Hoi4 Missing Equipment Production
Allied AI: There is nothing more annoying then getting a beachhead somewhere that already struggles to supply your invasion force and immediately see about 3–4 allied front line plans form and just decimate your supply. The first group of research and production that gives you some alternatives. In the case of new unit projects it all depends on which units are you planning to use in combat. Depending on which group of units you are most interested in, you should hire one of the following designers. Equipment encompasses all things you will use to fight a war. In a production sense, battleships are even equipment. Equipment is produced via 'lines'. Each Line can have up to 15 Factories or Naval Yards assigned. Each piece of equipment has it's inherent IC cost, and production speed is based off of the IC cost.
- Hoi4 Missing Equipment Production Guide
- Hoi4 Equipment Conversion
- Hoi4 Missing Equipment Production System
Something went wrong when you went through one of those 'summoned to another world' scenarios when a Empire thought it would be a good idea to offload their problem defeating some legendary monsters and demons to someone from another world. A glitch in the system?
A curse or a misaligned blessing? Whatever it was, the process of transition gave you a entirely different skillset and powerbase than was meant for this verse.Instead of playing to their rules of knights, wizards, demons, dragons, and weird ritualized individual combat, you played on a much greater level. Beyond adventurers, beyond kings, you bore the powers of a nation. Laws were your power, armies were your weapons. Where everyone acts as if the world runs on the rules of a JRPG, you perceive the world like a grand strategy game and can manipulate it as such. But to use that power requires a position of leadership and authority, one that your would-be masters are loath to surrender, yet they dared not kill you either for all the divine favor they spent on bringing you here in the first place and not wishing to anger their Gods.Booted to a distant province to cover up your summoner's mistake, you are able to accumulate the beginnings of a power base with enough followers to begin to unlock your real powers. And with no direction from your summoners, you are a free agent and free to decide what you will really do in this new world.You begin with a city, a army, and WW2 technology unlike any other in this world with little direction on which way you must take it.
You can do as you wish, but know that the world is not stagnant nor idle nor ignorant of who you really are or what problems you can pose to them. Already the Empire is taking steps to ensure their mistakenly summoned hero will not endanger it's existence, and there is no telling who else will act upon your anomalous presence here.Do you bring freedom and liberty to this world of kingdoms and empires? Do you lead a worker's uprising against a decadent nobility? Do you seize control as the one leader to rule them all?Can you build a nation that will stand the test of time?.This is a nationbuilding quest game in the vein of grand strategy games such as Hearts of Iron, set in a generic high-fantasy JRPG world.
You are a anomaly, an outsider, a unwanted hero summoned by a corrupt and dark Empire that sought to manipulate you to it's ends. But you have the power of a nation at your command and are architect of your own fate.This is partially a sandbox game, but know that there are other actors on the world stage that won't settle for just reacting to your moves.Omake RulesI am very supportive of omake short-stories written by the players in my quests and I will reward those who do so. These omakes can be slice-of-life, PoV pieces from leaders of our units, histories, outside events related to our actions, and more. As a rule, I tend to allow well-written narrative to override the dice roll results, so its also a chance for individual heroism to arise in unexpected parts or to add a named character to your ranks that has better tactical bonuses than officier generic.As a rule of thumb: better omake = better rewards, longer omake = more reward options derived from details of omake, longer history and greater depth of character = greater bonuses attached to character.
I will also be periodically posting prompts for omakes with standing rewards that can be claimed ontop of the selection of options the writer will receive. Personal Dossier: Alexander von Stauffenberg, Commander in Chief (Temporary) of MeridianBackstory: Military CadetTraitsTempered Idealist: Alex has dreams and wishes to bring democracy and progress to this world, but takes a pragmatic view towards applying them.Contact: Alex isn't sure if he will want to return back to Earth after the likely years-long struggle to get ahold of how the Empire summoned him. But reestablishing contact with Earth would open a lot of options.Uplifter: Alex wishes to raise his people to modern lifestyles, technology, and knowledge. Ending hunger, fear, disease, and threats with superior technology and egalitarian ideas.Fame(3, Locally Prominent): Alex is becoming universally beloved and respected in Meridian to one extent or another, and he has become used to conducting himself as a ruler and leader of a nation.Personal Items.
MP38: Submachinegun for self-defense. Concealed Steel Coat of Plate. A series of factory-grade steel plates woven into several of Alex’s vests. Good-quality protection while still comfortable to wear.
