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Tópico: Dicas para HoI4

  1. #1
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    Dicas para HoI4

    dos betas:




    • Fighters. One of your first researches should be Fighters and you want to start building them very early on. You should expect between 1000 and 2000 fighters thrown against you when war breaks out in 1939. Less important for Japan or US.
    • 1936 light tank models. That should also be one of your early researches and you should also start building them fairly early.
    • Moderate amount of early light tanks is much better than a few modern medium ones. Don't strangle your economy trying to get 1939 or 1941 models too early.
    • (Almost) all focus tree unlocks take 70 days. Use that to plan your first few years. Know where you want to be on the tree when war starts.
    • Extra research slots and extra factories (civilian > military >>>>>> dockyards) should be your first goals. Keep in mind that diplomatic focuses that allow you to annex other countries will often provide a lot of factories as well.
    • "Consumer Goods Factories - x%" basically gives you free civilian factories. Look up the tooltip for that after pressing "T".
    • Spending 1st year building only civilian factories is not a bad idea.
    • Do not neglect your Industry and Engineering research.
    • Changing what is produced by a production line will reset your efficiency to 10%.
    • Production lines that aren't getting enough resources will still produce things, but slower. Hover over to see details.
    • Upgrading our production line from lower tier of the same production (Infantry Weapons I to Infantry Weapons II; Light Tank 1934 to Light Tank 1936; Fighter I to Fighter II etc.) will only cut your production efficiency in half.
    • Switching production to an Exp modified variant of the same equipment will only lower your efficiency by 10%
    • Naval production doesn't use efficiency.
    • Think on what do you want to use your research bonuses. They can be sometimes instrumental in getting a very important tech ahead of time on a cheap.
    • Some research bonuses are very specific. If you have something that cuts your Recon I and II research in half don't go researching those without it.
    • Synthetic Refineries are only worth it when you can't buy the resources. Civilian factories are cheaper, you can buy more of the resource using them and they have other uses as well.
    • You can mostly ignore higher levels of Syntetics techs, they just allow you to build more Synthetic Rafineries per state. Do not build those in occupied territories.
    • Try not to buy less than 8 resources/factory, especially early on.
    • You are exporting automatically. Nothing you can do there, just enjoy free civilian factories if they appear.
    • Resources are extremely important. Keep them in mind when planning your conquests.
    • Do not mess with your trade laws if you don't know what you're doing.
    • You can change your recruitment laws at any moment and your manpower pool will fill up in an instant. No point doing that ahead of time. Do keep in mind that it costs Political Power, tho.
    • Once World Tension reaches 25% democracies will start guaranteeing nations you justified wars on. Either do the invasions before that happens or be ready to face both France and the UK. At that point the invaded nation will (almost) always join one of the other factions. In some situations it may even mean bringing a new one into war against you.
    • Don't forget about your police forces. Use Cavalry units with Military Police brigades (you can add those later) and garrison them in occupied territory.
    • If conquered nation doesn't belong to an existing faction (like Allies or Comintern) there will be no resistance. That makes invasions before 25% tension and diplomatic annexations very powerful.
    • You first use of accumulated Political Power should be switching to War Economy, if possible.
    • Your second, in most cases, getting a guy that will increase a speed of Civilian Factory construction or increase Political Power gain.
    • Production companies are nice, but don't try to get them too early, other bonuses are usually more important.
    • Researched equipment will gain bonuses from production companies that are hired by you when the research ends. You don't have to have them when you start the research.
    • You should try to keep researching Land Doctrines, especially early on. They grant superb bonuses and its good to have as many of hem as you can when the war starts. It is, however, ok to switch to other techs is they seem more crucial at the moment.
    • Do not ignore encryption and decryption.
    • 6 months ahead of time is a good moment to start thinking about researching some very important techs. Try to keep that to a minimum tho.
    • You can live without Self-Propelled Anti-Air/Anti-tank/Artillery.
    • Best Anti-air equipment (on installation) is few hundered Fighter planes.
    • 2-3 levels of Radar instalations in your frontline (air-wise) provinces will help you win air superiority.
    • Agility and speed are two most important stats for fighters followed by range.
    • Motorized and Support Equipment never get old. When in doubt produce some of those.
    • Bombers are nice, but Fighters are nicer.
    • Take your time to familiarize yourself with the airforce interface. It gets better.
    • I find using only airwings of 100 planes optimal.
    • You can delete all the airwings and remake them without losing anything.
    • Naval Bombardment is broken. AI can't deal with it.
    • You can stop units than embarked on a boat by pressing "H" or a "Hold divisions" button. pressing on a port province they are moving out from doesn't work (in press version).
    • Ports are considered a part of land province. Keep your navy out of range from enemy bombers or keep air superiority in their port region.
    • Battleplan system starts to make a lot of sense ~80 hours into the game.
    • 4 tank battalions and 2 motorized infantry battalions make a good panzer division.
    • recon is the most important support battalion




      Excellent tips. Here are a few more for the pile:

