Heavy Tank Designer
  • Armor Research Time: -10 %
  • 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)
Nevskoye Design Bureau Ship Designer
  • Naval Research Time: -10 %
150
Aircraft designers
Designer Type Effect Cost (Political Power)
MiG Design Bureau Light aircraft designer
  • Air Research Time: -10 %

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
Ilyushin Design Bureau Medium aircraft designer
  • Air Research Time: -10 %
  • Heavy Fighter: Reliability: +20 %
  • Tactical Bomber: Reliability: +20 %

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

150
Tupolev Design Bureau Heavy aircraft designer
  • Air Research Time: -10 %
  • Strategic Bomber: Strategic Bombing: +10 %

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

150
Yakovlev Design Bureau Naval aircraft designer
  • Air Research Time: -10 %

Naval Bomber:

  • Operational Range: +10 %
  • Naval Attack: +10 %

CV Naval Bomber:

  • Operational 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)
GAZ Motorized Equipment Designer
  • Motorization Research Time: -10 %
  • Motorized Rocket Artillery Research Time: -50 %
150
Tula Arms Plant Infantry Equipment Designer
  • Small Arms Research Time: -10 %
150
Grabin Design Bureau Artillery Equipment Designer
  • Artillery Research Time: -10 %
150
Industrial concerns
Designer Type Effect Cost (Political Power)
Stalingrad Tractor Factory Industrial Concern
  • Industrial Research Time: -10 %
150
Leningrad Industrial Institute Electronics Concern
  • Electronics Research Time: -10 %
150
Theorists
Theorist Type Conditions ( Purged?, etc ) + Effects Cost (Political Power)
Georgy Zhukov Mass Assault Expert YesNot: Purged by: Trotsky

NoHas completed focus Positive Heroism

  • Army Experience Gain: +0.05 daily
  • Mass Assault Doctrine: -10 %
250
Sergey Gorshkov Naval Theorist YesNot: Purged by: Trotsky
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Time: -7 %
150
Sergei Rudenko Close Air Support Proponent YesNot: Purged by: Trotsky
  • Air Experience Gain: +0.05 daily
  • Battlefield Support Doctrine: -10 %
250
Mikhail Tukhachevsky Mass Assault Expert YesNot: Purged by Stalin
  • Army Experience Gain: +0.05 daily
  • Mass Assault Doctrine: -10 %
250
Vladimir Tributs Grand Fleet Proponent
  • Naval Experience Gain: +0.05 daily
  • Fleet in Being Doctrine: -10 %
250
Alexander Golovanov Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Time: -7 %
150
Boris Shaposhnikov Military Theorist
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Time: -7 %
150
Sergei Korolev Rocket Scientist
  • Rocket Research Time: -10 %
150
Igor Kurchatov Nuclear Scientist
  • Nuclear Research Time: -10 %
150

Politics[edit]

National spirits[edit]

Trotskyite Plot? icon
Trotskyite Plot?
  • National unity: −20%
Paranoia and pathological distrust stemming from old power struggles impact the leadership of this nation.
Home of the Revolution icon
Home of the Revolution
  • Ideology drift defense: +50%
  • Yes.png Can create factions
Comrades, with the defeat of the vile Trotskyite counter revolutionaries we were able to focus on defending the revolution. Our goal, our hope, our slogan is Socialism in One Country. We will build a bountiful socialist utopia here in the Soviet Union and the rest of the world will inevitably embrace it.


Diplomacy[edit]

Brief summary of the state of diplomacy in 1936, including wars, puppets and alliances.

Political parties[edit]

Political party Ideology Popularity Party leader Country name Is ruling?
All-Union Communist Party Communism Communist 88% Joseph Stalin Soviet Union Yes
Trudoviks Democracy Democratic 10% Alexander Fyodorovich Kerensky Russian Federation No
RFP Fascism Fascist 2% Konstantin Rodzaevsky Russian Empire No
Non-Aligned Neutrality Non-Aligned 0% Random leader Russia No

Economy[edit]

A brief summary of the state of the nations economy in 1936.

