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Achievements are enabled, I've unlocked other achievements in this run. Any ideas why the achievements for forming Greater Greece and renaming Istanbul to Constantinople haven't fired and are unobtainable? Have I just been screwed and need to restart the run?
 

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Achievements are enabled, I've unlocked other achievements in this run. Any ideas why the achievements for forming Greater Greece and renaming Istanbul to Constantinople haven't fired and are unobtainable? Have I just been screwed and need to restart the run?
Yep, you have been screwed. Once the achievements say "not available", you can't go back. Consider upvoting my suggestion to prevent this: https://forum.paradoxplaza.com/foru...becoming-ineligible-for-achievements.1472754/
 
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@bitmode can you please explain how MINIMUM_GOOD_TRADE_RATIO_PER_CIV (from the defines, NAI section) is applied/used for AI evaluations?
 
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@bitmode can you please explain how MINIMUM_GOOD_TRADE_RATIO_PER_CIV (from the defines, NAI section) is applied/used for AI evaluations?
An AI country with X factories available for trade in total will not choose an import if it gets less than 8 * (1 - X * MINIMUM_GOOD_TRADE_RATIO_PER_CIV) resources out of it. The ratio is lower capped to 50%, i.e. a trade yielding less than 4 is never acceptable.
 
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I have a question what I have done wrong in following situation: I have started a game as UK and set whole fleet to train on english channel, with individual split to repairs active, high repair prioryty and 1 dockyard active for repairs. I have train whole fleet, between 36-38 with full consuption of fuel. At the end in 38 I have spotted that in 2 years I have lost at least 3 CL's and 2 SS. Why did it happen ? High repair priority is not protecting from sunk during training ?
 
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I have a question what I have done wrong in following situation: I have started a game as UK and set whole fleet to train on english channel, with individual split to repairs active, high repair prioryty and 1 dockyard active for repairs. I have train whole fleet, between 36-38 with full consuption of fuel. At the end in 38 I have spotted that in 2 years I have lost at least 3 CL's and 2 SS. Why did it happen ? High repair priority is not protecting from sunk during training ?
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They are not reported in losess. I have finished all 7 CL at start of game that UK have in production, so 31+7= i should have 38 CL's instead i have 36 CL. I have also spoted during comeback to old save that ships can have for example 15% of HP and dispite that they are not automaticly send to port despite good settings of fleet (split of on, high repair priority).
 
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They are not reported in losess. I have finished all 7 CL at start of game that UK have in production, so 31+7= i should have 38 CL's instead i have 36 CL. I have also spoted during comeback to old save that ships can have for example 15% of HP and dispite that they are not automaticly send to port despite good settings of fleet (split of on, high repair priority).
Everything except DD and CL there are the starting numbers (BB BC CA and SS).

Maybe something happened with production and you did not produce the existing lines somehow?

Only explanation I can think of for 15% hp ship not splitting off to repair is the lack of docks allocated for repair.

These are all I know.
 
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Only explanation I can think of for 15% hp ship not splitting off to repair is the lack of docks allocated for repair.
I had only 1 dockyard set for repairs so some ships were waiting long time for repair. However i have fought that when ship get to the port and wait in queue for repairs he is not losing HP anymore ? May that was the case ?

It has to be above or high repair priority has to low threshold, because for example situation like this is arising:
2022-10-31_18h26_21.png


For me HMS Fury should go straight to dock automaticly, but it is not. Either this is some kind of bug or this is due to the fact that I'm pushing my fuel to the limit.
 
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Some new questions arose lately:

1) The wiki page on puppets has been updated. Since then i cannot find the modifiers of a nondescript puppet if one turns off TfV, DoD and WtT expansions. After checking the defines.lua and the autonomous_states of the game files, there is only one entity called 'puppet'. Am i correct in assuming that the status 'puppet' for democratic powers (TfV) is identical to the one not using the respective expansion? If not - what are the exact modifiers / effects of the base game puppets?

2) If i have set airwings and / or task forces on training and run out of fuel - what are the effects? Do the training units suffer higher accident rates and do they still accumulate any experience?

3) I have always been wondering why CAS / TACs don't seem to have any effect if there is no land combat in the specific airzone. In HoI 2 (maybe HoI 3, too - i cannot remember exactly) they did still cause org damage when set on ground attack while no ground combat took place. Not so in HoI 4 it seems. What are the ingame effects in such a situation now:
- do CAS / TACs still use the full amount of fuel?
- do they still produce air superiority slowing down enemy's movement?
- what about FTR set on air superiority - do they consume full fuel and produce air superiority?
- what about gaining air experience in these situations?
 
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Lemme try to answer with what I surely know.
2) If i have set airwings and / or task forces on training and run out of fuel - what are the effects? Do the training units suffer higher accident rates and do they still accumulate any experience?
They just don't take off and thus train, or perform any other mission they're set on, if there is no fuel.
3) I have always been wondering why CAS / TACs don't seem to have any effect if there is no land combat in the specific airzone. In HoI 2 (maybe HoI 3, too - i cannot remember exactly) they did still cause org damage when set on ground attack while no ground combat took place. Not so in HoI 4 it seems. What are the ingame effects in such a situation now:
- do CAS / TACs still use the full amount of fuel?
- do they still produce air superiority slowing down enemy's movement?
- what about FTR set on air superiority - do they consume full fuel and produce air superiority?
- what about gaining air experience in these situations?
- if they're on ground attack mission, they don't unless there is any combat in their assigned airzone which allows them to take off in the first place.
- they only do that when they're performing their mission and only during that mission. so the air zone colour showing superiority situation would flicker between combats, red - yellow - green.
- they always take off and constantly consume fuel
- air xp gain is mostly gained from air combat (according to old wiki) - if there are enemy planes participating in air combat - there's XP. if there are no enemy planes - there's little XP. if your planes are not taking off at all - there's no XP.
 
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No, but that's to avoid letting noobs screw themselves by doing so. It's much cheaper to create a new one by duplicating a similar one and switching out the necessary unit types.
Perhaps it's only better in the rare case you want a one-brigade template or something like that, but yes, you can...

It's not necessarily where one might expect it to be. In the division designer, select the drop down of existing templates as if to choose a template, and then select "+ create empty" from the list. This will give you a completely blank template.
 
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Playing as France and have two questions.
  1. Have port strikes been nerfed? I've been port striking Italy for a while now with over 300 planes and the largest damage report I've seen is 3.4% on one single ship. Meanwhile, I've lost over 100 planes. Used to be that this much port strike activity would have sunk several ships. I believe I've seen that AA has been buffed some but still, this seems unreasonable.
  2. It is September 1942, Germany has one division on the Soviet border, and the Soviets still haven't attacked. Has something changed so that they don't anymore?
 
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I have a question what I have done wrong in following situation: I have started a game as UK and set whole fleet to train on english channel, with individual split to repairs active, high repair prioryty and 1 dockyard active for repairs. I have train whole fleet, between 36-38 with full consuption of fuel. At the end in 38 I have spotted that in 2 years I have lost at least 3 CL's and 2 SS. Why did it happen ? High repair priority is not protecting from sunk during training ?
Just found your post. If you haven't yet received an answer to your missing CLs, are/were they the Achilles and the Leander? If so, New Zealand has a focus that transfers those two ships to it without you receiving any notification.
 
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Some new questions arose lately:

1) The wiki page on puppets has been updated. Since then i cannot find the modifiers of a nondescript puppet if one turns off TfV, DoD and WtT expansions. After checking the defines.lua and the autonomous_states of the game files, there is only one entity called 'puppet'. Am i correct in assuming that the status 'puppet' for democratic powers (TfV) is identical to the one not using the respective expansion? If not - what are the exact modifiers / effects of the base game puppets?

2) If i have set airwings and / or task forces on training and run out of fuel - what are the effects? Do the training units suffer higher accident rates and do they still accumulate any experience?

