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Two questions:
  1. There used to be a red 'x' that appeared when you hovered the mouse over a factory in the State info screen which would let you delete it, but that is no longer the case. When was this removed, or is its absence from my game a bug?
  2. Is it possible to delete, not just damage via 'Scorched Earth', supply depots and RR Tracks? if so, how?
 
I saw a video today where someone said to put a carrier with every task force that contains capital ships. I assume that is still a bad idea, right?
 
I saw a video today where someone said to put a carrier with every task force that contains capital ships. I assume that is still a bad idea, right?
I'm actually curious: what is their goal of doing that? I mean, if the carrier is just there to divert land-based bombers away from capital ships that actually function, then sure, that's a choice. Probably not cost-effective, but maybe they were playing a power that had some carriers already built.

Otherwise, just seems like a bad idea.
 
I'm actually curious: what is their goal of doing that? I mean, if the carrier is just there to divert land-based bombers away from capital ships that actually function, then sure, that's a choice. Probably not cost-effective, but maybe they were playing a power that had some carriers already built.

Otherwise, just seems like a bad idea.
It was an otherwise good tutorial primer on all things naval. When it came to naval composition, this person said there are 3 metas: sub zegfleet, cruiser fleet, or putting 1 carrier with every task force that contained capitals. It struck me as odd when he called this last one "intended composition", since it would be the first time since I started playing (HOI 2) that this would be a thing, but because the rest of the video was highly instructive, I thought I should check.
 

The section under discussion starts at 31 minutes.
 
It says "For each 1 carrier you want 1 capital ship, and for each 1 capital ship you want 4 screen ships", because that's how you reach 100% screening. (there's 3 battle lines: carriers > capitals > screens) You got that backwards.
Although that's in theory. In practice you would want more that just 1:1:4, because screen's job is to die, and when then die it means screening efficiency would drop if you had "perfect" ratio
 
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The section under discussion starts at 31 minutes.
Ah. Bitt3rSteel. I like his videos, his achievement guides are top-notch, but he was never a huge navy guy.

His remark about "intended composition" probably refers to how PDX meant for naval comp to turn out, within their other parameters: no more than four carriers in a fleet, with at least one other capital to screen each carrier, then at least four screens per capital above those first two. If I recall correctly (it's been a while since I've seen the vid), he was providing that part of the guide to showcase the kind of fleet PDX's rules seem to imply should be good, and presents it as an alternative to the actual meta, which is (light-attack) CA + (3 roach/1 torpedo) DD.
 
Ok, I got that backwards. The question remains: is it a good idea in practice?
 
Ok, I got that backwards. The question remains: is it a good idea in practice?
If you're building a carrier navy, then yes: include a non-carrier capital ship for each carrier, and then four screens per capital.

Carrier navies are not themselves ideal because:
  • The non-historical cap of four carriers per fleet before you start getting penalties, and more importantly...
  • Carrier fighters do nothing to stop land-based airstrikes.
Which combine to make carriers marginally useful at best, and they are absurdly expensive to build for the results you get. It's not so bad that you should just delete or cancel already- or mostly- built carriers, but currently the only reasons to research or build new ones is historical roleplay or theorycrafting.
 
Thank you all for the assist.
 
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How do all of the visibility modifiers for ships combined together. I've always assumed that they are additive, but now that I think about it I'm not so sure.

All of the modifiers that I can think of are raiding designer, doctrine, admiral trait and terrain. If they are additive then they would be added together and then multiplied to the base value. However the value on the ship stats already include the designer, so does this make it the base value, instead of just the sum of hull and armor? If the designer modifier is not additive, what does that mean for the others?
 
A question about logistical strikes against railways. Playing as UK, I have 500 Interwar Bombers in northern Italy with an order to bomb the railways in Western Germany. However, they aren't doing it. What am I missing?
20220102184846_1.jpg
 
A question about logistical strikes against railways. Playing as UK, I have 500 Interwar Bombers in northern Italy with an order to bomb the railways in Western Germany. However, they aren't doing it. What am I missing?
View attachment 791023
You didn't actually select the strategic bombing mission, you merely set the priorities
 
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How do all of the visibility modifiers for ships combined together. I've always assumed that they are additive, but now that I think about it I'm not so sure.

All of the modifiers that I can think of are raiding designer, doctrine, admiral trait and terrain. If they are additive then they would be added together and then multiplied to the base value. However the value on the ship stats already include the designer, so does this make it the base value, instead of just the sum of hull and armor? If the designer modifier is not additive, what does that mean for the others?
they are multiplicative.

for instance, with trade interdiction doctrine, raiding designer, and concealment expert admiral, a battleship might be expected to get -25 -10 -20 = -55% (30 * 0.45 = 13.5) visibility, right? nope. it gets 0.75 * 0.9 * 0.8 = -46% (30 * 0.54 = 16.2) visibility.

A question about logistical strikes against railways. Playing as UK, I have 500 Interwar Bombers in northern Italy with an order to bomb the railways in Western Germany. However, they aren't doing it. What am I missing?
It appears that you are not performing the logistical strike mission. Well, neither were you strategic bombing, but even if you were. Strategic bombing and logistical strikes are two wholly separate air missions.

Aside from that, you have 4% mission efficiency, are you out of fuel?
 
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they are multiplicative.

for instance, with trade interdiction doctrine, raiding designer, and concealment expert admiral, a battleship might be expected to get -25 -10 -20 = -55% (30 * 0.45 = 13.5) visibility, right? nope. it gets 0.75 * 0.9 * 0.8 = -46% (30 * 0.54 = 16.2) visibility.
Thanks, so as I feared it is not as strong as I originally assumed.
 
You didn't actually select the strategic bombing mission, you merely set the priorities.
It appears that you are not performing the logistical strike mission. Well, neither were you strategic bombing, but even if you were. Strategic bombing and logistical strikes are two wholly separate air missions.

Aside from that, you have 4% mission efficiency, are you out of fuel?
Thanks for the quick responses. It turns out that my issue is because I don't yet have NSB. I thought logistical bombing was in the 1.11 patch along with the supply changes, railroads, etc. When I selected the strategic bombing mission the planes did attack, and the mission details report said 14.5 buildings were bombed. However, when I tagged over to GER to check its construction queue to see what was there awaiting repairs, there was nothing in Western Germany in the queue. I had expected to see damaged RRs or factories, but no. Am I missing something else here?