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2) Let's assume an army made up of 4 MOT divs and 4 ARM divs has a commander and uses both kinds of divisions in equal fashion when attacking / defending. What trait will be prioritised by combat experience of the divisions? Is it tank commander or combined arms or does it get mixed / divided?
There are no priorities between traits; each trait can advance as long as its condition is met without interfering with other traits. Cavalry Leader (applying to MOT) and Panzer Leader both require 40% of divisions be of the needed type (see https://hoi4.paradoxwikis.com/Commander_trait#Gainable_traits for conditions). They would both progress simultaneously in your example.
Combined Arms Expert is an assignable trait which is not directly affected by combat experience, see https://hoi4.paradoxwikis.com/Commander_trait#Assignable_traits.
 
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4) How can one maximise naval xp gain? Which ships do generate the best ratio in regards of efficiency: oil consumption vs. xp gain?
If you are talking about naval exercise, see https://forum.paradoxplaza.com/foru...ower-used-or-something.1304925/#post-26154112:
Min(3.5 * Ratio, 0.001 * (300 * Ratio + 0.006 * Manpower + 0.01 * Manpower / CountryShipCount))
Where Ratio is the ratio of ships in the exercising TF(s) compared to your whole navy.

If you have a balanced navy that largely consists of screens and subs, it should be most efficient to only exercise those and not the capitals. It is important to note that your naval XP gain remains relatively constant as your navy grows, because only the small middle term in the parenthesis is not scaled by your total number of ships. So another way to save fuel from exercising is to delay the growth of your navy.
 
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The building slots are not persistent. When you capture the state, the number gets recalculated based on your technology and whether you have a core/compliance etc.
The only exception where it matters at which point in time you conquer the state are bonus slots. If the other country adds buildings slots (as many industry focuses do for instance) before you conquer the state, you'll get half of them.

There are no priorities between traits; each trait can advance as long as its condition is met without interfering with other traits. Cavalry Leader (applying to MOT) and Panzer Leader both require 40% of divisions be of the needed type (see https://hoi4.paradoxwikis.com/Commander_trait#Gainable_traits for conditions). They would both progress simultaneously in your example.
Combined Arms Expert is an assignable trait which is not directly affected by combat experience, see https://hoi4.paradoxwikis.com/Commander_trait#Assignable_traits.
If you are talking about naval exercise, see https://forum.paradoxplaza.com/foru...ower-used-or-something.1304925/#post-26154112:

Where Ratio is the ratio of ships in the exercising TF(s) compared to your whole navy.

If you have a balanced navy that largely consists of screens and subs, it should be most efficient to only exercise those and not the capitals. It is important to note that your naval XP gain remains relatively constant as your navy grows, because only the small middle term in the parenthesis is not scaled by your total number of ships. So another way to save fuel from exercising is to delay the growth of your navy.

Thanks for your swift and insightful answers. This is very enlightening! :)
 
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4) How can one maximise naval xp gain? Which ships do generate the best ratio in regards of efficiency: oil consumption vs. xp gain?
Good answers already, but I just wanted to note that ships earn individual experience as well as contribute to the naval xp total used for upgrades and research acceleration. Exercising the capitals is going to cost fuel, so you'll have to weigh that against whether you want them to start the war with a better crew, or just learn as they fight, paying whatever price they incur for their newb-ness. Once they're sufficiently trained (whatever you decide that means), then you'll save fuel by leaving them in port.
 
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You have a point here as fuel limitations are a crucial factor in considerations. I was just wondering whether the fuel consumption rate has to do with the actual naval xp gain you get from exercising. My experience says yes as training SUBs and DDs seems to not grant a lot while exercising fleets with capitals included does help a lot more. However, i can't nail it.

The exact same lasts for actual naval combat performance. My impression is that trained ships exponentially outperform untrained ships of the same class. The math behind it however seems pretty complicated - and in the end 'chance' does play a big role when it comes to the outcome of comparable counterparts.
 
Per Ship Subs and DDs generate quite low xp per fuel.
But since they are a big part of all your ships and they use little fuel per ship, just training them gives the most xp per ship for nations with an existing fleet.

Meaning if you would start out with no navy whatsorver, building just 1 capital and train that ship would give more xp pet fuel, than if you build a Sub or DD.

But with most nations it is better to just train your existing DDs/Subs.
 
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How much faster is ship repair compared to building a new one? 5x? 10x?
Ships repair 0.05 HP per hour (=1.2 HP per day) using one dockyard.