      • Naval bombardment is indeed broken. Therefore naval bombers and carriers are jacked. As Germany, a fleet core of 4-5 carriers supported from France can stand up to British+USA Battleship fleets in the channel, no problem, as long as you spec the Carrier doctrine in base strikes.
      • Port strike is just as jacked, but can work against you as well: never keep your fleet within the distance of an enemy with naval bombers, it will get blown up faster than you can sneeze. OP mentioned keeping air superiority, but in my experience it didn't help, the British still sunk my whole fleet in one port strike even though I had air superiority over the province. I just learned to not park my fleets in range.
      • Are you a (dirty) Commie or Fascist and realize that once you start a war, you will have no rubber to save your life because its all in south-east Asia and controlled by Britain and the Dutch? Unless you are Japan, here is how I solved this problem: support party and eventually coup the Netherlands. Make the coup happen in Sumatra, and support it with some volunteers and land lease. Now you have your own mini-Netherlands, with a MASSIVE amount of rubber, happy to trade with you throughout the war (just don't forget to build convoys that will inevitably be sunk by your enemies). Generally the dutch don't do a good enough job of taking it back, and then proceed to disintegrate to Germany when the war starts, thus leaving your friendly rubber factory intact.
      • If you planned to go Unholy alliance with the soviets as Facist Germany early, before opening on Poland in 1939, don't. In my experience, this auto-triggers a NATO-like situation, where all the countries normally in NATO who are not fascists auto-join the allies (All of Scandinavia, France, the USA). Oh and the Soviets then leave the faction shortly after joining, couldn't get them to stay. Maybe you need to communist to make the alliance stick, I found it wasn't worth it at all, YMMV.

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  2. #2
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    There is a way to get a very early Anschluss. It's gamey but it works. Pick Rhineland as the first NF. On January 1st 1936 place 10 divisions in production queue and set their priority to high. Just build inf equipment, some support and ART. After around 45 days force deply these to the map and create a new set of 10 divisions. The first NF will explire so pick something. When 45 more days expire force deply these to the map. Create a new batch of 10. Remember to place the priority to high for the divisions in the production queue. Then a day before the second NF is set to expire force deply these to the map.

    You now meet the requirmeents and can pick the Anschluss as the third NF.

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  3. #3
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    Here is a few tidbits to know when creating your divisions.

    1) Width is very important and that means your divisions should be 20 with brigades being 10. Being over will cause a penalty to combat. Some coutnries, techs or generals allow for more so you can get by with 21.

    2) CA is extremely important. Want to win as Germany? Use divisions with 5 tanks, 2 SPG's, and 2 MOT for 20 width. These have great breakthrough stats and a strong offensive punch. Add in some engineers and recon.

    3) Infantry is really good ad defense. Use 10 INF ballaions or if possible add in a main line ART unit while using the Firepower doctrine.

    As a final tidbit when playing Germany don't go crazy building those PZ-II's. You can get PZ-III's before 1939 and equip 5-10 divisions so wait to build those. Only build some PZ-II's to replace your losses in Nat. Spain or if you want to go ahistorical and not wait for 1939.


    https://forum.paradoxplaza.com/forum...isions.942157/



    ======

    am late, so I'll keep this short: Here is a brief guide where I try to explain all units and what they are useful for.

    Abbreviations:
    DEF - Defence - Used to deflect attacks when defending.
    BRK - Breakthrough - Used to deflect attacks when attacking.
    SA - Soft Attack - Used to attack soft targets.
    HA - Hard Attack - Used to attack hard targets.
    HARD - Hardness - Used to define how many % of the SA and HA of an enemy will actually be used against this division.
    ARM - Armor - Average thickness of the armor for the division. If enemy can't pierce you deal extra damage and take less.
    PIER - Pierce - Used to penetrate Armor, if you can't pierce your enemy, he will suffer less damage and he will deal more
    SPD - Speed - Determines how fast the unit can move. High Speed gives a bonus to reinforce chance in combat.
    MP - Manpower - How many men you need.
    SUP - Supression - Used to keep partisan resistance in check.
    REC - Recon - Used to determine which side has the initative, which gives a better chance to pick a good tactic.

    - - - - - - - - -

    Infantry (INF) - Your basic combat unit. High DEF, but low stats otherwise - Use as main body for your army.

    Mountaineer (MTN) - Slightly better BRK than INF, but also much more costly - Use these for mountain warfare.

    Paratroopers (PAR) - Weak stats and limited in terms of design options - Use them to snatch provinces to delay an enemy or cut him off.

    Artillery (ART) - Very high SA, decent BRK, excellent firepower per frontage - Use them to increase your division's SA and offensive capacity.

    Anti-Tank (AT) - High HA and PRC - Use them to counter enemy tank divisions.

    Anti-Air (AA) - High Air Attack, decent HA, minor PRC - Use them to shoot down enemy air units that attack in combat and get a bit of extra HA against enemy tanks, particularly LARM.

    Rocket Artillery (R-ART) - High SA, decent BRK, excellent firepower per frontage. Almost the same as ART, but slightly better at offense - Use them to increase your division's SA and offensive capacity.

    Cavalry (CAV) - Good SPD, high SUP, subpar stats - Weak and more costly version of INF that's faster and better at garrision duty - Use them to supress partisans.

    Motorized (MOT) - High SPD- Faster version of INF - Use them to provide ORG for your tanks or for fast encirclement moves.

    Mechanized (MECH) - High Hardness, good stats, high HA. Much stronger stats than MOT, but also way more costly and much slower - Use them to provide ORG for your MARM and HARM or to create semi-armored attack divisions.

