Transcript for:
Access Doctrine Build Order Lecture

hello BM Fox here and welcome to the access Doctrine build order this video has been requested a lot and was long overdue I have divided the video into different chapters feel free to uh skip chapters or to only watch the chapters that interest you the most so I'm going to start by explaining the different doctrines secondly I'm going to discuss the different Doctrine unit bonuses different early game Rush strategies after that I'm going to dive into the topic of motorized Infantry versus armored cars and after that I'm going to discuss the aess build order briefly and then finally I'm going to get into the topic more detailed by using the images from the ultimate beginners guide in the chapters early game and mid game and late game so let's go when you've chosen a country you have noticed that some countries have other doctrines there are four doctrines in the game in this game I am playing AIS and AIS is all about power their units get 15% more hit points meaning they have 15% more health so they're more difficult to kill and they also deal 15% extra damage that is pretty cool this makes AIS the perfect Doctrine for aggressive early gameplay they have a production cost of an additional 10% so units are more expensive a is a favorite Doctrine by beginners because well you have way much power in the early game with your starting units you deal more damage which gives you an additional security and the tank Ranch from axis is pretty good and beginers stand to L tanks however with their additional production costs the economy playing AIS is a bit harder to master the second Doctrine is allies Doctrine which is all about optimization they can produce their units 30% faster their research time and cost is 25% faster and cheaper and their upgrade cost and time for units so if you level them up it's 20% faster and 20% cheaper but as a downside allies doctoring they move 10% slower so if your axis and you attack an allies player then you're going to deal 15% more damage than the Allies player and you're going to move 10% faster that is a good Advantage then we've got com turn com turn is all about quantity their units are 15% cheaper and each unit costs resources of daily upkeep and so the upkeep cost for Comer is 30% cheaper so they can spam large armies and maintain them easily which makes the combination with economy much more simple however they also get a buff they deal 10% damage and as AIS has 15% more damage 15% more hit points their units are hard to kill and there's a damage gap of 25% you deal 25% more more damage that is great you're going to be less confronted with the panasian doctrine as those are only played on larger Maps like the 50 player Pacific or the 100 player world at war you can also see them on the 30 player historical map pan is all about surprise they move 20% faster they have an additional view range of 30% and they get an additional terrain bonus of 20% for all units that get terrain bonuses so for example an car gets 50% bonus in the planes well a panan armored car is going to get 70% terrain bonus which is pretty cool however they've got a buff they have 10% less hit points so their units are easier to kill so if you attack a panasian player make sure that you attack in a Terrain where your units are in the advantage so that the panasian units can't get the advantage of their terrain bonus and there's a 25% Gap in between hit points so your units are way more harder to kill so if you manage to lock up an Asian army into melee combat they're going to dwindle down fast each Doctrine also gets units bonuses or nerves in the case of A's militia research upgrades are one or two days later available then again militia is a slow defensive unit and as AIS is an offensive Doctrine I don't recommend using them unless you want to use them to defend your core provinces but you can also use them to stack them together with your railroad guns because they're cheap and they are the second slowest unit in the game after railroad guns so they are a very good alternative to protect your railroad guns no bonuses for infantry but then we have motorized infantry they are absolutely Leal for Access Doctrine they move 15% faster and they already pretty fast and they also the 15% more damage versus unarmored units and their research upgrades are soon available access Doctrine is the only doctrine that can produce a motorized infantry at day one all the other doctrines is day two also small bonus for mechanized infantry Commandos later available and step also artillery later available but then we have the then you have the axis anti-air which is the best anti-air in the game they deal 15% bonus against heavy armor and also 15% versus planes because X's anti-air basically are also kind of anti-tank unit together with 15% additional hit points and 50% damage versus all units of the axis Doctrine this makes the axis anti-air absolutely little also upgrades for SP anti-air are sooner available no bonuses for armored cars or light tanks but then the medium tank the medium tanks for aess are absolutely amazing they move 15% faster have another 10% hit points upgrades are sooner available than other doctrines medium tanks should always be a part of your strategy if you're playing a also heavy tanks get access a bonus heavy tank research is to days sooner available but more importantly they deal 10% additional damage versus all units however they are slow and if you meet an experienced player that is good with artillary units then they will just be able to dance around you with faster moving artillery and they're just going to shoot and Scoot you're never going to be able to catch them personally I am a big fan of medium tanks as they are the perfect compromise between the speed of a light tank and the Damage output and the buiness of a heavy tank in the air branch the Interceptor still is pretty good for axis even though he doesn't get a bonus as you have your axis Doctrine bonuses you can even fight off the famous interceptors from the panasian even though the panasian deal 15% more damage you have your 15% extra damage output from your Doctrine and as spian have 10% less Health you 15% more Health Access interceptors have 25% more unit Health than panasian and so you can fairly easily win against panan interceptors even though they have a bigger range they are faster and deal extra damage also the attack bomber is a pretty good unit for axes they deal 15% extra damage versus en armored units and versus heavy armor this is not only the perfect unit to counter heavy armored targets but also for unarmored targets and so the exess attack bomber is kind of a tactical bomber and ATT attack bomber allinone and then we' got the strategical bombers even though they don't get a Doctrine bonus like allies they might have less range but they've got the same amount of hit points and they deal more damage versus buildings this makes the xess Strategic bomber very