RESEARCH NOBODY DOES! And THIS Is Why

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  • Опубліковано 24 лис 2024
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КОМЕНТАРІ • 574

  • @triersero2763
    @triersero2763 Рік тому +2805

    Fuel silos used to not take up building slots. They were like infrastructure, you could build fixed amount per state but they changed it and now I rarely build them.

    • @johngalt5166
      @johngalt5166 Рік тому +353

      If they changed it back I would absolutely build them, even if they were like 2x as expensive as they are now. I want to play tall darn it!

    • @dreadbow2946
      @dreadbow2946 Рік тому +73

      I make them to help keep extra fuel for tank spam

    • @TruePolishGuy
      @TruePolishGuy Рік тому +17

      Really? Shame isn't still a thing

    • @johngalt5166
      @johngalt5166 Рік тому +13

      @@maciejl20 sorry I’m not a coder nor do I want to open my HOI4 files and break my game😬

    • @NeoRageXYZ
      @NeoRageXYZ Рік тому +2

      But then it is too op

  • @necromancer803
    @necromancer803 Рік тому +2087

    So you want to tell, that a WW1-style, 3 turret supertank doesn't worth it? Impossible

    • @typhoon0425
      @typhoon0425 Рік тому +61

      Don't give Hobart any ideas lol

    • @jimtalbott9535
      @jimtalbott9535 Рік тому +18

      IMPOSSIBRUUU!

    • @HerrLindstrom
      @HerrLindstrom Рік тому +99

      The absurdity. The T-35 is the supreme example of proficient reliable engineering and ingenuity. Why have 5 tanks with one turret when you can have 1 tank with 5 turrets!?

    • @WILLIAN_1424
      @WILLIAN_1424 Рік тому +44

      @@HerrLindstrom they should have made the tank even bigger, so they could have 5 commanders too. Also, change the name to Super TOG
      Eeit: and one turret should have a flamethrower, because hoi

    • @alexturnbackthearmy1907
      @alexturnbackthearmy1907 Рік тому +8

      @@HerrLindstrom You dont get actually more then 1 turret in hoi. Secondary stats are complete crap.

  • @TSSmith
    @TSSmith Рік тому +960

    Realistically the rockets for tanks shouldn't be the turret, as for example the shermans with rockets had an array on top, so it would make most sense for it to be a module that gives a reliability debuff and some breakthrough and soft attack

    • @arielbemeliahu8619
      @arielbemeliahu8619 Рік тому +35

      It did make the gun unqble to operate so maybe thats why they did that ingame

    • @alistairsmith4297
      @alistairsmith4297 Рік тому +122

      @@arielbemeliahu8619 in later versions the gun was entirely functional.

    • @arielbemeliahu8619
      @arielbemeliahu8619 Рік тому +5

      @@alistairsmith4297 really? The only one I know of is calliope.

    • @attanathos8408
      @attanathos8408 Рік тому +85

      @@arielbemeliahu8619 yes, and Calliope was modiefied by its crews to allow the use of the gun and the rocket launcher. A good example of: "why not both?" :)

    • @arielbemeliahu8619
      @arielbemeliahu8619 Рік тому +11

      @@attanathos8408 Well I guess its like its 2 different roles and the cannon becomes more of a secondary armament so it changes the role of the tank a bit to rocket arty? But that might be me just talmuding or something idk.

  • @jonsouth1545
    @jonsouth1545 Рік тому +736

    Floating Harbours are amazing It means you don't need to take ports on day one. It's great for doing an amphibious landing on Japan or a well-defended UK. That 30-days is usually enough time to build a basic port in captured territory and ferry in reinforcements if for some reason you fail to capture a port on day 1 (this can also be a deliberate tactic as it gives you the ability to invade a place away from the ports where you are not expected super effective against Germany as Germany not only needs to Garrison the ports but defend the entire coastline of Europe which is so much harder). They are the difference between a failed invasion and losing a bunch of divisions and a tough invasion that eventually breaks through. If you come against a Japan or UK player who has a functional home Army then this is a must for any hope of a successful invasion While against Germany now they have to actively defend every coastal tile in Europe regardless of the presence of a port nearby.

    • @youtuberobbedmeofmyname
      @youtuberobbedmeofmyname Рік тому +67

      Floating Harbours make sense invading Africa, China late game, and the Far East as well as Libya if no ports exist.

    • @therealgaben5527
      @therealgaben5527 Рік тому +62

      @@youtuberobbedmeofmyname I know a lot of players who just put troops on ports and no where else so against them it can be pretty good. Also it allows you to put more troops in a area

    • @Zack_Wester
      @Zack_Wester Рік тому +9

      @@youtuberobbedmeofmyname and it let you starve the port authority garrison whit out having to pry them out of every single shipping container just ignore them and park your army in every single nearby fast food joint because you got portable ports next to there port delivering lunch.
      where by before you only hope was to get the port authority garrison out of the port before your army ran out of Lunchboxes.
      and if 30 days is not enough just do a second naval invasion somewhere closely to get a second flooting harbor when the first one collapses).
      that said I do wish you could press a bottom to automatically replace the first one when it runs out and maybe even have it so that if the game notis that you have serious supplies issues by not enough ports and you got lots of flooting harbor it would place more along the coast you captured.
      and maybe a function that you can use a disision or something to turn a flooting port into a permanent one (for some kind of cost) at the expense of using up let say 3 extra flooting ports.

    • @RaedwaldBretwalda
      @RaedwaldBretwalda Рік тому +10

      When I have floating harbours, I naval invade against a port and use the floating harbours to invade the adjacent regions. If the adjacent invaders get ashore the can help capture the port from a landers direction without too much fear of getting out of supply.

    • @andrewwaldschmitt4757
      @andrewwaldschmitt4757 Рік тому +5

      I use them all the time as Japan to make sure my initial attacks into southern China go well. Keeping a handful of marine divisions alive is hard enough already, and you do not need to place more than one naval factory on them to have enough to go through with it. They remain useful even in Indonesia while taking over puppets, as supply lines there suck.
      All that said, I only really ever use about a dozen of them in a game, so they are one of those things I can easily see people doing without, especially as the tech is kind of a pain to grab if naval invasions are not required for your country.

  • @Patriot3791
    @Patriot3791 Рік тому +698

    In your scenario, of using the floating harbor, you still had supply problems because you had no supply route through the Danish Belts.

