Nation Selection - 09 May, 20:00 - 21:00 (Sunday)
First Session - 16 May, 19:00 - 22:00 (Sundays)
First Session - 16 May, 19:00 - 22:00 (Sundays)
FINAL RANKINGS - PRESTIGE
Cycoboy - British Empire - 15 "The Puppet Master"
CaptainDickers - Soviet Union - 9
Iron - Kingdom of Spain - 8 "The Partisan"
Spicylunchbox - German Reich - 7
Piano - Nation Francaise - 6
YoFlyMyGuy - Falangist Poland - 5
DrDecoy - Italy - 4
Impertor - United Kingdom of Portugal - 3
Alec - Balkan Socialist Union - 2
Jeudy100 - Svea Rike - 1
CaptainDickers - Soviet Union - 9
Iron - Kingdom of Spain - 8 "The Partisan"
Spicylunchbox - German Reich - 7
Piano - Nation Francaise - 6
YoFlyMyGuy - Falangist Poland - 5
DrDecoy - Italy - 4
Impertor - United Kingdom of Portugal - 3
Alec - Balkan Socialist Union - 2
Jeudy100 - Svea Rike - 1
La Resistance - starting conditions
Scoring Rules
Scoring - Victory Cards and Tier Objectives
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Scoring Intervals
Scoring is counted on January 1st of every year. Achieving objectives is only counted at the start of each year, and will not count for any score if lost the day before. Unless otherwise stated these scores are multiplied by the World Tension, meaning objectives tend to become more valuable later in the game. Score might also be gained in some ways that are immediate and any immediate score will also generally be multiplied by the World Tension.
Advice: Rising World Tension gives extra freedom and options to Democratic and Non-Aligned nations, and will also determine the value of objectives. Objectives will be worth very little in the first years of the game, and will become more valuable as World Tension ramps up. This means that Fascist and Communist nations will have some control over how quickly objectives rise in value. If you do not hold any objectives it would be wise to keep World Tension as low as possible until you have objectives to score from. Because aggressive actions generally increase World Tension, such actions should be limited to obtaining objectives or important resources or it will only be benefitting the players who hold the most objectives.
Scoring with Objectives
- For this campaign, only cities with Cores of the following nations (or any nations that derive from them during the game) can be scored:
- France
- Netherlands
- Belgium
- Poland
- Czechoslovakia
- Hungary
- Spain
- Portugal
- Denmark
- Norway
- Finland
- Sweden
These cities have been marked on the nation map below.
- Any city with one of the above cores and a victory point value of 20 or higher will be a primary objective in this campaign. Each nation will gain 400 points during scoring for each primary objective they have gained control of during the campaign.
- Any city with one of the above cores and a victory point value of 10 or higher will be a secondary objective in this campaign. Each nation will gain 100 points during scoring for each secondary objective they have gained control of during the campaign.
- All other cities are worth 0 points.
- Objectives count as owned by a nation if that nation occupies it.
Advice: The strongest nations in this campaign have no scoring objectives within their starting borders and will need to go on the military or diplomatic offensive in order to score. Conquering Europe, building a large alliance, or a little bit of both should be the plan for these nations. The weaker nations range from those who might need to simply defend their own borders to win to those who will need to make opportunistic moves to expand while war wages around them. Joining a faction may be vital to survival or expansion, but will come with a cost to score. For these nations, Capitulation should be an expected possibility and they should be familiar with the methods of scoring detailed below and the Player Capitulation rules in Other Campaign Rules.
Scoring with Allies and Puppets
- Nations that are Faction Leaders will take 25% of the value of all victory points held by any Player or AI Faction members. If the Faction Leader is an AI, these points are simply lost.
- Nations that have Player or AI subject nations will take a percentage of the value of all victory points held by that subject based on the status of the subject:
- Dominion/Satellite: 25%
- Colony/Reichsprotectorate/Supervised State: 50%
- Puppet/Reichskomissariat: 75%
- Collaboration Government/Integrated Puppet: 100%
Advice: While working together can be a sure way to victory in a war, stronger nations are incentivized to leave factions or create their own factions in order to maximize their score. A Faction Leader with enough scoring faction members can gain more score than his faction members without conquering any new land himself. Players that are subjugated by other players can hold on to their score by gaining as much autonomy as possible by either helping their new Overlord or by regaining Independence.
