My nation was merely 6 steps ahead of me
21 Votes in Poll
21 Votes in Poll
Australia declared war on new zealand, sending one infantry unit to the northern island, but nobody else is in my server
Anyone want to do WWIII? Sign up and please tell me what nation you want to be Post it on my message wall.
Yellow: British Empire
Dark Blue: Allies
Light blue: Countries that support the allies
Dark Red: Axis
Light red/maroon: Countries that support axis
Purple, & Green: Neutral Factions
Asking for definitely no reason at all definitely not a video idea-
anyways i had some ideas to make this possible even though they may not work
have another player declare war on the usa and lure then to puerto rico, then wp and use the auto follow mechanic (which i think only works on players but idk) to bring them to mexico city
capture some cities in puerto rico as Mexico yourself and somehow lure them from texas or something idk
I totally don't need this for a video
Mb since the korean war hasnt ended, north korea can have an automatic justification against south korea?
I mostly operations in defense because I once played as Colombia and the North American Union was invading me, I used one of the defense operations (Elastic Defense) as well as defensive generals, defensive policies, and training. I won the 1st war. After a truce, I was an idiot and got rid of my defenses, the NAU player came back after disconnecting after a while, declared war on me again and won (the reason I disbanded my units was because of costs.) I had the nationalist/fascist ideology, so it didn't work too much. (I was trying to form Gran Colombia.) I got help from other countries (mostly Argentina) and also a Kazakhstan player that had nukes! I technically lost the 2nd war, but the NAU player decided to quit and give my land back. Here is a map of the 1st annexation war (keep in mind I had Panama and Ecuador.)
Red=Colombian Defenses
Blue=NAU Offense
White=NAU Aerial Offense
I finally formed the Mongol Empire after about 2 hours of invading.
Archduke Ferdinand has been assasinated, suspect that Serbia is involved, go war, chain reaction, WW1 with a twist
Playable:
Allied Powers:
British Empire
British Malta
French Empire
Russian Empire
Montenegro
Italian Empire
Serbian Empire
Belgium
Luxembourg
Axis Powers:
Ottoman Empire
Bulgaria
Neutral:
Norway
Switzerland
Liechtenstein
Sweden
Romania
Greece
Cyprus
San Marino
Denmark
Spain
Andorra
Monaco
Iceland
Portugal
Albania
Picked
German Empire: @AquaticVillager
Austro-Hungarian Empire: @Internmguy2190
Netherlands: @BritianForeverXD
NEWS:
17/9/2023:
Netherlands has submitted a request to join the Axis Powers
Netherlands joined the Axis Powers
Introduction:
Military tactics play a vital role in achieving success and dominance in RoN. With strategic planning, coordination, and implementation, players can maximize their military potential and outmaneuver opponents. In this essay, we will explore various military tactics and discuss how to effectively implement them ingame.
I. Understanding Your Nation:
Before diving into military tactics, it is crucial to understand the strengths and weaknesses of your nation in RoN. Which can greatly influence your overall strategy. Familiarize yourself with these traits to build a solid foundation for your tactical approaches.
II. Economic Foundation:
Building a strong economic foundation is essential for any successful military campaign. Focus on resource gathering and efficient infrastructure development to ensure a steady income stream. A robust economy will provide the necessary resources to sustain your military forces while enabling you to rapidly replenish and expand your armies.
III. Scouting and Intelligence:
Scouting holds immense importance in military tactics, allowing you to gather valuable information about enemy movements and potential weaknesses. Deploy small units across the map and utilize advanced reconnaissance techniques to gain an advantage. By identifying vulnerable areas and strategic positions, you can plan your military operations more effectively.
IV. Unit Composition:
Creating a balanced and versatile army composition is crucial to adapt to different combat scenarios. Determine the strengths and weaknesses of each unit type available in your nation and synergize them accordingly. Develop a force that complements each other, combining infantry, cavalry, artillery, and air units in a way that maximises their strengths.
V. Defensive Strategies:
Defensive tactics are just as important as offensive strategies. Secure your borders and vital territories with appropriate defensive structures, such as fortifications or anti-aircraft installations. Utilise terrain advantages and chokepoints to bottleneck enemy forces, allowing your defences to inflict heavy casualties. Combine defensive & mobile forces to create layered defences for optimal protection.
VI. Offensive Maneuvers:
When ready to launch an offensive, consider various tactics to dismantle enemy defenses and deal significant blows. Flanking maneuvers, encirclements, and diversionary attacks can disrupt the opponent's formation and create openings for a decisive assault. Utilize advantages specific to your nation to gain an edge in battles.
VII. Coordination and Timing:
Coordinating with allies and controlling the timing of your military actions can significantly impact the outcome of battles. Communicate effectively, share information, and devise cooperative strategies to synchronize attacks or defend against common foes. Proper timing of your offensive and defensive maneuvers can catch your opponents off guard or exploit their vulnerabilities.