dangerous nevertheless in the naval tap only submarines get damage in honor of those famous wolf packs from World War II they deal 15% more damage versus All Ships move 15% faster so you can fairly easily hun down units from other doctrines especially allies but you can uh also try to catch the panasian no further bonuses for the Navy which is why I don't bother making Navy with AES only subs and A's aircraft carriers even get a Nerf in the secret branch no bonuses for the rocket artery branches however the railroad gun is absolutely amazing for es and should always be a part of your strategy can start researching them at a four instead of day six for the other doctrines you have an additional range of 10% which makes it possible for Access railroad guns to even outrange battleships they also move 10% faster which means that aess railroad guns can go Toe to Toe with the panasian doctrine they might be 10% slower in the end but they have the 10% bigger attack range and of course the hit points difference of 25% also aess Rockets get a 15% bonus versus all units however I never use them as there are single use I personally feel it is like a waste however if you have a rocket and you manage to take down the air base of your enemy when he is refueling then it can be a game winning move but then the rocket Fighter for a is absolutely amazing you get an additional 15% versus all planes plus a 15% extra speed Rock ET Fighters already fast but aess rocket Fighters are extremely fast combine that with already the access Doctrine bonuses and it is just a freakingly good unit that aess should always produce in the late game to keep that air dominance in Disguise no bonuses for nuclear research but then again personally I never go nuclear because it makes you a Target if you go nuclear and you've got your first nukes players are going to be afraid of you and they will gang up on you but most importantly the research is just too much too expensive too long and it's going to put you on a back foot in all the other Army branches and it's going to result in having weaker Army weaker Navy weaker air force compared to your enemies and what you can win with your nuclear you will lose in Warfare with your other units they can be a game changer they you can actually change a losing deck of cards into a winning game with a couple of well placed nuclear weapons however in my personal experience I've noticed that if you are active in this game usually the games are going to end before you can start fooling around with nuclear weapons so personally I would recommend not use them especially A's as it is already an expensive Doctrine so there are three early game Rush strategies for axis the first one is a motorized infantry Rush where you're going to produce a lot of motorized infantry and attack the enemy however I really wouldn't do that why not I am going to discuss in the fourth chapter motorized infantry versus armored cars but even though that motorized infantry is a good unit for AES and they canlock at that day one instead of day two they are pretty expensive and basically you are going to waste and damage a lot these very expensive units and you're going to your economy by doing so but if you want to more on the subject just watch this chapter motorized infantry versus Armored Cars I guess second early game Rush strategy is going for artillery with or not with the support of anti-tank units however artillery units they cost a lot they cost 1,500 Goods it's a lot in your game you're going to run out of goods way faster than you're going to run out of Manpower you're going to consume so much Goods that you're not going to have the resources to construct recruitment offices and with AES your units are expensive you really need those recruitment offices not to mention that arter is pretty weak in the early game because they counter heavy armored units but there are no heavy armored units in the game and artillery they deal a little damage to unarmored units and so any player that uses for an artillery Rush early game strategy will get destroyed by the first player he meets that has produced rocket artillery because rocket artillery they counter unarmored units and artery is yes a non-armored unit not the best of strategies lastly you have the armored course light tank Rush that is an overpowered Rush let me tell you that I'm not going to go deeper into the topic because I'm covering the subject in the motorized infantry ver this Armored Cars chapter and in this build order I am going to showcase the Armored Cars light tank strategy let's go next chapter if you have watched the access Doctrine video or you are a little familiar with the access Doctrine then you know that motorized infantry is a very good unit and access Doctrine is the only doctrine that has it at day one however you need level two Barracks to be able to produce them without a production time penalty just like armored cars they are anti unarmored and anti- stealth however they are offensive instead of defensive they deal 7.8 damage against unarmored units and 5.2 in defense motorized infantry Has the strength of normal infantry and adds additional speed and a high View range to it in which it also reveals stealth units as an offensive units it is best used to conquer cities because infantry well they get bonuses in cities however motorized infantry is a non-armored unit whereas armored cars are Light Armored units however with AIS I choose not to produce modernized infantry but Armored Cars instead why because well you start the game with a lot of infantry and infantry is very good against unarmored units they deal 5.3 hit points in defense and they counter unarmored units like motorized infantry so if you attack infantry motorized infantry you're going to take more counter damage and your units are going to lose Health way faster than if you use armored cars as you can see infantry and defense they deal 5.3 defense against motorized infantry but against armored cars they only deal 2.6 damage that's the half so as with armored cars you receive half of the damage damage your units they will last way longer and be able to deal more damage as you can also see they're quite expensive on the food and on the Manpower so they're more expensive than armored cars and they drop in health way faster and as regular infantry gets an additional 50% bonus M cities they can really do some damage against motorized infantry so for this reason I prefer to use armored cars right over here instead of motorized infantry now if you compare compare the stats of armored cars and motorized infantry then you can see in a first glance motorized infantry seems to be superior compared to Armored Cars motorized infantry has 7.8 attack compared to Armored Cars who only have 3.5 attack that's less than the half a motorized infantry has 5.2 defense whereas Armored Cars has 5.3 defense which is only a minor difference however in Dexter's call of War battle calculator I can easily