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I've been wondering whether Home Defence/Force Projection affect carrier wings as one would expect - just wouldn't be surprised if they don't work during fleet battles or something, so if anyone bothered testing it would be nice to know.
 
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As the United States, are you supposed to lose lots of support in Congress when you reelect FDR? I'm asking especially for the 1936 elections, but in general the trend in American politics is for the party that wins the Presidency to also pick up seats in Congress. This was historically true of the 1936 elections, after which the Democrats held the largest Congressional majorities since the aftermath of the American Civil War.
 
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What do naval "defence" modifiers actually do (like Screen Defence)? Nothing?
I'm reasonaly sure for screens they boost armor, just like for other ships. Practically useless, yeah, unless those are armored CLs.
 
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Thanks... will take some time to process. For simplicity reasons I kind of want to come to a conclusion that all these "Defence" modifiers (except "Capital Ship Armour") act as a raw damage reduction, supposedly multiplicative with other sources, like admiral defensive stat (if land warfare is anything to go by)... but, I'm guessing, it's not the case?
 
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@bitmode @el nora
Oh.
For simplicity reasons I kind of want to come to a conclusion that all these "Defence" modifiers (except "Capital Ship Armour") act as a raw damage reduction
That would be wrong. The "Screen Defense" modifier should more correctly be called "Screen Armor", because it does the same as "Capital Ship Armour", just for screens (navy_capital_ship_defence_factor & navy_screen_defence_factor). In the graph they are both implicitly contained in "B modified armor" in the top right.

"Defense" (naval_defense_factor) without any ship type designation on the other hand does act as a raw damage reduction. In the graph it is in the top left as "-B modifier naval_defense_factor).

supposedly multiplicative with other sources, like admiral defensive stat (if land warfare is anything to go by)... but, I'm guessing, it's not the case?
As far as I can see, ship modifiers from different sources are generally all additive (country-wide, pride of the fleet, experience, terrain, weather, night, admiral) -- except for penalties from damaged ship parts, which are multiplicative. So in the case of "Defense", which in the unmodded game only comes from experience or admiral, those two sources stack additively.
For example, an admiral with 10 points in Defense (+50%) and a ship with maximum experience (+20%) would reduce damage by 70% against an enemy that has no counteracting Damage modifier (i.e. no admiral and green experience).

(all of this assuming it has not changed since 1.7)
 
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For example, an admiral with 10 points in Defense (+50%) and a ship with maximum experience (+20%) would reduce damage by 70% against an enemy that has no counteracting Damage modifier (i.e. no admiral and green experience).
This is interesting. Does it affect all sort of damage (i.e. naval strikes and torpedoes too)? In that case, stacking defense provides non-linear benefits and seems a far better idea than I previously considered.

And adding a terrain trait on top would slash that remaining damage by 1/3, then? I.e. 70->80% reduction.
 
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That would be wrong. The "Screen Defense" modifier should more correctly be called "Screen Armor", because it does the same as "Capital Ship Armour", just for screens (navy_capital_ship_defence_factor & navy_screen_defence_factor). In the graph they are both implicitly contained in "B modified armor" in the top right.
So, Submarine Defence also modifies armour, I take it? (making it another modifier of no practical use)
What about Capital Ship Defence then? Same as Capital Ship Armour, just uses different name because it can?
For example, an admiral with 10 points in Defense (+50%) and a ship with maximum experience (+20%) would reduce damage by 70% against an enemy that has no counteracting Damage modifier (i.e. no admiral and green experience).
So in naval warfare attack and defence stats are all additive and form a single multiplier to damage? Noted.
 
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Quick question.

Why, from times to times, my air efficiency is almost nothing?

In my last game with Portugal monarchy I was attacked by the allies from Guyana.

I had 200 cas, full green air, 1 radar level and I was performing 2 air missions, ground attack and the attack on the infrastructure.

By clicking on the air pannel my missions efficiency was 1.6%, for both missions.

Wat I was doing wrong?
 
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Quick question.

Why, from times to times, my air efficiency is almost nothing?

In my last game with Portugal monarchy I was attacked by the allies from Guyana.

I had 200 cas, full green air, 1 radar level and I was performing 2 air missions, ground attack and the attack on the infrastructure.

By clicking on the air pannel my missions efficiency was 1.6%, for both missions.

