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If I have expeditionary forces from other nations, and I tell them to exercise, do I get the army experience from the exercise ?

What if those expeditionary forces are mostly supplied with infantry equipment that I am lend/leasing to the parent nation ?
Does that generate even more army xp for me ? Xp from exercise + xp from using lend/lease equipment ?
 
If I have expeditionary forces from other nations, and I tell them to exercise, do I get the army experience from the exercise ?
Mouse over the land xp and note the daily gain. Put the exp forces on training. If the daily gain increase yes, you gain xp from exp. forces.
What if those expeditionary forces are mostly supplied with infantry equipment that I am lend/leasing to the parent nation ?
Does that generate even more army xp for me ? Xp from exercise + xp from using lend/lease equipment ?
Afaik, you sustain the exp. forces, so lend leasing equipment to exp. forces owner is not used by the exp.forces, but by owner. So it generate normal xp if it is used.
 
Playing as France. For the Maginot line, which is better?
(1) A fallback line, with the entrenchment bonus or
(2) A front line, with its associated planning bonus.
Also, in the case of (2), do I really need to draw an offensive line? "Maginot" and "offensive" are two words that should never go together.
 
Playing as France. For the Maginot line, which is better?
(1) A fallback line, with the entrenchment bonus or
(2) A front line, with its associated planning bonus.
Also, in the case of (2), do I really need to draw an offensive line? "Maginot" and "offensive" are two words that should never go together.

Planning bonus only applies when you are attacking. Defending you will use entrenchment instead.

So the question is..... Are you planning on attacking or defending?
 
Planning bonus only applies when you are attacking. Defending you will use entrenchment instead.

So the question is..... Are you planning on attacking or defending?

It is a rather defensive game, at least in Maginot.
 
Playing as France. For the Maginot line, which is better?
(1) A fallback line, with the entrenchment bonus or
(2) A front line, with its associated planning bonus.
Also, in the case of (2), do I really need to draw an offensive line? "Maginot" and "offensive" are two words that should never go together.

Planning bonus only applies when you are attacking. Defending you will use entrenchment instead.

So the question is..... Are you planning on attacking or defending?

It is a rather defensive game, at least in Maginot.

I don't understand why this is a question. Set the front line, set the offensive front, get both. If you don't set the plan to go, you'll stay entrenched (unless you switch to "aggressive"). If you see an opportunity, you'll have the planning bonus. Win-win. So what's the question again?
 
I don't understand why this is a question. Set the front line, set the offensive front, get both. If you don't set the plan to go, you'll stay entrenched (unless you switch to "aggressive"). If you see an opportunity, you'll have the planning bonus. Win-win. So what's the question again?
From the hoi4wiki, I interpreted that both bonus were mutually exclusive ("The closest defensive equivalent to the planning bonus is entrenchment"; "Unlike front lines, divisions stationed at fallback lines do not receive a planning bonus; however, divisions that are stationed a long time in a province receive an entrenchment bonus.").
So I interpredt this as: use fallback lines for entrenchement bonus or use front lines for planning bonus (specially if you are under the Great Battleplan doctrine). So the question was, more or less, which is better in places like Maginot. If I can have both using a front line, then yes, it's a win-win.
 
Why does revolution always spark in the same states? Seems somewhat unlogical, yet it's exactly what happens.

What do you even mean? For the Spanish Civil War? That's scripted because the actual Spanish Civil War was really important in the HOI timeframe... and also very soon after it's start. But what you said is not true anywhere else...

No, not only for the Spanish one.
It always starts in the same provinces if you use the "stage a coup" option, at least for me (if you don't pick any province). I tested it many times.
The French civil wars always start in Calais and also get the support of southern France if enough popularity, Belgian ones start in Liege, Dutch ones in Eindhoven, German ones in Munich, Polish ones in Poznan, Hungarian ones in Pecs, Yugoslavian ones in Sarajevo, Austrian ones in Salzburg... the list goes on ^^
I just want to know if there's a way of changing it. It's not even based on ideology, whatever revolution it is, it just always spawns in the same provinces.

*cough*

Anyone?
 
So I interpredt this as: use fallback lines for entrenchement bonus or use front lines for planning bonus (specially if you are under the Great Battleplan doctrine). So the question was, more or less, which is better in places like Maginot. If I can have both using a front line, then yes, it's a win-win.

