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I can see where you're going with this, but since attack delay only sets in when your troops have occupied the target province, it sets in 10% faster and finishes 10% faster. Besides, I haven't even begun explaining divisions yet, let alone break down combat. don't worry, it'll all be clear before we go to war.

you are wrong, Sir. Attack Delay sets in as soon as the attack starts. Especially after longer battles it might happen that the Delay is already off when you occupy the province.
 
point taken.

Have edited the sentence on combat movement speed, as well as the entry for war fatigue.
 
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Intermission: La Douce France, A Nation Divided.
With my thanks to Loki100 for his suggestion.

To illustrate the effect of politics and laws on your military, I hereby present a look into our main adversary at the start of the game: France.

francea.png

In 1936, things seem to be doing okay for France. They have a more than capable surface fleet, and a large army with more and better tanks than their perennial foe, Germany.

maginot.png

Safely entrenched behind the Maginot line, they can count on the assistance of the most powerful navy in the world, The Royal Navy, and one of the most versatile air forces in the world, the Royal Air Force. Their geographical location allows access to both the Atlantic and the Mediteranean. They have colonies across the world, and their capital, Paris, is the de facto cultural capital of Europe. Everything going perfect.

Or is it? Let us take a deeper look inside the nation that, a mere 18 years earlier, stopped the German army and, along with its allies Great Britain and the USA, changed the world.

Their neighbours are either too weak (Luxemburg) or too attached to their neutrality (belgium, Switzerland) to be of much use. Italy is untrustworthy and Spain is about to be torn asunder by civil war, the outcome of which lies in the hands of God only.

francepol.png


partye.png

Their political landscape is in turmoil, as well, and the cabinet is…well…less than ideal. One minister costs them money, two more increase any NU drop.
France in 1936 is a deeply divided nation. Even after forging a popular front, only 42% of the happy few support a government whose political organisation is not much better than their closest democratic (or fascist!) adversaries.

Maybe their laws can provide an answer. After all, most modern Western legislations are still based on Napoleon’s Code in our day, a testament to their potential.
Sadly, what we see is deeply troubling.

civilx.png

Their open society only makes it easier for outsiders to get their hands on classified data. To change this, the ARV would have to get above 50% popularity and they would have to be at war. Even then, the results would be less than astronomical.

conscription.png

They are stuck with two-year draft as their best conscription option as it is very unlikely that they will ever get the 70% unity required, meaning they forego on getting a bonus on officer ratio and have to spend more manpower on replacements than Germany.

industrial.png

They can choose between staying at Mixed Industry, which will require higher expenditures on Consumer Goods, or going for Consumer Product Orientation, the price of which is a reduction in training new units, something they can ill afford, and the very real possibility that they will never be able to change back. They will never be able to go for the best wartime industry law, since they will never have the necessary unity.

presse.png

Their free press makes it harder to catch enemy spies and unite the people, since everyone and anyone can publicly voice their pet peeves.


What does all this add up to?
They pay more to keep the people happy than they should, loosing IC however they turn it (and they already have less IC than Germany).
The local industrialists, bankers, and higher military are split in half, with over 50% wishing something would change. Their army, while large, will never be as efficient as Germany’s.
They cannot hide what they’re doing, nor can they stop enemy spies from looking into their affairs.
They have only half our leadership, meaning they are dependent on the UK for assistance.
Why? Because their lack of National Unity stops them from ever getting the best laws. Even the threat Germany will pose in the next 3 years will change only little.
France, as it is in 1936, is doomed. Doomed to be ripped apart by the inherent weaknesses in their society.
Doomed to be conquered…by us!
 
However, once France is defeated, they get a Shame Of Defeat event which gives them National Unity. Alot. Enough to put those laws into effect.

Very Good, and Interesting, except the Green text is mildly annoying.
 
