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Ive tried playing as Germany and Uk and Japan. Each and every one I run into the same general issue. Running out of fuel early into my campaigns.

All the ships/planes/tanks in the world do me no good when I don't have the fuel for them.

Can someone give me some tips for fuel supplies? I realize it was a actually problem for everyone is the actual WW2, from Patton to Rommel.

As Germany/Japan Ive tried:
1. Building synthetic plants
2. Build silos to store at least 1 million barrels.
2. Trading for tons of oil with USSR
3. Not having so many air superiority missions.
4. Building logistics companies in all tank/MOT. divisions

As UK
1. Don't use alot of my Navy. (that sucks)
2. Use what little factories I have to trade for fuel with US.
3. Build Silos to store 1 million barrels.

But Im still woefully undersupplied. As the UK, I ran out of fuel in the fall of 1940.

Thanks for the help on this overarching issue for me.
 
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As Japan 80 oil allows you to train your entire navy pretty much forever (provided you bother researching refining tech), so you just trade for what you can (if you want those ships generating XP). When the action starts, you kind of need to use part of your navy for other things, making entire demand drop like two times (not like you can build a lot of armour/air anyway). When you grab allied colonies, you should have your demands covered for the most part.
 
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Ive tried playing as Germany and Uk and Japan. Each and every one I run into the same general issue. Running out of fuel early into my campaigns.

All the ships/planes/tanks in the world do me no good when I don't have the fuel for them.

Can someone give me some tips for fuel supplies? I realize it was a actualy problem for everyone is the actual WW3, from Patton to Rommel.

As Germany/Japan Ive tried:
1. Building synthetic plants
2. Build silos to store at least 1 million barrels.
2. Trading for tons of oil with USSR
3. Not having so many air superiority missions.
4. Building logistics companies in all tank/MOT. divisions

As UK
1. Don't use alot of my Navy. (that sucks)
2. Use what little factories I have to trade for fuel with US.
3. Build Silos to store 1 million barrels.

But Im still woefully undersupplied. As the UK, I ran out of fuel in the fall of 1940.

Thanks for the help on this overarching issue for me.

(comments more for UK that can choose when to engage the enemy, rather than Germany/Japan that have to expand or die)

research the fuel conversion efficiency tech path under industry
Remember to upgrade your economic laws as they improve fuel efficiency.
Don't use every plane / ship / tank you have just because, focus on what you want to achieve.

What templates are most of your army if you are burning through fuel that fast?
 
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Running out of fuel early into my campaigns. All the ships/planes/tanks in the world do me no good when I don't have the fuel for them.
Few major countries with navies can manage to operate all their equipment all over the world all the time -- probably only the US (the world's major oil producer and exporter at the time, as it is in game) has a shot at being indifferent to fuel expenditure. It's a scarce resource for most countries in most years, so deciding where to spend it is one of those game decisions. It's more about managing what you have than trying to build out in the first couple of years to a US-like level of indifference; also a resource for war planning. (Iran, Iraq, Malaysia, and Venezuela loom larger thanks to oil -- also, strat bombing fuel storage and production has more meaning when it can actually crimp operations.)

- Keep major fleet elements on Strike Force. Battleships burn a lot of fuel; only move them when you need to, not as a routine patrol. Detection patrols can be small -- perhaps even a single CL or sub.
- Decide where and when you really need heavy air strength. Consider where you can use interception instead of air superiority, so the fighters only fly on demand.
- Budget for training. You'll want to exercise your navy for higher quality crews in each ship as well as the naval XP for doctrines and tech, but that's a tradeoff with fuel consumption. Similarly for aircraft - you'll prefer to train them after production rather than just throw the green pilots straight into combat, but again, you have to weigh that against your other options. Training means you have less to spend on operations, so you might move the amount up and down.
- Fuel storage is for a surge capability -- a big offensive, reserve for a reactive fleet sortie, etc. Your steady-stage usage should be something that lets you restore the fuel storage, not drain it. This imposes a certain tempo on operations, some periods of lower activity while you restock to balance the higher expenditure periods, rather than go flat out everywhere in the world once the starting gun fires.
- Refinery techs let you get more fuel out of the oil you do have (or obtain).
- As the UK, it doesn't hurt to buy oil from the US, especially temporarily just to top off your storage. They're hopefully on your side, so them having another civ isn't as bad as giving it to the enemy factions. You can also ask them to Lend-Lease fuel.
- Synthetic plants are more useful for rubber than oil, and then mostly when you can't trade with SE Asia because you're on the wrong side. ("Wrong" meaning whoever's not controlling that supply, which might vary from game to game. And as usual I'm just thinking of majors here. Landlocked minors in South America or wherever have their own problems.) ISTR some players find that it's more cost-effective to build extra civs with which to buy oil than to build refineries for fuel.
 
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For the purpose of getting Air Superiority, it's the number of fighters that counts, not the quality, right?

