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Generals! For the next several days youll be able to test some things and give us all your feedback in this thread. You can play around, test and give feedback on anything you like, but our focus will be on these points:
Generals!
Command has issued another survey from Research & Development in order to understand our battlefield a bit better, looking into what similar games you interact with, your different playstyles and preferences, and overall your experiences across the community.
Whether you're a seasoned veteran, a casual roleplayer or someone just getting started, your feedback will help us design features and experiences that better reflect the way you play.
To participate in the Survey, you can click HERE or on the QR code below, which can also be scanned.
Generals! We are back with our latest War Effort patch of the year, which contains a bunch of bugfixes, some balance changes, and tweaks to the game. But before we get to that, we have some words from @Wrongwraith Hi everyone, Im Thomas, the Design Lead on Hearts of Iron. Its time for another War Effort, and its a big one. Our primary focus for this War effort has been bug fixing weve addressed a wide range of issues across the game to improve stability and polish. However, were not just fixing bugs; were also delivering balance tweaks, gameplay adjustments, and other enhancements. This time around, from a balancing point of view, weve mainly looked at Armored Cars and Tanks. The reasoning behind this is that we felt that, as many of you have pointed out, it was usually better to make a cheap light tank than to use Armored Cars. While this is not entirely wrong from a historical point of view, it was a bit too much. So we adjusted a few things with armored cars to make them slightly more viable. They now benefit from improved techs for Artillery, anti-tank, and anti-air. We also upped their starting Organization and Strength. Then, we also had what we felt were too cheap tanks (especially light tanks) when using the tank designer. So, in accordance with that, we have modified the costs a bit for tank chassis and some of the modules. Hopefully, this combined will make armored cars a bit more viable and make Tank Designer-designed tanks somewhat more similar to other tanks. Weve also made some other tweaks, like adding sub detection to a few ship hulls (and other things :) ), as you can see when you look through the list. Anyways, I hope you like this War Effort and all the changes it contains. /Thomas Operation Shoulder, [strike]Patch 1.16.3 Checksum a433[/strike]
Dear fans, Today's Patch for Operation Knee marks the second release in a series of updates that we are doing to improve the game. Next week we aim to release the War Effort patch, which as Arheo said previously will be more substantial than usual. I also want to take this opportunity to circle back to a few topics that Arheo brought up last week, as well as start providing a few glimpses into the short- and long-term future.
Generals!
Your Shah-nce to order your very own Shah Platypus is almost gone - Only 48 Hours remain!
As a wise man once said: " You're a Plushie, Shah-rry!"
Grab your own here, or by clicking the image below~
Generals! The Quartermasters over here on Steam have once again reorganized the railroads to ensure maximum efficiency, now extending Discounts on HOI over to the Spring Sale! It is the perfect time to grab something for a friend, or to grab something that missing from your collection~ This sale will run from Now until March 20th
Hello everyone! As we mentioned not too long ago, well be bringing you several patches over the coming weeks and months. Here is our first batch of patch notes. Operation HEAD, 1.16.1, Checksum 48b7
Greetings all, At the risk of stating the obvious, the release of Graveyard of Empires has not gone the way we wanted. Today, I want to post a mini-retrospective that explains some of what happened leading up to the release, and how we plan on acting on the results of that and on subsequent feedback and reception moving forwards. One of the most important parts of the pre-release process we perform in Studio Gold is the Go/No-Go meeting. This is where each discipline; QA, Tech, Design, Marketing, Business et al, present their perspective on the state of the game and expectations on the likely reception thereof. We do this so were all on the same page, and so we can jointly arrive at a consensus on whether to launch or not. In GoEs case, while we identified some areas of uncertainty mostly relating to dev diary feedback, we agreed that there was nothing out of the ordinary here, and that a release at this stage was acceptable. I dont want to diminish my role here or throw anyone under the bus: as Game Director I can overrule in either direction, and I did not - I did not see what I should have seen. Collectively, and personally, we were quite clearly wrong. As an organization we were unaware of the issues present in this release, and this represents a serious need for some inward thinking on how we arrived at this decision, and how we reorganize ourselves to prevent it occurring again. I have few answers for you right now as were focusing on the short-term goals for putting Graveyard of Empires right, but we have no intention of sweeping this under the rug. From a long term perspective, this is now the second release of a Country pack which has performed worse than expected. Review score is actually a surprisingly difficult metric to evaluate. It is better to think of it as a snapshot that, on balance, gives us an idea of how much of the community considers everything surrounding a release to be a net positive or negative. This can include price, quality, scope, overall opinion of a company, and many other things. What we tend to do is aggregate the key sentiments of negative and positive reviews and work out, on balance, where the main points for and against are. The two main negatives on Trial of Allegiance were, in first place the regional price adjustments in two specific markets, followed by scope. Its a bit early to say for Graveyard of Empires, but first impressions are content direction & quality (as weve acknowledged), followed by scope. Both regional pricing and content quality are things that I would hope are relevant only to the individual releases here. Theyre localized. Scope, on the other hand, represents a clearer area where we need to offer more on a fundamental level. Scope in this context, is the nature of what were offering: focus trees, mechanics, 3d models; the whole package. Content-only releases are popular with some HoI fans, but on balance are not enough to resonate with the majority of the community. Once again, I dont have an answer yet here, but were aware of it, and will be evaluating how to make these releases more exciting to more people. And finally, in the short term, I want to address our plans for Graveyard of Empires. Beginning this week, we have a series of patches and updates planned for GoE as well as for the base game in order to both fix and improve content that you found lacking. I sincerely appreciate all those who have reached out with constructive suggestions. We have all hands on this endeavour right now. /Arheo Timeline:
As we approach the end of our developer content, we stand at the precipice for Graveyard of Empires. Fresh opportunities await players from the lands along the Euphrates, to the Gulf of Bengal, and we are delighted to see how you will experience these new challenges! To kickstart your journey, be sure to continue reading for the full release notes, the Release Trailer, as well as our Steam Sale thats starting right now! [previewyoutube=RAFb7kCQImk;full][/previewyoutube] Grab Graveyard of Empires below (Note that if you have already purchased the Expansion Pass 1, Graveyard of Empires will already be included with it) https://store.steampowered.com/app/3152790/Country_Pack__Hearts_of_Iron_IV_Graveyard_of_Empires/
Hi everyone, with a mere one day to go before the release of Graveyard of Empires, it is tradition that we provide you with the Release Notes. The usual disclaimer applies; this list is comprehensive, but not necessarily complete. Any items we add will be placed in a separate spoiler underneath the main list. (Checksum isnt final yet and will be added before Release.)
Hello and welcome to the art Dev Diary for Graveyard of Empires! Im marblemadness, one of the artists responsible for bringing you the art content that will be present in the expansion and unless specified the speaker in this dev diary. There was a lot of positive reception for Gtterdmmerung, so following up on that is a challenge. But weve greased our elbows and dug deep into the sand to excavate the best art we could find, so I really hope you enjoy what we have to show!
Generals! Its Synth here, good to see you again! I hope youre ready for our latest report in Graveyard of Empires! Last time we explored the historical events that took place in Iran during World War 2, as well as the potential alt history that lay within a strong Iranian Empire. This time, we take a look at what the opposition had to say in regards to the Pahlavi Dynasty. Buckle up soldiers, were going to be exploring the Democratic, Communist and Fascist paths and see what kind of alternate history awaits us.
From what we saw in history, Iran maintained its monarchy all the way through to the 1970s, but as with all nations, it was never a cut and dry case. In the 20th century, ideology took a forefront in modern politics, and Iran was no stranger to concepts such as communism and fascism. Today, we are going to explore a few what if scenarios, in which the Shah was faced with a strong enough opposition to change the trajectory of Iran on the world stage. Without further ado, lets hop right in!
(A disclaimer: there may be some placeholder art for the time being)
Is being a King of Kings not your cup of tea? Well, we have a wide selection of ideology for you!
Taking power is not so simple. You must build your opposition first.
Before we dive into any specific branch, you must first establish your national front. Doing so will unlock a decision in which you can decide where to place your headquarters should a civil war break out (And let me be real with you folks, it probably will). This will make that state your capital when you decide to go to war with the Shah, giving you a good foothold for your new government.
This will allow you to then take some more decisions through the next focuses, which will help you to lower support for the Shah and establish opposition groups in various states that will join you on the onset of a civil war.
From this point, you must then decide which ideology you want to use to spearhead Iran into the future.
Greetings all, Before we venture into the country content today, I want to take a brief moment to discuss the reactions to last weeks development diary. For those who didnt follow the situation, it would be fair to say that some of the material we presented elicited strong negative reactions from parts of the community. This is not unusual, in fact Id go so far as to say that its one of the reasons we have dev diaries in the first place. Well intentioned feedback is a good thing. We wont always agree on what the best directions are for a game, but I think weve repeatedly shown that airing content early in dev diaries can be a source of positive change for the content within. However. It would also be fair to say that for the last couple of releases, dev diaries have happened much later in the development process than they used to. This makes it harder for us to make certain, more significant changes based on the feedback we get. I am not happy with this. We will make changes. With all of the above said we do still use dev diaries as a medium for change, and weve taken on board the communitys thoughts around the Silk Road Empire path, and will be altering this to fit a more historically inspired vision. You can find details of this below the text for the upcoming Afghanistan content, and then well continue with the upcoming Iraq content. As a final note however, there is an unpleasant undercurrent to some of the reactions weve received this week. A minority of players have resorted to threats, harassment, and organized personal attacks far outside what I would consider appropriate or acceptable online behaviour, in order to compel us to make changes to the game. As a rule, we do not respond to demands that are accompanied by harassment or threats. Instead, as displayed above, it is constructive feedback that is most likely to result in changes. Arheo --- Hi there! Here are two of our new focus trees arriving in Graveyard of Empires. Explore historical and alternative paths as your nation grapples with unstable politics, external pressures, and a rugged landscape. Or perhaps you prefer to shape the fate of the Hashemite monarchy, navigate military conspiracies, and determine whether Iraq will bow to foreign interests or carve out its own destiny.
Toot
And Welcome, this week we'll be taking a looking at the Alt History paths for the RAJ, so without further ado..
Namaste, As-Salamu-Alaykum, Subh bakhair and Sat Sri Akal. Today we will look at the historical and shared military branches for the British Raj. I will use India and the Raj interchangeably to denote the subcontinent, and as always everything is under development and might change. Also a special thanks to avebee and pdx_lily which has provided invaluable help during the development of the Raj.
Generals, long time no see... [previewyoutube=FW103FLlgM0;full]Video Embed[/previewyoutube] https://store.steampowered.com/app/3152790/Country_Pack__Hearts_of_Iron_IV_Graveyard_of_Empires/ (Note that the currently shown price is for the full expansion pass, as Graveyard of Empires is not out yet!)
Generals!
Only 48 hours remain for the campaign of Hearts of Iron: The Board Game, so now is the time to back it if you want a copy of your own.
Click the image above or here to check it out
The awesome people over at Steam Forged Games have been hard at work making the Board Game a fun experience for you and your friends, and to keep it as true to Hearts of Iron as a whole.
Missed the Devs' thoughts on it? Check out the video below!
[previewyoutube=tXV7lvcisCw;full][/previewyoutube]
Generals!
Missed the information coming out of R&D yesterday? The Hearts of Iron Board Game Campaign over on Gamefound has officially begun!
Make sure enter your backing of the project for your own copy of the game, the campaign will only run for 2 weeks and ends on February 6th 2025~
Check it out below!
Click the above image or this text to visit the website
Generals! Command has issued fresh orders to the front, alongside the this next patch for our War Effort 1.15.4. Below, Check out the patch notes below for tonnes of bugfixes, balance tweaks, an interesting addition to a certain blueprint operation and more! ################################################################ ######## Patch 1.15.4 - Checksum 3889 ######### ################################################################ ################################## # Balance ################################## - Reworked the Infantry Tank MIO to now apply modifiers to all tank classes rather than on a per-class basis. This means that each tank class now has more than 4-5 relevant nodes. - Added and tweaked the amount of war support and stability gained through focuses through the alt-history branches for Germany. Also modified Wilhelm II's country leader trait - It is now possible to seize Turkey's Gold Reserves as Germany, and a country can now capitulate to a German faction member (so not just Germany or one of its subjects) for Germany to be able to seize the Gold reserve of the territory they're holding of said nation. - AI should be more interested in constructing Land Cruisers, if they have the chance. - Tweaking the German AI to behave more historically by wanting and producing more submarines and strengthening it overall by making it focus its pp on upgrade conscription laws and such. - Fleet Submarines Special Project now require 1940 Submarine / 1940 Submarine Hull to be researched instead of their 1936 Variant. - AIP Engine Unique Reward - Option A, now provides -5% Visibility instead of -10%. - The Return of the Kaiser focus now checks if the controller of Friesland is at war with Germany as a requirement, instead of checking if the Dutch specifically is at war with Germany. If Germany or one of its puppets control the state, Wilhelm II will automatically get reinstated as the Kaiser. - Tweaked values for Land Cruisers. - Specialized Helicopter Support Companies can not be combined with Helicopter Brigade (Generalist Helicopter Brigade). ################################## # Gameplay ################################## - Added random chance to gain breakthrough progress on steal blueprint mission. - Added Henschel traits, and made it an Infantry Tank MIO using the reworked archetype. - Added a decision for the Siberian formable to integrate Manchuria. ################################## # AI ################################## - Tweak UK's AI weights for air chief and plane+tank technology so they start producing equipment closer to historical dates. - AI will now more reliably assign MIOs to new equipment designs. - Tweaking USA AI templates and tech/production progress. - The Soviet AI will now be more keen to assign a new Chief of Army if they purge their primary choice of Chief of Army. ################################## # Graphics ################################## - Fixed DX9 renderer not working when selected in launcher. ################################## # Bugfix ################################## - Fixed CTD when selecting a sea tile for raid. - Fixed saved event target localization. - Fixed issue where scientist would not produce breakthrough after finishing a project. - Fixed issue that a special project could be completed but never finishing. - Fixed exploit of stacking same support brigades. - Fixed unlocked equipment from special project if country had active license. - Fixed offset tutorial glow. - Fix issues with planes getting assigned incorrect models. - Added and tweaked available and bypass triggers for focuses in the Democratic/Non-aligned branch. - Added an AI weight in an event for when Austria is asked to join Germany's faction. - BEL: Spanish Intervention now allows Belgium to join the war directly as well as creating a faction with the Spanish Republicans. - Fixed the Yukon territory having an incorrect population total. - Fixed an issue where Congo could send an event to Germany or the Soviets for support despite them not existing. - Fixed an issue where Germany could be the only country to gain 3 Special Forces Branch Specialisms. - German Volksmarine ships should no longer use the SMS prefix. - German "Deutschland Class" ships now use the Historical Panzerschiffs namelist. - Fixes error in transferring Polish states in the event that Poland is a puppet when Austria demands their annexation. - Fix strategic bombing targets priority. - Fixed multiple issues with Tank Designer icons and models and fixed their sorting in Soviet Union, USA, UK, France, Germany, Italy and British Dominions. - BEL: Fixed Belgium not being able to add bicycle battalions. - fixes unlocalized cancellation trigger in decisions. - Edits and removes redundant/non-functioning modifiers. - When completing the focus Autarky Achieved, remove any potential Factory and dockyard output penalties, as well as Expected Consumer Goods. - Remove the Price Controls Measures decisions when completing the focus Autarky Achieved. - It is now possible to complete the Focus Supreme Leader after Germany capitulates 3 major countries. - The Baltics should now refuse Soviet's attempts to annex them through events if Germany has completed the necessary focuses and guaranteed the countries. - Fixed the name of a Hungarian industrial concern.. - Fixed an issue where a debug-string would display in i Hungarian focus for setting up the Slovakian OOB. - Fixed MIO efficiency bonus not applied after loading a save when converting equipment. - Fixed a spelling error in the name for the Austrian Armoured Train model. - Fixed two issues regarding the Swedish "Reichsprotectorate Nordland" cosmetic tag. They now also gain claims on Nordic territory when completing the focus. - Fixed an issue where the Italian bonuses from the focus Befriend Japan would only apply if they were in a faction. - Fixed the fall of Calcutta, Delhi and Singapore events not happening unless the cities were directly owned by the UK. - Fixed a Danish advisor having an unlocalized available requirement. - Fixed old content for Oppose Hitler to work with the new focus Rally the Wehrmacht too. - Fixed inverted variant names for improved and advanced carrier airframes. - The Greek focus Realign ourselves with the central powers will now check the correct focuses based on if Gtterdmmerung is enabled or not. - Fixed an issue where Khakassia and Evenkia couldn't access the Siberian follow-up decisions. - Fixed tooltips referring to nuclear production rate. - If Britain accepts and joins the Anglo-Germanic Cooperation Program, the German National Spirit Redirecting Naval Production changes as per the focus tooltip. - The focus Anglo-Germanic Cooperation Program now cancels if Germany and Britain is at war with each other and if Britain no longer exists. - The Emperor's new Clothes; reinstating Wilhelm II will no longer remove the new monarchist infantry model. - Fixed an issue where the Congolese fascist monarch couldn't access the fourth research slot focus. - Fix battalions not being available if game was loaded while having active expeditionary forces of the same type. - Swedish national spirit "Hungerskld" is now successfully removed if you build 14 civilian factories or have 45 civilian factories including trade. ################################## # Modding ################################## - Fixed so that saved event target localizations are now evaluated before Gtterdmmerungs extended context localization. Order is now: contextual localization V1; saved event targets; contextual localization V2.
Generals! The Quartermasters over on Steam have once again swapped up their supply lines making things go on discount for you all to enjoy. Check out the deals below to grab something for your collection, or maybe for a friend! This sale begins Now and will end on Monday, January 27th
Generals! Command and the Quartermasters have arranged for some of you to be able to win your very own HOI Board Game Pledge! The giveaway is now Live and will end on January 21st 2025 As soon as the contest ends, we will select and message the winners on January 22nd 2025 The Prizes - Five copies of the Hearts of Iron Board Game How to Enter - Reply to, or quote, any of our social posts mentioned in our forum post, and tell us what youre looking forward to most about the HOI Board Game. There will be One Winner randomly selected for each one of our social Platforms. To join and find additional details, as well as the Terms and Conditions, please check out this Forum post.
Generals! The Quartermasters on Steam have reorganized the railways, lending for more efficient supply lines and offering Discounts yet again during the holidays. Grab something for yourself and complete that collection, or perhaps for a friend to conquer the battlefield together! This sale will run from December 19th to the 2nd of January until 19:00 CEST
BREAKING NEWS! Relive history or rewrite it!
Announcing Hearts of Iron: The Board Game, Gamefound's most strategic board game to date, coming soon!
Based on our favourite Grand Strategy video game by Paradox Interactive, this competitive 2-5 player board game puts YOU in total control of history.
Navigate war, politics, and trade through real or alternative timelines. What if the Soviet Union faced off against Monarchist Germany?
What if Communist France competed against Democratic Italy? Maybe its time to find out....
[url=https://pdxint.at/3Vv81zp]
[url=https://pdxint.at/3Vv81zp]Launching on Gamefound soon, follow now to receive free gifts with your pledge!
Click the above image or here for more information!
Generals! We've released a minor hotfix to address a number of graphical content options recently added with Gtterdmmerung. This is in addition to our developers continued efforts on Hearts of Iron IV, most recently with Patch 1.15.2. ##################################
Generals! Our delightful Command have been hard at work since the initial release of Gtterdmmerung, so were pleased to share with you our latest innovations, a few hefty bug fixes and some gameplay tweaks! Be sure to read them below, and let us know what you think! ##################################
Generals! The Quartermasters over on Steam have improved the efficiency on their supply lines, allowing us to make massive discounts for their Autumn Sale! Grab something for yourself and complete your collection, or maybe grab something for a friend right before the holidays! The Sale will run until December 4th 2024 19:00 CET
Generals! It has been a week since the release of Gtterdmmerung but Command has continued their work in the background, with today's patch rolling out with some much needed bug fixes, some balance passes and a few tweaks to the AI. Make sure to check them out below as we continue to work diligently on more for the future! ##################################
Generals! Now that you've conquered the Beginner's Guide, its time to take on your next challenge with Gtterdmmerung and our Complete Advanced Guide to Hearts of Iron. Join Hammotimee as they bring you up to speed on every HOI DLC and their unique mechanics. Whether you're looking to master Espionage or become the Global Market leader, to the daring new Raids on your enemies and finding the right scientists to unlock your country's full potential, learn it all for your future campaigns! Make sure to check out the video here or the preview below [previewyoutube=rIaRUIn1Eko;full][/previewyoutube] [url=https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1] Make sure to check out the Expansion Pass Here: https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1
Generals!
It is soon time for the Ruler of Plusshia to return to his campaign of conquest, but fear not! Makeship has been kind enough to delay his stay until the 27th of November so those of you who have not yet gotten your own. Make sure to get your requisition in before time runs out!
Others lack that flair of Discipine, the Gravitas and Authority only this Kaiser can embody. Equipped with their formal regalia and one stylish moustache, this Platypus has unbridled ambitions for global domination...
Grab your very own Duck-billed friend here or by clicking the image below
Greetings all,
With a mere one day to go before the launch of Gtterdmmmerung, it is tradition that we leave you with the change log to pore over. The usual disclaimer applies; this list should be comprehensive but omissions may have occurred. Any items we add retroactively will be placed in a separate spoiler underneath the main list.
##################################
# Expansion
##################################
- Added new German ahistorical focus tree paths
- Added full Austrian focus tree
- Added full Belgian focus tree
- Added full Congo focus tree
- Added new Hungarian focus tree
- Added over 180 new 3D models, including cool experimental equipment, unit models, cool experimental equipment and landmarks.
- Added 11 new music tracks
- Added 28 new Special Projects
- Added Air, Paratrooper Raids, and targeted missile raids
- Added VO for Austria and Belgium
- Added Helicopter Brigade
- Added Helicopter Logistics
- Added Helicopter Medevac
- Added Armoured Maintenance Company
- Added Armoured Engineer Company
- Added Assault Engineer Company
- Added Super-Heavy Artillery Companies
- Added Land Cruiser Support Company
- Added Super-Heavy railway gun
##################################
# Feature
##################################
- Research Tab was enriched with Scientists, Experimental Facilities and Special Projects.
- Added 15 new Special Projects
- Added 2 Special Projects to the No Step Back expansion
- Added new historical German focus tree paths
"- Reworked Land and Coastal Forts - their maximum buildable level is now capped by the province terrain type. Those caps can be increased primarily by researching new Fortification Technologies "
- Added numerous new technologies associated with or unlocked by Special Projects
- Added a variety of horse colours for cavalry units
- Added focus shortcut system showcased in the German national focus tree
- added raids system for launching nuclear bombs
##################################
# Balance
##################################
"- Rebalanced Norwegian advisor traits
- Added Rolf Jrgen Fuglesang, Eivind Blehr, Eivind Heiberg, Christopher Hornsrud and Kirsten Hansteen as new advisors for Norway."
- Updated a few Czechoslovak focuses to be a bit better or faster. Also added more flavour to many of the names of the Czechoslovak focuses.
- A few faction-joining focuses in the Spanish and Portuguese trees have now been made into 35 days focuses.
- Updated the French focus and national spirit "Fortification Focus" to additionally grant +1 max level for land and coastal forts.
- Updated the Czech "Fortification Studies" and "Sudetenland Fortifications" focuses to grant additional max fort levels, to accommodate for the new fort system.
- The Turkish AI shouldn't start WW3 with historical focuses on
"- Fixed an issue with the French decisions to reorganize the various Air Force MIOs so that they no longer get the same name duplicated. Also rebalanced the decisions to be more worth taking.
- Added the Socit Franaise Radio-lectrique asa new electronics concern for France.
- The French focuses Latin Entente and Towards a New Europe now dont only change the country leader, but also change the name of the leading political party to match the leader you gain.
- The French Focus Bring Home Quebec now also gives claims on all Quebec cores.
- Fixed an issue where the French focus Grow the Empire didnt account for the new Congolese states added in BBA.
- The French focuses Reach Out To Spain and Invite Portugal have been made into 35 day focuses.
- The French focus The Natural Borders of France now also gives claims on the target states.
- The French focuses Celebrate the Commune and Legal Equality have been made into 35 day focuses.
- The French National Spirit Agricultural Collectivization now additionally grants -10% consumer goods factories factor.
- The French focus Proclaim the Third Empire now creates a faction called The Continental System, that is renamed to Confdration du Rhin when taking the focus Disunite Germany.
- The French national spirit Le Dluge now additionally grants 10% war support.
- The French focus Utilize the Leagues now grants an additional 75 political power and -3% stability.
- Adjusted a few consumer goods factories values in the Soviet industrial Branch that still held values and tooltips from before the factories to factories factor change.
"
- The British focus "Home Defense" now unlocks a decision category that can use to aid in the defense of the British Isles.
- The American focuses "Tank Destroyer Doctrine" and "Main Battle Tanks" are now 35 day focuses.
- Croatia is now more likely to be created when yugoslavia ends up at war with germany
- South Africa now has access to a few of the British MIOs, and the focus "South African Railways" now can unlock the basic train tech for free, as well as adds 15 British trains to the stockpile.
- Added a new focus for the United Kingdom with La Resistance to expand the MI6, and gain an intel agency, operative slot and some other intel bonuses.
- Updated the Polish air-focuses to work better with the BBA techs. Also made the focuses "Expand Air Bases" into a 35 day focus.
- Added the ability for Ethiopia to prospect for a small amount of extra resources within it's core territory.
- The Estonian focus "Join the Axis" now takes 35 days instead of 70.
- Italy can now gain an Air Facility north of Rome in the focus "Citt dell'Aria".
- The Soviet focuses "Modernize Aircraft Facilities" and "Soviet Atomic Bomb Project" can now give them a facility of the corresponding type.
- Sonar Modules Submarine Detection increased from 6/10 to 8/12
- Depth Charges Modules Anti-Submarine Attack Values increased from 8/12/16/20 to 8/13/17/22
- Submarine Torpedo Modules Attack Values reduced from 14/18/22/28 to 13/17/20/25
- Submarine Engine Modules Visibility Reductions changed from 0%/-5%/-10%/-15% to 0%/0%/-5%/-10%
- Some Chilean democratic focuses are no longer blocked from each other. Some effects in the branch have been adjusted to accommodate for this.
