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South Africa is a Tier IV nation. It is a fairly strong nation and arguably one the strongest nations in Africa along with Egypt, Nigeria, and the Democratic Republic of the Congo. South Africa contains large reserves of resources, however, it surprisingly lacks Oil, one of the most prevalent resources in-game.


South Africa is one of the most picked nations by players looking to play in Africa , It is a great starting country which has alot of potential and alot of resources, It has a sizable Manpower pool, which makes it quite powerful early game, However it is best to look out for Superpowers colonizing or Nigeria, And Egypt, Trying to compete and defeat you. If you play right, you would probably take over all of Africa with your resources and amazing positioning.

Background[]


Base Statistics[]

Economy[]

South Africa has an income of $1,896,951, with a tax income of $1,004,369 and a resource income of $892,582, giving it a semi-large economy, usually it is recommended to increase resource income instead of tax income.

Resources[]

South Africa has quite a number of useful resources, having massive amounts of Chromium, Copper, Diamond, Gold, and a sizeable amount of Tungsten. Despite having all these resources, it lacks Oil, a common and essential resource, These useful resources can help you grow really fast and bigger in the starting match, It is a must to take advantage of your large stockpile of resources to expand quickly.

Resources of South Africa
Chromium +21.1
Copper +4.43
Diamond +17.82
Gold +15.52
Iron +8.85
Phosphate +3.1
Titanium +7.21
Tungsten +3.33

Military[]

South Africa starts with 120,000 Home Guard, all stationed on Johannesburg. This is easily enough to invade your weak neighbors, so you won't have to worry about your manpower pool draining. It is strongly advised you get tanks, but do not feel pressured to do so as infantry works perfectly fine in the flat terrain of sub-Saharan Africa.

South Africa starts with a manpower cap of 445,911 and a manpower gain of +1,543, giving it a lot of potential when cities are upgraded and Recruitment Centers are built.

Base Manpower Capacity of South Africa per Conscription Law
Disarmed
[1% RP]
222,989
Volunteer
[2% RP]
445,978
Limited
[5% RP]
1,114,945
Extensive
[10% RP]
2,229,889
Required
[25% RP]
5,574,722


Geography[]

Biome[]

South Africa's only biome is Arid and it is located in the northwest of the country near the capital, The Arid biome reduces 33% of your unit speed and will cause you heavy casualties if you fight in it.

Terrain[]

South Africa's coast is Hilly on the west coast, and is Semi-Mountainous on the east coast and ends at the border with Mozambique, South Africa is hilly on the inside where it's 4 square cities are located with it's homeguard of 120k located there, It runs up till it's northern border with Zimbabwe, The only spot your natural defenses don't cover are the desertous border with Namibia and Botswana, However these 2 countries are quite weak and small so they are no threat to you, However any big power like Nigeria forming Sokoto Caliphate and attacking you, or any other African Power attacking you.

Borders[]

South Africa borders 2 enclaves, Lesotho and Eswatini, It then borders Namibia and Botswana to it's northwest, South Africa then borders Mozambique and Botswana to the northeast, All these countries are very weak in comparison to you, You can easily form South African Union by invading Lesotho, Eswatini, Namibia, Botswana and Zimbabwe.

Cities[]

South Africa has 66 cities. Before the city update, both Cape town and Bloemfontein were squares instead of cylinders, meaning that they were a capital, but only Bloemfontein was considered the real capital.


Out of 66 cities, you have 7 square cities, which make up 15 million out of your 22 million population. You can use those square cities to make tanks and steamroll Africa. You have a population gain of 5,671, which is quite small, so you will have to expand quickly to get a bigger population, which will lead you to getting a bigger manpower capacity and more manpower gain. If you play your cards right, you will be a powerhouse in Africa and might be able to form the African Union in a fast timespan.

Threats[]

Politics[]

Ideology[]

South Africa's starting ideology is non-aligned. The best ideology to change to for South Africa is Communism, as it expands your resource, factory output and your manpower output. Using your nation's rich resources and Communism will allow you to create an incredible economy, However it is best to go Nationalism if you plan on being expansionist, It will greatly speed up expanding.

Formables[]

South African Union Territory

South Africa formed as the South African Union.