simulate what the impact is of the different armored classes and the difference of attack and defensive stats so Doctrine a AIS motorized infantry level one five units compared to AIS infantry level one in Urban Terrain in core provinces two units let's see how the motorized infantry Fair motorized infantry have lost 31.7% in HP we can see how many resources that represents now let's change this into armored cars and let's run it again you can see that the armored cars have only lost 17. n hit points so even though they deal less damage in the end you're going to save a lot of resources because you're going to have less losses and this is knowingly that Armored Cars well they don't get any bonus in cities so now let's uh run this again and now let's say that instead of urban we are on the planes and also the Infantry are on the planes there we go so uh Armored Cars let's start the battle the armored cars now only lost 9.85% Health now let's compare that two motorized infantry start battle then you can see that motorized infantry has lost 211% so in general we could say that motorized infantry is going to take twice as much much damage versus infantry compared to Armored Cars even though they have Superior battle stats it doesn't matter the motorized infantry here of course they took less damage because regular infantry don't have any bonuses on the planes whereas motorized infantry has 25% bonus but armored cars they just simply outshine motorized infantry if it comes to battling against early game units like infantry another reason why to produce Armored Cars instead of motorized infantry is because it's way more cheaper way better for your economy let's have a look at the numbers so Armored Cars research I'm going to ignore it because you need to research Armored Cars mandatory if you want to produce tanks and every access player is going to produce tanks right so that you need to research in any case however if you go for Armored Cars instead of motorized infantry you don't need to research motorized infantry so uh the research for motorized infantry is uh 2,700 food 650 Goods 650 oil and $4,950 of course to produce moiz infantry you need a barracks right so a Barracks costs 2,000 fot ,00 Goods 500 steel and 3,600 cash but of course motorized infantry is a tier 2 unit so you also need a Barracks level two if you don't want to have a production time penalty so Barracks level two costs 2,650 food 1,450 Goods 650 steel and 4,800 cash of course you could opt to build two level one Barracks that would be bit cheaper but then you lose a city to produce other units right because you should specialize each City in one unit branch in order to save resources that brings up a total of 7,350 fot 3,200 Goods 1,50 steel 650 oil and 13,350 money that is a lot of resources man and then you haven't even started producing motorized infantry can you imagine now I have ignored the research for regular infantry as in my build as you should always do you should research infantry level one so that you can upgrade them in the game and so what I prefer to do instead of producing motorized infantry is with all that food Goods and metal that I save up I can build recruitment centers right if you compare that with the price for recruitment station you can see that you can easily build three recruitment stations even four if you use the excess money to buy more Goods so while other players waste their resources on research and on Barracks level one and two I'm going to be constructing four recruitment stations and I'm going to have more manpower to produce new armies and then finally to produce motorized infantry you need 1,400 food 350 Goods 1,300 Manpower 340 oil and 1,400 money I mean that is a lot a lot of food for every modernized infantry that another player produces I can build another recruitment center so you can actually see it like this if you don't go for 10 motorized infantry but you go for 10 armored cars then you get about eight recruitment offices for free I can sell the food excess to buy the goods I need and Bam eight recruitment off is for free plus 10 armored cars that beats any motorized infantry Rush spoken of motorized infantry Rush armored cars can counter motorized infantry rushes so going for Armored Cars it has only upsides and no downsides the only downside I can think of is that it can be countered with anti-tank but then anti-tank you can take them out with your regular infantry units so that's fine this is the moment you have all been waiting for the axis Doctrine build order right so basically in the early game you're going to produce armored cars and light tanks these units they don't cost a lot of goods so you're also going to be able to construct recruitment offices early on to boost your manpower to be able to pop out more units this strategy only requires two tank plants and not a lot of research so you're going to save a lot of resources that you can use elsewhere however to make this strategy viable you also are going to need air units you are going to need use interceptors to protect your airspace especially against allies doctrine that not tactical bombers at day one and you're also going to produce Subs in a naval tab however you're not obliged to produce Subs because you can also opt for the naval bomber and a naval mber does need steel to be produced so if you don't have a lot of Steel rural provinces then you might be off with Naval bombers in the early game armored cars and light tanks are a perfect durly game rush because armored cars they counter your unarmored units which are basically all your starting units infantry and anti-air so it's a very valuable Rush strategy you can really overpower your enemy with it you can move in at high speed and your enemy is not going to have the chance to get organized especially if your armored cars are also stacked with light tanks light tanks they're going to take care of Light Armored units so if you have other players that are producing Armored Cars your light tanks are going to take care of those easily however to make this unit valuable you're going to have to follow it up with the production of Rocket artery you can produce a stack of 10 rocket artery and you can stack them with a 10 infantry en armored car and your starting anti-air that will give you a very solid start in the game and you're going to be able to dominate a player who went for regular arto you're going to have a moderate use of goods so you're going to be able to construct a lot of recruitment offices that will serve you well throughout the game at a twoe also going to be able to unlock a medium tanks but if you produce a lot of armored cars and light tanks in my build order I've produced 10 armored cars and five light tanks to start however you could produce 10 armored cars and 10 light tanks with the combination of recruitment offices you're not going to have the steal to research medium tanks at A2 and you will only start producing medium tanks and railroad guns in