Rheinmetall
Interplanetary Assassin
Ok another question, should I release puppets or keep them annexed?
Depends. Releasing puppets gives you a lot of benefits but sometimes it's not worth it. There are times when it's better to keep the IC for yourself, at least in the short term rather than set up a puppet state (which is more of a long-term investment) Also if your TC is in the red then it might be a good idea to release puppets.
Note that releasing puppets gives you dissent. This depends on your government. For the Soviet Union it's usually 5%, which can disrupt production significantly.
Also remember to make note of the terrain when using armour. When i was doing my Barbarossa moment as the Germans I got stopped just short of Moscow with a front running from just outside Leningrad all the way down to I think the river before Stalingrad and was stuck. I started to fret as my spies were noting the increasing number of infantry Stalin was creating (the only thing Spies are good for imo) until I noticed that almost all my armour was based around Moscow trying to break through and the forests there were just chewing them up. Moving them south in force and moving infantry north allowed me to break their front in 3 different places. Was a nice feeling.
Well I've got so much IC my material supply can't keep up, but my TC is struggling so I guess it makes sense to release a few puppets. Then again, my dissent is high as it is...
As the Soviets you'll get events as you conquer Europe asking if you want to keep your annexed lands or puppet them (as historically happened). I normally go for the latter, and rarely manually release puppets as the Soviets.
There's a couple of techs you can research to reduce TC, but I can't recall right now where in the tech tree they are.
I don't understand why creating puppets gives you dissent, or releasing puppets you created in areas you have no intention of keeping and are useless (or such as a past ally who was defeated). Such as African nations like Somalia (no use for it at all, ever). Or those really small 1 region nations.
I think the simple reason the dissent hit was brought in was simply to stop an exploit in which players would release nations as puppets to ease the TC burden. I stress the "I think" part, mind.
It reduces the effectiveness of your troops, and you lose IC depending on how much dissent you have. It's best to try to get dissent down as soon as possible; whenever I get dissent I usually put all of my IC into Consumer Goods (and some in supplies if I need any there), and it goes away fairly quickly, depending on how much IC your nation has.I've had no noticable effect from dissent in my game, what does it do anyways?
Munch, why is your IC only 18? I can see that your TC is way overloaded, which is probably the reason why you're having trouble fighting.
2 - When a transport is selected with paratroopers loaded the only order possible will be to paradrop (cant remember the exact words). When you select the order to paradrop a dropdown of provinces, well, drops down. If, and this is the confusing bit, there are no provinces you can drop into the drop down will contain no provinces. It's not a bug, just poor UI.
Given you cannot drop onto friendly or nuteral provinces and the early transports have short range it is very easy to believe the whole thing is broken.
...
Oh, year, thats another thing. Transports need to be at near max org to be able to paradrop.
In my case at least, there is no drop down at all. The only mission available is "none".
Ah, that final point could be the problem. Then again, even with my current max org they won't do anything.
Thats a point. When I say "the only option" that doesnt include the "none" option which is always there. So if the transport is not at near max org the only option will be "none".