#ask-for-help-here
1 messages · Page 110 of 1
So i should aim for a balanced fleet with the three types of ships?
Ah
Since the starting navy for the US and UK is very heavy on multipurpose DDs that lean more on light attack than on torpedos.
no because its too late in the game so your gun line is cooked
So I auto lost already?
wait what focus tree is the normal one
fascist
Purge Kodoha is historical.
But it's also somewhat weaker than Showa Restoration.
I wanna do historical so I am gonna restart
also what should my prewar constuction look like
you have to understand that japan as a modernizing power is poor
do I need civs or infustructure first?
land facility then mils
Aight
you get your civs from capping china
I think i understood tho
is it enough to attack ussr
so many divisions in one tile you need to push out of that but once you get to siberia there shouldnt be supply issues so yes
which tile
the one next to ukraine the divisions need to spread out or supply issues are gonna be really bad
oh ok
idk i cant comprehend navy
Still not overly required apparently
Stu
Turns out full marine block up to I think what should be 36 width and 34 width infantry from large unit tactics and full marines doctrine
Plus full air is more than enough
stu?
Japan starts with a template for that, for, some reason?
I cant say I used it at all but its, there
I used it in one of my american playthroughs
I mass produced it and it preformed way better than I thought it would cause it was originally a joke
?
also talking about my japan playthrough should I research juggle>
Don't worry, neither can the AI.
No.
Honestly, I was just playing japan
Rush your research slots
ok
They are well worth it
The AI is extremely bad at playing the game, so even joke builds can perform well against them.
I am not sure what to say as to what to research
which tree is the slots
But more slots cant really hurt
Industry techs, gun techs.
Showa research institute. fascist political tree
And rikken institute
After one of the Zaibatsu focuses
Yeah thats what I did
I just wasnt sure if I won via fluke, because its china
The focus to get the 1940 air frame early also helps
A lot
Since it knocks off a year of ahead of time penality
So you can start producing it faster, after modifying the template the game spits out to suck less
hey quick question i just got done with the german civil war but i cant get my democracy support up enough, there is no democractic advisors i can use and no focus i know of\
But I finally defeated britain
is the propoganda dpt op
I just looked and it says 2 off map civs
thats like really good?
Thats, it?
wait but how big is the chance for them to accept it
2 civs might really help my economy
Found it easier to just puppet chang kai sheks china with resource rights and war reps
It gets better
The first part of the game as fascist japan is just get militarally strong early
Dunk on china
And that gets you more mils and civs to work with
but are the 2 civs to greatly help build mils worth it
After china you build up for like 3 years
Then go to war in east asia after you get indochina and siam
Its quite doable to conquer india with 3 armies
what do i do i think im losing
I need to beat china first
thats the problem cus im not good at the game
the templates arent that bad but they arent the best
What I did that works is train 22 chuton chi shidan at game start and force deploy
just they have too much infantry
the cheap divs
i know
its historical
They actually used bicycle infantry?
Basically your 20k guns short
japan experimented with a lot while modernizing
conc is so much better
I went concentrated
but its fine
when do I go to war with them
After the kodoha faction purge it starts a timer
And you reinforce the east hebei garrison to take a year off it
Thats litterally the name of it
Under revisit the 21 demands
kwantung?
Yes
Its the kwantung army timer
Also, drill the whole army
And the navy till the fuel situation forces you to dock it
revisit the 21 demands?
Yep
one step ahead
That also lets you get menjiang as a puppet from form mongol military government
Ive been since january
save fuel by shift click training navy
Promote tojo to marshal
The other guy gains less leader exp
Thats an option?
I didnt know that
Thank you
Army wise, I organized it like this
Pull the hohei shidan units into one army with enough of the colonial garrison units to hit 24
colonial garrison?
Those guys go to korea, along with all motorized, cav and tanks
the Chuton shi shidan
you keep the motorized?
its good to disbannd/make hohei shidan so you can motorize supply for free imo
I found the motorized movement speed helped a lot
Mostly with that first thrust out from around shanghai
Post war I dont keep it
they do move yes
but it loses so much MIC that i usually would rather keep it for supplies
Afterwards I just converted everything to hohei shidan and modified the template to have 34 width with large unit tactics fully mastered
MIC?
military (factory) economic capacity
CIC is civ DIC is dockyard ic
I should have understood that faster
Yeah I see the general point there
I also just kept all the tanks
But stopped producing tanks
Again they only get to stay for that first war
this stuff youre saying is confusing
i keep 2
1 is untrained and not fully equipped
graphics mod?
it gives you some stockpile for the other 2
Yeah that I did take note of, not me going nuts
what about it
Theres also an element of its china
well it was directed at comunista :> you dont have to necessarily understand IC but its just the economy used on any given unit/action
whats the mod?
Yeah that makes sense
1984 map style
Danke
yw
Even if I am not playing perfectly by any means, its china, they dont have guns just dunk on them
Once you stop forgetting to move the chuton divs you trained to the front
when learning japan the only hard part is doing stuff like collabs, capping china in correct times
I am 100% not playing optimally in every way by any means
but casually learning it you can take longer/do things differently
Hellow
Ironically I capped china early
I capped them by august 1937
Spanish civil war and the sinkiang war was still going
So I didnt get that clique in the peace
How they just spawning 120 Divisions 😭
But how(im new)
No this isnt a joke
It makes it a lot more possible
If you look up a little bit we were talking about exactly that
I personally used shianghai, and the province above it
so i invade in 37?
Qingdao you hit as you cap hebei chahar and shangdong
Did you use templats?
Just the default ones
Huh
You invade when the kwantung timer runs out
Which yes should be in early 37
How many Divisions do you use ?
you dont even get xp to change them but if you do adding line arty to hohei shidan/making it paratroopers is good
like if its modded
Yeah checks out
you train maybe 30 max extra of the colonial div
Logistical focus from drilling a ton also helps
i keep forgetting the name
I found 22 seems to work
My friends tell me thats not good to train them, i need the resources
How did my grandpa push them so hard....
