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How does the Invest in National Research decision work, in terms of blueprint results?

I've read that the comprehensive option gives 2, 1 you are not researching and 1 that you are.

I tested that and it seemed to work on the first try but on subsequent tries it did not work this way.
Only 2 tech teams were active, researching ICBM in slot 1 and Hydrogen Bomb in slot 3.
First try produced Hydrogen bomb blueprint and semiconductors.
Afterward, same tech teams still working, only 1 blueprint that I'm not researching.

I looked at the generic event code and tried the other lesser options thinking they may be tied to specific research slots.
Limited produced nuclear battleship, which was not being researched.
Substantial produced ICBM blueprint, which was in slot 1.

Is this random, or is there some nuance that I didn't get from the event code?
 
Two questions. From the manual:

Darkest Hour (core game): This version is focused on compatibility with Heart of Iron 2 Armageddon and all mods available for it. The number of changed files has been kept as low as possible and all new options are disabled or set as close as possible to the original settings. This version is used as the base to launch the old HOI2Arma mods.

What are the main differences with HoI2 + expansions? Anything noticeable?

Darkest Hour Light: This version is available as a mod with only a few changes from HOI2, but nearly all new features are enabled. It contains the old HOI2 grand campaigns and battle scenarios with the old HOI2 map, but with most of the new DH features enabled (like the speed improvement for example).

Which features are those exactly?
 
Two questions. From the manual:



What are the main differences with HoI2 + expansions? Anything noticeable?



Which features are those exactly?
Honestly I don't remember, too much time passed and Core and Light have never been used much.
 
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Is there any material or manpower benefit to a country in capturing units? As in, do you get any of the stuff from the unit in some way?

What is the most effective way to use the "Offensive Chit"?
 
Is there any material or manpower benefit to a country in capturing units? As in, do you get any of the stuff from the unit in some way?

What is the most effective way to use the "Offensive Chit"?
I don't understand the situation you described in the first question.

I'd say an "Offensive Chit" is best used when you start an offensive operation, usually when you first attack a country in order to have a bigger "push" to overwhelm his defences.
 
Is there any material or manpower benefit to a country in capturing units? As in, do you get any of the stuff from the unit in some way?

What is the most effective way to use the "Offensive Chit"?
No, you don't capture those units (if you're talking of encirclement). You simply destroy them and the enemy has to build them again instead of just wait for their manpower being refueled. This is your benefit
 
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I don't understand the situation you described in the first question.

I'd say an "Offensive Chit" is best used when you start an offensive operation, usually when you first attack a country in order to have a bigger "push" to overwhelm his defences.
An encirclement destruction or an overrun of a unit basically. It tells you all this stuff they lost. I was wondering if it just disappears, instead of becoming usable in some way by you, and according to another user it is lost.

I meant more specifically about the timing. It's 30 days, but the morale and org boost seem like they take time to build up after activation.
 
An encirclement destruction or an overrun of a unit basically. It tells you all this stuff they lost. I was wondering if it just disappears, instead of becoming usable in some way by you, and according to another user it is lost.

I meant more specifically about the timing. It's 30 days, but the morale and org boost seem like they take time to build up after activation.
Ah yes, @Pandrea is correct.

Honestly I don't remember, because I think it depends on each unit, since it's probably a percentage increase. I would say no more than a day, but it's a wild guess.
 
I meant more specifically about the timing. It's 30 days, but the morale and org boost seem like they take time to build up after activation.

Regain of organisation is dependent on morale, ministers and several other attributes.
So, yes, gaining the full organisation bonus you are given by the offensive chit, usually takes several days. Same calculation and time as if you had lost the org thru battle.

Which means, the best time to use your offensive chit might be a few days before the action starts. But that also depends what is the most important advantage of the offensive chit: higher org, faster org regain, faster speed...

Personally, if I don't forget it (what I usually do), I start the offensive chit 1 day before.
 
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Money Devaluation
How well does it benefit you to use and how much is worth it?

You get cash but loose IC (0.5% if I remember correctly?)

