71Cloak actually tested the engineer spirit and found that the 5% railway gun bombardment doesn't raise the penalty inflicted in enemy divisions from 10% to 15%, it raises it to something like 10.1% or something. So it's pathetic. That could be a glitch, and Paradox may have fixed it by now.
Instead of adding 5% to the 10% of normal railway bombardments, it instead increases the railway bombardment by 5%. So it literally goes from 10% to 10.5%.
Naval liason is useless... Shore bombardement caps at 25%. The trait only reduces the naval power requirement to get to that 25% cap by 25%. The other one that gives +240 hours marine supply grace is absolutely amazing for invading shitty islands in the pacific with 0 supply. Japan with logistics focus spirit can get god tier generals from the China war with Grand battleplan. As supply is a nightmare in Asia, and planning speed is very useful for GB.
@@TheArklyte Supply grace means your division will not get any supply penalties for the duration of the grace period. If you land in a zero supply zone, you effectively count as supplied for the duration of the grace period.
Feedback, at 33:24 you said that for preparing a naval invasion of 10 division it take 90 days however if you assign each division to a different naval invasion instead of the same it will only take 7 days
Tip of the Spear: the 20% bonus planning means you can have a planning bonus in your naval invasion. The malus is minus 100 percent, so your naval invasion will build planning bonus slowly.
I think the max planning boosts from Grand Battleplan doctrine affects this too. I noticed one game my marines had 40% planning when I was playing Japan. Very nasty.
You can cheese this by naval invading from a province bordering a faction member. Just plan the naval invasion with 1 guy and have the rest assigned by field marshal order to a frontline into your faction members land.
If you are late game, you have used so much command power on advisors and air zones that you cant afford any of these abilities. 1 army can easily use 120 CP with one ability, which is very high. -20% cost lowers the cost and makes it so you can use your CP more on other things. Also, the 20% planning speed is mental with Grand Battleplan. Nations like Japan with the logistic focussed generals can achieve huge planning stats that can work magic.
I'm usually more concerned with the fact that I don't have CP limit to afford to mass transport planes. So I run with expanded CP limit and faster railway/supply hub construction mods\/(-_-)\/
that moment when tannu tuva has a core pop of 88k at the start but gets 26k manpower a year pretty sure after 3.5 years tannu tuva isnt even 50% tuvan anymore
That logistics focus one is absolutely huge for MP historical games. When the axis have 20k planes over the Soviet union then that 5% reduction really adds up and helps relieve the fuel problems.
Defense bonuses are not just for defending, they also apply to attacking by boosting breakthrough. Just as attack bonuses are not just for attacking, but also boosts soft and hard attack while defending.
Yes, but that means, that for that amount of time (getting 700 or in this case 665 xp) you have to use that officer corps instead of a different one and by that point it only paid for itself (plus the other small bonus).
@@bigbenhgy But it doesn't just pay for itself, it also gives you more army experience, which means that it's the best spirit to get all the doctrines Sure after that other spirits are better, but I find that two or three doctrines go far more than a different officer corps spirit
A great improvement would be if they would show all spirits not only the spirits available in that moment, similar when choosing your advisors. Plus info about the respective requirements, e.g. Democratic, Mass Assault Doctrine etc.
The only time i would go for "Queen of battles" is when I wanna grind italien generals faster in Ethiopia. Then rush war and mainly use infantry. But again you get infantry leader so quick so spend that 20xp on something eles. Much love Dave!
Even then however, if you're grinding traits in Ethiopia, you're wanting Hill fighter / mountaineer / Desert Fox, and not infantry leader. So even in that case its bad.
Some criticisms. First of all, the Max Entrenchment of Static Warfare is absolutely worth it if you've invested in a defensive build with a GBP doctrine. The entrenchment increase is large (and if you stack it with other spirits, it gets stupidly powerful). Second of all, Embrace the Future is worth it for any nation who doesn't start with Panzer Leader generals if they're going tanks, such as Spain, South Africa, Hungary or Romania. Otherwise, good.
Proper heritage is useful for finland against soviets, you build less railroads and spend more production on actual weapons/AT/AA etc and this scenario is kinda guaranteed to happen in historical games
The bold attack bonus is pretty insane. I've noticed in games how ill have a general with like 4 attack level up twice and then boom he is already 10 attack. It makes sense if the +1 is an additional skill point on top of the 3 you already get. Idk if it is just luck but this always seems to happen with generals like Patton and Zhukov, I almost never play a campaign where they don't get 10+ attack right away
It's also great with Poland and the cossak King, as you get from your leader a buff on cavalry as well as a bonus from a advisor. I think you can stack up to 25-35% attack for cavalry.
Dont forget you can change those spirits, so if you want leaders with particular traits, you can chose the relevant spirits early on and then change them when you got the desired leaders.
10% hp is really good for blackshirt tanks. Since the blackshirt support exclusive to Italy gives like 50hp, you can make 2w tanks with over 60hp with this. While it's not alot, this means that your tanks have a great deal more survivability.
I'd love to see a tier list for the different "preferred tactics". I just always go with whatever one is highlighted in my chosen doctrine for every general. But there are SO MANY to choose. There has to be some reason to choose something aside from your doctrine's preferred tactic.
I almost always use Grand Battle Plan. The spirits are so good. If you're playing a small nation without good generals you can get easy inflexible stategists and brilliant strategists. Getting adaptable quickly on multiple generalsl is so useful. The naval invasion buff is more niche but if you are going to do any amount of naval invading it's great. Saving fuel is more of a later in the game thing, but also useful to save trading oil in late game. The doctrine itself isn't that bad either if you make use of the planing bonus for attacking armies and use dedicated defensive armies to hold the line making use of the defense and entrenchment bonuses.