the mid game however the combination is very difficult so you're going to have to judge if your economy is going to be able to support boat because boats cost exclusively rare materials oil and metal in my build order I have produced boat I have produced 10 medium tanks and I have produced also a nice railroad gun stack you could produce up to 10 railroad guns but you're going to have to stack them at 10 infantry and 10 anti-air or in the railroad gun stack you're also going to have to put an armored car as a scout the build order so far has one weakness I don't have a lot of units that counter heavy armor targets only my rarro guns counter heavy targets but your first railroad gun will roll out of production only at the end of day five and as railroad guns are really slow you're going to need a fast unit to counter heavy armor targets and also those single Runners that can take a country down very fast so for this reason in the air tap we are going to produce attack bombers which get an additional exess D bonus and then basically you would have all the units that you need throughout the game you don't need anything else you should always try to limit your build order to 8 to 10 units so that you are able to upgrade those units throughout the game because well you only have two research slots right I'm not going to take in account the railroad guns because while railroad guns they you can't upgrade them so you only have six land units that you need to upgrade infantry anti-air Armored Cars light tanks rocket artillery and medium tanks in the a tap you only have subs and in the air tap you have interceptors attack bombers and Nao bombers that makes up for two total of 10 units however if you risk losing air dominance throughout the game from day six you can research rocket Fighters axess rocket Fighters are amazing and you can upgrade them only to level two so you could really add them in the mix their range is a smaller but they're super fast and really deal a lot of damage so if you risk losing air dominance you can always switch from interceptors to Rocket Fighters and it is actually all you need to be very efficient with the build order in the late game however if you wish to do so you can make self built Stacks because well they're faster they're modered right so as you already researched rocket artillery you already have a secret lab of your railroad guns you can easily opt for SP rocket artillery and you already have an ordinance Foundry for your anti-air so you can also research SP antier you stack them together with armored cars and medium tanks and then you have a perfect highly mobile fast late game stack however it adds more units in the equation and it will become increasingly difficult to keep all your units upgraded but it is a very viable strategy first thing you want to do is you want to go to the research Tab and for Access Doctrine I want to start with armored cars so that's what I'm going to do immediately as I am Coastal next thing that I want to do is I want to research Subs as also Subs they get a Doctrine bonus there we go ideally in the early game you can attack a player who is comerian because then you have a 25% damage output difference or you attack analy Doctrine player where you have a 15% damage output strength and 10% slower all right I have new notifications armed car research is completed so what I'm going to do now is I'm going to research in the tank branch light tanks let's go light tanks are fast offensive units they are not the strongest tanks but because of their speed and low cost a good choice for rushing into enemy territory they are best used in Fast attacks on Light Armored targets notably armored cars so now also going to produce armored cars and I'm going to put two more in the queue as I have premium account as both my secret lab Naval base and aircraft Factory have been constructed I have all my construction slots that are open over here so I can build again the most advice would be to build economical buildings which are industry however they cost a lot of Steel oil and rare materials they are rather expensive however as access Doctrine is expensive I prefer not to build them in the early game but to pay them with The Spoils of War so I have extra rural provinces that have one oil one steel one food and one Goods which is perfect that covers all the resources I need for armored cars and also for light tanks I'm going to be good for Navy as well rare materials are going to become a problem later on so here in TIG KOA I am going to construct an industry so that I can enhance my resource production of rare materials and as I produce a lot of Manpower in my cities I am going to construct recruitment stations a level one recruitment office is going to increase the Manpower with 35 % so that is great so I'm going to build a couple of those they cost a lot of goods so I shouldn't build too many neither but I'm going to make at least two of them he has a a couple of Hills but I have a lot of Hills here in my territory they give artillery bonuses if he's going to go for artillery I am not going to like it artillery is a good early game unit but as it's expensive for axes I decided against it for the build order to make it as it is slow and it doesn't bring out the best potential of access Doctrine which is fast and aggressive as you can see my metal is going down fast as one armored car costs 810 steel and then also four recruitment offices a level two recruitment office costs 550 steel so that's going to be 1,00 steel extra I produce only 233 metal an hour and it takes 3 hours to produce an armored car so as soon as my Steel Reserve is done I'm only going to be able to produce one armored car every 3 hours with the steel production that I have so I need to increase my steel production however I don't have any access to Steel over here it is uh rare materials and goods and in Panama we have Goods rare material and oil so that is a big problem I have no early game access to steel and also to produce submarines I'm going to need steel my sub Marine research has been completed now my light tank research is going to finish in only only a couple seconds there we go so now I am going to research interceptors so that I can protect my airspace I have decided to research Naval bombers as Naval bombers they don't need any steel to be produced and you're perfect to protect your Coast submarines cost steel to produce 610 I'm going to be in less of Steel trouble in the start of the game and I I have researched light tanks I might as well produce a couple of the a couple of light tanks never hurt so I'm going to produce one light tank next all right let's check the front reports got my first two armored cars that have been produced nav bomber research has been terminated so I've got now my interceptors that are also researching and then for so far my build order is complete so I have researched Interceptor Naval bomber armed car light tank which enables me to unlock