Scoring with Governments-in-Exile
- Governments-in-Exile will steal a percentage of points from all cities they have cores on equal to the level of Resistance in the city's province.
The strength of a government-in-exile is based on its legitimacy value which is based on its war participation value before capitulation. This legitimacy value will determine what resources will be funneled to the government-in-exile from its former lands and will also have a direct effect on the Resistance in its former land. Without legitimacy, a government-in-exile will only be able to rely on resources from colonial holdings. If lacking legitimacy or colonial holdings, a player most likely should request reinstatement as a puppet.
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Scoring Intervals
Scoring is counted on January 1st of every year. Achieving objectives is only counted at the start of each year, and will not count for any score if lost the day before. Unless otherwise stated these scores are multiplied by the World Tension, meaning objectives tend to become more valuable later in the game. Score might also be gained in some ways that are immediate and any immediate score will also generally be multiplied by the World Tension.
Advice: Rising World Tension gives extra freedom and options to Democratic and Non-Aligned nations, and will also determine the value of objectives. Objectives will be worth very little in the first years of the game, and will become more valuable as World Tension ramps up. This means that Fascist and Communist nations will have some control over how quickly objectives rise in value. If you do not hold any objectives it would be wise to keep World Tension as low as possible until you have objectives to score from. Because aggressive actions generally increase World Tension, such actions should be limited to obtaining objectives or important resources or it will only be benefitting the players who hold the most objectives.
Scoring with Objectives
- For this campaign, only cities with Cores of the following nations (or any nations that derive from them during the game) can be scored:
- France
- Netherlands
- Belgium
- Poland
- Czechoslovakia
- Hungary
- Spain
- Portugal
- Denmark
- Norway
- Finland
- Sweden
These cities have been marked on the nation map below.
- Any city with one of the above cores and a victory point value of 20 or higher will be a primary objective in this campaign. Each nation will gain 400 points during scoring for each primary objective they have gained control of during the campaign.
- Any city with one of the above cores and a victory point value of 10 or higher will be a secondary objective in this campaign. Each nation will gain 100 points during scoring for each secondary objective they have gained control of during the campaign.
- All other cities are worth 0 points.
- Objectives count as owned by a nation if that nation occupies it.
Advice: The strongest nations in this campaign have no scoring objectives within their starting borders and will need to go on the military or diplomatic offensive in order to score. Conquering Europe, building a large alliance, or a little bit of both should be the plan for these nations. The weaker nations range from those who might need to simply defend their own borders to win to those who will need to make opportunistic moves to expand while war wages around them. Joining a faction may be vital to survival or expansion, but will come with a cost to score. For these nations, Capitulation should be an expected possibility and they should be familiar with the methods of scoring detailed below and the Player Capitulation rules in Other Campaign Rules.
Scoring with Allies and Puppets
- Nations that are Faction Leaders will take 25% of the value of all victory points held by any Player or AI Faction members. If the Faction Leader is an AI, these points are simply lost.
- Nations that have Player or AI subject nations will take a percentage of the value of all victory points held by that subject based on the status of the subject:
- Dominion/Satellite: 25%
- Colony/Reichsprotectorate/Supervised State: 50%
- Puppet/Reichskomissariat: 75%
- Collaboration Government/Integrated Puppet: 100%
Advice: While working together can be a sure way to victory in a war, stronger nations are incentivized to leave factions or create their own factions in order to maximize their score. A Faction Leader with enough scoring faction members can gain more score than his faction members without conquering any new land himself. Players that are subjugated by other players can hold on to their score by gaining as much autonomy as possible by either helping their new Overlord or by regaining Independence.
Scoring with Governments-in-Exile
- Governments-in-Exile will steal a percentage of points from all cities they have cores on equal to the level of Resistance in the city's province.
The strength of a government-in-exile is based on its legitimacy value which is based on its war participation value before capitulation. This legitimacy value will determine what resources will be funneled to the government-in-exile from its former lands and will also have a direct effect on the Resistance in its former land. Without legitimacy, a government-in-exile will only be able to rely on resources from colonial holdings. If lacking legitimacy or colonial holdings, a player most likely should request reinstatement as a puppet.