South Africa can form the following formables:

South African Releasables

South Africa with all it's Releasables released.

Releasables[]

South Africa has four releasables:

Strategy[]

WARNING: It is recommended that you do not follow strategies word for word, since some unexpected things may happen which are outside the strategy. You may also need to do things not mentioned in the strategy, such as researching further in the research tree, doing multiple things at the same time, etc.

Starting Moves[]

Right when you enter the game, immediately justify conquest wars on Lesotho and Eswatini, increase government spending by one bar, and research the first two technologies on the research tree. Utilizing your abundance of natural resources, build one Steel, Motor, Electronic, and Fertilizer factory and buy 2 units of Phosphate from another country.

Invading Required Countries[]

After this, immediately justify war on Eswatini amd Lesotho. Once the justifications are done, declare war on Eswatini, and Lesotho and send your home guard to conquer the two. Now, make another 120 thousand troops and train them and your home guard to arid specialization.

Once you are done conquering Lesotho and Eswatini, use their money to build 3 Civilian Factories and trade those consumer goods to other countries for profit, and increase government spending to the maximum. Then, build an Aircraft Manufactory and start building attackers. Then, when you have a total of 240 thousand specialized troops, justify a conquest war on Botswana and Zimbabwe while you wait for those troops to be specialized. Once justification is complete, justify a conquest war on Namibia and declare war and take over Zimbabwe and Botswana. It is recommended to make more troops when needed to help attritioned troops.

When the countries are conquered, declare war on Namibia and send your leftover troops alongside the previous troops to take over the country. Once Namibia is conquered, you can form the South African Union.

Gaining A Foothold[]

Once you've formed the South African Union, it is now time you start invading Central Africa. Start researching the Infantry tech tree and try to find Military Leaders with the Jungle Warrior attribute. Start off by justifying war and invading Mozambique and Madagascar in order to gain some resources, as both have a lot of Titanium. Next, you should train jungle specialized troops and justify war on Zambia and Angola. Then, declare war on the two countries and support your infantry against the enemy home guard with attackers.

Invasion of the DRC[]

Once you've taken care of Zambia and Angola, justify war on Malawi and the Democratic Republic of the Congo. Invading the DRC isn't easy, so you'll need to prepare, especially if it's a player. Start making some 200 thousand jungle-specialized troops ready on the frontlines before invasion, and probably some tanks to blitz the square cities. Make sure to jungle-specialize them.

Once you're ready, declare war on the DRC and Malawi, quickly finishing off Malawi first with an auxiliary force then focusing your attention on the DRC. First, start off by sending attackers to the home guard in Kinshasa and concentrate tanks and infantry on the capital as well as said home guard troops. Once you've eliminated the troops, invading the rest of the country is easy but time-consuming. Make sure to resupply the invasion front with more troops to make things faster.

Invading other countries[]

Once you're finished invading the DRC, you should be able to boast a pretty decent economy and military capabilities. Use this advantage to invade other countries around you such as Tanzania, Republic of Congo, Uganda, Central African Republic etc.

Now that you've conquered half of Africa, now it's time to form the African Union. Invading the rest of the continent will be very time consuming. By now, possible player countries that are powerful like Nigeria, Egypt, or lesser common, Ethiopia etc. may view you as threats. In order to combat this, your goal is to take them out first by any means possible, whether it be truce trapping, invading them, etc.

With a developed and maintained military, taking out these countries won't be hard, so use this to your advantage. With your resource power and strong economy as a result, conquering these countries should be a cake walk with military tech and a lot of tanks an infantry.

Blitzkrieging the rest of Africa should be streamlined at this point. The only problem with this is that other people may have gained foothold on Africa which can hinder with your expansion, but most players will be willing to give up said lands at this point. Otherwise, you may need to prepare for invasion.

In the event needing to invade, you should probably check how powerful said country is. Should you think it's not worth it to invade, it's best to settle with an offer to buy the lands. Otherwise, the server will have died at this point and you can easily invade these NPC countries and lure the AI to easily conquer the lands.

Trivia[]

  • In real life, South Africa has 3 capitals: Pretoria—the administrative capital, Cape town—the legislative, and Bloemfontein—the judicial.
    • In game, however, the judicial capital is used.


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