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Incorrect. Consumer Goods demand is in terms of total IC required. Flat line is 25% peacetime, 15% wartime. Thus, with 100 total IC, in peacetime you would need 25 IC in CG, and in wartime 15 IC. With Consumer Goods Orientation, in peacetime it would drop to 4 IC (25%-1%-20% dissent). Thus, it is entirely possible to have 0 CG demand, and on top of that - a dissent reducer!
Thanks again, kinda makes sense now :)
 
Hello again!
A couple of quick questions:

1) As I was playing as Belgium I realised that, for half the game, there were no consumer goods required. Perhaps this is a bug?

2) If you want to climb the technology tree two steps before upgrading your units (e.g. your INF is equipped with the 38' small arms and you want to go straight to the 42' equipment), do you have to spend the upgrade cost for both techs or is there a way to pay only for the latter.

regarding question #2: the more outdated the eqipment is, the cheaper is the upgrade. In other words: you pay less for an upgrade from a 1936 to a 1938 tech when you have already researched the 1940 tech.
 
regarding question #2: the more outdated the eqipment is, the cheaper is the upgrade. In other words: you pay less for an upgrade from a 1936 to a 1938 tech when you have already researched the 1940 tech.
This is long gone.
((Upgrading from '18 rifles to '40 rifles means distributing '36, '38 and '40 rifles.))
There might be some savings related to practicals and industrial efficiency, but that's not causally related to saving upgrades until later.
 
This is long gone.
((Upgrading from '18 rifles to '40 rifles means distributing '36, '38 and '40 rifles.))
There might be some savings related to practicals and industrial efficiency, but that's not causally related to saving upgrades until later.

Thank you!

Although I do not know if this would make sense in reality :/
On the other side I don't recall any historical example of "fast-teching" either so...
 
I just researched industrial efficiency and expected to spend a bit fewer resources, but that did not happen. So what does industrial efficiency do?

Better yet, what is the best reference to answer every question about how the game works? I don't suppose there is a manual that explains everything.
 
So what does industrial efficiency do?
Flat decrease in both production cost and time for anything affected by some sort of practical.

Better yet, what is the best reference to answer every question about how the game works? I don't suppose there is a manual that explains everything.
We. There is a manual, but it's old and lot's of stuff changed since HoI3 (and the manual) got released.
 
Better yet, what is the best reference to answer every question about how the game works? I don't suppose there is a manual that explains everything.

I recommend misterbean's AAR "Germany Tutorial Take 2" -- it doesn't cover TFH, but does a masterful job of explaining everything through FTM.
 
I made 2 escort carriers as Germany. Not sure how to use them. Put them with the CA's for convoy raiding? Or use them as anti-sub with escorts. Or something else. Suggestions?

Going with a carrier fleet later on in the war. Not going to build much of a navy as Germany FYI.
 
If you're not going for a real navy soon, then why build the CVL?

They basically are crap. Two reasons to build them anyway are getting practicals up for building real carriers, and to a lesser extent hunting subs.
But Germany doesn't need to hunt subs, and convoy raiding is better done by decent subs than by CVL that are easy to detect and very slow (= very dead).

If you want to make use of those generated practicals, build the real carriers now, not in 2 or 3 years.
 
Yep. You got it precisely. In particular, their primary utility is to force a surrender by dramatically lowering enemy NU, assuming you have made some progress already in seizing VPs from them. The do bupkiss against units, though.

Better late than never, thanks man.
 
I made 2 escort carriers as Germany. Not sure how to use them. Put them with the CA's for convoy raiding? Or use them as anti-sub with escorts. Or something else. Suggestions?

Going with a carrier fleet later on in the war. Not going to build much of a navy as Germany FYI.

As far as I can see, the only use you can put your CVLs is on anti-anti-sub duty.

That is to say, you send out your U-boats & sink a few merchants. The Brit's counter this with a few DDs & maybe a CL. Your CVL, backed-up by a few DDs and either CAs or (my favourite :) ) BCs, wipe the Brit' anti-sub fleet.

This gives you two main benefits.

1. Your sub's stay on-station longer as they don't get de-org'd/sunk.
2. The Brit's need to spend more IC on new destroyers as well as new merchants.

As a side benefit, your sub-protection fleet can sink a few merchants/escorts too.


The downside is, as gunstickuncle points out, CVLs, particularly early CVLs, are very slow. So you need super-fast destroyers to get your average speed up to compensate in combat.

Even then, the Brit' AI will eventually wake-up and send the Ark Royal, Eagle, Hood, Prince of Wales etc. etc. etc. etc. etc. etc. to squish you. But you'll do a massively disproportionate amount of damage before that happens.
 