I dont like this too well
China also has not got guns, and you have the luxury of air power and applying pressure where you want via naval invasion
I use "NIC" for "naval IC", as a way of describing what each IC type is used for.
You kinda need to make the front wide asap
"CIC" = civilian/construction IC, "MIC" = military IC, "NIC" = naval IC.
Give yourself shore.
Shore bombardment is very helpful for winning fights along the coast.
I simply split all destroyers and battleships off and used them to project in the yellow sea for the invasion
I need to learn Air and Navy but is that fr that hard to learn ?
My friends saying that they have 6000 hours game time but they cant even use them right
You can give up to -33% stats to the enemy side with shore bombardment.
air and navy isnt that hard
Gonna be honest I still dont fully get naval stuff
Nice
Damn
Is that from holding in the area?
Different parts of it are harder than others.
The shore bombardment I mean
Like what?
No, it's from having ships located in the sea tile(s) next to where the land battle is happening.
If you put ships on Naval Invasion Support, they'll try to automatically position themselves properly.
But you can also just position the fleets manually.
Like if I am invading britain, and have the fleet patroling in the channel and hit dover, I am getting shore?
yeah but DIC is like saying dick so its better to use
Because that seems around like what your saying
Air macro is generally quite straightforward. There's a very clear "best design" to use for air stuff, and it's easy to tell what sorts of macro decisions are better with air. Microing air though can be much harder, because you have to worry about things like air base supply, fuel status, air wing training, air wings being intercepted in transit, and more.
And dont forget
chinese united pact formed is that bad
Having to move the air
No.
Damn
Eh, not really? they do that every game
The ships have to be in a specific spot right next to where the battle is happening.
And if they are on Naval Invasion Support, they will try to position themselves automatically.
You only really need the china with chang kai shek as leader to capitulate for all chinese united front members to surrender
Oh its a little more particular
Got it
not really
its just moving them into the correct naval tile
Shore fleets are one of the five navy workable surface navy metas I mentioned earlier.
instead of zone
Maximizing the amount of shore bombardment you can put out with your surface navy at minimum cost is a viable build strategy.
Oh thats what the littleler boxes on the sea do
I thought it was a visual element to simulate cartography
I didnt really get that it actually does something
you can micro move fleets if you want
Now it will soon be time to invade the USA
I have like
5 armies in canada
It will be painful
here it goes
But I thing I can win
That too
i just lost again, i dont even know what im doing wrong
thats fine, topazand does that
this game is so uncomprehensible
topazand?
I know
Never seen the word topazand
Ever
God
I forgot about the supply
In canada
Being terrible
I built rails already but it doesnt seem to be working
so what do I do
And some supply hubs
about that
yeah you dont have hubs
supply doesnt come from rails
spread units out
Yeah, tell me about it...
theyre gonna get so much landf
Not even the developers know how their game works at this point.
Has resulted in all sorts of questionable decisions with the most recent set of patches especially.
Still isnt totally working
i feel like that used to be better
yeah i genuinely dont know what im doing wrong, and if i do realise its always too late and i cant fix it
Sure. But that was a long time ago. Like, the people who designed the naval combat rework for MtG were absolutely no longer present when PDS started updating sub detection and visibility values in Götterdämmerung.
Anyone want to help me further delve further into HOI4? I'd like to join a VC and have someone else hop in to help me.
It'd be funny if it weren't so sad.
And now it's gotten especially bad because they rely so heavily on AI observer games to double-check their work.
why wouldnt anyone tell me that would happen
Which means a lot of problems go undetected because the AI is really bad at playing the game.
Dang. What happened to China?
they cooked me
you dont have the industry or xp for this and even then it wont work
because it wont fit into combat
Subscribe if you like my content. Tried to do something different this time.
Haven't gotten my hands on the new DLC but will make video on it when it comes out.
Music used:
Personal Jesus
watch this
yes but not in combat
imo a large part of this is the dev team not planning/preparing hoi4 for long term development in the initial like 5 years so info just got lost/misconstrued to new people/forgotten about
It's part of the whole technical debt problem.
The team's never actually given enough time, resources, and/or manpower to fix things up properly, so the technical debt keeps piling up.
yes I looked into the advanced combat details and 3 were in combat at once
And now we're at a point where the technical debt situation is so bad that even your more casual players are noticing.
the battles usually last 12 ingame hours and I win
yeah and this is very difficult to fix in general
It's easy to fix, just give them more time and resources to fix it.
Stellaris literally figured it out in 2020, it's why the Custodian Initiative has generally been very well-received.
well, its not easy because developing is hard with official releases, but i do think they just need to take a year without major updates
Stellaris' Custodian Initiative works like this: the core Stellaris team is split into two groups. One works on new updates for new content, the other (the Custodians) focus on fixing up the game's existing systems that seem to not be working as well as intended.
i cant really talk to the devs as mods arent affiliated but id def bring it up if i got a good chance for it
I'm pretty sure people have brought it up before.
its a different circle and its hard to get things to actually change in any company really
But this is also about management decisions.
Even if the people closer to the code know it's a good idea to deal with technical debt, if management thinks it's not profitable, then it's not going to get done.
yeah :(
i think itd be healthy for hoi long term to seriously address issues as this does seem to be turning into a long term development game
or already has
what am i doing wrong
You see the little red box with an exclamation mark next to your units?
That means your units are critically out of supply.
Which can reduce their stats by a lot.
im building hubs and railroads
Orange box means they are missing supply, but not to a level where it would tank your stats.
The way supply works is that it spreads from hubs based on terrain and motorization level.
If you've got a lot of rough terrain (which you would in that part of the world), unmotorized supply is not going to spread that far.
Is it possible to learn the game?
Yes.
No
no
No. You must spontaneously appear with the knowledge, for this game is far too complex for mortals to actually learn.
navy easiest bt
I have 7200 hours and I still don't know how to play ts
I came here after around a 1000 hours of stellaris and I have quite the hang of stellaris
hoi4 is not beginner friendly or easy to learn from just playing
a lot of it is just reading/theory which kind of sucks
the videos and resources in the pinned messages of this chat are a start
i could stream a game sometime beating china ?