Also comes with handy pockets. Leader’s Steel Trench Knife: A large knife with a spiked knuckleduster grip, made of factory-grade steel. The blade is durable than most iron swords, while the knuckleduster can inflict stunning strikes. Leader’s MG34: A Maschinengewehr 34 made of factory-grade steel, further improved by unusually high-quality machining of all components to impart extra accuracy and firepower while reducing total weight. Usable only by Alex or his direct retinue, who only uses it when expecting to travel in a high-danger area.
Keep away from Kampfer. Leader's Tankgewehr: A silver-plated anti-tank rifle with a stock of high-quality explosive and armor piercing rounds, usable only by Alex or his direct retinue.Retinue. Callaech: Bunny warrior bodyguard. Lorna Hayate: Ninja maid/ bodyguard. Manpower Law: Volunteer Only1.5% of population is recruitable. Good quality personnel.Recruitable: 3750Soldiers: 1,100Factory Workers: 3,400Deficit: -250 manpowerModifiers:Event: +500 manpower.Economy Law: Isolationism.Core Industrial Law: Industrial Standard10-hour workdays and hard work are the norm in the factories, no different than the level of toil they already performed before your industrial boons. The tools may differ, but their purpose remains the same to work hard for the state in and out of the factories.All factory’s base productivity set to 5 PPMaximum factory production capped at 20 PP eachMinor discontent and unhealthiness over time per active factoryAmendment: Double-Shift StaffingFactory access permissions will now be unlocked to enable a second active shift of industrial workers for full production instead of just maintenance duties.
Population: Approximately 250,000 demihumans in the city and surrounding provincesCity Garrison:. 3x Militia Companies: Citizen soldiers with hand weapons and part-time obligations to train and defend the city and man the walls. Cannot be moved, low morale and training.City Infrastructure:. Governor's Palace: The center of governance and administration of the city and nation. Our protagonist's primary residence and base of operations. Restored Walls: The walls and gates of Meridian have been respectably repaired, enabling garrison troops to patrol more effectively.
Decent housing block: Some parts of the city have decent homes for it's denizens, but not many. Slum housing blocks: The city is filled with refugees living in shacks and slum housing. Sanitation and safety are poor, while the ramshakle homes provide no protection from winter. Recent improvements have moved most people to better shelter, but it's still tight. Ruined Trade Port: Meridian was once a rich trading port, but now it's docks are empty and crumbling. Poor Market Centers: Meridian was once a rich trading port, but now struggles to cover day to day necessities, let alone deal with exotic foreign goods. Prefab Housing block: Quonset huts and industrial tenements, a bit tight but enough to house plenty when winter comes.
Sewer System: A operating sewer system ensures your citizens drink clean water and sewage gets dumped in the sea. Your people appreciate the reduction in nauseating odors. Child Shelters: The beginnings of a formal state orphanage and welfare system.Industry (6/8 Strategic Building Slots occupied in Meridian. 2/4 provincial factory slots available). 4 Civilian Factories: Centers of civilian construction, consumer goods production, and special project manufacturing. +5 CPP each, 15 total.- ISOLATIONIST: These factories are locked to civilian purposes and cannot be converted to military production.
2 Military Factory: Center of military equipment and material production. +5 MPP each. 2 Civilian factories in farming provinces. 2 open factory slots at Vasil Waterfall (requires infrastructure)Hope: 55%Discontent: 10%. Name: Mara KampferPicture/Description:Position: GeneralCommand Style: Flexible and adaptive. She doesn't have a distinct specialty but instead adapts to the situation at hand, studying her the opponents and terrains she's likely to face.
Ideally far in advance, so she can prepare accordingly. It prevents her from excelling in any one specific area, but instead makes her a good all-around general.Trait: Adapt and Prepare - Troops under her command gain a small amount of XP each turn, opposing generals have one of their combat traits neutralized.Short Bio: Mara's home state of Brellin was heavily militarized, maintaining a large standing army along with an even larger militia, both well trained and equipped.
Its location made this a necessity, as its position towards the center of the demihumans territory - with open land and no natural borders to help defend them - often made it a battlefield the neighboring city-states seeking to circumvent the defenses of their neighbors. As such Brellin continuously expanded and developed their military to act as a deterrent, although on more than a few occasions it was also used to invade and fight on other city-states' territory for a change instead.Since her family, minor nobles from the center of the city-state, had a history of service in the standing military, Mara was already an officer when the war began and Marcomann formed his legion. Like many states, Brellin supported him, but where the others often only sent a small part of their standing military joined by large groups of ill-trained and -equipped levy, wary of exposing themselves to their neighbors, Brellin sent its entire army, while calling up its militia to defend its lands.During the war, she rose through the Legion's rank, the lack of good officers helping her advance faster than usual, until she became a general and commanded her own army.