    Light Armor (LARM) - High SPD, high hardness, good BRK, low DEF, ARM, HA and PIER. Very low ORG. Weak against enemy armor - Use them for fast exploit divisions, to add BRK and a bit of ARM to your combat units or as breakthrough units against inferiour enemies.

    Medium Armor (MARM) - Good SPD, High hardness, good ARM and PIER, balanced DEF/BRK and SA/HA, but low SA per IC cost. Very low ORG - Use them as Breakthrough units and to counter other LARM and MARM.

    Heavy Armor (HARM) - Very high hardness, ARM, PIER and HA. Low SA per IC cost. Rather low SPD. Very low ORG - Use these to counter enemy tanks if you have too much IC for some reason.

    Super Heavy Armor (SHARM) - Extreme Hardness, ARM, PIER and HA. Low SPD. Very low ORG. Insane IC cost - Use these if you are a maniac for whom HARM wouldn't drain enough ressources.

    Self Propelled Artillery (SP-ART) - Extreme SA, terrible HA, bad BRK, okay DEF, lower hardness, ARM and PIER. Trade stats for SA. Excellent firepower per frontage - Use these to give your tank divisions a big boost against soft targets.

    Tank Destroyer (TD) - Good HA and PIER, terrible SA, bad BRK, okay DEF. Trade stats for HA and PIER. Rather low HA difference to regular armor - Use these to counter enemy tanks of a higher class (LARM -> MARM, MARM -> HARM) or better tech level.

    Self Propelled Anti-Air (SP-AA) - Mediocre AA. Bad DEF, BRK, ARM, HARD, SA, HA. Trades stats for AA - Don't use them - they are terrible.

    Self Propelled Rocket Artillery (SP-R-ART) - High SPD and SA, decent BRK, excellent firepower per frontage. Lower ARM and HARD than SPART, but slightly cheaper - Use them as a lot-tech replacement for SP-ART.

    Engineer (ENG) - Better dig-in, better SPD and defence for some terrain, better attack for invasions. Later models increase dig-in significantly and give minor benefits for fort, river and urban combat - Use these to make your units significantly stronger at defence, particularly when defending a river.

    Recon (REC) - Better SPD in difficult terrain. Provides REC. Later models provide more REC - Use them to make your units a bit faster and pick better tactics slightly more often. Seems more important when your leaders are inferior (or just on par) to the enemy.

    Military Policy (MP) - Improves SUP. Later models improve SUP bonus - Use these to supress partisans more efficiently.

    Maintenance (MAIN) - Improved Reliability. Reduces equipment losses (including attrition and training). Later models increase reliability - Use these with your most costly divisions to reduce equipment losses.

    Field Hospital (HOS) - Grants trickleback (returns some MP losses to your pool) and lower XP loss from combat losses. Later models improve trickleback and XP loss reduction - Use these to preserve precious manpower and boost XP gain from combat.

    Logistics (LOG) - Reduces Supply Usage - Later models reduce usage further - Use these to reduce your supply weight and field more units inside a supply region.

    Signal (SIG) - Increases Iniative, which givs a better chance to reinforce in comabt and improves planning speed. Later models gran more iniative - Use these to speed up your Battle Plans and to reinforce faster in combat.

    - - - - - - - - -

    Division Design Notes:

    (1) Always aim for a width of 5, 10 or 20. The regular frontage in combat is 80 + 40 per extra attack vector (from a different province). Exceeding frontge gives you signfiicant combat penalties. Design with width 11 or 22 if you plan to attach the unit to a leader with Offensive trait (-10% unit frontage).

    (2) Support brigades don't increase frontage, so it's a good idea to add ART (and maybe AT, AA) to all your designs. They don't affect speed or hardness of a divsion, but do lower ARM and PIER.

    (3) This means that a base design with 10/11 width has higher firepower per frontage than 20/22 (because you can squeeze in more support ART), but it also costs more equipment and Land XP to design (since most nations start with 8+ INF in their main template).

    (4) Do not use pure Armor divisions. Armor has extremely low ORG and should be teamed up with MOT or MECH. Even when using the Blitzkrieg Doctrine Tree a pure Armor division will be barely more than a breakthrough unit that can't sustain combat for more than a few days.

    (5) SP-ART has, by far, the highest SA per frontage (followed by ART). It also needs far less equipment per brigade, so you actually pay ~30 less for it than for a regular ARM brigade, even if production cost per unit are the same.

    (6) Related to that: Support ART, AT, AA and R-ART need less equipment than Frontline variants (but also provide less stats). LARM, MARM and HARM also have different equipment numbers (60, 50, 40), so while '41 costs are 10/13/27 IC less per equipment, the total IC cost per brigade is 60 * 10 = 600 vs. 50 * 13 = 650 vs 27 * 40 = 1080.

    (7) Remember you can use the DUPLICATE function to create new templates. Since every change to a template costs 5 XP per unit removed, exchanged or added (10 for support brigades), the duplicate function can save you a lot of Land XP. For example, if you want to have both LARM and MARM divisions with a few extra MOT, first finish your LARM template, then duplicate it and replace all LARM with MARM. That way you don't have to add the MOT units to both templates.

    (8) Any unit can capture territory, regardless of size. So if you want you can build single brigade MOT divisions to swarm out and capture territory. Just pray you aren't stopped by a "real" division.