(Keeping AS is another matter, of course, but for just having AS for that one crucial mission...)
 
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For the purpose of getting Air Superiority, it's the number of fighters that counts, not the quality, right?

(Keeping AS is another matter, of course, but for just having AS for that one crucial mission...)
Yes, air superiority value is largely just the amount of planes you have flying in the zone. Maintaining it is going to be based on trade rates, which has a lot more to do with quality.
 
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For the purpose of getting Air Superiority, it's the number of fighters that counts, not the quality, right?
Each type of plane has an air superiority value. It's not only fighters, though those are important. Heavy fighters contribute 25% more than light fighters to air power (AS 1.25 vs AS 1.00), strats are neglible (0.01), and everything else is 1.00. The generation of the plane (fighter I, fighter II, etc) doesn't change its AS value.

Air power for a wing is number of planes * AS value * mission efficiency. Add up all your wings to get the total for the air zone, and compare to the enemy's air power total. If friendly air power / total air power (add both sides) > 0.6 (60%), green air. < 0.4, red air. In between, yellow air.

If you just want to eyeball it, you need 50% more planes of all types in the zone than the enemy total to get green air, as long as your mission efficiency is at least as good as theirs (that is, your airbases are just as close).
 
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Suppose I get into a war with USSR. They call Mongolia into the war. I make stuff up and declare war on Finland, which joins Comintern.

Can I get land from Mongolia without fighting them?

Can I get land from Finland without fighting them?
 
Can I get land from X without fighting them?
In practice, this is unlikely to happen: AI tends to send troops to aid their allies to the point of bogging down logistics and losing the war because no one had any supply left. However, provided they aren't major participants (leader of alliance is considered major), a piece of occupied territory bordering them will be enough to get their land (that's when you get "war propaganda against X" decision also). Otherwise you will have to fight them to get it (note: fight, not occupy).
 
Presuming that "get land" refers to the peace conference, then there's no need to actually occupy the land first during the war, and anyone that joins the war is subject to the conference negotiations. So, yes, you could take land from Finland or Mongolia after you defeat the Comintern. Cost in conference points can be higher when it's not a war goal.
 
Presuming that "get land" refers to the peace conference, then there's no need to actually occupy the land first during the war, and anyone that joins the war is subject to the conference negotiations. So, yes, you could take land from Finland or Mongolia after you defeat the Comintern. Cost in conference points can be higher when it's not a war goal.
I could've sworn I've been at war with Canada without them being at the peace-conference afterwards. Or are there different rules for independents and puppets?

(Edit: I didn't fight any canadian units, which I guess is the reason.)
 
I could've sworn I've been at war with Canada without them being at the peace-conference afterwards. Or are there different rules for independents and puppets?

(Edit: I didn't fight any canadian units, which I guess is the reason.)
No, the rule is the same : untouched countries (aka not occupied any province of them, nor had any province of yours occupied by them, nor fought any soldiers of them _ do planes count though?) are not included in peace conference.

So if Mongolia doesn't have time to provide soldiers to be killed by you, you cannot take their clay.

That being said, maybe there is a difference? Aren't puppets of defeated ennemies always pupettable even if untouched?
 


In a few different recent games against the Allies, my experience has been that casualties inflicted by sinking troop convoys show up on the war summary screen, but is insufficient for them to be in the peace conference.

For example, AI Australia is often shy about fighting in Europe, but seems to send divisions to guard Scotland or Canada. I often sink Aussie soldiers while convoy raiding in the Atlantic, but they are rarely included in the peace conference. Then I had an odd game where a few Australian divisions tried to naval invade me in the Balkans. They never made landfall, and all their losses were inflicted while still at sea, but when the UK capitulated a month later, Australia was up for grabs in the peace conference.

So I think they either need to fight in one of your owned states, or you need to fight in one of their owned states.
 
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They never made landfall, and all their losses were inflicted while still at sea
I'll bet it's because the losses were in land battle, rather than just sinking convoys.

Whether it has to be in a state owned by either I don't know, but I'd guess fighting on neutral turf would work too, providing it's land battle.
 
Interesting. I don't remember having noticed a case where a country joins a war and manages to accumulate no participation score whatsoever. But that's certainly possible, especially if they join late in a fast war. Scrutinizing all the minors in the war progress list would probably turn up a number of instances in a lot of games.
 
Paying Germany. Did demand Slovenia focus and nothing happened. I cant progress down the tree anymore.

Did Yugo say no and I missed it? Do I need to do something?

Thanks as always for the help!
 
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(You are playing on 'historical', right?)

You should simply get the state when demanding Slovenia, and a day later a message or two appears (or maybe it only works most of the time?). If you wait too long, though, other countries, especially Italy, will do their own stuff in the Balkans, and you can no longer get it.

If you want to go further down that branch than 'Demand Slovenia', you need to move even faster. Usually, the rest of the branch becomes impossible before 'Demand Slovenia' becomes useless.
 
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