Quick Questions/ Quick Answers - HoI4

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Once Legitimacy is above a certain threshold other decisions become available, such as expatriate donations (you gain 1 military and 1 civilian factory for a year for 25 PP) and joint exercises (you gain a bushel of army, navy and air XP for 25 command points).

Might not be worth it if you are still filling government slots or saving up for worker safety, but later in the game the options are nice. I for one will move heaven and earth for air XP.

Thanks, I did not know what I might be getting for my precious PP. These sound pretty interesting.
 
Is it normal that I am able to produce CAS even if I don't have any rubber and aluminum left? It is going at reduced speed but still producing 1 per week with two mils.
I always thought that you need at least one unit of at least one of required resources, otherwise production would halt.
 
Is it normal that I am able to produce CAS even if I don't have any rubber and aluminum left? It is going at reduced speed but still producing 1 per week with two mils.
I always thought that you need at least one unit of at least one of required resources, otherwise production would halt.
Yes, it's normal. No, there has never been such a requirement.
 
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I always thought that you need at least one unit of at least one of required resources, otherwise production would halt.

Production can halt when you miss ressources on more then one line.

Ifyou produce 30 fighters at first priority and 1 cas at second priority and have 30 rubber and infinite aluminum the 1cas has -5% efficiency. You miss 1 Rubber in total.
If you produce 31 fighters and 1 cas the cas has -10% and you miss 2 rubber.

This go on with -5% per added fighter until:
If you produce 49 fighters and 1 cas the cas has -100% and you miss 20 rubber.

At that point you don't produce any CAS at all with that line. But the other Line with the fighters still produces them with ~ -20% effectivity.
 
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But in my case all of my rubber AND aluminum are used by fighter production line yet lower priority line still produces some CAS. My understanding was it won't produce anything with zero rubber and zero aluminum, no matter if I use one mil or more. You shouldn't be able to produce even a single plane in that case. But I was obviously mistaken.
 
What is the rationale behind that? If you have ZERO required resources how can you be able to produce something at all?
Don't think of the production screen quite so literally. HoI4 production is not a complete, pound-for-pound accounting spreadsheet of every scrap of iron, rubber, chromium, and tungsten (and exactly those metals, ignoring vanadium, copper, etc) produced in the world. And it's not even a simulation of an entire national economy, but rather just the war production part of it. There's still an entire civilian economy out there going on, not shown on any of the screens, reflected even more abstractly than the war production part as "consumer goods" and production penalties for high rates of conscription, yet still mostly invisible.

So, it's not true that you have "ZERO required resources". You've just exceeded the amount of resources that the government has claimed for war production. There's still more rubber and aluminum out there, or recycling efforts. There are also substitutes for rubber, aluminum, etc -- not even just synthetics, but other natural products -- that you might rather not use, but would if the government demands that you get some planes in the air and that's all you have. (Make parts of your CAS out of wood, say, because you're running short of metals. * waves at the DH Mosquito*). Rather than attempt to go into all those details, the game mechanics just assign a production penalty for scraping together whatever makeshifts are being used because the Powers That Be refuse to back off production to meet the available material supply.

(If you want to get into a detailed discussion of production and economics, it's probably better to start a thread in General rather than clog up this "Quick Questions and Answers" thread.)
 
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But why did they make it that way? What is the rationale behind that? If you have ZERO required resources how can you be able to produce something at all?
At launch, not having any resources incurred a -90% production penalty. It was fine for majors, but a lot of minors were literally unplayable. Between adding tiny deposits everywhere and changing how the penalty works, they went with the latter. Resource shortage penalty is now scaled so that minors are playable, but majors still can't ignore a shortage.
 
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Can a strike force activate off of something other than a patrol spotting an enemy? Like a plane or radar?

Do strike forces/patrols attempt to sink divisions? I feel like my fleet was just letting japanese divisions dogpaddle past.
 
An already ongoing battle (e.g. between convoy raiders and convoy escorts) can also activate a strike force. Planes or radar can not.
Sooo, If I give my convoy escort Admiral a strike fleet of double-depth charge mortar destroyers along with all his cheap destroyer escorts he can clobber some wolfpacks without having to run patrols everywhere???

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Just while rethinking my strategies for playing Italy i'd like to know something before sinking several hours into experiments on that matter:

If Italy enters the war against the Allies and takes over a few provinces in French North Africa - will Italy keep those provinces after Vichy gets installed?

Is there any difference between just having a province or occupying a whole land region in terms of the map?

Thanks in advance!
 
Just while rethinking my strategies for playing Italy i'd like to know something before sinking several hours into experiments on that matter:

If Italy enters the war against the Allies and takes over a few provinces in French North Africa - will Italy keep those provinces after Vichy gets installed?

Is there any difference between just having a province or occupying a whole land region in terms of the map?

Thanks in advance!
You won't keep them and there is no difference whether you control just a few provinces or entire states. The only states you can get from Vichy are Corsica, Provence, and Savoy.
 
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Thanks for your helpful reply! I am not happy with the result but will have to find a different idea...
 
Here is another but perhaps repeatable question from me.

Country: China
Subject: Staff and designers

Question: What happens when you assign a naval company Dagu Shipyard using 150pp and then lost Beijing, which is a required condition? The answer is the company is removed, but what if you recapture Beijing? Will it automatically reassign or do you need to spend another 150pp to do so?

Note: Conditions to hold cities are just stupid making it unbalanced, either every country should have that or none. China is unique in this and this bothers me a lot as I very often play as China.

IMPORTANT: PLEASE DO NOT ANSWER THIS QUESTION IF YOU DO NOT HAVE A CLEAR ANSWER, IF YOU HAVE NO ANSWER SIMPLY SKIP THIS POST, THANK YOU!
 
Here is another but perhaps repeatable question from me.

Country: China
Subject: Staff and designers

Question: What happens when you assign a naval company Dagu Shipyard using 150pp and then lost Beijing, which is a required condition? The answer is the company is removed, but what if you recapture Beijing? Will it automatically reassign or do you need to spend another 150pp to do so?

Note: Conditions to hold cities are just stupid making it unbalanced, either every country should have that or none. China is unique in this and this bothers me a lot as I very often play as China.

IMPORTANT: PLEASE DO NOT ANSWER THIS QUESTION IF YOU DO NOT HAVE A CLEAR ANSWER, IF YOU HAVE NO ANSWER SIMPLY SKIP THIS POST, THANK YOU!
A ship designer like Dagu Shipyard is an idea. By default, the condition that allows the idea to be picked is also a trigger to cancel it once the condition becomes invalid. The only exceptions to this are economy and manpower laws and a single national idea of Spain in La Resistance (they have cancel_if_invalid = no set in their code). Once you lose an idea the game does not keep track of the fact you already spent PP on it.

As a result Dagu Shipyard will not automatically reassign when you retake Beijing.

Edit: the reason this is different from most other countries is China sharing some of its designers with Manchukuo, Mengkukuo and whichever warlord takes over China. This condition is meant to ensure the designer only works for one at a time.
 
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For @Frontovika, each ADDITIONAL level of infrastructure does :
1] speeds up building times ;
2] speeds up unit movement through that State ;
3] adds to the level of supply in that State (and Supply Area), and to the 'throughput of supply form Capital > using units ;
4] adds to a State's RESOURCES (if any), and (I think) a small fuel boost in that State .