Laws[edit]

Conscription Law Economy Law Trade Law
Volunteer Only.png Volunteer Only
  • 1.5% Recruitable population
Civilian Economy.png Civilian Economy
  • 30% Consumer Goods factories
  • –30% Factory construction speed
  • +30% Factory (type) conversion cost
Export Focus.png Export Focus
  • 50% Resources to market
  • –5% Research time
  • +10% Factory/Dockyard output
  • +10% Construction speed

Industry[edit]

Factories 1936
Military factory
36 Military Factories
Naval dockyard
6 Naval Dockyards
Civilian factory
42 Civilian Factories

Resources[edit]

Total resources 1936
Oil.png
Oil
Rubber.png
Rubber
Steel.png
Steel
Aluminum.png
Aluminum
Tungsten.png
Tungsten
Chromium.png
Chromium
224 0 652 156 102 416

These numbers represent the available resources, depending on trade law a certain amount may be traded away.

Military[edit]

1936 Scenario The player starts the game with 1.22M in manpower available and the monthly gain for manpower is 2.95k. The player starts with the Volunteer Only conscription law, providing 1.50% of the player's core population as manpower, totaling 2.42M. 1.13M of this manpower at game start is tied up in the army, 30.68k in the air force and 28.10k in the navy. The Soviet Union has a population of 161.29 million.

1939 Scenario: The player starts the game with 5.92M in manpower available, the monthly gain for manpower is 9.85k, the player starts with Extensive Conscription, providing 5.00% of the core population in manpower while inflicting a -10% penalty to division training time. The total manpower is 8.06M, with 2.02M tied up in the army, 84.26k in the air force and 37.10k in the navy.

Army[edit]

Army 1936 Scenario

91Infantry.pngInfantry Divisions 11Light tank.pngLight Tank Divisions 1Motorized.pngMotorized Division 22Cavalry.pngCavalry Division 13Mountaineers.pngMountaineer Division

1936 Scenario: The player begins the game with 91 Infantry divisions, of which 18 are Reserve NKVD Divisions with Military Police. Additionally, the player has 22 Cavalry divisions, 13 Mountaineer divisions, 11 light tank divisions and 1 Motorized Infantry division. The player begins the game producing Infantry Equipment I at 38.50/day with 7 factories; Support Equipment 1 at 1.37/day on 2 factories; Towed Artillery at 5.50/week on 1 factory; Light Tank I at 1.03/day on 3 factories; and Motorized at 2.31/day on 3 factories. However Motorized units lack rubber and have a -30% to production speed. The player has 18 additional military factories that can allotted to production. The army is fairly average in the beginning, but the Soviet doctrine tree gives them a higher reinforce chance as well as either Large Front Operations or People's Army. It is up to the player upon reaching those decision points as to which line to pursue.

Army 1939 Scenario

163Infantry.pngInfantry Divisions 24Light tank.pngLight Tank Divisions 5Infantry.pngParatrooper 25Cavalry.pngCavalry Division 20Mountaineers.pngMountaineer Division

1939 Scenario: The player begins the game with 163 Infantry divisions, of which 19 are Reserve NKVD Divisions with Military Police. Additionally, there are 25 Cavalry divisions, 20 Mountaineer divisions, 24 Light Tank divisions and 5 Paratrooper divisions. The player begins with Infantry Equipment I at 204.00/day on 15 factories; Support Equipment at 5.10/day on 3 factories; Towed Artillery at 3.88/day on 2 factories; Light Tank 2 at 3.77/day on 5 factories; and Motorized at 9.52/day on 5 factories. However, the player's Motorized units lack rubber and have a -30% to production speed. The player has 18 additional military factories free for any choice of production. Land Doctrine in 1939 is currently at either Large Front Operations or People's Army with Defense in Depth and Pocket Defense as well as Mass Assault having already been completed.