    (9) ORG, ARM and PIER are calculated as an average (with some additional weights in it) of all your existing brigades. This means that adding a low ORG unit will lower your division's ORG, while adding a high ORG unit will slightly improve it (same for ARM / PIER).

    (10) ENG combines extremely well with a Defensive trait leader (+30% digin), even more so when the country also has Grand Battleplan (+10 dig-in) or Mass Assault Doctrine (+5 dig-in). France in particular can pull off some amazing dig-in values if they manage to grab the '39 model before the outbreak of the war - I have seen values up to 59% (just don't ask me HOW it is calculated).

    (11) When more comes to mind (or if there are some good questions in this thread), I'll add it here.

    - - - - - - - - -

    Example Division Designs:
    (Keep in mind these are just SUGGESTIONS to demonstrate how the system works, not necesarily the BEST DESIGNS). Support brigads are listed in [brackets].

    Basic Main Combat Infantry:
    10xINF [+ ART/ENG] (20 width)
    Cheap and affordable, but not much else. Good on defence. Useful for poor minors.

    Intermediate Main Combat Infantry:
    7xINF + 2xART [+ ART/AT/EN] (20 width)
    Same as above, but much better when attacking. Good for minors.

    Deluxe Main Combat Infantry Division:
    7xINF + 2xART [+ ART/AT/AA/ENG/LOG] (20 width)
    Good all-around division that can fend off tanks on it's own and even inflict minor losses to air units. LOG means you can squeeze in more divisions per Supply Region (great for GER / SOV / USA), ENG gives a good advantage when defending. Good for majors.

    XL Deluxe Main Combat Infantry Division:
    8xINF + 2xART [+ ART/AT/AA/ENG/LOG] (22 width)
    Same as above, just with an extra INF to get to 22 frontage. Good for majors with an Offensive leader.

    Mass Assault Division:
    10xINF + 2xART [+ART/AT/R-ART/ENG/LOG]
    Adjusted template that adds a few extra INF divisions to make use of the -0.4 frontage reduction from the Mass Assault Doctrine tree.

    Artillery Division:
    4xINF + 4xART [+ ART/R-ART/LOG] (20 width)
    Has lower ORG than regular Infantry, but more firepower per frontage. Good for breakthroughs.

    Anti-Tank Division:
    4xINF + 2xAT [+ AT/ENG] (10 width)
    Great balance between SA, HA and cost. Keep them in reserve and use them in large stacks (8+) to halt enemy armored spearheads.

    Anti-Air Division:
    2xINF + 6xAA [+ AA/ENG] (10 width)
    Low ORG, but high AA. Keep them as a reserve in the rear and strat redeploy them into important battles where the enemy airforce is harassing you.

    Armored Spearhead:
    2xSP-ART + 3xARM + 4xMOT [+ ART/AT/MAIN/LOG] (20 width)
    Has great SA, good HA and decent ORG. A good spearhead and breakthrough division that can hold against counter-attacks.

    Assault Gun Division:
    4xSP-ART + 2xARM + 2xMOT [+ART] (20 width)
    Incredible SA that rips through enemy Infantry, with (barely) acceptable ORG value.

    Mixed Armor Division:
    2xSP-ART + 3xARM + 1xTD + 3xMECH (20 width)
    Mixed armor division that can deal with any situation.

    Motorized Division:
    7xMOT + 2xSP-ART [+ART/REC/ENG]
    A fast division with decent speed modifiers. Even rivers won't stop these guys.

    Security Division:
    5xCAV [+MP]
    Partisan supression unit

    Garrison Division:
    4xINF + 2xAA [+ENG/AA]
    A defensive unit designed for island garrison duty where enemy air power is more threatening than tanks.


    https://forum.paradoxplaza.com/forum...design.942449/

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  4. #4
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    Focus tree:

    • Almost all focus unlocks take 70 days. Use that to plan a "build" for a few years forward.
    • At the beginning try to get ones that give you extra research slots as well as free civilian and military factories.
    • Civilian factories are more important, unless you plan on going to war very early (like Japan).
    • Unlocks that allow you to peacefully annex a country are even better - usually provide more factories of both types.
    • Democracies such as UK or USA have some focuses gated behind the World Tension requirements.
    • Fascist focus for nations using generic focus tree grants up to 7% of recruitable population. That's huge.
    • One-time research bonuses from focus tree won't be consumed by already active research.
    • Dotted line means that you need either of the prerequisite unlocks.
    • Green arrows with a red explamation mark between them mean that those unlicks are mutually exclusive.
    • If in doubt read the damn tooltips. They are actually quite good.
    • You can click on a focus to find more information along with some flavor text.