For those following along to learn the game, it makes all the difference to find the instructions in the (sometimes inescapable) wall of text.
I apologise if anyone has trouble with it. some people are clour-blind. Reading green on a blue background can be a challenge. I could change it, if I really had to, but it is an ode to a masterful tutorial AAR for HOI2, where it was done in the same fashion.
BTW, I think I messed that up a bit. I only now realised something. Is France in 1936 even entitled to 2-year draft? Damn, I should have used the money-cheat to make them a volunteer army, shouldn't I?

edit: at least the modifiers for volunteer army are in the screenshot as well.
 
excellent part about the weaknesses of France. Very nice description of what makes democracies weak in general, compared to the German Führerstaat ;)

well, there is a difference between France and, say, the UK. With enough threat, they can have more peacetime IC than Germany, for instance. (going from memory here, I think they have 216 IC vs. our 204.)
the difference is that UK starts with 80% NU. Trust me, with me at the helm of Germany, France will never rise above 50% (until that event Comm cody desribes, by which time they're no longer a menace to Germany by themselves).
 
thanks for doing that - I think that done for Germany the politics screen is a bit mheh. Unfortunately HOI3 has a 'best' option in almost every case and with Germany its merely a matter of time before you arrive there. France's weaknesses show up the dynamics and Germany's advantages pretty well.

Actually as Comm Cody hints at, playing France post losing to Germany is much more interesting in FtM than in any previous incarnation of HOI.
 
thanks for doing that - I think that done for Germany the politics screen is a bit mheh. Unfortunately HOI3 has a 'best' option in almost every case and with Germany its merely a matter of time before you arrive there. France's weaknesses show up the dynamics and Germany's advantages pretty well.

Actually as Comm Cody hints at, playing France post losing to Germany is much more interesting in FtM than in any previous incarnation of HOI.
never tried it, though I can see the merits, with underground bases, assisting the Allied effort as much as possible. hm. something to try someday. would be interesting, trying not to lose France while hoping to actually lose France.

I wanted the readers to see the difference it makes having the right minister for the right post. Hence the politics screen.
 
Welcome, SonofWinter. In fact I plan to spend tonight on finishing the next chapter. Sunday or Monday will see a chapter on production. I'm hoping to get the OOB chapter done by wednesday, after which my updates will slow down somewhat. After the OOB chapter, we'll be playing the game.
 
Looking forward to the upcoming chapters, especially the one on OOB.
Spending quite a bit of time looking through the threads, it seems to me
that OOB is one of the most requested topics for help. Hopefully you'll spend
the time necessary explaining all the small details for us rookies.
Great work and thanks again for your investment of time in doing this.
 
Excellent work so far! Thanks for outlining clearly the differences between SF and FtM. That will be very helpful.

Now, I would like to try to persuade you to reconsider your position on Norway. Invading would...

- be historically accurate
- demonstrate a simple amphibious operation before the war starts getting really heavy
- give you your only likely opportunity to show the problems associated with defending sea lanes
 
plus a certain wonderful strategic resource. I know. Maybe not such a bad idea. It would involve building a surface fleet as well to defend the convoys. that would allow me to show new players another part of the naval stuff as well. I'll think about it. the point is, some bright boy at Paradox decided it would be neat to have the Denmark Strait south of the Kattegat, which exposes German convoys to a degree they never felt RL, I think.
how about an impromptu poll? who wants Norway and at least a part-surface fleet? who wants to play with subs and just harass the British supply lines? Who thinks we can do both?
The poll starts now and I will decide on Wednesday evening (GMT+1 time zone).
next chapter will be up in a few minutes.
 
Chapter 8: Leadership and Research.

techscreen.png

Leadership points (LS for short) are assigned to 4 sliders in the upper left corner, research, spies, diplomacy and officer training. Since I already handled diplomacy and spies, I’ll first talk about officer training. During wartime it is vital to keep our officer ratio above 100% to avoid combat penalties. Keep this in mind when mass building ground forces. The maximum is 140% (in some of the earlier HOI3 versions it was 200%, which gained so much combat bonus it was practically gamey in and by itself).

That only leaves us with research to cover. Research, along with production and your Order of Battle, will determine success or failure of any military campaign.

knowledge.png

This research is heavily dependent on two concepts: Theoretical Knowledge and Practical Knowledge.
All these icons represent one field of knowledge. Green icons are theory, blue icons are practical.
Theory is exactly what the name suggests: the more we research the same tech, the more theoretical knowledge points we have concerning this subject.

