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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.
You mean these ones?
Screenshot from 2020-03-14 19-51-57.png

Carrier Organization: Ships of carrier type get more maximum organization. This primarily has an effect on the ship's hit chance (which does not apply to carriers) and when they decide to retreat. But again ship organization only really drops when it already has taken a good amount of damage, which hopefully does not happen for CVs. In the case of CVs, low org also reduces sortie efficiency (see below).
Naval Targeting: increases the aircraft stat of the same name, which affects the hit chance of aircraft against ships. Naval targeting only caps out at 33.3 so increasing it will effectively increase damage dealt by the same factor.
Sortie efficiency: this stat can be seen when hovering a CV airwing icon in a naval battle window:
Screenshot from 2020-03-14 20-14-07.png

and it works as described there. The efficiency obviously caps out at 100% but raising it from the default 50% doubles the amount of planes and overstacking efficiency allows for some overcrowding as well. I.e. if you have some sortie efficiency beyond 100%, you can put that to use by overcrowding the carrier.
 
You mean these ones?
View attachment 554007
Carrier Organization: Ships of carrier type get more maximum organization. This primarily has an effect on the ship's hit chance (which does not apply to carriers) and when they decide to retreat. But again ship organization only really drops when it already has taken a good amount of damage, which hopefully does not happen for CVs. In the case of CVs, low org also reduces sortie efficiency (see below).
Naval Targeting: increases the aircraft stat of the same name, which affects the hit chance of aircraft against ships. Naval targeting only caps out at 33.3 so increasing it will effectively increase damage dealt by the same factor.
Sortie efficiency: this stat can be seen when hovering a CV airwing icon in a naval battle window:View attachment 554015
and it works as described there. The efficiency obviously caps out at 100% but raising it from the default 50% doubles the amount of planes and overstacking efficiency allows for some overcrowding as well. I.e. if you have some sortie efficiency beyond 100%, you can put that to use by overcrowding the carrier.

How much can you 'overcrowd' a Carrier? Also, what does 'Naval Air Agility from Carriers: +10%' mean? Also, is there an Air Doctrine which helps in Carrier/naval combat?
 
How much can you 'overcrowd' a Carrier?
You can overcrowd them as much as you like but every percent of planes added reduces sortie efficiency by more than a percent (2% by default and 1.6% with Massed Strike doctrine or whatever it's called). Overcrowding is only advisable if you have sortie efficiency to spare beyond 100% that would otherwise go to waste.
Also, what does 'Naval Air Agility from Carriers: +10%' mean?
It raises the agility of aircraft operating from carriers, but only in the context of attacking ships, not air to air combat. In other words it slightly reduces the losses to ship AA.
Also, is there an Air Doctrine which helps in Carrier/naval combat?
Not in particular, as far as I can tell. If you enable a mission type on the carrier air wings, they should benefit from the respective mission efficiency. Other than that the naval doctrines are probably a better bet.
 
I don't understand what the 'Diplomatic Pressure' Operative action does. I've looked and it doesn't seem to have any kind of effect. What exactly is it supposed to do?

Can someone explain to me exactly how Synthetic Refineries work? I'm playing Japan. Very limited domestic oil. My one State has 21 oil. The tooltip says 'Base: 3'. It says "Additional ResourceS: 8'. I built 9 Infrastructure there.

What does building a Synthetic Refinery do exactly?
 
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Some questions that have bugged me. Do you know the answer?
  1. I have noticed that the AIs like to assign armies to army groups that have no commander. Is there a valid reason to do this? If so, what is it?
  2. Throughout the games Nationalist China seems to morph into other 'entities'. First it's China. Next thing you know it's Guangxi Clique or Yunan or one of the others. And, it changes periodically until it has cycled through them all (seemingly). Is there a reason for this? If so, what is it?
  3. Do the AIs not have to have naval superiority to do invasions? In my just finished game as Japan I was at war with USSR when I found myself invaded by troops from Marxist Portugal, even though I had TOTAL naval and air superiority in the surrounding waters. How could this happen?
 
I have noticed that the AIs like to assign armies to army groups that have no commander. Is there a valid reason to do this? If so, what is it?
Maybe they have no FM left? Or they consider the army group so unimportant that they want to avoid the reassignment penalty for the FM once they use him somewhere else. The AI groups armies by tasks, not to utilize FMs as much as possible.
Throughout the games Nationalist China seems to morph into other 'entities'. First it's China. Next thing you know it's Guangxi Clique or Yunan or one of the others. And, it changes periodically until it has cycled through them all (seemingly). Is there a reason for this? If so, what is it?
This is the power struggle mechanic from Waking the Tiger. It is very difficult for the current Chinese leader to defend against the warlords, which is why leadership changes so often.
Do the AIs not have to have naval superiority to do invasions? In my just finished game as Japan I was at war with USSR when I found myself invaded by troops from Marxist Portugal, even though I had TOTAL naval and air superiority in the surrounding waters. How could this happen?
The AI has to respect the same rules. The check is only done when the invasion force launches.
 
Maybe they have no FM left? Or they consider the army group so unimportant that they want to avoid the reassignment penalty for the FM once they use him somewhere else. The AI groups armies by tasks, not to utilize FMs as much as possible.

Thanks for the quick responses. However, the gist of my first question is whether assigning an army to an army group without a field marshal provides some benefit that the army wouldn't otherwise have if assigned directly to a task. If it does, what is the benefit? If it doesn't, why not just assign the army directly to the task.
 
No.

Pretty much, it's supposed to be an abstract representation of the various methods of producing synthetic fuels from other resources such as coal.

Well that's weird. You would think that a Refinery would take your domestic or imported Oil resources and refine it into Fuel for your forces.

So a Synthetic Refinery has no interaction with the Oil resource at all?
 
Well that's weird. You would think that a Refinery would take your domestic or imported Oil resources and refine it into Fuel for your forces.

So a Synthetic Refinery has no interaction with the Oil resource at all?

A regular refinery processes crude oil into various products, including fuels. A synthetic refinery doesn't use crude oil.
 
Thanks for the quick responses. However, the gist of my first question is whether assigning an army to an army group without a field marshal provides some benefit that the army wouldn't otherwise have if assigned directly to a task. If it does, what is the benefit?
It has no benefit except being able to draw orders on the FM level.
If it doesn't, why not just assign the army directly to the task.
Maybe because it was easier to program the AI like this? I don't know.
 
Are there any console commands for speeding up decryption, building an intelligence network, preparing an operation, etc? The Wiki basically says there are none which is just...lame.

Can the Coordinated Strike operation be modded at all? Because currently it seems pretty bad. Not working the way it should.
 
StanCollins said:
Thanks for the quick responses. However, the gist of my first question is whether assigning an army to an army group without a field marshal provides some benefit that the army wouldn't otherwise have if assigned directly to a task. If it does, what is the benefit?

It has no benefit except being able to draw orders on the FM level.

Oh, I hadn't thought of that!
 
Industry Page of Researchable Items has 4 trees; Tools, Industry, Construction, and Fuel .
Fuel branch splits into 3 lines; Refineries, Rubber, and Fuel "Improvements" .
Left branch gets you a 50% boost (per level of tech) of oil > refined fuel, in a state where the refinery is built .
Middle branch gets you 1 Rubber (per level in Rubber tree) per built Refinery .
Right branch gets you an extra extraction of raw oil, and refined fuel, for EVERY refinery (per level of this tech) that you've built .

Infrastructure also improves oil/fuel gain by raising the state's infrastructure levels .