She did not stand out in some particular area, as other commanders often did. Instead her strength laid in her flexibility, her willingness and capability to adapt to whatever task she was faced with. Often it meant studying the enemy general's past tactics and strategies, comparing them to their current situation, and then altering her own tactics specifically to counter theirs.
Training and experience have exponential effect upon a troop's combat effectiveness and survivability in battle. While you can train the troops as much as you want, acquisition of higher levels is only possible via combat experience. Conscript: Untrained, unskilled across the board, and led by marginally effective officers. While their weapons give them punch, they have little idea of how to stay alive on a battlefield. (No write-in actions, very low combat effectiveness and survival rates). Green: Limited training and experience.
New to their weapons and equipment and unable to make full use of their abilities, but at least they have an idea of when to duck. (No write-in actions, low combat effectiveness). Trained: Trained and some experience, but not properly battle-tested yet. Their tactics are more textbook than innovative, but they perform well in the field within their given role or under proper leadership. (Combat effective, but unable to execute write-in actions on their own.).
Regular: With a core of experienced and battle-tested troops, this unit is prepared to fight a industrial war and push their hardware and abilities to the limit in the name of victory. (Improved combat effectiveness, can execute dynamic write-in actions). Seasoned: With the entire company made of hardened troops, it becomes more flexible and dynamic on the battlefield while more able to stay alive.
(Can execute multiple write-in actions at once with crack combat skill). Veteran: Experienced and battle-hardened units that have been forged in hard battles are tough fighters that can endure hard combat situations and thrive in them. (High level combat and survival skill). Elite: The best of the best are not appointed or trained, only found in the hottest crucibles of war. Occupying positions normally only taken by the immortal adventurers, such soldiers are rare and precious, for they can be the right crew at the right place at the right time to change entire battles and decide the fate of nations.Morale.
Morale is not a straight-line process of progression in quality, instead it is more of a summary of the unit’s mental and organizational state. Reluctant: This unit has little faith in it's leaders, equipment, cause, or all of the above.
They are likely to break under pressure and avoid taking risks. Confident: This unit trusts it's leaders are right, it's equipment will work, and it has a reason to fight.
Prepared: Unit is well-supplied, well-equipped, has faith in their equipment, and is prepared for many contingencies (A temporary buffed version of confident). Aggressive: Defaults to attacking in any situation unless ordered otherwise. Stronger on the march, prone to unnecessary actions in defense. Defensive: Defaults to entrenching and fortifying in place unless ordered otherwise, skilled in defense, hesitant on offense. Fearless: Unit will not break nor retreat under fire unless explicitly ordered, and is zealously loyal to a higher cause than their own lives.
It’s been six months since you were summoned to this world. Still not enough time to get completely used to wild monsters, real swords and sorcery, weird part-animal people, or the fact that you are somehow part-nation according to the mages that tried to read your mana-circuits when you were first summoned.Six months since you were kicked out of the Empire for not being the kind of easily manipulated hero they wanted to deal with a demon problem on their frontier, no questions asked.
Unfortunately for you, you were too smart to not ask a few too many pointed questions and ended up with a powerset that completely contradicted their designs. Unwilling to kill you, lest they offend the gods they already gave heavily to for the sake of a otherworldly hero, they settled for shoving gold in your hands and directions to a frontier province to keep you out of the way while putting someone else up as their supposed 'Living Myth'.What followed were six months of hell trying to survive, let alone figure out how to actually use your nation-magic, as you face the realities of the world and empire you have been brought into. Disease and hunger from so many resources diverted to the Empire's endless conquests and wars on the monsters on it's frontier and the leftover demons from the last Nether incursion. Corruption and brutality as the provincial nobility are left unchecked in the extortion of their territories or sating their own whims. But then you got a lucky break when someone you met recognized the runes on your arm as a otherworldly hero and took a interest in your unusual skillset and requirements of your magic, and was able to provide enough of a chance to use your real powers for the first time in action.Your story begins at. A Trading PortWhere the Empire shunned you, a merchant prince has taken you in with a interest in your unusual assets, allowing you to set up shop in the trading port city he more or less owns as a fief unto his own. In exchange for the manufactured consumer goods your factories can make, he can supply gold, slave-tithe workers, and mercenaries for your other objectives where noone else will help you.