Practical points are gained by building something and using it in war.
At the same time, failing to research/ build something for a prolonged period of time will see us lose points as well. That is the first MAJOR lesson in this game: research what you build, build what you research. And if you’re still with me after that little play on words, you’re smarter than me :D.
A fine example would be the Junkers 87 dive bomber, better known to us as the Stuka. First develloped in 1935 (theory), it would be used extensively during the Spanish Civil War (practical), which allowed German engineers to iron out the kinks in the design and German pilots to handle it better. (note that this is not possible in-game: the SCW only gives us a better relationship with Nationalist Spain).

For ground forces, the Fields of knowledge are (and remember each comes in both theory and practical knowledge):
Infantry: this governs standard foot soldiers: infantry, mountaineers, marines and paratroopers.
Milita: these are static defensive divisions (garrisons) and “people’s army” kind of troops (militia).
Mobile: motorised and mechanised infantry, cavalry.
Artillery: artillery, anti-air and anti-tank.
Automotive: all forms of armour, any motorised support brigade (armoured car, tank destroyer, self-propelled artillery).

For our airforce, things are a little different. All theory is grouped together into aeronautics. Our practicals are divided in 4 types:
Light: all single-engine planes (interceptors, fighters, dive bombers and Carrier Groups).
Medium: all two-engine planes (naval and tactical bombers).
Heavy:3- and 4-engine planes (transport planes and strategic bombers).
Jet engine planes: in 1936, they were still very much the stuff of Science Fiction, but by 1944 everyone wanted them.

The navy sees:
Capital ships: battleships and battlecruisers.
Cruisers: both the heavy and light variety.
Carriers: carriers and escort carriers.
Destroyers: destroyers.
Submarines: submarines.
Transports also come into a class of their own.
Next up are the military doctrines, and the various industrial techs.
Rockets and nuclear weapons come into a class of their own at the end of the table.
Oh, and in case you’re wondering: rockets would be any kind of unmanned missile (air-to-air missiles, V1, V2), while jet engines would be, well, manned jet planes.

Now that we have a general idea of what kind of units associate with each tech, the first order of business when starting to play any nation for the first time would be to see what that nation is good at.
Germany is strong (rating of 10) at infantry, artillery, automotive Theory, submarine theory and light planes. Our army would thrive best when using the Spearhead doctrine, our navy is best served by Sealane Interdiction (convoy raiding) and our airforce is somewhat divided in doctrines.
The ones showing a rating of 5 hold promisse for improvement. For Germany, these would be Mobile techs, automotive practical, destroyers, cruisers, submarine practical and medium practical. We also show some promise at construction and rocket theory.
For your benefit, I’ve lined the strong ones in red and the promising ones in yellow:

strongpromisingtechs.png

Why show you all this? Everyone knows Germany is best when using tanks and motorised infantry with dive bombers and tactical bombers for support, right?
What if you wanted to play Communist China? What if you wanted to play Argentina or Brazil? What would they excell at? Now you can find out by simple observation.
Take a moment to absorb this. I know it’s quite a lot to take in, but we now have a pretty good idea what we’ll be researching and building. Ask any questions you have before continuing with this chapter as the rest of it (and the next one) will depend quite heavily on the above information.

Part two of this chapter involves the right-hand side of the screen. These are the actual techs you can research in the course of the game.
Techs come in 3 varieties:
Gold-coloured ones are what I call one-ups: you only research it once, but their impact is (usually) of gamechanging importance: these are new units, secret weapons and the like.
Grey techs are out of your league just yet. A tooltip will tell you what you need to research first before you can begin to research these. Mouse over airborne infantry, for instance. The tooltip will tell you that you first need to research Small Arms, infantry Support Weapons, Light Artillery and Infantry Anti-tank Weapons to level 3. (there is also an arrow pointing from the infantry techs to the airborne infantry tech, telling you those are requisites. (most of the time, requisites and follow-up techs are on the same page, but not always. I’ll point them out as we reach them).
Green techs are the ones for which you have the requirements and that you can research. They can be researched again and again, each time gaining a larger bonus for 1 or more of the unit’s stats.
Gone are the days of HOI2: assign a tech team to start researching a new mark of infantry and finished. Now you actually have to research those things that were usually made up by the game.
Let’s look at some techs in detail:

inftech.png

The Infantry Division, which is a golden tech with a green checkmark indicating we know this tech allready, consists of the four previously named techs. Each tech box shows you the name of the tech and THE NEXT LEVEL TO BE RESEARCHED!!!!!
In other words, we have to start researching level 2 of each tech. Again, a major difference from HOI2.
Under the name are icons. The left-hand side shows a group of icons denoting knowledge fields that provide bonuses or penalties to its research (as always, with a handy tooltip giving the exact modifiers).
The right-hand icon is preceded by a little arrow. Researching one of these techs will result in our gaining a point of Infantry Theory.
Next we have a number in a black circle denoting the difficulty of the tech, with 1 being the easiest. Difficulty will have an effect on the time needed to research the stuff, as will the date next to it.
This tech date is very important. When deciding what to research, and when, always compare the date shown to the current date. Researching things ahead of time will take longer to finish. For example, the current year is 1936. As these infantry techs are 1936 technology, we will not incur a penalty. If the tech date were 1937 or later, we would see it taking more time to finish.
Any tech 3 years or more ahead of time is considered inefficient by the game engine and will show an alert on the game screen. Night-fighting equipment, for example, is a 1944 tech. Researching it now would be a massive waste of LS, no matter how useful the tech really is.
Now, there are as many opinions on research strategy as there are players on the forum. Some just research the techs they want and to hell with the date. Some just research as much as they have leadership invested, others line up techs for the next 2 years.
My strategy, for better or worse, is not to research ahead of time EXCEPT IN A FEW SELECT INSTANCES. These instances depend wholly on what nation i’m playing. As the UK, for example, I always research the anti-submarine techs as fast as I can, regardless of tech date. For Germany, it is the doctrine tech that reduces attack delay (an advanced concept I’ll explain in a later chapter on combat). I will line up the techs that I’m hoping to finish in 1 year and delete the ones that are done from the queu so that I always have a neat overlook on what’s left to be done. You can, by and large, barring research ahead of time, get about 2 to 3 techs done per year for each point of LS constantly invested.

As we will not be doing any actual research just yet (we need all our LS focused on something else for the next couple of days first), I will tell you what to research when we get there.
The real reason we came here is to fiddle with our sliders. You can set sliders in two ways: by holding down on the “-“ and “+” buttons on each slider. As we do so, the points are redistributed automatically. Another method, and the one we will use right now is to click on the “need” under the slider’s name. You can lock a slider in place by right-clicking the slider button (or however it’s called).
So here’s what I want you to do: set the sliders for research, diplomacy and officer training to zero (0) and lock them in place like I just told you. When you’re done, the screen should be the same as the one at the top of this chapter.

I’m going to end the Chapter here, but remember: any questions you have left? Ask them! There are no stupid questions, only stupid answers. (well, that and smart ones too :D). See you in a few days!
 
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Thank you for the huge amount of new information.

For me, it is quit hard to decide what I should research and I hope you will come back to this topic later in your tutorial.
So far I've started two campaigns in the game. In one of them I'm imitating your AAR, so please go on. I can't read to wait the next part.

Greetings :)
 
So, a question or five.
1. If it says 1936 you can click on it and it will be researched?
2. Having 27.81 leadership points means you could research 27 or even 28 technologies at one time?
3. How do you increase your leadership points?
4. Now as Germany you have a strong “industry” practical knowledge of 15.0, but only a 5.0 of theoretical knowledge. Is there a way to get your knowledge level up? Or are you stuck with 5.0 for the rest of the game?
5. If you focus on building CVs would your knowledge of practical knowledge of surface fleets go up?
6. Can you trade technologies? Germany should be a beast when it comes to infantry and tanks and Japan should be a beast in CV and other navies. Is there a way to share that knowledge with each other?
7. Those special yellow bonuses you mentioned before, like “Antibiotics” and stuff, does that improve your knowledge of certain sorts? After all if I conquer Russia and I’ve got all those German industries to research tanks having the Kharkov research facilities, should only increase my total knowledge, right?
 