VIII. Military Tactics:
a) Hit and Run: This tactic involves quickly engaging the enemy with a portion of your forces and then swiftly retreating. It is particularly effective against slower-moving armies or when facing superior numbers. By repeatedly striking the opponent's vulnerable units or resource-gathering operations, you can gradually weaken their position without exposing yourself to unnecessary risks.
b) Hammer and Anvil:
The hammer and anvil tactic involves using one force as the hammer to deliver a frontal assault while another force acts as the anvil, encircling and attacking the enemy from the rear. This tactic can be highly effective when applied correctly, causing disarray in the opponent's formation and inflicting substantial damage.
c) Guerrilla Warfare:
This unconventional tactic relies on small, highly mobile units to conduct surprise attacks, ambushes, and hit-and-run missions. Utilizing guerrilla warfare can disrupt the enemy lines create diversions, and inflict casualties without committing all of your forces to direct engagements.
d) Siege Warfare:
When faced with heavily fortified enemy positions or cities, employing siege tactics can be effective. Besiege the enemy stronghold with artillery units, cutting off their factory supplies and weakening their defenses. Use specialized siege units like Artilleryor Tanks in your nation to breach the enemy defences and secure victory.
e) Naval Blockade:
If your opponent heavily relies on naval units or has vital coastal territories, implementing a naval blockade can be a powerful tactic. Use a fleet of ships to prevent enemy vessels from entering or leaving ports, restricting their trade, and denying crucial resources. This tactic can gradually exhaust the enemy's economy and force them into a vulnerable position.
f) Combined Arms Assault:
This tactic involves coordinating multiple unit types in a synchronized assault. Combine infantry to hold the front lines, cavalry to flank and disrupt the enemy, artillery to provide long-range support, and air units to gain aerial supremacy or deliver precise strikes. The synergy between different unit types will overwhelm the opponent and secure victory.
Remember, the effectiveness of military tactics depends on various factors, including terrain, the opponent's strategy, and the composition of their forces. Flexibility and adaptation are essential to adjust your tactics based on the ever-changing circumstances on the battlefield.
Conclusion:
By understanding and applying strategies such as hit and run, hammer and anvil, guerrilla warfare, siege tactics, naval blockades, and combined arms assaults, players can gain an upper hand in battles and outmaneuver opponents.
It's crucial to remember that successful implementation of these tactics requires practice, adaptability, and constant refinement. Observing the effectiveness of different tactics in various situations and modifying your approach accordingly is key to becoming a formidable military force in RoN
Harness your tactical skills, experiment with different strategies, and always be prepared to adjust your tactics to take advantage of emerging opportunities. With dedication and strategic thinking, you can rise to the top and dominate the battlefield of RoN.
30 Votes in Poll
38 Votes in Poll
Imagine, you are invading a country with your superior army against an actual play controlled country, then when they begin losing the war, they set all their remaining cities on fire(aka scorch them) to make it so that when you annex the territory you will have low stability from the unrest in the scorched cities and if you don’t take then the war will keep going until you lose or you have high war exhaustion due to the ongoing war. I bet this happened to you and maybe you’ve done it before but this is my opinion: when I do it, it’s strategic decision making but when someone else does it it’s so annoying I don’t even want to take the territory and sometimes just straight up dip. So in conclusion has this happened to you or have you done it to someone else? If so please notify me in the comments.
After Russia's successful invasion of Ukraine, Russia sets its eyes north, to the Baltics and Poland.
Pick your country and colour in the comments. (Ignore the Russia-Ukraine border.)
Thought about some aspects of the game and how they could be improved, you know, because I have no life and get entertained by thinking about Lego HOI4. THESE ARE NOT SUGGESTIONS JUST SOME IDEAS I THOUGHT WERE INTERESTING
New Function:
You can annex some or all of a puppet if they have been your puppet for three in-game years, a new button would be added to diplomacy menus of puppets, marked as 'annex'. Obviously, if the nation in question is not a puppet of yours, or hasn't been one for at least three years, it has the same effect as clicking a formable button you don't have the requirements for (nothing happens). If prerequisites are met, the same thing as the 'select cities' button does in peace terms pops up, you can select pieces of land, or drag to annex the entire puppet. Unrest will be all the way gone, and the puppet will be 25% integrated, you cannot do this during war; and if a player is controlling the puppet, it will be given a notice that says they will be annexed and should leave the nation.
New Peace Terms:
For this idea there are no more 'justifications' per se, but only one: war.
You justify war and it takes the same amount of time as a conquest war, plus or minus any ideologies or policy factors.
All terms are usable with these new ones:
Give land to subject- This pulls up the city selection screen, but before you can do any selecting, you must choose a puppet to give land to, if you have no puppets, this term is unusable. It's a term you want to use first to make sure you don't forget to and some of the nation lives on and you're truce locked.