Examples of alternative division template names for the Soviet Union include:

  • Mountaineers - Gornostrelkovaya Diviziya
  • Marines - Morskaya Pekhota
  • Paratroopers - Vozdushno-Desantnaya Diviziya
  • Motorized - Motostrelkovaya Diviziya
  • Mechanized - Mekhanizirovanaya Diviziya
  • Armor - Tankovaya Diviziya or Tankovyj Korpus

Navy[edit]

Capital ships 1936 Scenario
Battleship.png
3 Battleships
Screens and Submarines 1936 Scenario
Light Cruiser.png
4 Light Cruisers
Destroyer.png
17 Destroyers
Submarine.png
43 Submarines

1936 Scenario: The player starts the game with only 3 Battleships, 4 Light Cruisers, 17 Destroyers and 43 Submarines. For production, the player only has 6 naval dockyards to begin with. The players dockyards are initially producing 4 Destroyer Is and 31 Submarine IIs, the latter across three separate production lines. While the player can cancel these productions, the first of the four destroyers is set to be completed by March 12th 1936 and all three of the Submarine lines are set to complete another sub by March 21st 1936, so to avoid any loss of time and production, simply finish these in production before canceling or changing the lines to a different ship class. Naval technology at game start in 1936 includes all of the 1922 ship classes except for carriers, but none of the 1936 ship classes. The Soviets also start with the Vaval Doctrine Fleet in Being, providing +10 organization to Battleships, Battlecruisers, and Heavy Cruisers.

Capital ships 1939 Scenario
Battleship.png
3 Battleships
Heavy Cruiser.png
1 Heavy Cruiser
Screens and Submarines 1939 Scenario
Light Cruiser.png
4 Light Cruisers
Destroyer.png
33 Destroyers
Submarine.png
86 Submarines

1939 Scenario: The player starts the game with 3 Battleships, 1 Heavy Cruiser, 4 Light Cruisers, 33 Destroyers and 86 Submarines. For production, the player only has 8 naval dockyards to being with. Dockyards are initially assigned to two separate production lines of 14 Destroyer IIs, each at 1.10/year on a single dockyard, 10 Submarine IIs at 1.40/year on a single dockyard, two production lines of 9 Submarine IIs also produced at 1.40/year on a single dockyard each, and finally 3 Heavy Cruiser IIs on two naval dockyards, with the first being finished in 11.36 months. In 1939, the player begins with 1936 destroyer, heavy cruiser and submarine tech; all other ship tech is from 1922. The player's naval doctrine in Fleet in Being has completed Battlefleet Concentration and Submarine Operations.

Air force[edit]

Air Force 1936 Scenario
Air Skirmish.png
658 Fighters
Naval Strike Tactics.png
108 Naval Bombers
Bomber.png
240 Tactical Bombers
Strategic Destruction.png
72 Strategic Bombers

1936 Scenario: The player begins in 1936 with 0 Close Air Support, 658 Fighters, 108 Naval Bombers, 0 Heavy Fighters, 240 Tactical Bombers, 72 Strategic Bombers and 0 Transport Planes. For production, the Soviet Union is only producing fighters with a single factory for 2.43/month and strategic bombers for 11.67/year on a single factory. The player lacks rubber, which reduces production speed by -30%. Obtaining rubber via trade should be one of the player's first priorities. For technology, the Soviets begin with 1936 Fighters, Naval Bombers and Strategic Bombers. Tactical Bombers are outdated 1933 models. The player lacks the technology for Heavy Fighters and Close Air Support. The player does not begin with any Air Doctrine in 1936 and has full choice over any of the three branches.

Air Force 1939 Scenario
Close air support.png
225 Close Air Support
Air Skirmish.png
1140 Fighters
Naval Strike Tactics.png
192 Naval Bombers
Bomber.png
768 Tactical Bombers
Strategic Destruction.png
220 Strategic Bombers
Massed Bomber Formations.png
60 Transport Planes

1939 Scenario: The player begins with 225 Close Air Support, 1140 Fighters, 192 Naval Bombers, 0 Heavy Fighters, 768 Tactical bombers, 220 Strategic bombers and 60 Transport Planes. For production, the Soviet Union is producing fighters with four factories at 5.55/week and strategic bombers 1.11/week on two factories. The player lacks rubber, which reduces the production speed by -30%. Obtaining rubber via trade should be a top priority. The player's air tech consists of 1936 CAS, Fighter, Naval Bomber, Tactical Bomber and Strategic Bomber tech. However, the player does not start with Heavy Fighter tech. In 1939, unlike 1936, the player's Air Doctrine is chosen for them—the Soviet Union starts with the Battlefield Support tree, having completed Formation Flying and Dive Bombing as well as Direct Ground Support.