    • @tunganhnguyen909
      @tunganhnguyen909 Рік тому +22

      How can you provid a supply route? Would a port in northern Germany not do it?

    • @Patriot3791
      @Patriot3791 Рік тому +46

      @@tunganhnguyen909 you’d think, but I think it’s a new bug. It happened to me yesterday. No matter if I blocked the zone off or not.

    • @melfice999
      @melfice999 Рік тому +79

      ​@@tunganhnguyen909 Sea supply's pathfinding, as well as Naval trade route pathfinding is a weird thing indeed. It has some magical moments and wonderful paths it may want to take.

    • @t2force212
      @t2force212 Рік тому +14

      He was also naval mining the sea region with his only open sea ports and was out of fuel. Not sure if either of those affect supply delivery I would have to test it but it would make sens3 if they do

    • @Elenrai
      @Elenrai Рік тому +7

      ​@@melfice999😂 I once helped win a game as axis because the soviet supply officers ate too much glue, I had 14 bulgarian mech LARPing seelow heights, dday is popping off, we are on the verge of defeat, and the entire supply just....vanishes...we have no idea where it went, and then the soviets got rolled back, and the worst thing is; none of us quite understand why

  • @lecoutcritique8854
    @lecoutcritique8854 Рік тому +251

    I love how much of the "nobody uses it" comes down to "the AI is so bad and ill-equiped to deal with players that they either have already won or already lost by the time you could even think of making these". Kind of like Civ's many renaissance+ techs (if you are slow playing)

  • @Uraniu-qc9sg
    @Uraniu-qc9sg Рік тому +170

    The purpose of the floating harbor is to buy time to build a level one harbor. It's very useful when you are in trouble with taking those existing harbors.

  • @walker1tnranger
    @walker1tnranger Рік тому +113

    Fuel silos used to be the meta for MP Japan. Build your stockpile of fuel to like 2-3M and when you go to war with the allies you have enough to use your fleet and airforce

  • @gfdx3214
    @gfdx3214 Рік тому +285

    Object 1: Fuel silos can be handy depending on how easily you can get new oil. Allied nations usually generate enough of their own fuel, or have secured shipping to get more elsewhere. But if your country has issues getting more quickly (average non-cheese runs of Germany Italy or Japan for example) it COULD be worthwhile (but I understand why most don't)

    • @Kandall05161
      @Kandall05161 Рік тому +24

      I could be wrong because I haven't heard about them in a long time, but I believe they're also (just like real life) incredibly vulnerable to enemy bombers. So you're investing nearly a military factory's worth of building into them, giving up a building slot for them, trading for extra fuel to fill them (often buying from the people that are going to be your enemies), and then devoting a massive amount of AA and fighters to protect them, when instead you could just...build a synthetic refinery. Or better yet, invade somewhere with natural oil and become impervious to enemy bombers. They have a very, very specific niche and even within that niche they struggle against better alternatives. It's also worth noting that the AI absolutely *loves* these things. If you're doing any invading chances are pretty good you'll get a few free ones anyways, which makes it even less worth it to build your own.

    • @bigbenhgy
      @bigbenhgy Рік тому +6

      Depending on your country just 1 or 2 fuel silos can't hold enough oil for long and sacrificing a lot of building slots to have a big oil bank is just not worth it. I think once I built 3 fuel silos in every state with Germany and then from the start of the war I had enough oil for a couple years. Building refineries is a lot better.

    • @youtuberobbedmeofmyname
      @youtuberobbedmeofmyname Рік тому +5

      Maybe useful as Italy in a historical mp since they have a HUGE fleet and no easy way to get fuel in the big war.

    • @melfice999
      @melfice999 Рік тому +9

      @@youtuberobbedmeofmyname if you build Silos in MP and Allies spot you doing that you can loose them with few TACs targetting them. Its better to just rely on Romanian Lend Lease as Italy.

    • @youtuberobbedmeofmyname
      @youtuberobbedmeofmyname Рік тому +1

      @@melfice999 I forgot that tbh.

  • @lostsapphire4971
    @lostsapphire4971 Рік тому +258

    Floating harbors are actually useful and I highly recommend to split one or two dockyards to build some if you're planning for future naval invasions.

    • @M_Mitz
      @M_Mitz Рік тому +43

      I agree I think he was too harsh and didn’t use the floating harbor properly in an actual naval invasion against divisions

    • @tbeller80
      @tbeller80 Рік тому +41

      The funny thing about building them is just one factory is usually enough to build the number that you'll need for the rest of the war

    • @lostsapphire4971
      @lostsapphire4971 Рік тому +16

      @@tbeller80 quite funny thing is that these harbors exist whenever you commence a successful naval invasion order, so doing dramatic Operation Sealion on every single UK's coastal province is actually quite effective imo.

    • @DarkSnake49542
      @DarkSnake49542 Рік тому +7

      He's not harsh, just doing generalities! Look the video's title! Did he do a survey with every hoi4 player or just what he believes to be true based on his MP games? (when every paradox survey point the fact that most player do single only, but the game balancing is done for MP only... While MP players use mods doing balancing for themselves to prevent MP abuses, since they don't want to spend their time policing every player because for example, they did antitank before a certain time, making Germany's blitzkrieg useless)

    • @deeznoots6241
      @deeznoots6241 9 місяців тому +1

      @@tbeller80its funny how cheap they are when in reality the two mulberry harbours took a massive amount of production to build, they were practically a mega project just for D-day

  • @pocketgroyper9301
    @pocketgroyper9301 Рік тому +84

    I sometimes use naval mines when playing minor powers, the 10-13% naval supremecy they give is very helpful for getting naval invasions off against naval powers like britain/japan. They require very minimal investment, simply refit 10-20 submarines that you start with with mine laying tubes(takes like 30 days max for all of them combined). Assign them to an admiral who has the minelayer trait for extra 20% minelaying(concealment expert is also worth taking and it branches off the same trait) and have them mine key regions like the Sea of Japan, Mediterranean, Black sea, etc. On subs they are difficult to detect so they will rarely take losses, they can just do their thing all game for a small amount of fuel and can give that 10% or so supremacy that tends to be what you're lacking when you don't have a real navy, like China, Turkey, Austria Hungary etc.

