• 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.

Larry Reese

Hero of the Soviet Union
4 Badges
Jun 27, 2004
182
0
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
1. On the Med being closed. Looks like my fleets in Italy, Sicily, and North Africa were exactly the right distance away from both Suez and Gibraltor to be able to get just to this side of the exit and not through it. I went back and checked some old saves and it appears if I hit "rebase" to outside the Med it would work. Just a huge coincidence that both fleets were always just the right distance away that they could get to the canal/strait but not through it.

2. Found the manual convoy controls (for ship composition I mean - x number of freighters, y number of escorts). This greatly simplified my life. I love how logistics is the very life blood of combat in this game; still oversimplified and has flaws, but better than I've ever seen elsewhere.

3. Couping - I successfully couped Mexico early in this game and the resulting government, while left wing, is definitely not aligned to Comintern, let alone joining. Frustrating, but a great outcome. Most revolutionaries don't automatically toe their foreign backers lines and have ideas of their own. I toss this out for those of you who may also be playing the Sovs a lot and wondering whether couping is worth the investment in time and leadership. I'd say: generally not.

4. Invading enemy held allied territory does not always result in it being immediately turned over to the "owner." The Netherlands is part of the comintern (they and Lux were admitted automatically without any input from me when we conquered Germany). I sent a fleet to the Dutch far east and invaded to kick the japs out and get rid of some of the strategic resources they were hogging. I was afraid that my Sov troops would be out of supply because the liberated territory would immediately revert to Dutch control and not be able to pass supply through it. Well, to my pleasant surprise, that was not the case. My troops are able to invade and conquer Dutch territory there without a problem, and it shows a small Sov flag over the Dutch one for those territories. Don't know if I can give it back to the Dutch or what (Liberate command???), but for now, I can invade and operate there without supply difficulties and without having to send them as an expeditionary force. If you were wondering that question too, well here is the answer.

BONUS - general weirdness

1. It appears that you can flip the US into the Comintern, regardless of where they are on the diplomatic triangle under certain circumstances (or rather they can flip themselves). In this game, while the Brits/allies were at war with Germany and Italy, they were not at war with Japan. Japan never attacked the US because it was bogged down in the Sov far east after I attacked Germany in 1940 after they had committed to attacking France. So, I bump off Germany and Italy, push Japan off the Asian continent, and take Nationalist China. As 1942 is coming to a close, suddenly the US declares War on Japan (I'm not sure exactly why this happened) BUT WHEN IT DID, it appears the game had the US join the COMINTERN because we were already at war with Japan and the Allies were not. (At least, that's the only way I can explain it - there was no announcement or anything, just US DOW Japan, Japan elects TORA TORA, and I look up and the US flag is in the COMINTERN.) Anyone else have a better explanation? There was no asking to join or anything that, just like with Lux and Holland, they were just suddenly in the Comintern.

2. I ran an experiment - drive by fleet landings - as my "rebase" fleets were passing through the Red Sea on the way the Far East I tried to have them stop/pause long enough near Ethiopia to land combat units and take out E. and the last of the Italian troops in that area. Won't work (this is not for the benefit of you old hands, just new guys like me). Even cancelling orders won't stop the fleet. It will keep going and the arrows for the landing troops will keep pointing to the landing province as long as they can. The fleet will go to its destination; I suppose if the unit could land fast enough, before the ships passed out of contact with the target hex the game would allow the troops to land as the fleet drives by. Might be better to disable the disembarkation of forces from moving fleets in my opinion. Rarely if ever in WWII were invasion fleets moving at transit speeds while disgorging troops.

As always, thanks to the entire community for the willingness to answer and generally share your knowledge.

LR
 

Pro_Consul

Convicted Drive-by Poster
84 Badges
Aug 4, 2003
5.598
382
Visit site
  • 500k Club
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • Victoria 2
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Pride of Nations
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Magicka 2
  • Knights of Pen and Paper 2
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Battle for Bosporus
  • For the Motherland
  • Ancient Space
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • A Game of Dwarves
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
1.As 1942 is coming to a close, suddenly the US declares War on Japan (I'm not sure exactly why this happened) BUT WHEN IT DID, it appears the game had the US join the COMINTERN because we were already at war with Japan and the Allies were not. (At least, that's the only way I can explain it - there was no announcement or anything, just US DOW Japan, Japan elects TORA TORA, and I look up and the US flag is in the COMINTERN.) Anyone else have a better explanation? There was no asking to join or anything that, just like with Lux and Holland, they were just suddenly in the Comintern.

You figured it right. When a neutral joins the war against a nation which is already at war with a faction, it joins that faction. As for why USA declared on Japan, I am guessing that is your fault. You spanked Germany so hard that from USA's point of view, Japan had the greatest threat. So when USA's neutrality had fallen far enough for them to DoW, Japan was the only likely target left. Of course in truth USA is usually more concerned with Japan than with anyone else, but I just thought it would be more fun to blame it all on you.

2. I ran an experiment - drive by fleet landings - as my "rebase" fleets were passing through the Red Sea on the way the Far East I tried to have them stop/pause long enough near Ethiopia to land combat units and take out E. and the last of the Italian troops in that area. Won't work (this is not for the benefit of you old hands, just new guys like me). Even cancelling orders won't stop the fleet. It will keep going and the arrows for the landing troops will keep pointing to the landing province as long as they can. The fleet will go to its destination; I suppose if the unit could land fast enough, before the ships passed out of contact with the target hex the game would allow the troops to land as the fleet drives by. Might be better to disable the disembarkation of forces from moving fleets in my opinion. Rarely if ever in WWII were invasion fleets moving at transit speeds while disgorging troops.

I suppose from a strictly logical viewpoint it makes more sense to disable disembarkation, true. But isn't that sort of a problem that solves itself in the end, since the troops cannot actually get off anyway? In any case, I seriously doubt this was a deliberate design decision. Much more likely it was simply an oversight that, since it had no real impact on gameplay, got shoved to the bottom of the priority list every time a new patch was being developed.