- Players can now reject handing pre-planned expansion states over to Bulgaria.
- Cavalry now gets +5% Breakthrough in Infantry Offensive Doctrine (Grand Battleplan Infilitration Path) and Cavalry Recon bonus from Infiltration Assault (Grand Battleplan Infilitration Path) now also extends to mounted infantry
-Prioritize Naval Aircraft Construction Decision for Japan now provides -10% cost reduction to Carrier Naval Bombers and Carrier Air Support, to reduce their double-dipping effect from -40% to -30%
-Admiral Trait Concealment Expert Visibility Reduction was reduced from -20% to -15%
-Giving Refuge to Italian and German Scientists now also provides +2% Special Project Research Speed
- Fuel Silos cost is now cheaper based on the amount of already existing Fuel Silo in the state.
##################################
# Gameplay
##################################
- Added names for Polish Cavalry Brigade Commanders
- Added the Czechoslovak State Railways as a new industrial concern (railway company) for Czechoslovakia.
"- Added admiral roles to Dimitrios Oikonomou and Epameinondas Kavvadias
- Added Stylianos Gonatas as a military high command and general for the Greek republicans
- The Greek industrial focus Fiscal Responsibility now hires Emmanouil Tsouderos for free if possible
- The targeting for construction in the Greek focus Making Use of our Islands has been switched from owned to controlled states, and can also target Cyprus if they are a puppet of Greece. It can also integrate Cyprus if that is the case.
- The MIOs gained from the Greek focuses Rapprochement with the Italians and Appeal to the Soviet Union now gain 2 sizes immediately
- The Hellenic Air Force Academy national spirit now grants an additional 5% air exp gain factor
- The Greek focus A Legacy of War also grants 3% organization
- The Greek focus The Backbone of the Army now grants half a percent of recruitable population, from the previous a fifth of a percent
- Added a new focus to the Greek industrial branch to utilize the Macedonian Farmlands in order to gain supply bonuses and a tiny reduction to consumer goods factor
- Many Greek focuses regarding switching ideologies, factions or wars, are no longer available to them if they are a subject of another nation
- Added a new focus to the Greek monarchist branch, allowing for the Reorganization of the Royal Guard, leading to some manpower and two free divisions
- Modified the event The Monarchists in Greece Request our aid so that the British are much more likely to say yes and send equipment
- Added a new focus in the Greek monarchist branch allowing for the further utilization of British capital, allowing for more infrastructure and building slots in Greece
"
- Added the Antillean Confederation as a new formable for nations in the Caribbean. Also fixed an issue where Belize couldn't access the decision to Form Central America.
- Added New South Wales Railway Company as an industrial concern for Australia.
- Added New Zealand Railways as an industrial concern for New Zealand.
- Various old focuses connected to the Soviet Union, Finland, Sweden and Portugal now grant dams as buildings that give states additional positive state modifiers.
- Added Fanny Schoonheyt as a General for the communist Netherlands.
- The French advisor Charles Maurras can now also be unlocked by the focus "Orleanist Restoration".
- Added Vasily Flug and Boris Shtefion of the Russian Protection Corps as characters that can become available through various means for Germany, Yugoslavia and the Soviet Union.
- Added a focus for Fascist/Tsarist Russia to gain a wargoal to reclaim Uryankhay Krai. Also changed the focus "Vengeance for the Yoke" to a 35 day focus.
- Tsarist/Fascist Russia can now release nations after taking the focus "Reconvene the Zemsky Sobor".
- Updated and improved the Post-Yalta events between Poland and the Soviet Union.
- Added a focus for the United Kingdom to expand Vickers Experimental Facilities in Foxwarren.
- The British national spirits "Wartime Industry" and "Prepare for the Inevitable" can combine, thus enabling less clutter in the UKs country screen.
- Luxembourg now starts with ARBED as an available Industrial Concern.
- Ethiopian High Command Feodor Konovalov can now join the Russian White Forces when the Second Russian Civil War starts.
- Added a crossing in the Philippines between Mindanao and Sulu.
- The British AI will now protect their main island better
- Mutapa can now be formed when a subject of another nation, and has seen its borders expanded slightly.
- Added Georges Valois as an advisor for France.
- If the conditions are right, Georgia may find an unexpected visitor on their doorsteps.
- Added Marcel Dat as an advisor for France.
-Degaussing Effects are now standardized. For MTG players, Degaussing Technology now gives +10% Submarine Detection to the Destroyers and Cruisers - and the unique spirits that awarded them are no longer granted. For non-MTG players those national spirits still provide the effect for those select countries
- Added new unit categories in order to clean up some of the less 'readable' technologies and doctrines (Hello, Mobile Infantry!).
- Cavalry now benefits from Anti-Tank Weapon Technology with the same ratio as Support Weapons. (2/5 - so +10% Hard Attack and +40% Piercing)
- Supremacy of the Battlefleet Japanese National Focus now awards a National Spirit granting +10% Capital Ship Armor and +100% Super Heavy Battleship Special Project Completion Speed
- Area defense orders now start with no pre-selected parameters, reducing overall interaction required in most circumstances
##################################
# UI
##################################
- Fix of bug where factory conversion button had no glow when selected. From now all building construction buttons will glow at once only if player not uses all of the available factories.
- Country-specific train icons are now shown properly in the production menu
##################################
# AI
##################################
- Fascist countries now also respect negative declare_war AI strategy values
- implemented a new system for AI political-power spending
- Invasion importance score is affected by 'invade' strategy, and tweaks to the US Operation Torch strategies
##################################
# Modding
##################################
- Fix trigger all_enemy_country trigger to evaluate all countries and not just any
- Added variable divisional_commander_xp to set divisional officer experience on unit creation
- Allow using MIO category equipment group as equipment bonus type
- Add state_resources_
Hello! And welcome to the last Dev Diary for the DLC Gtterdmmerung! Im CreamGene and I hope you have had a good time reading previous Diaries and are as excited as we are for the release. Since Im here, I would like to share with you some of the art we on HOI have loved to see the most as well as show off some behind-the-scenes or WIPs of how some of the features took shape and came to be as well as a passion project from me that Im very excited to finally unleash!
Hello everyone, it's again the time to give you a glimpse into the fun stuff we've been doing from the tech side. You know, in addition to implementing the new features. This time around, I (PDXen) got the honour to write the Dev Diary. I'm gonna start off with some outdated news from the past: Did you know that we did a performance pass on Trial of Allegiance? I honestly hope that you didn't. Being a country pack, we never intended to improve the performance but we did make improvements to counter the influx of data that happens when we add more content. But I know you don't want to listen to ramblings about the past. So let's get started on what we've done this time. While we've taken time to look at the performance and improve parts of it, we've also added some new generic features that we hope our modders will like.
SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP: "YClick! to sort according to $REASON|Y$"
Traditionally, this meant that `REASON` was replaced with something that was provided by the game (i.e. not scripteD). In many cases, these variables were just replaced with some other localized string. So to avoid having to update the source code every time we wanted to change this, we introduced a new concept to the scripting language: Bound localization.
Bound localization simply allows you to bind variables to the localization from script. So instead of opening up the source code, we can now simply update the script files like the following:
bound_tooltip = {
localization_key = SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP
REASON = SCIENTIST_ROSTER_SORT_BY_NAME_REASON
}
bound_tooltip = {
localization_key = SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP
REASON = {
localization_key = COLOR_GREEN
DATA = SCIENTIST_ROSTER_SORT_BY_NAME_REASON
}
}
Naturally, doing this was opening up Pandora's box with requests from some content developers so we continued a bit more to push the boundaries. For example, in the German focus tree we can find the following odd syntax:
custom_effect_tooltip = {
localization_key = building_state_modifier|dam
INDENT = " "
}
STATE_926: "Turku" # Default name
SWE_STATE_926: "bo" # Cosmetic name for when Sweden owns the state
nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window
}
This is actually a minimum working example for a focus inlay window definition. We've now a new inlay window with ID `nordic_alliance_inlay_window` that points to a container window named `nordic_alliance_ui_window`. Let's continue with adding more stuff to this later on and continue with the GUI itself.
guiTypes = {
containerWindowType = {
name = nordic_alliance_ui_window
orientation = lower_left
size = {width = 400 height = 450 }
clipping = no # Never clip in focus inlay windows due to some legacy bugs
background = {
name = background
quadTextureSprite = "GFX_tiled_window_1b_border"
alwaystransparent = yes
}
instantTextBoxType = {
name ="faction_name"
orientation = upper_left
position = { x = 0 y = 20 }
font = "hoi_36header"
context_aware_text = [Country.GetFactionName]
format = center
maxWidth = 400
}
iconType = {
name = "sweden_frame"
spriteType = "GFX_ascended_advisors_unappointed_frame"
orientation = upper_left
position = { x=55 y=107 }
centerPosition = yes
scale = 0.4
}
iconType = {
name = "Sweden"
spriteType = GFX_blank_leader_portrait
orientation = upper_left
position = { x = 40 y = 90}
context_aware_tooltip = [SWE.GetLeader]
scale = 0.2
}
instantTextBoxType = {
name = "sweden_text"
orientation = upper_left
position = {x = 100 y = 105 }
context_aware_text = {
localization_key = NORDIC_COUNCIL_MEMBER
IN_FACTION = [SWE.NordicCouncilMemberInFaction]
COUNTRY = [SWE.GetNameWithFlag]
}
}
# Below are copies for the Sweden entries adapted for the rest of the Nordic countries.
[...]
The GUI components aren't anything new, but I've thrown in some of the new localization capabilities to give you an example. Since all focus inlay windows are localised with the focus tree country as the context, we're free to use all the new fancy stuff when writing the localization. We have one `context_aware_text` that uses the contextual localization to grab the faction name. Another that uses bound localization to localise `NORDIC_COUNCIL_MEMBER` with the parameters `IN_FACTION` and `COUNTRY` with the result from localising `[SWE.NordicCouncilMemberInFaction]` and `[SWE.GetNameWithFlag]`, respectively. Ive also thrown in a `context_aware_tooltip` to get the name of the leader when hovering over the portrait.
While we're at it, we can complete the localization by adding the following scripted localization to the game (in `game/common/scripted_localisation`):
defined_text = {
name = NordicCouncilMemberInFaction
text = {
trigger = {
is_in_faction_with = ROOT
}
localization_key = TRIGGER_FULLFILLED_PREFIX
}
text = {
trigger = {
always = yes
}
localization_key = TRIGGER_UNFULLFILLED_PREFIX
}
}
And add the localization key `NORDIC_COUNCIL_MEMBER` to a loc file:
NORDIC_COUNCIL_MEMBER: "$IN_FACTION$ $COUNTRY|Y$ has joined"
With the localization done we only need to fix the portraits of the country leaders. Defining dynamic images for focus inlay windows is done in the focus inlay window definition:
nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window
scripted_images = {
Sweden = {
GFX_portrait_SWE_per_albin_hansson = {
SWE = {
has_country_leader = {
ruling_only = yes
character = SWE_per_albin_hansson
}
}
}
GFX_blank_leader_portrait = yes
}
# Insert definitions for the rest of the nordic countries below
[...]
The `scripted_images` entry contains a list of image definitions that will be used in the focus inlay window. In this case, the icon named `Sweden` will have its image replaced with `GFX_portrait_SWE_per_albin_hansson` if Swedens current country leader is `SWE_per_albin_hansson`. If this doesnt hold, then the next entry in `Sweden` will be checked and so on until something that evaluates to true is encountered. The last entry in this example (`GFX_blank_leader_portrait`) always evaluates to true and is therefore the default image if no other is true.
Now theres only some final touches to be made. Firstly, well restrict the inlay window to only be shown if the country has formed (or joined) a Nordic joint alliance (i.e. has completed the `NORDIC_form_joint_alliance`. Secondly, well set the window to only be visible to the country owning the focus tree (so no other player can view it).
nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window
internal = yes
visible = {
has_completed_focus = NORDIC_form_joint_alliance
}
[...]
}
Thats it, really. Weve now completely defined a focus inlay window. All that remains to do is to add it to the relevant focus trees:
focus_tree = {
id = sweden_focus
[...]
inlay_window = {
id = nordic_alliance_inlay_window
position = { x = 6500 y = 1000 }
}
[...]
}
I really look forward to seeing all the cool stuff you can come up with the focus inlay windows. And I hope you all enjoy the new modding constructs.
Happy modding!
[url=https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1]
Make sure to check out the Expansion Pass Here:
https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1Hallo, wie geht es dir?
[previewyoutube=61pzJKTLt_Y;full]video here[/previewyoutube]
Stay tuned for tomorrow, Thursday November 26th, that there will be a Dev Q&A over on Reddit!
Paradox_Danne here one last time to guide you through the final German Dev Diary before Gtterdmmerung drops and you can experience all of this first hand. Buckle up, because today were diving into German alt-history! Before we get started though, lets have one last look at the old German Focus Tree and then compare it with the new one.
The Old German Focus Tree has served us well over the years
But its time to let a new German Tree sprout
As you can see, the new German Focus Tree is something of a behemoth and by far the largest Tree in the game. If youve read the previous two Dev Diaries about the Historical branches and the German systems (if not, stop reading this and head over there immediately!) most of you will recognize a lot of this, but theres uncharted territory here as well. Hoist your proverbial sails and lets see where the current takes us as we explore Germanys alt-history.
But a word of warning before we cast off; all you are about to see is very much a work in progress, which means things might and will change.
Germanys democrats and monarchists have received more to do and are now even accompanied by the communists
As you might be able to tell, the alt-historical branch has been greatly expanded upon and offers a wide range of different playstyles for Germany. One thing that remains the same though is the actual Civil War. We decided very early on not to expand this bit or alter it all that much; we reasoned that if you want to play alt-history you want the Civil War to begin and end as soon as possible. So its very much straight to the point still (with maybe one or two new minor surprises). Before moving on to the various political paths, lets talk about the few Civil War-centric focuses there are.
After starting the Civil War you have a few focuses to help you through these dark times
With the Civil War tearing Germany apart, you can Rally the Nation to bring down the Nazis faster and Rebuild the Nation to help your industries recover faster, which then can be expedited with Revitalize the Nation. All of this should bolster Germany and help it recover quickly to move on to other things, such as tending to the future and deciding what kind of politics you want to pursue.
Hello! My name is MordredViking (Gareth), and Im joined in this Dev Diary by D3vil (Jonathan). We previously talked about Belgium and now its time to talk about Congo! Ill start talking about a specific part of the focus tree which relies on close Belgian cooperation, then Jonathan will take over and cover the rest of the branches.
[previewyoutube=5AI2_-7s6bQ;full][/previewyoutube]
Why Congo though? I know there was some surprise at their inclusion in this expansion, but there is a good reason for it. Namely, they contributed a lot more to the Second World War than you likely realize, plus they were of course intrinsically linked together with Belgium. It was their gold and diamonds which kept the Belgian Government in Exile solvent, meaning that they did not need any donations or loans from the other Allied nations. Congolese soldiers fought in the Force Publique together with other Allied troops against the Italians in Ethiopia. Congolese rubber production was expanded following the fall of South East Asia to Japan, and other raw materials were heavily developed for the war effort, particularly copper and cobalt.
Plus, of course Congos Uranium was vital to the Manhattan Project, as Congo had at the time the largest known Uranium deposit in the world.
Now, I am well aware of the elephant in the room. Belgiums relationship with Congo has not always been benign, and there was a period where horrible atrocities occurred, particularly under King Leopold II (King Leopold IIIs grandfather). While the situation in Congo during the Second World War had significantly improved from those dark days, things were by no means perfect. I would remind you however, that this is a war game, focusing on the war and as such we are most interested in Congos contribution to the conflict at large.
Now, with that said, lets get stuck in!
Behold! The Congo Focus Tree in all its glory!
And now for some reason, Im going to show you a part of the Belgian Focus Tree.
The fog has been lifted, and you can finally see some of those focuses look a little different.
Were going to be talking about a nation that was invaded in both World Wars, and were present and fighting until the end in both, despite being either partly, or wholly occupied for the majority of those conflicts. Their people were very much on the front lines, and the landscape remains scarred by the wars even to this day.
[previewyoutube=kJsFqK0MBCM;full][/previewyoutube]
Hello! My name is Mordred Viking, though some of you may know me as Gareth. I am a Content Designer on Hearts of Iron IV, and I very much wanted to see this nation given more content in the game because they contributed so much, but are often so little known.
As such, Id like to present the real story of the plucky underdog: Belgium.
Behold! The Belgian Focus Tree! Plus a weird blurry bit in the middle. I wonder what that could be?
I had a couple of goals starting out with the design of Belgium. Firstly, I wanted to give them a chance to actually hold out. Secondly, if this failed, I wanted them to be fun to play in exile. Thirdly, I wanted to showcase the close relationship between Belgium and Congo. As is always the case in these diaries, please bear in mind that all you are about to see is a work in progress.
[previewyoutube=C53yerjntVQ;full][/previewyoutube] Generals! Need more Plushies in your life? Surely you must! Other Plushies lack a certain flair or Discipline, whereas THIS Duck-Kaiser-billed platypus has all the authority and gravitas befitting the Ruler of PLUSSIA! Equipped with the formal regalia befitting their station, this little Imperial will rule over your display shelf with all the venom a semi-aquatic turn of the century ruler should! Get your LIMITED EDITION Hearts of Iron plushie TODAY and give your collection some Plussian might! The campaign will only run for a limited time, so make sure to order your Kaiser Platypus right now and dont miss out!
[previewyoutube=BuYwiCCEmes;full][/previewyoutube] Hi, Thomas here talking about game mechanics again. I work as Design Manager and Design Lead on Hearts of Iron. Today we are looking at another of the new features that comes with Gtterdmmerung, namely Raids. The normal caveats apply, everything you see here is subject to change, especially visual details as some are awaiting final art touches at the time of writing, and other things, such as balancing and tweaking are ongoing. But you probably know the drill by now. The Raids feature allows you to plan and execute targeted strikes on enemy installations, or perform unique missions of various kinds. Whereas strategic bombing targets enemy industry and infrastructure in a general way, Raids are pinpoint strikes against very specific targets that usually require months of preparation. Targets can vary, but the general goal of a raid is to inflict strategic damage to your opponent that will hamper their war machine for an extended period of time. Perhaps one of the most important functions of the Raids is that you can use them to target enemy experimental facilities in order to disrupt their special projects. Once you know the location of a facility, you can start planning a raid to damage it, and inflict a setback to the ongoing project there. A successful strike not only damages the facility, slowing research down until repaired, but can also damage equipment etc. and set the progress back by weeks or even months. The feature also allows you to replicate things such as Operation Chastise, more commonly known as the Dambusters Raid. You can develop the Barnes Wallis' bouncing bomb, and then target an enemy dam with one of your raids. A successful strike not only knocks the hydroelectric power plant out, it also floods the region, hindering enemy troop movement. Or, if you want to take that concept even further, you can try to blow up the canal locks in the Panama Canal, to stop enemy ships crossing from the Pacific to the Atlantic Ocean. But you will probably need a very long range bomber for that - unless you start in Central America of course Let's take a look at how to work with the Raids:
Willkommen zurck to another German Dev Diary! [previewyoutube=8yeitFWiN0A;full][/previewyoutube] Last time we talked about the Common Branches and the Historical Branch of Germany. Now, I, Paradox_Danne, ManoDeZombi, D3vil and Nattmaran (please insert joke about how many content designers it takes to make a Germany) will at least try to explain the various new systems for Germany. As we alluded to and hinted at in the last German Dev Diary, Germany has a whole swath of new mechanics wed like to go through with you. Keep in mind that all of this is still very much a work in progress, which means things may change. So without further ado, lets press on!
Hey everyone! I'm Plankie, one of the game programmers on hoi4, and one of my favourite parts of developing a game is to work on the game AI. So when I was asked, almost a year ago, whether I wanted to take charge of a small AI feature, I was delighted! The goal of this feature was to make the AI better at concentrating their hardest and meanest divisions instead of spreading them out along an entire front line. This is something we've wanted to do for a long time and with the Germany-focused Gtterdmmerung expansion, we had the perfect opportunity. We call this feature AI Force Concentration, or AIFC for short (an acronym which has caused many football-related jokes in the team).
Guten Tag oder guten Abend depending on when youre reading this! Me, Paradox_Danne and ManoDeZombi will guide you through the big boi; the myth, the legend, the one and only - the German Focus Tree. Yes, you read that right (and probably expected as much), Germany is getting a (much-needed) facelift. But what does this mean? It means that most of the old base Focus Tree is getting yeeted out, and replaced with a reworked version. Now, before we go any further, please remember and keep in mind that this is very much a WORK IN PROGRESS, which means, but is not limited to, missing icons, placeholder texts, and weird modifiers. Things might and will change, so feedback is very much appreciated so we can make the best possible German content possible. We know youre eager to delve into this, so lets get moving!
J napot kvnok!
[previewyoutube=2gx7dft5q5w;full][/previewyoutube]
Jonathan here to bring you another Dev Diary for the upcoming DLC Gtterdmmerung! I will be (re)introducing you all to Hungary. Originally we had planned to do a minor update to accommodate the Austria rework, but quite early on in the project we decided to give it a proper overhaul as we were going to rework it anyhow and felt it could do with one. Well, since its been a long time since the last Hungarian dev diary (7 years to be more precise), lets start off with a bit of historical context!
Oh, and as usual, please do keep in mind that everything youre about to see is still WIP so things might change before release and you may see some placeholder art and WIP values. The team thanks you for your understanding!
The new country select screen for Hungary, with a TL:DR for the historical context
A zoomed out overview of the Hungarian Focus Trees general layout
Hi, I am Thomas, the Design Manager and Design Lead on the Hearts of Iron Expansion Team. Today I am here together with Manuel, also known as Mano de Zombi to introduce one of the new features of the upcoming Gtterdmmerung expansion: Special Projects. As always, please note that everything here might change before release The UI in particular is receiving final touches at the moment, so it can most certainly look different on release day, but also any values, texts, etc you see in screenshots might change. But you know this already, right? In Gtterdmmerung, we have added a new way of acquiring super weapons and other experimental technological advancements that can give you an edge over your opponent. You can now construct secret experimental facilities, assign lead scientists and start up Special Projects there - trying to beat your enemy to getting those long range rockets, the atomic bomb, or the land cruiser mega tank. With this new feature, Special Projects, you invest time and resources into specific fields, in order to produce those new super weapons, or similar things that can hopefully affect the outcome of the war, or at least will look cool and impress neighbouring countries :)
Guten Tag!
[previewyoutube=pUMqmW8LQDk;full][/previewyoutube]
Nattmaran here to kick off the Dev Diaries for Gtterdmmerung! This will be the first Dev Diary I write, and you can bet that I am excited to finally show you what I have been working on!
We are going to start out with a country that many of you have been requesting, Austria! Lets get right into it with a little bit of context shall we?
The country select screen for Austria, a TL:DR for the historical context
A zoomed out overview of the Austrian Focus Tree
Greetings all!
[previewyoutube=vfpjRVIo9X8;full][previewyoutube=X35yPqws-vk;full]YOUTUBE VIDEO ANNOUNCEMENT GOES HERE[/previewyoutube][/previewyoutube]
https://store.steampowered.com/app/3152780/Expansion__Hearts_of_Iron_IV_Gtterdmmerung/
Aaand there we have it, with the release of this video there can be no more subterfuge: our expansion Gtterdmmerung drops November 14th.
Of course, weve kept this one under wraps for a bit longer despite some subtle hints, so now is our opportunity to explain a little about what Gtterdmmerung heralds, and what else is coming for Hearts of Iron in the near future.
With the above said, Id like to draw attention to the fact that Dev Diaries and related events will be arriving with high frequency over the next six weeks - two or three items per week up until launch. This means today we wont be diving into extreme detail on each of the headline items, but you wont have long to wait to see more.
Generals!
The latest War Effort update is here and with it arrives more bugfixes and balance changes, with a few changes to France, the Warlords in the east and some changes to certain spirits!
Check out all the changes below and let us know what you think, and what other changes you'd like to see~
################################################################
######## Patch 1.14.8 "Bolivar" #########
################################################################
##################################
# Balance
##################################
- Brazil: focus "Potenji River Conference" changed so that instead of having Brazil declare war on American major enemies, they now instead join the American war, thus not applying the Defensive War bonus on the Axis and Greater East Asian Co-Prosperity Sphere in the late-game.
- Brazil: now even more extra hyper-unlikely to reject unification with Portugal if their ideologies match
- Czechoslovakia: focus "United Population" now grants 10% stability and war support as well as 150 political power if the "Divided Nation" national spirit has already been removed by the focus "Czech Socialism".
- France: Fixed an issue where SOMUA S35 was previously called SOUMUA S35.
- France: focus ""Begin Rearmament"" will no longer be cancelled if you drop below the required war support.
- France: wargoals for the French focus ""Secure the Crown"" target all Spains.
- France: the Orleanist focuses Slum Clearing and Counter-Action are both now 35 days focuses, and added an extra building slot to the Slum Clearing focus.
- France: focus ""Diplomatic Freedom"" now takes 35 days and give 50 political power.
- France: fixed an issue with offsets in the tree when taking the focus ""Revive the National Bloc"".
- France: focus ""Defensive Focus"" now gives 30 command power.
- France: focuses ""Invite Yugoslavia"" and ""Invite Romania"" now are 35 day focuses.
- France: Trimmed down the decision tooltips in the focus "Reorganize Aviation Industry" and added 2 Military factories as an instant completion reward in the focus.
- United Kingdom: Fixed an issue with a duplicated available trigger in the British focus Commonwealth Ties. Also changed the focus to include British Malaya in its targets, as well as give the targeted nations 50 political power each. Also made it into a 35 day focus.
- Warlords: focus Industrial Investments now gives 2 civilian factories instead of one.
- Warlords: now start with the national spirit Warlord State which can be upgraded through 3 different new focuses, and which is removed upon becoming any other type of state.
- Warlords: national spirit Long Term Economic Planning now also gives a 10% construction bonus to Supply Hubs.
- China: national spirit Public Works now also gives a 5% construction bonus to Railways.
- Warlords: focus Personal Leadership now takes 35 days and additionally grants 30 command power.