In all those games... I've never done it. Giving up IC?
Instead, whenever cash becomes a problem I do another boring, repeatitive, tedious round of going thru all countries to check who is willing to do a good trade deal of providing cash for supplies. Actually I try to do it as early as possible before cash becomes even rarer than oil (both consumptions raise worldwide faster than its production).
 
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You get cash but loose IC (0.5% if I remember correctly?)

In all those games... I've never done it. Giving up IC?
Instead, whenever cash becomes a problem I do another boring, repeatitive, tedious round of going thru all countries to check who is willing to do a good trade deal of providing cash for supplies. Actually I try to do it as early as possible before cash becomes even rarer than oil (both consumptions raise worldwide faster than its production).
I think you're thinking of war bonds or whatever the decision is that shows up when you're short of cash. Money Devaluation increases your supply/recourses efficiency but it seems to increase your IC at times too. I really don't know for sure how it works tbh but I use it at times. The reduction in IC is because of the +3 dissent.
 
You get cash but loose IC (0.5% if I remember correctly?)

In all those games... I've never done it. Giving up IC?
Instead, whenever cash becomes a problem I do another boring, repeatitive, tedious round of going thru all countries to check who is willing to do a good trade deal of providing cash for supplies. Actually I try to do it as early as possible before cash becomes even rarer than oil (both consumptions raise worldwide faster than its production).
I was meaning the opposite event. Where you pay cash and gain dissent for some kind of industrial efficiency gain. When I use it, I do it in combination with research or industrial events to reduce dissent afterwards. I was curious how the community gauged it's benefits and if there is a reason to keep doing it or not use it really at all.
 
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How difficult would it be to hardcode the ai to try build "good" fleets. For example if grand admiral can handle 30 the ai tries to make its fleets that big with a good mix like 15 bb / 15 screens. Or to tell the ai to build units with brigades, artillery for inf or ships packed with as many naval brigades as possible.
 
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Here are a few suggestions, if anyone still plays the game. :)
1. It should be allowed to give an order to multiple air or sea units.
2. AI planes shouldn't bomb partisan units in their core provinces occupied by the enemy
3. There should be an event from 1941 to allow Germany and Japan to exchange blueprints for free.
4. Annexing every country (at least as an Axis country) should lower the dissent for at least 2%.
5. There's a bug when you scroll over with the pointer on the results of Invest in National Research and you don't click on it to confirm but move the pointer somewhere else and get back to it; it suddenly shows that there aren't any blueprints for you to receive.
6. When attacking USSR with Germany, if not controlled by the human player, Hungary, Bulgaria and Romania should support the attack, and not remain at their territory.
7. Panzer units should be upgraded accordingly - light tanks into more modern light tanks and not into medium or heavy tanks etc.
 
1- I bought the game from steam and the 1914 scenario ends in 1920. How can I set up the 1914-1963 campaign?
2- How to send agent to a specific country? For example I want to send agent to Argentina, but there is no "send spy" in intelligence tab.
 
1- I bought the game from steam and the 1914 scenario ends in 1920. How can I set up the 1914-1963 campaign?
2- How to send agent to a specific country? For example I want to send agent to Argentina, but there is no "send spy" in intelligence tab.
1 - While it is possible to extend the game to 1964 by editing scenario file it will be mostly empty of content between the two wars. I believe there are mods that try to fill the gap, so these are your best option.
2 - There are no send/kill spy missions in Darkest Hour (and in HoI2 Armageddon 1.3 patch). Check game's manual (pages 87-91) on how to manage espionage in Darkest Hour.
 
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Well thank you very much, since i'm new to this game I'm going to have tons of questions so I'm so glad the forum is still active.

For example now I have a question about NATO counters :D
What do the XX signs on the top of the counters and the flag on the bottom right mean?
 
Well thank you very much, since i'm new to this game I'm going to have tons of questions so I'm so glad the forum is still active.

For example now I have a question about NATO counters :D
What do the XX signs on the top of the counters and the flag on the bottom right mean?
This?

1656849180930.png


From left to right: division, corps, army, army group/front
In other words, the size of the unit.
 
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