Thank you for the huge amount of new information.

For me, it is quit hard to decide what I should research and I hope you will come back to this topic later in your tutorial.
So far I've started two campaigns in the game. In one of them I'm imitating your AAR, so please go on. I can't read to wait the next part.

Greetings :)

welcome. Don't worry, we'll get in-depth research going in 5 days. I always get my home spies up and running ASAP.
 
So, a question or five.
1. If it says 1936 you can click on it and it will be researched?
2. Having 27.81 leadership points means you could research 27 or even 28 technologies at one time?
3. How do you increase your leadership points?
4. Now as Germany you have a strong “industry” practical knowledge of 15.0, but only a 5.0 of theoretical knowledge. Is there a way to get your knowledge level up? Or are you stuck with 5.0 for the rest of the game?
5. If you focus on building CVs would your knowledge of practical knowledge of surface fleets go up?
6. Can you trade technologies? Germany should be a beast when it comes to infantry and tanks and Japan should be a beast in CV and other navies. Is there a way to share that knowledge with each other?
7. Those special yellow bonuses you mentioned before, like “Antibiotics” and stuff, does that improve your knowledge of certain sorts? After all if I conquer Russia and I’ve got all those German industries to research tanks having the Kharkov research facilities, should only increase my total knowledge, right?

questions 1 through 4 will be answered on the 5th of January.
5. building Carriers will only increase Carrier practical. you would still need screens (smaller ships designed to protect the carrier from attacks) who have their own Fields of Knowledge.
6. Faction members (and maybe allies outside the faction system) can ask to buy blueprints from each other. this costs money. And, no, most nations don't allow you access to their capital ships' blueprints).
7. Unfortunately, the system doesn't work that way. You're talking about strategic resources. those don't offer research bonuses, but there are strategic resources that give a practical bonus. I'll get in more detail concerning strategic resources shortly.
Give me some time to get to the 5th of January and all will be clearer.
 
In response to some excellent questions from SonofWinter, this screen from a 1939 save shows my tech screen:

hoi345.png

As you can see, I have 21 Leadership devoted to research. This means i have 21 projects running simultaneously, while another one is waiting until a slot opens up (i.e. when one tech is finished it goes to the bottom of the queu or I stop researching it for now).

hoi346.png

This shows the theory tab from the same save. Here, you can research all the pure Theory stuff you want to increase your theoretical knowledge. However, since each tech takes several months to finish, and since research is 70% dependent on your practicals, common wisdom on the forum holds that it is a waste of time and leadership. The exception would be in you were interested in rushing nuclear technology, for instance. You could increase your nuclear theory by researching it here.
Your other question regarding sharing technology with your friends. There are two ways to do it. If you’re more advanced then they are, you can offer to Share Technology with them. In the following pic, i offer to share my Infantry Theory with italy, who is a member of the Axis. They will then be able to use my theoretical knowledge for their own research, but note the cost: 1 DP (diplomacy point) and 1 LS. The DP is no big deal, but the Leadership point is a quite steep cost as Leadership doesn’t exactly grow on trees. But if you wanted to, this is how you’d do it.

hoi347.png

The other way around, to use the more advanced design of your allies, is to ask them if you could buy a production license from them. In the following pic, I’m asking Japan if I could build 1 Carrier Air Group based on their designs. Note that this will cost us 243 $ for 1 single Air Group, which we would still have to build using our own IC. Again, doable, but expensive. And no, as far as I know, no nation, no matter how good the relationship, will share their priceless capital ship blueprints with you. Unfortunate, but realistic. Otherwise, what would have stopped the Uk from simply buying the design for a Midway-class Carrier from the USA in real life? (a measure, I’m sure, from Paradox to counteract player abuse of the game system).

hoi348.png

I hope this answers some of your questions.