Rewards
- $20 worth of Paradox DLC
- Prestige - Earn 1 Prestige for your name on the Campaign Player List for participating in the campaign plus 1 Prestige for each player that you place higher than. The highest scoring player will earn an additional 5 Prestige.
-Titles - In addition, the highest scoring player within each starting group will earn a title for their name on the Campaign Player List.
Top "Oppressor" score - "The Puppet Master"
Top "Opportunist" score - "The Partisan"
- Nation selection in a future campaign will go in order of prestige earned in this campaign, except players who received prizes will pick last (in order of final score).
Other Campaign Rules
1. Nation Selection
Selection Order - Nation selection in this campaign will draw from the final rankings of each player's most recent HOI Gametactica campaign (using the previous rewards description). Excluding recent title-winners (who will be selecting last), all players returning from previous campaigns will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by recent title-winners in order of final ranking. A player who has played in earlier campaigns but did not participate in the most recent campaign will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from the most recent campaign. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed randomly with all new players.
2. Time Frame
Campaign will start at the 1936 setup and end on January 1, 1946.
3. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
4 Player Capitulation
Puppets - If any player is loses their starting capital or over half of their starting provinces, they can request to be reinstated as a puppet at the end of any session. At the start of the next session, the player will be reinstated with all provinces owned by the nation that holds the most of their starting provinces, plus their starting capital state if this would not already be included, as a puppet of the above nation. They can then choose to work with their current overlords or begin conspiring against them. A Government in Exile may choose to become a Puppet of their former enemy in this way, but cannot switch back to the Government-in-Exile. Puppet will forfeit a portion of their score to their Overlord (see Scoring)
Government-in-Exile - If a player becomes a Government in Exile, they may gain score from La Resistance (see Scoring).
5. Player Subjects
Players with player-controlled subjects may not annex their subjects.
6. Peace Conferences
Peace Conferences will ignore the in-game points system and use the Player Controlled Peace Conference Mod and the below house rules:
https://steamcommunity.com/sharedfiles/filedetails/?id=846066944&searchtext=player+led+peace
- All nations must be given the states they occupy at the end of the war unless the they have no access to that state through land they control or through sea (landlocked enclaves). Any such state must be given to a conference participant of the occupier's choice that does have access.
- Players may give or trade their occupied states to other player nations in the conference as long as the receiving party can access the states as described above. Players may not trade for AI occupied land during the conference, and any trading with AI occupied land must be done through in-game diplomacy before the war ends. However, players may give their occupied states to AI with access if they wish.
- All states that were not occupied at the end of the war must be given to the winning faction leader (weather player or AI) as puppet or satellite states where possible. The faction leader (or top scoring player if the faction leader is AI) may choose how to divide these states among puppets/satellites if multiple options are available. This will generally require all conference points be passed to a single player. If any states do not have an option to puppet then they are instead annexed by the faction leader if the faction leader has access as described above. If he does not have access then he must chose a nation that does to receive the state. A player controlled faction leader can give or trade these states with other players as described above.
- In all the above scenarios players may always choose to puppet or liberate any states they would receive or to simply leave the states under the control of their current governments.
This peace conference system unevenly rewards players who were able to go on the offensive in the war and will leave those who were forced to defend their own land with less to show for it unless you can convince other players to hand over their conquests. Keep this in mind before you allow other faction members to use you as their shield. Note that as land is occupied, it will generally go to a participant in the faction that has claims on it or shares a border with it rather than just to the owner of the forces that are present.
Selection Order - Nation selection in this campaign will draw from the final rankings of each player's most recent HOI Gametactica campaign (using the previous rewards description). Excluding recent title-winners (who will be selecting last), all players returning from previous campaigns will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by recent title-winners in order of final ranking. A player who has played in earlier campaigns but did not participate in the most recent campaign will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from the most recent campaign. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed randomly with all new players.
2. Time Frame
Campaign will start at the 1936 setup and end on January 1, 1946.
3. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
4 Player Capitulation
Puppets - If any player is loses their starting capital or over half of their starting provinces, they can request to be reinstated as a puppet at the end of any session. At the start of the next session, the player will be reinstated with all provinces owned by the nation that holds the most of their starting provinces, plus their starting capital state if this would not already be included, as a puppet of the above nation. They can then choose to work with their current overlords or begin conspiring against them. A Government in Exile may choose to become a Puppet of their former enemy in this way, but cannot switch back to the Government-in-Exile. Puppet will forfeit a portion of their score to their Overlord (see Scoring)
Government-in-Exile - If a player becomes a Government in Exile, they may gain score from La Resistance (see Scoring).
5. Player Subjects
Players with player-controlled subjects may not annex their subjects.
6. Peace Conferences
Peace Conferences will ignore the in-game points system and use the Player Controlled Peace Conference Mod and the below house rules:
https://steamcommunity.com/sharedfiles/filedetails/?id=846066944&searchtext=player+led+peace
- All nations must be given the states they occupy at the end of the war unless the they have no access to that state through land they control or through sea (landlocked enclaves). Any such state must be given to a conference participant of the occupier's choice that does have access.
- Players may give or trade their occupied states to other player nations in the conference as long as the receiving party can access the states as described above. Players may not trade for AI occupied land during the conference, and any trading with AI occupied land must be done through in-game diplomacy before the war ends. However, players may give their occupied states to AI with access if they wish.
- All states that were not occupied at the end of the war must be given to the winning faction leader (weather player or AI) as puppet or satellite states where possible. The faction leader (or top scoring player if the faction leader is AI) may choose how to divide these states among puppets/satellites if multiple options are available. This will generally require all conference points be passed to a single player. If any states do not have an option to puppet then they are instead annexed by the faction leader if the faction leader has access as described above. If he does not have access then he must chose a nation that does to receive the state. A player controlled faction leader can give or trade these states with other players as described above.
- In all the above scenarios players may always choose to puppet or liberate any states they would receive or to simply leave the states under the control of their current governments.
This peace conference system unevenly rewards players who were able to go on the offensive in the war and will leave those who were forced to defend their own land with less to show for it unless you can convince other players to hand over their conquests. Keep this in mind before you allow other faction members to use you as their shield. Note that as land is occupied, it will generally go to a participant in the faction that has claims on it or shares a border with it rather than just to the owner of the forces that are present.
Oppressors
German Reich
SpicyLunchBox |
United Kingdom
Cycoboy |
Soviet Union
CaptainDickers |
Italy
DrDecoy |
Opportunists
France
Piano |
Spain
Iron |
Poland
YoFlyMyGuy |
Netherlands
- |
Portugal
Impertor |
Sweden
Jeudy100 |
Hungary
Alec |
Oppressors - Starting Statistics
German Reich - Faction Leader of the Axis
Value of Objectives Held: 0
