u/RealisticSet4746

What are some good keyboard manufacturers

I've seen people recommend Keychron a lot, but where I live (Poland) there aren't many options from that manufacturer and most of the keyboards are from Dark Project, Razer, Redragon, Glorious, Logitech, Corsair, Genesis, A4Tech, HyperX, MCHOSE, Steelseries, Ajazz and Rampage (not sure If I missed some but that should be it). Any of these are good?

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u/RealisticSet4746 — 12 hours ago
▲ 3 r/hoi4

Problem with Collaboration Governments & Resistance Modifiers

While playing, I encountered a few problems with the resistance system & collaboration governments, more specifically resistance modifiers, buildings to overlord, contribution to faction and autonomy.

Starting with resistance, sometimes a country such as Sweden can acquire certain resistance modifiers, which practically blocks the option to establish a collaboration government, by practically I mean the compliance will still rise, but at pace of 0.001% or something similar. I'm fairly sure this is not intended and even if it is, Paradox should provide tools for increasing compliance other than making collaboration governments before invading a country. My suggestion is just adding compliance gain to paramilitary training, or add a decision to make a parade in that country or something similar that would just tell people to like you because you liberated them or something.

Let's say you built a lot of nuclear reactors/facilities that are not inside your country, once you click "create collaboration government", Its gone, Its now all owned by your puppet and not you. In my opinion this is just an oversight and since puppets give you their mils and civs, they should also give at least a part of also other buildings.

Imagine your own puppet getting enough contribution to the faction to become the faction leader. Also another oversight that will most likely never happen to anyone in their run, but still a possibility and it should be removed by simply removing the option for a puppet to become faction leader.

I've read in many reddit posts that collaboration government cannot raise their autonomy. This is in fact incorrect, you can literally try it yourself, just compliance 100 in some small country like lithuania or luxembourg, then establish collab government, then add_autonomy [country] 1000, tag [country], pp, and Its there, shiny button to raise autonomy.

One last I belive oversight is that when you create collaboration government, it may take your cores, that shouldn't happen, we should have the option to still own cores like when you create normal puppets.

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u/RealisticSet4746 — 13 days ago
▲ 167 r/hoi4

Countries that don't have a custom focus tree yet

Africa:

  • Liberia

Middle East:

  • Mandatory Palestine
  • Emirate of Transjordan
  • Lebanese Republic
  • Republic of Syria
  • Sheikhdom of Kuwait
  • Saudi Arabia
  • Yemen
  • Sultanate of Muscat and Oman

Oceania:

  • British Malaya

Asia:

  • Mengjiang
  • Mongolian People's Republic
  • Tannu Tuva
  • British Burma
  • Tibet
  • Nepal
  • Bhutan

Europe:

  • Albanian Kingdom
  • Luxembourg
  • Ireland

Middle America:

  • Cuba
  • Haiti
  • Dominican Republic
  • Guatemala
  • El Salvador
  • Honduras
  • Nicaragua
  • Costa Rica
  • Panama​

South America:

  • Colombia
  • Venezuela
  • Ecuador
  • Peru
  • Bolivian Republic

Total: 34

I wonder if devs will start making focus trees for countries that don't exist at the start, imagine a focus tree for Kingdom of Rapa Nui.

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u/RealisticSet4746 — 24 days ago
▲ 79 r/hoi4

Comparison of planes & their modules

Transport planes keep getting better with each tier:

https://preview.redd.it/gufxt92m5p5h1.png?width=1628&format=png&auto=webp&s=9b14afddae108789d4baf02834b13cec8a8775e8

Everything remains the same except for Max Speed and Range, which get bigger, therefore better.

As for small airframes, this is what changes between them:

https://preview.redd.it/uplpydzy7p5h1.png?width=534&format=png&auto=webp&s=42d2d697b3f95884ffc63bb309be0a9a409ba9de

https://preview.redd.it/xp0sd6m89p5h1.png?width=709&format=png&auto=webp&s=53449319a3fe564962611f1eb2ce2351ba4af26d

As we can see, Inter-War performs the worst while Modern IC Cost increases drastically, so we are left now with Basic, Improved and Advanced. Advanced gets smaller improvements than Improved and costs more aluminium, so Its out. Now Its either Basic or Improved, even though Improved has smaller improvements than Basic over Inter-War, it performs better at the cost of weight and IC Cost increased by 1, this is because this graph only shows airframes itself, no guns included, so Basic airframe agility will get crushed, while Improved will be still decent.

