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I'm having resource troubles as Germany too, and it's only 1936. Should I stop building IC or even waste some IC so it's not burning resources?
As Opanashc already said: Unless you're going for a RP-only route, selling supplies for rares/metal (and possibly crude, never buy fuel) is mandatory.

best ussr strategy that isnt static
Blitzkrieg.

Building IC as Germany is usually not worth it, unless you plan to build a huge navy.
If you do it right, IC will payoff by Summer '39.

As Germany, how should I research doctrines? Should I focus only on Blitzkrieg, spread my research around evenly, or where in between?
The attack delay diminishing doctrine (SOV tree) is consensus for armor oriented nations. Otherwise, doctrines for your standard brigades and the one shot doctrines for the UK/SOV/GER trees (US tree one shot depends on your style and situation).

Don't try to insult or belittle shierholzer. Ever.
Using your reputation as an argument is pretty bad style. I'm too young to worry about how to keep my current income w/o doing anything.

i just want to increase the amount of men killed to make it more realistic.
Don't forget to rebalance manpower afterwards.

Im not "doing something wrong" i been playing this game since 09 how about you?
Well, since I'm neither a PI employee nor a external alpha-tester, '09. As for previous incarnations: some HoI1 (like half a year) and the entirety of HoI2 (including DH/AoD). If you're numbers are really as extreme as you post, you either modded them to be so, your install is corrupted or you're using a really weird build. 50/15k may happen twice a game - not in a significant number of battles. ((also as unlikely as it is: tried different hardware? bad os-provided randomness can yield weird results, not just in games))
I'm aware, that HoI3 does not accurately model the casualties RL produced - and never will.
Unless HoI4's Clausewitz incarnation is a really large step (Clausewitz 3 maybe) forward, HoI4 won't solve that either.
Anyways, keep in mind that a game will never - and is not supposed to - model RL 100%. Selling a game has more to do with 'is it fun' than with 'is it realistic'. ((I'm sure there would be a shitstorm if you weren't able to conquer the world anymore.))
If your keen on realistic casualty figures, go and buy a real milsim (the stuff real armies use).
Simulated casualties are juristical minefields for game companies anyways.

I don't think I've ever caught him making a mistake.
Since I'm a human, my mind fails to execute my orders from time to time - that's what we call mistakes. ((And seriously, this game is far too complex to have every small detail at hand without ever making errors.))
 
Hey,
Can someone explain me easily and clearly about stacking penalty. What is this and how to avoid it.
Wiki text was quite difficult. I'm not good in english, thanks!

Basically, attacking with a lot of units through one province creates a stacking penalty. The stacking penalty makes your units worse at attacking. Usually, if you have more than 9 brigades* attacking you get a small stacking penalty, and it gets worse if you have more brigades. To avoid the stacking penalty, attack with less (better) units or attack from multiple provinces. For each province, stacking is calculated on its own.

*I don't know exact numbers.
 
Since the overwhelming majority of the world population does not speak any Estonian, there is very little else we can do, the English wiki section Opanashc pointed out is not overly complicated, neither the language nor the equations. I'm sorry.

Only thing one can say without getting into detail is attack from as many directions as possible, and retreat units from the fight/attack if you encounter stacking penalties. Trial and error, watch the battle screens closely. In time you will get a feeling about how many troops you can use when attacking rom how many directions and will not really need to calculate it any more.

If German, French or Spanish would be of any help, feel free to add me on Steam (Gunstick Uncle) and I will try to help you as good as I can.
 
TFH, 4.02. Got a few questions about traits.

seawolf = {
submarine_attack = 0.2
}

Convoy raid or submarine attack? Both are two different stats ingame. Most likely would have been a convoy raid if you look at the name of the trait, but... ingame there is a "Submarine Attack".

