This page was created by the author when he was using Easy Diplomatic and Economic difficulty and high starting funds, this is recommended also if you are just starting the game
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Australia is an isolated region located in the central part of Oceania. It starts as part of NATO.
Australia doesn't share borders with any countries, but is close to:
Australia has no colonies.
It is best to set your state minister to "Trade Relations", and your production minster to "Conservation" and "Export Opportunities". Set your Finance Minister to "Balance the Budget" and your Defence Minister to "Defensive Military".
Australia's economy starts off with $1011 million in its treasury and a reasonable surplus. The country is rich in agriculture, timber, coal, uranium and petroleum. It also has a decent amount of ore and hydro-electric power.
Australia starts of with a stock of uranium, a large surplus of coal, agriculture, a balance of electrical power and a significant deficit of petrol so it is advisable to first build up the ore, timber, petrol and electrical industries first and then concentrate on building up the consumer, industrial and later, military industries. You can essentially ignore the agricultural and coal industries for the most part of the game, especially if you don't invest in coal power.
Australia starts off with a reasonable surplus, however it is necessary to expand your petroleum industry quickly to eliminate the later drain on your economy with imports so it is advisable to prioritize your Financial Minister to "Balance the Budget" (Your Domestic Approval Rating should keep climbing for the most part on this setting until around 50% unless you interfere with social spending and/or taxes yourself.) in order to clear up any nuances with funding the construction of your gas fields. Try to build 2 gas fields at a time.
When constructing ore mines simply use the minister recommended locations. Try to just meet immediate demand. You probably only need to build one timber mill, and possibly another later in-game.
Electricity is a constant problem, however "Other" power sources are effectively useless, it is much more effective to build Hydro, although the later electricity deficit can be ignored for the first part of the game. It is easier to start a large hydro-electric program when you have double your initial funds, and let your large treasury cushion the initial fee. You shouldn't have a problem with filling a single tile with Hydro power stations on the same day if you have over $2,000,000,000, as your economy should reassert a surplus the next day. Try to avoid petrol and coal power stations until later in the game when it becomes uneconomical to use hydro, petrol especially.
Australia starts with a small land army, and a respectable navy. It is best to place your DM on Defensive Military until you see fit. Don't worry about growing your army for the first part of the game, other nations have no incentive to attack you.
Australia starts off mostly with WW2 vehicles and units, and no missiles.
Australia starts NATO aligned, with strong ties to the UK, US and New Zealand. Forming Formal Alliances along with Criminal Extradition and Mutual Defence Pact treaties with all of these countries is a good course of action.
Australia is a reasonably modern country, however it is usually best manually choose cost saving and Urban Development Technology and Medical techs to start with. Then prioritize your RM to Society Techs.