Disarmed NationYou have kept a modest circle of companions and followers, but have done little active recruitment yet and don't seem to have any magical attraction powers active yet. Which gives you a reserve of untouched nation-power to summon other things more immediately useful and take advantage of more local assets.Begin with a limited manpower pool, enough for a few companies.+2 choices of starting assetsX Volunteer OnlyYou have taken on many volunteers who wished to join your cause and forces, and you seem to be able to easily convert those who are even the slightest inclined towards volunteering. A interesting, if very specific, ability to have in hand.Begin with a sizable battalion's worth of troops plus a reserve of people for future callupRecruitment of new troops is standard, training is regular Limited ConscriptionAs you have promptly learned, manpower is a critical handicap on your power, armies, and industries alike. Volunteers aren't enough, and so you turn to drafting criminals, mercenaries, and youths who have no essential duties. And surprisingly it works, with even the most recalcitrant obeying your orders due to the law-magic involved.
But is this a line you feel comfortable crossing?Manpower pool greatly increased. Initial forces can make up two-three battalions, but are under equipped.Recruitment and training take slightly longerAre your manpower-laws magical slavery writ large?- Extensive Conscription (LOCKED)Is this world ready a true mass mobilization of the people?
And more importantly, how would such a decree manifest itself?Select starting Economy LawBesides a few general action slots based on your territory and population, the real source of your action-economy will be from factories you build. Civilian factories are essential to supply your people with consumer goods and build modern facilities and structures, while military factories will crank out equipment from WW2 to equip new units to your fighting style.
The choice came with a few factories to begin your nationbuilding with, though staffing them is a whole other issue to manage even if they are far more flexible than real factories could possibly be. Central Territory: Civilian EconomyYou summon three civilian factories that can manufacture a multitude of goods with enough labor and resources, even more factories.
But this leaves you limited to local assets for immediate protection, and converting the machinery to war-work is more difficult than it should be. Meanwhile local farms and mines seem to be more productive than ever just by being in the same region as your newly created factories.Begin with +3 civilian factories, resistant to military conversionLimited equipment for starting troops, upgrade costs increasedLocal support and resources boosted Central Territory: Early ArmamentYou summon pair of civilian factories and a small military factory, enough to build the beginnings of a city and army with the assistance of some local workshops. A respectable beginning in many senses, particularly in getting a early stock of field kit out. While it will take time to train up the workforce and get the assembly lines operating at speed, they are already manufacturing goods and equipment unlike anything else seen in this world and in substantial quantities surpassing feudal cottage industries.Begin with 2 civilian factories, 1 military factory at low efficiency Central Territory: Accelerated ArmamentYou hit the ground running the moment you summon your factories with multiple working shifts and a constant flow of production backed by every local resource you can muster.
It has cost, both in time and the limited influence you have to raise followers and troops, but you have begun to push out more mechanized assets than you thought possible within a short time. And given the state of this world, you'll need every last bit of it.Begin with 1 civilian factory and 1 military factory at high efficiencyEarly production runs have led to a buff in initial equipment levels, some starting infantry have extra upgradesReduce manpower availability and initial army sizeDEMOCRACY IsolationistYou are more focused inwards than outwards, turning your ability to summon factories and WW2-era tech towards trying to raise domestic living standards and deal with homefront issues more than foreign adventures. Fender pj bass wiring.
Hoi4 Missing Equipment Production Guide
X Democracy+ Great Leaders: You have the right people in the right place, and in turn you grow as a great leader as well with the right people to be your agents of change.+ Beacon of Knowledge: Many wise scholars and learned people flock to your banner for your tolerance and outreach to knowledge. (Additional R&D power)- Isolationism: As a beacon of democracy and liberty, you are hesitant and constrained against interfering in the affairs of this world directly. Plan: Necessary Militarism- The Ragged Frontier- Limited Conscription- Central Territory: Early Armament- FascistThe Frontier = Fan has been hitFacism + Conscription = Wall of MenEarly Armament = Good chance for growthThis was my basic thought process.