Wat I was doing wrong?
It could be fuel, over stacked airbases, lack of range, or lack of supply.
 
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It could be fuel, over stacked airbases, lack of range, or lack of supply.
Thanks for the reply.
I have checked and the airbase was ok 200/600, I had lot of fuel and the region from which I was attacking was separated from the airfield region, so there was no issue there with supply.
Maybe I am very dumb, but when you refer to range way exactly do you mean?
I mean if the region in which I want to perform a certain air mission is inside the yellow circle, projected by the airbase and the air squadron I want to use, this means that I'm in range, right?
 
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I mean if the region in which I want to perform a certain air mission is inside the yellow circle, projected by the airbase and the air squadron I want to use, this means that I'm in range, right?

The region(province) being within the circle means you CAN run the air mission you want. But the efficiency is a calculation of how much your operating circle covers the whole AIR ZONE. I'm not sure exactly what air zones cover South America but I thought they were very large.

It is a gross over simplification, but it is very fast to compute and so Paradox went with it to keep frame rates up (and to spend time on other calculations). It is why the air zones in Europe are so much smaller, and why it makes sense to use tactical bombers rather than CAS in much of the rest of the world.

For strategic bombers that fly through multiple air zones to reach Germany - if they can only cover 50% of the German air zone it is reasonable they suffer mission efficiency,
For CAS who only just reach the next zone, or even are operating entirely within one zone, it is much less reasonable they suffer a harsh mission efficiency.

If you still think your efficiency is too low, after checking the air zones involved, then please post pictures or better yet a save file (+ a list of mods if any you use) and maybe the forums can be more help
 
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when you refer to range way exactly do you mean?
I mean if the region in which I want to perform a certain air mission is inside the yellow circle, projected by the airbase and the air squadron I want to use, this means that I'm in range, right?
It means that the air zone is partially within range. Air units are assigned to entire air zones, and have to cover all of it. So, one of the main factors in mission efficiency is the amount of the air zone the planes have the range to cover. Short range planes in big air zones will never get a high efficiency because they simply can't reach most of the places in that zone. If the yellow circle covers the entire air zone, then you can reach 100% efficiency depending on other factors.

Air zones in South America, Africa, and Asia-Pacific tend to be significantly larger than the ones in Europe. You'll likely want longer ranged planes in those areas. Try TAC instead of CAS for ground support. Or you might consider range upgrades with the variants you buy with xp. Building closer airfields can sometimes help.

Mission efficiency is effectively a multiplier on the number of planes you have. Flying 200 CAS at 1.6% efficiency means you've got 3.2 CAS actually used to calculate mission results.
 
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Can someone help me with my math a bit?

I got:
  1. Sub3:
    • 36.2HP with doctrine
  2. cNav1s
    • 15 dmg
    • 7.5 targeting
    • Wing of 10
    • Actual damage per carrier sortie is 50% of sub3 HP
  3. 100% sortie efficiency (all various sources combined)
  4. Naval mission efficiency of 25%(?):
    • Doctrine (15%)
    • Admiral Skill (10%)
  5. Naval Aviation (expert):
    • Naval Air Attacks from Carriers: +6%
    • Naval Air Targeting from Carriers: +7%
    • Naval Air Agility from Carriers: +8%
  6. Naval Strike (expert):
    • Naval Bombing: +3%
    • Naval Targeting: +3%
    • Naval Agility: +3%
  7. 4 defence and 3 attack on respective admirals (no idea how much damage reduction that is for air... 20%? 5%?)
  8. No terrain/weather modifiers

Wiki states that damage is along the lines of:

[modified damage]*[amount of planes]

where
[amount of planes] is combination of:
Sortie Efficiency (assuming 100%)
and Naval Targeting (should be at 10% bonus)

resulting in: 1.1*7.5/10*30%=24.75% of planes hitting the target
(which is 2 or 3 - depending on how rounding works here)


[modified damage] is supposed to be a combination of:

[mandatory divisor] = 100
[carrier multiplier] = 6
[mission efficiency bonus] = 25%
[High Command Bonus] = 9(?)%
[Naval damage reduction multiplier] = 0.8(?)

which still results in something like 1 damage per plane... so, I suspect that I miss a lot of stuff in this second part (or Naval Targeting did not do its actual job).
 
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