Military staff[edit]

These are the Military Staff candidates for appointment of the Soviet Union.

Chief of Army
Candidate Type I Type II Effects + Conditions ( Purged? ) Cost (Political Power)
Semyon Timoshenko Army Reformer (Expert)
  • Army Experience Gain: +10 %

YesNot: Purged by Stalin

150
Kliment Voroshilov Army Drill (Specialist)
  • Division training time: -5 %

YesNot: Purged by Stalin

150
Alexander Yegorov Army Defense (Expert)
  • Division Defense: +10 %

YesNot: Purged by Stalin

150
Vasily Blücher Army Maneuver (Expert)
  • Division speed: +10 %

YesNot: Purged by Stalin

150
Chief of Navy
Candidate Type I Type II Effects + Conditions ( Purged? ) Cost (Political Power)
Pyotr Smirnov Naval Aviation (Specialist)
  • Naval Air Attacks from Carriers: +3 %
  • Naval Air Targeting from Carriers: +3 %
  • Naval Air Agility from Carriers: +4 %

YesNot: Purged by Stalin

150
Mikhail Frinovsky Commerce Raiding (Specialist)
  • Convoy Raiding Efficiency: +10 %

YesNot: Purged by Stalin

150
Nikolay Kuznetsov Naval Reformer (Expert)
  • Naval Experience Gain: +10 %

YesNot: Purged by Stalin

150
Ivan Yumashev Decisive Battle (Expert)
  • Capital Ship Attack: +10 %
  • Capital Ship Armor: +10 %
  • Screen Attack: +10 %
  • Screen Defense: +10 %

YesNot: Purged by Stalin

150
Chief of the Air force
Candidate Type I Type II Effects + Conditions ( Purged? ) Cost (Political Power)
Alexander Novikov Air Reformer (Genius)
  • Air Experience Gain: +15 %

YesNot: Purged by Stalin

150
Konstatin Vershinin Ground Support (Expert)
  • Air Support: +10 %

YesNot: Purged by Stalin

150
Yakov Smushkevich Air Safety (Expert)
  • Air Accidents Chance: -10 %

YesNot: Purged by Stalin

150
Pavel Rychagov All-Weather (Expert)
  • Bad Weather Penalty: -20 %

YesNot: Purged by Stalin

150
Military High Command
Candidate Type I Type II Conditions ( Purged?, etc ) + Effects Cost (Political Power)
Pavel Zhigarev Airborne Assault (Specialist)

YesNot: Purged by: Trotsky

  • Paradrop Attack: +1 %
  • Paradrop Defense: +3 %
  • Paradrop Agility: +3 %
150
Stepan Krasovsky Air Combat Training (Expert)

YesNot: Purged by: Trotsky

  • Ace generation chance: +10 %
150
Ivan Konev Concealment (Expert)

YesNot: Purged by: Trotsky
YesKonev is not supporting a civil war against the Soviet Union

  • Enemy Air Support: -10 %
150
Arseniy Golovko Amphibious Assault (Expert)

YesNot: Purged by: Trotsky

  • Amphibious invasion speed: +10 %
150
Konstatin Rokossovsky Armor (Genius)

YesNot: Purged by: Stalin
NoHas completed focus Positive Heroism

  • Armor Division Attack: +15 %
  • Armor Division Defense: +15 %
150
Aleksandr Vasilevsky Army Regrouping (Expert)

YesNot: Purged by: Stalin

  • Division Recovery Rate: +8 %
150
Vladimir Kasatonov Submarines (Expert)

YesNot: Purged by Stalin

  • Submarine Attack: +15 %
  • Submarine Defense: +10 %
150
Sergei Khudyakov Close Air Support (Expert)

YesNot: Purged by Stalin

  • Close Air Support Attack: +3 %
  • Close Air Support Defense: +3 %
  • Close Air Support Agility: +3 %
150
Gorday Levchenko Capital Ships (Expert)

YesNot: Purged by Stalin

  • Capital Ship Attack: +10 %
  • Capital Ship Armor: +10 %
150

Strategies and Guides[edit]

Strategic goals[edit]

Our Soviet strategy centers around one event, the Great Patriotic War against the Fascists. In reality the war started on June 22nd, 1941 with the German air raid on Kiev, and ended on May 9th (Moscow time) 1945, a week after the Soviet forces took Berlin. This four year war was by far the deadliest in the Russian history, with more than 8 million military and 10 million civilian casualties. German East front losses were terrible as well: 5.5 million military casualties, compared to 0.8 million the Reich lost on other fronts.