I have to say the proper heritage would be MAD STRONG for some smaller countries that get invaded very early on like Ethiopia or Aussa because you suffer less from supply issue and you can build HUGE cav templates (without using any army experience)
--I would argue that the elevated engineer spirit is highly critical when playing smaller nations or if you're fighting the soviet union. It is very often the case that as a smaller country you are going to be lacking equipment in some form or like me you have invested into maintenance companies to keep as many tanks/artillery as operational as possible. The scavenger trait essentially allows you to be operating with maintenance to gain mad amounts of equipment and to operate essentially with one later tech advantage. Alternatively the trait allows your entire army to gain equipment from overrunning enemy divisions while gaining support equipment despite having any other support company in place of maintenance companies. --As for the engineer trait itself while you may scoff at the +5% river attack one must remember that the engineers themselves offer +10% (tech 2) which severely negates the penalties of attacking over rivers or even oceans. Should your generals have fought over enough rivers he may gain the amphibious/improvisation expert trait which offers an additional +15% to attacking over water in which if you are using regular tanks they have an inherent -98% to attack from ocean and -50% over rivers. --A final note is that when you hovered over the engineer trait it said it unlocks a genius entrenchment chief of army. This effectively doubles all the defense bonuses of engineer support companies without having to invest into grand battle-plan. This may prove highly useful when attacking nations and having your reserve army shore up the line rapidly in case of counter attacks.
+500 weekly manpower is 26,000 manpower per year. If you can manage it in '36, you'll probably get ~100,000 manpower by the end of '40. A nation with 10M core pop will get 500,000 manpower from just extensive conscription, so 500 weekly is unimpressive for them. Nations like Paraguay, Tannu Tuva, or other small ones that can civil war into communism should consider it though. 1M core or less get same value or more out of this pick after 4 years as fully replenishing their core pool while in service by requirement. Using puppets remains the best source of manpower for micro states by far once you can manage, but ~26k might be the lift you need to attain that puppet in the first place. Mass assault left does make use of non-infantry options, and given its supply consumption reductions is actually a solid doctrine for any nation that uses up its supply (either by operating in low supply areas, or just bringing a lot of hardware into high supply). IMO the reason it's not picked that much is some of its best stuff is relevant too late.
Organization loss when below 25% could simply be read as 3% more organization for normal use cases. If you are attacking with dry exhausted units however it acts like 15% more organization. Essentially it massively increases the amount of HP damage you take in really bad spots.
Gives a bit more staying power if you're the sort to strat redeploy infantry behind breakthrough divisions, which is actually viable to do in SP since the AI doesn't punish it.
did a little bit of math to see how much manpower you get from ideological loyalty. 95k manpower from 1 jan 1936 to 1 september 1939. 147k manpower from 1 jan 1936 - 1 september 1941. and to put it easier 26k for every year.
I think you got way too biased towards Grand Battle Plan, but I will say thank you to the "Theater Training," which I never really noticed before, and this spirit ALONE is enough to persuade me to pick Grand Battle Plan over Superior Fire Power. That 50% chance brilliant strategist on start and 20% terrain trait... Terrain traits are game changers, and half of the time, we can never even get two of them...
13:26 command abilities are A-tier. Because most of time they can save your disaster on a front despite having big losses. Because sometimes it's better to lose men and equipment but don't give away supply hub/victory point. I also used it to secure encirclements in Spanish civil war
Tip of the spear allows gaining planning bonus for naval invasion. It's S+ tier if you need it. Situational but an absolute must if needed. Operational reserves HP bonus is also S tier.
Ok that avocado pit removal was tight. Sadly grocery shopping is my favourite part of making a meal for me, as I never really stick to recipes or ideas of what I'll be cooking. I go out with intent to have chili con carne and end up changing my mind to paella in the store. It's the last part of my childhood spontaneity holding on :)
Flexible Organization is hugely good at getting your divisions deep into the enemy rear for BIG encirclements (not the tiny little 1 tile encirclements) and also holding the perimeter for an encirclement by keeping your org higher. I think you're underrating Flexible Organization, especially when the competition is not very good.
yes the bold attack increases the chances of +1 attack dramatically when the general levels up. I once levelled up Omar Bradley from level 2 to level 4 in the 2nd ACW(in Kaiserreich) and the general attack was ridiculously high. it was about 10 as a level 4 general .
I think relief of command is great for democracies because they typically have a harder time getting army XP early game and so it allowing them to get more really helps with that issue
Overwhelming Firepower is actually really great if you're doing the 1-division training trick with a country like the USA (perfect for USA because they start with Superior Firepower unlocked). It allows you to jump to a max width infantry template really quickly, allowing you to maximise your XP gain.
@@cebulak6695 PDX patched it partially - the XP gain took some time to ramp up after the patch, but I think by approx. the end of 1936 you were at around 0.25 xp a day, assuming you were training a division completely packed with infantry.
Infantry Officer (not Infantry Expert) can't be earned, nor can any of the other _Type Officer_ traits. They each give 2 skill points in different stats, +1 Def +1 Planning for infantry expert, plus a 100% exp boost towards their respective _Type Expert_ trait. Cavalry Officer is arguably the best, though, since it gives you +1 Attack +1 Logistics.
Proper heritage: full cavalry china. Grab all the logistics bonuses you can, overstack the front line. Also planning speed bonuses are not bad when you stack them, you can reduce planning times to days while also increasing max planning at the same time, planning is huge for breakthrough.
Victory or death is very good when using paratroopers as they drop with already low org. This will help counteract this and make them op. Plus add some medium flame tanks to them and your unstoppable!