    Research:

    • Different nations start with different techs unlocked.
    • Try to not research things ahead of time.
    • Especially more than 6 months ahead of time.
    • Some focuses will remove the ahead of time penalty.
    • 50% research bonus may make ahead of time research worth it, especially for important equipment models such as planes, ships or tanks.
    • You can stock up on up to 30 days of research before it goes to waste.
    • Always try to keep your electronic and industrial bonuses up to date.
    • Concentrated Industry is almost always better.
    • Don't ignore Encryption and Decryption. Side with decryption advantage gains combat bonus in all land battles.
    • Doctrines, especially land ones, grant very powerful bonuses and aren't limited by years. It's good to keep researching them whenever we can.
    • You can only follow one of the doctrines. Attempting to research a different one will remove all the progress from the one you followed before.
    • All of the Land Doctrine side paths are mutually exclusive. You can change them later but will lose all the techs from other branch.
    • Not all paths in Naval and Air doctrines are mutually exclusive. Look for dark gray squares with arrows.
    • Naval Invasion technologies can be found on the very bottom of the Naval tree, below battleships, carriers and submarines.
    • That small icon in the top right corner of an aircraft research allows you to research a carrier version of it.
    • Carrier versions of the planes are more expensive to build and are weaker.
    • Similar icon with the red rocket on the Motorized unlock in the Infantry tab allows you to research Motorized Rocket Artillery.
    • You don't need to have standard Rocket Artillery unlocked to research and use a motorized version.
    • Each unlocked tack chassis allows you to research a Self-propelled (SP) anti tank, artillery or anti-air vehicle based on that chassis.
    • They are usually more expensive to build, but more powerful that the towed versions.
    • Production cost is, on top of required resources, a good indicator how expensive certain equipment is.
    • Researching a new type of basic land unit (tanks, motorized infantry, marines, paratroopers, mountaineers) will give you a division template utilizing that unit.
    • If you research tanks before mechanized infantry your tank division template will have standard leg infantry.
    • When choosing what and when to research keep in mind that it takes months before new equipment or kind of unit reaches front lines in amounts that can make a difference, while passive bonuses are applied instantly.

    Laws and government:

    • On normal difficulty you will gather 1 political power per day (2, but 1 is always paid for your focus).
    • Most of the changes to your laws and government cost 150 PP.
    • Communists and Fascists can switch to War Economy at any time. You should do that using your 1st 150 Political Power.
    • Most of the other nations can switch to Partial Mobilization as soon as world tension reaches 15%. It is also a very good idea to do it asap.
    • Total Mobilization cuts you recruitable population by 3%. That's a lot. Be careful.
    • Increasing conscription laws will add people to your manpower in an instant. No need to increase those laws before it's absolutely necessary.
    • Trade laws allow you to sacrifice % of your resources for industrial an research bonuses.
    • You will NOT have access to those resources even if no one will buy them.
    • Theorists allow you to research doctrines faster and provide minor experience income. Some of them may be quite expensive.
    • IF you have access to advisors that increase the speed of your civilian and military factory production they are a very good early choices.
    • So is advisor that increases your Political Power gain by 15%, but keep in mind that he needs 500 days to even pay for himself.
    • Design company bonus is applied then research FINISHES. It isn't important if you had a designed factory chosen when research started.
    • If you have enough PP it may be a good idea to keep switching them around for major researches.

    Trade:

    • You have no control over the amount of your resources set aside by your trade laws. You won't have access to them no matter if anyone actually buys them.
    • You can buy 8 units of any resource per civilian factory used for trade.
    • Trade can be canceled instantly. You factories will be back constructing your buildings.
    • Countries you are at war with won't trade with you.
    • Countries will sell their resources to those who have highest trade influence over them.
    • Try not to buy less than 8 resources/factory. Especially early on.
    • If other countries actually buy resources that you export you will "get" the civilian factories they spend. Hover over "Exported: x"sections to see if anyone is buying.

    Construction:

    • Your civilian factories are used to construct all the buildings.
    • Up to 15 civilian factories can be used to produce one building.
    • They are assigned automatically from the top to the bottom of your list.
    • Hover over the progress bar to see details.
    • % of your civilian factories will be used to produce consumer goods. Those are basically lost to you.
    • That number is a % of all your factories (civilian + military ones) based on your economy law rounded up. For example if you have 50 civilian and 52 military factories and your economy law is War Economy then 16 of your civilian factories will be used to produce civilian goods (15% out of 102 rounded up).
    • Military factories are two times cheaper than civilian ones and they get additional bonuses from economy laws.
    • Synthetic Factories aren't worth building as long as you can buy oil and rubber since they are more expensive than civilian factories that can be used to buy more of those resources.
    • Airbases are really quick to build. Infrastructure and ports, not so much.
    • Amount of radar and synthetic factories you can build per state is limited by your radar and synthetic industry research. Radar is worth researching if you need it. Synthetics almost never are.
    • Converting factories to the other type is almost never worth it.

    Production:

    • Military factories use Production Efficiency system.
    • Naval Dockyards don't.
    • When you switch the production to a different commodity (light tanks to medium tanks, infantry equipment to motorized etc.) your efficiency on that line is reset to 10%.
    • When you switch to a different level of the same equipment (Infantry Weapons I to Infantry Weapons II, Light tank model 1934 to Light tank model 1936 etc.) you efficiency is cut in half.
    • You can use experience to create new variants of armored, airborne or naval equipment.
    • When you switch to a different exp. variant of the same equipment you only lose 10% of the efficiency.
    • Production Efficiency increases over time.
    • If you are missing some of the resources needed for production the equipment will still be produced, but slower. Hover over the yellow progress bar to see details.
    • Production Efficiency increase is also slower.
    • Support Equipment, Motorized and Convoys never get old. If in doubt produce some of those.
    • it may not be a bad idea to start producing an older model of an important new equipment that you ar researching to get a some headstart on Prod. Eff.
    • You can't use exp to modify equipment from Infantry&Artillery tab.
    • You can still modify Self-Propelled artillery, anti-air and anti-tank pieces.