- China: national spirit Rapid Mobilization now also gives a 10% bonus to mobilization speed.
- Warlords: focus Opposition now also grants 5% war support.
- Warlords: focus Cooperation with the Nationalists now also grants 5% stability.
- Warlords: focus Cooperation with the Communists now also grants 50 political power.
- Warlords: focus Cult of Personality now also grants 5% war support.
- Warlords: focus Local Arms Production now gives 2 military factories instead of one.
- Spirits: Professional Officer Corps now grants 15% division experience gain and 30 max command power in place of 5% land XP, -5% doctrine cost and 0.20 daily command power
- Spirits: Elevated Engineering Corps no longer grants a 25% engineer trait xp gain factor. Railway gun bombardment bonus is now 25%, from 20%
- Spirits: Proper Heritage no longer grants 5% cavalry attack, and instead grants 10% Leader Experience Gain
- Spirits: State Serves the Military now grants 10% offensive war stability, from 10% political power gain
- Spirits: Logistical Focus spirit now grants -10% fuel consumption instead of -5%
- Cavalry Recon now gains a 15% speed bonus from the Mass Assault doctrine "Pocket Defence".
- Horseback Infantry now have several early benefits in military doctrines. We would still like to see them phased out in favor of motorized infantry, but for countries with no real options in the early game they should lose their shine a little later then currently.
- The Dutch MIOs Fokker and DAF are now both available from game start, and instead of being unlocked, are granted 2 extra levels when taking each MIOs respective focus.
- Increased the spirit of the naval acadamy spirits chance to gain +skills on level up from 40% to 50% to be in line with the army spirits
- the AI will be significantly less likely to leave countries alive on tiny islands during peace conferences
##################################
# Gameplay
##################################
- Added decisions for Wales and Y Wladfa to core each-others states if they control them.
- The Free French focus Refus Absurde can now also be completed if at peace to remove the Defeatism spirit, and the focus Form the Provisional Government now also removes the spirit in case it hasnt been removed earlier.
- Finland no longer cedes Petsamo to the Soviets when losing the Winter War.
##################################
# UI
##################################
- Added simple allow_branch and offset effects to the Estonian, Latvian and Lithuanian focus trees.
##################################
# Modding
##################################
- Can no longer unlock a severely broken form of intelligence agency without LaR; this will error appropriately to help you track down the issue.
##################################
# Bugfix
##################################
- Bulgaria: Players with BftB should no longer encounter Fatherland Front when going to war with the Soviet Union while wrong ideology
- The Request Expeditionaries feature works with size 0 armies once again
- corrected railways around lille and dunkirk
- All single category MIOs (naval, air, land) should now use the correct XP type
- Fixed a bug when if you had a spirit of the army (leftmost army spirits) would cause any spirit from spirit of the naval academy (leftmost navy spirit) to not work properly
- Fixed a wrong tooltip where the % chance to gain +attack/defense/manouver+coordination in the spirit of the naval academy would say you a way lower % chance to get the benefit that what it really was (it said 20% but it was in fact 40%)
- Fixed a number of Soviet CCP icons that were not appearing correctly when the pack is enabled.
- Fixed an issue where Argentina could core only Guatemala and no other central-american nations using their South-American unity decisions, as well as making them able to core Easter Island.
- Fixed an issue where the 30 day cooldown for the damage dealt by Paratroopers after taking the "Combat Insertion"doctrine wasn't working and could be done an infinite number of times in the same state.
- Fixed an issue where a Warlord state that had inherited Nationalist China's focus tree couldn't remove their version of the Ineffective Bureaucracy spirit through the Examination Yuan focus.
- Fixed an error where the British Plan R-4 couldn't be successfully completed.
- Land Doctrine: People's Army now correctly applies cavalry suppression buff to Military Police; buff reduced to 0.35 Suppression Per Honse from 0.5
- Unit supply consumption now correctly uses 2 decimal places in tooltips and UI (functionality remains unchanged)
- Fixed an issue where the "Blockade Venezuela" decision would still be visible when Venezuela didn't exist.
- Fixed an issue where the leader trait Unbreakable wasnt properly granting attack and defense modifiers.
- Fixed an issue where the Spanish national spirit The Anti-Fascist Crusade wasnt properly granting the attack it said it was.
- Fixed an issue where the Nordic national spirit The Nordic March wasnt properly granting the attack it said it was.
- Fixed an issue where the Nordic national spirit To Arms Against Tyranny wasnt properly granting the defense it said it was.
- Fixed an issue where the Latvian national spirit Dievturba wasnt properly granting attack and defense modifiers.
- Fixed an issue where the various Italian Papal national spirits weren't properly granting attack and defense modifiers.
- Fixed an issue where the Spanish national spirit Embrace the Spanish Destiny wasnt properly granting the attack it said it was.
- Fixed an issue where the Spanish Crusade Against Democracy national spirits werent properly granting the attack and they said they were.
- Gdynia is now also included among the states that Poland can return to a democratic Germany if they are close to capitulation.
- Fixed various issues with the requirements and effects of the Norwegian decisions to convert convoys into destroyers.
- Fixed an issue where Chile couldn't bypass the focus "Demand the Guyanas" when already controlling all three target states.
- Fixed an issue where the Portuguese focus "Portuguese Artillery" didn't grant funds to the correct MIO.
- Fixed an issue where the Brazilian focus "Bribe the Military" wouldn't grant a dockyard due to incorrect checks in the focus.
- Fixed various issues where the Japanese Zaibatsu national spirits could join the wrong side of a civil war.
- Fixed an issue where the Latvian focus "Renew the Constitution of Latvia" wouldn't correctly swap the trait of the political advisor Alberts Kvesis as it said it did.
- Fixed an issue where the French focus and decisions for "Arms Purchases in the US" could be completed despite the requirements not being properly fulfilled.
- Entrenchment Chief no longer refuses to follow naming consistency rules (Thanks Reddit, we hated it too)
Hello there! Your Community Manager, Katten, here.
Let's get right into it; we haven't talked about our upcoming expansion since all the way back in June. Let's change that and dive right in!
The Hearts of Iron Development team has been hard at work since the end of last year on this upcoming expansion. But Im here to give you a rundown of what we have planned and when to expect it!
We begin releasing Developer Diaries October 3rd, so mark the date! But dont worrywell give you plenty of reminders as it approaches. This time around, were trying something different. Compared to last year, our upcoming campaign will be shorter, but we've planned it to be highly intense, with something happening almost every single day. We currently plan to have two developer diaries per week, a weekly feature video, a biweekly stream and Q&A, and, of course, plenty of YouTube Shorts and other fun social media content related to the expansion.
Before I go, I want to thank you for being so patient with us. On Friday, well be sharing details about the upcoming Open Beta for the next War Effort update!
Until later!
Katten
Generals! The end of Summer is fast approaching, and with it arrives additional sales! The Quartermasters have come around for another batch of Discounts to make sure that you all can grab what you need for your collection, a friend or whatever else you need~ Check out the Discounts below, and have a great week!
Generals! The Quartermasters from Hooded Horse and Firesquid have added another supply route to our frontlines, with the TACTICON sale! Alongside some other amazing games, we've brought out the discounts with them! Check them out below~
Generals! It is time yet again for Steam's Summer sale, with deals up to 70% off, this is the perfect time to finish up your collection, or even branch into new titles with our Wealth and War Bundle to grab a great deal on Victoria 3 while you're at it! Check below for all of the deals;
Generals! We're rolling out a quick hotfix to address a few minor issues cropping up with some scripts and implementation of the Content Creator Pack. ################################## # Bugfix ################################## - Fixed ship creation script from autoincluding version numbering inconsistently, leading to a few instances of invalid script - Non-Designer equipment will no longer show version naming by default* - A few CCP icons were being shown in unintended locations, this is no longer the case
Hello there! Katten here. Today marks the final day of our Anniversary Week. It's been one thrilling ride, kicking off with our teaser for the upcoming expansion, followed by a giveaway that saw over 10,000 participants! Then came our secondary announcement: our first Content Creator Pack - Soviet Union 2D Art. Sunday brought the sweat with our broadcast of the grande finale for this year's Community Cup, where the Red Baron team claimed first place! And now, today, we're excited to release the War Effort Update 1.14.6: Operation Badger, alongside the Content Creator Pack. This post below will contain two key sections. First, we'll delve into the details of our War Effort update, followed by our second and final Dev Diary for the Content Creator Pack. But without further ado, I'll hand over the mic to Game Director, Arheo. Wait, I almost forgot! Before that, we are also running a sale on the PDX Store with up to 70% off! Check it out HERE.
Hello there! My name is Katten, and I'm your Community Manager for Hearts of Iron IV. Today, we are excited to announce our first-ever Content Creator Pack (or CCP for short) for Hearts of Iron IV which releases on the 10th of June. This is something we have previously done for Cities: Skylines and Crusader Kings. The pack is created by modders and published by us. [previewyoutube=b_ZBastfots;full][/previewyoutube] Before I hand it over to Ethan Mayer, one of the two creators of this pack, I wanted to address two frequently asked questions, as I'm sure they will come up. Did you just take a free mod and make it paid?
Generals,
Katten here. Today marks the day before our 8th anniversary of Hearts of Iron IV. Eight long years on the frontlines, millions of provinces painted in strange colours, thousands of wild encirclements, and countless amazing mods have been created. This year, we also hit a significant milestone: 1.5 million monthly active users! Important Note: If you are unfamiliar with MAU, it is a behind-the-scenes metric that tracks the number of unique individuals who play the game each month.
To celebrate, we have something special planned. Last year, we teased an upcoming expansion, but I think we can do even better! This year, we are celebrating what we call Anniversary Week! Five days packed with activities, from something you've been eagerly waiting for to something you've been asking for. How long have I worked here? Never mind that. Let's get to our Anniversary Roadmap!
The Roadmap is our way of showcasing what each fun day contains during the Anniversary Celebration.
Hello there! It's your friendly neighborhood Community Manager, Katten, here. The first War Effort update of the year has finally been released! It mainly focuses on bug fixes and some balance changes, including adjustments to the USA MIOs, which Content Designer Gareth will discuss below. Remember to please send in any bug reports when you discover them HERE, so that we can fix them as soon as possible!
Generals! The War Effort continues with Operation Grouse, so to prepare you for the battlefield, we've gone ahead and grabbed some intel from Command on the upcoming changes coming in patch 1.14.5 and are releasing them on an Open Beta. To join the open beta, right click HOI4 in your Steam Library and go to Properties. Once there, you can go to 'Betas' and at the top right select " open_beta " Prepare for some Balance changes, some minor graphics and UI changes, and a whole LOT of bug fixes! ##################################
Hello there! It's your friendly neighborhood community manager, Katten, here. It's been some time, but starting right now until the 9th of April, the game is Free to Play! This is also accompanied by a Massive sale that is larger than any we have had previously, both of these starting at 19:00 CET
https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/
If you are a new player or a veteran looking for people to play with, tips for your games, or just want to chat about the game, then join our Discord below. If we hit 100K members this weekend, we will be giving away 500 copies of the Base Game next week!
Click the above image to join the Discord, or click here instead!
Now, what is all of this new art and logos you see everywhere? Well, from player feedback and ourselves looking over the game, we thought it would be a good time for a brand refresh, as we call it. So, Hearts of Iron IV now has a new lovely key art with an additional gentleman in the back (let me know if you know who he is!), a new logo, and a little new icon that represents the game on Steam! This is also accompanied by "Waking the Tiger," "Death or Dishonor," and "Together for Victory" now being part of the base game in all senses. If you want to see a cool new trailer, check below!
[previewyoutube=F-uGP2DkZKE;full][/previewyoutube]
Hello, Community Manager Katten here. I want to begin by thanking you all for the feedback we have received on our two latest news posts regarding the DLC Integration and Trial of Allegiance Reception & Thoughts. We are reading all your comments and are working on responding to as many as possible.
Greetings all!
Today marks the first dev diary since the release of Trial of Allegiance, so well be looking back over how things went, and community reactions in a little more detail than usual. While I would have loved to have some data on player choices and interactions for todays diary, our analytics engine is busy chugging away. So, well have to hold off on that until the machine spirit has assessed the incoming preponderance of data.
The Elephant in the Room
It would be hard to talk about Trial of Allegiance without first mentioning that were acutely aware of its critical reception from fans. I see no reason not to be transparent about this, and Im going to use today as an opportunity to talk about what it means to us and how we analyze reactions, so lets dive into some of the facts:
Everythings on Fire!
Well, actually no. Trial of Allegiance has thus far been one of our most stable releases in terms of bugs and player-encountered issues. This doesnt mean there arent bugs: stuff always creeps through, but as you may have noticed by now, weve had an Open Beta running with a patch scheduled sometime today. The patch notes will be attached to the end of this document. Furthermore, we have another patch scheduled in next week to give us a chance to tackle more complex problems.
Due to the low incidence of bugs in the ToA content, were spending a bit more time on general improvements and things folks thought were lacking.
Developers Perspective: bugs are defects in the game - errors or unforeseen complexities that render part of the experience to not work as intended. We dont usually consider design choices or outdated content as bugs unless they cause the first statement to apply, since that evaluation is often subjective.
Circles Within Circles
Our steam review score has taken a fairly heavy beating on Trial of Allegiance. Reviews on DLCs are notoriously hard to draw accurate conclusions from, as very few people tend to leave reviews compared to the overall number of people who bought a DLC. Trial of Allegiance is particularly notable in that regard, as there are fewer reviews overall than we would normally expect. Its absolutely possible to theorize behind why that is, but thats all those are: theories.
That said, we read every review. Aaand its quite hard, tbh. Being a venerable ancient of the internet, I could wax lyrical on toxicity, vocabulary, and dissociation, but at the end of the day folks leave reviews for a reason. The language they use isnt as important as the sentiment theyre trying to convey, even if they dont always know the right way to do it.
What we try and do, therefore, is to try and don our armor of not-taking-things-too-personally, and group negative reviews by common themes or sentiments.
For Trial of Allegiance, we assessed clear meta groupings in order of weight*:
- Unhappiness about recent regional currency price adjustments
- Unhappiness about the price of the country pack
> Compared to other HOI4 expansions
> Other
- Bought it but wanted something different
> New mechanics, or
> A european expansion
- Unhappy with the quality of the release
> In relation to specific issues;
> In relation to mods
> Unclear/Unintelligible
> Unclear/Horrendously offensive
*This requires looking at global reviews, not english-language only: something we take quite seriously.
The exact weighting here changes a lot over time, but suffice it to say that the top grouping is significantly larger than any of the others, and the last grouping vice-versa.
But hang on, does this just mean were being review bombed by angry interest groups? Well, that would be a nice easy assumption that allows us to feel good about ourselves and go home for supper, but there doesnt seem to be any coordinated effort here as far as we can tell.
What we can tell here is that folks commonly leave reviews for reasons unrelated to the content we made.
So, these are the findings. So far these have been presented as factual; now we take a more subjective view when it comes to reacting to the findings.
Regional Pricing
This one was a little unexpected, though in hindsight it shouldnt have been. Looking back over recent reviews on our other expansions, we see the same trend.
In January, Paradox made efforts to normalize pricing across various currency regions according to (as I understand it) a standard used by Valve. On HoI, we saw this as a mostly administrative change, and did not, I think, ask enough questions about the effect it might have on our game-specific player base.
I am not promising any sweeping changes here for decisions that have already been made. What I can say however, is that we will not be treating any such changes as administrative in the future. We will be doing our due diligence.
General Pricing
A little more expected, perhaps, but with some important notes. The vast majority of complaints about the pricing of this release came with comparisons or in relation to other content weve released in the past.
While it overlaps a little with the next topic, I feel like we could have been clearer with setting expectations about what a country pack is.
Another observation here is that our fanbase seems to attach more importance to the consistency of expansion prices than we tend to. A lot of the comparisons were seeing are equating content made many years ago or at a completely different scale to Trial of Allegiance.
Wanted Something Different
This one is a real games-industry conundrum. Traditionally, if you bring something to market that doesnt interest everyone, the uninterested ones avoid it. Not so here.
We knew that South America would be a divisive topic amongst the fanbase: some regard it as important, some do not. We calculated that this would make these nations perfect for a country-pack release instead of a full expansion - including mechanics in something that may not interest everyone would put fans in the situation of having to purchase something they did not want.
And, uh, that backfired a bit. Overwhelmingly, reviews in this category are asking where the mechanics are, or why were spending time on X instead of Y.
Importantly though, we arent gonna change that. We will sometimes have country pack releases, and they will not contain mechanics, though perhaps theres some middle ground for tech/unit/other additions.
This all comes with a big but: the Juno team who created Trial of Allegiance are not the only ones working on HOI4. Creating content packs is not being done at the expense of other things. We arent ready to talk about exactly whats coming yet, but simply put: we have mechanical expansions in the pipeline that are being built at this very moment. Outside of expansions, we have even more big stuff happening for HoI in the very near future. Watch this space.
Developers Perspective: Even if we wanted to, making two mechanical expansions in parallel would be a significant technical challenge. Some games are built to make that easy! HOI is not one of them.
Quality of Release
This is predominantly the stuff that reviews traditionally focus on. Was the delivered content good/bad/neutral? The nature of this is subjective, and these reviews are really where we can act by making changes and fixes. Below youll find the patch notes for our first iteration on ToAs content, with more to come soon.
Overall what were seeing from players that stated an active interest in South America is a trending positive reaction. There are some key problems raised to us from highly invested players, which well do our best to address. There are learnings we want to take into future country packs or war effort patches, including but not limited to:
Generals!
Trial of Allegiance is now Live, and with it comes the Fury of Brazil, Chile, Argentina, Paraguay and Uruguay!
Join the fight to turn the tides of war, or to give South America a new path through History!
With it comes bug fixes, balance changes and even more content in the free "BOLIVAR" update
https://store.steampowered.com/app/2695150/Hearts_of_Iron_IV_Trial_of_Allegiance/
For Version Rollback, see this post.
For known issues with the "BOLIVAR" patch, click here.
Hello there generals, it's your friendly neighbourhood Community Manager, Katten, here to talk about, Trial of Allegiance patch notes!
But before that, I want to remind you that the DLC releases tomorrow at 17:00 CET! So if you want to secure the exclusive track 'Carnaval Do Brasil', pre-purchase now!
And if you missed what this DLC is all about, watch our release trailer below;
[previewyoutube=-oOM9cfxovc;full][/previewyoutube]
https://store.steampowered.com/app/2695150/Hearts_of_Iron_IV_Trial_of_Allegiance/
################################################################
######## Update 1.14.1 "Bolivar" #########
################################################################
##################################
# Trial of Allegiance
##################################
- Added Brazilian focus tree
- Added Argentina focus tree
- Added Chile focus tree
- Added minor focus tree for Paraguay
- Added minor focus tree for Uruguay
- Added Voiceovers in Brazilian Portuguese, Argentinian Spanish and Chilean Spanish.
- Added numerous new (awesome!) 3D models for the new nations
- Added 6 new music tracks
##################################
# Gameplay
##################################
- Admiral Trait Tree has been reshuffled, ordered now by fleet role and with some rebalancing
- The Monroe Doctrine has been reworked from the old USA guarantees to something more flexible to go with the ToA launch
- More sensible AI weights for interventionists USA going Monroe Doctrine. Will now only DOW if enough tension is generated by that country
- Tweaked Ethiopia to be more aggressive initially in the war against Italy
- Added Embargo Decision against Venezuela
- Changed handsoff tag to Haiti
- Added Quebec as releasable at game start
- Added an event to Mexican focus "Bolivarian Alliance" to ensure that players can refuse the ticking communism national spirit if they wish.
- Fix that ensures a certain shadowy German gentleman can be 100 percent obtainable if Germany capitulates and a certain focus in the Argentina fascist branch is taken
- Reworked the Amazon to have Impassable Terrain areas to model the deep jungle
##################################
# Balance
##################################
- reduced the number of super heavy tank destroyers needed for support battalion to 20
- reduced IC cost of jet engines considerably
- German focus 'Treaty with the USSR' now grants 1x200% research speed bonus for tank hulls, from 2x100%
- Medium tank created by german focus now starts with an MIO if AAT is installed
- Railway Company now gives 15% armor to armored trains instead of reliability
- Several mission specific air advisor modifiers that were non functional have been replaced with mission efficiency bonuses
- Airborn advisors now give bonuses to paratrooper defence and org rather than plane states
- Escort Efficiency now reduce disruption from enemy attacks
- Fixed broken turret for Italian SH tank Hand of God
- CAS leaders/doctrine now also give ground attack bonuses on top of mission efficiency to boost impact
- Added the Union Pacific Railroad as a new Industrial Company for the USA
- Added a variety of new Spies for Germany, Japan and the United States.
##################################
# UI
##################################
- Equipment designer name is now shown in the production list
- You can no longer accidentally click on units while in construction mapmode
- naval battle reports are now properly hidden on reading when parts of stacks
- Fixed list positioning in Military Industrial Organisation Roster
##################################
# AI
##################################
- Fixed bugs in how AI selects research
- A bunch of bugfixes and improvements to how AI calculates research weights
- AI will now pick more appropriate military spirits. AI now cares more about getting early equipment design techs in order to unblock them from iterating on tank equipment
- German AI will prefer picking silent workhorse before other advisors
- German AI will no longer value Heinz Guderian more than every other advisor combined :'(
- German AI will prefer to take army chief advisor before air chief
- Unit controller will now properly handle impassable neighbour adjacencies during an attack
- Discourage AI from changing production lines too quickly and too often and waste efficiency
- Allies of Britain will now share invasion strategies around Norway and be more hesitant
- make sure UK AI doesnt hold out on guaranteeing poland when it's time critical, just to save up for laws
- fixed a scope issue for italian AI strategies
- USA AI now more likely to lend-lease UK and Soviet
- UK AI should switch from interwar tanks quicker
- Various strategy tweaks for naval invasion behaviour around the mediterranean
##################################
# Modding
##################################
- Added AI strategy research_weight_factor
- Added variable values for deployed_army_manpower_k, deployed_navy_manpower_k, deployed_airforce_manpower_k, and deployed_army_manpower_k
- it is now possible to define colours on sub ideologies which will then be used over ideology group colour
- Added optional 'is_frame' argument to equipment definitions to let modders define fully designed equipment without the game thinking it's a frame.
- Added longest_war_length and war_length_with triggers to allow checking how long a nation has been at war
- Fix AI for assigning MIO to production line when Task Capacity is activated in mod
- From now on_leave_faction will fire every time someone leaves a faction.
- From now on_become_faction_member will fire every time someone joins a faction.
- From now on_send_volunteers will NOT fire when volunteers are sent back to their origin country
- AI strategy EQUIPMENT_PRODUCTION_UPGRADE_DESIRE_OFFSET now handles positive numbers as well
##################################
# Graphics
##################################
- Fixed some bugs in train gfx spawning which could cause almost all trains to pick high-traffic ports as target locations
- fixes and tweaks for mud look
- Several visual updates to make mud look nicer
- Mud never shown on impassable terrain areas as it makes them harder to see and you cant walk there anyways
- Fixed an issue with german army insignias
##################################
# Bugfix
##################################
- Fixed issue where submarine task forces attempting to pass through a strait would check the rule for navies instead of the one for submarines.
- Fix for a problem where white peace does not give back all owned territories, because neutral countries owned it.
- Fixed an issue where the price of equipment in a purchase contract could change.
- Newly created Spains (after SCW starts) now update their trade influence correctly, so volunteers sent to them will now reinforce correctly straight away
- Air deploy interface filters will properly work when land and CV planes are both in stockpile
- Slovenia, Palestine and Israel now start with the correct capitals
- Soviet Union: National Spirits for Anti-Soviet Military Thinking can now be removed via decision even when Beriya takes power before the Right Opposition Coup.
- Fixed bug where National Spirits from Scandinavian Joint Focus tree didn't always have an icon
- Fixed showing negative night penalty as a positive
- Sweden: Ebba no longer gets her construction speed bonus removed when upgrading her
- Sweden: Pull the Trigger decision for communist Sweden now makes Communist NOR/DEN very likely to want to form an alliance with Sweden, and reduces the want of wanting to join the comintern or other factions
- Fixed an issue that caused communist Sweden AI path to not work properly
- Fixed the names of Zimbabwe characters
- Fixed the names of Zambian characters
- Fix the diplomatic action Justify Wargoal disappearing when the target state is not controlled by the target country anymore
- Added namelists that were missing for LAO, VIN, CAM, TRA, KOS, PAL, ISR. Also fixed the capitals for Qatar and UAE being incorrect.
- Airwings attached to armies should no longer forget their missions when they lack coverage of target areas
- Italy no longer calls its allies to join the war against Ethiopia. Italy no longer joins war against Poland. Ethiopia in exile cannot join their overlord's wars until they have completed the "Formal Request" decision.
- Made Light Aircraft MIO now upgrade CAS as well as fighters.
- Blocked province buildings from being constructed in impassable provinces
- block construction fully in impassable areas
- Fixed a bug where no effect would come from the British focus "Gibraltar for Spanish Support" if having LaR enabled.
- updated the claims gained in the Portuguese focuses "Recover the East Indies", "Recover Brazil" and "Latin America".
- Norway's Modernise Armed Forces Decision available during wartime and can be selected after 3 months of war if the appropriate focuses have been completed
- CV NAV and CAS now have proper bonuses from Admiral traits (Dive Bomber and Torpedo Bomber)
- Fixed the bug where the airplane designer did not choose the proper 2d icon by default.
- Fixed an issue where navies could not be ordered to move out of blocked sea regions.
- Fix issue with Convoy raiding efficiency modifier from leaders not applying correctly
- Fixed issues in SCW hidden event handling the opposition side of the CW working on controlling garrisons against the player
##################################
# Stability & Performance
##################################
- Maximum number of players in a MP game can now be configured by the host in settings.txt. Bumped the default value to 64.
- Prevent CTD in International Market AI that could happen for sea routes
- Fixed a CTD in international market when sorting on linux and mac
- Fix CTD when a mod removes unit leader traits from DB
Extra! Extra! In todays news, we bring you new footage of the ongoing struggle on the South American continent. We will give you exclusive shots of the political and military development in Argentina, Brazil, and Chile.