I never took Bold attack and its counterparts up until now but now that I know they just add points to the desired stat instead of redistributing them I'll definitely consider picking up them in my next playthrough especially when I have some exp to spare in switching spirits(say from acadamy scholorships to create a bunch of generals then to the supply bonus to get those up before swapping either defense or offense to pump those up once the other 2 or close to max)
Flexible organization at E just feels wrong. Speed and org loss while moving reduction are two great stats. The only one in this bracket thats clearly better is static warfare cause that buffs your infantry frontline big time in their most important role and thats entrenchment. But lets take Germany as an example and you stack the Guderian, von Brauchitsch, Henschel and the flexible org bonus on quick tanks that would be +35% speed on them. Also with some org loss reduction those things will just blitz around the enemie lines. Id give it a B or C.
How is engineer a bad trait? River attack is great, put some marines underneath a engineer general in land warfare and break enemy weakpoints along their river defenses.
This is actually very good advice lol, i've basically never used those as i thought of them as wasted xp. tho as someone who uses a lot of spgs i think you underestimate overwhelming firepower slightly
If you're going superior firepower, overwhelming firepower actually saves a lot of army XP when you consider you are surely going to add support artillery to literally every division template you use throughout the game, for me, this saves over a hundred army XP on support companies alone, then you save more off line artillery and motorized. When you consider how you're going to have 2-3 artillery battalions for infantry, mountaineers, marines, and motorized/mech divisions that's another 50+ army XP saved.
25:33 if you choose mass assault for the supply reduction and/or for the manpower bonus, you could go mech if you are a small or medium size country with ok industry.
Relief of command doesn't need a nerf, the other Spirits of the Army need a buff. Part of why its so good is that it comes at no opportunity cost. If you're one of the nations that doesn't have it, you're at a serious disadvantage. If there was another option that gave immediate useful bonuses, then RoC would require you to forgo that to get your Doctrines faster, and then switch to the stat bonus later.
Hey feedback because its almost a year ago you posted this , there is something about the infantry leader/panzer leader(officers) as they have hidden stats behind it making the commander gaining aditional stats besides + 100% xp boost(which is shown with the command Allowtraits).
Saying attack is more valuable than defense is generally true, but in the right terrain and with low manpower that defense and entrenchment buff can let you sit and hold off massive armies with 2 or 3 units per tile with ease. Whittle then down, rack up huge war score then just push then when the equipment and manpower is gone making swift encirclements to ensure they cannot recover.
Proper Heritage has funny use with Poland on the Cossack King path because you can use it to get up to +25% cav attack and they can form the Commonwealth without the compliance requirement, so when fighting into the SU you get the core territory bonus almost all the way to Moscow.
Feedback is fun to listen to because he genuinely gives good advice.... and then theres things that are frustrating and make me go... "Why do i watch him" idk tactics, things he says like, "this is rubbish" or "This is so bad" when in reality theyre not lol makes me question him. maybe its just me!
Proper heritage is pretty good for the Soviet Union or China since most of the fighting you do is on your core territory and you get 20% less supply consumption.
Bold attack sometimes works, but sometimes I'll still end up with a general getting points in defense. Even if there has been literally no defense. It seems to be worse with admirals.
Tip of the spear, that +10 naval capacity, does that mean you dont have to research it? Say you're a nation that doesn't start with it, saving that research slot could be really good. And a lot of times you don't need to be naval invading more then to just get a beach head and ferry troops into the gap
I will be honest, a lot of these I usually end up seeing as free bonuses, as I end up remembering these even exist after I have already gone through my military doctrines already lol. So I usually end up seeing many of these in a much better light than feedback does.
I think the bayonett one is good if you are planning to start designing templates from scratch, or modify the base template without further cost, I think is more of an early game thing when you are planning to save army XP and you aren't at war yet (like the Soviets who go to war properly around 41-42)
Theatre Training is bugged at the moment. If you get Brilliant Strategist or Inflexible Strategist, you don't actually get the skill bonuses. You can even see it when he creates the new general, who is 1,1,1,1, but should be a 2,1,2,1. This means that if you get either of these, all that you really is the option to take a field marshal trait, which costs a slot and only applies to field marshal, as well as a bias towards getting specific skills on level up. The strength of the spirit should be to spam the trait on generals. Also the spirit that makes a general start 2 levels higher isn't as good in my opinion. The first two levels are easily the fastest to level up and you won't be able to get the chance of +1 attack, +1 defense, or +1 planning and logistics on both of those level up (depending on which you choose). If you create many generals, then yes you can get the skill distribution that you want, but they won't be as good overall.
9:10 math is on another level, i think its op to take this as germany/ussr, its pays for itself after 3,5 doctrines, sp you can sit on it and after you complete your doctrine change it to something else, its absolutely massive, saving 200xp from just 35xp, idk how it's not an S+++
I cant really agree with you on that Static Warfare, as someone who mains Soviet Union i find it extremely useful especially when fighting japanese and germans at once (multiplayer games) you can just easily stand in Siberia with 1 div/tile and japanese cant go through, and fighting germans far behind soviet borders making it easy to defend and let germans deplete all their stuff then counter attack. Edit: Forgot to mention that i use Elastic Defense almost all the time.
i feel like one thing he forgot with proper heritage is china everything's your cores even for the warlords after they've done some of their focus tree i believe and supply is hell.
Tip of the Spear is fantastic for minors that need to naval invade, say Colombia creating Gran Colombia for the achievement. If you dont start with transport tech unlocked, normally you have to research it, but if you get tip of the spear it raises your naval invasion division cap from +0 to +10, essentially giving you that tech for army xp instead of research time, which is at a premium with only 2 slots and nothing researched.