Any unit that stand in a province enough build entrenchment bonus over time, even if it's not attached to a offensive or defensive plan. This bonus is used when the unit is under attack.
Any unit assigned to a front line with a plan will get a planning bonus over time.
So unless it moves a unit attached to a front with a plan have both entrenchment and planning bonus. At the second the unit attack or move, it loose the entrenchment bonus. At the second the plan is activated, the planning bonus decrease over time.
 
Try to see the id of state where coup start, it's may be the lowest id of the country. Probably linked to tech. rule like that : LIFO/FIFO on a state list in memory,

Hmm, okay, that's some helpful advice, I'll check it out and try messing with mods to see if it'll alter the start somehow.
 
Somewhat absurdly, in the civil war event where you get to pick a side (getting revolutionaries and then getting to 70%), you (the player) get the same states no matter which side you choose to become, while the enemy gets the same others. Likewise puppets always follow the player, and the player’s side is always the right tag (and has the national modifiers and the unique focus tree etc.) while the other one is generic. Just weird design.
 
Somewhat absurdly, in the civil war event where you get to pick a side (getting revolutionaries and then getting to 70%), you (the player) get the same states no matter which side you choose to become, while the enemy gets the same others. Likewise puppets always follow the player, and the player’s side is always the right tag (and has the national modifiers and the unique focus tree etc.) while the other one is generic. Just weird design.

Yup, I've already noticed that. Quite annoying, actually. And I agree it's weird design... I mean, the civil war wouldn't just always spark in the same states ^^
Also, the use of the generic tag is another thing bugging me, although there's only 10 temporary tags and I've checked that a temporary tag actually becomes the right tag after the 10 tags are taken and a new one needs to appear. In this case, the oldest revolutionary temporary tag gets transformed into the right tag.
And staging a coup /w picking a province actually helps to diversify the revolution (i.e. not the same states revolt) but it's not possible if the player is the tag which is about to go into civil war.
 
Hi :)
Do somebody know how long last a casus belli obtain with the diplomatic action "justify war goal"?
 
Hi :)
Do somebody know how long last a casus belli obtain with the diplomatic action "justify war goal"?

Code:
  take_state = {
        # PREV = original target country
        # ROOT = goal owner country

        allowed = {

        }
      
        available = {
      
        }
      
        take_states = {
          
        }
      
        generate_base_cost = 200      
        generate_per_state_cost = 50
      
        take_states_limit = 5
        take_states_cost = -20
      
        expire = 60
      
        threat = 2
    }

I assume this means it lasts 60 days.
 
Not to worry, though. The full text confirmation when you are asked to confirm the justify action initially also tells you the expected completion time and its duration. Also, the tooltip text on the diplo icon that represents the casus belli once its complete tells you the exact expiration date. Just look at the diplo screen; on the left panel is a vertical column of diplo modifiers/actions which are active for your nation, including any active casus belli you have. Hover over those and you get more details, including expiration dates.

They don't always make the information easy to find by intuitive means or via a straight up status button, but there is a LOT of information buried in out of the way places. You just need to poke around a lot to start getting a feel for it.
 
from watching the stream i've seen France starts with some negative maluses.

but this one, disjointed government

political_power_cost = 0.8
unity_factor = -0.10


i understand that it loses 10% NU but what is with the political cost? everything cost 80% more?

I think it's there to simulate the political situation in France; Political landscape in interwar France was a mess. Politicians were unable to unite, the government was unstable and didn't have a clear ideology, far-right and far-left groups sprang up and clashed, the government collapsed in 1937 etc.
In all the government was unable to do much.

I agree, a corps Level organisation would be badly needed.

I wholeheartedly agree with the notion and would cherish a bit more (desperately needed) depth in strategic and tactical gameplay,
 
Not to worry, though. The full text confirmation when you are asked to confirm the justify action initially also tells you the expected completion time and its duration. Also, the tooltip text on the diplo icon that represents the casus belli once its complete tells you the exact expiration date. Just look at the diplo screen; on the left panel is a vertical column of diplo modifiers/actions which are active for your nation, including any active casus belli you have. Hover over those and you get more details, including expiration dates.

They don't always make the information easy to find by intuitive means or via a straight up status button, but there is a LOT of information buried in out of the way places. You just need to poke around a lot to start getting a feel for it.
Interesting infos. Thank you :)

But I asked myself the question in order to plan an alternative to national focus wargoals. So I needed to know in advance how long the wargoal last, with the intention to calculate the "justify + wargoal" time to compare it to "enemy justify" and "time of finishing my current NF + 2 other NF to get the wargoal". All that to be able to declare war first, at the good moment :)