It is yet unclear how the political landscape will evolve during this tumultuous time, though we have seen some prominent persons appearing in both the political and military landscape. Here are some of the most influential people weve identified:
Significant Figures from Argentina
Significant Figures from Brazil
Significant Figures from Chile
On the broader spectrum, our office analysts have looked into all the data we have collected and recognized a multitude of potential developments within the countries. No one can predict exactly how a country will develop in the future, but theyve drawn a general image of some focuses that the nations might orient towards:
A selection of focus icons from Argentina (Left Column), Brazil (Center column) and Chile (Right Column)
From our reporter on ground we have an exciting story on the military groups involved in the conflict in the South American region. Without further ado, we bring you this exciting interview.
marblemadness: So, Slurpen_Paradox, can you tell us more about what is happening behind the scenes?
Slurpen_Paradox: Yes! These are the most prominent armed forces that have been involved in the area.
marblemadness: Jolly gee! Is that an armed civilian? These people look very dangerous. Are there any other forces involved in the region as well?
Slurpen_Paradox: Im glad you asked! Other than the armed civilian there have also been groups driven by various political ideologies. Here are the ones I managed to capture on camera:
Slurpen_Paradox: Its not only ground troops that are fighting these battles. With the latest technological advancements weve seen in recent years all the primary countries involved in this conflict have acquired various planes, tanks, and armored vehicles to supplement their forces.
They seem to have a bunch of repainted ones as well as some that I haven't seen on the battlefield before!
marblemadness: All those vehicles looked dangerous. But hang on just a moment! This one does not look dangerous at all! Finally, some decent, upstanding
marblemadness: oh. I see. It belongs to the Liga Patritica Argentina. Is there any other footage you would like to share?
Slurpen_Paradox: Yes. During my time in the deepest parts of the Amazons Ive brought with me some dramatic photographs from the battlefields.
marblemadness: Oh, that looks absolutely brutal! Thank you for bringing this exclusive look on what is happening on the South American continent.
As a final section in our newspaper, especially in these worrying times, we try to keep our chins up by ending on a positive note. Now it is time for our final section; a series of comic strips developed by our inhouse art team.
AMERICA DECOLONIZED
As Mapuche Chile, Liberate all Native people in North and South America
AND THE SNAKE SMOKED
As Brazil, in the allies, capitulate Germany while controlling Berlin
CHILEAN EMPIRE
Control all of the mainland states that border the pacific in South America, North America and Asia
CISPLATINE WAR 2, ELECTRIC BOOGALOO
As Either Brazil or Argentina, be in a faction with Uruguay while at war with Brazil / Argentina
HISPANICS OF THE WORLD, UNITE!
As Chile, form the Hispanic Alliance and have at least 8 "Hispanic" nations in your faction
I'M HOME!
As Brazil occupy every core state of Portugal
ISLAS MALVINAS
As Argentina, hold the Falkland Islands and South Georgia for 73 days consecutively
KING OF WHAT?
Have Jaque Bernard as King of Chile and control Paris
LAMENTO BOLIVIANO
As Argentina, own all of Latin America except Bolivia
A LAND ON FIRE
As any country, drop a nuke on Tierra del Fuego
THE MERRY BAND
As communist Brazil, have Lampio as country leader and occupy Nottingham
PROACTIVE DEFENSE
As any communist South American country, occupy washington D.C.
RECONQUISTADORS
As Argentina or Chile, have a Conquistadors National Spirit active whil holding all Spanish cores
RED HOT CHILE PEPPERS
As Communist Chile, control California
REVENGE FOR THE TRIPLE ALLIANCE
As Paraguay, declare war on Argentina, Brazil and Uruguay within the same Month
RUMBLE IN THE JUNGLE
Own all Amazon core states as any South American nation
SOMEHOW HE HAS RETURNED
As Argentina, have Seor Hitler become country Leader
THE TRUE CONDOR LEGION
As CHL, BOL, PRU, ECU, VEN, COL - send volunteers to Germany
URSAL
Be communist and own all of South America
BAD ENDING - THE WHOLE WORLD IS NOW BRAZIL
Control every State in the World as Brazil
Thank you so much for reading todays issue of News from the Front Lines. And just as always, remember. We bring news, you make the story!
Make sure to check out Trial of Allegiance here
https://store.steampowered.com/app/2695150/Hearts_of_Iron_IV_Trial_of_Allegiance/
Hello there! AveeBee here again to discuss alternate history Brazil this week. If you havent already, I highly recommend reading the historical dev diary where we also covered the industrial and military branches for Brazil as this week we will be just looking at the political branches. Its worth keeping in mind that due to covering multiple branches this week, Im going to try and keep the overview to the highlights as there will simply be too much to cram into a single dev diary and I imagine most of you are still digesting last week's big bag of goodies!
To get started, heres some less obscured views of the full Brazilian tree and the political branches
Generals! Command has issued a discount on rations, and more equipment for us all! Make sure to grab the content you're still missing, or perhaps some more for a friend, so you can all join the fray once Trial of Allegiance drops!
Hello there, Aveebee here to introduce this week's chunky Dev Diary covering a variety of topics. Well be covering everything free going into the upcoming patch that will release alongside Trial of Allegiance, an overview of some major map changes in South America, as well as some content pack specific updates. So without further ado, lets get started! First up, we have Jonathan!
Hola a todos! Jonathan here to bring you a brand new Hearts of Iron 4 Dev Diary for the upcoming DLC Trial of Allegiance! I will be introducing you all to Chile, a country mostly known as South Americas Prussia. And as such, its time for a country almost no one knows about (nor is probably all too invested in), its time for Chile!
And breaking from how we have done it ever since No Step Back, this Dev Diary will tell you about all of the Chilean content, as was done in the Argentinian Dev Diary.
As usual, please do keep in mind that everything youre about to see is still WIP so things might change before release and you will see some placeholder art and WIP values. The team thanks for your understanding!
Now then, on to the actual stuff!
So seeing as most if not practically all people know little-to nothing about Chile, I will start with some historical context, to get everyone on track, and catch you up (hopefully also slightly increasing interest in the country). I didn't know anything about the country prior to being assigned to work on it either, so you can imagine my surprise when I got to know what to work on, but after reading about it, despite having had no interest in the continent whatsoever, I can actually say that I now find it a whole lot more fascinating than I ever did before! The few things that are more widely known are Salvador Allende's socialist rule during the Cold War, and General Augusto Pinochets CIA-sponsored coup detat in 1973. But those are much later, so lets turn back the clock a bit.
In the beginning there was nothing, but somewhere around 3000 BC the first people seem to have moved in. Jumping forward, by the 16th century, Spanish conquistadors began to colonize the region of present-day Chile, and the territory was a colony between 1540 and 1818, when it gained independence from Spain. In Chilean history, the earliest period of the nation is referred to as the Patria Vieja, and the Patria Nueva (the old and new fatherland respectively), where Bernardo O'Higgins led the country to victory against the Spanish Empire during the Latin American wars of independence. From 1826 to 1932, Chile underwent many government changes and the people got quite used to coup detats and political instability. The Great Depression that began in 1929 was felt strongly in Chile starting from 1930, and was felt all the way into our current game-time. Chile was the country struck the hardest by the USA closing down their borders, as a vast majority of the Chilean economy revolved around exports of Nitrate and Copper to the United States. This all led to the coup that established the Chilean Socialist Republic briefly in 1932, and which led to a former president, Arturo Alessandri, being recalled to counter-coup the coup makers. Once the Republic of Chile was back on track, he began working to restore the country, and that is where we find ourselves at the start of the game.
Chile also took part in a few wars during this period, even winning conflicts in which they were outmatched. Examples of wars they took part in are the War of the Pacific against Peru and Bolivia from 1879 to 1884, and the Occupation of Araucana against the Mapuche and the Kingdom of Araucana and Patagonia that took place from 1861 to 1883. Its all very interesting, have a read up on it sometime!
TLDR for the last two paragraphs: Chile is and was very unstable, but also pretty tough
Thats that for historical context however, sorry for geeking out Now its time for the actual things you all came for, the in-game content, as Im sure you didnt all come here for a history lesson!
Arturo Alessandri is a very important figure in Chilean history, and now, as is tradition with almost all countries that get unique content, he starts with a trait. Be aware however, that despite staying democratic, he will not be around forever, as the elections roll around and new presidents need to be elected!
By 1936, Chile has grown quite a bit since independence, having conquered the south from the Mapuche, as well as Antofagasta, Arica and Tacna from Bolivia and Peru, though having sold Tacna back to Peru in the treaty of Lima (1929) to secure more funds to recover from the economic troubles.
And here you can observe the fact that Chile just doesnt really function at game start
And then the other two spirits are the Legacy of the Naval Arms Race and the Monroe Doctrine, both of which have been discussed in the previous two Dev Diaries.
As you can also see, the Chilean order of battle has been adjusted to better represent the army at the start of the game.
Chile also has quite a few new cool 3d models!
Chile also has quite a few new generals coming with the DLC, so here you can see some of the ones you start with (keep in mind that their art isnt fully in yet):
Chile also starts with a vast plethora of political advisors now, and though it may be many, are invisible from the start, or will go invisible once you start going down paths where the respective characters will no longer be available! So here are the ones visible from the start.
And here are the various Industrial Concerns the nations starts with:
But now finally, on to the thing you have all been waiting for, the glorious Chilean focus tree!
As you can see, the focus tree is divided into the classic political, industrial and military branches respectively.
The industrial tree is mainly divided into three parts, the public works, the mineral extraction, and the post-peso devaluation part.
The rightmost part gives bonuses to construction and infrastructure.
While the leftmost part gives bonuses to resource extraction and trade.
Then, when you want to move down to the stronger focuses below, you need to devalue the peso, in order for the economy to be on track so that you can properly undertake these big projects. Note that these stronger focuses require the devaluation of the peso to have run its time before they can be taken.
As you all might have, or might not have, seen in the Historical Brazil Dev Diary, the countries of the pack share the general layout and effects of this military branch, but as stated previously, they all have their own unique quirks and bonuses, as can be seen here.
Now then, on to the political, historical, democratic branch of the Chilean focus tree.
To start of with, in the early stages of the game, Chile has to try and deal with the upcoming attempted coup d'etat by the fascist party Movimiento Nacional-Socialista, or as they were more colloquially known as, the Nacistas.
There are various ways to deal with them, such as suppressing them, for the most part ignoring them, perhaps to your own detriment, or attempting to use them, unfortunately however subsequently increasing their power when the fated coup detat occurs.
As some of you eagle-eyed readers might have noticed, the first democratic focuses have to do with Arturo Alessandri being the president, and after that comes the 1938 Presidential Election focus. That is because, while you are locked out of the late-game focuses of the democratic tree until the election has happened and you have chosen a direction to take your country, but until then, you have Arturo Alessandris own policies to enact.
And as the founder of the Banco Central de Chile, a democratic Chile led by Arturo Alessandri can focus on upgrading this industrial concern, gaining hefty advantages to economy management.
And when the presidential election at the end of 1938 rolls around, it is time to say goodbye to Alessandri, and welcome a new president, where you need to decide, a left-wing president, or a right-wing one?
And throughout the game, the 1942 and 1946 elections will also occur, prompting you to select a new (or sometimes keep an old) country leader. These ones however will not lock you out of parts of the focus tree, at least in a sense
You see, there are focuses in the democratic tree that can only be taken while having a left and right-leaning president respectively. As seen previously, you can change your president at certain intervals, allowing you to, in theory, go for practically all focuses, seeing as Chile during this time went from being ruled by the Liberals, then Social-Democrats, then the same, and the Conservatives who placed bans on all form of communism, and then back and forth, on and on.
There are of course also those within the military who dislike the political changes going through the country. For example, general Ariosto Herrera could try something.
There are also multiple important choices to take throughout the mid-to-late game for a democratic Chile, such as how to deal with the democratic processes, and in what way to prioritize the industry. This part is important for one of the alternative history branches, so remember this.
And finally, as historically happened, you can go to war with the fascists by declaring war on Japan, or perhaps someone else if the world has taken a different turn.
There are also a few other big things that happened to Chile throughout this time, such as the great 1939 Chilln earthquake:
And the sinking of the SS Tolten.
And if you want to, you can do things that didnt really happen until quite a bit after the war.
And here are some of the potential country leaders you can get:
Chile also has their own operative, the actress Rosita Serrano, of course provided you own La Resistance!
Now then, remember the focus: Increase Presidential Powers? Well, if you have a communist president in charge when you take the focus, your country will become communist. This begins the Communist sub-branch, as can be seen on the left-hand side of the democratic tree.
Here you will be able to either align yourself with the Russians and take the aggressive approach, eventually attempting to achieve Hispanic Unity.
Or go it your own, and attempt to expand your influence through diplomacy and the support of communist revolutions in Latin American countries.
And now we continue away from the democratic branches, and ponder for ourselves, what if the Nacistsas had actually succeeded with their coup detat? Well, thats what we will figure out in the fascist branch, starting off with you securing support for the coup, minimizing your loss of stability and war support once it commences, until you can finally take full control of the country.
Once securing your rule, you will have to shape the country to be better fit for your future ambitions.
After that comes an important choice for the party. Pick a side in the global conflict, siding with the Germans, or choosing to stay out of global affairs, though not counting out the possibilities for your own expansion and faction.
Both versions will have access to the small Revision of our Borders sub-branch, allowing for attempted territorial expansion gated by army size.
Both branches have their own focuses that they can do.
And in the end you will have two different choices of formable nations, choosing to either restore the old kingdoms borders, or going even further and uniting Hispanic America.
And finally, we move on to the alt-history branches that may indeed have the chance to bring every hoi fans beloved monarchy, and perhaps also something different.
These two branches start off by looking back to tradition to solve the issues the country is facing, and having the ex-president and general Carlos Ibez del Campo perform a coup detat to take matters into his own hands.
First, we will take a look at the leftmost branch, that being staying with general Ibez, and accidentally finding yourself in a civil war with a combined force of the fascists and communist on the opposing side.
During this civil war, the outnumbered president Ibez will be approached by a mysterious Frenchman who promises aid in exchange for the Chilean crown. His name is Jaques Antoine Bernard, and will be crowned the new king of the Kingdom of Araucania and Patagonia.
After having established your new french kingdom at the bottom of the americas, it is time to not only reclaim your namesake, that being Patagonia, but also going even further, becoming the Napoleon Bonaapate of South America.
And now for the final branch, we move onto a group that has lived in Chile long before the first conquistadors arrived. Its time for the Mapuche and Anti-Imperialist Crusade branch.
The branch starts up with you molding the rising Mapuche-nationalist movement to fit your future goals, and finally rising up against the current Chilean government.
Once the war against Chile is over and you have secured the state, it is time to first reclaim the old Mapuche territory of Puelmapu, and then move on to liberate the Amerindian peoples from imperialist oppression.
And there is a lot of work to be done once the crusade has started.
In the end, America can be free from modern states, and the governments of the region can be reorganized to the desire of the leaders of the new Mapcuhe state.
Also for the end, here are some other advisors and leaders you might have interest in, such as the Mapuche advisors:
And Antoine III of the Kingdom of Araucana and Patagonia.
And one of the possible fascist leaders, the starting leader for the ideology.
And thats been all from me this time. Tune in next week for a look at a bag of treats that will hopefully satiate all the hungry mouths out there!
Adis!
Make sure to check out Trial of Allegiance here
https://store.steampowered.com/app/2695150/Hearts_of_Iron_IV_Trial_of_Allegiance/
Hola amigos! My name is Eilidh, and this just so happens to be my first time writing a Dev Diary for you guys! Im very excited to introduce to you the work I have been doing on Argentina, one of the nations youll be able to lead in Trial of Allegiance. Whilst Argentina didnt get directly involved in the war until late in the game, the country went through massive changes and had an absolutely fascinating history during the 1930s through to the 1940s. So lets take a look at this Infamous Decade and allow me to give you a brief context overview of where the country is at the start of the game, before taking you on a tour around the various political branches you can take in the Argentinian focus tree. Without further ado, lets get stuck in!
Generals!
An Army is only as strong as its troops, and a good leader listens to their Officers - so its time for you to have your say once again!
Share you opinions about Focus Trees with the latest HOI4 Survey Below!
Or click this link instead~ https://t.co/xt6RxaEXAw
Hello there generals, it's your friendly neighbourhood Community Manager, Katten, here to talk about, Trial of Allegiance, the first-ever country pack for South America. Our aim was to craft a thrilling experience, allowing you to feel the power of constructing a regional superpower to confront emerging international threats or to use its power to expand your empire abroad. Last year, we announced the formation of a new team dedicated to content creation. The Trial of Allegiance Country pack is the result of their efforts, showcasing three major focus trees for Brazil, Argentina, and Chile. Furthermore, it introduces additional content for both old and new tags in South America. If you haven't seen our announcement trailer, be sure to watch it below! [previewyoutube=4iBXgrDqvn0;full][/previewyoutube] Before I pass the mic to our Content Designer leading the development for Brazil, I also want to let you know that as part of our push for more HOI content, the team is also working on another big and exciting project that will be dropping later this year. So stay tuned, and as always happy map painting!
Generals! Something lurks within the leaves, watch the video from our Recon team and let us know your thoughts... [previewyoutube=NnzfUJfKg1E;full][/previewyoutube]
Generals! Tension is rising! Are you ready for the final day of the HOI International tournament? Head on over to TommyKays channel to cheer on you favorite commander and watch the last battle unfold~ Who will win? Theres only one way to find out! Make sure to check it out here -> https://pdxint.at/3ttaH63
Generals! The Steam Winter Sale is now Live! With deals as much as 70% off, now's the time to grab those last minute gifts for a friend, or even a little gift for yourself for the holidays. From all of us in the HOI team, we all wish you a Merry Christmas and Happy Holidays :)
Greetings! With the release of the Stella Polaris Patch (1.13.6) last Tuesday it's time to wrap things up for the year. 2023 has been a busy year. The team has been hard at work since the very start of the year, and the first War Effort patch was released during the very first weeks of 2023. Before the onset of Summer holidays we managed to release 5 of those. Together with the follow up patches after the release of AAT, and the December patch, we clocked in at 9 patches, plus a few hotfixes, over the year. So expect to see more of them next year, with the same mix of tweaks and bug fixes, and occasionally minor additions. Of course, the main story of 2023, for us, from a fan point of view, was Arms Against Tyranny and the Stella Polaris free update. The lions share of it was done during 2023. We started talking about the release in May in a series of Dev Corners and we made the official announcement on June 7th. What goes into a year? you ask. Something like 4 million code and script changes I think. Or if you prefer to look at file changes, some 10000 files were touched in one way or another :O
Generals! Patch 1.13.6 has now been released. Some things you can expect to see are quality of life changes, some tweaks to the MIO's, balance changes as well as many many bugfixes for multiple nations including Iceland, Norway and more! You can read the patch notes below;
Generals!
The dev team has been hard at work on the next patch that will be releasing soon, as we didn't want to break any of your saves with a smaller one. But first, there will be an Open Beta to make sure everything is working, and some things you can expect to see are quality of life changes, some tweaks to the MIO's, balance changes as well as many many bugfixes for multiple nations including Iceland, Norway and more!
We're planning on releasing the patch next week, so here are the planned changes below;
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# Balance
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- reduced airframe weight curve for small airframes, with a higher effect at higher tiers
- increased air attack of lmg and hmg plane modules by 50%
- Finland: Tweaked AI weights for the Finnish decisions to surrender to Soviets or switch sides in the Continuation War so that Finland actually puts up a fight.
- Fixed several issues with the Karelian Uprising triggered by Finland during the Soviet Civil War, the non-Stalinist side of the civil war receiving both the Karelian Uprising and National Uprising events about Karelia, Finland not always properly joining the war against the Soviet tags, and the non-Stalinist side of the Soviet civil war not being able to decide whether to declare war on Karelia (and Finland when appropriate) or be friendly to them.
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# Gameplay
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- Germany: Removed starting import trade from Sweden
- Can now press enter to accept a resource trade
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# Stability & Performance
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- Fixed potential CTD encountered when removing all production lines
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# UI
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- Fixed visual bug when selecting ship refit production lines
- Added description to supply tooltip that increasing the infrastructure level increases base supply
- Replacing or upgrading MIO in Equipment Designer now updates the variant name
- From now in international market the equipment cost will be rounded to 2 decimals .
- Stats in Equipment Designer will now update when unlocking new MIO traits depending on whether the Upgrade MIO button was pressed
- MIO effect preview now works in legacy (non-modular) equipment designer
- Legacy equipment designer will generate a new name for equipment if MIO upgrade is possible
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# Modding
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- Add better debug info about AI research (in imgui ai_strategy window)
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# Bugfix
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- Log error and prevent CTD when trying to display 3D model of a non-existent entity in the division designer view
- Fix of bug where sometimes wrong 3d models of divisions were shown on map.
- The decisions to form a Nordic Formable Nation are now mutually exclusive with each other
- Fixed errors in MIOs and production lines in the Japanese and Soviet OOBs when No Step Back dlc is not active.
- Implemented missing tank generic tank icons for Germany, Soviet Union and Italy in the tank designer.
- Norway: Implemented Norwegian-themed custom counters.
- Fixed issue with the naming of the achievement icon No One Crosses the Finnish Line.
- Sweden: Fixed a faulty trigger for Hungershield not canceling correctly unless you removed your construction queue. Now needs to build > 14 civs from game start
- Norway: Vidkun Quisling is no longer available as advisor without Arms Against Tyranny.
- The controller of Greenland now also gets the last remaining, inaccessible province of that state
- Denmark will not have a Balance of Power during a Civil War
- USA will no longer hand over Greenland as soon as Denmark becomes free, but rather when they have no more wars
- Denmark gets lowered fascism/communism support when completing "Expand the Resistance" if the Overlord id fascist/communist
- Tweaking Danish ai weights for Occupation BoP Decisions
- Fixed AI having access to BoP decisions without having the BoP active
- Norway: Fixed Army Chiefs withincorrect Political Power costs
- Fix bug where annexing country, did not removed expeditionary forces provided by it.
- Fix bug where leaving faction removed all expeditionary forces even those from puppets.
- Fix of bug where freeing puppet did not give back the expeditionary forces automatically.
- Fixed the position of Porajrvi VP on the map. Fixed ships advancing deep into the Icelandic mountains when going into Reykjavik's port.
- Finland: Focus Seek German Protection now requires Germany to be either Fascist or Non-Aligned.
- Finland: Aksel Airo will no longer run and hide during the Fascist Civil War. if the decision Secure the Militayr is taken, he will be available to Fascist Finland both as general and as advsior. If the decision is not taken, he will be moved to the other side of the Civil War.
- Fix of bug where sometimes on start of war enemy divisions which had military access were not teleported out from country.
- MIO: Fixed British dominions sometimes lacking or having extra MIOs of certain categories.
- Iceland: Fixed bypass trigger for focus Reclaiming the Empire, which could make it impossible to either complete or bypass the focus in certain conditions.
- Iceland: Fixed wrong tooltip indentation in focus Keflavik Airbase.
- Sweden: The king can no longer conscript most of the population of the earth
- Iceland: Fixed political advisor lafur Thors having no trait icon on his sheet.
- Iceland: focus Keflavik Airbase now requires the first Anti-Air technology.
- Iceland: Improved tooltip in focus Break with the Crown focus to properly communicate potential effects coming from other focuses, as well as the removal of the National Spirit Christian X (in any of its versions).
- Iceland: The focus effects of Rally the Workers of Reykjavik and Prepare for the Revolution will now be properly applied even if they are completed after the focus Break with the Crown.
- Norway: Fixed issue where country name, color and flag wouldn't change for the Alternative Democratic path
- Norway: When changing ideologies after content-scripted instances, the name, color and flag of the coutnry will change accordingly.
- Norway: Trotsky now has the correct General portrait.
- Norway: Focuses 'Secure Swedish Ore' and 'Secure Denmark' now have the correct bypasses.
- Norway: Decision 'Modernize Armed Forces' now unlocks with 'Reform the Army' as intended.
- Nordic Shared Tree: Fixed missing Filter Tag for focus 'Nordic Development Fund'
- Norway: Focuses 'Ask for Foreign Support' and 'The Secret Army' will no longer be available if fascist.
- Norway: Focuses 'Ask for Foreign Support' and Nasjonal Samling' will now show the correct target if Germany is at Civil War or doesn't exist.
- Tweaked the probability of Danish overlord accepting Denmark's declaration of independence
- Removed the Danish overlord plenipotentiary if Denmark declares independence and the overlord accepts
- Achievement Two Arms Against Tyranny now actually requires Finland to be in faction with only one Nordic country when capitulating the Soviets
- Norway: Use XU now gives a National Spirit if you don't have La Resistance.
- Norway: Decisions 'Foment Resistance in Norway' and 'Support Rebellion in Norway' now unlock through focuses 'Use XU' and 'Preparing a Return to Norway' repectively.
- Norway: Peder Anker Wedel-Jarlsberg now has a more appropriate Generic Portrait when AAT is not active.
- Fix of bug where strategic redeploment by player sometimes could cause out of sync in multiplayer.
- Switzerland: Fixed issue where 1939 start wouldn't have Marcel Pilet-Golaz as councillor.
- Fixed the decisions to form the HRE and the European Union, the French focus Disunite Germany and the achievement It has my name on it to properly include the new state of Schleswig.
- Achievements:Fixed Brexit achievement tooltip missing "Northern Ireland" as a required target in which to start an uprising in order to get the achievement.
- Mexico: Fixed issue with focus One World Government being available when Soviet Union was led by Stalin.
- MIO: Fixed typo in trait name Low Drag Wings
- Can't create designed equipment variants with negative stats.
- Fixed a divide by zero in AI market equipment evaluation
- Fixed scrollbar for navy loss view
- Medium bomb bay now gives bonus to naval attack, rather than ground attack
- Soviet Union: Fix conscription bonus for The People's Revolution idea
- Fixed give and add state control where declining would re-apply the request
- Fixed pathing for exfiltration of marine commandos
- Fixed issue where air wings were assigned incorrect regions due to them being banana shaped (the regions, not the air wings)
- Finland: If Finland is a puppet, the decision to Demand Peace to the Soviet Union will now also make the Finnish overlord to sign peace with the Soviets, as well as any overlord's allies or subjects.
- Tank Designer: Medium and heavy turrets can now be converted into fixed superstructures.
- Finland: Fixed requirements of the focus Soviet Threat targeting the UK instead of the USSR.
- Fixed potential issues with achievement Not Much Fun in Stalingrad.
- Finland: Focus Preserve Spmi now requires at least one Sami core to not be cored by Finland and to not be controlled by a Finnish enemy. This should fix instances in which completing the focus grants no reward.
- Soviet Union: Soviets will no longer send an ultimatum to Finland demanding Karjala if they are already at war with them. The focus will only provide a Soviet claim in the state in that case.
- Norway: Quisling's Regime path will only require not being in a civil war if there aren't any other Norways around.
- Norway: Fixed small typo in focus Lurk in the Shadows.
- Norway: Fixed missing admiral portraits.
- Norway: Initial production now has MIOs assigned.
- Norway: Fixed General Trotsky's portrait.
- Norway: Fixed missing icon for trait in the Akers MIO.
- Norway: Focus 'Ask for Foreign Support' can now lower the Political Power cost on top of the time reduction.
- Switzerland: Fixed issue where completing 'The Alpine Protectorate' wouldn't disable the Absolute Neutrality System.
- Switzerland: Adjusted some National Spirits' Consumer Goods modifiers so they conform to the new scale of value for it.
- Switzerland: Focus 'The Alpine Protectorate' now cancels if it's not valid.
- Switzerland: Event 'David Frankfurter's Trial' now applies the correct Opinion Modifiers
- Denmark: Fixed the issue of broken text in the Occupation Branch if Denmark becomes a puppet of Sweden through the Swedish focus "Danish Alignment"
- Germany: Focuses that give air technologies now give bonuses to the correct category when By Blood Alone is active.
- Fixed bug where sometimes Bulgaria could declare war even if it was puppet of other country.
- Updated the Consumer Goods bonus from Italian National Spirits International Day and Peace Keepers of Europe to be in line with the latest Consumer Goods changes.
- Fixed a broken tooltip for Screen Efficiency in the Danish focus "Baltic Sea Domination"
- Norway: Rikstanken now appears in the right Tech when No Step Back is disabled.
- Fixed Greater Denmark flags not showing up.
- Fixed an issue with a number of flags from formable nations and cosmetic tags that were not showing up in Linux.
- Norway: Elias Corneliussen and Henry Diesen now have their correct portraits.
- Switzerland: Added missing tooltip for focus 'Switzerland on the Offense'
- Switzerland: Achievement 'You Shall Not Pass' will no longer be obtained with a non-defensive war.
- Fixed MIO effect preview in Equipment Designer causing the current MIO bonus to upgrade
- Switzerland: Adjusted the Air Volunteer Cap value for the National Spirit 'Volunteer Forces'.
- Soviet Union: Fixed issue preventing the Left Opposition to get some of the weapons that provided by countries via the focus Funds for the Cause.
- Soviet Union: Fixed an issue where the national spirit Anti-Soviet Military Thinking Banned would persists after a peaceful right opposition coup. Now it can be removed with the decision while Beriya is in charge, and will be removed automatically upon completion of the focus Coup d'Etat which establishes a Right Opposition government.
- Division designer can now be moved in front of equipment designers.
- Fixed one issue with overhaul mods crashing
- Republican Spain: Enrique Lster will now properly receive the trait Stalinist, preventing him to join the Anarchist side in the Civil War.
- Special Forces: Fixed unintuitive tooltip in Special Forces doctrine bonuses in Finland, Denmark and Sweden so that they use a more intuitive category that specifies "Doctrine" instead of "Tech".
- Finland: Finnish focus Marine Jaeger Divisions has been fixed so that the SF doctrine bonus only shows up if AAT is enabled. A tech bonus for marine and transport tech has been added regardless of DLC.
- Italy: The focuses Cruiser Submarines and Midget Submarines now have a different small bonus each to the Regia Marina national spirit when Man the Guns is not active.
- MIO: Fixed an issue preventing Italian Ship MIO CRDA to be assigned properly to the starting production lines of Caio Duilio battleships when Man the Guns was not active.
- Soviet Union: Mine Warfare focus now grant mines-related content only when MtG is active. Without MtG, the focus provides a Research bonus and a Doctrine Cost Reduction.
- Denmark can no longer get the achievement "Everything is Awesome" if they get puppeted by Sweden through the focus "Danish Alignment"
- Italy: Focus Intensify Torpedo Manufacturing will grant Research Speed for Torpedoes only when the DLC Man the Guns is active. When it is not active, the focus will grant a doctrine cost reduction bonus instead.
- Changed num_of_factories trigger to not include factories gained from trade or lend-lease.
- Re-open division and equipment design view on peace conference ended
- Ethiopia: Fixed multiple issues with Ethiopian character portraits, which in turn fixes previous issues with missing portraits for promoted generals with BBA, and missing portraits for generated generic characters and alt-hist country leaders without BBA.
- Italia: The description of the focus Moschettieri del Duce will now change based on the government, just like the focus name does.
- Finland: The text of the event "The White Death Embraces Us!" will now talk about "weeks" of combat instead of "months", since it is unlikely that the event will trigger more than a month after the previous event in the chain.
- Latvia: Focus Expand the Women's Aizsargi will no longer attempt to activate the decision Women in the Workforce since most of the time the decision will not be available or even visible, causing errors and resulting in the effect being invalid.
- The Swedish AI on historical mode should no longer guarantee other nations, and be less likely to join other nations
- Prince Frederik will now be called Frederik IX if he becomes king
- Influencing other countries as Denmark is now repeatable
- Tweaked ai weights for certain decisions
- Tweaked ai weights making countries more likely to accept Danish Influence actions
- Certain Focuses won't automatically cancel if you lose a puppet or World Tensions dips below a certain limit
- Remove country flag to make "Sway the Public" decision repeatable
- Fixed a number of scripted ship variants that were invalid or triggered errors: Italian DD Alessandro Poerio Class. Italian Coastal Defense Ship Eritrea Class.
- Fixed scripted Italian Super Heavy Tank variant The Hand of God that became invalid.
- Diplomatic actions: Fixed typo causing missing loc in a diplomatic game rule.
- Fixed typo in the Italian spelling of Repubblica Sociale Italiana.
- If co-op is disabled, random country will not select a country already selected by another player
- Fixed issue with adding more convoys to a sell contract
- Removed negative stat as a positive from design check
That should be it from us, you all have a great day, and a wonderful rest of your week!
Generals.
7 years. It has been 7 glorious years of strategy and conquest, of encirclements and outwitting your opponents. The amount of generals continues to rise as well, hitting a record amount this year here on Steam!
So far in 2023, weve released Arms Against Tyranny, revamping the Nordics and adding so many cool new features like the international market and the special forces doctrines. Before that, we continued our war effort initiative to try and update older content to bring it up to par, fix old bugs that slipped through the cracks, and add so much more to keep the experience fresh.
While your tournaments thrived, we came up with a way to give them even more exposure and rewards by releasing FRONTLINES, our tournament organiser to make sure more people can participate, can watch and can enjoy the action, and to give back to your hard work!
And the War Academy that ended yesterday, bringing a more personal touch from us to it and trying to get into a cool event for those attending and those watching from home alike by live streaming from a CASTLE. (How cool is that?!)
Weve continued to expand on our socials to make sure you get the latest HOI News wherever you can, by continuing to grow on Instagram and Facebook, posting more on Twitter (OR its X now huh) and having our discord reach over 90 THOUSAND members, which is amazing and is thanks to you.
All in All, none of this would be possible without you all, and we appreciate you immensely. Many games plateau or lose their player base, but youve all stuck with us for so many years, it's difficult not to admire your dedication and not be humbled by your continued support.
Heres to this year, and to the future.
-The HOI Team
Generals!
The Steam Autumn Sale is in full swing, and now is the time to grab the content you're missing or need, or perhaps a gift for a friend as well!
And at the same time, the Grandest Lan is taking place, streaming to YouTube and Steam, with some highlights over on Instagram as well, make sure to check them out here below
So here are the sale discounts;
Generals!
Command has sent through the patch for 1.13.5 and with it comes loads of bug fixes, many balance changes to Sweden alongside some to Norway and Germany, plenty of bugfixes and gameplay tweaks!
Read below for the full patch notes!
##################################
# Balance
##################################
- MIOs assigned to research can now be changed in the middle of research.
- Added manpower bonus for RK Nordland focus.
- All MIOs that have participated in a research now get a proportional amount of funds when the research is complete.
- Sweden: Alva and Gunnar Myrdal is now available for all ideologies when completing Stadsbarn.
- Sweden: Hungershield crisis is now active if less than 68% stability (from 65%).
- Sweden: Removing hungershield now gives 120pp as a reward.
- Sweden: Increased Hungershield requirement for removal to 45 (from 40) including trade, or you can remove it by having 25 civilian factories (excluding trade) in your territories, whichever comes first.
- Sweden: Hungershield crisis reduces political power gain by 25% (from -15%).
- Sweden: Vrnplikt conscription increased from 0.5% to 1%.
- Sweden: Reduced G p Blitz tactics and rapid defense force speed slightly.
- Sweden: Totalfrsvar (Total Defense) now requires > 75% DEM support.
- Sweden: The Counter revolution now gives 120pp and neutrality/fascism popularity, depending on what you took before.
- Sweden: Extending the time of preparedness now gives flat 26000 manpower.
- Sweden: Focuses that modify Folkhemmet now Swaps mils/civs bonuses by only 10% (from 16%). War support and stability is still swapped by 16%.
- Sweden: Reduced the bonus speed of Lynx armored cars support companies drastically (no more VolvoVrooms).
- Sweden: Slightly reduced the chance of other Nordics accepting the pressure from Monarchist/Fascist Sweden.
- Sweden: Reduced starting Folkhemmet bonus/malus to +20%/-20% civ/mil speed (from 25%).
- Germany is now slightly happy when Sweden joins the anti soviet pact.
- MIOs: Improved the funds to level up calculation to have a curve and be lower for early levels.
- Sweden: Spheres of influence lasts 2 years instead of 1.5 years.
- Sweden: Increased manpower gained from Nordic volunteers from 2000 per subject to 5000.
- Sweden: Reduced Ebbas law cost factor to 25% (from 33%) and advisor cost to 15% (from 20%).
- Sweden: Swedish volunteer force spirit now reduces required volunteer divisions required by 50% and removes existing neutrality idea.
- Sweden: Deep mining complexes now gives a 1y ahead reduction, reduced from 2y.
- Improved the AI tempates for ENG planes to be better.
- Increased base heavy airframe ranges.
- Reduced agility impact of fighter weapons, reduced weight of large airframe armor.
- Norway: Made Monarchist Demonstrations cost Political Power on top of Manpower.
- Norway: Adjusted Victory points so the south has a bigger impact in capitulation.
- Norway: Adjusted the balance for the Monarchist Demonstration decisions.
- Sweden: Getting the 5th late game research slot now requires 50 controlled factories instead of 35 civs.
- Norway: Focus Expand Hren now unlocks Winter Logistic Battalions so Norwegian troops can now ski their way to victory.
- Sweden: Sweden is now more likely to switch to free trade after 1941-06-01.
- Norway: Increased the cost of Historical Preparation decisions.
- Added Winter Attrition Reduction to New Hren National Spirit.
- Sweden: Nordic Defence Council puppet now has 0.35% CIC to overlord (from 5%) and 65% MIC to overlord (from 100%).
- Sweden: Reduced requirements for going down the Nordic Defence Council path.
- Sweden: Increased base stability by 4%.
- Sweden: Defense act now gives 3% stability.
- Sweden: Weapons contract now gives 3% War support.
- Sweden: Reduced required mils to complete Standardize equipment from 17 mils to 10 mils.
- Sweden: Fifth research slot now only requires 80 factories (including trade) instead of several late game focuses.
- Sweden: Reduced time for some focuses.
- Sweden: Old enemy stirs requires 8% WS, from 10%.
- Improved agility from jets, jets now cost chromium instead of tungsten, fighter weapons weight balance pass.
- Airframes increase in weight as they get more advanced.
- Slight improvement for germany air fighter presets.
- Norway: Added Army Chief role to Jonas Lie.
- Norway: Added Military high Command role to Henry Diesen.
- Norway: Added Chief of Army and High Command roles to Vidkun Quisling.
##################################
# Gameplay
##################################
- The new order now has a cosmetic tag.
- Sweden: Added a new late game Swedish formable and King Gustaf can now get the eternal trait.
- Sweden: Added strings notifying what variables affect the outcome of Monarchists/Fascists takeovers of the Nordics.
- Sweden: Now starts with heavy ship hull unlocked at game start.
- Sweden: Added conscription trait to Nordic Defense council.
- Sweden: Christian Gunter is now available at game start again.
- Sweden: Beneath sticks and stones no longer requires having the Ranger trait.
- Sweden: Added the king as a high cost advisor if he is not a country leader.
- Sweden: NDC Can now create faction if needed.
- Luxembourg: Germany will now attack the Soviets if Luxembourg manages to survive until the end of time.
- Norway can now get some of the generic political events after a certain point.
##################################
# Stability & Performance
##################################
- Added missing on map buildings, including a missing port in Stralsund that would crash the game if built.
- Fixed a rare crash occurring when a player lagging behind the host in MP tries to interact with a dead Air Wing or Air Group.
- Fixed a CTD on macOS related to large maps (multithreaded pathfinder running out of stack space).
- Sped up hourly move order revalidation by using all work threads.
##################################
# UI
##################################
- Equipment tooltip in the buyer's view of the International Market now also shows which country originally created the equipment (if different from the seller).
- Fix Military equipment production lines with MIO and collapsed making them draggable again.
- Support brigade 3D models now show up in the Division Designer.
- Background of the MIO detail window now changes depending on the MIO type.
- Fixed mission icons for planes being hidden when using filters.
- Equipment stats in legacy designers are now shown the same way as in the new designers.
- Upgrade button in the MIO History tab is now disabled if the latest bonus has already been applied.
- Added more information in the delayed tooltip in the MIO Details screen.
##################################
# AI
##################################
- Changing UK's armor division target templates to fix bugs and generally improve it.
- Adding info about AI target template replace_with chain to ai_templates debug IMGUI.
- Fixed bugs in how the AI selects best templates to produce and design.
- Soviet will no longer try sending every convoy it has to deliver supplies to Vladivostok.
- Task forces will engage faster and AI will cover slightly more naval regions per task force.
- Added better logic for AI buying and selling convoys (now based on ratio of total owned convoys instead of absolute number).
- Fixed bug where AI was so concentrated on constructing buildings in territory they didn't control that they forgot to build other things. (looking at you, democratic Germany).
- Fixed a bug that caused Germany to research airplane modules when they actually wanted to research radar.
- AI strategy 'research_tech' can now take technology name as argument instead of only technology index (which was bug-prone).
##################################
# Modding
##################################
- Fixed the auto unassignment of MIOs on production line when over task capacity.
- The game will now warn you on startup if you forget to setup a port building in the nudger for a coastal province.
- Added optional 'mark_older_equipment_obsolete' argument to add_equipment_variant effect.
- Added debug IMGUI for seeing music player information.
- Added documentation.info file to ai_templates folder.
##################################
# Bugfix
##################################
- Fixed description of the focus Keepers of the North to emphasize the "Nordic" aspect of it.
- Fixed the typos in tooltips related to International Market content.
- Added an event to proclaim Greater Denmark as well as events for Denmark to join democratic or imperial Germany.
- Sweden is no longer known as Sweden when doing RK Nordland and The New Order.
- Fix a bug where resources from overseas colonies do not need convoys to be transported.
- Fixed Steal Industrial Blueprints operations that were giving twice the tech bonuses.
- Fixed missing land policies for some tank MIO's.
- Fixed issue that made Polish Foreign MIOs disappear after completing the focus Adaptive Designs.
- Fix of bug where exiled templates and units were not transferred to host after the exile government ceased to exist.
- Implemented Norwegian tank and plane icons into the tank and plane designers.
- Fixed Rikstanken icon when creating the equipment variant.
- Added a version of the Danish 'Declaration of Neutrality' National Spirit for when 'By Blood Alone' is not activated. Also fixed the focus 'Securing Swedish Steel' so that Denmark doesn't puppet Sweden without sending the appropriate event.
- Fix crash on Mac & Linux when adding Traits to MIO queue.
- Fixed a tooltip showing the wrong number for overlord drift in all languages.
- Showing obsolete branches will no longer overlap each other and the appropriate focuses are no longer available if you are a subject.
- Fixed several issues with description texts for events and focuses for Denmark.
- Added a decision to request the return of Greenland from the USA, as well as tweaked the decision to request the return of the Faroes from the UK.
- Sweden: Made Rickard Sandler remove neutrality spirit, and simplified his requirements.
- Sweden: Swedish volunteer corps no longer gives equipment to Finland if at war with Finland.
- Sweden: Fixed an issue where Germany would not blow up Swedish factories if Sweden picked Allow Landsverk to operate independently, also added a less confusing string.
- Fixed a rare crash when an army group is deleted due to losing the last units in its armies.
- Fix Divisions reinforcement, now they will be reinforced with equipment with better MIO bonuses.
- Finland: Join Comintern Focus name is now more dynamic.
- Fix for the magic school bus counting days badly.
- Finland: Join Allies Focus name is now more dynamic.
- Finland: Join Axis Focus name is now more dynamic.
- Fix of exploit where players in coop could get back more equipment from the market stockpile than stored there.
- Finland: Minor tooltip improvements for Foreign Armor and Foreign Aircraft focuses.
- Finland: The tooltip of the focus Approach the Soviets will no longer mention the Finnish civil war if it has already happened.
- Finland: Finnish AI will no longer accept the Soviet territorial demands in the Soviet Ultimatum when historical focus is on, unless they are a Soviet ally or puppet.
- Norway: Fixed issue where Historical Quisling would start reviving Norgesveldet.
- Added several new state and province names if Denmark (or another "viking" nation") controls certain states.
- Baltics: Estonian and Latvian AIs should no longer cave in to the Soviets on historical setting, ensuring now that they will be totally integrated by the Soviet AI on historical.
- Fixed the bug where showing subsidy tooltip could cause an out of sync.
- Fixed bug where the mechanized infantry battalion wasn't unlocked after researching the technology.
- Finland: Focus Mineral Wealth Development will no longer require Finland to be in a faction, but to control (or have a puppet controlling) any Nordic state producing steel, chromium, tungsten or aluminum.
- Finland: Fixed scope issues in the event chain triggered by Mineral Wealth Development, where it looked like Finland would receive Finnish aid and that Finland would grant resource rights to Finland on a state in exchange. Now the appropriate faction leader should be displayed in the events, and the events would only be triggered if Finland is in a faction but is not the faction leader.
- MIO: Soviet naval MIOs will no longer have both Man the Guns and NO-Man-the-Guns versions of Plant 370 and Mariupol Plant traits when Man the Guns is not active.
- Finland: Fix typo in tooltip in the focus A Cry for Help.
- MIO: Soviet MIO traits can no longer be taken more than once by different MIOs. Each trait can now be completed once by a single MIO.
- Heavy gantry crane policy now targets the correct aircraft and MIOs.
- Norway: Norsk Hydro now has the Industry filter tag.
- Norway: Removed Political Filter tag from 'Expand Military Industry'.
- Balanced the AI weights for countries to accept a Danish event to join factions.
- Fixed crash when canceling a production line while MIO Roster screen is opened.
- Jan Mayen rises to its rightful place on the world stage!
- Norway: Custom decision costs now have the icons in the right position.
- Sweden: Fixed several issues with the Narvik solution.
- Sweden: Fixed an issue where severe lack of ammunition would not give the proper maluses.
- Sweden: Swedish volunteer corps can no longer be taken while at war with Finland.
- Sweden: Scania Vabis Armored Car MIO is now LaR DLC locked.
- Greece: Stratagems no longer show for all countries.
- Norway: Fixed various missing capitalizations in focuses.
- Norway: Power to the Royal Guard now gives proper bonuses to Special Forces.
- Norway: Doctrine tooltips now provide the name for Offensive Doctrines national focus bonuses.
- Norway: Doctrine tooltips now provide name for Rikstaken national focus bonuses.
- If Denmark becomes a puppet through their National Spirit "Declaration of Neutrality" they will not be able to join a faction until the right criteria are met..
- Installing a plenipotentiary in puppet Denmark will no longer switch out the overlord's country leader.
- Tweaked AI weights for some Occupation Balance of Power Decisions for Denmark.
- Sweden: Added localization improvements for Rationing decisions and fixed a bug where Gengas would repeat its timeout mission.
- Sweden: Fixed several lowercase errors that should have been uppercase.
- Denmark no longer switches ideologies before installing overlord's plenipotentiary.
- Adjusted some incorrect Special Forces Cap modifiers in Norway, Switzerland and the Joint Focus Tree.
- Norway: Fixed issue where Quisling coup branch wouldn't hide when going monarchist.
- Norway: Fixed issue where Trotsky would go to the Democratic side when the Communist civil war starts.
- Production Output bonus now works correctly.
- Fixed a bug where Preemptive Invasion of Iran focus of Soviet Union caused Finland to be attacked by Allies.
- Sweden: Fixed the wrong icon being used for Swedish Trucks in the production line.
- Sweden: Liquidate the Monarchy will now liquidate the Monarchy by removing the king advisor as it is supposed to.
- Sweden: Random AI now disallows achievement #SwedishBiasCorrected.
- Sweden: Joining the Anti Soviet pact targets all Soviets countries they have the big Soviet Kerfuffle.
- Sweden: Fixed some spirit issues with the 39 start bookmark.
- Norway: Added a way to remove Christian Laake as the Norwegian Fascists.
- Changed music player shuffle algorithm to weighted random (but avoiding recently played songs).
- Denmark: Field Marshal William Wain Prior's name is now visible.
- Denmark: Tweaked AI weights to make the AI more likely to do certain occupation decisions and event options.
- Forming either the North Sea or the Baltic Sea Empires now only requires that you control the Mainland of Denmark and only gives you cores on Mainland Denmark.
- Added a custom truck production icon for Denmark.
- Added "Will lead to war" warnings several Danish focuses.
- Fixed tooltip saying player could naval transfer to shoreline province without naval base.
- Fixed use-after-free that could lead to CTD on end of peace conference.
- Fixed CTD on resync when international market is open.
- Fixed stat issue with tank designer comparison.
- Fixed repair tooltips estimated time of completion.
- Allow factory conversion map icon during construction view.
- Norway: Trotsky finally goes to the correct side of the Communist civil War.
- Fixed production penalty modifier signedness. Can't be penalized from modifier without having penalty.
- Add mutually exclusive icons only if the trait is visible.
- Fixed CTD on steam callback during session change.
- Fixed issue with disabling music track enable button.
- Norway: Alt Democratic preparations decisions now take time to complete as intended.
- MIO: Fixed the research category of the Submarine MIO so that it can be assigned to research of Submarine tech and related modules only.
- Sweden: NDC no longer transfers its puppets armies to Sweden but creates 5 elite divisions for every NDC member joined, to avoid teleporting armies.
- Sweden: Made it easier to invite members to the Scandinavian defense union.
- Sweden: Fixed a bug where subjects would get the generic focus tree if puppeted.
- Norway: Fixed issue where Fascist Branch would disappear if focus 'Arrest Quisling' was bypassed.
- Fixed the American handover of Greenland back to Denmark and the disappearing Greenland Patrol National Spirit.
- The Occupation Law National Spirit for Denmark will be removed when Denmark no longer is a subject no matter the circumstances.
- The Butter Front National Spirit will no longer disappear if the overlord controls mainland Denmark.
- Made the Telegram Crisis Event more likely to happen.
- Norway: Country-wide preparation decisions in preparation decisions for the Alt-democratic path will still be available during war, as long as there's Country Preparedness.
- Norway: Made it less likely the Soviet Union will reject events sent from the Stalinist branch of the Focus Tree.
- Fix of bug where applying effect set_garrison_strength on state without resistance caused CTD.
- Fixed bug which led to players unlock mutually exclusive doctrines.
- Finland: If Arms Against Tyranny dlc is active, when Estonia causes the fascist civil war in Finland, the fascist side will get the Finnish focus tree if they win the civil war.
- Denmark will now be able to join factions, drop their occupation name, and get their original Balance of Power through peace conferences if being released as independent during the right circumstances.
- World tension modifiers for subjects now apply in both directions.
- Sweden: Fixed an issue where wargoal against the Baltics would expire.
- Denmark's Focus Tree will now show all branches, including the Occupation Branch, if the setting to show obsolete branches are enabled and Denmark is a puppet.
- Grumman smooth finish trait now affects CV light aircraft and naval bombers.
- Finland: Keepers of the North focus will now include Karelia if it exists, and states transferred to Finland via event will also get the compliance bonus promised in the focus.
- Norway - Fixed issue where Quisling has a generic portrait without Arms Against Tyranny DLC.
- Germany - Fixed issue where form Reichskommissariat Norwegen decision would require a Swedish State.
- Fixed issue where 'Operation Gunnerside' would not work with Arms Against Tyranny enabled.
- Denmark white peacing every nation its overlord is at war with when it becomes a puppet won't trigger the "You Shall Not Pass" achievement.
- Norway: Fixed issue in Monarchist Decisions where you should use National Interventions while demonstrating in states if more than one was active and any of them was completed earlier.
- Norway: Fixed missing icon for 'Investing in Norway' National Spirit.
- Nordic Shared Focus Tree: Fixed missing icon for 'Economic Cooperation' National Spirit.
- Sweden: Fixed issue where supporting communist civil war in Norway causes the communist side to have a generic leader.
- Norway: Quisling will no longer trigger his coup if the country is in a civil war already, regardless of origin.
- Removed World Tension limit to Rally the Nation for fascist Denmark.
- Norway: Changed the Nasjonale Regjerings color so it's not so close to Soviet Union's red.
- Norway: Focus 'Reawaken the Permanent Revolution' now creates either the Norintern or the Joint Faction depending on conditions.
- Divisions can no longer get citation by performing paratroop order on own territory.
- Fixed marine commandos so they can retreat from coastal areas. Can click on province with naval port to move troops from a naval port. Marine commandos can now path to fallback lines.
That's all for us today, we appreciate all the bug reports and input on changes that continue to help make the game great! You all have a lovely continued week, and an even better day!