Proper Heritage can be useful in scenarios like: 1) USSR encountering a bad Barbarossa (like what you said, when they are at Urals) 2) Nationalist China and Communist China unifying China and trying to defeat the Japanese 3) Endsieg Germany (? But it will be less useful in this scenario.
Naval invasion planning is on a per invasion basis not a globally effected number. If you were invading two tiles for example you could, instead of having a single invasion hitting both tiles, select half your invading army and assign it to one tile and assign the other half to the other tile and you cut the prep time in half. If you were willing to sit there long enough you could have a naval invasion using the maximum number of divisions by assigning one division (or whatever the limit is) per invasion and they would all have a 7 day prep time. So there is literally no downside from tip of the spear giving naval invasion capacity.
Media personality isn't actually a negative thing, sure makes reassignment much more difficult but there are ways to get around it, a little tedious but it really just removes the cons of it, but there reason why Media personality is so good is because it is more likely to give your generals extra attack and I think it was either planning or logistics skills when they level up, so pair it with bold attack and meticulous preparation you are going to get op generals very early on, political loyalty gives you a boost in planning and logistics skills when they level up also. The things that are seen generally as negative can actually be beneficial as well, the only true negative traits in this game is caustic personality, cowed by Stalin, getting sickness, recent promotion, and being an opium addict.
I've Used proper heritage In the past with Poland Duing my Cossack king Runs and with the right Bonuses Can be mad Op. But In most cases it really falls short unless you have some luck Or no industry Like Warlords or early game Poland And or white Russia
Also, bold attack works like panzer leader in that you can get bonus stats at level up. You have the potential of 5 stat gain in one level up, with 2 if them at a minimum going to attack.
Wow, I never knew spirits like theater training and tip of the spear and smoke and fire were locked behind doctrines. I always thought i was either tied to nation or maybe ideology.
I think Grand Battleplan is made so OP because of Japan as it is very fuel-dependent and its amount of slots for refineries is quite limited. Either your convoys will be raided or your fleet which would protect them would eat all the fuel. Anyways, this strategy tree is my favorite also (at least at the moment).
Actually Feedback, less supply penalty in core with proper heritage is great if you are expanding into core territory. It will also be useful if you are going Romanov Russia.
Planning speed is good especially if you got mad max planning (grand battleplan). Imagine having massive buff just by standing still for couple of days. Attack enemy with reserve division while you build your planning on your main breakthrough division.
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Feedbackcooking when?
Already getting HF but congrats on the sponsor. Good video!
nice one
Nah
When whill you do Navy ?
71Cloak actually tested the engineer spirit and found that the 5% railway gun bombardment doesn't raise the penalty inflicted in enemy divisions from 10% to 15%, it raises it to something like 10.1% or something. So it's pathetic. That could be a glitch, and Paradox may have fixed it by now.
15% would make it one of the best spirits. 10.5% is a disappointment.
Instead of adding 5% to the 10% of normal railway bombardments, it instead increases the railway bombardment by 5%. So it literally goes from 10% to 10.5%.
5% of 10 is 0.2
so 10.2%
5% of 10 is 0.5
@@T110E4_Wanderer There’s a slight mistake
10 x 5% can also be written as 10 x 0.05 which would equate to 0.5 and not 0.2
I mean it makes perfect sense Pdx gave the strongest spirits to the trees usually considered the weakest. The other ones didn't need buffs.
Yeah, i thought that too. Was pretty obvious especially considering the superior firepower corps are trash
if they buffed mobile warfare and superior firepower there would be a revolution on the community
superior firepower is useless. just go grand battleplan if you are doing that sort of strat
@@joda7129 what strat? Isn't superior firepower created for self-propelled support artillery spam?
@@jimmcneal5292 That is why it was created yes. But grand battleplan gives more attack bonuses anyway so it makes superior useless.
I never realized meticulous planning gave extra points. That's s+ tier since it means all your generals will eventually have max supply reduction imo.
generals, and field marshals, don't forget they both get this
P&L is #1. It's never guns or width, it's suppy
I tested this today and it doesn't work like that anymore
@@spencersmith4373wait really? Was it patched or something?
Naval liason is useless... Shore bombardement caps at 25%. The trait only reduces the naval power requirement to get to that 25% cap by 25%. The other one that gives +240 hours marine supply grace is absolutely amazing for invading shitty islands in the pacific with 0 supply.
Japan with logistics focus spirit can get god tier generals from the China war with Grand battleplan. As supply is a nightmare in Asia, and planning speed is very useful for GB.
Wait, wait, wait...
Supply grace gives division a supply even if the division had 0 supply beforehand? That's kind of exploitable, no?
@@TheArklyte Supply grace means your division will not get any supply penalties for the duration of the grace period. If you land in a zero supply zone, you effectively count as supplied for the duration of the grace period.
@@magni5648 good. Completely unrelated to what I asked, but thanks anyway, Cap;)
More you know
I love having some tank division in china-india as Japan then suddenly having enough supply outta nowhere just by using logistic wizard.
Feedback, at 33:24 you said that for preparing a naval invasion of 10 division it take 90 days however if you assign each division to a different naval invasion instead of the same it will only take 7 days
I am trying this tonight
I always cheese the game like this, not in other way
I literall thought about it. Why make one big invasion if you can make a few smaller ones combines for smaller prep time?
Never knew this
Tip of the Spear: the 20% bonus planning means you can have a planning bonus in your naval invasion. The malus is minus 100 percent, so your naval invasion will build planning bonus slowly.
I think the max planning boosts from Grand Battleplan doctrine affects this too. I noticed one game my marines had 40% planning when I was playing Japan. Very nasty.