tomorrow the medium tank and the naval tab I have researched submarine and then tomorrow also rocket artillery will be available so I am perfect on schedule nice the next morning I'm also constructing an air base because then with my Naval bomber I am able to patrol the Panama channel and I can keep my core provinces safe so that's great got a second Naval bomber over here in production also have a light tank in production I've got quite some units now I'm going to select them all I've got now eight armored cars and three light tanks so I've made four armored cars and three light tanks I would like to make stacks with five light tanks five armored cars and then I can just rush everywhere great so let's go to the province Administration let's build industry over here built there we go beautiful and then also in Alba we are going to queue up industry as soon as my recruitment center is done in 1 hour 20 minutes automatically my industry will be built have received steel from the supply drop I've decided to also produce a submarine and I've already set the Rally Point to the Panama channel that is always a good idea to dominate that area the next day all right we are day two first thing I am going to do is go to the research menu secret Tab and I am going to research rocket artillery they need 17 hours com Doctrine is only doctrine that can unlock it at day one so you need to be very careful of those let's select all my units to see what I have at a start of day two I've got now 10 Armored Cars got four light tanks so have produced six armored cars and uh four light tanks two Naval bombers and uh one submarine I have got in production another light tank so that's going to make up for five light tanks and 10 armored cars in total which is pretty good I've got share maps for example with South Mexico who is also AIS but went for the classic strategy he has made five artillery one destroyer and two anti-tanks and now as you can imagine if you have a player that's going for artillery and anti-tanks that becomes dangerous proposition for a player like me who has chosen for a more aggressive approach using armored cars and light tanks so I could still win but it would be a costly Affair so I am taking a risk by choosing not to produce Ary and only rocket Ary as it leaves me open for range ATT attack for the first 40 8 hours of the game as I'm struggling with both metal and oil I'm not going to research medium tanks for now even though I can start the research you can see it's very expensive and you also need a tank plan level two first I need to be able to capture additional oil and steel provinces before I can do that and I need to hurry up because at day four I'm also going to be able to research railroad guns and I'm going to need level four secret lap for that as well going to upgrade my industry to level two there we go that is one industry this constructing I want to do the same in my oil there we go and then I want to do the same for the rare resources but unfortunately I don't have the oil to do so but so now I'm constructing both industry in my steel and oil Province so that's pretty cool right my rocket artery research is completed so it is time now to produce some I guess what I'm also going to do now in the research tab I'm going to already research Infantry I've got now my first rocket artery that has rolled out of production got a second one that is producing so that is really great I've also put an industry level two in the queue it's going to start in 12 minutes when I have the sufficient oil the next rocket arter will be available in 4 hours so now at the end of day two I have now in my possession a quite large army have made one Interceptor five Subs 11 Armored Cars five light tanks two Naval bombers and one rocket artery got now in total 68 units that's pretty good the next day we almost 5 hours into day five now and so I have actually upgraded quite some units let's see what I have of an army now got 14 infantry units that have already been upgraded and as soon as all my infantry are upgraded I'm going to be able to upgrade also my submarines because in research I have got now level three submarines and railroad guns I have also been able today to already research level one anti-air however I still need to build over here an ordinance Foundry in bil City then tomorrow morning I'm going to have enough food and manpower to upgrade also these last five infantry over here and then all my infantry is going to be level four cuz I also need to upgrade my armored cards next as those are Scout units if there are level two militia in the game I'm I'm not going to see them I want to be able to spot stealth units I need to upgrade my Armored Cars I would like to be able to upgrade soon my interceptors but I need a couple more I'd like to produce over here also attack bombers but as I've said before you only have limited resources I'm already happy that I have got five Subs I've got the 10 rocket artery that's uh important got my 15 Armored Cars five light tanks but I also want to produce medium tanks I want to produce a lot but um not everything is possible especially not if you want to produce and upgrade and construct buildings and research you can't do it all even if you play very aggressively and you conquer a lot of provinces conquer a lot of resources as a spoil of War even then AIS is a powerful Doctrine but is really expensive which makes it hard to play even if it's a Doctrine that's popular with beginners personally I believe that commentar Doctrine is much more beginner friendly but you need to know how how to play that Doctrine because you deal less damage especially compared to access Doctrine right the next morning good morning I just woke up we are still day five another 8 hours 50 minutes to go next thing I want to do is I want to upgrade my final five infantry confirm there we go the research is also done for Subs so I can promote this as well I don't have the food yet also my research for railroad guns is almost going to be terminated so I've got level four in Jordan step I have researched only anti- a I haven't produced any because I don't have an ordance Foundry as I don't have any food because I was upgrading infantry in the tank tab I'm now finally going to start the research for Armored Cars level two then at day six I can research level three and then at day six I'm also going to upgrade my armored cars so I'm good at that side air tab have researched interceptors and attack bombers I'm not upgrading interceptors yet because I need more of them it is easier to produce level one units and then upgrade them because then you have lower building requirements in the naval tab I have now level three submarine which is pretty good and as it's day five and I'm upgrading My Submarine to level three destroyers will not be able to see me anymore because those are level two only at least for a day I'm going to have an advantage and in the secret tab at day six I'm going to have the