3) I have always been wondering why CAS / TACs don't seem to have any effect if there is no land combat in the specific airzone. In HoI 2 (maybe HoI 3, too - i cannot remember exactly) they did still cause org damage when set on ground attack while no ground combat took place. Not so in HoI 4 it seems. What are the ingame effects in such a situation now:
- do CAS / TACs still use the full amount of fuel?
- do they still produce air superiority slowing down enemy's movement?
- what about FTR set on air superiority - do they consume full fuel and produce air superiority?
- what about gaining air experience in these situations?

Thx @duke engin for the reply but i am afraid that my pitiful mind can't make up a precise result of the answer.

Maybe @bitmode can have a look at it and share his wisdom on the matter.



I also have a new one:

AFAIK, the focus based build slots of occupied / annexed nations got nullified for an occupier in some recent patch / update. Doesn't that bring up the aspect of GER better be 'anschlussing' Austria ASAP again? In the past the additional factory slots were a reason to not divert from historical play. If this reason fell away, wouldn't despicable powergaming meta not lead back to do so again?
 
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I also have a new one:

AFAIK, the focus based build slots of occupied / annexed nations got nullified for an occupier in some recent patch / update.
I'm not sure how the game behaves here exactly when annexing (as in that case a superior industrial tech of the "annexer" might counteract), but in case of releasing a puppet I found a couple of issues (questionable slash of extra slots by 50% regardless of source, unnecessary destruction of buildings even when reduced slots leave enough room, puppets not inherting tech):

 
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can't make up a precise result of the answer
Hard to say yet I'd venture to guess you still some questions about CAS fuel use. So excuse me if I'm wrong or too obvious in my answer.

CAS does not work like planes hovering in the air waiting for targeting to come by. Planes stay on the ground and the engine is checking if you have BOTH unused planes assigned to the region AND enemy frontage in ongoing ground combat that is not filled up by your planes already (https://hoi4.paradoxwikis.com/Air_missions#Close_air_support_mission). Only then it scrambles planes so if you don't have any ground battle going on then there will be no planes in the air. Hence no fuel use (your first question), no effect on the air superiority (your second question) and no XP gain (your fourth question). The latter is because if CAS planes are on the ground then they do not attack ground targets and cannot be attack by enemy planes themselves.

Again sorry if I misunderstood your question or if I sound too obvious. And @duke engin thanks for an extensive explanation!
 
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1) The wiki page on puppets has been updated. Since then i cannot find the modifiers of a nondescript puppet if one turns off TfV, DoD and WtT expansions. After checking the defines.lua and the autonomous_states of the game files, there is only one entity called 'puppet'. Am i correct in assuming that the status 'puppet' for democratic powers (TfV) is identical to the one not using the respective expansion? If not - what are the exact modifiers / effects of the base game puppets?
Yes, the puppet autonomy state is the only one not requiring any DLC while also being used for non-fascist subjects with DoD enabled.
2) If i have set airwings and / or task forces on training and run out of fuel - what are the effects? Do the training units suffer higher accident rates and do they still accumulate any experience?
Both airwings and TFs stop generating XP while accident rate stays the same.
3) I have always been wondering why CAS / TACs don't seem to have any effect if there is no land combat in the specific airzone. In HoI 2 (maybe HoI 3, too - i cannot remember exactly) they did still cause org damage when set on ground attack while no ground combat took place. Not so in HoI 4 it seems. What are the ingame effects in such a situation now:
- do CAS / TACs still use the full amount of fuel?
- do they still produce air superiority slowing down enemy's movement?
- what about FTR set on air superiority - do they consume full fuel and produce air superiority?
- what about gaining air experience in these situations?
If none of the enabled missions have valid targets, the airwing basically does nothing. No experience, fuel consumption, air superiority etc. The air superiority mission is the exception because it does not need a specific target. It is always active when enabled, producing air superiority and consuming fuel.
Wings only get experience for fighting enemies in air-to-air or for carrying out their ground mission.
 
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Kudos for your insightful answers! This helps a lot!

Especially @bitmode impressive, most impressive *making heavy breathing sounds* all precise and on point as usual!
 
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i tried find documentation about combat width on defending, but found nothing.

i remember wiki or something says on defending the combat width doesn't matter, all units participate..

this is still valid? i can stack for example 2 50 width division?

Im going to a massive war end game against axis+japan, and i will defend macau and goa..