You can cheese this by naval invading from a province bordering a faction member. Just plan the naval invasion with 1 guy and have the rest assigned by field marshal order to a frontline into your faction members land.
If you are late game, you have used so much command power on advisors and air zones that you cant afford any of these abilities. 1 army can easily use 120 CP with one ability, which is very high. -20% cost lowers the cost and makes it so you can use your CP more on other things. Also, the 20% planning speed is mental with Grand Battleplan. Nations like Japan with the logistic focussed generals can achieve huge planning stats that can work magic.
I'm usually more concerned with the fact that I don't have CP limit to afford to mass transport planes. So I run with expanded CP limit and faster railway/supply hub construction mods\/(-_-)\/
Love that the fact that making Japan focus on Logistics is the key for their victories, when IRL their lack of Logistics was the key for their defeat.
that moment when tannu tuva has a core pop of 88k at the start but gets 26k manpower a year
pretty sure after 3.5 years tannu tuva isnt even 50% tuvan anymore
50% Tuvan
50% Tannu
100% Who?
Russian colonization basically,move on.
That logistics focus one is absolutely huge for MP historical games. When the axis have 20k planes over the Soviet union then that 5% reduction really adds up and helps relieve the fuel problems.
Or, you know, Japan and their eternal fuel shortage.
Defense bonuses are not just for defending, they also apply to attacking by boosting breakthrough. Just as attack bonuses are not just for attacking, but also boosts soft and hard attack while defending.
Defense boosts breakthrough?
@@delpheus7658 Bonuses to defense boosts both defense and breakthrough.
@@znail4675 I looked it up and there's a ton of conflicting information, like only certain defense instances do this so confused
Pro officer corps pays itself off after 7 doctrines
-5% doctrine cost means 5 xp discount every doctrine, costs 35 xp
35/5=7
Yes, but that means, that for that amount of time (getting 700 or in this case 665 xp) you have to use that officer corps instead of a different one and by that point it only paid for itself (plus the other small bonus).
@@bigbenhgy But it doesn't just pay for itself, it also gives you more army experience, which means that it's the best spirit to get all the doctrines
Sure after that other spirits are better, but I find that two or three doctrines go far more than a different officer corps spirit
A great improvement would be if they would show all spirits not only the spirits available in that moment, similar when choosing your advisors. Plus info about the respective requirements, e.g. Democratic, Mass Assault Doctrine etc.
The only time i would go for "Queen of battles" is when I wanna grind italien generals faster in Ethiopia. Then rush war and mainly use infantry. But again you get infantry leader so quick so spend that 20xp on something eles. Much love Dave!
Even then however, if you're grinding traits in Ethiopia, you're wanting Hill fighter / mountaineer / Desert Fox, and not infantry leader. So even in that case its bad.
Yeah the faster you get your first trait the lower the xp gains. That is why you see people switch generals once they have 98-99% in a trait.
Maybe China? Try and get the bonus defense faster.
makeshift bridges also gives a +10% bonus movement to all terrain
best army ability
Some criticisms. First of all, the Max Entrenchment of Static Warfare is absolutely worth it if you've invested in a defensive build with a GBP doctrine. The entrenchment increase is large (and if you stack it with other spirits, it gets stupidly powerful).
Second of all, Embrace the Future is worth it for any nation who doesn't start with Panzer Leader generals if they're going tanks, such as Spain, South Africa, Hungary or Romania.
Otherwise, good.
you can get 50% extra damage with entrech.
ua-cam.com/video/gQ1gO81YB1Y/v-deo.html
Proper heritage is useful for finland against soviets, you build less railroads and spend more production on actual weapons/AT/AA etc and this scenario is kinda guaranteed to happen in historical games
The bold attack bonus is pretty insane. I've noticed in games how ill have a general with like 4 attack level up twice and then boom he is already 10 attack. It makes sense if the +1 is an additional skill point on top of the 3 you already get. Idk if it is just luck but this always seems to happen with generals like Patton and Zhukov, I almost never play a campaign where they don't get 10+ attack right away
I think the cavalry one is helpful when you gotta reclaim core land as a nation without tanks early/deal with a coup
I can see that one being used my chinese warlords. bad supply and you dont have the indsutry for motorized
It's also great with Poland and the cossak King, as you get from your leader a buff on cavalry as well as a bonus from a advisor. I think you can stack up to 25-35% attack for cavalry.
@@BomKaBom now if only someone made a mod where cav get doctrine bonuses
Dont forget you can change those spirits, so if you want leaders with particular traits, you can chose the relevant spirits early on and then change them when you got the desired leaders.
For this reason, I like that the academy spirits are cheaper than the others
10% hp is really good for blackshirt tanks. Since the blackshirt support exclusive to Italy gives like 50hp, you can make 2w tanks with over 60hp with this.
While it's not alot, this means that your tanks have a great deal more survivability.
I'd love to see a tier list for the different "preferred tactics". I just always go with whatever one is highlighted in my chosen doctrine for every general. But there are SO MANY to choose. There has to be some reason to choose something aside from your doctrine's preferred tactic.
Some of them are stupid OP because of how the AI chooses tactics.
I almost always use Grand Battle Plan. The spirits are so good. If you're playing a small nation without good generals you can get easy inflexible stategists and brilliant strategists. Getting adaptable quickly on multiple generalsl is so useful. The naval invasion buff is more niche but if you are going to do any amount of naval invading it's great. Saving fuel is more of a later in the game thing, but also useful to save trading oil in late game. The doctrine itself isn't that bad either if you make use of the planing bonus for attacking armies and use dedicated defensive armies to hold the line making use of the defense and entrenchment bonuses.