I do better with someone telling me directly in real time where to do, what is where, etc.
At least the game doesn't change super-dramatically between major versions.
what am I doing wrong here
what nation do you usually play ?
you can see everything
Compared to Stellaris, where like every 2 years, the game is almost unrecognizable compared to where it was 2 years ago.
I am VERY green. Right now, I'm playing Italy via the tutorial, but I hope to one day play the U.S.A.
I still generally recommend playing historical Canada if you just want to figure out how different subsystems work.
Just decide ahead of time what subsystem you want to explore and build towards that as Canada.
can someone call me and help me with this war ill stream it
the US is probably easier to learn than italy
My own question: what is the anatomy of a roach destroyer? I've been accustomed to building rather expensive fleet destroyers (plus specialized ASW destroyers), but suddenly I find myself needing a lot of tin cans, fast.
My current thought: the bulk are just 2x torp launcher (or do I fill completely on torps?), cheapest gun, token AA, possibly mixing in some which also have sonar+depth charges.
Well, Italy was what the game gave me for the tutorial, so I'll have to stick with it if only to at least learn the basics of the game.
The US has fiddly election mechanics.
Really?
Which is... not great.
italy 10000 times easier than usa
i mean italy is quite hard for a new player you have to know combat from day 1
I will say I learned primarily on the US, mostly because my brother plays US a lot.
and not mess up your eco
That makes sense.
So... anyone want to help?
A roach destroyer is a roach destroyer. Its only purpose is to act as a meat shield, so you only put stuff on it that helps it act that way and nothing else.
why would you need them is the bigger question
im gonna lose this so bad
Anything extra you add is at best wasted production and at worst actively makes the roach DD worse at doing its one job because e.g. it might lower its speed, and speed contributes to a ship's ability to dodge attacks.
thats how it goes
the china war is early and easy to practice
its much like most of hoi4, initially hard to understand
this is like a turkey playthrough except youre on an island
When you think about ship designs and plane designs and the like, what you want to do is firmly establish what the design is supposed to do first instead of coming up with a design and trying to justify its use case afterwards.
My thought is "first, get the 4:1 screening ratio, second, launch torpedoes, third, add some ASW capability to the fleet, and a lot of the stuff I'd usually added like radars may be historically accurate, but this time I need something fast".
I suppose the most critical question is: how many torpedoes to add?
Multiroles are generally bad in HoI4.
That applies especially to planes, but also often to ships as well. Make the thing do one thing well.
Also, don't bother with ship-based ASW until you're more familiar with how navy works.
The very short version is it doesn't really work.
Or at least, the way it works is very counterintuitive, and if you're worried about submarines, it's far easier, cheaper, and straightforward to use naval bombers instead.
Even if I don't get much done today, there is something I want to know.
Someone told me the diplomacy feature in this game is bare bones. Is that true?
Pretty much.
...why?
I've had a fair deal of success with 4-destroyer fleets (specialized ASW boats), set to patrol, always-engage, set to only engage subs? Maybe best to just throw a handful of those ASW destroyer designs into the fleet.
I suspect subs are not a huge threat to the fleet itself, but I'd had issues with "if I don't set the big navy to engage submarines, they refuse any engagement with even a single sub involved", so I figure there should be at least a few depth charges.
It was more complicated in earlier HoI games, but it was one of the many systems that the developers axed for HoI4 to make the game more approachable, and it never really got a full-fledged replacement like a bunch of other things the developers axed from the earlier HoI games.
That's because the AI is very bad at fielding submarines.
... that too.
There are a few very basic things you should do when fielding submarines, and those very basic things make your submarines sort of immune to damage from surface ships, even ones specialized for ASW.
That's dumb. "To make the game more approachable"? It's tough enough to get the hang of as is, why not just make the diplomacy more elaborate and/or rewarding?
Which is how you get very silly screenshots like someone killing the entire Royal Navy with six submarines.
more like replacing them
if you do a sub build you can replace those losses far easier/cheaper than the asw destroyers can hunt them effectively
It's even worse since 4 is not pay-to-win/play, either, unlike 99% of other games like it.
It also doesn't prioritize torpedo reveal chance reductions, since torpedo reveals are the only real way submarines reveal themselves in combat when they engage first.
hoi3 had about 100x less players but to this day is more complex
at the end of its development it had maybe 100-200 players daily iirc
HoI4 is massively more popular and well-known compared to HoI3, and that approachability thing is a big part of it.
I get that, but if you're making a game where players lead a nation, a nation has to have allies, right? I don't think I want to play a game that makes the player's chosen country be put in a Germany in 1945 scenario because the diplomacy is insufficient by default.
Like, think about how hard learning how to play HoI4 is. HoI3 is easily ten times harder than that.
And the diplomacy game is a big part of why.
I'll take your word for it.
Ok, how did it work in 3?
Since the diplomacy game is incredibly important in the pre-war buildup in those games, but it's also very difficult to figure out how to properly do it.
3 had a giant list of actions you could take with various nations, and taking a lot of those actions would cost Leadership, a shared resource that you'd also have to allocate between research, spying, and recruiting officers for your divisions.
Were there any redundant features from the one from 3 they could have removed without making the diplomacy feature in 4 too weak?
no, you have to understand hoi4 on release was meant to be approachable and barebones
Sounds realistic enough, though I guess I can see how players found it too much.
Instead of World Tension, every country in 3 has a Neutrality stat, 3 different influence stats matching the 3 major factions, and a Threat stat that tracked how threatening other nations were to it.
now its becoming more complex so its weird where you have to learn more, reducing approachability, but it cant be too difficult
i think the simplicity of diplomacy is a thing most people like
Let me get this straight: HOI4, as hard to learn as it is, is child's play compared to 3?
being able to easily do actions such as wars
its a lot simpler
So e.g. a big part of Germany's diplomacy game in 3 is about lowering your Neutrality ASAP, trying to keep the US's neutrality high for as long as possible, and trying to make the Soviet Union have higher Threat to Allied majors than you so that they focus on trying to contain the Soviets instead of ganging up on you.