    • @DarkSnake49542
      @DarkSnake49542 Рік тому +1

      Mines are great, too bad I rarely do all the research (and I don't check the result, if some ships sank due to my mines)

    • @malcolmeaston5639
      @malcolmeaston5639 Рік тому +3

      When I use mines, since they only "at war" deployment, I start a small war what doesn't kick off a world war and use it to mine areas that need to mined, eg Mining the Channel and North Sea, "to protect my nation from a naval invasion by "

  • @joku232
    @joku232 Рік тому +71

    i build floating harbors when i got extra dockyards and steel and use that floating harbor invasion instead of regular naval invasion to give some leeway at start of invasion

    • @jonsouth1545
      @jonsouth1545 Рік тому +10

      The also mean you can have a lot more freedom where you invade, as if you are invading German Occupied Europe you can literally invade in a 1000 different possible places and Germany not only has to defend all the major ports but every coastal tile as 30 days is more than enough time to build a permanent port behind your advancing ports who just caught the Germans napping by invading somewhere unexpected.

  • @derrickbiedermann9802
    @derrickbiedermann9802 Рік тому +103

    I find mine laying subs are very useful for maintaining naval superiority on your coast lines as Germany and other middling naval powers. The reduced speed (seems) to make naval strikes against ships way better and because subs are so cheap and get as much mine laying as a destroyer with one mine rack (20% more once you get torpedo mines) you can really spam them. Add to the fact that the subs need to be actively targeted, rather than the destoryer escorts able to wait for subs to attack convoys, and I find it a good way to use my subs as I wait to get a critical mass, or make it impossible for enemy navies to reinforce or retreat from a bad naval combat (against AI. A real player will just... avoid naval mine areas or deploy like 3 mine sweepers)

    • @DarkHairedOne
      @DarkHairedOne Рік тому +3

      Yes.
      All those junky early subs that Italy and Germany have are far better used to lay mines, given that their navies operate in coastal waters close by for much of the war, than for sinking convoys. For every handful you get, it often costs much of the early sub fleet to do it. Not worth, imo.

    • @GoodbyeBabylon
      @GoodbyeBabylon Рік тому +7

      I often refit all of my T-1 Subs with mines because it's very cheap and gives the bathtubs some utility. I notice if I use my T-1 subs for anything else they just get sunk.

    • @sld1776
      @sld1776 Рік тому +5

      I refit initial destroyers with two mine-laying racks. Give them their own admiral and set them to 'do not engage'. They rarely get targeted, and are more efficient than the subs.

    • @pa_alia
      @pa_alia Рік тому +1

      Also as Italy in the Med I find it quite useful for the IC.

    • @scavenger6268
      @scavenger6268 Рік тому +1

      I use it exactly as you described but for ireland since the british navy deploys their entire navy on my coast.

  • @ImperadorLucius
    @ImperadorLucius 8 місяців тому +9

    Super heavy tanks: "if you can aford it, you kinda won the war alread"
    Germany: "Are you sure about that ?"

    • @Coolsteev
      @Coolsteev Місяць тому

      Bro google translate is free

  • @Toxic_bnnuy
    @Toxic_bnnuy Рік тому +101

    Rocket silo constantly pump out rockets out of thin air, like you could build a factory instead of it to make a fighter every... Month or so, or get rocket a day... Something between V2 and V3 with like 1K+ kms range would be nice tho (AND LET US NUKE SHIT WITH IT PARADOX, THE NUKE ICON BEEN HERE FOR AGES)

    • @AmericanCaesarian
      @AmericanCaesarian Рік тому

      When general MacArthur drops an, atomic bomb

    • @glauberglousger6643
      @glauberglousger6643 Рік тому +6

      I do find it a bit odd, but considering the tech tree goes to 1945,
      It sorta makes sense that only bombers can launch nukes

    • @AnthonyA1995
      @AnthonyA1995 9 місяців тому +15

      Rocket Silos admittedly are pretty bad, but there is a trick to using them - rocket silos can dump out their rockets VERY fast.So instead of setting them to a region then leaving them to fire at production rate, you're better to build up to the max stock of missiles at multiple bases, then unleash them all at once to overwhelm air defenses in a specific region, then once stocks have run out, hold fire and build up stocks for the next attack.

    • @deeznoots6241
      @deeznoots6241 9 місяців тому +4

      The rockets of the time were not big enough to carry the early atomic bombs, a theoretical nuclear rocket possible at the time would have a very low range(like 100km tops)

    • @raymartcarreon6069
      @raymartcarreon6069 5 місяців тому +2

      Rockets not beig able to have nuclear warheads in HOI4 is perplexing when Nuke+Rocket combi works fine in HOI2

  • @melfice999
    @melfice999 Рік тому +56

    Of note is, that Russian Empire in game, can get -20% cost reduction on Super Heavies. that I think stacks with the merge plants decision for -3% armor cost reduction, for total of 23% cheaper SH tanks.
    Viable? Definitely Not. But it is a meme you can do if you rush through the required focuses and cheese the civil war to win as fast as possible and research cycle to get them in time for you to actually start to produce Something.

    • @qsal305
      @qsal305 Рік тому

      Who is the girl in your pfp ?

    • @maxwhite4177
      @maxwhite4177 Рік тому +1

      Papal Italy gets an even bigger one.

    • @melfice999
      @melfice999 Рік тому

      @@qsal305 Tanya from Youjo Senki.

    • @qsal305
      @qsal305 Рік тому

      @@melfice999 That's what I guessed .
      It is a cute picture, could you send it to me ?

    • @pixelydaddyo2127
      @pixelydaddyo2127 Рік тому +4

      I did that strat first successful run of the Empire and really the only downside you run into is just keeping them supplied. Russian production can produce more than you’ll ever need, and they rip through German lines, but the steppes aren’t friendly to them

  • @frozenflame5858
    @frozenflame5858 Рік тому +46

    I always build 2 super heavy battleships when I play Japan, because they did irl. 🤷🏻‍♂️ I also build floating harbors sometimes when I know I’m about to do some big naval invades and have some extra dockyards with nothing better to use them on. The rest of the examples in your video I never build though.

    • @SouthParkCows88
      @SouthParkCows88 Рік тому +8

      I build one as Germany and make it the Joy of the fleet....she always rekts.

    • @thespiritphoenix3798
      @thespiritphoenix3798 Рік тому +4

      I occasionaly do the same as the UK but most of the time I try to make the G3 or Incomparable class Battlecruisers.

    • @waterking1013
      @waterking1013 9 місяців тому

      Doesnt japan have afocus that starts them off partially built

    • @JoboGamezzz
      @JoboGamezzz 3 місяці тому

      @@thespiritphoenix3798make the big 4
      I mean they arnt battleships but still

  • @romainandrieux5948
    @romainandrieux5948 Рік тому +6

    Rockets interceptor use almost no fuel at all, and can be abused on modern plane to get the wonderwaffe of Goering : 1000 kmh / 1000 km range / 90ish attack or 90 ish agility. I always use those when possible to keep my fuel to move my bizilion tanks.

  • @FuelDropforthewin
    @FuelDropforthewin Рік тому +106

    I love how pretty much every "wonder weapon" the Nazis actually proposed/developed during the war is instantly dismissed as either a meme choice, or as only viable when you have already won.

    • @forrestsory1893
      @forrestsory1893 Рік тому +27

      That is what caused the war in Europe to end sooner. They Germans were unfocused in their approach. V1 and V2 were expensive throw away bombs. A conventional bomber could do the same thing and return for another mission. Better to build bombers. A surface to air missile battery might have been worthwhile. The Nazis built those too. But not enough to matter. Something like that on the German coast might have impacted the war. But building such a battery meant that they were admitting they lost control of the air and it might put fighter pilots out of a job. So gorieng , head of the German air force and a former fighter pilot was unenthusiastic about the project even though several B17s had been shot down. Ego and poor judgement played a role. Super tanks cost as much a 3 tiger tanks.

    • @Neomalthusiano
      @Neomalthusiano Рік тому

      @@forrestsory1893 yes, but it was more of Hitler's ego steering efforts from areas with better cost ration prospects and Germany being pressured in resources than actually lack of judgment or foresight. You can only rate results after all the research and design has been done. Science is a gamble and Germans also had their share of successes like the me 262 and the stg 44. But unfortunately for them, not even a dozen of f 22 could really make them hold for longer, much less turn the tables.
      The v2 was a disaster, but jet engines became a new standard after a few years.

    • @dannyzero692
      @dannyzero692 10 місяців тому

      @@forrestsory1893to be fair, everyone in the German high command and R&D was desperate. The generals don’t want to displease Hitler even with his increasingly delusional and deteriorating mind, the scientists and engineers don’t want to be conscripted into the military so they kept making up bullcrap projects like Super Heavies and early jet fighters even if they’re no where near ready for service and their reliability can only be considered uncooked meat in a fancy restaurant.

    • @RocketHarry865
      @RocketHarry865 9 місяців тому +4

      @@forrestsory1893 maybe make it that Rockets can get through despite the enemy air superiority, whilst bombers need effective escort to reach their targets otherwise enemy fighters just swat them down

    • @Lancasterlaw1175
      @Lancasterlaw1175 8 місяців тому +3

      @@forrestsory1893 The "Baby Blitz" with bombers of 1943 had horrible casualty rates, so going disposable actually was not a bad deal.
      The real failure was using the conventional bombers, V1 and V2 in waves rather than all at the same time, as the UK was able to adapt to each threat.
      That all said strategic bombing outside the harassment value was suboptimal in WW2, all these resources would have been far better used on the Russian front or gaining air superiority in the Med.

  • @Tommuli_Haudankaivaja
    @Tommuli_Haudankaivaja Рік тому +28

    The real problem with super-heavy battleships is that they can't really be upgraded much. 1944 battleship is whole lot cheaper and nearly on the same level.

    • @nikolaspinneo5066
      @nikolaspinneo5066 Рік тому +3

      but you cant realistically build them until 1940 unless youre rushing tech, at least you can build sh battleships day 1 as britain or usa as long as you research the tech

    • @Tommuli_Haudankaivaja
      @Tommuli_Haudankaivaja Рік тому +1

      @@nikolaspinneo5066 Sure, I can start bulding them early on, but they take ages to complete. I also prefer having ships with more speed than 30.

    • @andrewgreenwood9068
      @andrewgreenwood9068 Рік тому +4

      When I build them they usually complete in mid to late 1939 at which point they will absolutely crush any opposing capital ships.

  • @TheArklyte
    @TheArklyte Рік тому +39

    The part that I like is that Rt56 does develop those techs further. It allows to develop ballistic missiles to true ICBMs, it develops superheavy tanks into one of the two ways you can get MBTs with final one being basically a mix of MBT-70 and Chieftain, it adds ability to mix superheavy battleship hull with nuclear powered capital ships propulsion and battleship missile silo projects like "missile Iowa" and so on.
    Basically it loops into semi-useful territory in the late game IF you can afford it.
    But such highly expensive equipment truly becomes worth it if you have national spirits that buff it. For example free range for strategic bombers for USA or CAS on steroids for Mexico.

    • @KingofDiamonds117
      @KingofDiamonds117 Рік тому

      odd I haven't been able to make nuclear powered ships since the naval update. I assumed they never bothered to fix it.

    • @TheArklyte
      @TheArklyte Рік тому

      @@KingofDiamonds117 have you tried designing it, it's under propulsion tab in ship designer, no?

    • @suxix7312
      @suxix7312 Рік тому

      @@TheArklyte I have never seen or heard of what you are talking about?

    • @guncolony
      @guncolony Рік тому +3

      Too bad that the game is effectively over before these late game techs can make a difference.
      What i find in Hoi4 is that if you can hold your defensive line, you've already won, there are so many ways to break through the enemy line such as OP tanks, paratroopers, air superiority with planes that trade 1v10 against the AI, etc

    • @TheArklyte
      @TheArklyte Рік тому

      @@guncolony or allowing enemy to pocket themselves[HappyChinaPlayerNoizes]

  • @KingofDiamonds117
    @KingofDiamonds117 Рік тому +11

    I remember playing as italy and I had to invest heavily into fuel silos due to a lack of fuel to trade with. Then I had to invest in rockets because I was fighting late game US and bombers were expensive. germany always stole my airports so that didn't help me either. I always invest most of my military on fighter planes so silos always made sense to me.

  • @Arthion
    @Arthion Рік тому +38

    If you take a tech you can make submarines minelay without needing a dedicated module. Secondly making dedicated minelaying subs isn't all that bad, they're a little less effective at convoy raiding but they're pretty cheap to refit anyhow if you so wish. You can even make cheap minimum cost sub 1 bathtubs. Using it on surface vessels unless they had the module from the start is a waste of a slot. Although from my understanding minelaying slows down the game by causing lag.
    The Rocket module on tanks confuses me though. Is it supposed to represent the Sturmtiger? Or something like the Sherman Calliope? Because most "rocket tanks" didn't have rockets as their main armament, the more crude ones essentially just being launch rails mounted on the side of the turret, they were more an additional weapon suitable for one of the module slots rather than a main gun, although probably at a cost of a hefty relibility penalty. Although maybe they would be better suited as something similar to flame tanks

    • @FeedbackIRL
      @FeedbackIRL  Рік тому +12

      Wow I didn't know that

    • @Zagskrag
      @Zagskrag Рік тому +6

      I'm pretty sure the rocket module is meant to represent mechanized MLRS systems like the Panzerwerfer. There is also a motorized rocket artillery tech derived from trucks. For Germany that used to be called "Panzerwerfer", but when No Step Back came out, they changed it to a generic "Motorized Rocket Artillery".

  • @MrBulldog855
    @MrBulldog855 Рік тому +36

    I found super heavies on defensive units to be a viable strat. Also makes it easy cause you don't need to produce an ungodly amount of them, and your divisions can never be pushed. Kinda role playee but making an immovable iron curtain along the Russian border works quite nice.

    • @Notmyname1593
      @Notmyname1593 Рік тому +6

      I imagine making them casemates would make them fair bit cheaper too. Especially as in this role the breakthrough isn`t a relevant stat.

    • @the_tactician9858
      @the_tactician9858 Рік тому +2

      ​@@Notmyname1593 I can remember Bokoen1 using pre-NSB heavy TD's in (some of) his infantry divisions, it worked very well in his MP game. I can imagine super heavy tanks in your infantry division could be a lot of fun, but you have to be able to afford them and at that point you may as well declare yourself the winner anyway.

  • @furens-aru
    @furens-aru Рік тому +5

    Fuel silos help for me, especially on JP. Just spam buy oil with like 16 civ for 2-5 days until full, then stop import.

  • @romanbezvikonny2717
    @romanbezvikonny2717 Рік тому +13

    Something you may want to review. Signal Companies are usually regarded as ineffective at it's best. Most of the time I see people describing SC I see them just add an SC to a division and demonstrate how it does nothing. I may be wrong, but I think they are meant to be used in conjunction with radars. If you are withing the range of a radar, SC's start making wonders. I've seen regular 7-2s winning against a force that is 2-3 times bigger in multiple games.

    • @RedSander_BR
      @RedSander_BR Рік тому +7

      Signal companies are meant to be used with grand battleplan because they buff the planning speed, and because grand battleplan and mass assault are the worst doctrines, people tend to not use them.

    • @pewterschmidt23lord99
      @pewterschmidt23lord99 Рік тому +1

      @@RedSander_BR yep why use battleplan or mass assault when you can make either uber doom tanks or uber doom artillery

    • @RedSander_BR
      @RedSander_BR Рік тому +1

      @@pewterschmidt23lord99 Yeah, Battleplan is only useful during defenses where you literally can´t retreat, because if you do, you lose the entrenchment bonus, and mass assault is for supply use.

    • @glauberglousger956
      @glauberglousger956 Рік тому +2

      ​@@RedSander_BRTo be fair, grand battleplan has the potential of being the strongest due to the planning bonus
      Although waiting for max planning is boring, so I just ignore it unless I need to break through the Maginot for whatever reason
      Mass assault is, uh, well if you want pure infantry and guns, it works gloriously, but why would you choose to limit yourself like that?

    • @markhendrickson2610
      @markhendrickson2610 8 місяців тому +1

      They are not. Use them on armored divisions to make them faster in battle (initiative). Speed kills and signal companies help in this.

  • @kindasimpson9704
    @kindasimpson9704 Рік тому +22

    Naval mine is sort of okay, if you can spare some attention to do it properly, it randomly sunk ships but it’s not noticeable like naval battle results.

    • @TESI303
      @TESI303 Рік тому +5

      I've tried mines recently. The only ships they sunk were my ships.

  • @willfischer4604
    @willfischer4604 Рік тому +8

    There still a lot of work to do in other parts of the game, but I think a lot of these techs would benefit from Paradox making an update/DLC that adds more post-WW2 content where researching these techs will actually be relevant to the game

  • @GyaruRespecter
    @GyaruRespecter Рік тому +21

    I know this is not be relevant to the vanilla meta, but if you use mods that add tech from the 50s and above like Ultimate Tech Tree, researching rockets is important because it often leads to better artillery and rocket artillery templates.

    • @walkingwolf01
      @walkingwolf01 Рік тому +1

      It would be nice for Paradox to expand the game into more modern wars where the style of fighting was similar such as what you are saying. 😊

    • @iamacatperson7226
      @iamacatperson7226 8 місяців тому +3

      ​@@walkingwolf01sounds like a 60 dollar dlc!

    • @YataTheFifteenth
      @YataTheFifteenth 3 місяці тому +2

      ​@@iamacatperson7226 knowing Paradox, probably 80

    • @iamacatperson7226
      @iamacatperson7226 3 місяці тому +1

      @@YataTheFifteenth real. Whilst they continue ignoring Austria

    • @simonnachreiner8380
      @simonnachreiner8380 2 місяці тому

      R56 hides CAS rockets under rocket artillery. They give similar ground attack to bomblocks with only one weight meaning you can either attach them to light single engine fighters for multipurpose lights or stack the hell out of them.

  • @barrycabbageM34
    @barrycabbageM34 Рік тому +8

    I honestly do make Minelaying ships, they're great for making kill-zones and for assisting in coastal protection, just a super cheap Destroyer usually wont hinder you enough for it not to be worth it it also makes Super BB's semi-ish-kinda worthwhile since minefields slow the enemy enough to catch anything.
    I also use the Floating Harbor a lot, It's fuckin' useful if you're playing a nation or a style that envolves lots of Naval landings, being able to land on gibraltar and have supply for 30 days is totally worth it and lowers the bar for taking it.

  • @ninny65
    @ninny65 9 місяців тому +1

    I always build at least 4 fuel silos as Germany, cause yes, you do use up a building slot that could be a civ or mil but you're saving fuel that'll help prevent the need to trade for fuel in the future, which will save you multiple civs for other constructions. I usually play road to 56 too so building slots aren't usually an issue

  • @suxix7312
    @suxix7312 Рік тому +8

    If you play as the USA and you have enough screen ships (100+) and carriers then I found the super heavy battle ships very effective. Also shore bombardment. They are extremely expensive tho. I will add I didn't defeat the rest of the world until 1961. The war lasted very long for me in my last play through.

  • @egor-grigoryev
    @egor-grigoryev Рік тому +2

    I agree with almost everything voiced here, except mining. The mined sea not only gives a number of debuffs, but, it seems, quietly drowns the fleet. I have noticed many times that my armada of destroyers evaporates somewhere when operating in mined waters.

  • @RobsRedHotSpot
    @RobsRedHotSpot Рік тому +4

    2:08 I would never build new minelayers, but many starting navies have a bunch. As UK, if I take Poland's navy, I'll make a minelaying fleet with exile ships and lay mines in Shallow Seas where they are most effective. This allows me to reallocate ships to other theatres in the long run.

  • @knpark2025
    @knpark2025 Рік тому +3

    ngl, all of them are either niche functions, wonder weapon fever dreams, or what only winning side would do with impunity just to add salt to the injury. Those things being bad looks like an intended feature.

  • @kindasimpson9704
    @kindasimpson9704 Рік тому +3

    About late games, to some countries it will be a new start after WW2, still some alternative history to explore, for example, as Soviet Union, you can experience the Cold War that breaks into WW3; as China, you just defeated Japan and unified the country, on the way to be a new super power; As Japan, you just controlled the whole Asia now you have the power to challenge the Europeans and Americans on their homeland.
    Late game can still be fun

  • @williamday9628
    @williamday9628 Рік тому +3

    The floating harbour is really strong if you know an enemy has stacked divisions on a port tile, you can use marines to invade that tile, whilst using non marines with floating harbours on the adjacent tiles (which are lightly defended or empty), you can then encircle the port tile with supply. You can also stagger the floating harbour naval invasions to ensure you always have supply. Granted a bit gimmicky but definitely has potential!
    I really like the idea of the hot/cold acclimatization, but agree at it's current stats it's not even something you think about. It would be really cool if they made it more impactful and added tech related to it (such as winter uniforms, or desert uniforms). I know they did buff the weather effects of tiles back in No Step Back, but I still feel it's not enough, winter during Barbarossa should really have the effect of grinding any advance to a halt (having the weather impact things like diesel engines freezing as well would be cool). I think Road to 56 did have some tech such as the clothes which was cool, it also had Jungle divisions but I must confess I haven't played it in a while.

  • @justanotherdayinwherever
    @justanotherdayinwherever Рік тому +6

    I've done some rocket interceptor games when I had 0 fuel because they didn't use fuel. I'm not sure if that has changed. I did it because it was a challenge to see if it would work. :)

    • @RedSander_BR
      @RedSander_BR Рік тому +1

      Yeah, playing Japan 1945 in the endsieg mod, no access to fuel, and loads of enemy bombing, building rocket interceptors is a actual legitmate strategy.

  • @6th_Army
    @6th_Army Рік тому +11

    Turns out I'm nobody.

  • @Wanys123
    @Wanys123 Рік тому +1

    Gas Turbine engine is today used on exactly of 2 serving tanks.
    M1 Abrams - and the AbramsX demonstrator replaces it with diesel-electric for fuel efficiency
    T-80 - If it hadn't been for arctic divisions, Russia would have stepped away from gas turbine-powered T-80 to T-80UD style tank with diesel. However GT engine is solid for extreme cold enviroment.
    Third tank that is no longer in service and the first tank to use GT engine was Strv103.
    One thing that I would find interesting is alternative fuel possibility. T-80 can in crisis "run on anything that burns" - out of diesel? Slap barrel of "samohonka" into it and it will go.

  • @guncolony
    @guncolony Рік тому +6

    One cool thing with super-heavy tanks is that you can build Heavy Tank Destroyers with the super heavy cannon which will pierce everything in the game

    • @polishscribe674
      @polishscribe674 9 місяців тому +1

      Considering there's only that much armor you can put on a tank until it becomes immobile/super unreliable then medium cannon does practically the same until 1943 when it's replaced with improved medium cannon.

  • @ebonheart730
    @ebonheart730 Рік тому +4

    When playing Germany I usually make extremely cheap destroyers with mine layers to just mine the shit out of my coasts after taking France to make naval invasions practically impossible

  • @raxsavvage
    @raxsavvage Рік тому +2

    typically in bigger nations i like to actually have a couple fuel silos
    never know when ya gonna spike usage suddenly and change from good to pissing out dry fast

  • @clayd4488
    @clayd4488 Рік тому +14

    You don't mine-lay to damage fleets, you mine-lay because the speed reduction to enemy allows you to grind down their fleets a lot more effectively.

  • @ryanmurphy1662
    @ryanmurphy1662 Рік тому +5

    Only time i ever use mines is Italy - you start with like 12 minelayers and having an edge in the medi to naval invade alexandria is worth it. Pushing it on land is painful.

    • @SlimTheydy
      @SlimTheydy Рік тому

      Plus if you can get docking rights from Spain or Portugal, you can turn all of Africa into the Royal navy's worst nightmare, and cut off their colonial forces

    • @simonnachreiner8380
      @simonnachreiner8380 2 місяці тому

      It's also pretty helpful for avoiding getting naval invaded. Getting just that little bit of extra supremacy can make the difference between your fleet getting repaired or getting cut in half before you can...
      Being three tiles long is a pain.

  • @bishyaler
    @bishyaler Рік тому +3

    Minelaying would be so much better if you could either do it out of war/certain warsupport/world tension

  • @pohorex6834
    @pohorex6834 Рік тому +1

    In single player when I play as an allied nation I will build mine laying subs and mine sweeping destroyers just because I’m bored, and there really isn’t much of a threat at sea

  • @efulmer8675
    @efulmer8675 Рік тому +2

    1:30 It's actually worse than that because regular Infrastructure increases your fuel capacity and building up Infrastructure increases your factory construction speed in that state so while you're making a more long term investment in your factory construction speed, you're also increasing your fuel capacity and for much less construction cost.

  • @pasanaator9874
    @pasanaator9874 Рік тому +3

    You forgot the guided anti-ship missile in the final rocketry research

  • @NominatusLP
    @NominatusLP Рік тому +3

    I already said that in one of your videos but these explanatory videos are so helpfull, especially because im not a Hoi4 main (i mostly play EU4 and once every month or two Hoi4).
    so watching your videos always helps me to get better at least a little bit and another thing, you have a really relaxing voice.
    Strange that the V2 rockets can shoot down, this makes absolutley no sense, the allies couldnt shoot down the V2 irl.
    Nice video as always, greetings from germany :)

  • @TESI303
    @TESI303 Рік тому +3

    Rocket engines need some gimmick or buff. Maybe a buff when only on interception. Maybe a buff to agility when only on intercept...? Basically have your rocket interceptors be fast/agile enough to intercept the bombers but not be intercepted or engaged (or have decreased chance to) by any escort fighters - if anything like that is currently possible.

    • @FlamingPie-e4o
      @FlamingPie-e4o Рік тому

      But what about using them for carrier's planes? I suppose in this case their short range doesn't matter if we use carrier planes only in naval battles

  • @joemcmahon206
    @joemcmahon206 Рік тому +3

    I have built super heavies before, albiet in more fantasy-esque games that drag on until 44/45 and involve me fighting the entire world. They're pretty good at dislodging large stacks of infantry in plains provinces that can build up insane defense bonuses.

  • @DahakaProd
    @DahakaProd Рік тому +4

    tried playing with V1-3 rockets, even max ones do so little logistical damage it's insanely bad compared to how many building slots and research you're doing. Which is a shame, I'd enjoy a feature to basically bomb someone into submission, cripple them to the point they have to surrender

  • @TheJackHood
    @TheJackHood Рік тому +1

    I love the aerial minelaying, esspecially if you have some obsolete aircraft doing nothing, just convert them into minelayers and use them for that

  • @LopsidedKitten
    @LopsidedKitten Рік тому +9

    I like doing floating harbors in areas that are rough to invade, and then pushing out. I find that it gives me enough time to build a port in the area I took and bring supply in traditionally, though admittedly it's mostly good against AI that aren't doing full coastline defense and MP games where 1 port per province rules aren't in play. It can be a sneaky way to blindside someone and take resources away from another front.

  • @TalonAshlar
    @TalonAshlar Рік тому +2

    rocket munitions for tanks should be an extra weapon module like machine guns that still gives you a base gun as well.

  • @raxsavvage
    @raxsavvage Рік тому +1

    super heavy battleships as naval invasion vessals are where they shine for me, but pretty much outside of stupid grind downs, cant build them fast enough to matter , but if they wind up needed, they great

  • @TapdotWater
    @TapdotWater Рік тому +2

    Some time relatively soon after release (like my second or third save on the game after release) I did a Communist States of America run where I rushed rocket tech as soon as possible. The beauty of rocket technology is that it gives motorized rocket artillery an incredible boost in its stats on every tier. My divisions were just 3 lines of motorized rocket artillery with a line of mechanized infantry and a full set of support units, and they demolished everything they went up against

  • @ЯрославФедоров-з6х

    it seems like 1100km range was implied for rocket 3, but somebody made a typo.

  • @shishkabob984
    @shishkabob984 7 місяців тому

    floating harbors worked for me recently. I used them to land a bunch of medium tank divisions on Cuba as the USA, where without them I lost a bunch due to immediately running out of supply and failing to take the port

  • @TheKonkaman
    @TheKonkaman Рік тому +3

    The floating harbours are good for marine minors like aus/nzl and rom

  • @Vagabond820
    @Vagabond820 Рік тому +2

    I agree with everything but floating harbors. Though, I do like to refit tier 1 and 2 subs as minelayers when playing the US. They get found so quickly as raiders that its a better use imho.

  • @LT_Silver
    @LT_Silver Рік тому +1

    Super heavy battleships can be incredibly good if you invest research into anti air, get the anti air light cannons and have a good screening portion of the navy and they won't get damaged easily

  • @rekire___
    @rekire___ Рік тому +1

    When I'm playing for the first time, I remember build super heavy tank division only and send them to the Himalayan mountain for lols and giggles.

  • @InfiniteDeckhand
    @InfiniteDeckhand Рік тому +10

    Never stop making this videos, Dave. Because, my personal impression is that if you point out the game's flaws long enough, PDX will actually listen and do something about it. I mean, that's probably also why they are now doing monthly patches instead of waiting it out until the next DLC.

    • @DarkSnake49542
      @DarkSnake49542 Рік тому

      The question is where does he get his stats? Did every player answer his survey or does he get to decide what every player (single and multi) never use? For my part, I didn't get his survey so his video is just generalities based on his few MP games, not based on players. (how many dozen of players out of thousands is this based on?)
      For my part, I stopped his video at fuel silo, I always build those to get a good reserve. (and because if not, I only do civil&military and rubber and shipyard, and late game, some rocket to destroy buildings at little cost since rockets are built from air and only their bad range is the default)

  • @HungarianPatriotGaming
    @HungarianPatriotGaming Рік тому +1

    Mine laying has a niche role for nations that have a very small coastline, bordering only one seazone, and want to give an edge to their proportionately small fleet defending that zone. Retrofitting crappy old ships that would only get sunk in an engagement to be mine layers has its boons. Similarly, putting like 3 mine sweepers on a crappy old destroyer and having 8 -10 of those can clear out a sea zone very quickly - useful for axis to invade the American continent, as the AI loves to plant mines around there. As for the rocket engines, they used to have one major advantage: they consumed no fuel at all. Since BBA, they do consume some, but still very little. BBA also made them extremely useless in an actual fight, because you can't stack armor on rocket interceptors, due to the armor's additional range penalty -it can actually reduce range to 0.

  • @muhammetaydogmus4404
    @muhammetaydogmus4404 Рік тому +1

    fun fact: you can use extra fuel module for planes to signicantly reduce the range penalty for rocket engines cuz the percentages sum up.

  • @cosarciprian7187
    @cosarciprian7187 Рік тому +1

    Rocket tech applies to the Rocket artillery so if you want rocket arties those bonuses are really helpful

  • @ryeo9907
    @ryeo9907 Рік тому +2

    To be honest, I find mine layers quite potent. I recall using them as Greece against Turkey and they excelled at that.