In the game, the war starts with the German attack either in early 1941 if your forces on the Western borders (former Lithuania to Moldavia) are weak, or later, somewhere around June - September 1941, if you have formidable Western front armies on the border (we will have them). (What exactly is seen as 'weak' depends on the description of Molotov-Ribbentrop pact in your version of the game).

If you win this war, you can easily become the superpower of Eurasia, and your next big problem would be whether to land on the Eastern or Western coast of the United States.

If you lose the war, you cease to exist. Taking into account who is your enemy and what are his plans for the future of the peoples of the Eastern Europe, surrender is not an option.

Army we need[edit]

Recommended: 11 full (24 division) armies: 3 mixed tank/ motorized (Tank Division: 9 tank, 3 motorized battalions, 3 line sp rocket artillery + support companies; Motorized division: 12 Mot infantry, 3 SP rocket artillery, supports), 8 infantry (12 infantry battalions, 3 line rocket artillery, supports).

By the end of 1940, we will need to have enough of strong units, both defense (read infantry) and breakthrough (armor supported by motorized). By enough I mean at least 7-8 full armies of infantry and at least 3 armies of 10 tanks + 14 motorized divisions. 2 infantry armies will be guarding/ conquering the Far East against the Japanese, all the rest will be fighting off the Nazies in the West. Infantry is indispensable because of your poor starting industry, and tanks are your only chance to break through the Wehrmacht defenses and take Berlin in less than three years. As to the amount of divisions - yes, it's pretty close to the historical numbers, and yes, you will have virtually all the Western European nations knocking at your door in 1941, so 10 armies guarding it are a very reasonable minimum to have.

There is not much need for an air force or navy before other than perhaps a few fighters to get air superiority when and where needed.

The Motherland's Industry[edit]

What to do with your civilian factories:

First of all, start spamming more civilian factories, at full capacity, on day 1. You begin with meager 40 civilian factories, and by late 1938 - early 1939 we will need to have at least 120-130. To get anywhere near that, you also need to use every chance to improve policies (never miss the 5% and 15% world tension thresholds, always upgrade industrial policy ASAP) and every other opportunity to get those factories for free or conquer them (e.g. Five Year Plan decisions and occupying Finland & Baltics).

When you have your 130 civilian factories in early 1939, immediately start spamming military factories for our tanks and rocket artillery systems. By the end of 1939, this will give you around 100+ military factories, and this number will grow through the 1940, when you’ll be building the bulk of your army.

Do not build anything else – no infrastructure or airports or even synthetic oil plants can help you fight the war as much as military factories will. Maybe just add the 2 missing infrastructure in Moscow somewhere around 1940. And yes, building infrastructure before factories improves speed of factory building by 10% per infra level, but with 4-5 factories you build in a region and 4-5 infra levels you need to get to 10 level, this does not make sense anyway.

Start building factories in states with the best infrastructure (Moscow, Leningrad, Kiev, etc.) – they are cheaper there – and then move to regions with less infrastructure. Return to the best developed regions when you research another industry tech which allows you to add more factories in the same region.

What to do with your military factories:

We are building a modern enough army, and this means in 1936-1938 we mostly produce the equipment that will not be outdated by 1940: trucks and support equipment. After researching the 1936 infantry weapons, add one 15-factory stack of infantry weapons, but not more: this amount is enough to train your 4 missing infantry armies by 1939, plus we will need those trucks and sup.equipment just as well later, and we will start churning out next generation infantry weapons in 1939 anyway. Shipbuilding goes into finishing the two existing projects in march 1936, and then building convoys with all we've got up to 1941. Massive changes happen in early 1939' when you've researched 1939 infantry weapons and motorized rocket artillery: start building both, but don't overproduce the mrarts: in all cases you will need infantry weapons first and foremost, they are the backbone of your military might.

