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O, 'tis trouble I'm havin' with MODERN armor (5 tanks/14 Mech/ 2 AA [+supports]) XXs and 10/0 (+Arty) INF XXs bouncing off 2 (10/2 [+E, A, AT, Recon]) in PLAINS provinces !!
Bozo's Japs have 2 XX of 'hat 6' INF defending a plains province, whilst my SOVIET armor (2 XXs) and 8 INF XXs attack from 3 provinces {also plains); so why do 2 Jap INF XXs hold off 10 XXs ??
My notes show that I've got an ORG advantage in this fight, green air and plenty of CAS, to boot . So how can those Japs hold against my troops ?
 
O, 'tis trouble I'm havin' with MODERN armor (5 tanks/14 Mech/ 2 AA [+supports]) XXs and 10/0 (+Arty) INF XXs bouncing off 2 (10/2 [+E, A, AT, Recon]) in PLAINS provinces !!
Bozo's Japs have 2 XX of 'hat 6' INF defending a plains province, whilst my SOVIET armor (2 XXs) and 8 INF XXs attack from 3 provinces {also plains); so why do 2 Jap INF XXs hold off 10 XXs ??
My notes show that I've got an ORG advantage in this fight, green air and plenty of CAS, to boot . So how can those Japs hold against my troops ?
Screenshot of the Battle screen,s.v.p
 
O, 'tis trouble I'm havin' with MODERN armor (5 tanks/14 Mech/ 2 AA [+supports]) XXs and 10/0 (+Arty) INF XXs bouncing off 2 (10/2 [+E, A, AT, Recon]) in PLAINS provinces !!
Bozo's Japs have 2 XX of 'hat 6' INF defending a plains province, whilst my SOVIET armor (2 XXs) and 8 INF XXs attack from 3 provinces {also plains); so why do 2 Jap INF XXs hold off 10 XXs ??
My notes show that I've got an ORG advantage in this fight, green air and plenty of CAS, to boot . So how can those Japs hold against my troops ?
No fuel?
 
Hi guys,

Does anyone know what causes AI Nationalist Spain on historical to sometimes be fascist and sometimes non-aligned? Like, when Franco becomes leader it will go one way or the other, what is this based on?

Thank you very much!
 
How do I see the naval supply of a fleet/task force?
Naval units don't participate in the land unit supply system. If they're in range of a friendly naval base, they're in supply. (MtG did away with the manual rebasing of a specific home base from which to calculate range.)

The current and maximum fuel used by a task force can be found by hovering over the oil barrel button on the right-hand edge of the top of the TF display. The airbase icon right below that will show you fuel usage for the TF's aircraft.

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Total naval usage (current and maximum) can be seen if you hover over the fuel gauge bar at the top of the main screen. Individual ships "Supply Use" can be found in the Base Stats section of the ship design display (e.g., click on the silhouette of a ship in the TF display).
 
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Naval units don't participate in the land unit supply system. If they're in range of a friendly naval base, they're in supply. (MtG did away with the manual rebasing of a specific home base from which to calculate range.)

The current and maximum fuel used by a task force can be found by hovering over the oil barrel button on the right-hand edge of the top of the TF display. The airbase icon right below that will show you fuel usage for the TF's aircraft.

View attachment 630994

Total naval usage (current and maximum) can be seen if you hover over the fuel gauge bar at the top of the main screen. Individual ships "Supply Use" can be found in the Base Stats section of the ship design display (e.g., click on the silhouette of a ship in the TF display).
So what exactly is the "Naval supply throughput" that shows when you hover over a naval base?
 
So I bought Man the Guns and I started up at game as the USA and a lot of their ships at start (1936 start) are not buildable.

Is that have to do with Naval Treaties? I don't understand why the default variants are not buildable.

hoi4_6.png
 
So I bought Man the Guns and I started up at game as the USA and a lot of their ships at start (1936 start) are not buildable.

Is that have to do with Naval Treaties? I don't understand why the default variants are not buildable.

View attachment 631770

Yes it's to do with naval treaties. Some ships already in production were grandfathered into the naval treaties to allow the countries to finish construction but not to build new ships of that type.

Italy & Japan will fire the escalator clause before too long so the limit goes up and then when war kicks off in '39 it is removed anyway.

I'm just doing a run as USA at the moment and you'll want to look at upgrading your current ships and producing more light cruisers in both scout & screen variants rather than trying to build more heavy shiups. Then when 1940 level tech rolls round you'll be ready to build whatever battle fleet you want.
 
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In the game, there's a spy-agency upgrade called 'invisible ink', and I can't find anywhere what it does.

1601397156910.png


I understand the 'Steal Blueprint risk', but what is 'Intelligence gained ...'?

The only thing I've been able to find is this description from a dev-diary, which sounds like it should increase the rate of intel-gain when a spy is on the 'build intel network' mission, but I still only see the base 0.4 rate ...

1601397023126.png
 
So what exactly is the "Naval supply throughput" that shows when you hover over a naval base?
Land unit supply traces over land, and possibly with one leg over oceans. That link has two ports, one on the originating end for the supplies, and one on the receiving side, nearer the destination units. Supplies over that link are capped by the smaller of those two ports.
So, it's not supplies specific to naval units. It's supplies that need the navy (convoys) to transport them, as opposed to trucks and rail that are built into the infrastructure of land states.
 
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What division template would be best for defense in swamplands and along the Mississippi with low supply?
Theoretically, I'd go for 20w Marines. Infantry suits the terrain, low supply cost, marines get a bonus crossing rivers. There's only five provinces of swamp between New Orleans and Houston, but infantry would be good in the forests, too. And marines are elite infantry, so you've got a little extra org.

In practice, I don't often design templates and build units for specific situations; takes too long and costs too much. In Stellaris, you can rebuild the weapons and defenses of your entire fleet to rock-paper-scissors your next chosen enemy. In HoI4, you fight with the army you have (as the saying goes); you already made that choice in the '36 - '39 runup.

I generally have marine divisions in my general-purpose army toolkit, so I might deploy them there. But terrain penalties aren't everything, either. Regular infantry divisions would wind up there; the attached tanks/TDs I usually wind up with in those divisions would help win against 10x marines. And so on. There are a lot of factors in HoI combat.
 
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Questions: 1. Why there is no basic equipment capture ratio at the beginning of the game?

2. Does the occupation policy lowers the amount of population?
 
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Is BASE_LAND_TRADE_RANGE define actually working at all? By default it's 1000, I've set it to 1 expecting trade to go via land sea, yet I seem to trade halfway round the globe just fine as I always used to.
@bitmode ?

edit: doesn't seem to affect trade relations either. What else could it possibly stand for?
 
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Is BASE_LAND_TRADE_RANGE define actually working at all? By default it's 1000, I've set it to 1 expecting trade to go via land, yet I seem to trade halfway round the globe just fine as I always used to.
@bitmode ?

edit: doesn't seem to affect trade relations either. What else could it possibly stand for?
 
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I've gone through several threads and cannot find a definitive answer:

Do CV fighters do anything against land based naval strikes? I've heard there is a -90% new arrival penalty which kills efficiency, and i've heard they only join naval battles, not air battles (ie naval strikes).

What is the truth? Do carriers provide any defense against land based naval strikes?
 
I'm playing Turkey and want to make my first 40 width division template...
Is it best to get my division numbers up first or finish the template asap?
 
Hearts of Iron IV: La Resistance DLC

Can the A.I have rebellions?

I'm playing as Free France and I've been trying to cause a rebellion in German-occupied France using National Focuses and spies. I've got a region to 100% resistance but nothing happens.