I like battleplan bze you can deal 50% more damage when defending if you stack:
ua-cam.com/video/gQ1gO81YB1Y/v-deo.html
Hoi really is the gift that keeps giving. Years and years of updates.
Would Proper Heritage be really powerful in China? Because all of the land are core territories
a cavalry china sounds pretty interesting lol
you need to use army exp to resolve your corruption, you dont have time to get proper heritage.
China adopting Mongol tactics? What timeline is this?
@@witsleep Well maybe after you've been done with the corruption, then it could be useful
Might be, but Tsarist Russia is good, since you got that Cossack General plus Proper Heritage will do good
I have to say the proper heritage would be MAD STRONG for some smaller countries that get invaded very early on like Ethiopia or Aussa because you suffer less from supply issue and you can build HUGE cav templates (without using any army experience)
"Amateurs study tactics, professionals study logistics." -Omar Bradley
Logistics OP.
--I would argue that the elevated engineer spirit is highly critical when playing smaller nations or if you're fighting the soviet union. It is very often the case that as a smaller country you are going to be lacking equipment in some form or like me you have invested into maintenance companies to keep as many tanks/artillery as operational as possible. The scavenger trait essentially allows you to be operating with maintenance to gain mad amounts of equipment and to operate essentially with one later tech advantage. Alternatively the trait allows your entire army to gain equipment from overrunning enemy divisions while gaining support equipment despite having any other support company in place of maintenance companies.
--As for the engineer trait itself while you may scoff at the +5% river attack one must remember that the engineers themselves offer +10% (tech 2) which severely negates the penalties of attacking over rivers or even oceans. Should your generals have fought over enough rivers he may gain the amphibious/improvisation expert trait which offers an additional +15% to attacking over water in which if you are using regular tanks they have an inherent -98% to attack from ocean and -50% over rivers.
--A final note is that when you hovered over the engineer trait it said it unlocks a genius entrenchment chief of army. This effectively doubles all the defense bonuses of engineer support companies without having to invest into grand battle-plan. This may prove highly useful when attacking nations and having your reserve army shore up the line rapidly in case of counter attacks.
+500 weekly manpower is 26,000 manpower per year. If you can manage it in '36, you'll probably get ~100,000 manpower by the end of '40.
A nation with 10M core pop will get 500,000 manpower from just extensive conscription, so 500 weekly is unimpressive for them. Nations like Paraguay, Tannu Tuva, or other small ones that can civil war into communism should consider it though. 1M core or less get same value or more out of this pick after 4 years as fully replenishing their core pool while in service by requirement. Using puppets remains the best source of manpower for micro states by far once you can manage, but ~26k might be the lift you need to attain that puppet in the first place.
Mass assault left does make use of non-infantry options, and given its supply consumption reductions is actually a solid doctrine for any nation that uses up its supply (either by operating in low supply areas, or just bringing a lot of hardware into high supply). IMO the reason it's not picked that much is some of its best stuff is relevant too late.
Organization loss when below 25% could simply be read as 3% more organization for normal use cases. If you are attacking with dry exhausted units however it acts like 15% more organization.
Essentially it massively increases the amount of HP damage you take in really bad spots.
Gives a bit more staying power if you're the sort to strat redeploy infantry behind breakthrough divisions, which is actually viable to do in SP since the AI doesn't punish it.
did a little bit of math to see how much manpower you get from ideological loyalty.
95k manpower from 1 jan 1936 to 1 september 1939.
147k manpower from 1 jan 1936 - 1 september 1941.
and to put it easier 26k for every year.
Mad op for low manpower countries
I think you got way too biased towards Grand Battle Plan, but I will say thank you to the "Theater Training," which I never really noticed before, and this spirit ALONE is enough to persuade me to pick Grand Battle Plan over Superior Fire Power.
That 50% chance brilliant strategist on start and 20% terrain trait... Terrain traits are game changers, and half of the time, we can never even get two of them...
13:26 command abilities are A-tier. Because most of time they can save your disaster on a front despite having big losses. Because sometimes it's better to lose men and equipment but don't give away supply hub/victory point. I also used it to secure encirclements in Spanish civil war
29:45 No, from my experience you had to grind a certain amount of points to get the option to select Fortress Buster
Tip of the spear allows gaining planning bonus for naval invasion. It's S+ tier if you need it. Situational but an absolute must if needed. Operational reserves HP bonus is also S tier.
I was looking for something like this earlier today, and here you pop out exactly what I wanted to know. Great timing.
Ok that avocado pit removal was tight.
Sadly grocery shopping is my favourite part of making a meal for me, as I never really stick to recipes or ideas of what I'll be cooking. I go out with intent to have chili con carne and end up changing my mind to paella in the store. It's the last part of my childhood spontaneity holding on :)
Same. I get weird satisfaction from walking around a supermarket I'm so lame
@@FeedbackIRL hate when they change where stuff is tho... As I said, am creature of habit so I am clinging to that one small bit of spontaneity.
Flexible Organization is hugely good at getting your divisions deep into the enemy rear for BIG encirclements (not the tiny little 1 tile encirclements) and also holding the perimeter for an encirclement by keeping your org higher.
I think you're underrating Flexible Organization, especially when the competition is not very good.
yes the bold attack increases the chances of +1 attack dramatically when the general levels up. I once levelled up Omar Bradley from level 2 to level 4 in the 2nd ACW(in Kaiserreich) and the general attack was ridiculously high. it was about 10 as a level 4 general .
I think relief of command is great for democracies because they typically have a harder time getting army XP early game and so it allowing them to get more really helps with that issue
As USA, I use relief of command + send attache to China for quick army XP, and hire the military advisors on the cheap before war kicks off.