Also in the files we can find this one. I took the statistics of the destroyer:

convoy_attack = 2.00
sub_attack = 5.00


I'm curious, but most likely it seems that the Sea Wolf trait is increasing the attack AGAINST the submarine when you spotted one. This can be worth it when you have ASW groups with only destroyers and no (escort) carriers to help them. It happens often that destroyers engage but not totally kill.

blockade_runner = {
disengage_timer = 1
}

This one makes it easier to run out of a battle when things go nasty? So probably best to use them with transport fleets and maybe Carrier Task Forces if the enemy did build fast battlefleets?

spotter = {
spotting_chance = 0.1
}

Just increase spotting chance with 10%, right? So I use those ones the best for ASW Duty?

MOST IMPORTANT

superior_tactician = {
spread_out = 0.1
}

What does this trait do? Spread out +10%. I never saw the statistic of spread out. Ingame it says +10% Fleet concentration, but also that doesn't seems to give me anything that makes me wiser. What does it increase with 10%? Positioning? Or does it increase sea attack, sea defense or something like that?
 
What does it increase with 10%? Positioning?
Yes. There are like a dozen different variables to describe positioning.

Just increase spotting chance with 10%, right? So I use those ones the best for ASW Duty?
+10% to air, surface and sub detection.

This one makes it easier to run out of a battle when things go nasty?
Not directly. Voluntary disengage mechanics for fleets are too diffcult to understand and do too little to care about.

I'm curious, but most likely it seems that the Sea Wolf trait is increasing the attack AGAINST the submarine when you spotted one.
Nope. submarine_attack boost offensive stats of anything that has submarine=yes. Convoy raiding is boosted as well, which can - not will - lead to better performance. ((Naval Bombers are the better convoy raiders anyways, even if you ignore their other useful capabilities.
 
TFH, 4.02. Got a few questions about traits.



Convoy raid or submarine attack? Both are two different stats ingame. Most likely would have been a convoy raid if you look at the name of the trait, but... ingame there is a "Submarine Attack".

Also in the files we can find this one. I took the statistics of the destroyer:

convoy_attack = 2.00
sub_attack = 5.00


I'm curious, but most likely it seems that the Sea Wolf trait is increasing the attack AGAINST the submarine when you spotted one. This can be worth it when you have ASW groups with only destroyers and no (escort) carriers to help them. It happens often that destroyers engage but not totally kill.



This one makes it easier to run out of a battle when things go nasty? So probably best to use them with transport fleets and maybe Carrier Task Forces if the enemy did build fast battlefleets?



Just increase spotting chance with 10%, right? So I use those ones the best for ASW Duty?

MOST IMPORTANT



What does this trait do? Spread out +10%. I never saw the statistic of spread out. Ingame it says +10% Fleet concentration, but also that doesn't seems to give me anything that makes me wiser. What does it increase with 10%? Positioning? Or does it increase sea attack, sea defense or something like that?


Superior Tactician: Increases positioning.
Spotter: +10% spotting chance for submarines, surface fleets and air units. So yes, they are a good choice for ASW fleets.
Blockade Runner: I think they do help a bit, however, I'm not sure. Let's say at least it wont hurt if you use them.
Seawolf: Boosts the convoy raiding so it slightly helps you with it.

Edit: Oh well *** shierholzer was faster ofcourse :D
 
Hey,
Can someone explain me easily and clearly about stacking penalty. What is this and how to avoid it.
Wiki text was quite difficult. I'm not good in english, thanks!

The most basic would be this:

If you are attacking from province A, B and C into the same province, you use 4 divisions in province A, and 3 divisions each in provinces B and C.
 
Could someone explain me a little about this:
Can't produce elite men, is it limited?(produce button not active) Some time ago it was just dissapeared from the division producing list, but its back now.
waffenss.png
 
Elite units (Waffen SS, Guards, Rangers, Gurkhas, Alpini, Imperial Guards) are limited to 4% of your infantry brigades or 6 brigades, whichever is higher. Build more infantry, and then you will be able to produce more Waffen SS.