By comparison, new ships cost roughly 30 production per HP. With dockyards having a daily output of ~3, new ships are produced at about 0.1 HP per day per dockyard.
 
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How does cavalry's (and bicycles') 6.4 km/h speed work, under the hood? I mean, the game files have:

common/units/cavalry.txt:
cavalry = {
[...]
#Misc Abilities
maximum_speed = 0.6

But why does that mean 6.4 km/h? None of the other battalions have this maximum_speed thing, not even motorised. What makes cavalry special? What makes this work?


For example, motorised has its speed spelled out under equipment:

common/units/equipment/motorized.txt:
motorized_equipment = {
[...]
maximum_speed = 12
reliability = 0.8

Cavalry obviously has no extra hay for equipment, so... yeah. 6.4 km/h is clearly 4 km/h * 1.6 but that's everything I have figured out thus far.
 
How does cavalry's (and bicycles') 6.4 km/h speed work, under the hood? I mean, the game files have:

common/units/cavalry.txt:


But why does that mean 6.4 km/h? None of the other battalions have this maximum_speed thing, not even motorised. What makes cavalry special? What makes this work?


For example, motorised has its speed spelled out under equipment:

common/units/equipment/motorized.txt:


Cavalry obviously has no extra hay for equipment, so... yeah. 6.4 km/h is clearly 4 km/h * 1.6 but that's everything I have figured out thus far.
thats exactly it. equipment has speed. for instance infantry equipment has maximum_speed = 4, motorized has maximum_speed = 12, etc. if you want a specific battalion to have modified speed, you give them a multiplicative modifier in their battalion stats. for instance cavalry has a 1.6x multiplier, camelry has a 1.4x modifier. it just so happens that both the equipment speed and the battalion multiplier both have the same variable name.

thanks pdx, thats not confusing at all.
 
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So, in the case a battalion requires multiple types of equipment (mot, mech, mot art/aa/at), it's this line that sets its speed:

mot_artillery_brigade = {
[...]
transport = motorized_equipment

And furthermore, if a division is missing (all of) its motorised equipment, it reverts back to 4 km/h (speed of inf eq). Is this correct?
 
Ships repair 0.05 HP per hour (=1.2 HP per day) using one dockyard.

By comparison, new ships cost roughly 30 production per HP. With dockyards having a daily output of ~3, new ships are produced at about 0.1 HP per day per dockyard.
Aren't both repairs and construction affected the same way by modifiers, though? Aside fdom some special traits like UK's one, speeding up repairs and refits yet not construction. (It's you using 3 for the reference made me wonder)
 
Aren't both repairs and construction affected the same way by modifiers, though? Aside fdom some special traits like UK's one, speeding up repairs and refits yet not construction. (It's you using 3 for the reference made me wonder)
The question was about the ratio between repair and construction so any modifiers applying equally cancel themselves out. With repairs based on HP and construction based on cost, it is tricky to compare them more precisely anyways.
 
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Hmm, an interesting case.

I play as Iraq, try to annex Saudi Arabia, Yemen, and Oman. I did it through war, and even though those three has researched Naval Effort, Yemen, Oman, and Saudi state of Hejaz only has 2 Naval Dockyards each.

I know about compliance, but as far as i know, it did not outright deleting factories. Any explanations, perhaps along with patches that introduces it?
 
know about compliance, but as far as i know, it did not outright deleting factories.
Owner of non-core territories only gets half the building slots. Never bothered checking it myself, but it wouldn't surprise me if the game simply deletes all the "extra" factories after transferring provinces.
 
Owner of non-core territories only gets half the building slots. Never bothered checking it myself, but it wouldn't surprise me if the game simply deletes all the "extra" factories after transferring provinces.
Hmm, okay, thanks.

So, in theory, if i has 100% compliance, then i would control 90% of the factories there [100-75+(65*compliance)]. But in practice since the game deletes 1/3 of the focus-given factories upon annexation, i only get 90% of the 2/3 factories there.

What a whammy, even if i cored them, i still only had 66% of their original factories.....
 
Hmm, okay, thanks.

So, in theory, if i has 100% compliance, then i would control 90% of the factories there [100-75+(65*compliance)]. But in practice since the game deletes 1/3 of the focus-given factories upon annexation, i only get 90% of the 2/3 factories there.

What a whammy, even if i cored them, i still only had 66% of their original factories.....
100%. reorganized workforce at 40% compliance provides 10%.
 
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