Are Super Heavy Battleships worth their money in TFH?

Depends on the nation and their situation. They can be worth it for nations who want a naval presence but who are strapped for leadership, either by virtue of not having much or because the overall war plan requires it be spent elsewhere. As an example, if you were playing Germany with a strategy that required all your leadership be spent on land and air techs plus espionage, you could still field a decent navy by researching and building SHBBs and licensing your destroyers and light cruisers from Japan.

Another thing SHBB are good for is fielding powerful surface combatants very early on which will stay competitive pretty much into the mid-to-late game years.

Do they upgrade their AA with the normal BB?

Yes, but they get smaller bumps from each level of the tech. So they are weaker in this department from the outset than regular BBs, and they fall further behind with each tech level. This means do not neglect to send screens with good AA and/or keep a friendly CAP over them with FTR wings, something like that.

Do they share positioning with normal BB?

Yes.
 
a few questions...

Military intelligence: I have ten spies gathering it on my enemy yet I'm gaining nothing from it on the map. No troop details at all.

Infrastructure: Country's provinces beyond my border don't give their infrastructure rating. How does one find this out? Makes rather difficult to plan a long term strategy

Movement: How do you tell the estimated time of arrival when moving beyond one province. Even SR doesn't offer it either just the ETA for the next province on the trip. Also SR seems rather slow.

Research Delay: Anyway around this? Rather annoying the game tries to prevent you getting ahead of the historic reality. I could understand 5+ years early but 3? For example playing as Brazil I'm running into severe energy shortages that I can't fix because the tech has been artificially 'capped'. It removes an element of management from the gameplay
 
Military intelligence: I have ten spies gathering it on my enemy yet I'm gaining nothing from it on the map. No troop details at all.

I believe military intelligence in that context yields strategic information, not tactical. So you should see more accurate information about the size of the enemy's armed forces and so on. To see more detail of units on the maps what you want is higher levels of decryption from the industrial techs page, coupled with radar in the area to provide wider area radio intercepts.

Infrastructure: Country's provinces beyond my border don't give their infrastructure rating. How does one find this out? Makes rather difficult to plan a long term strategy

That is an aspect of the fog of war. One way to check, if your nation has the capability and is at war with the nation in question, is to send a bombing mission or three.

Movement: How do you tell the estimated time of arrival when moving beyond one province. Even SR doesn't offer it either just the ETA for the next province on the trip.

You don't. For long distance moves you must do what people in real life did: guesstimate based on the terrain and distances involved, and hope enemy action or bad weather don't slow you down too much.

Also SR seems rather slow.

Need more details before addressing this one. Slow across the board? In certain seasons, like weather is involved? Supply status? Location? All of these could be involved.

Research Delay: Anyway around this? Rather annoying the game tries to prevent you getting ahead of the historic reality. I could understand 5+ years early but 3? For example playing as Brazil I'm running into severe energy shortages that I can't fix because the tech has been artificially 'capped'. It removes an element of management from the gameplay

You can adjust its severity by editing the defines.lua file. I believe the variable "TECHNOLOGY_YEAR_IMPACT" is what controls how much extra time it takes to research techs ahead of their historical year. As for why it is there, it is a game balance mechanism to prevent wild imbalances. But it was left moddable for those folks who want wild imbalances. :p
 
Can anyone help me by explaining how stacking works with amphibious invasions? I am not sure I understand how many (or which) provinces are attacked when the objective is occupied, let alone how stacking might work on multiple targets. Also, is stacking affected by which units are used, i.e. do marines have any advantages over other units?

Thanks
 
Can anyone help me by explaining how stacking works with amphibious invasions? I am not sure I understand how many (or which) provinces are attacked when the objective is occupied, let alone how stacking might work on multiple targets.

I am not sure what you mean here, but I am going to guess that you are talking about the amphibious invasion order, where you load transports and then give the invade order to the transports rather than the land units aboard them. If that is what you mean... don't. Just don't do it. That order is problematic at best. You can control units aboard transports exactly as if they were on land by simple selecting them from the transports loadout screen or by using a hotkey assignment. Then give them the order to attack precisely the province you want them to. Then there is no question of where they might decide to unload instead of the the place you ordered them to invade.

If I am totally off base, then could you give a specific example of the kind of situation you are trying to figure out?

Also, is stacking affected by which units are used, i.e. do marines have any advantages over other units?

No. Stacking takes no account of anything but unit count and number of attack vectors. Width and unit type have no bearing on stacking, though width is of course central to figuring allowable frontage space.