Perhaps. But if you're going to war, it's always a good idea to have allies.
But then it's way, way less obvious what you're supposed to do as, say, France or Spain or Italy.
Ok, that sounds reasonable.
And how much Leadership you should allocate to your efforts, since every Leadership you give to diplo spending is Leadership that you aren't using to research key techs, get your Unity up (3's version of Stability), and/or recruit enough officers to keep your new divisions operating without penalties.
does anyone have suggestions for good youtubers to watch im kinda new to the game :3
It depends on what you're interested in.
who are some you find cool
Hmm.
I mainly play in very tryhard multiplayer games, so the ones I find interesting or useful are the types of people also focused on those games.
There's TheCyclop and Wild_Vision, to name a couple.
ty !!
Np.
World Tension is also similarly a heavily simplified version of the neutrality and threat mechanics from 3 and the belligerence and Isolation vs. Intervension slider mechanics from 2.
In any case, again, VC chat with me, anyone?
I see.
i would but my microphone is broken 😭
I like aldrahill
He got me back into hoi4 after a 2 year break
And he is how i learned most of the basics
Oooh okayy I've never heard of him
Also, mandatory mention of this meme from HoI3 about how you are supposed to set up your order of battle (field marshals, generals, but also junior officers below generals) and the cancer that often results on fronts like Barbarossa.
Like, your order of battle is going to look like this the day before WW2 starts and then like that about a month in.
..ok, I get why they needed to simplify so many things.
Still, doesn't mean they should make something as important as diplomacy so miniscule.
They cut away a lot in the initial HoI4 release version.
Like, puppet mechanics weren't a thing. Fuel wasn't a thing. Railroads, supply hubs, and the entire complicated supply system wasn't a thing. Doctrines were just technologies you'd research with research slots.
War support and stability were just a single stat called Unity.
Huh.
Spies and spying were completely gone until the La Resistance DLC that released 4 years after launch.
Yeah, puppet mechanics were added in Together for Victory, which was the first major DLC for the game.
Puppet mechanics?
Autonomy, different levels of puppets, the ability to break free as a puppet from your overlord.
I see.
The designers obviously weren't a thing until various DLCs added them.
MIOs weren't a thing until Arms Against Tyranny, which was a relatively recent DLC.
The entire navy combat system was basically a fancier version of Victoria 2's ship-to-ship combat on launch.
Hmm.
Lend-lease wasn't in the game upon release IIRC.
...wow.
Ah, wait, it was, but it was a lot more barebones.
Oh, well, that makes sense.
yeah thats TfV or LaR
i think
TfV was what expanded it.
So that you could actually see what stuff people lacked and also request lend-leases instead of just sending them.
theres a bug actually
you cant lend lease things you havent bought/captured/produced
so like starting foreign equipment
Sort of.
You can re-lend lease stuff someone else has sent you via lend lease, though you cannot send it back to its original owner.
But if you got equipment through a focus or by starting with it, you usually can't.
Supposedly, there's a workaround involving licenses that does let you send that equipment as well, but I was unable to reproduce it with my limited testing.
I have 1000 hours in stellaris and this seams like a very steep learning curve
yeah
i have 1600 hours in stellaris, you'll get there eventually
Do I need a special gem to learn the game?
just ignore half the menus
simple
you construct civilian factories to build up for the first year or so, then spam military factories
and research industry
don't do that
most of the menus are important
As japan, is it better for my industry and manpower to puppet the USA or full annex them
I am dunking on them big time, 200k to 2.1 million kd in my favor
No you need to be special to learn it
do you really want the US to exist
ideally youd have full collabs, and puppet if not, but yk
Also why did a random bengali entity pop out of nowhere and attack me
Its also communist
For some reason
indian famine
resistance target
Ah
That checks out
Guess I just kill it
It litterally cant do anything since its only bordered by my puppets
That I didnt call in yet
390k to 3m
Jeez
casualties?
Yes
In my favor
I am now trying to work out how to fight, the axis
But germany conquered the soviet union
Currently vichy, germany, and italy are the axis majors
I have britain and egpyt
Can I launch naval invasions from those without calling them in?
If so my job is much easier
I have all my islands garrisoned already
Using two full area defense armies of puppet divs
Just, a lot of puppet divs
Its also getting kinda laggy
check this out
I can win the biggest war in Stellaris but whenever I try to invade Ethiopia my progress grinds to a halt
Nice
So uh
How do I cap that
The USA and soviets are dead
Its just the western fascist euro countries really left
And germany is like, my level strong
In terms of industry, doesnt mean the ai knows how to leverage that
How did this even happen
Was historical AI turned off?
Its because I killed britain early I think
Britain isnt actually fighting them, I puppeted that
And took the fleet
I also capped the USA
And dont ask why india looks, like that
Wow you have a lot of armies
Half of that is puppet units
Its really annoying
The subjects give you the units they produce with bad ai templates
And I cant get rid of them so they create lag
Did you use the special potion to learn this game
no
it took them until the 80s to get nuclear missiles in my game and they wont load their rocket sites with them
late game ai has reasonable ground units
but terrible air
Got it
Least I have a lot of air
I whacked down more air bases
Can I launch naval invasions from britain even if I dont call them in?
Ideally I dont call them in and take the fight to the germans and italians via naval invasions
yes
air too
That means I effectively can try as much as I want to land
And I can shred up their air before I invade
Same with their combined fleets
what is "Torpedo cooldown"?
in philippine non aligned path where you can integrate and core some some south american nations, after you do master of pacific focus which changes your nation name and flag THEN you core some left over nations, your nation gets renamed back to hispanic empire, is this inteded?