Late 1939: keep on producing infantry weapons so that by the end of 1940 you have at least 100,000 rifles in reserve (not counting those in the active army). These 100,000 will come in *very* handy during the first, toughest months of the war, with attrition and equipment losses high.

Early 1940: surprise-surprise: we have a T-44 tank available (it's easy - see the science section)! An even better T-54 (AKA mammoth) tank is , unfortunately, still in research for another 500-something days, and we need some tanks now, so start producing those T-44s, as many as you can - without cutting much on support equipment or trucks (or new infantry weapons if you don't have those extra 100k yet, of course).

Remember, even if your tank divisions don't have all the tanks they need by 1941, deploy them anyway. Chances are, the Germans won't attack before the late summer, and this will give us enough time to reinforce and train most of our active tank divisions on the go.

Foreign policies of the People’s Democracy[edit]

Spain: Civil war happens at some point from early 1936 to mid 1937. Always send volunteers to Republicans, they become communist after victory over Nationalists. Send 5 divisions of mountaineers, or three with two tanks. Break nationalists’ defenses north-west of Madrid, capture regions to the north-west and the north, then encircle and break their southern forces. Should take less than a month, most Nationalist legionnaire divisions are really weak compared to your full army divisions, and only 5 of their proper army infantry divisions plus 3-4 German and Italian volunteer divisions are of any danger, and should be encircled first, for attrition bonuses, before being destroyed.

China: Japan’s attack happens in 1937. I usually do not bother to send volunteers, but you may do so, sending to both Communist and Nationalist Chinas. Good luck fending off the Japanese army then, and you can more or less say goodbye to the idea of having China as your puppet post-war, because it won't be divided and puppeted by Japan in 1938.

Molotov-Ribbentrop (MR): Always sign, those cores two years before the war are just invaluable. You’ll never want to start defending agains Germans in Minsk. After all, everybody seems to sign pacts with that German guy. Brits and French did, twice, Swedes give him all of their iron ore, Poles chopped off a bit of Czech land hand in hand with their German ‘partners’, and even offered them to unite to attack you after that, comrade Stalin! Why shouldn't you take back the lands of the former Russian empire? And what happens to those Eastern Polish Ukrainians, Belorussians and Jews if we do not come to save them from the Nazies?

Finland: Start producing claims right after signing the MR pact. Send two infantry armies to conquer your northern neighbor in mid-1939, manage one (southern) army yourself, leave another to guard the eastern Finland’s border. Conquer their south-western victory points with one massive offense, should take a week or so. And no, your losses should be either lower or marginally higher than theirs. Always take all of Finland afterwards, never puppet, factories are what you desperately need. Puppeting is for kids, and we are not afraid at all of some extra world tension. After all you remember all those twenty or so military 'expeditions' that Finns launched in our socialist lands after the revolution and even in the twenties? Well, this is the time to show them what we Soviets call an 'expedition'.

Baltics:

To avoid overspending your political power, claim them one after another as soon as you finish with the Finns. Claim – Send ultimatum – Annex – Repeat.

Romania:

Not taking Moldavia from Romanians after MR might result in them not joining the Axis. This is not an option for us, comrade: we will not be walking around some fancy neutral state on our way to Berlin when we could have just went right through. So, same story here: Claim, Ultimatum, Annex. Sad to see though that most of Romania will not see the benefits of communism until after the war, and we only get a small piece of the country in 1939. Well, that’s life.

After you finish with Moldova, you're all set for having the guests from the West.

The rest of the world:

Forget about them. No matter what you do, most of the Europe would most likely fold to Nazies before 1940, and in 1941 you'll see their divisions at your door. The only exclusion might be if you boost communist party's popularity in France to above 50% and stage a successful coup there before France joining the Allies, which is tough to do in time, and takes away tons of political power. Does not worth it, in my opinion. The U.K., U.S. and Germany all have some custom limitations/ advisors working against communists, so no successful plots are possible there realistically, unlike in HoI3.

Strategy for the People's Army[edit]

In 1936, your army is a mess. Disband everything other than infantry, mountaineers and tanks right away, and disband mounts and tanks after the Spanish civil war. You will have around 3 full infantry armies left as a result.

After that, start training more divisions: first, infantry, up to full 7 armies, after that motorized, 14 divisions * 3 armies, then tanks, 10 divs * 3 armies.

