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Naval 'superiority' is only a throttle for naval invasions, period. A fleet on Hold can block straits regardless of that. As per your screenshot, they clearly have 5-7 ships (most likely submarines), and you even have some progress to spotting those. Detach a decent spotting ship into a separate task force, and you should find them. Alternatively, bomb the area with planes.

Interesting, thank you. It did end up clearing at some point without my changing anything, but this is very useful info. Parking individual submarines to prevent movement seems like a super strong (OP?) way to dictate movement options!
 
I play for the USSR, several times. Participated in the Spanish Civil War. I drew attention to the fact that after the end of the war, Spain could become a puppet. At the last attempt, he actively pumped the popularity of communism with the help of spies, while Spain followed anti-Soviet tricks. As a result, she became a puppet.
It is very important for me to understand what are the conditions for this to work. I found the following event in the game files, but I can't figure out what conditions to trigger it.

F:\SteamLibrary\steamapps\common\Hearts of Iron IV\events
LAR_Spain.txt

# End of SCW, Republicans expanded Soviet aid - event for SPD
country_event = {
id = lar_spain.82
title = lar_spain.82.t
desc = lar_spain.82.desc
picture = GFX_report_event_generic_parliament

is_triggered_only = yes

immediate = {
hidden_effect = {
if = {
limit = {
has_government = democratic
}
set_country_flag = SPR_democratic_government_flag
}
set_temp_variable = {
var = soviet_puppet_democratic_var
value = party_popularity@democratic
}
SOV = { puppet = SPD }
if = {
limit = {
has_country_flag = SPR_democratic_government_flag
}
set_politics = {
ruling_party = democratic
}
clr_country_flag = SPR_democratic_government_flag
}
set_political_party = {
ideology = communism
popularity = 100
}
add_popularity = {
ideology = democratic
popularity = soviet_puppet_democratic_var
}
}
}

option = { # Ok
name = lar_spain.82.a
effect_tooltip = {
SOV = { puppet = SPD }
}
}
}
 
I play for the USSR, several times. Participated in the Spanish Civil War. I drew attention to the fact that after the end of the war, Spain could become a puppet. At the last attempt, he actively pumped the popularity of communism with the help of spies, while Spain followed anti-Soviet tricks. As a result, she became a puppet.
It is very important for me to understand what are the conditions for this to work. I found the following event in the game files, but I can't figure out what conditions to trigger it.

F:\SteamLibrary\steamapps\common\Hearts of Iron IV\events
LAR_Spain.txt

# End of SCW, Republicans expanded Soviet aid - event for SPD
country_event = {
id = lar_spain.82
title = lar_spain.82.t
desc = lar_spain.82.desc
picture = GFX_report_event_generic_parliament

is_triggered_only = yes

immediate = {
hidden_effect = {
if = {
limit = {
has_government = democratic
}
set_country_flag = SPR_democratic_government_flag
}
set_temp_variable = {
var = soviet_puppet_democratic_var
value = party_popularity@democratic
}
SOV = { puppet = SPD }
if = {
limit = {
has_country_flag = SPR_democratic_government_flag
}
set_politics = {
ruling_party = democratic
}
clr_country_flag = SPR_democratic_government_flag
}
set_political_party = {
ideology = communism
popularity = 100
}
add_popularity = {
ideology = democratic
popularity = soviet_puppet_democratic_var
}
}
}

option = { # Ok
name = lar_spain.82.a
effect_tooltip = {
SOV = { puppet = SPD }
}
}
}
It has is_triggered_only = yes so you'd need to search in the events or common folder for the event/focus/decision that triggers it. In this case, it's in lar_news.2 inside LAR_NewsEvents.txt & happens if Republican Spain wins & has completed SPR_expand_soviet_aid.
 
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It has is_triggered_only = yes so you'd need to search in the events or common folder for the event/focus/decision that triggers it. In this case, it's in lar_news.2 inside LAR_NewsEvents.txt & happens if Republican Spain wins & has completed SPR_expand_soviet_aid.
Thank you so much for your reply! What determines whether AI will take this focus?
 
Thank you so much for your reply! What determines whether AI will take this focus?
ai_will_do = {
base = 1
modifier = {
factor = 3
is_historical_focus_on = no
SOV = {
is_ai = no
}
}
modifier = {
factor = 3
surrender_progress > 0.4
is_historical_focus_on = no
}
modifier = {
factor = 0
is_historical_focus_on = yes
SOV = {
is_ai = yes
}
}
modifier = {
factor = 0
surrender_progress < 0.4
any_country = {
NOT = { tag = SOV }
ROOT = {
has_volunteers_amount_from = {
tag = PREV
count > 0
}
}
}
}
}
Having >40% surrender progress & historical focuses off. Crucially, if they have less than 40% surrender progress and volunteers from a country other than SOV they will not do it. So you will want to let them get to 40% then stall until they do the focus. Might be worth looking up the conditions for the prerequisites as well if they stall before getting down to it.
 