I believe it's a naval combat stat
does anyone know a good guide for germany in hoi4? (or really just a guide for learning the game?) ideally one that doesnt rely on weird exploits, and one that isnt just basics since i dont have patience to sit through one hour of someone explaining how to recruit a division or some other thing
What does master of the pacific rename you to again?
depends i think? i use a mod that changes name so im not sure if correct but non aligned makes me Austronesian Commonwealth and democractic just does Austronesia
lemme look at files
Hmm might be fine, Hispanic and Austronesian dont really overlap
hello should i play a new country like italy?
yeah i plan on forming maphilindo once war finishes anyways so dont mind, just surprised me cause yellow overlaps with commie japan and i thought masters of pacific would permanently fix it
Guys any tut for multiplayer templates bc my divs get destroyed in multi even tank ones
What template did u use?
I think the standard division template wich is 3 rows of inf and also added anti tanl
Tank
And as tank division 2 rows of heavy tanks and 2 of mechanised with light flame tank and assault company or whatever is the name
Use TD's in multiplayer
The heavy tank design was improved radio 2 light canons medium three man turret and 4 armor and 4 engine
And as infantry?
I saw a tut where it said 2 rows of mechanised 2 of td and 1 single heavy tank
Sounds good.
Can you answer priv i'll ask you some more things
...
Rank ?
Can you elaborate ?
like army rank
recruit
or air force rank
maybe its called combat rank
Bittersteal 2025 germany guide is alright, just outdated with templates, designs and some strats
do blitzkrieg with tanks
You mean ship/division experience ?
ye
that doesnt really help, because i fail at doing so
Select an army or fleet, it's next to their icon
nvm found out it doesnt exis theres no rank
only experience
alr thx!
any1 who can come private?
what do you think? i'll add more tank battalions as my industry ramps up
Uhhh, just produce the tank and make the template once u can afford it. Making a shit template now only to change it later does almost nothing
This is barely finished too
fair
While were on it, replace the support Arty with field hospitals and use armored engineer and replace the signal with armored recon
alr then time to research military engineering vehicles
how much better is armored engineer than normal engineer?
By a lot
It's more stats
armored engineers is better than assault engineers for tanks?
Torpedoes fire once every 4 hours instead of once every hour like other weapons. This trait reduces their cooldown to firing once every 3 hours.
Depends. Armored is for defending. Assault is for attacking
Assault Engineers are very powerful because they allow you to turn a lot of terrain penalties into bonuses on the attack.
So as Russia you'd do armored whereas Germany you'd do assault
Generally speaking, defenders get advantages on terrain, and you still attack while defending (by "counterclicking"), so assault engineers tend to be more generally useful.
Armored engineers are still good, but they're mainly good on units where you expect to sit and defend with them and never counterattack.
makes sense
This should be fine if you have green air (though depending on your build, heavy TDs can be better than heavy tanks), so it's probably other factors at play.
It's mainly better if you are using motorized (don't) or mechanized.
Since a part of their improvement is that they add to motorized and mechanized entrenchment, whereas regular engineers only buff leg infantry entrenchment.
This is very insufficient.
For pre-41 fighting, you want 14 armor clicks and then enough engine clicks to keep you fast enough to be legal (and a bit more if you will have red air).
delnar youre so active here the past day or so, whats up with that :p
I realized the server exists and occasionally check this specific channel (and nothing else) when I'm waiting for stuff to be done.
lmao fair enough
its great when youre motivated and theres lots of clueless people
There are might be other, smaller differences in the design that push your opponents into having better stats. MIO trait picks and level (and policy), the generals and field marshals they use, the specific engine and suspension they use, what support companies they use... all of these can make a difference.
you also just don't wanna make tanks as most nations
so polish focus tree.... what do I do?
Eh, the meta is different now.
very few nations really make tanks in the current meta
Some countries use TDs, some use tanks, some use both.
Depends on the build.
There's even been some experimenting with mediums as well now. Turns out you can get a surprisingly high amount of stats out of medium TDs with the right setup.
i hope to hear more about it when its a bit fleshed out :)
its good for helping people
What complicates things is that the more interesting builds are also much harder to execute macro-wise.
Because you're juggling around multiple different tank lines for multiple different setups.
well, it depends i think
if your enemy is at the same stat / macro level, the build could still be good
There's a specific 50-50 Germany build that even the RB people say is hard for them to pull off because the macro is funky.
of td and spg?
TD and tank.
Yes.
ive tried before the update a bit before
it can be good yeah**
you didnt see that
Vencord did. 😉
well, with td you just give up on adding break to it so its cheap
imo
and then you have enough normal tanks for break vs whatever enemy you face
which is only difficult when you both run conversion tech
The CAS changes and the subdoctrines make it way easier to get a lot of hard attack on tanks now.
but easy if both sides dont
So people are starved for breakthrough, but then if they do only heavy tanks, they often don't actually end up with enough hard attack.
And that's before we factor in the Self-Propelled Support vs. Siege Artillery debate.
Self-Propelled Support is insanely overtuned, and the only reason people don't use it more is because Siege Artillery is even more overtuned and broken.
i used this once in a mcw game a whilee ago
your stats are def different now and prob more td
and less trolley supports
Well, for one, you're probably using SHH.
Because you get positive stats on Urban with it.
Because PDS were high on something when they made the Siege Artillery subdoctrine.
yeah supports def are different
its hard to grind unmodded
like you get it late
You don't need to grind it to get the big benefit.
Since the big benefit is in the opener.
The urban attack IIRC is at the 100 level, so you can absolutely get it from banking mastery.
And as long as the funky convert bug exists, you can exploit it to get a lot of land doctrine mastery at very little IC cost.
In fact, in a situation where mastery is harder to get, Siege Artillery is even more busted because its important bonuses are unlocked so early.
Whereas with stuff like Self-Propelled Support, it takes a while to get to the +30% speed.
same for indiv excellence / grand assault i imagine?
Any land doctrine.
Ah, you mean the early unlocks.
guuuys... hellppp what do i do in dis situation
yes
I haven't had too close of a look, but yeah, IE's HP bonus being in its opener for leg infantry makes it much stronger.
But LUT's combat width reduction isn't too far in, and infantry subdoctrine mastery is the easiest to grind anyway.
it matters if you play a nation with like <1mil core pop
Sort of.
