You need at first the ability to create a faction. Some nations have this at start (e.g. GER, UK) and some gain this by some focus. The rest gains it after world tension hits a given threshold, IIRC.How do you create a faction?
Thank you!You need at first the ability to create a faction. Some nations have this at start (e.g. GER, UK) and some gain this by some focus. The rest gains it after world tension hits a given threshold, IIRC.
Then you select a potential faction partner, go to diplomatics and click the "Create Faction" option.
/edit: Afaik you cannot just create a faction with just yourself. I might be wrong, though...
/edit: Afaik you cannot just create a faction with just yourself. I might be wrong, though...
is the airbug and suicide transports fixed?
(I uninstalled after 1.5 DLC debacle and have been holding of playing or buying the DLC until they fix the usual release-gamebreaking bugs, lets hope they get fixed this time before they work on next DLC)
is the airbug and suicide transports fixed?
Does it make sense to use anti tank in infantry against Germany? In my games they always have medium tank armor higher than I can get anti-tank penetration due to spending xp on variants even if I'm one tech ahead. Since the impact is binary (either above or not --- no gradual impact) it seems a waste to get the entire anti-tank artillery line and the anti-tank infantry line of research since I can never outpace their tanks. obviously works against lights, but so does anti-air.
I am playing as SOV using expert ai and it tends to really push mediums so might be different in vanilla.
Are you keeping current with the tech? Even '36 AT with the 1938 upgrade should give you a base piercing of 36 (40% of your highest piercing unit) with a final piercing of more than 40. Early German Panzer divisions start with an armour value in the 30's, which climbs to the high 50's after 1943 when Panthers make up most of the division (this is assuming the AI can keep the unit at full strength). 1940 AT with the three upgrade techs should pierce that if you are also keeping up with Infantry weapon tech.Does it make sense to use anti tank in infantry against Germany? In my games they always have medium tank armor higher than I can get anti-tank penetration due to spending xp on variants even if I'm one tech ahead. Since the impact is binary (either above or not --- no gradual impact) it seems a waste to get the entire anti-tank artillery line and the anti-tank infantry line of research since I can never outpace their tanks. obviously works against lights, but so does anti-air.
I am playing as SOV using expert ai and it tends to really push mediums so might be different in vanilla.
Maybe EAI uses a more killer template. In vanilla I can (barely) pierce German Medium Tank divisions with AA plus a medium tank battalion in my infantry divisions.
With all that tungsten it's medium tanks all the way. I play vanilla and go with 10 MOT/4 TK/4 SPART. For multiplayer the meta is 15 TK/5 MOT with no SPART.What are good US armour templates to build, and how many of them should I put in an army?
Awesome thanks!With all that tungsten it's medium tanks all the way. I play vanilla and go with 10 MOT/4 TK/4 SPART. For multiplayer the meta is 15 TK/5 MOT with no SPART.
Always put Recon and Engineers, most people recommend maintenance and logistics though I never research maintenance as USA. I go with +ENG REC HOS LOG AA
How many? You already have Patton and Hodges as Panzer Leaders, you probably won't need more than 24 playing historically, 48 if you're taking on the rest of the world.
I am trying to assign units for multiple naval invasions from japan to china. I have 10 marine divisions in south korean port that are under 1 general and he has 2 naval invasion arrows with 5 assigned to each arrow. When I tried to assign a third arrow from a third port it said I had reached my maximum of 10 allowed. So I created another army group with a new general with units in an unused port on japan proper and I again get this rule that I've exceeded my naval invasion limit of 10. Are we not allowed to do more than 10 units in a naval invasion at a time? I'm not doing the same destination or origin ports all are seperate port pairs and the second general only has 4 divisions while the one with 2 active naval invasions has 10 divisions between two invasions. What am I doing wrong or is there an actual limit?
Better decryption than the enemy's encryption gives you a bonus in combat. That difference also helps in the accuracy and detail you get in your intelligence when spotting their land units. (How many units, unit composition, etc.) Unit spotting isn't just a function of decryption, however. You also have to have means to spot the enemy. That is, land units in contact (patrols and prisoners from skirmishing, etc), and also radar stations (which also include RDF and radio intercept gear, not just radar, so they help in spotting land units as well as sea and air).have no clue how the encription/ decription thingy works... I thought when I research the encription/ decreption techs I could see them again, but apperently not.
I have now more or less 500h in the game, but have no clue how the encription/ decription thingy works. when I start a new game, I can see the exact number of divisions from other nations, even enemies. later on this changes and I thought when I research the encription/ decreption techs I could see them again, but apperently not.
It's this bug: https://forum.paradoxplaza.com/foru...es-encryption-of-the-wrong-countries.1164041/Better Encryption and Decryption: check
Air Superiority: check
regular fights: check
only thing I dont have is Radar