• 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.

peterhoi3

General
5 Badges
Sep 24, 2009
1.847
20
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
So, I play as Italy, I control both Gibraltar and Suez, however the
English ships go back and forth through Gibraltar strait. I suppose they do the same in Suez, I have not checked. I guess the US are doing the same
with some of the ships they have in the Mediterranean.

4092902094_02ea88d23e_o.jpg


This is not the only cheating I have noticed. A few days ago I saw some Russian units moving inside an encirclement where they had been for months. And no, there was no indutrial province nor victory point nor anything that could explain it.
 

unmerged(144305)

Captain
1 Badges
Jun 19, 2009
422
0
  • Hearts of Iron III
From my understanding of the province control definitions, Gibralter controls access to the Med/Atlantic entry point.

The screenshot is clearly 'cheating' (though it's probably a mistake, and it might have something to do with one of the 1.3 changes that 'fixed a bug that caused fleets to get stuck')

Nice catch. Good to know. Thanks for posting it.
 

menasure

Captain
28 Badges
Aug 30, 2009
407
1
  • Hearts of Iron IV: Together for Victory
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Majesty 2
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III
looks like it's bugged again then.
however a blocker is a flawed concept anyway for gibraltar. you can't really seal that strait off, except by patrolling with ships because it's a strait without a lock.
 

Grimlin

Captain
78 Badges
Dec 17, 2008
305
0
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
Last time I played as Italy I saw the same happening, suddenly all GB ships vanished from the med. When I looked up for them with nofog they were sailing around Africa. They should have been trapped however...

Nevertheless, they do not return, so maybe ships can leave through the straits but can't enter?
I haven't seen a single enemy ship in the Med after taking the two straits, neither GB nor US for two years.

What about AI convoys - are they getting through the strait?

No.
 

unmerged(171774)

Second Lieutenant
Oct 7, 2009
106
0
From my understanding of the province control definitions, Gibralter controls access to the Med/Atlantic entry point.

The screenshot is clearly 'cheating' (though it's probably a mistake, and it might have something to do with one of the 1.3 changes that 'fixed a bug that caused fleets to get stuck')

Nice catch. Good to know. Thanks for posting it.

In all my 1.2 games AI can sail (and send convoys) despite of gibraltar, suez, copenhagen etc. controlled.

I'm thinking it is feature, not bug :rofl:
 

peterhoi3

General
5 Badges
Sep 24, 2009
1.847
20
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
I reloaded as UK and USA to see what is going on. As UK, you let everything as it is and that ship does the same thing, crossing Gibraltar. The ship is under Gibraltar HQ, when you elimitate HQ orders and instead command the ship directly to move somewhere beyond Gibraltar, the movement is not permitted. So the rule exists, and this seems more a bug than a cheat. When you load as USA, all ships and units in the Mediterranean appear to be unsupplied, and there are no supply routes to the islands they control. This doesn´t prevent these ships to patrol the sea and fight the Italian navies.
All this is very annoying, you play thinking there are rules, but those rules are not respected, it is a total gamebreaker for me, rather than anything else.
 

unmerged(170877)

Corporal
Oct 3, 2009
47
0
Well... just imagine that the Brits have sabotaged your radar on Gilbritar, sneaking ships through here and there?

Like Menasure said, it would take all the Italian ships to patrol the strait in real life to have a decent blockade. Controlling the strait by land meant you only had air coverage.
 

Invader_Canuck

General
10 Badges
Apr 20, 2006
2.240
2.436
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Europa Universalis: Rome
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
I personally don't see why Gibraltar should be this instant and automatic shut down of the sea lane.

The reason why Gibraltar was a difficult point to move ships through, was because of the FLEET that was stationed there.

It is a funnel, a point where you KNOW if the enemy wants access it has to travel through, so naturally as one of the most powerful navies in the world you concentrate force there and effectively shut it down.

If Germany or Italy had taken Gibraltar in WW2, it would not have been the same "no-go" zone that it was under British control. The Brits with their massive naval superiority could have sailed through with a show of force at their leisure.

Gibraltar still functions exactly as it should if you control it. Station a large fleet there, set them to patrol in the immediate vicinity. You will interdict any ships trying to run through. Put some air support on top of that and you're looking even better.

If anything the rule should be removed entirely, but then again the AI may not station a strong fleet to control the strait and as such it is one of those details we have to fudge on to get better gameplay rather than completely fair gameplay.
 

DarkSoul1984

Lt. General
22 Badges
Jul 25, 2005
1.361
0
  • Semper Fi
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III Complete
  • Europa Universalis III
  • Darkest Hour
  • Hearts of Iron II: Armageddon
I personally don't see why Gibraltar should be this instant and automatic shut down of the sea lane.

The reason why Gibraltar was a difficult point to move ships through, was because of the FLEET that was stationed there.

Actually....

Europe and Africa are separated by 14.24 km (7.7 nautical miles) of ocean at the strait's narrowest point.

http://en.wikipedia.org/wiki/Straits_of_gibraltar

It would appear to be a complete cock block to enemy task forces even without naval superiority as you can actually use artillery and air power to close off the strait.
 

unmerged(144305)

Captain
1 Badges
Jun 19, 2009
422
0
  • Hearts of Iron III
Actually....

Europe and Africa are separated by 14.24 km (7.7 nautical miles) of ocean at the strait's narrowest point.

http://en.wikipedia.org/wiki/Straits_of_gibraltar

It would appear to be a complete cock block to enemy task forces even without naval superiority as you can actually use artillery and air power to close off the strait.

