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Siam (later becomes Thailand) was the only independent minor power in South East Asia. Trapped between two Allied major powers United Kingdom and France, Siam starts out with limited resources, 10 IC, 3.96 Leadership points (after big education investment) and a very small army. Historically, Siam joins the Axis due to the landing of Japaneese personel on the 8th of December 1941.


Siam starts out with virtually no technology. With limited leadership points, Siam needs to concentrate in as few fields as possible. The main focus should be either the infantry tech or the militia tech route and related land doctrine. Some industry tech like agriculture, supply production and industrial production/efficiency is also useful. Consider licensing production from an allied nation to supplement your indigenous infantry or militia divisions.

Distribution of leadership

Siam begins the 1936 campaign with only 3.96 leadership after big education investment. Most should go to research. Investment in lvl.1 education is vital, since it will bring Siam's leadership just above 4. The rest will be distributed according to situation:

  • Diplomacy only build up enough diplomactic influence to make some trade deals with other country when needed.
  • Espionage enough to get domestic spies to 10 to increase national unity and decrease neutrality for better laws.
  • Officers when the above two aren't needed anymore.


If Siam wants to regain its lands lost to western colonizers, the obvious alliance choice would be to align towards the Axis where you will join the war with the Allies. Joining Axis will also give a -25 neutrality bonus for declaring war in the case that other wars need to be declared. Moreover, being in the same faction with Germany and Italy will allow Siam to purchase a license for production of any advanced units like Armor, Submarine or Aircraft.



In 1937, Minister of Armanent Phya Bidadhkosha will join who provides a +10% bonus to IC.


In 1936 Siam, starts with 65% unity and 60% neutrality

  • Conscription laws: It is good idea to stay at volunteer army for awhile because units will be cheaper to produce. Wait until the war is near and mobilization is needed or at least until a three year draft become available before enacting new laws.
  • Economic laws: War economy is a good choice and by assigning spies to the lower neutrality mission for one day will enable you to choose this law.
  • Education Investment: Big education investment is always a good choice due to the leadership bonus provided
  • Training laws minimal training is the preferred choice. Siam has a very small army and building units quickly will improve the practical and lessen the cost in IC days to your already small industrial base.

Political Parties

The current ruling party is Democrat party. However, most ministers are from Khana Ratsadon.

Khana Ratsadon's founding members.


  • Domestic spies: The first goal is to assign your spies to a lower neutrality mission until your neutrality is at 55%then assign them to raise unity until your unity is at 70% to get the best laws as soon as possible. Then assign your spies to a lower neutrality mission to enable you to issue a DoW.
  • Increase Netherlands threat Assuming you align to the Axis an early objective may be to claim East India. Netherlands doesn't always align to the Allies so it may be neccessary to assign your spies in their country to a raise threat mission in order to allow for a DoW.



Siam has limited resources and a low IC. Domestic metal and rare production can sustain current IC but energy is seriously lacking. This needs to be imported from other countries. Best candidates are USSR or USA. USSR is a better choice due to their geographic proximity, meaning less convoy transports are needed. Since Siam starts with only 5 convoy capacity, building more convoys at the start of the game is a high priority. The money loss from importing energy can be regain by export supplies back to USSR and any other country.

Big education investment is a very important law for Siam, because of the added leadership points but it will put you in a situation where you need to engage in some trading to offset the money cost. It is suggested to attribute some spare IC to supply production for trade.

Industrial Production

Siam lacks technologies to begin IC production from day one. With 0 contruction pratical, limited IC and limited leadership points, It is impossible for Siam to achieve anything before the war starts in 1939. IC is better spent building new units, to improve their pratical knowledge which will reduce more IC-cost and time needed to build unit, than actual IC production.



Siam begins with 3 Brigades of millitas and a brigade of military police organized in one Division (Royal Thai Police Force). Also, six brigades of Infatry organized into two division, Three brigades each. Siam's standing army isn't impressive at all, so a military buildup is suggested from day one. With 96 Manpower and 60 base gain you'll be able to dominate the area with relative ease, assuming that British AI and French AI doesn't priorty the area.

Siam's Millitary Comander and ranks in 1936


Siam has 11 military commanders in 1936, with all of them has zero to one skill. The options are very limited so use the commanders wisely. Try organizing them to aid in every combats.

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