Generals!
We have been hard at work to squash all of Arms Against Tyranny's pesky bugs, but we've also taken the liberty to do a small balance pass as well as add a small surprise feature for your MIO's, so make sure to read below for all of the info!
################################################################
######## Hotfix 1.13.4 "Stella Polaris" #########
################################################################
##################################
# Surprise Feature
##################################
- Military Industrial Organizations now have a queue function, allowing you to pre-select which traits to unlock and in which order. As the MIO then gains points over the game, traits from the queue will automatically unlock. Nb: Policies still require manual intervention.
##################################
# Balance
##################################
- Nordic defense council puppets can now remove the Centralized Nordic Army command once Sweden completes the Nordic Defense Complex focus.
- Sweden: Fika with the king unleashes his true warrior potential, removing his negative PP gain.
- Sweden: Can no longer have Birger Furugrd in both leading role and advisor role, increased recruitable pop from 5% to 10%.
- Sweden: Reduced bonus from hygienic housing from 12% to 10%.
- Sweden: Jgartrupper focus for Sweden now give at max 4 generals Ranger trait, instead of all.
- Norway: Reduced the amount of military factories awarded in Focus 'Expand Military Industry'.
- Norway: Made it more likely for the Soviet Union to accept Norway into the Comintern when the 'Join the Comintern' Focus is completed and when Trotsky is sent to the Soviet Union.
- Norway: Made it so the focus 'A New Norway' requires the 'Independent Norway' National Spirit, and completing said focus now improves it.
- Norway will regain the National Spirit 'Independent Norway' if it stops being a subject.
- Returned air wing deployment to 2 days due to unintended interactions.
- Norway: Reduced War Support requirement for Focus 'Shield of the North' and changed its War Support reward to Stability.
- Norway: Changed the decision 'Request Reinstatement' to require not being Capitulated plus controlling Oslofjord, instead of requiring controlling all states.
- Norway: focus 'Revive the Pomor Trade' now requires Troms and Finnmark.
- Fixed wrong values for agility on agility MIOs.
##################################
# Gameplay
##################################
- Added text describing ways to increase the acceptance rate of the Nordic Defence Council.
- Sweden guaranteeing a country now increases the chance of them accepting an invitation to the Nordic Defence Council.
- Flipping fascist as Sweden now spawns some Militias.
- Nordic defense council focus now gives funds instead of PP.
- Improved and redid some text to be more appropriate for the Nordic Defense Council Branch.
- Nordic Defence Council puppets now become automatically set as a NDC puppet if puppeted by Sweden while it is going down the Nordic Defence Council Route.
- The 'Quisling's Coup' focus branch in Norway will now be hidden if the focus 'Arrest Quisling' is completed.
- Added flavor rank names for Finnish Division Commanders.
##################################
# Stability & Performance
##################################
- Improved the performance of evaluating several costly state decisions.
##################################
# UI
##################################
- Removed erroneous use of The for country name in a window.
- Fixed localization error on Soviet decision.
- Added sub unit trait modifiers to effect description.
- Removed map icon adjustment. Fixed overlapping issue.
- Added creator flag to equipment entries in buyer's view of the International Market (if seller is different from creator).
- Make consistent the decimal numbers for the international market equipment costs.
- Avoid overlapping texts in the equipment designer stats grid.
- Avoid unnecessary long tooltips detailing all possible equipments when attaching a policy to an MIO.
- When building forts in construction, we now ignore clicks on naval and air bases. No more construction roulette (maybe?).
##################################
# AI
##################################
- Tweaked AI division production to reduce the time they aren't recruiting any divisions while the war is still ramping up.
- Prevent summed diplomatic AI strategy values (e.g. contain, befriend, etc.) from being negative before using them in a bunch of places where negative values didn't make sense.
- The Soviet Union will no longer try sending every convoy it has to deliver supplies to Vladivostok.
##################################
# Modding
##################################
- Fixed CTD on hot-reloading AI strategy plans.
- Target_state triggers can now be restricted to owned states, controlled states, and continents to lessen their impact on performance.
- Fixed a bug where reloading focuses by console command or changing the focus scripts led to a crash on a new game in the same session.
- If the Defines setting for the cost of assigning MIO is 0 then the cost is always 0.
- Added hot-reload functionality to ai_template script files.
##################################
# Bugfix
##################################
- Norway: Fixed issue where Historical Quisling would start reviving Norgesveldet.
- Fixed a bug where showing subsidy tooltips could cause out of sync.
- Fixed bug where the mechanized infantry battalion wasn't unlocked after researching the technology.
- Fixed a bug in the previous open beta build where the on map factory conversion button wouldn't work.
- We added a new logic so variants get made obsolete when designing new ones with the same role.
- When you get a new chassis the old ones are made obsolete.
- Removed generic duplicated illusive gentlemen for Sweden.
- The King in council now says "Royalists" becomes ruling party instead of Hgern.
- Karelian Uprising can now also include Karjala and Salla states, if appropriate.
- Fixed issues with Karelian Uprising during the Soviet Civil War. Karelia will now start the uprising at war with Stalin's side in the civil war, and the other side will decide if they want to declare war on Karelia too or not, just like with other nationalist uprisings.
- Fixed issue where tech categories for some Tank and Motorized MIOs were targeting Armored Cars when they shouldn't.
- Fixed double "League" in League of Nations Arms Resolution.
- Vilho Annala's Personal Agenda tooltip now clearly specifies that "Strong Nation" requires 300k+ Manpower in the field.
- Added localization for Militia tech.
- Fixed an issue with Militias not working as intended for Sweden.
- Fixed an issue where the Nordic Defense army complex would not set a country to have extensive conscription.
- Improved the tooltip for Finnish Influence in the Baltic focus, to name the appropriate Finnish faction, if any.
- It is no longer possible to kick capitulated countries from a faction.
- Sweden will no longer steal every unit leader from Nordic Defense Council puppets since certain unit leaders can also be country leaders (Looking at you Mannerheim) but rather a subset of generals.
- Nordic Defense Council puppets no longer need to have their focus set to generic.
- From now on, the planning factor dynamic modifier tooltip will support scripted localization.
- Renamed the modifier for changing production cost at production line level to avoid confusion with the one at equipment variant level
- Added missing foreign MIOs for Ethiopia: Fairey Aviation, Avia, Bofors, Volvo and Landsverk.
- Decisions to invite MIOs have been improved and some issues fixed so that now they show the flag of the country owning the original MIO, and the majority of their requirements have been standardized for all MIOs and all countries.
- The German AI is now less super-angry at Sweden if they go fascist or monarchist.
- Fixed missing bracket in the Bofors MIO.
- Improvements to Urbanization decisions trigger performance.
- Germany going to war with Sweden now cancels all resource rights in Vsterbotten.
- Fixed British MIO Fairchild Aircraft requiring the wrong focus.
- Fixed the Portuguese focus Portuguese Artillery showing the wrong MIO in the tooltip, instead of Portuguese FMA.
- Fixed issue with the three unique traits of Italian MIO Officine Meccaniche. Now they have the intended requirements, are granted the desired MIO research bonus (+5% per trait) and their name shows the equipment they target. The tooltip of the focus that auto-completes these traits, New Ricostruzione Industriale, should also be clearer now.
- Limited the number of countries that can puppet Denmark through its Declaration of Neutrality National Spirit; a country now must be stronger and nearby Denmark for the Danish to immediately surrender.
- Offer military access now also gives an opinion bonus, the same as Request Military Access.
- If Denmark was puppetted through the peace conference or other circumstances other than the Declaration of Neutrality-spirit they can now be called into wars and will be more cooperative with their overlord.
- Added clearer text that Denmark will lose off-map Civs if the Trade Deal is canceled.
- Fixed focus tooltip in Keepers of the North and Keepers of the Baltic Countries, now mentioning that Nordic/Baltic independent allies will also receive the annexation event.
- Fixed certain events triggered by Keepers of the North mentioning Baltic instead of Nordic.
- Fixed a couple of tooltips in the Keepers of the North and Keepers of the Baltic event chain to better display the actual potential event option's outcome.
- Fixed the correct pronouns in 2 events.
- Oslo can no longer be prepared in the Rouse the Proletariat Decisions.
- Made the Norwegian prepare state and deploy preparations in state more efficiently.
- Fixed missing capitalization in some Norwegian militia division names.
- Norma Projektilfabrik now gives +1 mil factory if completed while democratic Norway has a civil war, whereas it previously targeted fascist Norway.
- The Defend Finland-decision can now only be taken if Finland has a defensive war to avoid continuation wars shenanigans.
- The opposing side in the fascists civil war for Sweden will no longer use fascists Militia.
- Made the Communist Sweden AI path never accidentally pick the old enemy stirs.
- Made it so Joint Focus 'Fighter command' can require either Small Fighters or Heavy Fighters.
- Norwegian Advisor Peder Anker Wedel-Jarlsberg will no longer be available if the Royal Family is sent to Denmark.
- Sending Trotsky to the Soviet Union from Norway now awards the correct Opinion Modifier in the Soviet Union.
- Fixed pathfinding and movement options for exiled divisions.
- Fixed issue where changing the division template could delete the unit.
- Fixed issue where loading a game didn't reset the observer country for the tech tree.
- Fixed CTD on resync due to OoS when IM was opened.
- If master has totally cancelled the production, and progress has been made, leave at least 1 level on the subject side, so they don't loose the progress in case they did lots of contribution. When Master decide to build the same thing there again, we will link back to that existing production line.
- Made the BoP Decision "Speak out in Favor of Rearmament" available after completing the "Unify the Right" focus. Made the tooltips for "Seek Industrial Investments" and "Seek Military Investments" more clear. Removed the mutual exclusivity between "Agricultural Reinvestments" and "Industrial Reinvestments", and "Invest in Research and Development" and "Increase Industrial Production". Also balanced the National Spirits "Danish Produce" and "Improved Logistics".
- Privacy policy will now be displayed in the in-game language.
- Fixed an issue where the USSR could snatch the Baltics from another country that was occupying it.
- Assigned the correct equipment icon for early and basic Norwegian fighters.
- Fixed issue where deploying militias in state in Democratic Historical Norway would block from using any other deployment decisions in that state.
- Fixed issue where Norwegian Decision 'Integrate Militias' would add convoys instead of subtracting.
- Fixed wrong template counters for militias and integrated militias.
- Fixed overlap with the Joint Branch in Norwegian Focus Tree.
Norway - Focus 'Invite Soviet Designers now requires a Communist faction leader to exist
- When using auto-upgrade for modules and chassis in equipment designer, new variants will keep the MIO assigned when it generates a new variant
- Fixed Baltic countries starting the game in the 1939 bookmark with No Step Back national spirits when No Step Back is not active.
- Made the Return of the King-civil war harder to cheese.
- Fixed wrong focus check in the subsidies effects of Chinese focus Purchase Tanks.
- Fixed some characters that should not be available to communist Finland being available if Finland turned communist via other methods than focus tree.
- Akseli Anttila will no longer be available to the social democrats as a general.
- Erkki Raappana and Emil Vaateri will no longer be promoted to a corgi.
- Fix for Support Norwegian communist bypassing when it's not supposed to.
- Fixed an error where Volvo TLV-141 would have a wrong icon.
- Changed Norwegian Exiled decisions to require being In Exile rather than Capitulated.
- Norway: Fixed issue where Exile preparations event triggers when returning to Norway instead of when it goes into exile.
- Stop Youtube videos when closing the in-game browser.
- Fixed issue where Norwegian focus 'Co-opt Secret Army' didn't give the units shown in the effect.
- Fixed issue where Norwegian focus 'Fascist Invasion of Norway' wouldn't autocomplete if focus 'Arrest Quisling' was completed.
- Finland should no longer join war against the Allies when joining the Germans in Barbarossa for the Continuation War, they will only declare war on the Soviet faction.
- Germany should no longer join the Italo-Ethiopian War before World War 2.
- Removed check for embargoes between Finland and Sweden in the Finnish focus Foreign Armor, now the check is the embargo is checked between any potential equipment provider and Finland after completing the focus and only when BBA dlc is active.
- Fixing issue where Norwegian focus 'Revive Pomor Trade' gave rewards regardless of who controlled the mentioned states.
- Fixes to the Fascist and Communist Finnish AI plans to enable Finnish AI to properly prepare for the civil war and have an easier time winning it.
- Fixed old script issue that prevented every country's AI from hiring a fascist demagogue unless the country had completed the focus America First.
- Fix political screen to show MIOs in MP for clients that do not possess Arms Against Tyranny
- Fixed planes, infantry weapons and artillery icons for Norway.
- Fixed rare CTD when trying to access non-existing trade influence data.
- The dynamic tag in the Finnish communist and fascist civil wars will now properly receive a copy of the Finnish MIOs at their current size when the civil war starts, and will get back the Finnish focus tree in case they win the civil war.
- 1939 Bookmark now will apply +4 size levels to every MIO in a major country, and +3 size levels to every MIO in minor countries. This is additional to any extra funds/levels/traits possibly coming from focus completion.
- Support divisions with multiplicative battalion modifiers will no longer be further multiplied by the number of division types of the target type in the template.
- Added musical scores to appropriate Danish events and adjusted their probability
- MIO assigned to a research doesn't get removed anymore if that research is replaced
- Fixed bug where the game crashes when France is about to be capitulated while being the last major in the faction and Vichy France events trigger.
- If equipment bonus description is the only description. Remove first newline addition.
- Made it less likely for the USA to take Greenland if the Danish overlord isn't fascist or communist and not a major power.
- Removed extra comma from timed idea effect.
- Fixed tooltip in intel ledger for navy count.
- Fixed tooltip when paradropping into impassable terrain.
- Fixed modifiers being removed when switching view in country army view.
- Fixed issue where canceling war goal justification would not update world threat correctly.
- Fixed missing MIOs in Belgium.
- Added initial industrial manufacturers for Danish equipment.
- Norway: Demoted several Norwegian Heads of Navy to Admirals instead.
- Added missing roles for the Norwegian Royal Family.
- Trotsky now acknowledges Mexico as the place he arrives at after leaving the farm.
- Tooltip for Norwegian Focus 'King's No' will not show decimals anymore.
- Added convoy icons to decision and made them block the other option when active.
- Fixed requirements (have a buildable light/medium tank) and adds a tooltip to inform the player that recon will be added if that tech is researched.
- Fixed missing loc for the research bonuses Germany gets from the Italian-German research pact.
- Fixed the one word description of the popup tooltip for aircraft research.
- Fixed a small typo in the event where the owner of Palestine hands it over to the Papal State.
- Added scripted loc to the focus "The Fight Against Stalinism" so that it changes depending on the ideology (and leader in the case of communism) of the Soviet Union.
- Fixed missing loc in tooltip of "Invoke the Alliance of 1373".
- Fixed missing word in the event "The Swiss Confederation seeks secret pact".
- Adds scripted loc to have different texts for the event "The Fall of London" for the USSR/Russia dependent on ideology and leader.
- Updated the tutorial hint for MIO about PP cost on production lines, which have been cut.
- Changed the Back button to a Apply button on Custom Game rules, because Back is ambiguous on if the changes are applied or not.
- Fixed some wheels looking weird on a few tanks when the move animation is playing.
- Adjusted the width and location of the text in Swedish decision Train the Sheltered.
That's it from us, we appreciate the feedback, and as always if you have more suggestions make sure to leave some over on the Forums for the Developers to see :)
Have a great day!
Hello there! I hope you are all enjoying the new expansion. we've identified two issues that need a quick fix. Rest assured, this hotfix won't impact your 1.13.2 save games! The update will be available on the Microsoft Store at the earliest opportunity.
Hello there! I hope you are all enjoying the new expansion. we've identified two issues that need a quick fix. Rest assured, this hotfix won't impact your saved games! The update will be available on the Microsoft Store at the earliest opportunity.
Generals!
Arms Against Tyranny is here and now playable, so make sure to update your games and get working on those Nordic playthroughs- but before you do, let's take a look at the Release Trailer~
[previewyoutube=UO_ZBLd_wgw;full][/previewyoutube]
https://store.steampowered.com/app/2183930/Expansion__Hearts_of_Iron_IV_Arms_Against_Tyranny/
With the release of this expansion, we've seen performance improvements and quite a few changes as well towards balance, bugfixing and so much more, to review the Changelog check here!
There are some known issues detailed in This Post as well, and we are working diligently to resolve them as soon as possible :)
The Rollback Version for 1.12 will also be available later today as we work on the rollout!
Good Luck to you all in your playthroughs of Arms Against Tyranny, everyone, and if you want to talk all things AAT or play some Multiplayer with others as it's the best its ever been with some of your favourite mods already updated on release, make sure to check out the Discord below!
Generals! The day is soon upon us, with Arms Against Tyranny and the Stella Polaris update sealed up and ready to ship. The development process for AAT has been a pleasure to be part of, and the team have acquitted themselves admirably throughout - were all keen to see what you think of our efforts, and hope you enjoy what we have to offer. The coming weeks also mark a period of post-release support for us. We prefer to remain reactive to the communitys needs here: creating an immediate post-release roadmap actually makes it harder for us to do that. So instead, Im here to explain that well be here maintaining an active presence, and will react quickly as needed and as time and resources allow. In time-honored fashion, were releasing the patch notes to you early, so you can theorycraft, eagerly anticipate, or commiserate the fixing of your favorite exploits a day or two early. As usual, missing notes can happen, and if we find these they will be added to a spoiler at the end of this post as time goes on. The 1.13.0 Update & 1.13.1 will be released at the same time. Note that Localisation for the Changed Log will be added later in the day, and if you missed the Dev Diary that went along with this, you can check it out here! ################################################################ ######## Hotfix 1.13.1 "Stella Polaris" ######### ################################################################ ################################## # Balance ################################## - Improved light airframe MIO bonuses to air attack and air defence - Removed speed buff from agility fighter initial trait - Reduced air attack bonuses for agility MIO - Reduced starting civ for SWE by 1 in Vsterbotten - national_socialist_veterinarian and Ardent Conservative now give flat conscription instead of conscription_factor and military conscription speed construction factor ################################## # Gameplay ################################## - Added design companies to some pre-designed equipment for Germany, France, Britain, and the Soviet Union - Folkhemmet is no longer removed when going fascists or monarchist ################################## # UI ################################## - Fix of the bug where dynamic modifiers from Nordic Joint focus tree showed wrong text in other parts of UI. - Fix of bug where plane designer did not update the sprites on auto design. - From now the country leader traits in diplomacy screen support scripted localization. - Hardness change in the equipment designer is now displayed as percentage - Display the correct inter war chassis in research window - Fixed several text boxes that were too small for non-english localization ################################## # Modding ################################## - Added shorthand alias "roic" for console command research_on_icon_click ################################## # Performance & Stability ################################## - Fixed a rare crash triggered when a unit is standing on a province involved in a border war without being a participant -Fixed map overhaul mods crashing on Mac when they went over a certain amount of province/borders. This should address the issue of most major total conversion mods failing to start on Mac. ################################## # AI ################################## - Soviet AI sells less rifles and slightly increases armor production - Non-aggression pact also positively affects acceptance score when purchasing equipment, not only market access - AI groups equipment by archetype when deciding whether to sell it, instead of per individual equipment variant - AI will now also buy convoys if needed - AI should no longer use division templates that are marked as obsolete for suppression, plus added an extra cavalry battalion to the generic suppression target template ################################## # Bugfix ################################## - Do not show unactive MIOs when filtering for MIOs that can spend trait points - NOR: Enabled several post-capitulation focuses. - Disallow changing the attached policy if a MIO is not available - Swiss MIO Hispano-Suiza will now require Switzerland to be at peace with Spain, like every other foreign MIO. - Replaced national spirit Finnish Army by Repurposed Small Industries in the 1939 bookmark window. - Fixed wrong BoP value for Finland in the 1939 bookmark. - Fixed rare CTD when opening MIO History tab - Fixed manpower laws being available when it was not supposed to be available - Added Danish tank icons for when NSB is disabled - Fix crash when opening Air Theaters after a civil war - Fixed wrong icon name for Rikstanken tech icon - Soviet Union will now lose any claims in Finland after being forced to peace out, and Soviet AI should no longer want to justify on Finland right after it. - Fix of rare crash caused by border wars. - Fixed Petsamo not being transferred to Soviet Union after they force Finland to peace out, even though the event tooltip said Petsamo would be transferred. - Decisions to Fight Alongside our Comrades should no longer become available right after activating them and having the country intervening in the civil war. - Prevented Finland from taking both decisions to "Request an Armistice with Moscow" and "Offer to Switch Sides in Return for Peace" simultaneously. Now one decision will hide while the other one is ongoing, and the hidden decision will come back if peace was not achieved. - Fix role icons for planes and ships presets - Added Danish air plane icons to the air plane designer for Denmark and added the Danish motorized infantry icon to the production line - Added missing icons for Joint Alliance National Spirits - Fixed issue with Norwegian Focus Lynrytter's Subsidy - Adding missing Focus Filters to Joint Focus Tree - Fixing missing icon for Joint Amphibious Effort National Spirit - Few MIO traits with no parents and no prerequisites have been moved to the top row of an MIO tree. - Added the correct starting National Spirits in the Bookmarks for the 1936 and 1939 starts respectively - Added a missing tooltip claryfing that the Focus "Unify the Right" unlocks a Balance of Power Decision - In Joint Focus trees, a country cannot start anymore a focus that has is mutually-exclusive with another focus that was already started - Removed the Danish Balance of Power mechanic without "Arms Against Tyranny" - More Finnish focuses will now require Finland to be independent. - Countries with Joint Focuses in their tree but not part of the Joint Focus Alliance should not see the progress of the Alliance - Added subsidies to the international market for various nations - Fixed issues with Norwegian Territorial Claims focuses sending ultimatums to the wrong country. - Removed the option to make Trotsky available from the first event of his chain if the player is going Stalinist - NOR: Tweaked post-capitulation focuses for Norway. Added several offmap dockyards to the tree to allow for in-exile convoy production. - Fixed issue with Arrest Quisling requiring the wrong focus to bypass - Fixed missing names in Icelandic tech and doctrine bonuses from focus tree. - Tweaked the Danish AI to be more prone to engage with the Balance of Power when under Occupation - Added requirement for Germany to exist and be fascist for Norwegian focus 'Invite Fascist Engineers' - Fixed issue where Norwegian Focus 'Proactive Defense' would add funds to unavailable MIOs - Added missing script variable for national focus equipment modifier - added a bunch of subject bypasses - Birger Furugrd can no longer be leader and advisor - Fixed Finland not able to complete Lone Wolf and strike a pact for Continuation War in time when starting from the 1939 bookmark. - Fixed Soviet production lines MIOs at game start. - Added Portuguese MIOs to initial production lines - Bulgarian MIOs now are unlocked with extra size to compensate for them being unlocked later. - Bonuses from Nordic Alliance will now properly be removed if the faction is disbanded ################################################################ ######## Update 1.13.0 "Stella Polaris" ######### ################################################################ ################################## # Arms Against Tyranny ################################## - Added ahistorical Finnish focus tree paths - Added full Norwegian focus tree - Added full Swedish focus tree - Added full Danish focus tree - Added a full ... other focus tree - Replaced equipment design company ideas with Military Industrial Organizations (MIOs). MIOs can be attached to research and production, gaining funds and unlocking increased benefits upon your production and equipment. - Diplomacy tab replaced by the International Market. Equipment can be bought and sold for civilian factory output, giving countries a way of arming themselves with advanced equipment, or war-profiteering for their own gain. Diplomacy menu can be accessed via a button at the bottom of the international market - Added Special Forces doctrine page, with branches including unique gameplay utility for Mountaineers, Marines, and Paratroopers, and 3 new support battalions - Added numerous new 3D models including snowmobiles, cold-weather infantry, and a reindeer for some reason - Added many new music tracks for Nordic countries, as well as several main game themes ################################## # Feature ################################## - Land trade routes are now shown on the map. Trade Embargo action now prevents land-based trade from passing through a country if they are embargoing the final recipient. - Land Doctrines now contain a variety of bonuses to specific support battalions which enchance the capabilities of other battalion categories in their division - Added support for historical tank templates in the tank designer, accessed from tank chassis blueprints - Added a new focus for Germany that gives Germany resource rights for Vsterbotten, and Industry for Sweden - Added modding and script support for 'joint' national focuses, allowing several countries to progress in the same shared focus branch - Added Finnish historical focus tree paths ################################## # Balance ################################## - Reduced Germanys steel - increased Swedens steel and tungsten from 220 Steel, 67 tungsten, 42 chromium to 260 steel, 123 tungsten and 63 chromium (closed trade respectively) - Added seperate divison design groups for combat support battalions - adjusted acclimatization tolerances across the board, it should now be gained in a more realistic range of temperatures - added lend lease threshold modifiers to automomy and economy levels - added lend lease threshold modifiers to ideologies - Super Heavy tanks are now support companies. Super Heavy tanks are no longer line battalions - Support company research times now have a curve with a shorter starting time (approx 120 days, from 200). Subsequent support techs have a gradually increasing research time. - Cavalry supply usage returned to the same level as infantry - Engineer support upgrade techologies now yield 33% entrenchment per level - Added a new adjuster type: Snow. This kicks in if a province is considered to have the snow ground condition. - Several nations now have the ability to unlock a second special forces branch specialism in their focus trees. Nations that reach major status can also unlock a second branch specialism after 1940. - Most tank chassis' now grant 10-20% more armor - Super heavy tanks now cost more overall, but require 20 per support company - The winter war should now start according to historical timetable - Tip of the Spear military spirit now grants flat special forces cap instead of naval invasion capacity. Commando trait now adds flat special forces cap instead of SF defence. This should make it possible to run a modest elite force irresepective of the size of your military. - added 5% for local resources from compliance gain (from 0.6 to 0.65) - People's Army focus now grants a battalion modifier from military police to horseback cavalry suppression value - slightly reduced air accident rates - reduced the factor on accident chance for air excercising - New airwing deployment now takes 30 days, from basically nothing - increased the max effect of intel on enemy mines - Field Hospitals now grant 15% experience loss prevention from 10% - Maintenance Company Research 3 now provides 1% Equipment Capture per armor battalion in a division, from 5% flat - starting french Char B1 variant is now a basic heavy chassis - ENG & USA start with 200 more convoys - reduced the base damage of mines for both strength and org - reduced mine accident chance, reduced mine impact on speed - mines are now much less potent in deep ocean and shallow sea's, hit chance reduced for mine in these areas - maratime patrol bombers wing size is now 10 - AA tank anti-air modules have between 10-20% more air attack - Super Heavy AA, TD, and SPART are now support battalions, not line battalions - When a puppet controls a province that's part of a strait, the overlord's policy is now considered, preventing the puppet from letting through the overlord's enemies or their puppets. - increased hardness penalty for wheeled and half track suspension for tank designer - USA now starts with tank engine 1 tech - slight balance changes to welded and cast armour to fit reality better - tank speed & armour upgrades are now added stats not multiplicative - tank base speed, armour & reliability rebalanced for changes to above upgrades - Excess thrust will now increase agility instead of max speed - airframes now how base max speeds to better representairframe size speed effects - added damage reduction to piecing thresholds for