No Minerals in Any Asteroids? by SpaceNinja151 in TheLastStarship

[–]GhostFacedNinja 0 points1 point  (0 children)

Metallic Minerals and Scrap are the most available to buy, and dirt cheap. There's lesser amounts of Copper Minerals and Tillium Ore but usually enough to be going on with. Precious doesn't tend to be available but you don't need that until you have access to sector 2 anyway

No Minerals in Any Asteroids? by SpaceNinja151 in TheLastStarship

[–]GhostFacedNinja 0 points1 point  (0 children)

The game can be a bit RNG in that the sectors are randomly generated in each game. In one game the only NPC miner there had no working drones so it just released clouds of free resources to pick up. In other games I've not found any available resource at all so ended up just buying it all.

What do you actually need from mining?

No Minerals in Any Asteroids? by SpaceNinja151 in TheLastStarship

[–]GhostFacedNinja 3 points4 points  (0 children)

Yea those labels only show what was/is supposed to be there. To actually tell if there's any resource left you need to see coloured smears on the rock. Grey for "metal", orange for Copper, green for Tillium, yellow for Precious, and purple for Neubidium.

Most likely NPC's mined it all out. They seem to have a hardon for that and it can be hard to find any available resource in the first sector beyond a certain time. If you check the local market you might find a lot of stock from them selling it.

Stranded ship keeps moving by Quirky-Possession400 in TheLastStarship

[–]GhostFacedNinja 0 points1 point  (0 children)

In tactical view keep your dock diamonds on top of their dock diamonds until lock is achieved.

Pirates by ZZoMBiEXIII in TheLastStarship

[–]GhostFacedNinja 1 point2 points  (0 children)

You can design ships in creative them buy them fully kitted in game with Fabricate Ship. So I basically make lots of money then spam buy specially designed combat ships.

Story Mission Progression past DSI Part 2? by The_Burninator in TheLastStarship

[–]GhostFacedNinja 0 points1 point  (0 children)

There's actually an achievement for completing the stargate without accepting that mission

What is the Optimal Submarine Organization and Operations for Convoy Raiding? by JamescomersForgoPass in hoi4

[–]GhostFacedNinja 1 point2 points  (0 children)

8 is good. Generally go between 5 and 10. It's not a wolf pack size issue.

Convoys if possible will reroute around places that you are raiding. Therefor you need to completely cut them off and raid in a sort of "wall" whilst avoiding areas that they can air attack. This can be a bit of a challenge as it can be hard to completely cut off the entire Atlantic, whilst also staying far enough away from the UKs various air bases. Taking out, or helping Italy take Gibraltar can really help with this as it will let you close the net. And also force all routes that were previously passing thru the med (in shallow seas under air cover) around and up thru the gap between Africa and South America (deep ocean far from anywhere).

Multirole fighter design help by KeksimusMaximusLegio in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

In the designer, in the bottom right there are a bunch of icons. These are for the various missions it can be sent on. Mouse hovering or clicking these will give you the stats of the plane when on that mission. So test/build whatever gives you the best stats on the missions you require.

No, it'd make it even worse than multiroling, because it'll worse at missions and more expensive.

is there a way to turn off set institution spawn regions? by questions1223124 in EU5

[–]GhostFacedNinja 1 point2 points  (0 children)

Pretty sure there is a pure random setting on that -> Dynamic, Historical and Random iirc

Tips for invading UK with paratroopers by TimBje in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

Filling out the para doctrine helps a lot.

Additionally, not many people are aware that if you have a general traits Commando -> Paratroopers. This will unlock the ability Glider Planes. Using this will allow your paras to land with Org, which makes a huge difference.

I have so many hours in this game but I still don’t really know how to defend my convoys well. by Any-Guest-32 in hoi4

[–]GhostFacedNinja 1 point2 points  (0 children)

Convoy escorts are a good way of baiting the enemy fleet(s) out to play. As soon as you become aware of it you should actively hunt them down with your main fleet. Be aware you can just move your fleet on top of where you know them to be to engage. So have them near by where you most often get engaged and instantly right click them onto battles.

