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desertfox1940

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Both during the old patch and after updating to the current one, Allied troops frequently embark in convoys but then sit idle in the middle of the ocean. They never reach a destination despite the front line being completely empty and can collect into areas where there will be up to 50 other divisions all floating in the same area. (I am playing as Brazil and a member of the Allies) The faction has complete naval control over the areas but the troops never move from the ocean despite desperate need on the homefront. At one point 90 out of France’s 100 divisions were simply sitting in the middle of the Red Sea. All the troops have the yellow ! by them but the fronts have no troops on them so supply shouldn't be an issue.

This is on Ironman with Historical AI and no mods used.
 

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emux

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Meglok

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Hi, I have looked at your saves and reported this to our internal database, thank you for the report!

@SteelVolt
one thing that might help when you look at this issue that I noticed last night. Tried my old tagging trick to fix USA divisions stuck in Atlantic last night. Noticed that they were not moving due to lack of convoys. The US had so many convoys tied up in supply, invasion orders, and resource transit it had robbed divisions in transit. Cleared all resource trade routes and suddenly the divisions could move again. Playing heavily modded but this should be base protocol issue.

Suggested Fix:
Look at the convoy allocation protocols, divisions in transit should have first call on convoys at all times.
 
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hillcf

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Same problem. I have had about 60 USA divisions spread across the Atlantic for the last 6 months and 30 off the USA Western border. A lot also seem not allocated to an army.

Given that naval invasions require 70+ days planning, part of the problem is that pre-allocating convoys means that you cannot use them elsewhere. Looking at my map, I can see 10 naval invasions across the Pacific. If the naval invasions is planned before the divisions are located, you get into a structure where you need X convoys to move the divisions to the launch area, and another X convoys to then send the invasion. Pre-allocating both is clearly wrong.

Of the 10 in the Pacific only 4 have transports, and not always enough. USA has zero convoys - 524 in total, with 49/153 for naval invasion plans and 475/263 for trade and supply. They have ONE shipyard building convoys and are massively out of supply of everything other than Oil, due to insufficient convoys.

By comparison, as ENG, I have 1081 convoys, with 1062/767 for trade and supply, and 19 free, and have 21 shipyards building 7 per week..
 

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Beermachine

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Same problem. I have had about 60 USA divisions spread across the Atlantic for the last 6 months and 30 off the USA Western border. A lot also seem not allocated to an army.

Given that naval invasions require 70+ days planning, part of the problem is that pre-allocating convoys means that you cannot use them elsewhere. Looking at my map, I can see 10 naval invasions across the Pacific. If the naval invasions is planned before the divisions are located, you get into a structure where you need X convoys to move the divisions to the launch area, and another X convoys to then send the invasion. Pre-allocating both is clearly wrong.

Of the 10 in the Pacific only 4 have transports, and not always enough. USA has zero convoys - 524 in total, with 49/153 for naval invasion plans and 475/263 for trade and supply. They have ONE shipyard building convoys and are massively out of supply of everything other than Oil, due to insufficient convoys.

By comparison, as ENG, I have 1081 convoys, with 1062/767 for trade and supply, and 19 free, and have 21 shipyards building 7 per week..

As you and @Meglok stated, this issue is further compounded by a bug that's been present since 1.0 as highlighted here: https://forum.paradoxplaza.com/foru...0-5d33-convoy-count-bug.956416/#post-22267956

If the AI actually produced convoys to make up for the ones that become permanently bugged then it would be a lesser issue, but with a production of one dockyard on convoys nearly every AI nation dependent on over sea trade and convoys for invasions becomes crippled in production and troop transport sooner or later.

Best of all, despite having a massive convoy deficit for trade and not increasing production, those same AI nations still happily give away their civilian factories making trades for resources that they have no possibility of importing....
 
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hillcf

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As you and @Meglok stated, this issue is further compounded by a bug that's been present since 1.0 as highlighted here: https://forum.paradoxplaza.com/foru...0-5d33-convoy-count-bug.956416/#post-22267956

If the AI actually produced convoys to make up for the ones that become permanently bugged then it would be a lesser issue, but with a production of one dockyard on convoys nearly every AI nation dependent on over sea trade and convoys for invasions becomes crippled in production and troop transport sooner or later.

Best of all, despite having a massive convoy deficit for trade and not increasing production, those same AI nations still happily give away their civilian factories making trades for resources that they have no possibility of importing....

One thing that I have noticed is that on loading from a save, the number of convoys shown at the top is incorrect.

This is from my game on load : 1132 convoys, used 540; for trade and supply 540/236; unused 592.

I know this is wrong, and there should only be a few convoys. Started running and the convoy list reduces, rapidly, and after 2 hours it is

1132 convoys, used 1119; for trade and supply 1119/815; unused 13. At this seems to be similar to what it was on the save.

I think that we are seeing a combination of misuse/misallocation of convoys and bug issues within the game.

Logically, once starts with a collection of free convoys. As free, these can be allocated for naval plans, division transfer, resource trade and supply to units. Once allocated that convoy should not reallocated for any other reason. It may be lost while on convoy and need a new, free convoy to be allocated. For naval invasion and division transfer, they should become free once no longer needed. Resource trade should return convoys if no longer needed, as should supply to divisions.

Certainly, as a non-AI player we are controlled and cannot acquire convoys which are in use elsewhere. My guess is that there is a bug in the AI allowing convoys to be allocated, and then reallocated.

Also, when allocating convoys to naval invasions this seems to occur when the battle plan is created. This is wrong, and the allocation only needs to be done when the 70+ days planning is completed and the divisions are in place.