LUT is able to get a lot more concentrated stats, so you get crit less and are able to crit vs. soft targets more.
And in the long term, that also keeps losses lower.
I'd argue the supply factor might be more important with IE vs. LUT.
I see green. I don't see a problem problem
As for Grand Assault, the +20% Coordination bonus is at the 300 mastery level IIRC, and that alone is enough to push it way, way up there for tank doctrines.
The devs went from underestimating how important reinforce rate was pre-NCNS to now overestimating it and then underestimating Coordination.
i just wonder like imagine you legit cannot grind any doctrine beyond initial node whats best
its not hard to figure out i just havent tried
Since that bonus coordination then gets multiplied by Initiative, which people have more of now because of subdoctrines that give initiative, subdoctrines buffing signal companies, and the lack of reinforce rate in doctrines making signals generally more important.
Again, you can always use freaky converts to get a lot of progress in infantry and operations subdoctrines even if you are stuck with nothing but gun 0.
but youd need manpower...
You need way less of it for grinding support company doctrine, too.
Since its gain rate is 10x the "base" rate.
Operations is the one that is the most intensive because its gain rate is 0.7x the "base" rate.
Which is also why you pick it first 99% of the time in a game where you need to grind mastery.
guys how i can use console in multiplayer with my friends
why do i have low supply here
You can turn on the supply map mode to see how much supply is available in each province, what the sources of that supply are, and how much of it you're consuming. Usually, it's because you're too far from the nearest supply hub compared to how much supply your division requires, as the amount of supply each hub can transit decreases with distance, rough terrain, and lack of motorization.
In some cases, it's because the supply hubs are overloaded, which means it's because the connection between your supply capital (which is usually, but not always, your country's capital) and your supply hubs supporting your forces is too thin, and you need to upgrade it by increasing the level of your railways, increasing the level of your naval bases (if there is an overseas part of the supply connection), and/or just building more supply hubs and/or naval bases to spread out the supply load between multiple hubs.
alr thx
this is my tank design yet this are the predicted stats for my medium tank division
wtf??
oh
you have a "newer" design it uses
found the issue
go to equipment and disable it to see stats
make plane after taking china
Do i get america if i win against allies?
guys why do i have no see acces and everythings red in the sea( i am playing america)
i have only small sea acess near my mainland coastds
Low range?
No bases?
All red
Theres a gear by the admiral press that and it should have supply
u need america capped to cap allies
its all majors in the faction must be capped
people say meta is 9/2, but why? I did calculations and in my case 7/2 works better
meta is 9/0
or well
8/0
whatever it is, why?
line artillery is not good
and 16w is the best width for defense on most tiles
18w better for plains but plains are not good for defense
36w best for offence
again, just pure infantry
deleted art and added one more infantry to 8/0, how is this even good?
or Im missing support companies
why don't my naval invasion work as germany on the british. I watched a video by MachiavellianStrategist, did everything he asked. told me to go through dover and portsmouth, I ofcourse do that and still get annihilated. Please I just want to win as germany one time.
for brits u just gotta be fast, the earlier you invade them the easier too
thats the thing too, Everytime I start the war with the polish, I steam roll them quickly in about 6 months give or take, but then when I invade belgian it feels like im actually playing ahistorical since going through them is harder then the poles for some reason
same with france
war with poland should not take 6 months max, it should take 1 month max, after that get netherlands first, then wait for the max prep you can get and agressively attack belgium from all sides, after that you push with france instantly and if u have motorized infantry Its basically over for them because before they get from maginot you will be already in paris, after that start turning some of your infantry divs to tank divs, make sure you have full org and supply level on all of them, get naval domination in english channel (should be easy) and when you land with your first divs, get the other ones and push to London, if you get there before brits get "volunteers" and they spam 1000 divs on one tile, you should get the capital, remember to have CAS and transport planes dropping supplies, Its always helping
PEG if leftside eco, rhineland, fuhrerprinzip, todt, then go towards anschluss and sudetenland/czechs
can you send me a template to use? Since how exactly will I get through poland, if it takes me 6 months already
look at segl germany guide
Thank u
not sure if I have a save on that time but basically either just go meta templates or just get a lot of light tanks and motorized infantry, they should be fast enough, you should switch to medium tanks when possible and afterwards use light tanks for garrison
Why peg isn’t their a bunch of debuffs at the start
bc it gives u a nation spirit that lasts for a few months that gives u extra consumer goods, so you wanna let it tick down while u do ur anschluss/czechs so u can build with all the civs u get from annexs later
Ahh okay
How important is HP, esp. to an offensive unit? I'm eyeing two 18W marine division designs, one which is just a solid block of 9 marine battalions, the other of which is 6 marine and 2 line infantry battalions. If need be, I could fatten to 36W like standard offensive units, it'd just cost army XP.
Pure marines: 203 HP, 49 org, 148 soft, 76 breakthrough.
With 2x line arty: 139 HP, 37 org, 197 soft, 73 breakthrough.
HP is important
to give you a rough idea, if you were to reach 1k hp, you would basically take no damage whatsoever
700hp, which is possible in vanilla mean you take almost no losses
do i need to rush it so that i make 1.5 width divs and later make them 30 width. and do I need to send them to spian
Its called blob unit
i would send to spain so u can get grind and adaptable general trait
16w divisions are defensive units. they're meant to hold the line, not to have that high atk. for offence, 36w are ideal
but either way, atk is not the only stat that matters
Sort of.
There's a few schools of thought. In some cases, bricks are better for defense. In others, 10 widths are better for defense.
So, the first thing is the unit type, pure infantry. Put simply, infantry are the cheapest battalion type out there for the stats they give. They are so cheap that even if you have nominally worse soft attack than if you were using, say, line artillery, you still end up trading better in terms of the industrial cost of replacing losses.
There are other setups that can be better than pure infantry, but none of them involve any line artillery. Line artillery is, well, really bad.