As for medium airframes, this is what changes between them:

https://preview.redd.it/h1ss2b6vdp5h1.png?width=534&format=png&auto=webp&s=8767aa26724c54262ebf04c29d9426cc70b9bdf4

https://preview.redd.it/yml53tpwdp5h1.png?width=981&format=png&auto=webp&s=6bcd09f5f697a4c67721bb06988442bf62f426f0

As we can see, Basic is drastically better than Inter-War, however the next model has massive increase in weight, so the question is are the other models worth it.

https://preview.redd.it/a17eo30nfp5h1.png?width=823&format=png&auto=webp&s=a9432502fec7a949caa979b58c831d3fbdf34f97

https://preview.redd.it/bgswcyy5gp5h1.png?width=535&format=png&auto=webp&s=586406b1216800a675beab507fa1090b1934ba57

Modern adds too much weight for what it gives, therefore we are left with Basic and Advanced. At this point Its pretty hard to say which one is better, because on one hand, Advanced gives you more of everything but the increased weight means you will need better engines. On the other hand, Basic is cheap and lightweight. Its pretty much balanced now and it depends on your industrial capacity and what you want to do.

As for large airframes, this is what changes between them:

https://preview.redd.it/sd3kc10whp5h1.png?width=535&format=png&auto=webp&s=e14da9283842571a354c31b3975964992ede0fba

You don't even need anything fancy here, you can clearly see that Advanced has a sudden spike in defense and range and minimal cost increase. While Modern stats didn't increase as much as Advanced did from Improved, the IC cost only increases by 2% and aluminium by ~18%, while increasing Max Speed by 14% and Range by 20%, Its up to you if you belive Its a worthy trade. You usually dont make a lot of large airframes, so modern may be better, Its up to you.

As for stuff related to bombs, below are graphical representations of each one:

https://preview.redd.it/k1qr1qawjq5h1.png?width=479&format=png&auto=webp&s=b978c1281463619a14d2802a0eeb5eb6fb1ebff1

Medium Bomb Bay and Armor Piercing performs the worst. Bomb Locks are the overall best, because Bomb Locks has 1/3 the price and is only 25% worse (6 vs 8 attack).

https://preview.redd.it/ej7en1gokq5h1.png?width=480&format=png&auto=webp&s=3a6a4167412d9cb17f526ae46ce5c6cd874f997c

Bomb Locks and Small Bomb Bay performs the worst. Light Torpedo is better than Armor Piercing, because while Armor Piercing costs 1/4 of Light Torpedo, it weights more, you lose far more agility and you would need 2 Armor Piercing to match attack of Light Torpedo, therefore double the weight, so unless you just want to keep stuff as cheap as possible, Light Torpedo will be the better choice for quality. Medium Torpedo has 60% more weight, double the targeting and ~42% more attack, while Heavy Torpedo (compared to Light) has 120% more weight, 150% targeting and 83% more attack, If the additional weight is not an issue to you, Heavy Torpedos are best for you.

https://preview.redd.it/sppdh3pknq5h1.png?width=480&format=png&auto=webp&s=71295eb0e6bd9c8df2d1153640346dbd97e7d9da

Basically the same situation as with Close Air Support, Bomb Locks are best.

https://preview.redd.it/81kzwnuxnq5h1.png?width=481&format=png&auto=webp&s=eaf8a50e04714ecce48a3611b6f65125bf7b9668

Medium and Large Bomb Bay perform the worst, use Light Torpedos when you want quantity, Heavy Torpedos when quality.

https://preview.redd.it/dk7dc782pq5h1.png?width=479&format=png&auto=webp&s=ff4d717d3a8d6b995e65d70f190429f8b3af7eee

Here Large Bomb Bay wins because you dont lose any agility which means Its significantly less prone to being destroyed by enemy planes.

I won't be comparing Survivability Studies, Self-Sealing Fuel Tanks are very cost efficient compared to Armor Plates, which also decrease Range and adds more Weight.

As for Range Improvements, Its up to the user whenever they want more weight but less range or more range but less air defense, in my opinion, this stuff isn't even worth it adding to your planes.

As for Engines, Its also up to the user preference, if you prefer quality over quantity, try making your planes faster than enemy, more max speed = less casualties and more damage, though if you want quantity, add to your template everything you want, then choose the cheapest engine that adds enough thrust.

As for electronics, Its also up to the user preference, I've seen some people only send planes during day and skipping nights entirely.