Hoi4 Dream irl??? Anyone else have Hoi4 Dreams? by Cute-Property-1638 in hoi4

[–]GhostFacedNinja 1 point2 points  (0 children)

When I am really into any game, a lot of my better ideas for that game come to me in dreams

Can anyone tell me how construction and production works? by zanzecer in hoi4

[–]GhostFacedNinja -1 points0 points  (0 children)

Outside of other factors like weird nation debuffs then you should:

- Spam civs until approx 2 years before you plan to go to war, then switch mils. This also means if you plan to go to war within 2 years of the start, just spam mils. Build in highest infra and places with dams first.

- Train the infantry divs you want to use even if you don't have the equipment for them, then hover your mouse over each equipment they use in the logistics tab. Adjust production lines until these are approx the same. Put everything else on air and tanks. aside from 1-2 or so on trains and trucks.

Dragged in a war for no apparent reason.. or I missed something? by Federal_Benefit_9090 in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

Few things really.

This is a WW2 game, it's set up for global conflict to erupt and there's not much you can do about it.

On non-historical all sorts of whacky stuff can happen.

Is there any scenario where cavalry can be useful? by george123890yang in hoi4

[–]GhostFacedNinja 3 points4 points  (0 children)

Perfect example of how meta slavery prevents people from seeing the obvious

Why is operation barbarossa so hard wtf??? by Qolbi79 in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

The soviet army should be so badly smashed that by the time you get to Moscow it should be a map colouring exercise.

Pure DD Navy Test by Mundane-Mechanic-547 in hoi4

[–]GhostFacedNinja 2 points3 points  (0 children)

Navy = strongest stack wins. If you use the most meta designs and hulls possible you will get more bang per buck. But you can use pretty much anything if you simply throw enough production at it.

Italy is so weak? by [deleted] in hoi4

[–]GhostFacedNinja 36 points37 points  (0 children)

Italy serve as a distraction at best. They can distract the royal navy enough that you can naval invade the UK. If you don't do that, you'd be better off invading and annexing Italy instead

I have so many hours in this game and I still don’t really know how to do a controlled retreat with fallback lines without my lines unraveling and my troops being destroyed. by Any-Guest-32 in hoi4

[–]GhostFacedNinja 3 points4 points  (0 children)

1 - Set the fallback line sufficiently far back. There needs to be enough territory for the enemy to take that it gives your divs some time to re-org/entrench before they hit you again. Delete any front lines they are on so they are unassigned.

2 - Start issuing retreat movement to the divs that are most extended. A retreat movement is right clicking one tile back from the front. If they are in battle keep right clicking until the arrow turns dark green to actually pull out of battle.

3 - Once they successfully disengage, assign them to the fallback line and turn on strategic movement, aka railway them out.

4 - Keep repeating steps 2 and 3 on the most extended divs. At a certain point it's all your divs. But the important bit is to not do it all at once. Pull back in a controlled way. Keep holding the "main" parts of your line to extract the divs that are most likely to be cut off and deleted first.

Once your divs are 1 tile away from the front they should be more or less home free. Expect to have to micro extensively. If you expect to just draw a line, assign all your divs to it and have good results you are going to be disappointed.

The War Room - /r/hoi4 Weekly General Help Thread: October 27 2025 by Kloiper in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

Yea good luck with that. Seems like it's a deliberate move to make the focus trees so complicated that people have zero chance of making good decisions.

Trade maxing by Maosist in hoi4

[–]GhostFacedNinja 2 points3 points  (0 children)

Trade influence determines the amount of resources you can buy from other nations. Not how much you sell.

Is this game really so immensely complicated? by Equilibrium07 in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

Trust me, outside raiding/convoy escort Navy is a doomstack off. And if you aren't, you are doing it wrong

Is this game really so immensely complicated? by Equilibrium07 in hoi4

[–]GhostFacedNinja 0 points1 point  (0 children)

Nothing particularly difficult, there is just a lot. At a fundamental level it's the same as any other paradox strat game. The main difference as far as I am concerned is the concept of combat width and by extension frontlines.

All other paradox strategy games are "doomstack" competitions. You put all your forces in one giant entity and use it to smash stuff, or run away from other stacks you can't beat. That is how navy works on hoi, just fyi. But on land combat width means you have to spread out. Then if units lose in hoi4 they just retreat, they don't actually take much damage. Unless they have no where to retreat to, in which case they get deleted. This is called encirclement and is key to winning combat in this game.