And the reason why line artillery is bad is both that it costs way too much for the stats it gives, and also that the stats it gives are just worse in terms of combat width density. In the meta before Arms Against Tyranny released, combat widths were generally much, much wider, and so saturating combat width in a front was much harder. These days though, saturating combat width is very easy, so pure stats don't matter as much compared to stats per combat width... and line artillery is just very bad at that, even with Fire Concentration.
In terms of combat width, that's where things diverge a bit. Bigger divisions ("bricks") are generally better for attacking, but being overwidth (having more combat width attacking than what's nominally allowed) is not worth it for pure infantry divisions. So you generally want to use infantry bricks sized to match the combat widths of the terrain you're fighting on or thereabouts: 35 for Plains, Hills, and Desert, 30 for Forest and Jungle, 25 for Mountains and Marshes, 40 for Urban. If you have multiple types and are lazy, pick a brick size somewhere in between. That's why you saw someone recommend 34 widths, because they're between the 30 and 35 widths that you'll find in most fronts, though if you've got a lot more 30 width-based tiles than 35 width ones, 32 might be better.
A similar principle applies for defending re: wanting to match combat widths, but for defending, smaller ones can also work. Bigger divisions suffer fewer losses when defending and are more efficient for Last Stand, but smaller divisions are better at stuffing more organization into the same combat widths and are less vulnerable to "reinforce memes", where defending divisions in a battle are all defeated before any units still in reserves can reinforce into the battle. 34, 32, 30, 20, 16, 14, and 10 are all popular combat widths people go for for defensive setups, and the exact amount you pick should depend on the terrains available, whether you have combat width-reducing defensive tactics available (Guerilla Tactics and Tactical Withdrawal), and how much you value the benefits of defensive bricks vs. the benefits of smaller divisions.
Don't use line artillery. Not only is the lower HP a lot worse, but the benefits you get from line artillery are not worth it.
If you really, really want to use something like line artillery, use light SPGs instead. You can make them for insanely cheap, and not only do they have better combat stats for their combat width, but they also are more efficient to produce because you can up-gun old SPGs as you unlock new cannons, and switching your production line to an SPG with a better cannon only loses you 10% of your efficiency instead of 70%.
To put the cherry on top, light SPGs can benefit from both armor and artillery subdoctrines, whereas line artillery can only benefit from artillery subdoctrines.
Why not medium SPG? Is it just about the ic cost?
Pretty much, yes.
gotcha
It's also that you can use medium cannons on light SPGs, too. The main benefit you get from medium SPGs is breakthrough (light SPGs require fixed superstructure and so give very little breakthrough), they're otherwise a lot more costly than lights for their stats.
And while medium SPGs can use heavy cannons with fixed superstructure, the only heavy cannon for an SPG unlocks very late into the game, at 1943 artillery tech IIRC.
yeah the lvl3 howitzer is a heavy cannon
Is there a homepage where is best doctorine and different thing. "meta"
What is that “currency” used to build factories and how do I know how much of it I have
There is no currency, it's siloed off for each production line.
There aren´t currency. Do you use mods?
Yeah ik it’s not a currency I should’ve said resource
Production something and if you hover over the icon before clicking it, it says how much u need of it
It’s like this resource that’s represented by a factory icon
for example mils are cheaper then civs
It's also not really a resource.
yea
it's kinda irrelevant since u can see when it finishes anyway
Again, each production line tracks how much progress there currently is towards making the equipment on that line, but that progress doesn't transfer or save in any way.
Military factories contribute to that progress based on their base output, output modifiers, and production efficiency, the three of which apply multiplicatively with each other.
I am very new to this game I bought it yesterday and I have 1,154.7 hours in Stellaris
And the amount of progress needed is the equipment's production cost, with potential cost modifiers that can work in three different ways depending on weird spaghetti code.
This game seems way more complex than Stellaris
Not really, economy and state wise it's similar. The main difference is how you interact with armies.
Like it's not moving from one system to another but you actually have to plan attacks
Really it’s not more complex than Stellaris?
It's just different style of ui mostly.
instead of councilors u have political advisors
and other advisors for different armies and bonuses to them
more no?
production output cost, production cost
conversion
They also tell me that Italy is a good starting nation but then my war in Ethiopia grinds to a halt
thats bcs italy has shit starting templates (basically bad ship design in stellaris)
i think its a pretty poor starting nation
Stellaris is more complex tbh
but hoi4 has good depth
and more new player friendly
And I wish the YouTube tutorial would actually walk me through a playthrough in order but it shows me all the features in the wrong order
Maybe it’s just the UI being different than Stellaris that overwhelms me I’m really not sure
pretty much
I can’t help but notice that this game has Roblox rise of nations sounds and music
😭 brutal comparison
Who's gonna tell him
Those are the three basic ones, production output cost is part of one of the three ways production cost can work.
Same with conversion, conversion applies to cost, not to output. Unless we're talking refits, in which case refit speed is indeed an output modifier, not a cost modifier.
yo how does the anarchist revolution decisions work
since sometimesi get them sometimes i dont
Roblox Rise of Nations was my first grand strategy game
isnt prod output cost part of the output?
not on design
That's one of the three ways it can work.
There are cost modifiers that apply to the output of a specific line, there are cost modifiers that apply to multiple lines at a country level, and there are cost modifiers that apply to specific designs.
With the specific design modifiers also sometimes being retroactive (e.g., Proximity Fuze prototype result bonus) and sometimes not (e.g., Hungary's Innovative Weapons Designer advisor).
Like I said at the top, spaghetti code.
Why is Malaya democratic but no elections
They are a puppet, democratic puppets don't get elections.
Or rather, they don't get elections that follow the elections mechanic, they do often get elections that are just events or event chains.
hi i have a question, why is it that after a bit of playing i cant use all of my factories? I click to add more but then it goes red and stops producing, please help.
what exactly goes to red?
cg
Red factories mean factories that are damaged and need to be repaired.
what is cg
Hi i need recomendation for templates
Currently im in late vs AI 1942 as German Empire im trying to restore HRE, im at war with the allies and commitern, but i just cant push anymore
My infantry template its 9 INF, support art, AA and enginers, my tank template 7 mediums, 5 motorized, light tank recon, support art and mech eng
The navy war its already won i destroy the british and USA fleets, but also im losing in the air
consumer goods
Factories can generally be damaged from bombing, partisan activity, or collateral damage from ordinary fighting happening in the state.
the icon
i dont think his consumer good icons are going red
the construction one?
