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fixed issue where rebels were unable to move because of supply blockage despite them not drawing supply removed min revolt risk from nationalism Fixed exploit in CGM where it was possible to build HQ but had no points left Fixed bug where it was impossible to invade shore if the coastal province has missing port position defined in DB Fixed problem with calculating total points available in CGM technology stage Also scalable by "officers_ratio=1.0" in cgm_settings.txt) officers ratio in CGM is set to the same as in historical start for specific date (+ custom amount defined per country in cgm files. embargo diplo option now cost only 1 points fixed issue where call to arms incorrectly replaced war leader with the wrong country Upped limit for embargoing to 65 neutrality. Fixed supplies exploit by (re)creating HQs in encircled areas to magically bring the supplies to the location. LL Convoy sinking affects the overall efficiency with every hit, and slowly regenerates. Units that can't fight (like empty HQs or none org) no longer counts in stacking penalty. fixed an issue where CAGs would still launch and fight despite org level fixed issue with long attack delay from support attack UNIT_ATTACK_DELAY_PERIOD controls period of scaling
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Combat delay now scales with time of combat. The tech unpauses when it's available again. Those points jumps over to the next entry on the technology list. Queued Techs that become invalid (f.ex lost province with building required) have no longer leadership points spent on them. Now motorized units does get the speed bonus from rubber - yeah!
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Best unit depends on how many subunits it has, how much STR, and how good is the leader. Now when merging units, the best unit is picked not the first in the selection. Underground will no longer spawn partisans on foreign territory if underground was on a border province.