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MJF

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Playing as Germany 1.09. Dissent at 6% after a minister change and liberation of Siberia. 2 weeks with consumer goods at 341 of the 181 needed. Not any drop in dissent. This is a recurring problem with AoD - no dissent drop from CG overproduction.
 

Saltynuts

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??? Dissent not dropping every day a bit even though your consumer goods slider is far to the right? If not you must be doing something else to cause an offsetting increase in dissent.
 
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MJF

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??? Dissent not dropping every day a bit even though your consumer goods slider is far to the right? If not you must be doing something else to cause an offsetting increase in dissent.
Not that I see. This is a frequent problem with AoD. Intel Minister change from the Army guy to the Navy guy is implemented. CG slider is not all the way to the right, but there is an excess. Also there is an excess of $$$, both stockpiled and being made.
 
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MJF

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??? Dissent not dropping every day a bit even though your consumer goods slider is far to the right? If not you must be doing something else to cause an offsetting increase in dissent.
I used f12, event 1009 to cut it in 1/2, and still - Day after day, week after week:
No_Change.jpg
 
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stevep

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MJF

From your screen shot it looks like you have the dissent reduction at about 0%, which might explain your problem. To reduce dissent this needs to be in the negative, which is some way to the right,

I'm talking about the Civil Expenses slider in the expenses category, 1st one in the 2nd block on the RHS. This will cost a lot to max it out and that will automatically push the consumer goods needs high to pay for it. I notice you have the consumer goods slider, in the industrial capacity block above it, far to the right and that will prompt a massive surplus but, as far as I'm aware this won't directly reduce dissent. If you move the Civil Expenses slider this should display the daily dissent reduce, or increase if moved to the left.

Hope this solves the problem.
 
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Commander666

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Correct. There is no daily dissent reduction until Civil Expenses slider is moved to right. Just mouse over that slider bar and it shows exact daily dissent change.

Increasing Consumer Goods slider causes daily increase in $.

Money stockpiled has no effect.
 
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MJF

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Correct. There is no daily dissent reduction until Civil Expenses slider is moved to right. Just mouse over that slider bar and it shows exact daily dissent change.

Increasing Consumer Goods slider causes daily increase in $.

Money stockpiled has no effect.
Thank you. Never found that anywhere, including in the AoD manual. HOI II always reduced dissent by consumer goods overproduction.
 

Commander666

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AoD can be extremely over complicated (and confusing)... but it does create for an active Forum. Even old-timers who played years are still learning how this game works. :)

In the case of Consumer Goods you are right, but AoD duplicates listing the Consumer Goods by having the second panel that is Civil Expenses, Military Salaries, Espionage, Research Funding and Nuclear Sites Funding all being part of Consumer Goods. Increasing any of the detailed 5 categories automatically increases CG spending.

But pushing up the CG slider only increases daily $ production - AFAIK. But pushing up any of the detailed 5 sub-categories increases their specific characteristics... and increasing Civil Spending, naturally, would reduce dissent. If civil spending is not enough to satisfy the people, dissent will start to grow.

What is confusing about this (at least for me) is that there seems to be no similarity between the scale used for the top section (which breaks down your IC spending as to its 6 main categories) and the bottom section which are 5 sub-categories of Consumer Goods. It would be a lot more logical, IMO, if the IC in the lower section totaled to what is the IC for Consumer Goods.

But I suppose there is more to Consumer Goods than I know about, and so making for the disparity. For example, looking at my game CG = 135.07 IC, and totaled with Production (282.65), Supplies (68.09), Reinforcements (5.08), Upgrades (150.30) and Repair Provinces (32.83) that = total IC (674).

But the lower section Civil Expenses (55.52 IC), Military Salaries (125.58), Espionage (0.00), Research Funding (58.99) and Nuclear Sites Funding (0.00) totals 240.09 ...what that is I don't know but it isn't IC as to normal scale because it is part (or all) of the 135.07 IC for Consumer Goods.

Obviously, some other scale or "DEV idea" is being used to count up the lower section. I think it is extremely confusing, took years to figure it out, I still don't know it precisely, and hardly care about the "inner hidden math equations" resulting in the paradoxical and very convoluted mess.

- But if you want dissent reduction - push up Civil Spending slider.
- If you want your army to maintain high org, maximize the Military Salaries slider.
- Pushing up Espionage results in new spies appearing more frequently. It also influences frequency of attempts at spying (sabotage tech team, etc) AFAIK.
- Research Funding I think everybody understands OK.
- Pushing up Nuclear Sites Funding has nil effect (no spending occurs) regardless how high you push it UNLESS YOU HAVE FULFLLED CONDITIONS TO BE ABLE TO BUILD A NUKE.

Hope the above helps. ;)
 

Commander666

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Never found that anywhere, including in the AoD manual.

That's because it never was part of the original game. The lower section of sliders (breaking up the Consumer Goods spending) appeared with about v1.04 IIRC. It was a major game change that I think also very much changed how spies worked by adding the espionage tab, and possibly also included the revamp of the logistical system.
 
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MJF

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AoD can be extremely over complicated (and confusing)... but it does create for an active Forum. Even old-timers who played years are still learning how this game works. :)

I wish there was a summary like Blue Emu used to do for DD/Armageddon, or Conanteacher did for Iron Cross. :-(

In the case of Consumer Goods you are right, but AoD duplicates listing the Consumer Goods by having the second panel that is Civil Expenses, Military Salaries, Espionage, Research Funding and Nuclear Sites Funding all being part of Consumer Goods. Increasing any of the detailed 5 categories automatically increases CG spending.

But pushing up the CG slider only increases daily $ production - AFAIK. But pushing up any of the detailed 5 sub-categories increases their specific characteristics... and increasing Civil Spending, naturally, would reduce dissent. If civil spending is not enough to satisfy the people, dissent will start to grow.

What is confusing about this (at least for me) is that there seems to be no similarity between the scale used for the top section (which breaks down your IC spending as to its 6 main categories) and the bottom section which are 5 sub-categories of Consumer Goods. It would be a lot more logical, IMO, if the IC in the lower section totaled to what is the IC for Consumer Goods.

But I suppose there is more to Consumer Goods than I know about, and so making for the disparity. For example, looking at my game CG = 135.07 IC, and totaled with Production (282.65), Supplies (68.09), Reinforcements (5.08), Upgrades (150.30) and Repair Provinces (32.83) that = total IC (674).

But the lower section Civil Expenses (55.52 IC), Military Salaries (125.58), Espionage (0.00), Research Funding (58.99) and Nuclear Sites Funding (0.00) totals 240.09 ...what that is I don't know but it isn't IC as to normal scale because it is part (or all) of the 135.07 IC for Consumer Goods.

Obviously, some other scale or "DEV idea" is being used to count up the lower section. I think it is extremely confusing, took years to figure it out, I still don't know it precisely, and hardly care about the "inner hidden math equations" resulting in the paradoxical and very convoluted mess.

How come all you, and even the AI, spend nothing on Espionage? What do all you know that I don't? (Pun partially intended!)

- But if you want dissent reduction - push up Civil Spending slider.
- If you want your army to maintain high org, maximize the Military Salaries slider.
- Pushing up Espionage results in new spies appearing more frequently. It also influences frequency of attempts at spying (sabotage tech team, etc) AFAIK.
- Research Funding I think everybody understands OK.
- Pushing up Nuclear Sites Funding has nil effect (no spending occurs) regardless how high you push it UNLESS YOU HAVE FULFLLED CONDITIONS TO BE ABLE TO BUILD A NUKE.

Hope the above helps. ;)

It does!!!
 

Commander666

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My not spending on espionage on day of example is because I have over 20 spies emplaced with my enemy, but am sleeping my spies since I don't have the money currently to keep doing "sabotage tech team" as that needs spies replaced with failed missions. Instead, I am saving my spies for when sabotage nuke becomes active. It is a temporary state of affairs only as I currently maxed out upgrading.

I sometimes have espionage at max. It is very expensive but only way to get 30+ spies into a country, AFAIK.

But nobody should spend anything on espionage for beginning of game as it seems - with slider at zero - the game is programmed to automatically kill all the spies present at start. Not sure if spending on espionage would help, but it certainly is not necessary... just like Military Salaries should be kept at nil until about 2-4 weeks before war starts for a major savings.

I like to correct that it is properly the Intelligence Tab, and not "espionage tab" as I wrongly wrote before.

As regards the AI, I understand they know everything already anyway. No need for them to spend on spies.

"Blue Emu"... well holding anybody to that standard is like comparing somebody to a god. I don't know Conanteacher (great name), but my respect for Blue is endless as evidenced by my signature. Not sure there really is anybody in AoD that can fill a similar role... certainly not with the sportsmanship Blue expresses. He has a great mix of precise factual knowledge combined with numerous other positive qualities so making him the greatest... or at least one of the greatest IMO. I loved his "Is it useless?" series. I think many German players majorly changed their build scheme solely based on the thread "Are subs useless?".
 
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MJF

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"Blue Emu"... well holding anybody to that standard is like comparing somebody to a god. I don't know Conanteacher (great name)...
It's for Iron Cross: https://forum.paradoxplaza.com/foru...onanteachers-little-guide-for-success.910453/
...but my respect for Blue is endless as evidenced by my signature. Not sure there really is anybody in AoD that can fill a similar role... certainly not with the sportsmanship Blue expresses. He has a great mix of precise factual knowledge combined with numerous other positive qualities so making him the greatest... or at least one of the greatest IMO. I loved his "Is it useless?" series. I think many German players majorly changed their build scheme solely based on the thread "Are subs useless?".
https://forum.paradoxplaza.com/forum/index.php?threads/are-submarines-worthless.264824/
He did a thread before that which laid out a complete German strategy( - I think - maybe I'm just confusing it with "..Subs..."). I copied and saved the text but can't for the life of me find the thread in my bookmarks.
 
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