naval combat - convoy hitprofile reduced from 120 to 85 bringing it inline with new hitprofile calulations - torpedoes accuracy increased to bring them back inline with new hitprofile calculations 145 > 100 - slightly decreased AA disruption from ship AA - reduced terrain combat widths slightly, change support widths also - major air rebalance pass for airframes and modules - increased tech date for survival studies to 1939 - Improved aircraft turrets, slight decrease in agility hit for large bomb bays - rebalanced, ship engines, removed visibility impacts from medium guns, rebalanced IC costs to reflect engine changes - super heavy armour now part of normal heavy armors, rebalanced armors, added cruiser armour to carriers - Armor skirts provide 1 more armor - doubled the effect of agiltiy on naval anti air fire - removed visibility effects of suepr heavy bb armor - small airframe can only take single terret modules, adjusted turret stats so they are less powerful for fighters but better for bombers - rebalanced thrust and weights of modules and airframes, added new modules - Added new techs for blame designer - Agility and speed increase effect on air combat - updated combat width defines - implemented type 2 combat widths - rebalanced dismantle and conversion costs for BB eninges - adjusted damage reduction thresholds for ships ################################## # Gameplay ################################## - Adjusted Swiss focuses so they pause instead of cancel when conditions are not met ################################## # Stability & Performance ################################## - Fixed rare out of sync triggered by player observing armies intercepted at sea - Improved game performance by up to 30% based on hardware. Machines with higher spec will notice a greater difference. - Improved perceived performance and responsiveness during high processor load ################################## # UI ################################## - In the division designer you can now shift-click on a battalion to remove it from the template - Fixed various issues with some tech folders in the tech tree on non-standard resolutions - Fixed issue where some notifications were visible in front of windows and the loading screen. - Now right clicking on railway gun repair line will pan camera to the unit and left clicking repair line will select the unit. - Fix priority buttons for all production line types - Now, if you hover mouse over a invasion arrow, the whole path will be visible even if it is overlapped by another one. - Fix bug where the army leader traits overlapped the preferred tactics icon. - Add equipment upgrades to have increment/decrement with 5 and 10 - Victory point map icons now have independent visibility thresholds based on their own VP value. Several new defines added to control this behaviour - Doctrines with unfulfilled allow conditions now correctly display as unselectable, and list conditions. - Show Active setting on generals subwindow is now respected the first time you open it ################################## # AI ################################## - AI now evaluates motorization per-supply-node, resulting in reduced truck usage, and more sensible overall priorities. - Further improved AI behaviour for germany as regards Africa and suicide-invasions - British AI will no longer be denied access to the baltic unless Germany is war mongering in europe (meaning trade can once again flow between UK and the Nordic states) - AI should no longer embargo countries who are helping them with lendlease or volunteers (looking at you, Spain) - AI more likely to upgrade divisions in the field even with equipment deficits - added generic AI upgraded infantry template for late game infantry - added ENG and USA upgraded infantry templates for AI and imrpoved their infantry templates in general - reduced the maximum targeted sea regions per strike force fleet for AI - improved air tech priorities - ENG will build more Mil factories and ease up on fighters after it has enough, and will generaly build a few more bombers - USA will build more maritime patrol bombers - USA and ENG will try build more dockyards pre war - USA will now do liberty ships national focus in 41 - added albania and sardinia ai areas - eng will resist the urge to invade useless italian land to early - Italy will once again join the anti-comintern pact - ai build slightly more cas and bombers - AI will now recreate Austro-Hungary by decision if they own the correct cores - improved AI templates for planes - SOV should now be more inclinded to defend Leningrad during the Winter war - ai is less interested in railway gun research - eng fighter templates are now upgraded with a higher prio - improved the UK's invasion & defense strategies for historical accuracy - Germany will now go to war with the USSR if the a Norweigan, Danish or Dutch controller is a player, for the Dutch both Belgium and France must have fallen - Improved fascist AI peace conference logic resulting in less bordergore, but fewer puppets - Switched default Peace Score options to roll in puppets to faction leaders - Partially improved AI ability to use non-standard equipment types and templates. This will be further iterated on. - AI for some majors will now unlock and construct additional Marines templates, along with unlocking the new SF doctrines - AI for some majors will now unlock and deploy paratroopers as part of their line forces. By design, they will not perform paradrops. ################################## # Modding ################################## - Now the resource values will be localised. - Make sure triggers are re-evaluted when reloading events and scripted loc - effect give_resource_rights now accepts a variable or a keyword for receiver parameter - From now on, tooltip for add_dynamic_modifier effect will show the variable values in dynamic modifiers - Fix add_resource so that give_resource_rights can be executed right after without having to wait for an hour to pass - Added ai_wanted_divisions_factor ai strategy, which acts as a % modifier - Fixed the use of scripted loc in name and description of dynamic modifiers - Add the heavy_fighter category for medium plane with fighter weapons - fix is_subject tooltip when used within multiple targets triggers like any_country - Ocean, the default naval region terrain type, is now handled as any other sea terrain type; tooltips will show modifiers as expected, and map colors and modifiers should be applied properly. - Tech folders will now correctly hide their name field if disabled. Follow the naming pattern in countrydoctrinetreeview.gui to achieve this result. - for has_resources_rights, if input state has no resource, the trigger will return false instead of crashing ################################## # Graphics ################################## - Use DX11 flip mode and allow tearing when supported by driver. Make sure FSAA pass isn't done on UI. ################################## # Bugfix ################################## - AI strategies that abort will no longer purge all values related to the strategy type they affected - Fixed issue where exiting the intelligence window did not lead to swapping back the map mod to previous one. - Now the recruiting of colonial division is capped in same way as recruting other divisions. - Fixed the bug where long messages in the lobby message input field sometimes appeared in two lines. - Super Heavy Battleship armor now reduces Torpedo critical chance instead of increasing it - Fixed disappearing icons in division designer when NATO symbols are used - Fixed issues with misplaced focus branches in UK and USA focus trees when Hide Obsolete Branches custom rule was set as "Show". - Conscription factor modifiers under 0.1% are now respected [precision error] - Now the deployment target state tooltip will contain the proper state name. - Don't allow export (lend-lease etc) of chassis/hull/airframe equipment - Fix serialization of 64 bit integers - Various Military focuses now give the right completion effects, such as Night Penalty, or land doctrines, and research bonuses - Fixed issue where some icons persisted on screen during peace conference. - Fixed the bug, which made it impossible to play singleplayer after leaving a multiplayer lobby which loaded multiplayer save file. - Fixed issue where certain regions did display the weather on the 3D map. - Fix a CTD when loading an older save - Units are now properly ejected from border wars - AI should no longer attempt to design strategic bombers too heavy to fly - fixed loc for prefered tactics modifeirs in army spirits - recalcuate the cached trade influence - Fixed Hungary being able to spam Sweden for support if they are democratic - You can now paradrop in peacetime in your own territory, and paradropping should no longer cause airwings to get stuck - Prevent CTD and log error if script invalidated a war relation while it is still being added - German Ai should now use correct Tank icons and models where possible - AI tank templates (and new historical templates) now work properly for templates that have out-of-order module requirements (big gun+ fixed superstructure ie) - Japanese AI template for Heavy TD II is no longer too slow to move - Axis AI and Historical tank templates now (probably) use the correct sprites and models - incorrect count of military factories given to other countries - player could request more licenses than available factories - Fixed bugs in ReleaseFactories in trade - Exiled templates should now be removed after peace conference even if the hosting country is not among the losers - fixed incorect can convert for light tank super structure - Paradrop missions can no longer get stuck when trying to target a region they are not allowed coverage in. Regions without coverage can no longer be targeted by paradrop mission selection. - AI should keep using their factories even if all their equipment needs are fulfilled - Turkish AI will no longer randomly decide to pick a military junta to succeed Ataturk on historical - SOV should now try to be more aggressive at Karjala - Fixed hardlock after getting kicked from a server - Fuel Usage modifier will now appear with the right color: red when positive, green when negative - fixed ship armour penetration calculation, proportional system can now work in parralel to stepped system - old armor penetration value for ships set to 0 - fixed missing agility values for bomb bays - fixed damage reduction happening before stat initialisation, fixed +1 to threashhold values - Romanian and Hungarian focuses that created a tech sharing group for military doctrines now grant doctrine cost reduction instead - Industrial Destruction modifier tooltip is now present - Industry Liasons no longer provides double bonus to airframes - Free French 'intervention in' focuses can no longer target countries in a faction with Free France - Counter-decision 'Disarm Monarchist Militants' for targets of polish monarchism now correctly removes monarchy support - Added missing flag localisation to Ethiopia's Build Resistance Force decisions. - Democratic Hungary can no longer spam Sweden to join their war endlessly - Changed Ethiopia missing localisation "GetName" to "Ethiopia" as opinion does not allow for dynamic names. - POL : Made Develop Gdask Shipbuilding and Integrate Gdask Industries actually require Gdask. - POL : The National Commonwealth can now be completed if Lithuania is a subject - ETH : Hindenburg Wall now does not build in provinces not occupied by Ethiopia - POL : Changed Integrate Gdansk Industries to require Coastal rather than Gdansk province, otherwise Naval tree is blocked. - Soviet national spirit Transformation of Nature now grants a flat +1 Building slot. - TUR : Join Axis focus will now check to see if Germany still exists and if they are the faction leader. Turkish Join Axis event trigger was also tweaked to give it a timer for more consistent with CD guidelines. - British AI will no longer only use biplane images for every type of plane - Fixed Penal Battalions being available outside of the locked template for Soviet Union. - The German's no longer become upset at Lithuania for banning Naziism if they themselves don't accept the ideology - The Soviet's can no longer resolve their Border issues with Japan by giving them North Sakhalin if either they don't control it, or Japan doesn't control South Sakhalin - Some cities that should have been renamed after a white victory in the second Russian civil war were not included. They are now safe from Stalin. - The Soviet focus "Claims on Bessarabia" can now lead to correct wargoals if denied by countries other than Romania, and will now bypass if the Soviets are already at war with the owner. - Modifying a variant but retaining the same number of modules no longer fails to register any changes to the saved variant (in rare cases) - Japan will once again surrender to Manchuko in an independence war, if the war was bloody enough - Fix issue where the AI wouldn't design any planes if it didn't have any plane designs to produce. - Fixes missing requirement in GER focus Expand Dockyard Facilities - African countries with generic alll weather experts will correctly use a defined portrait - Developing the Eregli steelworks decision is no longer visible to non-turkish nations - Planning spirit awarded to czechoslovakia anbd faction members no longer disappears - CZE will no longer be able to give away sudetenland while at war with Germany - Switzerland tooltip fix - Turkey will no longer be able to join the Axis if there is no Axis - Opinon modifier is correctly removed from Spain if Balearic islands are transferred - Tooltip for french advisor is more specific now - Hungarian Re-armament events use the correct name def if hungary has changed cosmetic tag - Hungarian FIghter Competition now provides the correct number of fighters (from 0) - OTO Naval Guns now grants navy experience if MtG is not owned, as opposed to an unusuable research bonus - Novus Ordo Italian state modifier now correctly has an icon - Mohammad Yayyo no longer has a blank portrait if BBA is disabled - Railway Guns are less likely to stay put - El Salvador no longer has access to ancient Lost Technology when BBA is enabled - El Salvador has replaced their ancient Lost Technology with the ability to produce basic infantry weapons - Fixed Italian focus Flotta d'evasione being always unavailable with MTG
Bonjour nouveau, friends! I dont know if the third time makes it a tradition but I appear once more before release to give some updates from HoIs tech team. If you havent seen much of me since last year, its because Ive partly been busy with **REDACTED**, **REDACTED** and also with **REDACTED**, but my attention has fully returned to HoI for the last couple months. So, whats new with HoIs tech in 1.13 Stella Polaris?
commit da0ce4ac94ba1938459ffb6abe3bf2b0cd4bab1e
Author: Mathieu Ropert
Date: Mon Dec 14, 17: 38:59 2020 +0100
[X] Fixed performance issue when mines are used
Oops.
But I have even better news. While the usage of mines didnt slow the game down, the existence of mines as a concept was still incurring a performance cost, whether you used them or not. This has also been greatly improved for 1.13.
So go ahead. Go nuts. Mine the whole ocean. See what happens.
Hello, and welcome back to the last Developer Diary for Arms Against Tyranny!
Im CreamGene, HOI4s 2D artist and since I am here, you guessed it, it's time to talk about art!
I once again get an opportunity to talk about what happens on the Art Front during a HOI4 production and Im excited to share with you some of the things that have been in the works. Both challenging tasks as well as funny ones, of course.
I know I usually showcase the how-to when I do loading screens when I get these opportunities, but I think you can find the two latest descriptions from earlier Dev Diarys to be adequate if you need to know the how-to-think. But Ill show some small step-by-step just because I can.
Loading screen
It started with our Game Designer Bradley, or as you know him as well, Corax, who already had a vision for what he wanted. He wanted two different ones. One of the Finnish Winter War, with Finnish soldiers watching Soviet troops, make their way through the frozen marshlands. And one with the sinking of the Blcher. And I got to choose which one to do.
Of course, I chose explosions because [strike]I hate myself[/strike] that's pretty cool. I drew explosions before, but never like this so I thought it could be a nice challenge if I could pull it off.
I was provided with reference images of the ship and the place as well as a video clip of the event from the movie The King's Choice. Even if its a reenacting of the sinking of Blcher it still is a pretty cool scene to draw inspiration from.
So let's speedrun this demonstration!
3D elements put together! Renders made by our 3D artist @Slurpen_Paradox (because if I can avoid hard surfaces, I will).
Here, the paint-over progress has started. trust the process.
After a loop of feedback and paint-overs, it finally starts to look like something more interesting than just a dark blob where it started. Just some more tweaking and adding texture as well as some action and itll be done.
And here we are! I hope youll enjoy the new loading screen for Arms Against Tyranny!
Here is also the winter-themed one (tho I cant take credit for it) made for AAT.
[Art made by @the_real_timor]
Generals! We've released another Arms Against Tyranny tutorial! Get ahead of your enemies and discover the ins and outs of MIOs with this quick primer from Dijondillan Watch it here [previewyoutube=5YDe93TOjfU;full][/previewyoutube]
Generals! With the release of Arms Against Tyranny, there will be plenty of saved games and mods that will be broken as we move into the Stella Polaris patch, so if you haven't already make sure to finish up those games or backdate your versions! However, we have been hard at work with the Modding community to make sure some of your favourite mods are up to date alongside the release of AAT! So here is your comprehensive list of mods that will be updated on the same day as the new patch;
Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at the International market.
So previously we showed this feature off in the international market dev corner and some things since then have changed. Weve on top of this loaded the feature with brand new functionality to improve the flow and usability as well as refine the information we provide you throughout the feature. So remind ourselves let's go over what intents and goals we started with in that original dev corner.
Feature Intent & goals
Introducing a place for nations to buy and sell equipment benefiting both nations with a reward. Creating a new way for countries to contribute specialist equipment to other nations
Be able to source equipment from other nations as needed
For majors to set the global standard for common place equipment leveraging their superior economic might.
The international market acts as a one stop shop for all your equipment needs from other countries. It's an international store front, with multiple sellers being able to sell the same thing from the same store front. This means that provided you have the appropriate market access, you can go into the international market and buy tanks from the USA and planes from germany in one interface (but not 1 purchase).
The feature
So first of all, how do we get to the international market? Well, it's pretty easy. We have replaced the diplomacy button with the international market. This will take you to the home screen of the international market
You Can still access the diplomacy menu from this button at the bottom of the international market.
Now let's go buy something. The first thing we need to do is to get market access to another country. This will allow us to see what they are selling on the market. By default we have access to all of our subjects and they have access to our market.
The market access is by default automatically sent and accepted so any AI that will accept will be added to your market and you will get access to them as well meaning that you don't need to worry about missing out of a market you could have access too. You can also toggle auto accept purchase requests which will always accept other countries asking to buy your equipment on the market.
To manually get market access we simply go to the diplomacy screen for a given country and use the diplomatic action negotiate market access.
So now we have our market access set up and it's time to buy something. First we need to go into the buying mode of the international market. We do this by clicking the buy equipment button.
Now we can see the USA is selling some trains and convoys on the market right now so let's buy some. To start a purchase draft all we have to do is click on a piece of equipment we want to buy.
Here we can set up our contract to purchase some equipment. From here you choose how many pieces of equipment you wish to buy of each type. Each equipment entry will show how much the equipment of that type will cost in economic capacity(EC) (this is the output of civilian factories). There is also a handy purchase button if that is what you wish and you can use keybinds to change the steps of the plus and minus buttons just like in other parts of the game.
At the bottom of the draft we have the draft totals, here we can see the total EC cost, total convoys needed and then finally we have our payment settings. We can choose to assign up to 15 factories to pay for the equipment. These factories will work towards paying off the total EC cost of the equipment you selected. The more you pay every 30 days, the more equipment will be delivered per delivery. So here we can see that with 5 factories paying for our equipment we will receive all of our equipment in 4 deliveries:120 days.
Now we have sent off our draft to the USA and we just have to wait for them to respond and accept.
And here we have our accepted and now ongoing contract, we can see all of the important information on our contracts from here. Active contracts are shown in the default international market screen.
We can see our factories are assigned and paying off the contract and all 4 convoys are available. If anything is causing deliveries to fall behind the expected amount be that lack of factories, convoys or even if your convoys are being intercepted and the equipment lost to the depth of the ocean, the contract efficiency will reflect this.
As your contracts progress you can see the bars fill up and the deliveries tick down.
Now let's sell something on the market.
To sell we click the sell equipment button right now we can see we are not selling anything so now let's add something to our market. We do this by clicking on the add equipment to market button.
Here we will get all of the surplus equipment we have in the right hand window and everything we are adding to the market on the left. From here we have the same controls for equipment numbers as with buying. You can select all, or choose any number in-between.
Additionally from the screen we can set the price levels of equipment, this can be done for the whole set or individually for each equipment. You can set the price to be 25% higher or lower than the normal price, this is done in order to not overcomplicate the economic gameplay here. Fully Variable prices would be very complex to understand as a player and be at odds with the economic detail of the rest of the game. This inconsistency would make the pricing very troublesome to understand, keep stable and to keep free from exploits. Generally this would detract from the core gameplay of HoI in a negative way, taking time and concentration away from the warfighting for something less useful. The final total EC value is shown at the bottom of the window if you want to see the effects of your pricing choices.
Now we can see all of our equipment has been added to our market for sale.
We have now received our first purchase requests and you can see our equipment has been taken from our market listing as it is reserved while the requests are pending. Let take a look at one of these requests
Here we can see Sweden is looking to buy the 35 light tanks we put up on the market. In the request we can see all of the necessary contract details to make an informed decision. Of course if we had auto accepted purchase requests this would have already been automatically accepted and the contract would be ongoing already.
And now we can see our purchase of american equipment and our sales of equipment to portugal and sweden all in one menu allowing you to easily keep contract of you ongoing contracts and if there are any issues with deliveries. We can also filter this list to just buying or selling if you have lots of contracts all at the same time, and we cancel contracts from here if you need to do so.
Going back to the buy menu lets take a look at some of the sorting and filtering options that help in the later game when there is significantly more equipment on the market. First lets look at the sorting options.
First we can sort by the amount on the market.
And we can sort by the EC cost
Now onto filters; we can sort by country and by equipment type
Finally we get to subsidies. Subsidies are a way of getting a better deal with purchasing contracts, you can get them from national focus and decisions or any other bit of content. An example of this can be found in the danish focus tree where you can get subsidies for buying aircraft if you choose to seek external sources. As mentioned subsidies target specific equipment types such as fighters and can be limited to contracts with specific countries as well. They work by having an EC value and when applied to a contract they will match the EC generated by your factories until the EC value of the subsidy is drained. So if 1 civ produces 5 EC/day then the subsidy will also provide 5 EC per day for each civ allocated to the contract.
With the general flow we will look at the detailed mechanics of how payment works. We are paid for contracts in EC generated by factories assigned by the buyer. Instead of receiving those factories directly to use, you are given the EC output of those factories to boost your own civilian factories. We opted for this solution in order to improve the granularity of bilateral trade, as well as to give the seller a new kind of incentive to take part in trade.
Here we can see our EC income from all of our current contracts, any collected EC is stored in our EC surplus here in the market window.
Here we can see the EC surplus being applied to your construction queue to boost it above the normal maximum rate. The amount you can boost a construction is based on your trade law. Here we are on export focus which gives us a 10% boost on top of the base 25%. This can also be affected by other construction boosts. The important thing to understand is you do not receive temporary foreign factories, you receive their EC output which boosts your own civilian constructions.
As an addendum to the addition of the international market we have adjusted lend lease in order to better fit to the new world market. So let's talk about the changes there. Firstly, subjects can no longer always use lend lease and are subject to the same limits as other countries. Now subject levels have modifiers to the required world tension in order to use lend lease.
In addition to this ideology and laws impact the tension requirements for lend lease, fascists and communists will find it harder to give equipment for free to there allies compared to before as will countries who operate on tighter trade laws
Countries on closed economy and special cases such as the USA can also block access to certain markets or totally block all market access so be careful before taking foci like the neutrality act.
That's all for this week, as always please do ask if you have any questions about the feature and Ill do my best to answer you. Next week we will be looking at the final art DD, you will get to see more 3D models, 2D art (including the new loading screen art) and the coveted achievements coming with Arms against tyranny, I hope to see you there. C0RAX Out.
Generals!
The fourth and final Feature Breakdown video for Arms Against Tyranny is out NOW over on our YouTube channel!
This one spotlights the new Military Industrial Organizations feature, as well as the upcoming changes to Support Companies!
Make sure to check out the video!
[previewyoutube=Kx7X-hDaiNc;full][/previewyoutube]
Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIOs). Now we talked about the concepts of the MIOs in the Dev corner in may but since then we have done a lot of work taking onboard internal and community feedback and from that work we have changed lots of things. This means that some of the things we talked about previously in the dev corner won't be true anymore. That's enough prefacing so let's get into it, let's see what the finished MIOs look like. So to reiterate what we went over in the last dev corner here is what we identified and how we wanted to improve it. Firstly we have the current model of companies in HOI. Currently we have to provide static modifiers and sometimes change them via scripted decisions or focus rewards, this makes them very un-interactive and mostly something you click once and then forget about, it's just another modifier on your country. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them. From this we had an intent and goals established.
equipment_type = { mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank }
research_categories = { mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules }
This acts to tell the MIO what equipment it will be affecting with traits and which tech categories it will be applicable to. Here we are using a new type of collection for MIOs equipment categories; these are script defined sets of equipment types that allow you to reference all of them with a single token instead of having to declare each one individually for every instance.
initial_trait = {
name = generic_mio_initial_trait_standardized_production
equipment_bonus = {
armor_value = -0.05
defense =-0.05
}
production_bonus = {
production_cost_factor = -0.1
}
}
Next we are defining the initial trait that is modifiers that the MIO starts with, these can affect the equipment modifiers, production modifiers or MIO modifiers like fund gain or research bonus speed.
trait = {
token = generic_mio_trait_simplified_suspension
name = generic_mio_trait_simplified_suspension
icon = GFX_generic_mio_trait_icon_reliability
position = { x=1 y=0 }
equipment_bonus = {
reliability = 0.05
}
}
trait = {
token = generic_mio_trait_crew_ergonomics
name = generic_mio_trait_crew_ergonomics
icon = GFX_generic_mio_trait_icon_maximum_speed
position = { x=4 y=0 }
relative_position_id = generic_mio_trait_simplified_suspension
equipment_bonus = {
maximum_speed = 0.02
defense = 0.02
}
}
trait = {
token = generic_mio_trait_improved_tracks
name = generic_mio_trait_improved_tracks
icon = GFX_generic_mio_trait_icon_maximum_speed
position = { x=0 y=2 }
relative_position_id = generic_mio_trait_simplified_suspension
any_parent = { generic_mio_trait_simplified_suspension }
equipment_bonus = {
reliability = 0.05
maximum_speed = 0.05
}
}
Now we are defining the traits we can declare where they exist on the trait grid and if they have any parents that they connect to and what parents are needed for the trait to be accessible. As above we have the any_parent trigger. We can also do things like mutual exclusivity and other things expected from hoi4s trees.
When creating traits we don't always have to affect everything, we can limit a trait to only affect specific equipment. By using the limit_to_equipment_type we can select an equipment type that MUST be contained in the equipment_type categories defined.
tree_header_text = {
text = mio_header_tank_construction
x = 3
}
Finally for normal MIO setup we have headers, these are text entries that you can position on the grid. They will always be above a trait on the same grid location and are fixpoints numbers so can go between grids.
Now that works great for a new MIO but now let's talk about taking an existing one and expanding on it to make it a bit more unique without having to duplicate this for every MIO.
include = generic_medium_tank_organization
This include line will take all the script from the defined MIO and use it for this new MIO; we can now modify this include as well. We can simply declare non trait values normally and they will override just like with parenting in other parts of hoi4s scripting. However for traits since they are a tree they need to have some explicit commands.
add_trait = {
token = ENG_mio_trait_expanded_turret_capacity
name = ENG_mio_trait_expanded_turret_capacity
icon = GFX_generic_mio_department_icon_tank_medium_tank_engine
special_trait_background = yes
position = { x=1 y=1 }
relative_position_id = generic_mio_trait_all_round_cupola
any_parent = { generic_mio_trait_all_round_cupola }
limit_to_equipment_type = { mio_cat_eq_all_medium_tank }
equipment_bonus = {
reliability = 0.05
armor_value = 0.05
breakthrough = 0.05
}
}
Here we can see we have used the add trait line to add another tree to the tree just for this MIO, we are even able here to give it a parent by using the token for a trait declared in the included MIO. in addition to add we can also remove_trait and override_trait if we wish.