Their factories are damaged.
yea then they are damaged, they other guy explained it welll
it could be that
ah dang it
i was wondering for so long why i cant produce anything
resources?
10 tanks, 8 cav/mech, support arty, flame tanks, assault engineer company
Replace motorized with mechanized in your tank template, for one.
Motorized are way less production-efficient compared to mechanized. Just make sure to save up 100 army XP to fully discount mechanized's production cost when you unlock it.
That cost discount is a big reason why they are so much better than motorized.
Also, put logistics companies into your divisions. You are probably guzzling up your supply on your fronts, so lowering your divisions' supply use should increase their stats in the field.
resources are usally fine
Thanks
Have any examples on how o build modern tanks? Im close to unlock it
Im rn at work and cant show how i build my tanks
but if it happens again i will send a screenshot
They're a bad idea.
Thanks, didnt think abt that
Funnily enough, modern tanks are arguably worse than even 1943 mediums because you cannot put secondary turrets on them.
And while secondary turrets on tanks were historically kind of bad, in HoI4, they are one of the best options for tank designs.
I read somewhere that also my INF divs i should replace them with mechs, is that true or its overkill?
It's overkill.
Inf is fine, just make sure you have 1942 infantry equipment unlocked and in production.
Kk yeah current have 50 facts on STG43
In general though, switching lines tends to be a bad idea, which is why meta tank designs rarely use the later chassis.
Wait but South Africa has elections and South Africa is a puppet
And why unlocking stuff like mechanized 1 or higher-tier gun equipment early is so powerful, because it also lets you get a head start on building up efficiency for them.
It's... complicated.
Elections used to be a dedicated mechanic that all democratic countries followed.
Ohhh thank you so much man, hope this help me a lot
But as new patches and DLCs released, often with dedicated event chains for elections, that mechanic became tied up in more and more spaghetti code.
i only use them when im bored and want low stat tanks with like a million reliability
theyre a good source of break ig
Casemate turret.
SH gun modern tds?
Torsion Bar, Diesel Engine, just not doing engine or armor clicks, etc. etc.
Erm how do i get compliance faster
Set up Collaboration Governments with spies before you capitulate a country, use the most lax occupation law available to you once it's already occupied (but not No Garrisons unless you deliberately want to spike Resistance for some reason), don't be at war.
I usually use civilian oversight
That's the most lax option available to most non-democracies.
liberated workers ftw
They're just asking about increasing compliance.
Liberated Workers is better in terms of cost efficiency, but that is a different question.
being communist in this game is so forgiving
you get free manpower and probably the easiest to use occupation law
Sighhhh anarchist spain is good and bad at the same time
Don't forget the access to War Economy without needing to go to war.
Since u get little to no pp so coring stuff will take a long time
I have heard it characterized as like playing a zombie horde in a zombie survival game.
Where you start small and slowly snowball over time as you eat up and then core more territory.
its like a zombie horde thats struggling to get zombies
Its a fun path but very time consuming
Falangist is more straight forward
And the anarchist revolution decisions are weird
can anyone check #tech-support its dead
piercing meme moment
How do I see the name of a province (not state)
They don't have names.
The only ones that do are the ones with explicit victory point values, and they're labelled on the map.
(Implicitly, all provinces without an explicit victory point value have a victory point value of 1)
What happens if you only take part of a state
nothing really
you get state control when its 50%+
of points on the state
Is there state that is one province
Yo uh whats the best offensive inf div 
i believe some baltic states as well
idk
@spice pine no modern politicians/controversial figures #server-rules
its infantry
I dont think i can afford allat
I mean if i manage to kill the uk early i guess i can make it
If you can't afford it then take some supports off
you can make this with like 4 mils if you want
because the logistics are dummy simple
also that
No support arti and anti tank?
neither of them have support at
support arty is affordable
I mean u js need inf eq lots of support and some aa
Oh and trucks
Idk how many div i might pull out tho
if you dont have a large eco you wont have many offensive divs
I can get a decent eco
Yeah the first one i can def afford
how does one even manage this
Luxembourg used to be, but now it's 2 provinces.
Support anti-tank is unnecessary against the AI because it is very bad at fielding high-hardness divisions, and it's even worse at fielding tanks with high armor.
I see
Support anti-air is enough to pierce AI-designed tank divisions.
36w ranger brick is certainly a choice.
i think i stole it from someone because it isnt in portuguese
was the first i had saved on my phone
what should i be researching
If you're doing ranger bricks, it's because you expect to be fighting primarily in forests or jungles. Both are 60w, and overwidthing non-tanks is usually not a good idea, so you'd do 30w bricks if it's full rangers probably.
Computing techs (if not ahead-of-time), industry techs.
why is one half rangers half mountaineers and the other full forest rangers
Can u even produce tank divisions as spain as early as 1940
Guys I found a critical bug
Liechtenstein isn’t in the game
one of them i stole the other one i didnt steal
i like having units be applicable to a variety of terrains in sp
unless its like baltic/finland gameplay
or idk austria all mountains
You can produce tank divisions as South Africa by 1940, and South Africa has way worse industry than Spain.
And I'm not talking cheapo garbage tank divisions, I'm talking tanks that are usable in tryhard vanilla multiplayer games.
Full-doctrine mountaineers generally have better stats on all terrain except forests and jungles compared to full-doctrine rangers, and especially given how land doctrines cost far less army XP now, you can get to that full doctrine point a lot more reliably.
Mixing mountaineers and rangers like that can work if you have access to both doctrines, but if you only have one, then full mountaineer is usually better than mixes with rangers unless you know you'll be fighting in a lot of forests and/or jungles, where rangers will still do better than mountaineers.
And yes, mountaineers tend to have better urban stats as well because of the extremely powerful -0.2 combat width you get from mountaineer doctrine.