possibility to upgrade my rocket artillery to level two as railroad gun research will be terminated in only a couple of minutes I need to construct a level four secret lab I did because I didn't have food I'm going to use one booster card there we go 12 hours and in 12 hours I am going to have sufficient resources to then also build the secret lab level four there we go I have queued that up the railroad gun research has been terminated so I'm also going to launch the research for light tanks level two there we go as I don't have a secret lab level three or four yet there's little use of producing RAR guns already because it would take too long to produce them one day 16 hours instead now I'm going to build industry in my Food City because I'm going to need food to upgrade my Subs my rocket artillery for research and recruitment offices so I am going to build industry now I've got a bit better economy than I did before I produce more steel and oil and rare materials but the lag behind on food a little bit I'm also going to build industry in my goods Province because I'm going to need Goods to upgrade my Armored Cars light tanks and to produce planes so we're going to build industry here as well build I'm already going to set the second level as well so that I can't forget about it that's always a good idea actually I'm going to do the same over here level two in the queue there we go and then I can also check to produce tanks I'm going to produce my first medium tank now produce that's beautiful going to produce one in San Jose as well there we go perfect that's my first two medium tanks in production now I don't have any food left I don't have any Manpower left so I can't upgrade my Subs yet and the amount of food and Manpower that I produce I'm going to be able to upgrade a sub every hour so that's fine in 5 hours from now my Subs will be all upgraded to level three so that's pretty good we are on track we are now 39 minutes only in day seven so what have I done during day six firstly I have constructed a secret lab level three got level four in production I've got my first railroad gun in production that is going to be done in less than 8 hours I've also constructed an ordinance Foundry in bazes City haven't produced antier yet but I should do that soon I'm researching armored car level three and Rocket artery level two and as I have less than 55 minutes to go for the armored car level three upgrade it is time to do the magic unit upgrade trick all right I'm producing another Interceptor queued up four of those so that's good now I can put some medium tanks in the queue which is cool I can filter on tank plants I can select them about and then if I want to produce something they're going to be produced in both those cities so I'm going to produce two of them two more in the que and two more in the que that makes a total of 10 10 medium tanks 10 interceptors I'm going to have I'm going to queue up a railroad gun although probably I won't have the resources for that I'm going to call it XIs might there we go confirm and then got my research level two rocket artery that's going to be done as well the next day all right we are at day eight let's go to the research tree in the tank Branch we have got the light tank research that can get started so I should probably do that I am not going to research medium tank level two yet because first I want to have 10 medium tanks in the air tab I'm already researching level three and then straight after I am going to research level four as well I still need 9 hours so I'm going to be able to launch it tomorrow morning also submarine level four is now available and in the secret Branch I need to wait until day 14 before I can unlock a level three rocket artillery however I would like to produce SP rocket arter as they're faster and better but that is for the Future Let's select all my units so I've got all my 32 infantry still they're level four the six anti-er I started with got two railroad guns now 10 rocket artillery that I need to upgrade got 10 interceptors now that I also need to upgrade got three naval bombers I'm going to produce two more to have five of them got five Subs level three got eight medium tanks now I'd like to have two more 15 level three armored cars and five light tanks so I've almost reached my goal I want 10 medium tanks and then I can uh upgrade those medium tanks the 10 interceptors I've got them 10 rocket RTO to upgrade and I can focus on the production of railroad guns together with anti-air units it's looking pretty good I have got now 96 units and I have been very efficient in my upgrades so that's really really cool I'm going to queue up a couple of railroad guns more got a medium tank in production in Guatemala that will be number nine here we got one in the que I need a bit more manow all right looking good the next day all right welcome back we are now day nine in 6 hours and 24 minutes it's going to be day 10 what have I done in the research tab I am now upgrading medium tank to level three it's going to take 24 hours more and as I've produced a lot of antier I finally decided to do the upgrade to level two and as soon as that is done I'm also going to do the level three upgrade because soon at day 10 I can even have research level four if I wish to do so in the tank Branch I've got now light tank level three that has been completed I'm waiting on the manpower to be able to upgrade them and of course I've upgraded my armored cars to level three long time ago in the air tab I have finally finished the research Interceptor level four so I'm going to be able to upgrade those units as I have now five Naval bombers going to be able to Serge the research to go to level four for the naval bombers and I have now 10 interceptors five Naval bombers I'm going to be able to start producing also attack bombers in enval tab I'm able to research submarine level four which I'm not going to do because Navy is not a priority at this time and in the secret tab everything is still the same I've started to upgrading my uh rocket artery to level two in the near future I'd like to switch to SP rocket artery but I can't do yet I'm going to select all my units 32 level four infantry 10 interceptors level one that are already to be upgraded to level three five submarines level three five Naval bombers got 10 medium tanks that I can upgrade 15 Armored Cars level three 15 rocket artery that can be upgraded got five light tanks that can be upgraded got now 16 anti-air and five railroad guns got one stack over here of Rocket artery that still needs to go back to the mainland but over here I am upgrading already five rocket artillery and I'm stacking all my units together in the railroad gun stack before I move north need a couple more artillery and infantry over here in the stack because when I split it up I'm going to have 10 anti-air 10 infantry and five railroad guns which only leaves five infantry five anti-air and five rocket artill and they need to be protected a little bit better so I'm making a couple more antier I have also invested a lot in economy I'm going to go to Province Administration I'm going to filter by morale you can see now that I have in all my core cities I have got level three recruitment stations got a six railroad gun in production got a naval base and my tank plants that are level two I am not going to upgrade my ordinance Foundry I'm just going to spam sufficient anti-air units before I upgrade them so that I don't have to produce air units anymore this way I save the resources from upgrading the building and I've just attained enough manpower to produce a cup and I pretty cool I've got level four industry in my steel Province now I'm also going to construct a level four industry in my oil build and I want to do the same for my rare materials but I'm going to lack the resources I lack 1,50 metal so I'm going to check on the market how much metal costs the metal is pretty cheap so that's cool I'm going to buy 2,000 metal except there we go so now I can build my industry build perfect I've also started started developing my rural provinces got a level one industry now in my oil Province and also here in my steel so once you have level three recruitment offices like I do in all my cities you can start developing rural provinces without resource production first the next day all right we are 15 minutes into day 10 the level two research for anti year is done so I can now research level three there we go and then tomorrow morning I'm going to be able to Launch level four but as I near the combat zone I might just upgrade to level three instead stopped producing units in my core provinces as I'm just going to upgrade as I get faster from the front line as you can see economically I'm doing pretty fine on terms of military I have got 115 units many hours later I've produced another two railroad guns one over here one over here that makes now seven railroad guns my anti-air is uh ready to be upgraded to level three however I have started the research level four because I'm not going to upgrade yet I want to upgrade my medium tanks first to level three because in only 2 hours the research will finish so first up upgrading medium tanks after that I want to upgrade my interceptors then I also need to upgrade those anti-air over here and then finally I also need to upgrade my five rocket art threeory and once all that is done I want to upgrade the research for Naval bombers that is long overdue and then finally I want to produce the attack bomber because I have no unit that counter heavy armor and I really need something that counters Heavy Armor man that is a fact that is long overdue I only have railroad guns to counter heavy armor right now they doal 10.4 damage versus heavy armor however you cannot upgrade railroad guns so while other players can upgrade their heavy armor to add more HP railroad guns are going to have more and more difficulty to kill those units as they're going to be having more hit points the next day I am upgrading now my planes to level three and as soon as the upgrade is done they're going to patrol over my units what is left to do is upgrading my 17 antier need 8,000 manow to do that but I produce 680 manow an hour so in here and 11 hours I will be able to upgrade all those units and then I need an additional 3,415 Manpower for the rocket artery as soon as all those units are upgraded I'm going to attack all my units will be level three by then it's going to be pretty amazing well not all my units my infantry are level four and my rocket artery level two I've got a research slot that is available which I should use I'm not going to do the level five infantry upgrade I mean level four infantry is already pretty good and I can use my Manpower elsewhere there in the ordinance tab I only have anti-e all my medium tanks are level three now level four is not available yet in the air branch I am going to upgrade my Naval bombers and the naval Branch I have sub level four available but I'm only going to upgrade them at day 14 so I can skip level four upgrade them straight to level five to save resources and in the secret Branch I need to wait a couple more days to day 14 to get the level three research available two days later you're now day 13 in the Infantry tab you get now also access to level six infantry which I haven't researched because I have other priorities ordinance tab level five antier only unlocks at day 14 at day 12 I have researched the upgrades for level four for armored cars for a simple reason because armored cars are scouts so they can see stealth units and the militia level four is the highest level which is available at day 16 and the highest level four Commandos is level four available at day 22 but so Armored Cars level four they can spot level four stealth units so then my scode units will be prepared the enemy will not be able to Ambush me with stealth units same in the ordinance Branch anti-tank level four was available at day 10 so I need to upgrade my armored cars if I don't want to get ambushed and in a tank plant tank destroyer level three is available but at day 14 level four will be available so it is a good idea always to upgrade your scout units and my main Scout unit is the armored car in the air tab my other main Scout unit is interceptors I have level four that's good for now soon I'm going to be able to research level five but it takes one day and two hours got Naval wber level four now already research is available as well but as you only have two research slots you need to uh prioritize cuz my Subs are only level three so they can be seen by destroyers level three which are available at day six so I'm running behind on that front and almost at day 14 I am going to be able to research level three rocket arter let's select all my units to see how am I doing 32 level four infantry 10 level four interceptors five Subs level three five Naval bombers level five five light tanks level three 10 medium tanks level three eight railroad guns 10 rocket artillery level two I finally produced 10 attack bombers and currently I am upgrading my armored car from level three to level four my Armored Cars will be upgraded in only 36 minutes so then I'm going to be ready to attack and terms of economy I'm also doing pretty fine I've got now both in my steel oil and rare provinces maxed out industry and all recruitment offices as well I only have industry level two in goods and food because I don't need a lot of goods and food for my build order and as I have finished upgrading my units now the time has come to upgrade certain military buildings to prepare the next step in my build order so I'm going to upgrade here the aircraft Factory build going to queue up the level three in Texas San Antonio I was lucky to get the level two aircraft Factory so now I'm going to upgrade it to level three so I've been able to uh produce fast 10 attack bombers five in s Antonio over here with the level two