As for guns, here is a graphical representation of each one:

https://preview.redd.it/5etqi142uq5h1.png?width=863&format=png&auto=webp&s=270e4bc03d161914c269b981be528d34d8fe2267

Since Cannon II are basically an upgrade to Large Cannons, to tidy everything up a bit, I will remove Large Cannons.

https://preview.redd.it/1i7a6927uq5h1.png?width=863&format=png&auto=webp&s=94e08bd73be75fdd5c3d1601c6836737943298c9

Now we can filter out some data again, as we can see, Cannons II are still overall better than normal Cannons because they lose less agility and Its only a slight IC increase.

https://preview.redd.it/ghcm9eevuq5h1.png?width=861&format=png&auto=webp&s=c3e678a1c6a4ef60c7051a386fe6fa16164e5682

If we were to compare 2x Light and 2x Heavy, Heavy has 80% increase in damage, 250% increase in weight and 80% increase in IC, 250% weight increase is not worth it. As for 4x Light and 4x Heavy, they have about the same as for 2x's. Therefore we can filter out Heavy MG's, they are not worth the weight and IC.

https://preview.redd.it/5reuiui7xq5h1.png?width=863&format=png&auto=webp&s=b5d9df77df9b3676c543dec48c7db2c831f07a67

Now Its up to the user, if they want quantity, go for Light, if they want quality, go for Cannon II.

As for Defensive Guns, here is a graphical representation of each one:

https://preview.redd.it/y5dy1h7qxq5h1.png?width=863&format=png&auto=webp&s=8e7641bdcebf97076a8b366a8ca2c3bd6a49d0ad

Now everything here is almost proportional to each other, you can clearly see that Heavy wins over 2x Light, Cannon wins over 2x Heavy.

https://preview.redd.it/dnyg5ae4zq5h1.png?width=860&format=png&auto=webp&s=2502c19bcde80c4571b61ef1a9a4c81043ca1f36

Now it only depends on the user on how much air defense they belive they need.

tl;dr version:

  • Higher tier transport planes = better
  • Improved Small Airframe is best
  • Basic Medium Airframe for quantity, Advanced for quality
  • Advanced Large Airframe for quantity, Modern for quality
  • Use Bomb Locks for CAS and Logistics Strike
  • For Naval Strike use Armor Piercing for quantity, Light Torpedo for between, Heavy Torpedo for quality
  • For Port Strike use Light Torpedos for quantity, Heavy Torpedos for quality
  • For Strategic Bombing use Large Bomb Bay
  • Self-Sealing Fuel Tanks are more efficient than Armor Plates
  • For Engines, either use the cheapest for quantity, or enough to make it faster than enemy planes for quality
  • For Offensive Guns, go for Light MG's for quantity, Cannons II for quality
  • For Defensive Guns, use either Light, Heavy, Cannon or 2x Cannon
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u/RealisticSet4746 — 29 days ago
▲ 158 r/hoi4

Best Occupation Law & Template | Remake

I decided to remake my older post which didn't include many aspects and to this day I still have no idea how I missed them.

This post is a further analysis of this one. While that one mainly compares occupation laws, it doesn't compare different templates and makes an assumption that you either use car or cavalry. They actually aren't the best options.

First, let's take a look at what HOI4 wiki tells us, there are 2 very important information found on Occupation page under Resistance Activity:

  1. Whenever resistance activity happens in a state, local partisans will attack and destroy 2% of the state garrison's equipment and 1.6% of the state garrison's manpower.
  2. The garrison template's hardness reduces both types of damage by -1% per 1% hardness, capped at a maximum of -90% at 90% hardness or more. This reduction occurs regardless of the actual equipment the garrison has available.

The last sentence implies that you can add a heavy tank to your garrison template, not produce them and still receive the reduction. I tested it and it indeed works:

https://preview.redd.it/yne5y2v4wg4h1.png?width=622&format=png&auto=webp&s=673dc298786843821bef1fb3ad769523b2aefdd9

I tested it by first making a template with only 1 heavy tank battalion, then I applied it and waited until a partisan activity was detected while keeping resistance below 10% using commands to make sure garrison division requirement stayed the same. When it finally happened I lost 3 manpower, which confirm it works. Garrison requirement was 3 divisions, one tank battalion requires 500 manpower, so 3*500=1500, since each partisan activity takes 1.6% of manpower, 1500*0.016=24, since I have full hardness reduction, 24*0.1=2,4. Why game tells 3 is because of rounding up. That partisan activity above was just to confirm the formula works, it does. That one required 3.75 cav divisions (template had one cav battalion), so 3.75*1000=3750, 3750*0.016=60.

