I very much appreciate your response!
Sorry for my late reply - I've been busy playing "some" more.
1. Ok, thanks for the confirmation
2. I couldn't find a manual other then a few pages mostly describing changes in the tech tree. That was included in the mod-CORE2 folder in the mod and states the mods current version as 0.6.0, which was obviously a while ago. I also noted several differences between what's stated in it and what I see in the game, so I'm hesitant to rely on it. But wither way it says nothing about leader traits as far as I can see.
3. You're right, there might be differences but they don't seem to be that great when you compare movement on the map. Either way I ended up deciding to keep them around for their higher suppression value against partisans.
5. Yes you are easily able to suppress the partisan value while you stay there, but you would think that you eventually could reduce it completely - but so far that seems impossible. Other discontent fades away, but the provinces you've once gotten an "Internal Opposition" message on seems destined to remain problems at least for years to come - no matter how you deal with them. So the only temporary fix is to place troops on them - when possible - to suppresses the direct risk of partisans rising.
I say when possible, because as I noted earlier there are provinces in the Soviet Union with a perfect 0 in infrastructure and placing troops there will simply kill them by attrition, so that's not a workable solution.
6. Well they're not really explained in any great detail - which may be the result of the manual being outdated. But wither way you have to do a lot of meticulous reading in tiny boxes and some trial and error to find your way.
Well I understood what Defensive armament mean - the question is just if those brigades eventually turn into Fighter escorts if you upgrade them or if they're a completely different class. It seems to me now that they are in fact the same thing that just shift name somewhere through the tech tree.
7. I think that's changed by now as well, but I'm not sure? You seem to be able to research the Naval techs just fine earlier too.
But you might be talking about Navel Doctrine tech who are more restricted? I guessed that was just an effect of me playing the Soviets and not very advanced in naval matters, but maybe it's the same in more navel nations? I'll keep that in mind if I ever try them.
9. Now it seems you have to build plants for converting resources and you research the tech for building the plants. There are also at least one event I guess is for balance the first day that gives the Soviets a +12 special resources for some synthetic rubber factory. It's just an OK pop-up, so you don't even have a choice. Maybe there are more later, but so far it seems you have to build your ability to convert resources yourself.
10. Hope it does - you can never get to much resources.
But - now I have an even more pressing question:
As I stated before I've played through the run-up to the war twice as the Soviets. 1936-1941 with historical choices for the purge to see what happens.
Now I've come to the conclusion that choice sucks and it's much better to not go through the purges. Or more precisely accept the first event that put Stalin in control, but then stop at the second event and take the short term hit in discontent.
So now I've tried two more run-throughs 1936-41 like this and what I can control works better this way - but there is one GIANT difference I can't control and that's espionage.
In the first two run-throughs my spies where totally crushing it. I first sent all internally, maxing out at about 25-28 spies in the Soviet Union. They rather quickly reduce the 90+ foreign spies you start with to around 30 and the numbers then drop more slowly.
Then I ignore the home front and send them all to Germany, maxing out at about the same number and averaging the odds of stealing a blue print at somewhere between 41-49%.
At that rate I stole probably every blueprint the Germans ever made, often stealing them as soon as the Germans themselves had researched the tech.
Which of course made it possible for me to keep almost even step with them in areas where my own tech teams are crap.
Then when Barbarossa started I began killing of their cabinet members instead, killing Göring, Keitel and von Brauchitsch in 3 out of 4 tries within a few weeks.
At that point it seemed the German AI wasn't even trying to defend from espionage - so I switch seats and notice the AI seems to have intelligence funding set to 0%, so that would explain it I guess.
But - now when I've tried playing the same way two times when I didn't do the purges my own spies suck!
Not only can't they root out foreign spies at the same rate as before - they can hardly get into Germany without getting caught, and when they do they almost always fail to steal any blueprints.
I've always funded my intelligence at 100%, so there is no difference there. Also, even if there is a different Soviet cabinet leader in charge his personal traits aren't actually different in this regard from the one's on the one you get if you go through the purges so that can't explain this on the face of it.
Nor do I conduct offensive spy operations when I suffer discontent at home - I always reduce it to 0 before I switch the spies from sleeping to actively doing some mission.
I've also tried switching seats again and the German AI ALWAYS has his intelligence funding set to 0%. So either the AI doesn't use that slider and that tells you nothing, or it completely ignores intelligence operations?
Anyway, as it stands now I have no explanation for this huge difference in effectiveness of the Soviets spies and it just seems impossible to get them to operate properly if you DON'T purge. Meaning that you actually HAVE TO purge - not because of any rational reason, but because of some unexplained feature (or possible bug) that forks the Soviet intelligence services if you don't.
Because if you don't steal a shitload of blueprints from the Germans I don't see how you could even be able to defend against them?
So to me, this intelligence failure seems game changing.
Can anyone explain what this is all about? Is it meant to work like this or is there some bug somewhere unintentionally forking up the Soviet spies if you don't purge?