aircraft Factory and I've produced also five over here in lasba they only take four hours soon the attack bomb research will finish in only 4 hours 45 and then I'm going to be able to upgrade them and move them to the front now that I have upgrade almost all of my units I have produced all the units I wanted in my build order and we are now day 13 we are approaching the late game so I need some better faster units because artillery and railroad guns are pretty slow and so as I want to be efficient and save resources what I'm going to do is I am going to research SP rocket artillery I'm going to start that right away and so if you want to put them too good use you can't let them slow you down by regular anti-air that is slow so I can also research SP anti-air level one which has a speed of 55 which is exactly the same as the SP rocket artery they have a lot of hit points so they are very good so as soon as the TCH bomb research is done I am going to start the research of a anti-air SP anti-air are our tier two unit so I'm going to need at least an ordinance Foundry of level two and I need at least a secret lab of level two which I have because I have a secret lab level four and I'm not going to produce railroad guns anymore because I'm too far away from the front line so what I need to do next I need to construct my ordinance Foundry so I'm going to build that and I am going to queue up level three there we go and I am going to stack the SP antiair and the SP rocket artery together with my Armored Cars because they're good against unarmored units and I am going to stag most with medium tanks as they are good against light armor and well very good overall so I'm going to need to upgrade also my tank plants so right now I have level two tank plants so I should already construct level three but I don't have rare resources so I'm going to go to the stock market first a few moments later there we go so that's all done I've already got an have Manpower saved up as well to upgrade my attack bombers as soon as the research is done the next day day 14 means also that new research becomes available but the most important upgrade for day 14 is beyond out the rocket fighter level two access GTO rocket fighter bonus I haven't been able to research or produce them yet but as a main has both tactical bombers and he also has rocket Fighters I am going to be obligated to research those as well research Rock rocket fighter level one takes 20 hours and then rocket fighter level two takes 1 day and 10 hours I've got now my attack bombers that are level two I could produce a couple more interceptors while I'm waiting to be able to make rocket Fighters as well let's make a second stack of 10 that will be pretty good it's going to take a long time to reduce them but that's fine I'm already going to queue up level four aircraft Factory should do the same over here aircraft Factory there we go so now we just need to wait until the research ends of SP anti-air and SP rocket artery and then I'm going to spam those units and keep them in core provinces maybe send some to Central America because I've got a feeling I'm going to need them those are going to be my faster more powerful late game unit Stacks I'm also going to queue up the construction of level four tank plants I'm going to add that in the building que because as medium tanks are tier two unit I can show you in research thans medium tanks are a tier 2 unit so I need a level two tank plant that makes a tank plant level three for level two and a tank plant level four for level three tanks so I'm upgrading those now so that I can produce medium tanks and armor cars without a penalty three days later all right I'm back we are day 17 I'm researching now level two rocket Fighters and level two SP rocket artery which are the maximum you can get of them I also have level three rocket artillery upgraded those units so at this point in the late game you have chosen your strategy you just need to upgrade your units up to the maximum level so next up if the game wouldn't have ended I would go for Subs level four in is good especially as I'm making the switch to Rocket Fighters upgrade my medium tanks to level five skip level four just like I did the at the start of the game upgrading from level one to level three with the research trick in ordinance I should research level three SP anti-air so so those I can upgrade because in my core provinces I have made a late game stack six armored car so I can detach one fast to capture a province to make my stack move faster as you know we move only at 50% speed in enemy territory that leaves me with a mid Shield of five armored cars and five medium tanks that's 10 in total optimal damage output got 10 SP anti-air optimal damage output against planes and I've got 9 SP rocket R level one with the upgrade in research and with the tent that is being produced right now as you can see we've got a large economy now due to my economy that is fully developed and the conquest I've got a lot of victory points right now I am ranked first with 610 points got 329 provinces 177 units as mean had their dominance and Rocket Fighters I made a second stack of 10 interceptors and already have seven rocket Fighters as I've said I've also so upgraded my rocket artill now to level three and those are pretty badass they deal almost 12 damage versus unarmored units so if you have 10 of those that's 120 hit points gone and a single shot if you do it in the Hills or the mountains that is 180 hit points it adds up very very fast upgrading units in the end game is important to Edge HP to the stack you can see nine anti-air two Armored Cars 10 infantry and 10 Rock artery in a total they have 1,265 hit points you don't take that down fast so what kind of UNS do I have now I've barely lost units in the game still have all my starting infantry level four now then level four interceptors then level two attack bombers those are great against heavy armored units 10 Subs level three 18 anti-air level four eight railroad guns 16 Armored Cars level four 10 rocket artillery level three 15 medium tanks level three three 10 SP anti-air 9 SP rocket artillery four level three light tanks I've lost one unfortunately seven rocket Fighters five level four Naval bombers and one enemy railroad gun that I have received from Florida at this point it's fairly simple you just continue to release units you continue to upgrade you can continue to invest in your core provinces I haven't done it I've got most maxed out where I needed it built recruitment centers I also inherited quite a lot of of enemy buildings that's also interesting I hope you have enjoyed this access build order if you would have tried to use something differently please let me know in the comments and I'll see you again for another video I hope you have enjoyed this video please subscribe and hit that Bell button for notifications and I want to say a warm thank you to my members and Elite members for supporting this channel