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Do expeditionary forces use the officer ratio of the home country or the commanding country? Example, would Aussies exped to the UK use Aussie officer ratio or UK officer ratio?

I suspect they use their home country officer ratio but would like to confirm.

Don't want this question to get buried!
 
Don't want this question to get buried!

Home country. Australian troops under command of England do use Australian manpower, officer ratio, doctrines and techs.
 
I may be wrong about this but I am pretty sure this is how it works.

If the transport fleet has more transports than it needs, then EMPTY transports will be sunk first.
If the transport fleet has just enough trasnports and loses some ships, then the game will split divisions and you will lose the appropriate number of brigades.

You're right, and this is also the way it works in all Clausewitz games with naval combat. ((If troops are lost, that's basically russian roulette one brigade at a time, till they fit again.))

Thank you, gentlemen!
 
On the subject of fleets, I have a minor question.

Are two separate fleets in one sea province counted as one giant fleet during a sea battle?

Reason I ask is because I've heard that putting carriers in fleets with battleships tends to get the battleships sunk when they charge ahead without escorts (which stay with carriers). So, if I have a battleship fleet and a separate carrier force in the same sea province during a battle, will they function as one fleet with this weakness?
 
On the subject of fleets, I have a minor question.

Are two separate fleets in one sea province counted as one giant fleet during a sea battle?

Reason I ask is because I've heard that putting carriers in fleets with battleships tends to get the battleships sunk when they charge ahead without escorts (which stay with carriers). So, if I have a battleship fleet and a separate carrier force in the same sea province during a battle, will they function as one fleet with this weakness?

Basically, yes. This will have the effect you're looking for.

I do it all the time.

Sometimes though, the ships that are supposed to be escorting the CVs/CVEs get confused and join-in with the BB's and theire escorts.

When that happens, the CTF needs a little after action re-shuffle to replace any damaged DDs. You should be peeling-of any seriously damaged ships & sending them "home" for repairs anyway, so this isn't an issue.


EDIT: Just had a thought. It's always possible that the enemy fleet had actually closed to a range where my DDs that were escorting the CVs had to take action.
 
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Im playing the USSR. Ive been building a few divisions of Guards, the Soviets' specialized unit, but now, in March of 1942, the option is gone. I can't build anymore. Its off the Production options list. What happened?
 
Hello again!
A couple of quick questions:

1) As I was playing as Belgium I realised that, for half the game, there were no consumer goods required. Perhaps this is a bug?

2) If you want to climb the technology tree two steps before upgrading your units (e.g. your INF is equipped with the 38' small arms and you want to go straight to the 42' equipment), do you have to spend the upgrade cost for both techs or is there a way to pay only for the latter.
 
1) Consumer Goods Demand (CG) is affected by modifiers. You get 25% demand in peacetime, and 15% in wartime, from your total available IC. Economic laws affect it - full civilian economy gives a -10% in peacetime, while total economic mobilization gives -5% in wartime. Industrial policy laws affect it, with Consumer Goods Orientation giving -1% in peacetime, as well as -20% dissent, Mixed Economy giving -5% in peace or war, and Heavy Industry emphasis giving +10% in peace time. Certain ministers have traits that affect it too. Also, the higher your neutrality is, the more CG is required by non-reserve and mobilized reserve divisions in peacetime. Putting too much or not enough IC into CG, reduces/increases dissent correspondingly. Thus, if you have modifiers increasing/decreasing daily dissent change, you need more/less IC in CG.
2)You pay for both, to prevent players from doing just what you described.
 
1) Consumer Goods Demand (CG) is affected by modifiers. You get 25% demand in peacetime, and 15% in wartime, from your total available IC. Economic laws affect it - full civilian economy gives a -10% in peacetime, while total economic mobilization gives -5% in wartime. Industrial policy laws affect it, with Consumer Goods Orientation giving -1% in peacetime, as well as -20% dissent, Mixed Economy giving -5% in peace or war, and Heavy Industry emphasis giving +10% in peace time. Certain ministers have traits that affect it too. Also, the higher your neutrality is, the more CG is required by non-reserve and mobilized reserve divisions in peacetime. Putting too much or not enough IC into CG, reduces/increases dissent correspondingly. Thus, if you have modifiers increasing/decreasing daily dissent change, you need more/less IC in CG.

Thanks for the reply.
However, in my humble opinion, zero consumer goods would either mean a -100% modifier (which would not make sense) or a zero base value (most likely a bug).
Thus, the question remains.
 
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Incorrect. Consumer Goods demand is in terms of total IC required. Flat line is 25% peacetime, 15% wartime. Thus, with 100 total IC, in peacetime you would need 25 IC in CG, and in wartime 15 IC. With Consumer Goods Orientation, in peacetime it would drop to 4 IC (25%-1%-20% dissent). Thus, it is entirely possible to have 0 CG demand, and on top of that - a dissent reducer!