Hoi4 Equipment Conversion
I want to see how far we can go in the hellhole of the Frontier. We'd be allied with a Demon, for better or worse, but we've got great tech. Our main focus will be the military, since there's nothing else that's more important than maintaining the line of defence, and Fascism is the most effective at leading a territory during wartime, because we need to take decisive actions, and we'll likely need to take very radical measures should the front become even more dangerous. The Early Armament offers us three factories, one of them for military production, all at low efficiency. The efficiency will grow in time, and the conscription is there to hold the line until the efficiency of the industry has grown and allows us to catch a breather. Alright, folks.
Any of y'all read In essence, it's a LOTR fic about Saruman upgrading the forces of good with late 1800s military tech.That's basically my initial plot for our new nation. Personally, I'm hoping to make this a repeat of the German Empire, with our MC as Bismarck. I know, 'tis a bit cliche, especially in Anime, but I really think that we could do a lot of good (or evil!) with a focus on empowering our common man with what technology could work.With Plan Reunification Rerun, (Demi-human- Volunteer- Accelerated Armament- Democracy), we should be able to build up a small, but skilled army with advanced technology, hopefully enough to catch any bandits or mages flat-footed. Any thoughts? Well now this looks interesting. Hmm, lets see.plan: tumbling crowns The Demihuman City-State -I think this would likely be the best place to start. We'd need to be clever and fast to avoid getting squished, but with the right kind of diplomacy we might be able to stall actual aggression until we are too roufgh a nut to casually crack.
Disarmed Nation - it does 2 things, 1 it makes us look less threatening, and 2 it gives us more assets to play with, the hit to our manpower pool is mitigated by our starting location. Central Territory: Early Armament - having an early force that can stab bandits is nice.
So a bit of military power out the gate to enable bandit stabbing, but a focus on bulding up economy. I would be willing to swtich to Civilian Economy though since I don't have a strong preference. Democracy - Is non negotiable. We shall not be a great monarch, we shall be the death of monarchy. No longer shall blood or might be the means of legitimacy, by our hands shall the heavy crowns or the world be cast down into the muck, and woe to any monarchs who would oppose us! The dawn of a new age shall comes, and it's arrival shall be a wave of blood fire and hope!.ahem.
RnD as always is going to be our main goal, and frankly were already going to be putting heads with the locals, they have all the power so there isn't room for us as is. This just means they will realize that a bit faster. I doubt not being able to strike first will be a major issue given how terrffying we'll look once we have our steamroll of freedom up and runnin.g. Click to expand.Similar yes. You can convert civilian factories to military and vice-versa, and there are limits on total factories relative to local resources and population (initially very low, this is medieval fantasy land not post-industrial revolution world).
Hoi4 Missing Equipment Production System
But even a single factory can crank out more material than most cities in this world.Factories can be budgeted towards different projects each turn. Civilian factories can expand your city, make trade goods, build forts, build new factories (time intensive!), or assist various civilian matters. Military factories manufacture hardware and equipment for your troops, and can be more efficient at it the longer they are set to a single production task.That being said, these factories aren't 100% tech as the little issues of 'electrical power supply', 'retooling', and what workers actually do inside them is a bit fudged by magic. Figuring that out will be a issue in the game. Click to expand.Woops, I noticed and changed it just before I got the notification that my post was quoted.But yeah, my plan is that morality is something that is sort of a trodden path. It can be used, it offers a guide, but it is not always the best solution.Sometimes, placing the Nation before the Individual is more important for the continuation of the former and latter, and this reason skyrockets when in a wartime situation.Plus I'm getting kinda tired of seeing the same ideal of democratic utopia being guided towards in quests even in areas where democracies would be detrimental in the long run following logic, but dice say that it's perfectly fine.
Click to expand.Yes, but the other choices put us much closer to immediate danger. Take the Prince, he's a profit-motivated actor who is likely to abandon us if we start doing a big conquest, since conquest isn't quite so conducive to profit. The Demihuman City had been attacked by larger kingdoms before, and the Ragged Frontier. Demons, enough said.If we choose the order, I'm fairly sure we'll be able to build up in relative peace, and we will probably have the time to prepare for any problems. And with our technological advantage, that's key. Yes, but the other choices put us much closer to immediate danger.
Take the Prince, he's a profit-motivated actor who is likely to abandon us if we start doing a big conquest, since conquest isn't quite so conducive to profit. The Demihuman City had been attacked by larger kingdoms before, and the Ragged Frontier. Demons, enough said.If we choose the order, I'm fairly sure we'll be able to build up in relative peace, and we will probably have the time to prepare for any problems. And with our technological advantage, that's key.