Overwhelming Firepower is actually really great if you're doing the 1-division training trick with a country like the USA (perfect for USA because they start with Superior Firepower unlocked). It allows you to jump to a max width infantry template really quickly, allowing you to maximise your XP gain.
does that work again?
Haven't then patched it like 1,5 years ago?
@@cebulak6695 It worked at time of writing - I haven't tested since BBA/Avalanche though.
@@Beonid I don't think it worked then but.. It's Paradox game, one moment they patch something and in next patch the same think can work again
@@cebulak6695 PDX patched it partially - the XP gain took some time to ramp up after the patch, but I think by approx. the end of 1936 you were at around 0.25 xp a day, assuming you were training a division completely packed with infantry.
Infantry Officer (not Infantry Expert) can't be earned, nor can any of the other _Type Officer_ traits. They each give 2 skill points in different stats, +1 Def +1 Planning for infantry expert, plus a 100% exp boost towards their respective _Type Expert_ trait. Cavalry Officer is arguably the best, though, since it gives you +1 Attack +1 Logistics.
Proper heritage: full cavalry china. Grab all the logistics bonuses you can, overstack the front line. Also planning speed bonuses are not bad when you stack them, you can reduce planning times to days while also increasing max planning at the same time, planning is huge for breakthrough.
4:02 he actually got 3 in attack and 1 in logistics so yeah it is more
Overwhelming firepower pays its back for itself cause its also makes inf div free
Victory or death is very good when using paratroopers as they drop with already low org. This will help counteract this and make them op. Plus add some medium flame tanks to them and your unstoppable!
Is it just me who when picking Airforce command stuff always takes Air Crew Survey?
I never took Bold attack and its counterparts up until now but now that I know they just add points to the desired stat instead of redistributing them I'll definitely consider picking up them in my next playthrough especially when I have some exp to spare in switching spirits(say from acadamy scholorships to create a bunch of generals then to the supply bonus to get those up before swapping either defense or offense to pump those up once the other 2 or close to max)
Flexible organization at E just feels wrong. Speed and org loss while moving reduction are two great stats. The only one in this bracket thats clearly better is static warfare cause that buffs your infantry frontline big time in their most important role and thats entrenchment.
But lets take Germany as an example and you stack the Guderian, von Brauchitsch, Henschel and the flexible org bonus on quick tanks that would be +35% speed on them. Also with some org loss reduction those things will just blitz around the enemie lines. Id give it a B or C.
How is engineer a bad trait? River attack is great, put some marines underneath a engineer general in land warfare and break enemy weakpoints along their river defenses.
This is actually very good advice lol, i've basically never used those as i thought of them as wasted xp.
tho as someone who uses a lot of spgs i think you underestimate overwhelming firepower slightly
Pretty useful stuff, I often overlook officer corp. It is not always something you have/can do. But it can be a massive boost :D
Tbh you can make hoi4 tierlists of anything and I will watch every single one.
If you're going superior firepower, overwhelming firepower actually saves a lot of army XP when you consider you are surely going to add support artillery to literally every division template you use throughout the game, for me, this saves over a hundred army XP on support companies alone, then you save more off line artillery and motorized. When you consider how you're going to have 2-3 artillery battalions for infantry, mountaineers, marines, and motorized/mech divisions that's another 50+ army XP saved.
25:33 if you choose mass assault for the supply reduction and/or for the manpower bonus, you could go mech if you are a small or medium size country with ok industry.
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You should do one for air officer corps even tho dive bombing is broken as hell.
Yep soon
Relief of command doesn't need a nerf, the other Spirits of the Army need a buff. Part of why its so good is that it comes at no opportunity cost. If you're one of the nations that doesn't have it, you're at a serious disadvantage. If there was another option that gave immediate useful bonuses, then RoC would require you to forgo that to get your Doctrines faster, and then switch to the stat bonus later.
Hey feedback because its almost a year ago you posted this , there is something about the infantry leader/panzer leader(officers) as they have hidden stats behind it making the commander gaining aditional stats besides + 100% xp boost(which is shown with the command Allowtraits).
Great, now I want "Invasive Leadership".
Saying attack is more valuable than defense is generally true, but in the right terrain and with low manpower that defense and entrenchment buff can let you sit and hold off massive armies with 2 or 3 units per tile with ease. Whittle then down, rack up huge war score then just push then when the equipment and manpower is gone making swift encirclements to ensure they cannot recover.
Proper Heritage has funny use with Poland on the Cossack King path because you can use it to get up to +25% cav attack and they can form the Commonwealth without the compliance requirement, so when fighting into the SU you get the core territory bonus almost all the way to Moscow.
Please note that theatre training is bugged.
Generals can get brilliant or inflexible strategist, but do not receive the bonus stats from it.
Feedback is fun to listen to because he genuinely gives good advice.... and then theres things that are frustrating and make me go... "Why do i watch him" idk tactics, things he says like, "this is rubbish" or "This is so bad" when in reality theyre not lol makes me question him. maybe its just me!
Proper heritage is pretty good for the Soviet Union or China since most of the fighting you do is on your core territory and you get 20% less supply consumption.
Bold attack sometimes works, but sometimes I'll still end up with a general getting points in defense. Even if there has been literally no defense. It seems to be worse with admirals.
Tip of the spear, that +10 naval capacity, does that mean you dont have to research it? Say you're a nation that doesn't start with it, saving that research slot could be really good. And a lot of times you don't need to be naval invading more then to just get a beach head and ferry troops into the gap
I will be honest, a lot of these I usually end up seeing as free bonuses, as I end up remembering these even exist after I have already gone through my military doctrines already lol. So I usually end up seeing many of these in a much better light than feedback does.
