Disable political points?

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Mower
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RE: Disable political points?

Post by Mower »

ORIGINAL: GetAssista
ORIGINAL: Mower
when I try to alter their HQs, all of the options are greyed out.
Yo don't have enough PP accumulated that's why. A division can cost 400-1200+ PP (depending on subcommands available)
That is, if you were able to click into the unit command in the first place. Some units are permanently restricted

Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.
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RE: Disable political points?

Post by fcooke »

For your SBD squadron, what GP said. Also odd that the entire squadron is disabled at a base like PH - did you just downgrade the airframes? If you have enough PPs and the options are greyed out then they are permanently restricted, no amount of PPs can change that. They have to stay in their command area, though you can be cute in certain places like India and march the restricted units to the front.
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RE: Disable political points?

Post by btd64 »

One other thing. Never buy out a air or ground unit that has a withdrawal date coming up. I will occasionally buy out a unit that has a withdrawal date 12+ months out if I'm in a jam....GP
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rsallen64
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RE: Disable political points?

Post by rsallen64 »

If you REALLY want to spend the time and unbalance the game against the AI (because you will), you can open the AE Editor, pictured in a post above, at the beginning of the scenario, select the units you don't want to be restricted, and change their HQs to an unrestricted HQ. That way, when you start the scenario, they will not be restricted and you can move them freely. Problem with this, as others have pointed out, is the potential for unbalancing. But, it's your call.

It is a pain as the Allies in the beginning to have all these restricted units you can't move. But it gets better over time. The decision, I believe, was made to reflect some of the political realities of the time, so you cannot, for instance, move Dutch units to Midway, for example, or West Coast units to Burma, because no leader at the time would take the political risk.
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GetAssista
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RE: Disable political points?

Post by GetAssista »

ORIGINAL: Mower
ORIGINAL: GetAssista
ORIGINAL: Mower
when I try to alter their HQs, all of the options are greyed out.
Yo don't have enough PP accumulated that's why. A division can cost 400-1200+ PP (depending on subcommands available)
That is, if you were able to click into the unit command in the first place. Some units are permanently restricted
Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.

Screenshot please. You either can pay PPs if them are enough, with the unit which can be bought out.
Or you cannot even go into the screen where you will see the commands options, with the unit which is permanently restricted
LGKMAS
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RE: Disable political points?

Post by LGKMAS »

the inability to withdraw that Sdn, could it be that all the airframes are damaged?
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Sardaukar
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RE: Disable political points?

Post by Sardaukar »

As another use of PP, one can buy back many destroyed ground units. Not all, but quite a few.

I usually buy back HQs, Air HQs and Base Forces. Good thing about it is (unlike buying back infantry etc.) that it does not stress your device/infantry pool that much. And you can never have too many Base Forces or HQs...
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HansBolter
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RE: Disable political points?

Post by HansBolter »

Some units are simply PERMANTLY restricted to prevent players from completely denuding an area in order to send every last unit to the front line.

If you are unable to change the command HQ of a unit it is either because the unit is permanently restricted or you don't have enough Political Points to buy out the unit.

This ISN'T complicated and the buy out screen shows you how many political points it costs to buy out the unit.

You refuse to provide screenshots and keep asking the same question over and over again.

Eventually, the veterans here are going to tire of your endless repetitive questions and your apparent inability to learn anything on your own.

Hans

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Chickenboy
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RE: Disable political points?

Post by Chickenboy »

ORIGINAL: Mower

Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.

Not all restricted LCUs can be converted to unrestricted (and therefore mobile) LCUs. Some of the ones on the West Coast CONUS cannot be moved by ship or air from their current position. Others (i.e., coastal defense artillery) may have 'static' devices that forevermore root that unit to that specific location.

If you are seeing a 'greyed out' HQ option, in spite of having ample PPs, it's most likely that these units cannot be re-based at all. In the case of CONUS, this reflects the paranoia of the country at the time and the pressing need to buttress local defenses before sending troops / units abroad.
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Mower
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RE: Disable political points?

Post by Mower »

ORIGINAL: Evoken

If you want to change it , its not possible to do in an ongoing game a new game would be required. You can do the changes by opening scenario you want in editor and going into scenario tab and then changing politics/turn values to your liking

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You actually cannot, I get a message when trying to save that slots 1 through 25 are reserved.
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RE: Disable political points?

Post by Kull »

And there's 174 that aren't.
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RE: Disable political points?

Post by BBfanboy »

ORIGINAL: LGKMAS

the inability to withdraw that Sdn, could it be that all the airframes are damaged?
That squadron shows no ability to transfer anywhere, which means it just transferred to PH from another base or, more likely from a carrier or Air Transport TF. That would explain the "damaged" aircraft and the missing one. Upgrading or downgrading aircraft will also give you "damaged" ones. Next turn, if some aircraft are serviceable the option to transfer them to another base or CV type ship should be available again. Damage aircraft can always be loaded onto a Transport or Air Transport TF to travel by sea, if they belong to an unrestricted HQ.

The OP needs to read everything about the PP system (to understand HQ assignments and ability to move out of theater) and about withdrawing units (to understand effects on PPs, and limitations from location, unit damage, and time frame - some units can be withdrawn early, others cannot).

Incidentally, all the units can be made mobile by modifying the database to make every unit HQ and unit unrestricted and removing the static marker from all devices. The scenario change then has to be saved in a slot above the first 25 before starting the game. This does not do away with the PP system to change leaders or upgrade some devices to ahistorical ones (mostly squadrons that cost PP to upgrade or change type of aircraft, like the SBD-2s at PH).

As several have mentioned, this removes the real-world restrictions that political leaders faced and would lead to a less intense game experience. Not recommended.
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Mower
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RE: Disable political points?

Post by Mower »

I understand that removing (in my case adding 99999 PP) can unbalance the game, but it also takes alot of irritating micro-management out. I mainly want to move and command forces operationally, andso im happier with PP removed. Thanks for all of the input.

Now, does anyone know why a US Army formation on the West Coast is set to West Coast HQ and greyed out so that its HQ cannot be changed?
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RE: Disable political points?

Post by RangerJoe »

ORIGINAL: Mower

I understand that removing (in my case adding 99999 PP) can unbalance the game, but it also takes alot of irritating micro-management out. I mainly want to move and command forces operationally, andso im happier with PP removed. Thanks for all of the input.

Now, does anyone know why a US Army formation on the West Coast is set to West Coast HQ and greyed out so that its HQ cannot be changed?

They were stationed on the West Coast and later transfer either to Afrika or Europe. The 3rd Infantry Division (Rock of the Marne) invaded Northwest Afrika, later Sicily and so on. That was the division that a little teenager named Audie Murphy was sent to.
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