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Is it possible to tell just one or a few Divisions in an Army to do 'Last Stand'? Like if they are cut off for example and surrounded.

Can someone explain why 6 out of 10 levels of my infrastructure are damaged when it wasn't bombed and there was only fighting in a small part of the State? Makes no sense and it's going to take me forever to repair it.
 
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Is it possible to tell just one or a few Divisions in an Army to do 'Last Stand'? Like if they are cut off for example and surrounded.
Afaik no, telephone mana orders are for the whole army.

Can someone explain why 6 out of 10 levels of my infrastructure are damaged when it wasn't bombed and there was only fighting in a small part of the State? Makes no sense and it's going to take me forever to repair it.
You already said it:
there was [...] fighting in [...] the State

And I agree, it doesn't make any sense. This is one of the reasons why I want province based infrastructure back.
 
Is there no way to see your enemy's manpower losses? Playing Finland. It doesn't show on the Combat Log for the theater. In the World Tension History screen it initially showed during the Winter War their total losses, not by theater though. However, after I joined the Germans in their war on the USSR it erased the Winter War from the World Tension History screen. So now I can only see their losses from the current German-Soviet war which I'm a part of.

Annoying.

Also, I think all of the mines I laid in the Winter War just disappeared when the war ended. Which is extremely annoying since it takes me forever to lay them.
 
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Mines should not instantly disappear after the war ends, but they will decay.
The best way to see manpower levels of other nations is by looking at their conscription laws.
 
Mines should not instantly disappear after the war ends, but they will decay.
The best way to see manpower levels of other nations is by looking at their conscription laws.

Mines decay? That's stupid. Makes no sense.

I don't want to see their conscription laws and total manpower. That's not what I'm asking about obviously.

I'm confused about the effect Field Marshals have on battles. I have two Armies with Generals under a Field Marshal. My Field Marshal has three Earned Traits unlocked, Infantry Leader, Trickster, and Commando. However, when I look at the combat screen none of those are showing up. So apparently there is a bug here or Earned Traits that Field Marshals have don't actually affect combat?
 
However, when I look at the combat screen none of those are showing up. So apparently there is a bug here or Earned Traits that Field Marshals have don't actually affect combat?

How do you know it is not showing up? Check the stats in battle carefully, it is said the other traits of FM give ony 50% bonus. Can only check the effect of Infantry Leader...
 
How do I know? Because none of the Field Marshal ribbons are on the combat screen that's how.

There is no bug, Field Marshal earned/assigned traits and skills are passed over to the subordinate generals with 50% effectivness. FM traits with 100% effectivness.

"Ribbons" from Army Group leader don't show up on the combat screen because that could completely clutter combat screen making it unreadable.

If you still don't believe that - let me know.
 
Trickster trait from FM does work:
upload_2020-2-18_13-47-27.png


The only question is the harsh leader traits -10% recovery rate. Does it not apply for a FM? I have a Konev level 5 general but he is useless as an army commander because of this trait. Maybe he is borned to be a Field Marshall.
 
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How do I know? Because none of the Field Marshal ribbons are on the combat screen that's how.

I see you disagreed with me - here is the proof.

General1.PNG


Picture number 1 - I've created two leaders (Field Marshal and General) both at level 1 - both have 1 defense skill.

Therefore they provide 2.5% breakthrough bonus from general AND 50% out of that from Field Marshal - 1.2% (Looks like rounding issue) for a total of 3.7% breakthrough bonus.

General2.PNG

Picture number 2 - I've added Infantry Leader to the General. It adds 10% 'defense' to Infantry Division. As a reminder Defense modifier applies to Defense stat AND Breakthrough stat.
Now Commander Skill impact increased to 13.7%. All checks out.

General3.PNG

Picture number 3 - I've added Infantry Leader Field Marshal. Now Commander Skill impact on the breakthrough increased to 18.7% because Army Group leader trait impact is 50%, so (10% * 0.5 = 5%) and 13.7% + 5% = 18.7%

General4.PNG

Picture number 4 - As you can see General traits alone could easily clutter the screen - adding AGL traits to be displayed on top of that would be overkill.

TL: DR - Traits on AGL work as they should. General advice for the Paradox games, it is good to check around in different places for the information/effects - before saying that there is a bug with 100% certainty.
 
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Sorry for the spam - and here is the final tip when it comes to looking at the effects of the AGL/AL

General6.PNG

Picture number 6 - you can see the listing of the effects provided by generals/AGL on the Army.
 
Sorry for the spam - and here is the final tip when it comes to looking at the effects of the AGL/AL

View attachment 546164
Picture number 6 - you can see the listing of the effects provided by generals/AGL on the Army.
Nice, I didn't know that. Thanks :)
 
What's the specific differences between Light and Heavy Cruisers?
I understand Light Cruisers are the workhorses of the fleet, doing everything from float planes and mine laying to killing destroyers.
Heavy Cruisers seem to be Cruisers that instead have battleship class weapons? Can someone explain?

Heavy Cruisers are cruisers with the medium batteries, instead of rapid fire guns. Once you select medium batteries, you will see the heavy cruiser turrets. If you select the rapid fire guns, you will see the light cruiser turrets. This is the only difference.

To test, take an existing heavy cruiser design, change those turrets to light cruiser turrets and you will notice the blue diamond in the top right changes to show the cruiser is no longer a capital ship.

The heavy cruisers are considered capital ships and require a minimum of four screen ships to be effective. They will also try to attack other capital ships, though not very effectively.

Light cruisers are considered screen ships and will attack other screen ships with their lighter guns. They can decimate enemy screens allowing torpedoes to get through.

*Edit I just noticed someone else answered this above.
 
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The heavy cruisers are considered capital ships and require a minimum of four screen ships to be effective. They will also try to attack other capital ships, though not very effectively.

*Edit I just noticed someone else answered this above.

If they're not effective then what's the point in building them?
 
Is it me or does the game have the date of the Second London Naval Conference wrong? https://en.wikipedia.org/wiki/Second_London_Naval_Treaty

Why does the game have to reflect the actual date of the historical signing of the treaty?

In the game, the "Second London naval treaty underway" is a mission (decision) that starts on January 1st, 1936. A country has up to 120 days to save enough Political Power (PP) to abandon the treaties. I suspect that the game developers "delayed" the treaty signing date to allow players sufficient time to save enough PP for taking the decision to abandon the treaty. Fascist nations only need 50 PP, whereas, non-fascist nations require 150 PP which may not be achievable, especially if you are playing a PP penalized nation such as France or the United States.

Here are the primary HOI4 wiki links on the subject:

EDIT: Chart added

Treaty PP Costs.png
 
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