I had a lot of fun with proper heritage and historical poland :D A LOT OF FUN
Proper heritage will go very well with cossack king.
I think the bayonett one is good if you are planning to start designing templates from scratch, or modify the base template without further cost, I think is more of an early game thing when you are planning to save army XP and you aren't at war yet (like the Soviets who go to war properly around 41-42)
China
23:23
for Hungary that is a MUST !
Dang, I never realized how Heritage means free XP for garrisons!
I need to start exploiting this, somehow!
"there's a lot of rivers in the game"
bro it's a world map
Theatre Training is bugged at the moment. If you get Brilliant Strategist or Inflexible Strategist, you don't actually get the skill bonuses. You can even see it when he creates the new general, who is 1,1,1,1, but should be a 2,1,2,1. This means that if you get either of these, all that you really is the option to take a field marshal trait, which costs a slot and only applies to field marshal, as well as a bias towards getting specific skills on level up. The strength of the spirit should be to spam the trait on generals.
Also the spirit that makes a general start 2 levels higher isn't as good in my opinion. The first two levels are easily the fastest to level up and you won't be able to get the chance of +1 attack, +1 defense, or +1 planning and logistics on both of those level up (depending on which you choose). If you create many generals, then yes you can get the skill distribution that you want, but they won't be as good overall.
9:10 math is on another level, i think its op to take this as germany/ussr, its pays for itself after 3,5 doctrines, sp you can sit on it and after you complete your doctrine change it to something else, its absolutely massive, saving 200xp from just 35xp, idk how it's not an S+++
I cant really agree with you on that Static Warfare, as someone who mains Soviet Union i find it extremely useful especially when fighting japanese and germans at once (multiplayer games) you can just easily stand in Siberia with 1 div/tile and japanese cant go through, and fighting germans far behind soviet borders making it easy to defend and let germans deplete all their stuff then counter attack.
Edit: Forgot to mention that i use Elastic Defense almost all the time.
Fun fact: He changed the title
Another day
i feel like one thing he forgot with proper heritage is china everything's your cores even for the warlords after they've done some of their focus tree i believe and supply is hell.
Reserve Officeers is pretty good for late war nations like USA and USSR. Especially USSR when you have to train a massive army relative fast.
Tip of the Spear is fantastic for minors that need to naval invade, say Colombia creating Gran Colombia for the achievement.
If you dont start with transport tech unlocked, normally you have to research it, but if you get tip of the spear it raises your naval invasion division cap from +0 to +10, essentially giving you that tech for army xp instead of research time, which is at a premium with only 2 slots and nothing researched.
This gives me an Idea for a Kaiserreich Mongolia with "Proper Heritage" spirit
Watch my last video ;)
Proper Heritage can be useful in scenarios like:
1) USSR encountering a bad Barbarossa (like what you said, when they are at Urals)
2) Nationalist China and Communist China unifying China and trying to defeat the Japanese
3) Endsieg Germany (? But it will be less useful in this scenario.
Poland?
Naval invasion planning is on a per invasion basis not a globally effected number. If you were invading two tiles for example you could, instead of having a single invasion hitting both tiles, select half your invading army and assign it to one tile and assign the other half to the other tile and you cut the prep time in half. If you were willing to sit there long enough you could have a naval invasion using the maximum number of divisions by assigning one division (or whatever the limit is) per invasion and they would all have a 7 day prep time. So there is literally no downside from tip of the spear giving naval invasion capacity.
Brink back the old HOI3 Army HQ system so we can capture enemy commanders.
Media personality isn't actually a negative thing, sure makes reassignment much more difficult but there are ways to get around it, a little tedious but it really just removes the cons of it, but there reason why Media personality is so good is because it is more likely to give your generals extra attack and I think it was either planning or logistics skills when they level up, so pair it with bold attack and meticulous preparation you are going to get op generals very early on, political loyalty gives you a boost in planning and logistics skills when they level up also. The things that are seen generally as negative can actually be beneficial as well, the only true negative traits in this game is caustic personality, cowed by Stalin, getting sickness, recent promotion, and being an opium addict.
I'd say old guard and politically connected are also pretty negative traits
25:00 experence
I usually use reserve officers as usa in 1938-39 when I’m building my army after doing 1-division training
i like state serves the military for the +10% pp which is 0.2 pp per day that's quite a lot imo
i like how minimalistic your home ist
I've Used proper heritage In the past with Poland Duing my Cossack king Runs and with the right Bonuses Can be mad Op. But In most cases it really falls short unless you have some luck Or no industry Like Warlords or early game Poland And or white Russia
Also, bold attack works like panzer leader in that you can get bonus stats at level up. You have the potential of 5 stat gain in one level up, with 2 if them at a minimum going to attack.
Ideological loyalty gives 24.000 mp a year. I wouldn't call that unlimited mp...
Luxembourg starts with less manpower
Wow, I never knew spirits like theater training and tip of the spear and smoke and fire were locked behind doctrines. I always thought i was either tied to nation or maybe ideology.
Oh man Proper heritage for any of the Chinas may also be worth it too.
I think Grand Battleplan is made so OP because of Japan as it is very fuel-dependent and its amount of slots for refineries is quite limited. Either your convoys will be raided or your fleet which would protect them would eat all the fuel. Anyways, this strategy tree is my favorite also (at least at the moment).
Actually Feedback, less supply penalty in core with proper heritage is great if you are expanding into core territory.
It will also be useful if you are going Romanov Russia.
Planning speed is good especially if you got mad max planning (grand battleplan). Imagine having massive buff just by standing still for couple of days. Attack enemy with reserve division while you build your planning on your main breakthrough division.
I love how armoured recce is meta, but recon itself is pretty useless.
hyped for the navy one