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Resources in Hoi4 work a little different than one might intuitively assume. All Countries have a fixed part of their resources (between 80% and 0%) available for trade with other nations, depending on their respective Trade Law. Those resources can not be used in production by the owning country, no matter if they are bought by someone or not. At the same time you can never trade for the part of a countries' resources it has available for production. Meaning you could never 'drain' your puppets of resources.
On the contrary it is better for your puppets if you trade in their resources, as they get the factories you use to pay for the resources they could not use anyways.

For reference: https://hoi4.paradoxwikis.com/Trade
This is not correct for subjects. Depending on the subject level the overlord can ask for more resources than normal trade partners which the puppet then lacks in production:
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To answer the original question, you will steal resources from your puppet's production lines and there is no way to prevent it. On the other hand, the subjects who are forced to give you the most resources this way usually also have to hand over most of their MIC to you as well (e.g. 65% for Reichskommissariats).
 
You get invader by fighting from seaside, so not unopposed landings. That's why it needs so few XP.
As well, you can actually do a naval invasion from a friendly port, targeting a friendly port, so it could be easily abused.

However, the ability to invade a friendly port I find EXTREMELY useful for critical troop transport, like tanks and such I really don't want to lose. Setup an invasion to a friendly destination, and put a LOT of screens in the Invasion Support TF. Then if this convoy is jumped, you can ensure that you have enough Escorts to give as much screening efficiency as possible, to reduce losses (although impossible to fully screen on huge crossings). I've already suggested PDS use this concept so they can have the AI implement Escorted troop transports, but honestly the AI shuffles far too many divisions, so it would be a nightmare. They have to fix the oceanic shuffling first.
 
Why is army under AI (battleplan) control leaving some units along it's path. For example relocating through entire USSR from West to East half of an army will be left in the middle. Will the AI remember to move them later or do they have to be rescued by the player?
 
Under he new LaR regime, how and where do you assign garrisons to occupied states ?

Based upon a quick "observe mode" 1939 Germany no DLC game, follow these steps:
  1. Click on the country flag or press the Q key. This should open the "Political" screen.
  2. Click on the "Occupied Territories" box. This should open the "Occupied Territories" screen. Garrison divisions are automatically assigned to occupied territories provided that you have created a garrison template.
  3. Review information on "Occupied Territories" screen. EDIT: Be sure to click the "Civilian Oversight" button and then select the governing law.

Step 1 -
1939 Germany.png

Step 2 -
Occupied Territories Button.png


Step 3 -
Occupied Territories2.png
 
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As USA, I conquered Mexico [13 states], and under the new rules, (being unknowing how LaR. works due to a sound outage); I built 15 XXs of {10 CAV, 3 CA} for garrison troops, Mexico City got the 2 extra XXs .
Do I now assign a low-life General and those 15 XXs to a garrison command to qualify for occupation ?

Or is this overkill for Mexico ??
 
As USA, I conquered Mexico [13 states], and under the new rules, (being unknowing how LaR. works due to a sound outage); I built 15 XXs of {10 CAV, 3 CA} for garrison troops, Mexico City got the 2 extra XXs .
Do I now assign a low-life General and those 15 XXs to a garrison command to qualify for occupation ?

Or is this overkill for Mexico ??
Doesn't Work like that anymore. Go to country main menu ("Q"), occupied territories, there is now a list of foreign territories under occupation.
Top left, you can choose a standard occupation template, which is then the default for all territories. Mind you, these are off map units and need not be build, but otherwise behave normally, eg need Equipment and MP.
 
A couple of questions :
1] Do we have to have 'A' standard division for occupations, OR divisions tailored for different areas (Mexican mountains, tropical islands) ??
2] I'm prepping for a large sea lift; can a General 'tag' his 24 XXs in 4 ports [to chop planning time] to go at the same time, and met up with an invasion fleet to hit a target ?
 
I have a question regarding task force detection. Does each task force use an average of the detection from each of the ships in it? For example would having one battleship in a patrol task force of destroyers make the task force have poor detection?
 
Unchecking Historical AI Focus and changing AI Behaviour to random. Is there any difference?
Yes. Setting an AI to random makes it secretly select one of its strategy plans (about 2 to 6 depending on country and DLCs) and it will follow it throughout the entire game unless something very antithetical happens. The probabilities for the plans are relatively equal.
If no plan nor historical AI focus is selected, the AI does not follow a scripted plan. It makes ad-hoc decisions but many ahistorical options have much lower probabilities. It also disables special historical workarounds like small countries not picking their industry focuses and not building divisions in the early game.
 
By the way what is the difference between "Improving Opinion" in the diplomacy screen and "Diplomatic Pressure" in the Operatives screen? Also, how useful is "Control Trade"? What should I use that for? And is there a point in trying to stage a coup in a large strong country like the United States?

I'm playing Japan and have 4 Operatives. I don't think I will get any more. I'm trying to figure out if there is a point in using any of my Operatives for Boost Ideology, Control Trade, and Diplomatic Pressure? I'm currently building an Intel network in the United States and doing Propaganda there.

In the Trade screen I see that Venezuela is sending a lot of oil to the United Kingdom. Can I use my Operatives to stop that?
 
Can someone please explain to me what all the modifiers in the Base Strike doctrine - Carrier Primacy mean? I honestly have no idea what any of those stat modifiers actually do. The game doesn't explain it at all.