    (79)
    Division design:

    • Division is made of regiments (columns) that are made of battalions.
    • You can rename, duplicate and change equipment options of a division for free.
    • Adding or removing a battalion costs 5 army exp.
    • Adding a first new type of unit to a division (mobile or tank battalion to an infantry division or an infantry battalion to a tank division) costs 25 army exp. Next ones will cost 5 exp.
    • Adding or removing a support brigade costs 10 army exp.
    • Division has a combat width that is a sum of combat widths of all its lane battalions. All anti air and towed anti tank have width of 1, all artillery have width of 3, rest has a width of 2.
    • Division speed is a speed of the slowest battalion.
    • Support battalions have no width or speed. That makes support artillery a very good addition to your fast divisions.
    • Anti-air doesn't seem to be worth it at all.
    • Organization of the division is an average of the organization of all its parts.
    • Artillery, tanks and support battalions have very low organization making use of enough infantry battalions necessary.
    • 9999/10000 of the battles are lost because one side ran out of organization.
    • Higher the hardness the better (unless enemy is actively spamming anti-tank guns or something).
    • If armor of a division is higher than piercing of the division it is fighting it will not only receive 50% less damage but it will also deal 50% more.
    • Recon and Engineer supports are worth it for almost every combat division.
    • Logistic company is also great, especially if you are fighting in a difficult, infrastructure-less terrain.
    • Field Hospitals are excellent choice if you are afraid of running out of manpower.
    • Combat Width in every province is equal to 80 + 20 per number of angles of attack if there is more than 1.
    • For that reason you should aim for divisions of with combat width of 20, or even 10.
    • There are very few advantages to having really big divisions.
    • If they are to be used in Army Group under command od Field Marshal with "Offensive Doctrine" ability (-10% combat width) then you can go for 22 and 11.
    • Optimal division designs depend on your chosen doctrines,c enemies you're facing and the terrain you're fighting in.
    • You won't need anti-tank fighting China in 1937, but should probably get some against Germany in 1940.
    • Tanks won't achieve much in Iran or western China, but will shine in European Soviet union.
    • Good basic infantry division is made of 7 infantry battalions and 2 artillery battalions. (or 8 infantry if going for 22).
    • Tanks need infantry in their divisions to counteract their very low organization.
    • Decent early game tank division consists of 4 tank battalions and 2 motorized infantry.
    • Later on you can add another mot. infantry battalion and 2 self-propelled or motorized artillery units to get to the width of 20.
    • Motorized infantry division is a good, cheaper fast alternative to panzer divisions with less severe terrain penalties.
    • Early on it should simply consist of desired amount of Mot. Infantry battalions, but later you may want to add a few self-propelled or motorized artillery battalions to mirror Infantry Division setups.
    • Cavalry has twice the suppression of infantry. It is the best kind of unit for your policing needs.
    • Good military police divisions should consist of 6 cavalry battalions. Later add a Military Police support battalion, but don't sweat it. Unless you have half of Europe under occupation basic cav will do just fine.
    • Do not ignore the resistance, it will wreck your infrastructure and factories, disrupt your supply flow and so on.
    • Police divisions aren't supposed to fight. Don't wait for them to be fully trained, just deploy them as soon as they are 20% done.
    • Freshly recruited divisions will have an experienced level of "Trained", unless it was deployed earlier.
    • Divisions that don't have enough experience to reach "trained" are considered "Green" and suffer -25% penalty in combat.
    • You can exercise your divisions further till they reach next experience level of "regular" granting them +25% combat bonus.
    • Performing exercise costs equipment (equal to 6% attrition) and lowers your organization to 15% of max value.
    • It also provides you army experience.
    • It is better to go to war with "trained" but equipped army than with "Regular" that is lacking supply. Do not exercise more than your military production allows.
    • Adding new units to the divisions (for example by adding new battalions to existing division designs) will lower the training level of your divisions.
    • It is better for your troops to have 1 less artillery battalion than to go to war as "Green".
    • You can duplicate your division designs to be able to produce slightly upgraded versions of ones you have without dipping those already in the filed and fighting into "Green" territory. You upgrade those later.
    • If you have ports or coastlines that are prone to being naval invaded you may want to create dedicated garrison units.
    • Garrison units don't have to be limited to 20 width, since they are meant to fight alone. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. Unlike the police units you want them to be fully trained.
    • Breakthrough is a defense stat used when your divisions are attacking. Defense is a defensive stat used when they are defending.
    • Infantry tends to have much higher defense than breakthrough. Tanks have it the other way around.

    Land combat:

    • Hover over combat stats of your and enemy's divisions. They will provide an amazing amount of useful information. Really. Keep doing that. Especially if you're losing.
    • Organization is binary. If you have some you fight at your max effectiveness. If you don't then you don't fight.
    • Divisions strength actually affects your combat stats - it is a representation of the % of available manpower and equipment.
    • You units suffer attrition while moving, being out of supply or exercising. It is affected by terrain and weather condition.
    • Look our for mud. Mud is the most brutal of all terrain/weather modifiers. Do not attack into mud.
    • Russia has a lot of mud, especially in spring and autumn.
    • You can order your forces to assist in combat in a neighboring province instead of attacking by Ctrl+r-clicking the battle indicator on the map. They won't advance into that province after the battle is won.
    • Make sure supplies are reaching your troops (press F4 to see the map). Lack of them will devastate your troops' performance.
    • Units that are out of supplies for too long will start passively losing organization and will suffer from -33% combat penalty.
    • Encirclement penalty of -30% is brutal, especially coupled with supply issues.
    • Having Air Superiority in the Air region (F3) will decrease defenses of enemy forces by up to 50% (!). It also lowers their movement speed by the same amount (!!!).
    • To achieve full Air Superiority you not only have to have more plains than the enemy, you also need to have enough planes in the region to cover it completely. Hover over that bar under the picture in Air Region screen (F3).
    • All the planes operation in the region count towards the air superiority.
    • Bombers providing air support not only deal damage to enemies in who are fighting battles, but also provide combat bonuses to our troops. They aren't however as big as Air Superiority ones.
    • Ships anchored in the adjacent sea zone will provide Naval Bombardment penalties of -25% to enemies in shore provinces.
    • Rivers are no joke. Attacking through a river into mountains or urban areas into entrenched enemy positions is one of the best way of disposing of excessive manpower.
    • Using division designer learn how your troops are doing in various terrain. For example you shouldn't attempt to perform naval invasions or attack into urban areas with tanks.

    Battleplans:

    • To gain planning bonus your divisions need to stand still at the frontline, while being assigned to attack order.
    • Planning bonus will slowly fade away while you aren't doing so. Be it if you are fighting, advancing or even standing in the same spot after the plan was deleted.
    • If you want to fully manually control your troops you should simply delete all the frontlines when you are starting the offensive. Planning bonus won't simply disappear (see above).
    • You can assign manual orders to units under Ai control. They will override AI ones, but unit will go back doing its thing the second your que-ed up orders are finished. That may mean your panzer divisions 1 provinces deep into enemy territory strategically redeploying to the far end of their frontline 30 provinces away.
    • If you want to keep one of your armies focused at the certain part of the front for example while advancing you can keep shortening their frontline, while holding Alt.
    • If you will have a line of frontlines one ending where other starts they will stay clipped like that. It doesn't prevent lines from expanding due to newly acquired territory.
    • Ctrl+r-click on a frontline or an order selects all the units assigned to it.
    • Ctrl+clicking on a frontline or an order assigns all selected units to it.
    • Assigning a unit to an order automatically assigns it to the proper frontline as well. Not the other way around if you have more than one order attached to the frontline.
    • Division can only be assigned to a single order/frontline.
    • Ctrl+H unassigns selected units from any orders/frontlines.
    • Red exclamation mark means that the unit is not assigned to any orders or frontlines.
    • Yellow exclamation mark means that the unit can't for some reason reach the position required of it by an order it is assigned to.
    • Units will often bug out and stay in ports with the yellow exclamation mark. You need to manually select them and r-click on a port you want them to move on their way to their objective. They'll figure it out from there.
    • You can move units overseas by either assigning them to an order there or by moving them to the port and then manually r-clicking the port you want them to sail to. See the bug described above.
    • Units assigned to an order overseas will go to the nearest port and sail to the port that is nearest their desired position. They will not take the length of sea travel into account. For example Italian unit in Belgium ordered to move to Egypt with Gibraltar blocked will instead of going to the Marseille and catching a boat there embark in Belgium and sail all the way around Africa. Watch out for it.
    • Garrision order will do an ok-ish job of dealing with resistance, but won't help at all against enemy attack.
    • Use fallback line orders to establish defensive positions on your borders, shores etc.
    • You can use a fallback line behind your lines as a rally point for the troops that you're recruiting. Simply draw it and after clicking on that circle left from the location selection bar click on that fallback line. Your troops will go there after spawning. Useful if you are using AI to fight your battles since adding units straight to your fighting forces will confuse the battleplane AI and make your offensives stall.
    • Full shield indicator means maxed out entrenchment bonus.
    • Battleplan AI is, in general, way too conservative when on the offensive.

    Airforce:

    • Your bombers can actually defend themselves fairly well, but will operate very rarely and not achieve their actual objective without a fighter coverage.
    • Air superiority is crucial for both air and land combat.
    • Enemy bombers need to be detected before they can be intercepted. Detection is provided by radar and planes on air superiority missions.
    • Unless you really need to kill the members before enemy fighters for some reason you shouldn't really use "Intercept" order and just stick to air superiority on your fighters.
    • Static air defenses may destroy a few bombers but fighters can kill hundreds of them. If you are in a position to invest in those do it.
    • Airforces used in Europe in early stages of the war are in a ballpark of 2k fighters and 2-3k bombers for each of major participants.
    • Agility and Speed are two most important statistics of a fighter.
    • Only real selling point of Heavy Fighters and Tactical Bombers is their operational range. And even that is not true for all the models. Unless you need that you are better of with Fighters and CAS.
    • You could strategically bomb, but I'd limit it to such places as Malta or Corsica to get rid of airfields without having to invade.
    • I don't bother with strategic bombing in single player. Why bomb when you can conquer?
    • Transport planes can't drop supply. Their only point is to drop paratroopers.
    • Air Superiority gives major penalties to the enemy, but CAS can inflict serious damage and is especially important in difficult battles where your land troops have trouble due to defensive terrain.
    • Both Radar and Air Superiority in a region provide Naval Intel.
    • Naval Strikes are borderline broken, especially since AI seems to almost never place any planes in fully sea Air Zones.
    • Port Strikes are very powerful too, if you can handle enemy fighters.
    • Ports are a part of land zones.
    • CAS are actually very effective against enemy ships.
    • In every Naval Battle non-carrier planes can attack only once upon entering combat. It doesn't matter if battle last an hour or a month. If enemy has only subs your planes won't do a thing.
    • Carrier planes can be rebased to land airfields if need be.
    • When starting a campaign you should disband all your airwings and create a new ones. Disbanded planes go back to your reserves.
    • It is best to keep planes in Airwings of 100. Ace bonuses are tailored for that size and it makes it easy to move them around.
    • As of today air statistics (Shortcut: L) and Air Doctrine research tab are still a total mess with conflicting tooltips and statistic names as well as contradictory descriptions and so on.