By 1941 you must have 3 tank + motorized and 7-8 infantry armies with 24 strong divisions in each. If your tanks are not trained yet/ do not actually have enough tanks, deploy them anyway before the end of 1940 - it is better than having them queued in 1941, since AI will look at troop numbers on the border, not their training level, to decide whether to break the MR pact or not.

Best positions for your armies are: - one tank and one infantry on the border with Germany's East Prussia (Koenigsberg) region, from the Baltic sea and nine tiles down, - another tank army and infantry army another nine tiles down to Lviv, - two infantry in the mountains against Hungary (one infantry army is not sufficient, almost always gets broken through, nevermind the mountains), - another tank and one infantry army against Romania, - two infantry armies in the East against Japan, with equal front length each. All armies should be tasked to hold the front, plus tank armies should have orders to attack, prepared but not activated before the war, unless you have a fully equipped tank units, in which case you might want to start attacking right from day 1 of the war, without letting the Nazies to wear out against your infantry defense line.

Planes should be positioned in areas close to front, and orders to win air superiority and support troops should be given on day 1. Depending on the strength of your Eastern armies, you might give them order to launch attack on day 1 too.

Fleets should guard your territorial waters, mostly - our state does not have much of a navy to speak of, anyway (but we have the army!).

Socialist Science[edit]

Science is probably the most fun area while playing as the Soviet Union – you start with 3 tech slots and by 1940 have the most advanced army in Europe!

So how we do it... First, you start researching industry techs and electronics to make sure your industry and research develop as fast as possible. You should also research infantry weapons asap without losing research days on ahead penalty, to switch to producing the PPSH infantry equipment and produce enough to arm your infantry armies before the war.

Second, you'll need the two extra research slots ASAP: get the one below the Positive Heroism focus first, then, after the war with Finland, you must be ready to progress with the Lessons of War focus to the right of your National Focus grid. As a result, by 1940 you get all the five maximum research slots.

Now, the fun thing. Building the best tank armada possible in the game. In mid-1937, you'll have the Germans coming to you and asking to let them train their tank and air force officers at your facilities. This actually happened in real life, and the USSR, being blockaded by most Western nations at the time, agreed. (Important remark about the real life though. The game makes it sound like USSR had military cooperation with the Nazis. However, the actual cooperation occurred in 1926-33; as soon as Hitler came to power, he immediately discontinued all military programs with the Soviets.)

You must agree to this just as well, for one reason: this cooperation gives you one ahead of time armor research bonus, and two 50% armor research bonuses. Before receiving this German proposal, you must have started researching the last light tank before T-34 in your research line. Then, when you get the proposal in 1937, you finish your light tank, then quickly research T-34 with your ahead of time bonus, finish T-34 somewhere in 1938, and launch the T-44 research, which takes about 350 days, granted you have the 50% time bonus from cooperation. T-44 should be finished in late 1939 - early 1940, which gives you enough time to arm your tank divisions with these tanks, vastly superior to everything Europe can throw at you in 1941.

After finishing T-44, I encourage you to proceed with T-54. Huge ahead of time penalty is partially neutralized by your last 50% research bonus, and the research takes about 500 days only. As a result, T-54 will be entering service somewhere in 1941-1942, and will become another massive game changer during later stages of war. In 1942, you will also have enough army experience to upgrade your T-54 model to level 5 on each of the four possible dimensions: armor, gun, engine and reliability, making it virtually invincible - e.g., no enemy unit, even as late as 1945, would be able to penetrate her armor. A division that includes 12 battalions of upgraded T-54 can virtually destroy morale and equipment of any advanced defense division in 1-2 day battle; can do naval invasions much easier than marines; can win over any armored unit you might encounter during the later stages of the game, and so on.

One more advice - research reliability tech (maintenance companies) as soon as possible without the ahead of time penalty. Having these companies attached to each division and researched to level 2 in 1939 means you can train your army with minimal attrition, and having them in 1941 means no matter what the level of attrition is, your precious tanks and motorized rocket artillery systems would not be lost to attrition by your advancing divisions. Might make a difference enough to win the war, easily.