This means if you're only interested in saving as much manpower and IC as possible and you don't care about buildings being sabotaged, any tier heavy tank with no production line is for you.

If you are however interested in keeping everything in order, then the next section is for you.

Now let's take a look at the stats of some battalions:

*Assuming Inter-War Chassis + Easy Maintenance

To see which one fits our garrison needs best, we can use logic. Infantry & Cavalry has no hardness, which means we will lose a lot of manpower and equipment, so Its out. Heavy Cast and Mechanized are too expensive for what it gives. There is no point in Car when Light can do it for cheaper and do it better. Motorized is too expensive on manpower. Therefore we are left with Light, Medium, Heavy, Light Cast and Medium Cast. They all give the same amount of suppresion and use the same amount of manpower, therefore that data is obsolete. Therefore we can get rid of that to get a clearer picture.

https://preview.redd.it/xpc4ub590i4h1.png?width=231&format=png&auto=webp&s=5fb16d77e9dc1463356700c7ea050f5962826ba7

Now I added the amount of tanks used and changed IC to IC per tank for a reason: when partisan activity occurs, Its not the IC that is wasted, Its the equipment itself. Reason why I didn't do that before is because Its then simpler to see the difference, but for further analyzation, it cannot be that simple anymore. The graphs below show the amount of manpower and tanks lost at different resistances (assuming no MP):

https://preview.redd.it/is26xo865i4h1.png?width=1726&format=png&auto=webp&s=7667f43e5f78a77f9ee4574870218fb203c2757d

Now one very important detail: game always rounds up the number, therefore there cannot be something such as 2.4 manpower was lost, Its 3. Therefore the real numbers show something like this:

https://preview.redd.it/77p3s9nv5i4h1.png?width=1728&format=png&auto=webp&s=de30c45d0f6ed6c2e9feeee7802c8f46e8507b8e

To put it into better perspective, below is the amount of IC that is lost, the smooth line shows the chance of partisan activity happening:

https://preview.redd.it/qulqtw11ai4h1.png?width=862&format=png&auto=webp&s=eaabd2ebbdc0a8898ea277874ef2ffbe94d8650a

The conclusion is simple, Light Tanks are best, but when resistance is below 13%, that's when it loses the least IC. By looking closer at this graph, we can see that a few zones have formed. First zone is below 13%, where Light Tanks perform best, then zone between 13 and 22%, where Medium Tanks perform best, then from 22 to 27% again Light Tanks perform best, then there's a massive zone, between 27 to 41%, where Heavy Tanks perform best, then Medium Tanks appear again, from 41 to 44%, 44%+ Light Tanks win again, while graph doesn't show it exactly, Light Tanks give 0.01IC less loss than Medium Tanks at that point. Let's tidy up the graph a bit and leave only those zones.

https://preview.redd.it/u09d52v7ci4h1.png?width=885&format=png&auto=webp&s=0e0ceb552adc9fe5bc444e962fe754645c8740d6

  • <13% - Light Tanks
  • 13-22% - Medium Tanks
  • 22-27% - Light Tanks
  • 27-41% - Heavy Tanks
  • 41-44% - Medium Tanks
  • &gt;44% - Light Tanks

Or to visualize it, this is for how much time each tank appears (from 0 to 100 resistance):

*Note that resistance limit is 0.01&#37;, but it won't matter much here.

Though I have never seen resistance go above 60%, at least never noticed it, so below I've made another graph that shows the same but for 0 to 60% resistance range:

https://preview.redd.it/o3pp7d0bii4h1.png?width=500&format=png&auto=webp&s=47a92aa78cd11cb107ca3b21430e2728241016f3

And well, this still proves that LT's are overall best.

This leaves us with the question is Military Police worth it? Below is a graph showing MP with LT increasing by 2 up to 10 (you can use the other ones as reference point and with imagination you can see the lines with 10+ LT's), how much IC it costs per resistance %.

https://preview.redd.it/y6c439l9ti4h1.png?width=1051&format=png&auto=webp&s=e24ab30fdbf9fee6a897935da273a98414281d28

As you can see, the cost decrease only goes up to a point, to be more exact 4 Light Tank Battalions with Military Police is cheapest.

And well, this is it. It took me 9 hours to write this post. I guess happy garrisoning to everyone, or something.

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u/RealisticSet4746 — 1 month ago