    Navy:

    • Oddly enough all the ships seem to have their place.
    • Destroyers are the backbone of your fleet. They are cheap, best at dealing with the subs and if enemy fleet runs out of screens of their own they will simply sink their capital ships with torpedoes with minimal loses. Always keep a good screen force.
    • Light Cruisers are 3 times as expensive as destroyers, but provide better surface detection allowing you to find enemy navies/convoys faster, have more powerful torpedoes and guns while being almost as fast and slippery. Destroyers are more cost effective but you still want a few CL in your fleet.
    • Heavy Cruisers and Battlecruisers are fast enough to support your screens in early skirmishes against enemy screens preventing the situations when few dozen destroyers keep killing off your screens few at the time and then disengaging until they have such a screen advantage that they kill the rest and then all of your capitals in the last engagement. Battlecrusiers are significantly more expensive, but have much higher range. Having 2-3 battlecrusiers and a handful of Heavy Cruisers isn't a bad idea even if you re sleeping on Battleships and Carriers.
    • Battleships provide have the highest damage and HP in the fleet. They aren't fast enough to deal with enemy screen fleets but in actual fleet engagements will provide the highest dps of all the ships. They aren't nearly as affected by weather as carriers. Same goes for Superbattleships.
    • Carriers can't match the firepower of battleships if all-out naval battle, especially if affected by bad weather or, much worse, enemy brought few land-based airwings to the party, but have nice sustained damage that can chew through enemy ships if they battle isn't too decisive. They can also strike with their aircraft inland, but you've have to have at least a dozen of them to be able to even annoy any of major powers that will have thousands of fighters to fight you with. If forced into firing range of enemy anything they sink like steel planks they are.
    • Subs are great at raiding convoys (duh!) but can also tear a semi decent fleet apart if it has too few destroyers, or if they get a lucky engagement. In 9/10 engagements destroyers will murder a fleet of subs their size, but that 1/10 times things can go wrong, few DDs sink and subs get to massacre the rest of the fleet with impunity. They are also a major annoyance with when engaged by a bigger fleet will mostly just posture for a few hours and disengage.
    • If you want to kill of a sub fleet just send a comparable or a bit smaller fleet made of only destroyers. They will engage them and usually die.
    • Any fleet can operate in 3 regions.
    • To provide naval bombardment fleet must me anchored (stationary with no order in the zone adjacent to the province you want to support. You need ships with actual shore bombardment stats in it. A few will do.
    • Each naval doctrine has separate sub-branches providing bonuses for subs and screens respectively.
    • Sortie efficiency (carrier aircraft use in battle) is negatively affected if you operate their fleet in more than 1 region.
    • When building a carrier you can preselect her planes from the production menu by clicking on a blue plane icon on the carrier order card.
    • Deck size seems to be the way to go when modifying a carrier.

    Naval Invasions:

    • Naval capacity is simply an amount of divisions you can use in naval invasions at the same time.
    • Weight of the divisions only affects how many convoys will be used to perform the invasions. That's it. You can invade with naval invasion capacity worth of weight 1 or weight 200 divisions, no problem.
    • Naval invasion order sometimes refuse to have your divisions assigned. Select the divisions and after manually selecting Divisions Assignment Mode from the bad click on the order's arrow to assign. Do it one division at the time if need be.
    • You can only perform 1 invasion at the time from each of your ports.
    • You can select one or more provinces you want you forces to land in. All have to be adjacent to the same naval province. Units will land randomly in those provinces.
    • You can click on a Naval Invasion order while holding Alt to modify it. Changing the landings does not affect the preparation time. Changing the starting port resets it to 0.
    • The bigger the invasion the longer it will take to prepare.
    • You can keep adding divisions to the invasion that is already preparing but it will increase the time needed.
    • When invading focus on capturing a port asap. Your troops will ran out of supply really fast and without a port those that already landed are doomed. Those that are repelled while performing an attack from the sea will be turned back to the port of origin.
    • If you established a beachhead you can keep adding divisions to that order (as long as less than your capacity are at sea) and they will instantly embark from the origin port and sail to reinforce said beachhead.
    • If you have a port, however, you can just transfer your troops there by normal means.
    • To execute the invasion order you need to have bot an intel or at least neutral naval supremacy in all the regions en route. Intel can be provided by either radar, planes (a lot of them) or ships on one of the orders in the zone. Ships that are fighting don't provide either.
    • Once the order is put in motion you don't need intel or supremacy anymore, the landing crafts will attempt to reach their goal, they can be, however, still intercepted sunk even while already coming ashore.

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