Governing Party / Ideology: Nationalsozialistische Deutsche Arbeiterpartei / Fascist
Internal Ideology Influence: 60% Fascist / 20% Democratic / 20% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 22 (31)
Military Factories: 28
Dockyards: 10
Subjects: None
United Kingdom - Faction Leader of the Allies
Value of Objectives Held: 0
Governing Party / Ideology: Conservative Party / Democratic
Internal Ideology Influence: 2% Fascist / 97% Democratic / 1% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 17 (30)
Military Factories: 14
Dockyards: 19
Subjects: British Raj, Dominion of Canada, South Africa, Australia, New Zealand, British Malaya
Soviet Union - Faction Leader of the Comintern
Value of Objectives Held: 0
Governing Party / Ideology: All-Union Communist Party / Communist
Internal Ideology Influence: 2% Fascist / 10% Democratic / 88% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 18 (44)
Military Factories: 32
Dockyards: 6
Subjects: None
Italy
Value of Objectives Held: 0
Governing Party / Ideology: Partito Nazionale Fascista / Fascist
Internal Ideology Influence: 76% Fascist / 22% Democratic / 2% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 11 (20)
Military Factories: 19
Dockyards: 11
Subjects: None
Value of Objectives Held: 0
Governing Party / Ideology: Nationalsozialistische Deutsche Arbeiterpartei / Fascist
Internal Ideology Influence: 60% Fascist / 20% Democratic / 20% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 22 (31)
Military Factories: 28
Dockyards: 10
Subjects: None
United Kingdom - Faction Leader of the Allies
Value of Objectives Held: 0
Governing Party / Ideology: Conservative Party / Democratic
Internal Ideology Influence: 2% Fascist / 97% Democratic / 1% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 17 (30)
Military Factories: 14
Dockyards: 19
Subjects: British Raj, Dominion of Canada, South Africa, Australia, New Zealand, British Malaya
Soviet Union - Faction Leader of the Comintern
Value of Objectives Held: 0
Governing Party / Ideology: All-Union Communist Party / Communist
Internal Ideology Influence: 2% Fascist / 10% Democratic / 88% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 18 (44)
Military Factories: 32
Dockyards: 6
Subjects: None
Italy
Value of Objectives Held: 0
Governing Party / Ideology: Partito Nazionale Fascista / Fascist
Internal Ideology Influence: 76% Fascist / 22% Democratic / 2% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 11 (20)
Military Factories: 19
Dockyards: 11
Subjects: None
Opportunists - STARTING STATISTICS
France
Value of Objectives Held: 1900
Governing Party / Ideology: Parti Radical / Democratic
Internal Ideology Influence: 1% Fascist / 64% Democratic / 20% Communist / 15% Non-Aligned
Civilian Factories (including unavailable) : 19 (33)
Military Factories: 8
Dockyards: 10
Subjects: None
Spain
Value of Objectives Held: 1100
Governing Party / Ideology: Partido Socialista Obrero Espanol / Democratic
Internal Ideology Influence: 37% Fascist / 41% Democratic / 7% Communist / 15% Non-Aligned
Civilian Factories (including unavailable) : 8 (16)
Military Factories: 7
Dockyards: 4
Subjects: None
Poland
Value of Objectives Held: 1100
Governing Party / Ideology: Bezpartyjny Blok Wspolpracy z Rzadem / Non-Aligned
Internal Ideology Influence: 15% Fascist / 18% Democratic / 2% Communist / 65% Non-Aligned
Civilian Factories (including unavailable) : 9 (17)
Military Factories: 9
Dockyards: 1
Subjects: None
Netherlands
Value of Objectives Held: 900
Governing Party / Ideology: Anti-Revolutionaire Partij / Democratic
Internal Ideology Influence: 4% Fascist / 93% Democratic / 3% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 3 (11)
Military Factories: 4
Dockyards: 3
Subjects: Dutch East Indies
Portugal
Value of Objectives Held: 500
Governing Party / Ideology: Uniao Nacional / Non-Aligned
Internal Ideology Influence: 10% Fascist / 20% Democratic / 10% Communist / 60% Non-Aligned
Civilian Factories (including unavailable) : 7 (11)
Military Factories: 2
Dockyards: 3
Subjects: None
Sweden
Value of Objectives Held: 500
Governing Party / Ideology: Sveriges Socialdemokratiska Arbetareparti / Democratic
Internal Ideology Influence: 3% Fascist / 75% Democratic / 8% Communist / 14% Non-Aligned
Civilian Factories (including unavailable) : 7 (10)
Military Factories: 3
Dockyards: 3
Subjects: None
Hungary
Value of Objectives Held: 400
Governing Party / Ideology: Fuggetlentsegi es 48-as Part / Non-Aligned
Internal Ideology Influence: 31% Fascist / 25% Democratic / 0% Communist / 44% Non-Aligned
Civilian Factories (including unavailable) : 5 (10)
Military Factories: 6
Dockyards: 0
Subjects: None
Value of Objectives Held: 1900
Governing Party / Ideology: Parti Radical / Democratic
Internal Ideology Influence: 1% Fascist / 64% Democratic / 20% Communist / 15% Non-Aligned
Civilian Factories (including unavailable) : 19 (33)
Military Factories: 8
Dockyards: 10
Subjects: None
Spain
Value of Objectives Held: 1100
Governing Party / Ideology: Partido Socialista Obrero Espanol / Democratic
Internal Ideology Influence: 37% Fascist / 41% Democratic / 7% Communist / 15% Non-Aligned
Civilian Factories (including unavailable) : 8 (16)
Military Factories: 7
Dockyards: 4
Subjects: None
Poland
Value of Objectives Held: 1100
Governing Party / Ideology: Bezpartyjny Blok Wspolpracy z Rzadem / Non-Aligned
Internal Ideology Influence: 15% Fascist / 18% Democratic / 2% Communist / 65% Non-Aligned
Civilian Factories (including unavailable) : 9 (17)
Military Factories: 9
Dockyards: 1
Subjects: None
Netherlands
Value of Objectives Held: 900
Governing Party / Ideology: Anti-Revolutionaire Partij / Democratic
Internal Ideology Influence: 4% Fascist / 93% Democratic / 3% Communist / 0% Non-Aligned
Civilian Factories (including unavailable) : 3 (11)
Military Factories: 4
Dockyards: 3
Subjects: Dutch East Indies
Portugal
Value of Objectives Held: 500
Governing Party / Ideology: Uniao Nacional / Non-Aligned
Internal Ideology Influence: 10% Fascist / 20% Democratic / 10% Communist / 60% Non-Aligned
Civilian Factories (including unavailable) : 7 (11)
Military Factories: 2
Dockyards: 3
Subjects: None
Sweden
Value of Objectives Held: 500
Governing Party / Ideology: Sveriges Socialdemokratiska Arbetareparti / Democratic
Internal Ideology Influence: 3% Fascist / 75% Democratic / 8% Communist / 14% Non-Aligned
Civilian Factories (including unavailable) : 7 (10)
Military Factories: 3
Dockyards: 3
Subjects: None
Hungary
Value of Objectives Held: 400
Governing Party / Ideology: Fuggetlentsegi es 48-as Part / Non-Aligned
Internal Ideology Influence: 31% Fascist / 25% Democratic / 0% Communist / 44% Non-Aligned
Civilian Factories (including unavailable) : 5 (10)
Military Factories: 6
Dockyards: 0
Subjects: None
SCore 1 - 01 January 1937
World Tension - 10%
Nation -
France - Poland - Nationalist Spain - Portugal - Sweden - Hungary - German Reich - United Kingdom - Soviet Union - Italy - |
Total Score - (Score Gained this Session) - Scoring Cities
190 - (190) - Paris, Brest, Bordeaux, Calais, Lille, Le Havre, Mets, Tours, Lyon, Marseille 110 - (110) - Warsaw, Krakow, Danzig, Poznan, Lodz 50 - (50) - Madrid, Bilbao 50 - (50) - Lisbon, Porto 50 - (50) - Stockholm, Goteborg 40 - (40) - Budapest 0 - (0) - 0 - (0) - 0 - (0) - 0 - (0) - |
SCore 2 - 01 January 1938
World Tension - 34%
Nation -
France - Falangist Poland - Carlist Spain - German Reich - United Kingdom of Portugal - Svea Rike - British Empire - Hungary - Italy - Soviet Union - |
Total Score - (Score Gained this Session) - Scoring Cities
674 - (484) - Paris, Brest, Bordeaux, Calais, Lille, Le Havre, Mets, Tours, Lyon, Marseille (-25% to British Empire) 390 - (280) - Warsaw, Krakow, Danzig, Poznan, Lodz (-25% to German Reich) 390 - (340) - Madrid, Barcelona, Bilbao, Sevilla 373 - (373) - Vienna, Salzburg, Linz (+25% of Falangist Poland, Svea Rike, Hungary) 220 - (170) - Lisbon, Porto 177 - (127) - Stockholm, Goteborg (-25% to German Reich) 161 - (161) - (+25% of France) 142 - (102) - Budapest (-25% to German Reich) 68 - (68) - Berne, Zurich 0 - (0) - |
SCore 3 - 01 January 1939
World Tension - 64%
Nation -
France - Carlist Spain - German Reich - Falangist Poland - United Kingdom of Portugal - British Empire - Svea Rike - Hungary - Italy - Soviet Union - |
Total Score - (Score Gained this Session) - Scoring Cities
1586 - (912) - Paris, Brest, Bordeaux, Calais, Lille, Le Havre, Mets, Tours, Lyon, Marseille (-25% to British Empire) 1094 - (704) - Madrid, Barcelona, Bilbao, Sevilla, Valencia 1093 - (720) - Vienna, Salzburg, Linz (+25% of Falangist Poland, Svea Rike, Hungary) 918 - (528) - Warsaw, Krakow, Danzig, Poznan, Lodz (-25% to German Reich) 540 - (320) - Lisbon, Porto 497 - (336) - (+25% of France, Italy) 465 - (288) - Stockholm, Goteborg, Oslo (-25% to German Reich) 334 - (192) - Budapest (-25% to German Reich) 164 - (96) - Berne, Zurich (-25% to British Empire) 0 - (0) - |
SCore 4 - 01 January 1940
World Tension - 100%
Nation -
German Reich - France - Kingdom of Spain - Falangist Poland - United Kingdom of Portugal - British Empire - Svea Rike - Hungary - Italy - Soviet Union - |
Total Score - (Score Gained this Session) - Scoring Cities
4843 - (3750) - Vienna, Prague, Brno, Amsterdam, Rotterdam, Antwerp, Brussels, Salzburg, Linz, The Hague, Liege (+25% of Falangist Poland, Svea Rike, Hungary) 3011 - (1425) - Paris, Brest, Bordeaux, Calais, Lille, Le Havre, Mets, Tours, Lyon, Marseille (-25% to British Empire) 2194 - (1100) - Madrid, Barcelona, Bilbao, Sevilla, Valencia 1743 - (825) - Warsaw, Krakow, Danzig, Poznan, Lodz (-25% to German Reich) 1040 - (500) - Lisbon, Porto 1022 - (525) - (+25% of France, Italy) 915 - (450) - Stockholm, Goteborg, Oslo (-25% to German Reich) 709 - (375) - Budapest, Bratislava (-25% to German Reich) 314 - (150) - Berne, Zurich (-25% to British Empire) 0 - (0) - |
SCore 5 - 01 January 1941
World Tension - 100%
Nation -
German Reich - Kingdom of Spain - Vichy France - Falangist Poland - British Empire - United Kingdom of Portugal - Svea Rike - Hungary - Soviet Union - Italy - |
Total Score - (Score Gained this Session) - Scoring Cities
7143 - (2300) - Vienna, Prague, Brno, Brussels, Salzburg, Linz, Liege (+25% of Falangist Poland, Svea Rike, Hungary, +75% of Vichy France) 3294 - (1100) - Madrid, Barcelona, Bilbao, Sevilla, Valencia 3011 - (0) - (-75% to German Reich) 2568 - (825) - Warsaw, Krakow, Danzig, Poznan, Lodz (-25% to German Reich) 1672 - (650) - Stockholm, Oslo, Metz (+25% of Italy) 1540 - (500) - Lisbon, Porto 1290 - (375) - Copenhagen, Goteborg (-25% to German Reich) 1084 - (375) - Budapest, Bratislava (-25% to German Reich) 775 - (775) - (+25% of France) 464 - (150) - Berne, Zurich (-25% to British Empire) |
SCore 6 - 01 January 1942
World Tension - 100%
Nation -
German Reich - British Empire - Kingdom of Spain - Nation Francaise - Falangist Poland - Soviet Union - United Kingdom of Portugal - Svea Rike - Italy - Balkan Socialist Union - |
Total Score - (Score Gained this Session) - Scoring Cities