  • @kingkonut
    @kingkonut Рік тому +2

    Ok but the super heavy battleships and tanks were impractical and ineffective IRL so it's realistic

  • @passiveagrsivesmeerschwein2320

    "super harvy thanks are"
    me how litrally just uses light tanks all the time °__°

  • @nothinghere9127
    @nothinghere9127 Рік тому +1

    Ngl, I only use floating harbor to send 5 armies instantly trough the field Marshall. And having the frontline that was made on the landing site not being a horror stack to the eyes.

  • @brianhoff141
    @brianhoff141 Рік тому

    The floating harbor was use in the D-Day invasive to help unload cargo ship like it was a harb or on the D-Day beachs.

  • @bulletholeteddy9223
    @bulletholeteddy9223 11 місяців тому +1

    Paradox really needs to buff rocket sites, especially level 1 the range should be way higher

  • @LordFatalo
    @LordFatalo Рік тому +2

    I never use fuel silos, building synthetic refineries works better since you get fuel and rubber

  • @Redstoneghost133
    @Redstoneghost133 7 місяців тому

    Super Battleships are honestly fantastic for naval invasion and coastal bombardment. They hit super hard and can have less troops in battle on the coast

  • @kevinbarber2795
    @kevinbarber2795 6 місяців тому +1

    Speaking of mine laying, how come there’s no land mines? That was a huge part of WW2.

  • @rim9732
    @rim9732 Рік тому +1

    During the beginning of the plane dlc and etc the missiles could actually nuke without any other planes or air needed then they removed it but still have it marked. It’s confusing to me honestly.

  • @pc_suffering6941
    @pc_suffering6941 Рік тому

    I do, even even if just for larp. Laying mines from a plane is not bad btw if you're landlocked.

  • @blootheshrimp2396
    @blootheshrimp2396 Рік тому

    1:33 Most of the time, AI mexico's opener is: Construct Fuel Silo, Import 8 oil

  • @chrisa3661
    @chrisa3661 Рік тому +1

    Am I the only one surprised that Mine field on land isn't a thing in this game?

  • @samh.6788
    @samh.6788 Рік тому +7

    If hoi4 was more playable past 8 years ig then I could definitely see the floating harbors being used more.

  • @Glorymoon97
    @Glorymoon97 Рік тому

    I build Fuel silos. I usually do that when I'm playing as a country with little to no domestic fuel production to keep make my fuel stores last longer.

  • @wojtekpolska1013
    @wojtekpolska1013 7 місяців тому +1

    with fuel silo, i honestly might just built 1 or 2 of them and its more than enough for almost everything i needed.
    i sometimes build them, but only like 3 of them max, its more than enough for most purposes

  • @jansatamme6521
    @jansatamme6521 Рік тому +1

    there is actually some merit to shbbs since u can make them expensive enough to make planes choose it as the target and not the carriers more often and in bb vs bb engagements they absolutely shread aswell since they usually cant be penetrated

  • @Mikalent
    @Mikalent Рік тому

    You want a battleship that takes a little bit of damage and spends 6 months in repair" you just described the service life of the Yamato perfectly, take 1 torpedo hit, and off to the drydocks she goes for the rest of the year.

  • @cloudkelsey
    @cloudkelsey Рік тому +14

    Honestly the bigger problem with module equipment is that its largely hidden in the tech interface. The research buttons need to be expanded to show what you get for each research button instead of searching through them to find what you are looking for. The research could be greatly improved by making the details more front and center.

  • @MacLachlan
    @MacLachlan Рік тому +1

    Glad to see we can still intercept ICBMs like in Hoi2

  • @Drnken229
    @Drnken229 Рік тому

    Me who used to built Silos, Rocket Sites, Fleets just for Minelaying and created 1 Superheavy Battleships for each fleet.. but I do havent played since some years

  • @timhurtienne7760
    @timhurtienne7760 Рік тому +1

    You should be able to Mine youre own coastal Waters as a facist or comunist Nation or even non aligned regardless If U are at war or Not

  • @nathanbutterfield8202
    @nathanbutterfield8202 Рік тому

    Too work mulberry harbors need some in inventory, they will last longer, also, they tend to provide listed supply so you would build an invasion of a lot of tiles and focus on encircling and taking the port

  • @rkortak
    @rkortak Рік тому

    thanks for teaching me the mine laying gives naval supremacy percantage bonus thing

  • @lucasfoldesi4265
    @lucasfoldesi4265 8 місяців тому

    Minelaying is amazing, helps with naval supremacy, gets you more favorable engagements due to speed limitations and can send enemy ships straight to the repai dock while they patrol

  • @mattanderson1178
    @mattanderson1178 Рік тому +1

    The super heavy battleship is an amazing damage sponge and fly swatter. Max out the AA on it, chance of naval targeting is proportional to total HP so the super heavy is > 2x more likely than the other capitals to be targeted by plane attacks. I always like to build at least 1 for the main fleet

  • @pocketgroyper9301
    @pocketgroyper9301 Рік тому

    The only time I've ever used fuel silos is playing Italy on historical, since when the war starts your fuel expense is massive because you're using your full air power, navy, and motorized/tanks constantly. Having 2 years of fuel banked is very useful so you don't have to put like 10+ factories on oil for trade, and it's very easy since Italy has a 35 day focus which makes fuel gain 100% faster and fuel silos build 100% faster for (2 years?) or so. This makes it to where you can build 6-9 fuel silos in North Africa very cheap and the fuel will accumulate quickly to max right in time for the war just off the oil you already have developed plus the usual synthetics which you've got for rubber.

  • @daveriddell3704
    @daveriddell3704 Рік тому

    As Germany, I convert my old subs into minelayers and convert a few older DD’s into minesweepers.

  • @CountFisco
    @CountFisco Рік тому

    11:24 I would definitely watch a "Hoi4 max engine 20km/h light tank division world conquest" video

  • @TheArklyte
    @TheArklyte Рік тому +2

    Fuel supply should be moved to the same building type as supply hubs. Then the price can remain. Otherwise nobody is going to use it.

  • @douglasraines7987
    @douglasraines7987 Рік тому

    Looking good with that natural burst of gray coming through.

  • @theotocard1166
    @theotocard1166 Рік тому

    Also we need to keep in mind for fuel silos and rocket sites m, while the costs are similar to the one of a mil, in your usual game you'll often end up getting a significant construction boost for mills making them an even better option