Make area a puppet- This makes a drop-down menu appear, and you can choose a releasable that the nation has (or an annexed nation) and choose to puppet it, you would then be able to cede land to said new puppet after selection. What it does is liberate the selected releasable and forces it to be your subject, with any selected land.
Take land and puppet- This pulls up the city selection screen, you select cites/tiles to annex, make sure it's what you want, and then puppets the untaken land. It's a term to use probably last, since you might have a puppet you want to give land to and now you just took it.
Free mining- This basically makes the nation's resources YOUR resources, the resource income of the nation goes directly to your stockpiles. If a nation has no resource income but a resource stockpile, they will be funneled into your stockpiles until nothing is left, you will receive a popup when this happens. You can choose to do this indefinitely or for a chosen amount of time at half-year intervals; also, other nations can no longer trade with the effected nation, if the nation you were funneling from is annexed or they run out of resources of a specific type, a cancelled trade popup appears.
Forced aid- All this does is place a new button on the nation's diplomacy screen for you that says 'receive aid'. You can choose money, manpower, or both at a selected amount. Basically, it makes the nation send you aid, it can be used during wars.
Demilitarize- you can select tiles of a nation via the city selection screen to 'demilitarize' this makes it impossible for the affected nation to spawn troops in any city within the selected tiles, and if any troops enter the tiles, they receive attrition equivalent to double the amount troops would take in an arctic-mountainous biome, effectively forcing their hand to get them out of there as those loses give out war exhaustion.
Change ideology- This is like the 'enforce ideology' term but better, you can choose an ideology to flip the nation to.
Politically disarm- this makes it impossible for the nation to enact policies or change their ideology. The policies part can be for a longer selectable period of time, shorter than the ideology. The nation's political power gain will also be reduced by 75%.
Blockade- This term makes it impossible for the nation to trade with others- all trades they attempt to make will be immediately returned with a refused trade popup, regardless of the trader's player status. Other nations will not be able to trade with the nation, met with a refused trade popup when they try to do so. It basically completely hampers their economies, unless they happen to have Russia or Kazakhstan cored, but you can just release those if they aren't being played.
Liberate subjects- this just gives you the option to break the enforced upon nation's control over some or all of their puppets, chosen from a dropdown menu, and makes the former puppet and puppet master enter a three-year truce.
Revoke warfare- This makes their ideology switch back to non-aligned if they were Nationalist or Fascist, and makes them unable to declare or justify war on any nation for a chosen amount of time, it cannot be made permanent.
Select truce period- this simply makes you able to alter the default truce time of two years without choosing this term, you can make the truce anywhere between 1-5 years in-game.
Remove development- this reverts all their cities back to tier one, destroys all buildings on all cities, and makes them unable to build anything for a chosen amount of time, it cannot be permanent.
Monitor diplomacy- this allows you to change the nation's diplomatic abilities, all alliances they had are broken, you can make them unable to send or receive ally requests, puppet requests, kick them out of a faction, make them unable to join a faction, and you can see the nation's attempts at diplomacy. (Receiving a popup when they try to do any chosen prohibited actions)
Deform- if a nation had made a formable, you can choose to revert the nation back to the nation it was before the formable, or chose to make them the original nation. This releases all the nations they needed to form the formable, and gives them a truce period of one-and-a-half years. This does not take already chosen land to annex/puppet/give away.
Allies in a war can only annex land, or puppet an untaken releasable.
So I’m playing as Luxembourg, just about to form Benelux, when all of a sudden, the Afghanistan player declares war on every player except his lucky allies. This results in us losing stability and not being able to form, and the only way we could stop the war was by giving him money, about 500 million dollars, and I only had 230 million at that time, so I wasn’t able to do so. Afghanistan had anti aircrafts, entrenched troops, and scorched lands so we couldn’t attack him. We figured it was a scam so he could afford everything and be able to dominate us, so we didn’t pay. Luckily, India was a player, and he made muchos tanks, and the European nations (including me) sent all sorts of aircrafts. Soon Afghanistan is finished, but…
He then decided to play as Sweden, but luckily, Qing Dynasty (who had Russia and Finland already) was planning to invade Sweden. So he switches to the…
U n i t e d D a m n S t a t e s
It was literally impossible to invade him, so I tried to make a faction as Antarctica. The reason for this is that if everyone in the server joined my faction, if the USA declared war on someone, they would have to go through me. And you know it’s painful. But for some reason, only Botswana joined the faction, so I just handed over the leadership and left.
War Spammer Alert
If you see a player named “NahhJayden”, watch his actions. If he does this same thing, that is the guy I talked about, and more than likely your best chance of getting rid of him is by report. Please watch out for him.
Thank you for your time.
I was in a huge war with Italy for like 5 years. He wanted to form Roman Empire. I wanted to form Zion. It became a draw with 5m casualties on my side and 4.5m on Italy's side. Here is my end result (not that impressive).