• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

everburn

Sergeant
50 Badges
Jun 10, 2010
88
16
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Semper Fi
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • 500k Club
  • Stellaris: Leviathans Story Pack
  • Pride of Nations
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
So there are the question

1) How Combat medicine and Casualty trickelbacks works in the game. I mean 5% on reduced attrition and 1% on casualty trickleback. So it means that if i research them, i will loose " less man" ( with attrition) meanwhile if i loose, i will be more likely to recover them in the manpower pool? But only for 1%? I mean i loose 100 MP, i research casualty trickelback i wll get back only 1-2-3-4-5 MP?

2) When you research carriers, you research engine, AA, armor, and visibility. Visibility mean that the carrier should less likely to be spotted out. So it means an harder target to be hitted? And they enemies ship/air units are more likely to fire to my escort?

3) If i research radar you unlock the small radar, and medium radar, the are some "op" bonus like the night attack, but the question is, if i increase my surface detection, this means that my air units are going to find out the correct ship to attack? Or they will only spot the ships without having the issue of make a trip without finding them?

4) If i research the special equipment for land units ( jungle, desert and ecc..) i take only "1.00%" of attrittiion off.. meanwhile if i research first aid, i take the 5.00.. so it's not convenien to research right?

5) There is any place where i can find better lua? ( i remember a post where there was someone telling that the problem for landing and this kinds of things were the units and not the ia itself so with the correct production phase, actually you can have a "better game" Because actually for me at very hard, the enemies doesn't rappresent a challenge with their build queue. I mean i sunk all the ship from the USA ( as japan) and they were keep building land/air units......
5.1 ) Also where i can edit the difficulty of the game, like to put another difficult, or to edit one difficult to make this harder!?

6) How decription and encryption system works!?

and the last question

7) Naval Underway Replenishment (-5.00% sortie organization penalty?) What is the point on researching this?
 
Last edited:

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.235
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
1) Combat medicine can add up to a lot of manpower over time if you're occupying areas with high attrition. The specific techs for each environment (mountain, desert, arctic, etc.) give a -1.00 to attrition, which is 50% of the 2.00 attrition in most cases, but they only affect that one type. Trickleback seems almost useless to me, other than to boost the Land Combat theoretical value, which does wonders to speed up Doctrine research and other stuff.

2) Carriers with high Hanger techs are harder to spot, so they don't always appear on the map when your own ships pass through the sea province. That's kind of handy for keeping your carriers from being engaged by those pesky patrol groups. I recall one early game where I spend weeks or months going back and forth across the same small area trying to spot one annoying carrier, until a patrol group lucked out and I was able to attack it.

3) Your air units will be more likely to spot a fleet in a sea province that they're attacking, and therefore have a better chance to engage. Most naval strike missions are either against enemy fleets which are not engaged with your own fleets, in which case they rarely find them without navigational radar and other high-tech gear, or are currently engaged, in which case finding them is automatic and radar detection provides no bonus.

4) Unlike the Combat Medicine tech, which takes 5% off of attrition from all environmental sources, the specific hostile environment techs take away 1.00 points of the usual 2.00 points of attrition. A 50% reduction is huge.

5) I can't answer this one, although I have heard that there is a mod consisting of a better AI .lua file.

6) Decryption gives you a higher chance to spot and identify enemy ground units using Radar stations as listening posts. Encryption makes it harder for the enemy to obtain that same information with their own radar posts.

7) If you use the Sortie mission, it has a purpose. Since the Sortie mission is so underwhelming, there's very little point.

I'm probably close on most of these, but might be only partially correct on a couple.
 

misterbean

Fumbling My Way through History
90 Badges
Oct 18, 2009
7.899
759
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron III: Their Finest Hour
  • Iron Cross
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Armageddon
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • For the Motherland
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Warlock 2: The Exiled
  • Crusader Kings II: Conclave
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Pillars of Eternity
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • 500k Club
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Natural Disasters
Casualty Trickleback seems like a whole lot of nothing, but just imagine Barbarossa. You have ~150 divisions in combat. let's say they each lose 200 men in the first combat. 1% means 2 guys recover to fight again FOR EVERY DIVISION. That means you have 2*150=300 men surviving. Or 1.5 division that makes it through the first day without a scratch. And that is just with the initial research. By the end of the war, it would be 5*150=450 men extra. That is half a support brigade.

Then use these values as Germany, fighting Poland, France, Low Countries, Yugoslavia, Soviet Union, perhaps late-war Sealion. I have never done the math, but I think it may add up to more than we realise.

Or else I just spend the last 6 years researching something stupid :rolleyes:
 

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.235
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
As for Trickleback, if your combat techs and doctrines are all current, it might be worthwhile instead of paying a "research ahead" penalty for something. For a major country facing a lot of heavy combat (GER or SU), it probably pays to put a point into it now and then. For a country doing less land combat, or doing less in general by nature of being a smaller country, it doesn't look very appealing compared to a tech or doctrine to reduce the casualties you take in the first place, or to increase the casualties you can inflict and end the combat sooner.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.035
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Looks like some folks already covered the high spots, but I'll chime in on a few.

2) When you research carriers, you research engine, AA, armor, and visibility. Visibility mean that the carrier should less likely to be spotted out. So it means an harder target to be hitted? And they enemies ship/air units are more likely to fire to my escort?

Visibility on ships determines whether the ships can be found and forced into combat. Once combat occurs, all ships in the fleet can be seen.

That being said, the hangar tech is useless because even with high hangar techs, carriers have massive visibility ratings, making it next to impossible to sneak past enemy fleets or avoid naval strikes.

3) If i research radar you unlock the small radar, and medium radar, the are some "op" bonus like the night attack, but the question is, if i increase my surface detection, this means that my air units are going to find out the correct ship to attack? Or they will only spot the ships without having the issue of make a trip without finding them?

The spotting bonuses from RADAR on planes only helps them "see" ships to initiate combat. You really only need RADAR bonuses for aircraft that reduce the night fighting penalty.

Finding the correct ship to attack is a function of doctrines for naval bombers.

7) Naval Underway Replenishment (-5.00% sortie organization penalty?) What is the point on researching this?

There really isn't a need for this tech. Sortie is a mission almost no one runs, and when they do run it, they don't run it often enough to make this doctrine useful.