After you win the war[edit]

Well, not surprisingly, there's another war around the corner. The Allies will attack you, or rather one of your puppets - socialist Democratic German Republic, or Socialist Japan, most likely. The thing is, the game seems to be bugged, or at least non-historical post-WW2, and all the nation focus trees stay the same after the war. The USA still have their war on Germany or Japan focuses, and will declare on DDR just as happily, and even the DDR itself will demand Western Poland from you, quite amusingly.

In real life, the Western Allies developed a plan to attack Soviet Union's forces right after the war, called Operation Unthinkable. The plan, however, was never set in motion, due to the strength of Soviet armies in Europe, and Britain and the States decided instead to form the NATO to counter the post-war spread of communism. Soviets initially wanted to join NATO in 1954, but that proposal was rejected, naturally, by the Western Allies, Western Germany was joining instead, and the Cold war followed.

To win the war with the Western Allies, you will have to build a better navy. I like the following fleet structure: two carriers, two battleships, 3-5 heavy cruisers and 7-8 destroyers, all researched to level 4. One such fleet allows to do a naval invasion on UK shores, two or three such fleets suffice for a D-day in the U.S.

Yes, never forget the atomics - in 1943, start building 5-6 reactors, in 1945 research nukes, and have strategic bombers ready to deliver them. In real life, the US bombed Hiroshima and Nagasaki in Japan, but also developed plans to drop numerous bombs on the largest urban centers of their former ally, USSR, soon after the WWII, called Plan Totality and Operation Dropshot. Thankfuly, these plans were never set in motion, but in the game you can pretty much bet on the US and the British Empire using atomics against you or your allies (for example, the Communist China), and you need to have your own to counter them, plus good air defenses to keep their strategic bombers away from your homeland.

Alternative strategy[edit]

The following Soviet strategy is based around one thing, invading Poland early. The point of this is to get an advantage while fighting Germany. This strategy is intended for the 1936 start date.

Beginning: At day 1, before even properly starting start spamming civilian and military factories, this will build up your industry quicker and help you later. Pick the Great Purge focus first,since it takes long to complete, you have to complete it as soon as possible to avoid the civil war, since it might happen while you fight Poland and you do not want that. While doing the purge, do not purge Mikhail Kalinin, the Popular Figurehead advisor since you will need him to help fix your weak National Unity. After the Purge is done start justifying a war on Poland and go for the Finish The Five Year Plan focus, to get the extra research slot and build up your industry quicker.

Invasion of Poland: The war goal should be ready in January 1937, declare war as soon as it's done and push towards Warsaw,Krakow and Danzig. Poland is a very powerful country so the war might last a few months, but make sure to finish it before Germany begins the Anchluss focus, fully annex Poland once the war is over.

Diplomacy: Do not sign the German tech treaty, it's not worth it and considering that you will be fighting Germany later on and giving them a better tank is horrible. Also don't sign the Molotov-Ribbentrop pact, it will make you give up half of Poland making your earlier invasion pointless. I don't bother sending volunteers to Spain or China,but you might do that if you want to. Do not claim Bessarabia until later on because you do not want Romania joining the axis. Boost Communism in Finland and France to get them to join the Comintern. Annex the Baltic states With the ultimatums, if they refuse ignore them, they are not worth fighting.

Science: This is up to you and your playstile, i like to rush better infantry weapons, beside that research radios and the decryption to know what your enemies might be doing. In 1940 research atomics and nuclear technology since you will need nuclear bombs for later. Research heavy tanks since you will need them to defeat German light tanks.

War with Germany: You have 2 options, wait until the Germans declare war on you in 1941 or invade them early. I like to invade them early, for that you will need to build up your troops on the territory of former Poland and build some forts, in my games Poland already built some forts on the German border so it was made easier for me. Germany is very weak at the beginning and without Austria and Czechoslovakia they wouldn't stand a chance against the Red Army, use heavy tanks and infantry against them as they will be melted. Be sure to take care of East Prussia quickly to prevent the German troops flanking you or taking cities like Warsaw. annex them once you win. In 1941 scenario it's very much the same except that both of you will be stronger so the war might be more difficult.

Post-war: With Germany out of the way and the Axis defeated, there is not much that stands in the way, go forward and liberate the world from Capitalism.

Countries
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