7143 - (0) - (-50% to British Empire) 4897 - (3225) - Amsterdam, Rotterdam, Antwerp, Brussels, The Hague, Liege (+25% of Italy, +50% of Nation Francaise, German Reich, +75% of Svea Rike) 4394 - (1100) - Madrid, Barcelona, Bilbao, Sevilla, Valencia 3661 - (650) - Paris, Brest, Calais, Lille, Le Havre, Metz, Tours, (-50% to British Empire) 2843 - (275) - Warsaw, Krakow, Danzig, Poznan, Lodz (-75% to Soviet Union) 2375 - (1600) - Helsinki (+75% of Falangist Poland, Balkan Socialist Union, Denmark) 2040 - (500) - Lisbon, Porto 1440 - (150) - Stockholm, Goteborg, Oslo (-75% to British Empire) 1439 - (975) - Bordeaux, Vienna, Berne, Zurich, Linz, Lyon, Marseille (-25% to British Empire) 1209 - (125) - Budapest, Bratislava (-75% to Soviet Union) |
SCore 7 - 01 January 1943
World Tension - 100%
Nation -
British Empire - German Reich - Kingdom of Spain - Soviet Union - Nation Francaise - Falangist Poland - Italy - United Kingdom of Portugal - Svea Rike - Balkan Socialist Union - |
Total Score - (Score Gained this Session) - Scoring Cities
8122 - (3225) - Amsterdam, Rotterdam, Antwerp, Brussels, The Hague, Liege (+25% of Italy, +50% of Nation Francaise, German Reich, +75% of Svea Rike) 7143 - (0) - (-50% to British Empire) 5869 - (1475) - Madrid, Barcelona, Bilbao, Sevilla, Valencia (+75% of United Kingdom of Portugal) 4575 - (2200) - Helsinki (+75% of Falangist Poland, Balkan Socialist Union, Denmark) 4311 - (650) - Paris, Brest, Calais, Lille, Le Havre, Metz, Tours, (-50% to British Empire) 3118 - (275) - Warsaw, Krakow, Danzig, Poznan, Lodz (-75% to Soviet Union) 2414 - (975) - Bordeaux, Vienna, Berne, Zurich, Linz, Lyon, Marseille (-25% to British Empire) 2165 - (125) - Lisbon, Porto (-75% to Kingdom of Spain) 1590 - (150) - Stockholm, Goteborg, Oslo (-75% to British Empire) 1534 - (325) - Prague, Brno, Budapest, Bratislava (-75% to Soviet Union) |
SCore 8 - 01 January 1944
World Tension - 100%
Nation -
British Empire - Kingdom of Spain - German Reich - Soviet Union - Nation Francaise - Falangist Poland - Italy - United Kingdom of Portugal - Balkan Socialist Union - Svea Rike - |
Total Score - (Score Gained this Session) - Scoring Cities
11347 - (3225) - Amsterdam, Rotterdam, Antwerp, Brussels, The Hague, Liege (+25% of Italy, +50% of Nation Francaise, German Reich, +75% of Svea Rike) 7344 - (1475) - Madrid, Barcelona, Bilbao, Sevilla, Valencia (+75% of United Kingdom of Portugal) 7143 - (0) - (-50% to British Empire) 6755 - (2200) - Helsinki (+75% of Falangist Poland, Balkan Socialist Union, Denmark) 4961 - (650) - Paris, Brest, Calais, Lille, Le Havre, Metz, Tours (-50% to British Empire) 3393 - (275) - Warsaw, Krakow, Danzig, Poznan, Lodz (-75% to Soviet Union) 3389 - (975) - Bordeaux, Vienna, Berne, Zurich, Linz, Lyon, Marseille (-25% to British Empire) 2290 - (125) - Lisbon, Porto (-75% to Kingdom of Spain) 1859 - (325) - Prague, Brno, Budapest, Bratislava (-75% to Soviet Union) 1740 - (150) - Stockholm, Goteborg, Oslo (-75% to British Empire) |
SCore 9 - 14 November 1944
World Tension - 100%
Final Score
Nation -
British Empire - Soviet Union - Kingdom of Spain - German Reich - Nation Francaise - Falangist Poland - Italy - United Kingdom of Portugal - Balkan Socialist Union - Svea Rike - |
Total Score - (Score Gained this Session) - Scoring Cities
15672 - (4325) - Amsterdam, Rotterdam, Antwerp, Brussels, Madrid, Prague, The Hague, Liege, Bilbao, Sevilla, Valencia (+25% of Italy, +50% of Nation Francaise, German Reich, +75% of Svea Rike) 8655 - (1900) - Helsinki (+75% of Falangist Poland, Balkan Socialist Union, Denmark) 8119 - (775) - Barcelona (+75% of United Kingdom of Portugal) 7143 - (0) - (-50% to British Empire) 5611 - (650) - Paris, Brest, Calais, Lille, Le Havre, Metz, Tours (-50% to British Empire) 3668 - (275) - Warsaw, Krakow, Danzig, Poznan, Lodz (-75% to Soviet Union) 4364 - (975) - Bordeaux, Vienna, Berne, Zurich, Linz, Lyon, Marseille (-25% to British Empire) 2415 - (125) - Lisbon, Porto (-75% to Kingdom of Spain) 2084 - (225) - Brno, Budapest, Bratislava (-75% to Soviet Union) 1890 - (150) - Stockholm, Goteborg, Oslo (-75% to British Empire) |