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The principle is the same in this regard (you can use monthly rifles to get XP from planes). The XP calculation uses different defines though (NAir.LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN = 50% versus NMilitary.LEND_LEASE_FIELD_EXPERIENCE_SCALE / NMilitary.FIELD_EXPERIENCE_SCALE= 33%).

Just wanted to add my thanks to @bitmode for this detective work.

I had always assumed that I needed a monthly lend lease of planes to get air XP from previously lend-leased plans, but now I know sending them crappy WWI rifles each month is enough to keep the lend-lease air XP flowing. Nice!
 
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Are they useful at all in a garrison company?
If you have the No Step Back DLC that has the tank designer, the cars are dramatically worse than light tanks. If you dont have NSB then they can be considered a step up from cavalry and alightly cheaper than tanks, but tanks would in the long run be cheaper.

And what else is good to put in a garrison company besides cavalry and MP
Light or medium tankettes. MP's are also somewhat debatable.
 
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My save games are also under documents. If I don't delete them, from time to time, my load and save functions get slower and slower. When NSB came out, I deleted all my saves before starting the first game. When I did my first NSB save it happened so fast, relative to what it had before, that I originally thought the DLC came with some performance enhancements.
 
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Is there a way to tell how many of your factories come from occupied (enemy) provinces (either in total, or province by province)?

Is there a way to tell how much manpower is left to receive when your manpower is ticking up/down due to mobilisation changes? It's a bit unwieldy to use the total population to do the maths.

(A console command that gives instant mobilisation would work as an answer too.)

How do building slots work, with regard to the industry techs? I understand you get +100% (i.e. double) slots from technology but how does that factor in colonies which AFAIK have a -50% penalty to number of slots?

If a colony state has 2 slots at start of the game, will it have 4 slots when all the relevant research is done?

Also, the extra slots you may get from focus trees and industrial integration decisions, they are not included in the +100%, are they?

Why does this thread never stay on page one?
 
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Is there a way to tell how many of your factories come from occupied (enemy) provinces (either in total, or province by province)?
Yes, in the tooltip of your factory count in the top bar.
Is there a way to tell how much manpower is left to receive when your manpower is ticking up/down due to mobilisation changes? It's a bit unwieldy to use the total population to do the maths.
Calculating it like that is only an estimate anyway (see https://hoi4.paradoxwikis.com/State#Population). As far as I know there is no easier way than pulling out your calculator.
How do building slots work, with regard to the industry techs? I understand you get +100% (i.e. double) slots from technology but how does that factor in colonies which AFAIK have a -50% penalty to number of slots?

If a colony state has 2 slots at start of the game, will it have 4 slots when all the relevant research is done?
They stack additively, i.e. it will have 3 slots.
Also, the extra slots you may get from focus trees and industrial integration decisions, they are not included in the +100%, are they?
Correct. Also, if you conquer states with additional slots, half of them will be removed.
 
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Does "Bomber Defense" in the Operational Integrity and Strategic Destruction Air Doctrines apply only to Strategic Bombers, or will TAC and CAS planes also benefit?


bomber defense.png
 
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How do building slots work, with regard to the industry techs? I understand you get +100% (i.e. double) slots from technology but how does that factor in colonies which AFAIK have a -50% penalty to number of slots?

If a colony state has 2 slots at start of the game, will it have 4 slots when all the relevant research is done?

They stack additively, i.e. it will have 3 slots.

This answer I'm having trouble with.

If a colony state starts with 2 building slots, its base building slots must be 4 ("Developed Rural Region"), because the game adjusts the slot count by -50%.

But 4 * (200% (industry techs) - 50% (colony)) = 6 slots.

With a colony state with only one slot (i.e. 2 base building slots, "Rural Region"), the maths would work out: 2 * (200% - 50%) = 3 slots.
 
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This answer I'm having trouble with.

If a colony state starts with 2 building slots, its base building slots must be 4 ("Developed Rural Region"), because the game adjusts the slot count by -50%.

But 4 * (200% (industry techs) - 50% (colony)) = 6 slots.

With a colony state with only one slot (i.e. 2 base building slots, "Rural Region"), the maths would work out: 2 * (200% - 50%) = 3 slots.
Where's the trouble?
 
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If a colony starts with two slots, the maths says it should get 6 slots, not 3 as the response was.
 
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If a colony starts with two slots, the maths says it should get 6 slots, not 3 as the response was.
I guess the confusion is when you say what the colony 'starts' with. If the base slots are 2, its 3. if it's 4, it's 6. If you're thinking that it starts with 2 because it's really a base 4 but it has the colony penalty, then it's really a base 4.
 
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Does "Bomber Defense" in the Operational Integrity and Strategic Destruction Air Doctrines apply only to Strategic Bombers, or will TAC and CAS planes also benefit?


View attachment 881438
It applies to the strategic bombing mission, regardless of the plane type.
This answer I'm having trouble with.

If a colony state starts with 2 building slots, its base building slots must be 4 ("Developed Rural Region"), because the game adjusts the slot count by -50%.

But 4 * (200% (industry techs) - 50% (colony)) = 6 slots.

With a colony state with only one slot (i.e. 2 base building slots, "Rural Region"), the maths would work out: 2 * (200% - 50%) = 3 slots.
You are right, I mistook "starting with" as base value. If you get two in the beginning it'll be six with research.
 
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I think the "Accomplished Heritage" Army Spirit is a new one with By Blood Alone.

The first perk reduces the cost of medals by 50%, which will be useful late game when you have lots of medal eligible officers, and loads of PP to spend on those medals. But I have no idea what the "Field Officer Division Penalty:- 100%" actually does.

Any ideas?


accomplished_heritage.png
 
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But I have no idea what the "Field Officer Division Penalty:- 100%" actually does.

Any ideas?
I think it refers to the reduced bonus a division gets when you promote its commander to general. So with that Spirit of the Army, you could promote division commanders and keep full medal bonuses on their original divisions.

Caveat: I have yet to promote a division commander or play any country past 1938 in BBA, so this is speculation based on reading on my part.
 
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