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ai_will_do = {
base = 1
modifier = {
factor = 3
is_historical_focus_on = no
SOV = {
is_ai = no
}
}
modifier = {
factor = 3
surrender_progress > 0.4
is_historical_focus_on = no
}
modifier = {
factor = 0
is_historical_focus_on = yes
SOV = {
is_ai = yes
}
}
modifier = {
factor = 0
surrender_progress < 0.4
any_country = {
NOT = { tag = SOV }
ROOT = {
has_volunteers_amount_from = {
tag = PREV
count > 0
}
}
}
}
}
Having >40% surrender progress & historical focuses off. Crucially, if they have less than 40% surrender progress and volunteers from a country other than SOV they will not do it. So you will want to let them get to 40% then stall until they do the focus. Might be worth looking up the conditions for the prerequisites as well if they stall before getting down to it.
I tried another participation of the USSR in the Spanish Civil War. In the first stage, I defeated the nationalist forces in the south and destroyed several divisions. Then I took the troops to the center of Spain and waited. As expected, the nationalists began to push back the Republicans. As a result, they captured the central part. I gradually retreated to the south. I tracked the state of the Republican defeat through the "World Tension" screen, which showed a defeat rate of 35%. And then suddenly the defeat of the Republicans and the end of the civil war:(
 
I also rewound to the beginning of the war with Germany and discovered an interesting thing. I have stationed 24 infantry divisions on the border with Germany in each province. I watched the battle in Bialystok, when about 15 German divisions attacked my 24 infantry divisions, while only 1 division on my side was in battle, 23 divisions were in reserve. The 1st division lost, and all 24 divisions retreated. What does this mean? How can we resist such unpleasant events?
 
What does this mean? How can we resist such unpleasant events?
By reading the wiki on how combat width and combat reinforcements work.
Assuming 24 units are 24 different divisions, in that scenario the out-of-supply penalty, from needing to supply far too many units in one tile, is almost certainly killing his defender before the reinforcements can join the fight…

but he didn’t ask about supply killing the defensive stats and making the unit retreat before reinforcements can join the fight… so here is the link for how reinforcements work, to figure out why the reserves are taking too long to join the fight.

To increase chance of reserves joining the battle faster: Research radio tech, add signal corps to the reserve divisions, and having combat width available (so defenders should not be 50 width divisions), are the 3 biggest things to look at from that aspect.

Anything over 45 width is likely going to fight alone a good percentage of the time, so it’s good to avoid defending a tile with divisions that large. I’m separately reading how 10-20 width divisions is apparently ideal for defense, depending on all sorts of variables of course, but basically you can consider any defending division with less than 30 width will allow reserves to join the fight regardless of terrain where the fight is happening…

(There are a lot of factors that go into reserves not joining the fight, but those are the the biggest ones I can see to investigate first. 1. Crowding the front is bad. Supply problems make the fighting unit retreat faster, and because reserves need time to join the fight, and only one of those reserve units can join at a time, it’s helpful to give the defending units good supply so the active defenders can last longer, and 2. Radio tech and signal support battalions both dramatically speed up reinforcements ability to join the fight in time to help out.)
 
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Greetings,

how do I view all my core states on map mode? Playing my first ever game as Italy, war is about to come and losing cores is not good obviously.
Here is a chart showing all 1936 Italy core states.

state id​
state name​
state status​
2​
Lazio​
core​
39​
Alto Adige​
core​
114​
Sardegna​
core​
115​
Sicilia​
core​
117​
Campania​
core​
156​
Calabria​
core​
157​
Abruzzo​
core​
158​
Piemonte​
core​
159​
Lombardia​
core​
160​
Veneto​
core​
161​
Emilia Romagna​
core​
162​
Toscana​
core​
736​
Litorale​
core​
849​
Puglia​
core​
850​
Trentino​
core​
852​
Istria​
core​

Here is a map showing all 1936 Italy core states (shown in green):
1936 Italy core states.png


Here is a screenshot showing how to determine if a state is an Italy core state:

Default_map_mode_State_selected_Mouse_hover_flag.png
 
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Thank you for all the info!

Not having an easy-to-access map mode seems odd to me. Can you tell me where to find this map yo used in the second screenhot?
You are welcome. :)

The map was made by me using the tool "Hearts of Iron IV | MapChart" that can be found on the mapchart.net website.
 
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Alternativly switch to occupation menu in the political window and have either resistance or conpliance shown. There where you don't have any resistance, so not 0% but really nothing, you have cores.
 
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