This!
It doesn't much force to make any ships passing through this point take massive broadside damage. The point is that given technology of the time, it's asking for obliteration to try to sail past Gibraltar when it's enemy occupied.

I don't know how many of you played tabletop wargames like World in Flames or Third Reich, but it was a given that if Gibraltar is not friendly controlled, there was no passage from the Med/Atlantic there.

This game needs to (and indeed, intended to) reflect that.
 

Lares

First Lieutenant
46 Badges
Jul 27, 2003
229
4
Visit site
  • Europa Universalis IV: Rights of Man
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Not sure about this. German subs even managed to path the strait of Gibraltar with half the Royal Navy patrolling there. Without a proper fleet patrolling, it should be no special problem to pass trough the strait. Coastal artillery was never so effective to stop any naval movement at ten or more kilometers distance. I'm not sure, if this is WAD, but it makes sense to me, that controlling Gibraltar alone is not sufficient to stop any passage of the strait. This is completely different from more narrow straits like at the Bosporus or even a channel like Suez or Panama.
 

Invader_Canuck

General
10 Badges
Apr 20, 2006
2.240
2.436
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Europa Universalis: Rome
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
Actually....

Europe and Africa are separated by 14.24 km (7.7 nautical miles) of ocean at the strait's narrowest point.

http://en.wikipedia.org/wiki/Straits_of_gibraltar

It would appear to be a complete cock block to enemy task forces even without naval superiority as you can actually use artillery and air power to close off the strait.

You actually believe that had the Royal Navy lost Gibraltar to the Germans or Italians, it couldn't have forced a passage through the straight?

I think you're delusional.

Are you aware of the actual armaments at Gibraltar?

1939-1940 you are looking at 8x 9.2 inch guns, 2x 9.2 inch howitzers and 8x 6 inch guns.

I believe by the end of the war the number of 9.2 inch guns increased to 12 or 14.

Now, I don't know, but I imagine if the British had lost Gibraltar, first they would have DESTROYED ALL OF THESE gun emplacements. So what you are left with is an airfield (late war).

Even if these gun batteries remained, they would have been easily destroyed by a serious action from the Royal Navy. They would have had to contend with air attack, but depending on what the British brought they could have neutralized nearby air fields before even commencing the attack.

So yes. To actually hold the straight from a major naval power you needed ships present.
 

General War

Lt. General
50 Badges
Sep 5, 2009
1.227
4
  • Crusader Kings II: Charlemagne
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mare Nostrum
  • Achtung Panzer
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 200k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
Not sure about this. German subs even managed to path the strait of Gibraltar with half the Royal Navy patrolling there.

Yes they did. But a lot of them were sunk during the attempt. And not a single one managed to get out.

You can't realy compare subs with the surface ships. One U-boat infiltrate Scapa Flow and sunk a battleship. Would you try to do it with a surface ship? :D
 

Nabobalis

First Lieutenant
96 Badges
Jan 26, 2005
213
74
  • Warlock 2: The Exiled
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Leviathan: Warships
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Ancient Space
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
This is either a bug. I know in 1.2 if you right clicked for a fleet to move through the strait, it wouldn't unless you assigned it a mission and then it would ignore the restriction.
 

Federkiel

General
25 Badges
Mar 9, 2007
2.489
1.090
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron Anthology
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria 2
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Not sure about this. German subs even managed to path the strait of Gibraltar with half the Royal Navy patrolling there. Without a proper fleet patrolling, it should be no special problem to pass trough the strait. Coastal artillery was never so effective to stop any naval movement at ten or more kilometers distance. I'm not sure, if this is WAD, but it makes sense to me, that controlling Gibraltar alone is not sufficient to stop any passage of the strait. This is completely different from more narrow straits like at the Bosporus or even a channel like Suez or Panama.

Well, actually the SUBs only got in. Going through the strait was a one way ticket because of the water flow. The upper layers of water went out of the med while the lower ones went in. A submerged SUB wouldn't be able to go out undetected because of the extremely slow speed it would do against the water flow. Being surfaced would have been their sure death as there was a constant chain of DDs carefully guarding it.

Btw. the Italian SUBs operating in the Atlantic in history had been sent out of the med before the DoW while Italy was allowed to pass the straits still.


The ingame phenomenon must be a bug. Maybe the fleet had been sent out before the movement order would be blocked by you taking Gib.
Admittedly that does not explain how AI Italy manages to not be quickly destroyed in their Eastern African holdings after they enter the war. I have seen them holding some ground there well 2 years into the war. Needless to say, Suez and Gib were in UK hands still. Checking sometimes, i even observed that the Italians had taken some lost territory back from UK and FRA. They sat in the center of their annexed Ethopia.
 

menasure

Captain
28 Badges
Aug 30, 2009
407
1
  • Hearts of Iron IV: Together for Victory
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Majesty 2
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III
in normal conditions anyone holding gibraltar would have a big advantage and nobody would expect a pick-nick passing through even with naval superiority. let's say it would be difficult to pass but not impossible. submarines were of course less detectable by nature and any ship would only attempt a passage under the most favorable conditions like dense fog, moonless nights etc...
occasionally some could pass the blockade and we've even admirals with the 'blockade runner' trait for this kind of risky actions.
nevertheless that's not how it's designed in game so it's a bug but maybe one which adds a touch of realism... if only the rules would be the same for both AI and human player and if a human controlled AI would effectively use those ships and airplanes to patrol :p
 
Last edited: