![]() ![]() Army, Navy and Air experience As units fight or, in the case of armies, exercise, they will gain experience. Command power is limited to promotion of Field Marshals unless you have the Waking the Tiger DLC. It is capped at 200, however, the growth and cap can be increased by Doctrines and National Spirits. Command power is used for various military operations and promotion of generals. Command power Command power represents the ability of the government to bypass the chain of command and directly influence the military. The number of available transports can be increased by building new convoys in the unit production menu. Moving land units across oceans and seas requires an allocation of transports. Each trade for overseas strategic resources requires the allocation of convoy units. Convoys The number of convoys, also known as transports, that are available. If your country lacks the trains, trucks, or convoy ships for transferring all supply needs, then your units will get reduced supply which can result in supply penalties. Logistics Fulfillment Logistics Capacity (Fulfillment) represents how satisfied your supply lines are. Fuel generation is affected by oil available (domestic and traded), research, and economy laws. Each nation has a maximum capacity for fuel which can be increased by building silos and infrastrucure. Fuel Fuel is generated by the nation's excess oil. We will deal with their roles in a future section. Factories Three separate numbers, listing the military factories, naval dockyards and civilian factories available for new orders. This is based on the territories under the nation's control ( core and occupied giving different manpower yields) and affected by a number of factors, primarily conscription laws, National Spirits and the number of "units under construction", also known as units under recruitment. Manpower The number of men available to create and reinforce military units. Nations with low war support tend to surrender quicker. ![]() War support is also affected by world tension, Pride of the Fleet, enemy bombing, allied interception, enemy convoy raiding, heroes being killed in action, and operative propaganda. Countries gain a positive war support buff for being in a defensive war and a negative buff when being in an offensive war. Fascist and aggressive nations generally have more initial war support, but they can eventually be surpassed by democracies fighting a defensive war. War support directly affects mobilization speed, Command Power gain, and attack and defense on core territory. War support The measure of the people's support for war. ![]() Stability above 50% yields positive modifiers related to factory and dockyard output, political power, and consumer goods while stability below 50% yields negative modifiers in those categories. A nation with 50% stability does not gain nor lose anything. A country with low stability suffers penalties to factory and dockyard output, political power gain, and consumer goods while experiencing an increase to occupied territory resistance gain. Stability The measure of the people's support for its government. Each country gains +2 points of political power per day which can be modified by Nation Leader traits, Political Advisors, Stability, National Spirits, National Focus selection, Political Events, Political Decisions, or player actions. Political power can be spent on completing national focus ideas, appointing ministers (political advisors, designers, theorists, and military staff), taking decisions, changing trade laws, economy laws, conscription laws, and some diplomatic actions. Political power This is the amount of political capital the nation's leadership has accumulated. ![]()
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