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What do I have to do to make the pearl harbor even fire? Take over for Japan from Nov-Dec 41? Is that even possible in a USA only mod? When I load a later scenario before pearl it works fine. Playing as historicaly as I can from 36 onward I have yet to get this event and have had to quit those games in frustration. Also I have never seen the embargo event either so its even stranger that they would attack early if at all since im trading with them up till the war starts.
 
Is it correct, that the US has no crude-oil-production at all? Any kind of modifier that gets removed somewhere down the line?
I'm playing on hard with Axis-boost chosen, it's somewhere in 1937 and I''ve removed all but one of the negative strategic effects. Of course there's also still the 1911-Japan-treaty active (-25% oil-production) ... WAD or weird?
 
I started the 36 grand campaign with the benefit given to the axis at the beginning. It's now '43. Just had two popups, wish I had a screen shot but was too busy fending off an IJN invasion of Hawaii with the remnants of my once-mighty Pacific Fleet. The first was Germany enforcing conquer on Mongolia (!) and Japan enforcing conquer on Australia. Sigh...

Oh well, where some see disaster I see oppurtunity.
 
in regards to harder difficulties not having oil production: find a province that normally produces oil, and you can hover over the tooltip to see the modifiers affecting it. I found on hard or higher that the added difficulty penalty, when combined with the japan trade agreements and non-optimal laws give you a higher than -100% modifier. You'll start producing oil when you can embargo japan or get better laws. Just another fun thing to deal with.

Don't worry, once the war actually starts, you'll still produce more oil and fuel than you can use. sucks that you can't make enough selling your oil to get out of the great depression problems though.
 
thanks for the hint with the tooltip on province-level - that helped :) I only checked the tooltip on the top-bar, which unfortunately doesn't state all modifiers. Anyways, so far this mod is great ...
 
I'm new to SNS and just started playing around with it about a month ago. Couldn't help but noticed in the Tech screen under the AIR doctrines that there is something called a Strategic CAG. Its also listed under the Statistics screen as an independent air wing. Just curious about what this is, what it does, and how one goes about developing and building it.

If anyone could help shed some light on this I would appreciate it.

But must also say that it seems to be a pretty sweet MOD and so far quite enjoying it as I usually only play US campaign games.

Thanks
 
Not sure if this is a bug or not and if it is it may be with HoI3 and not S&S, but I have lost the USS Iowa. Not lost to combat, just lost. I sent her to Pearl from San Diego and somewhere along the way while I was busy monitoring N. African battles, I lost her. She is not listed in any of the statistics in game. In the save file she is listed under "Sunk Ships", but she never saw battle. I made her the Pride of the Fleet just before she sailed from San Diego and I never saw an event related to the Pride of the Fleet being sunk.

Has anyone else had this happen?
 
Ok back to the U.S. CAG weakness. I've been in a prolonged battle with Japanese fleets in the Marianas with what seems to be very ineffective CAGs. This picture is an example. I have 3 CAGs, 2 of which have very low organization at this point, but one that is completely fresh, against a fleet of transports that just lost a surface battle to my fleet of 2 BBs and 2 DDs. the result of the CAG attack was only minor damage t 2 of the transports, with 0 sunk. Is this correct? Shouldn't my CAGs have ripped through the undefended transports like a shredder?

rhircw.jpg
 
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what tech levels are your cags? I'm assuming you upgraded all the relevant techs and have been upgrading the cags with them, which would put them at 41 tech level. Do you have the CAG duty efficiency bonus? Also, looking at your map, it appears to be 'early morning' for where the fight is taking place, and cags suffer in night battles. By the sound of it, the transports have already lost a naval battle and so will likely flee at the first opportunity, which makes me think the fight won't get into daytime.

I too have run into issues with CAGs not performing as I expect, but most of the time I can credit night or weather for the cause. However, I have had several day time battles that make it seem like CAGs only hit the enemy fleet once every 4 hours, instead of several hours in a row and then landing for refuel and rearm.

I've actually made good use of smaller CTFs escorting larger SAGs. The large doom stack fights tend to be much more destructive, though its still a major PITA to kill an enemy carrier. Only real method I've found for that is to blow the rest of the fleet away and then grind the enemy carrier down with a large stack (7) carriers of my own over the course of multiple days, using new cags every time their org runs out. I feel like I'm trying to sink the Bismarck every time I find an enemy carrier.
 
Many navy fans seem to have found the CV/CL combo unbeatable, and I have found that true: Your CTFs will not lose. But, also, they rarely win. Their standoff distance and the rapid loss of org for your CAGs if the defending fleet has any kind of AA mean you need some SAGs to get real sinkings. (Exception: The huge Coral Sea-type carrier battle.) This makes a strong case for keeping your BBs up to date and in the build queue. A group of BBs with CL escorts will send the tonnage down, as corazhor suggests. A particularly spectacular result will come from the following: Have a good CTF lurk near the island you have been planning to capture. Your fleet encounters and, you hope, beats the rival fleet into the nearby harbor with greatly reduced org. Attach your troop transports to a strong SAG. Launch the invasion. Win. The poor, weakened fleet flees the harbor into your waiting arms. Home newspapers carry your picture.
 
CAGs are 1940 model as there is no way other than cheating to get them any higher when starting the game in June of 1941. This is not an isolated incident because I have had a massive amount of Japanese ships pinned down in port at Saipan for about 15 days. I've tested massive air attacks as well as continuous sequential attacks rotating in an out 4 wings at a time consisting of 2 CAGs for Air Superiority and 2 for Naval Strike. None of these Japanese fleets were super stacks by any stretch.

I understand that there are strategies involving SAGs, but to me there should be a solution to the ineffective CAG problem. I know naval combat is basically broken in HoI3 but CVs and there CAGs ruled the Pacific during WW2 and so they should in HoI3 as well. It has been a while since I've played but I don't remember the CAGs being this ineffective when I was playing SF last year.

The other thing is that the Japanese CAGs seem to be quite effective, maybe not quite as effective as they should be but are leaps and bounds above my U.S. CAGs. I'll comb through the unit and tech files to see if there is a huge gap somewhere that could be causing this, but was hoping someone else would already know the answer.
 
Actually comparing the two my CAGs are later models in almost every category than their Japanese counterparts. SO what is making the Japanese CAGs so much more effective?