The final part I'll talk about for trees is the allowed and available blocks. Allowed & available works just like any other in the game. We can lock MIOs for any reason. So if you want to stop a trait from being available because of a decision or national focus you can do this. And allows you to lock MIOs to specific countries but is only run on load as with other allowed blocks.
The finally part of MIOs is policies
mio_policy_land_cutting_corners = {
icon = GFX_mio_policy_cutting_corners
allowed = {
OR = {
has_mio_equipment_type = armor
has_mio_equipment_type = motorized
has_mio_equipment_type = mechanized
has_mio_equipment_type = anti_tank
has_mio_equipment_type = flame
has_mio_equipment_type = anti_air
has_mio_equipment_type = artillery
has_mio_equipment_type = rocket
has_mio_equipment_type = infantry
}
}
available = { has_mio_size > 5}
equipment_bonus = {
same_as_mio = {
build_cost_ic = -0.1
reliability = -0.05
soft_attack = -0.05
hard_attack = -0.05
armor_value = -0.05
}
}
}
This is a policy in script. It's very simple to implement but we have a few special things for MIOs. Has_mio_equipment_type is the trigger used to ask if the MIO has a specific unit type defined in equipment_type = {.... so this is very useful for making sure policies are only allowed or available for the mios you want. Finally we have same_as_mio this dynamically makes the stat bonus apply to whatever equipment was defined for equipment_type = {.... So we don't need to worry if the armour bonus we add with a policy is targeted against the correct equipment or cover them all, so long as we are allowing them correctly we just add the modifiers under same_as_mio.
That's a quick round up of most of the core parts of MIOs from a modding standpoint but feel free to ask questions if there's something still unclear.
That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them. Next week we will be looking at the International Market feature. I hope to see you there. C0RAX Out.
[ 2023-09-27 13:01:32 CET ] [ Original post ]
Generals!
We're sending out a Call to Arms! Help us shape the future of Hearts of Iron by completing this survey, and to share your thoughts. Visit the link below or scan the QR Code
Thanks for your time and have a great day~
https://www.surveymonkey.com/r/5Q32XTT
[url=https://discord.gg/hoi4]
The Premier Frontlines Event: Join Us on Sweden's West Coast for a Massive Axis VS Allies LAN Party, Presented by HyggeGaming!
HyggeGaming wishes you all a very warm welcome to Bergagrdhof23!
A Hearts of Iron IV multiplayer event with 36 players, hosted in Falkenberg, Sweden.
Here you can follow the whole event as it unfolds in real time.
And now for me. Hello everyone, its me Jonathan, here to write about some of the content I have helped with creating for Finland for the upcoming expansion. I have been jumping around and helping my fellow content designers wherever help has been needed for AAT, whilst working on other stuff in the background.
The White Death
During the winter war, the Finnish fought fiercely to stave off Soviet attacks, cleverly using a combination of their (as mentioned in the previous Finland Dev Diary) Motti Tactics alongside snipers, who had been trained either by the Suojeluskunta (Finnish voluntary militia Civil Guard) or as hunters or Jaegers. Among these snipers was Simo Hyh, who thanks to Finnish propaganda later came to be known as the White Death. The White Death however, despite being said to have been attributed to Hyh by Soviet soldiers, to them rather symbolized the severe cold in the deep forests, and the tenacity of the Finnish people in a more general sense.
The White Death news event:
In game, this is represented through a series of events for Finland and an aggressor, be it the Soviets or someone else in case of an alt-hist scenario, where Finland has the option to prop up their sniper organizations, dealing damage to enemy manpower and equipment pools through events, and where their enemy can choose between simply taking the hits, or spending equipment and command power on dealing with these snipers before they become a problem. Finland also gets the option to either do as historically and use propaganda to build up Simo Hyh as the embodiment of the White Death, or to embrace the original meaning of the word, by making their enemies take more attrition. At the end of the event chain, Hyh can either escape unscathed, be wounded (as historically happened), or be killed by the enemy, getting a hero's funeral.
Moi! It is Mano de Zombi again to welcome you all to a new HOI4 Dev Diary for the upcoming DLC Arms Against Tyranny, and just a heads up this one is going to be split in two here on Steam since its a hefty one!
Today well be talking about the alternative history available to Finland with the new DLC. In case you missed it, you can read more (a lot more) about the Historical content for Finland here
As per usual, keep in mind that some of the stuff youre about to see is still work in progress, there is still some balancing to be done and some art in the workings. Last but not least, some of the content might vary if certain previous DLCs are not active.
And without further ado, allow me to introduce you to Finlands Alternative History content, starting with a screenshot of the full Finnish Focus Tree!
Lets begin with the Fascist Branch, to the right of the Historical focuses. First a short-ish piece of context!
In the 1920s and 1930s, Europe saw the rise of far-right and authoritarian movements in response to economic difficulties, social unrest, and the aftermath of World War I, and Finland was not immune to these trends, with various far-right and nationalist movements emerging.
The most notable of these movements was the Lapua Movement, formed in 1929, and succeeded by the Patriotic Peoples Movement during 1932-1944. It drew its support primarily from agrarian and nationalist groups. The movement aimed to combat what it saw as the growing influence of left-wing and communist forces in Finnish society, using tactics such as street violence and intimidation to suppress left-wing organizations and activities. They targeted labor unions, communist sympathizers, and other perceived threats to Finnish nationalism.
The actions of the Lapua Movement led to a political crisis in Finland, with the government struggling to maintain order. Eventually, President Pehr Evind Svinhufvud declared a state of emergency and took measures to disband the Lapua Movement and restore stability.
But now lets take a look at how the branch looks in-game.
As you can see, the Fascist Branch shares some focuses with the Historical Branch, which were already covered in the Historical Dev Diary, so lets talk about the unique stuff:
Right-Wing Policies is the first focus in your path towards a Fascist Finland, unlocking your Fascist Demagogue so that you can start boosting ideology in the country.
After that, you can choose to Discredit the Democratic System for a slower-going but peaceful change of ideology, using your advisors to boost ideology in the country until you reach the required support and stability to complete A Fascist Regime and have a peaceful change of government.
On the other hand, Prepare a Military Coup will set you up for a faster (yet more violent) change of ideology. This focus will unlock a series of decisions granting some advantages for the Civil War that will, in turn, be triggered by the Focus A Fascist Regime after choosing the military coup focus.
And simple as that, you are now a fascist. But what does the future hold for you? Well, first of all lets take a look at your new leader, Vilho Annala:
SOME CONTEXT
Vilho Annala was a Finnish economist, nationalist and far-right political figure active in the 1920s and 1930s. He played a role in the early stages of the Lapua Movement, and was known for his involvement in organizing paramilitary activities and actions against left-wing groups during the turbulent political climate of the time.
He supported the replacement of capitalism and free market economy with state-led corporatism, similar to Italy.
In-game, this is represented by Annalas trait Economic Reformer. Also, to represent the influence of other prominent individuals of the right-wing movement, Annalas personal Agenda will make the Balance of Power (BoP) move towards high trust when Finland has a considerable army and is not losing a war, whereas having too much Democratic or Communist support will make the public trust decay over time.
In the focus tree, the rightmost sub-branch is themed around internal affairs and utilizing and empowering multiple right-wing organizations.
Here you will unlock advisors, get bonuses for the army and industry, some Balance of Power, etc. But there are a few focuses that stand out a bit more:
Mustapaidat was a youth organization of the Patriotic People's Movement (Blackshirts), the successor of the previous Sinimustat (Blue and Black, hence the color of the focuses in-game). The focus will unlock militia units and spawn some in the capital state.
Take Over the Suojeluskunta represents the fascists taking absolute control over the Voluntary National Guard and will grant a new division template and spawn some of these units, which can be useful as garrison against sneaky naval invasions.
As for the final focuses, Intellectual Elite grants the fifth research slot, while National Fanaticism will, among other things, boost the armys manpower and performance when on core territory, increase the Militia cap and improve their stats, and finally improve Vilho Annalas trait as country leader, to represent is success as the leader of the country and the turn towards national corporatism in Finland.
Finland will potentially have to deal with a winter war regardless of Finlands ideology, and in this regard the fascists have the historical option A Cry for Help, or they can Seek German Protection, trying to secure a Non-Aggression Pact with Germany and a German Guarantee, in exchange for military access and some resource rights.
In terms of Alliances, Fascist Finland can either Join the Axis or work to achieve Finnish Supremacy in the North and form a Finnish-led faction focused on the Nordic and Baltic states.
The focuses under Join the Axis are more focused towards getting German (or other major fascist countries) aid to boost Finnish industry and army getting, among other things, some research and doctrine bonuses, military factories and some old foreign tanks, whereas the mutually exclusive focuses spin around Finlands own way of developing the armed forces, boosting Finnish generals and divisions.
Finnish Irredentism has multiple effects, the most relevant ones being claims in Kola and East Karelia, significantly reducing the cost for taking cores and claims during peace conferences, and unlocking a new set of decisions: The Last Kinship War.
The Heimosodat, also known as the Kinship Wars or Kindred Nations' Wars, were a series of conflicts in the early 1920s involving Finland and other Finno-Ugric ethnic groups in the aftermath of World War I and the Russian Revolution. These wars were characterized by the desire of various ethnic groups to assert their independence and self-determination.
Finland's involvement in the Heimosodat was primarily aimed at supporting the aspirations of fellow Finno-Ugric peoples, such as the Estonians, Karelians, and Ingrians, who sought to break free from Bolshevik or Soviet control and establish their own nations. Finnish volunteers and military aid were provided to these groups during their struggles.
In HOI, Finland has now the option to ignite one last Kinship War in Karelia.
These decisions are available both to Fascist Finland (via the focus Finnish Irredentism) and to Non-Aligned Finland (via the focus Finnish March of Conquest).
You will start by creating Anti-Soviet sentiment in Karelian states controlled by the Soviet Union.
Once you have stirred the Anti-Soviet sentiment in the region, you have one year to arm the Karelian independentists and ignite the uprising, before the instability and agitation fades away. During this time, the Soviets will also have a decision to crack down on Karelian rebels, crashing down the uprising before it had the chance to happen.
Once the Uprising happens, Finland can choose to openly side with Karelia, fighting alongside the Karelian independentists against the Soviets and puppeting their government, or just provide support to Karelia without officially joining the conflict.
Here you can see a Karelia, supported (and puppeted) by Fascist Finland.
Karelia will also spawn with a general who will also be the leader of Non-Aligned Karelia if it is Non-Aligned Finland causing the uprising.
His portrait is still not implemented in-game (it is almost finalized now), so I took the liberty of making a quick sketch for you so that you all can get an idea of what he looks like in-game.
You are welcome.
And this is how his portrait is coming along. I know what youre thinking, you can barely tell the difference between the in-game portrait and this one, just a couple of shadows here and there
Just a final note about the Kinship War content, you can also support your Karelian friends during the second Russian civil war.
Finally, Keepers of the North will demand Nordic states from allies and claim states controlled by neutral or enemy countries.
And just like with Non-Aligned Finland, this branch culminates with Greater Finland, granting the final cores and claims that Finland needs to further its expansion in Scandinavia, Baltic and Russia.
And to wrap up the Fascist content, lets take a quick look at the fascist advisors and generals unlockable throughout the branch:
And now lets jump into the Socialist branches:
Finnish Socialism in the 1930s and early 1940s was marked by political tensions and the growing influence during the 1940s of the Finnish Communist Party (SKP). The Great Depression had led to economic hardship, fostering support for socialist ideas among the working class. However, as Finland geared up for the Winter War (1939-1940) and the Continuation War (1941-1944) against the Soviet Union, political focus shifted towards national unity, temporarily reducing internal political conflicts. Socialist parties, particularly the Social Democratic Party of Finland (SDP), still advocated for workers' rights and social welfare policies during this period, but the geopolitical challenges of the wars played a dominant role in Finnish politics.
The conservative political parties in Finland are represented as NonAligned, so it kinda made sense to have the democratic ideology representing the more progressist social-democrats, and having the Communist and Democratic branches sharing part of the focuses.
Since the two branches are a bit intertwined, lets start by looking into the way of changing government and the unique focuses in each branch.
Suomalainen Sosialismi unlocks the Communist Revolutionary and Democratic Reformer political advisors. These advisors will in turn unlock decisions to help Finland switch ideology when they are hired.
The focuses below (Towards a Red Government and Social-Democracy) will unlock two more ideology-related advisors each. And these advisors will also unlock, when hired, more decisions to help change the government.
Pragmatic Socialism will peacefully swap the government to Democratic. It requires fairly high Democratic support (60%) to be available, but with the help of your advisors and their decisions, you should be able to get there without much problem.
The rest of this democratic internal affairs sub-branch is initially focused on BoP, PP, boosting ideology and unlocking advisors shared with the Historical branch (Align the Agrarian League and The Finnish Swedish Party), shared with the communist branch (Sosialistinen Eduskuntaryhm) and unique to the social-democrats (Social Democratic Womens Union).
The last focuses, Mineral Wealth and Funds From Kalevala Koru Oy grant some factories, resources and consumer goods.
And now you are democratic, what does it imply? Well, first of all you get Vin Tanner.
Tanner played a crucial role during the Finnish Civil War as a leader of the Red Guards, the socialist faction, which ultimately lost to the White Guards. After the war, he faced imprisonment and later political rehabilitation.
During the turbulent years leading up to World War II, Tanner adopted a pragmatic approach. He supported President Risto Ryti's government during the Winter War (1939-1940) and the Continuation War (1941-1944) against the Soviet Union, prioritizing national unity over internal political divisions.
In-game, Vin Tanner is the Democratic country leader, a Pragmatic Socialist. His BoP Agenda includes having very high democratic support while controlling all owned states (including Karjala even if ceded to the Soviets) in order to get trust, and watching out for Fascist or Communist rise in the country so as to not have Public Trust decreasing.
Well talk more about the late-game focuses available for Democratic Finland later, but for now lets just move to the leftmost part of the tree and see how the communists can rise to power in Finland.
Flipping to Communism in Finland can be a bit faster than flipping to Democratic, but its definitely going to be harder, since you will have to undergo a civil war in order to achieve it.
All the decisions unlocked by the Communist advisors will help you getting the upper hand when the civil war starts: granting extra states and percentage of the armed forces, sabotaging some of the enemys factories and supply lines, imprisoning far-right politicians and officers to weaken the fascist side, and getting aid from the Soviet Union.
Once you are done with your preparations and complete the focus The Second Finnish Civil War, it is time to purge fascism from Finland once and for all!
Militia divisions will be spawned for both sides in this civil war (some pre-civil war decisions will grant the communist side more militias and some will grant the fascist side less militias).
Once you have dealt with the tiny issue of fascists rampaging around the country, you can start working on the internal affairs branch.
Here you will get access to extra advisors (some of them shared with the social-democrats) and get some industrial and intelligence bonuses, and a couple of custom operatives.
As for country leader, Communist Finland there are a various options:
The initial Communist leader is Aimo Aaltonen.
Aaltonen studied in the Soviet Union for several years during the 1930s, where he became a member of the Communist Party of the Soviet Union. He returned to Finland on two occasions to organize the military branch of the Finnish Communist Party, but got arrested in 1935. He remained in prison until his release after the Continuation War, and was elected chairman of the now-legalized Finnish Communist Party.
In-game, Aaltonens BoP Agenda will be focused on fighting (and be winning) wars against fascist countries in order to increase Public Trust, and keeping a united proletariat with a very high Communist support in order to not lose Public Trust over time.
The focus The Red Watch unlocks a decision to appoint Yrj Leino as leader of the Communist Party.
Yrj Leino was sentenced to three and a half years imprisonment in 1935, for high treason.
Allegedly, he became a communist during this period and, when he was released in 1938, he participated in underground activities of the prohibited Communist Party of Finland.
During the Winter War Leino stayed underground, hiding in communist safe-houses across the Finnish countryside.
In 1940, Leino was detained in a secure facility, until 1941 when he escaped from a prison train in Riihimki, which was taking prisoners to fight in a penal battalion. Leino participated in underground Communist Party activities until the 1944 armistice between Finland and the Soviet Union and the legalization of the Communist Party.
Leinos BoP Agenda will make Public Trust grow by wiping out fascism from Finlands society and from European Governments. Just like Aaltonen, he needs high Communist support to prevent Public Trust from going down over time.
Last but not least, Otto Wille Kuusinen will automatically become the country leader the moment Communist Finland joins a faction led by Stalins Soviet Union (including if Soviet Union puppets Finland after a war), and the Finnish Democratic Republic will be formed.
Kuusinen had fled to Soviet Russia after the defeat in the civil war, and there he forged his political career. He played a key role in the founding of the Communist International and managed to survive the Great Purge. During the Winter War Kuusinen was appointed as leader of the Finnish Democratic Republic, also known as the Terijokis Government, a short-lived puppet state of the Soviet Union in occupied Finnish territory during the war.
In-game, when the Finnish Democratic Republic is formed, Kuusinen will grant the Soviet Union a small but convenient Consumer Goods and Supply Efficiency boost for a couple of years, in exchange for some construction speed bonus for Finland.
In terms of his BoP Agenda,
A Solar system of organizations" is a reference to Kuusinens proposal for a network of various political and mass organizations that are either sympathetic to or directly affiliated with the Communist Party. These organizations would work in conjunction with the Party and serve as a means to influence and mobilize the masses for political purposes aiming to create a system of interconnected entities that can effectively advance the party's objectives and prevent the loss of political influence among the masses.
Even though this concept has nothing to do with actual invasion of any nations, in order to spice-up Kuusinens gameplay and make it a bit more rewarding to expand with him in charge, controlling all Scandinavian and Baltic countries or having them as puppets will make Public Trust increase, while not having control over all three Karelian states will make Public Trust slowly decrease.
Regardless of its ideology, Finland will most likely have to deal with the Soviets kindly asking for Karjala state in order to secure Leningrad from potential threats coming from Finland.
In this regard, both Communist and Democratic Finland have two options: Approaching the Soviets or Antagonize the Soviets.
Approach the Soviets is your way to show the Soviet Union that Finland poses no threat to their country, trying to cooperate with them and leading to establishing a Finno-Soviet Pact, getting a Guarantee from the Soviets as well as other diplomatic deals.
This option will also unlock Finnish generals exiled in the Soviet Union, available for the Civil War, and a decision to request the extradition of Kullervo Manner, who was imprisoned in 1935 in the Soviet Union and died of tuberculosis in 1939, so you better hurry to get him out of that prison camp before it is too late!
On the other side Does Finland really need the trust of the Soviets? Antagonize the Soviets will make Finland reach out to major communist or democratic European countries (Soviets dont count, obviously) to get a guarantee from them. Further down the branch, you have focuses themed around the fortification of the country and getting trade Agreements with friendly nations.
In between those two options, there are shared focuses granting the fifth research slot, boosting industry, and seeking a union between Finland and Estonia.
When it comes to factions, as you have probably noticed already, there are three options:
To the left, assuming Communist Finland did Approach the Soviets and a Finno-Soviet Pact was signed, you can choose to Join the Comintern.
But remember: if you do so with Stalin at the helm of the Soviet Union, Kuusinen will inevitably pop-up, pushing aside your former leader!
Well, Stalin might initially not be in the mood to trust just any Finnish leader, so he will only accept Kuusinen, but over time, he will get confident in the Finnish leadership and you will be able to complete the focus Finnish Autonomy, once the industrial bonus to the Soviet Union, provided by Kuusinen, has expired. This will bring back your former communist leader, country name and white color on the map!
Apart from territorial and war-related focuses, the branch culminates with Red Finland, which, similar to Greater Finland, will not only grant some cores and Resistance bonuses, but it will also increase the Militias cap and improve the country leader trait (whoever is in charge).
To the right, Democratic Finland can Approach Major Democracies, assuming you decided to Antagonize the Soviets previously.
This branch will get some industrial and naval bonuses, some territorial demands and it has two culminating focuses:
Proclaim the Grand Finnish Federation will grant cores and big Compliance bonuses in certain neighboring states, and Socialist Welfare will grant pretty good bonuses to industry and research, but it will also improve your current leader trait
But Finland can always (regardless of your ideology and how you dealt with Soviets) opt for forming their own faction, the Northern Defense Front.
This branch will (unsurprisingly) focus on the Nordic and Baltic countries, and as you can see shares many focuses with the other two options.
However, there is one unique focus, Confederated Finno-Russian Republics, with which Finland will work towards the integration of several semi-autonomous republics within the nation, appealing to the Finnic peoples living in these regions to spread a sentiment of trust towards the Finns among the local population.
In terms of advisors, these are all the ones you can unlock in the Socialist branches.
These are the generals that Communist Finland will unlock. As you can see, a couple of portraits are not finalized so they have not been implemented yet
Here is the (WIP) portrait of one of the missing guys, Antikainen.
And, even though this is pretty much the alternative history for Finland, we are not done with all the new content for Finland just yet, since there have been some changes and many new things implemented for historical Finland (or just Finland in general).
And for these various flavorful details and content I have had the luck to count with some extra help, so allow me to hand you over to Jonathan!
Generals! Now that the QnA is wrapping up, we've got yet another announcement for you all: We're proud to introduce HOI4 Frontlines - the brand new Hearts of Iron E-Sports community hub to help you set up your own Paradox supported HOI4 multiplayer events!
Hey there, everyone, Carlo here. As Content Designers, and developers, we not only make content, but were always trying to find new tools to do our job better and faster. And since HoI4 is crazy moddable, these tools are available to modders too, these are some of the new things youll be able to do when making mods, starting with Joint Focus Trees.
Velkommen tilbage to Dannes Danish corner and the country where one of its leaders looks like Santa Claus while another one is literally named Christmas. Its time for another Danish bashing Dev Diary, where well look at what kind of alt-history shenanigans Denmark can do to avoid their world-breaking record for fastest capitulation. Will they be able to withstand German Panzer divisions? Will they be able to ally with the Germans? Will they be able to avenge their humiliating defeat of 1864? Will anyone finally make sense of the Danish language? Of all these questions, I have the least hope for the last one
Before we get started, you might want to read up on the Historical Dev Diary if you havent done so, and keep in mind that all of this is still a work in progress - things might and will change before release.
Lets start off with looking at a bunch of art assets that I either forgot last time around, or that werent finished back then. Here you can see Denmarks standard infantry at the very top, together with the Danish Brigade and the Resistance militia divisions. And down in the left corner, you can see the literally brand new militia unit - based on Denmarks WW1 uniforms. Fun fact: the faces of the Danish soldiers are in fact modeled after a real-life Danish officer who fought in WW2.
And here are 2 airplanes unique for Denmark - and definitely alt-history since these designs never left the design phase:
Generals!
Arms Against Tyranny is on the horizon, and with it, our latest Pre-Order bonus track Skkijrven Polkka!
In this latest video, we're letting you get behind the scenes in its production!
Make sure to check it out here
Good morning/evening/night! Summer break is over here in Sweden, most of the team is back from vacation and it's full steam ahead towards the finnish line. As mentioned in the last Swedish DD theres two designers for the Swedish tree, so you might see both of us answer in the comments below. Without further ado
Generals! The Steam Strategy Fest is starting now! We've got the deals for you all to get the packs you want or need for up to 70 percent off!
Generals!
Our next Feature Breakdown Video on Arms Against Tyranny is here!
With it comes a look at the Finnish Focus Tree and a look at the first Major Feature of the Expansion: The International Market!
Make sure to check out the video here
Hej everyone, its me, Carlo! Katten has been staring at me from the other side of the office all morning, which can only mean one thing: its time for me to write another Dev Diary! Now, Ive already talked about Historical Norway, the Joint Focus Tree, and modding stuff so theres only one more thing I could write about, and thats our favorite kamerat, LevTrotskij.
Known outside of Norway as Leon Trotsky, he was one of the most prominent members of the bolsheviks in the Soviet Union, renowned marxist theorist, known for his permanent revolution, and even more permanent exile. He was Lenins successor apparent, but Stanlins political maneuvering forced him out of the government and eventually out of the Soviet Union. After that, he was allowed to move to Norway, with the newspaper editor, Konrad Knudsen. So far so good.
The important thing for us happens in an August much like this one, in 1936, when Quislings thugs ransacked Knudsens house, and wouldve gotten away with it if it wasnt because Knudsens daughter drove them off. So much for the tolerant left, smh. This event will be represented in AATs Norway, regardless of the path you take, and its the start of trotskijs event chain.
Historically, the pressure from fascists and stalinists was too much for the Nygaardsvold Cabinet, so he was put under house arrest in a farm in Hurum, which, by his own account, was one of the worst periods of his life. After that he was allowed into Mexico, and received by the artist Frida Kahlo and her husband Diego Rivera. And then they lived happily ever after. Though he was, indeed, kicked out when Diego Rivera found out he was having an affair with Frida Kahlo and then was killed with an ice pick by a Soviet Union agent. Other than that he had a good time in Mexico by all accounts.
Of course, you dont need to care about what happened historically. You can just imprison him, or send him to Mexico right away and use this altercation as a justification for increasing political repression, send him straight to Stalin, and even put him in government. Those last two are especially useful if youre going the communist route by the way.
Communist Route?... Oh, right, thats what I was supposed to write about, Alt History content for Norway! Since I already wrote about Trotskij's fate, let me tell you about the options you have for
turning Norway even redder.
First step, the labor movement needs to regain its momentum, with the A Resurgent Labor Movement focus. This will set Norway on to the path of Communism, but which one? You can compromise with the NKP to adopt their Stalinist stance or prosecute them and let the Labor Party embrace Trotskijs teachings, and if you kept him in Norway youll also have him as an advisor and general.
Each path has advantages and disadvantages: you can be beholden to the Soviet Union and their support, or you can go your own path and bring the Permanent Revolution to the rest of the world.
Regardless of your communist goals, you will need to rouse the proletariat in states that are industrialized enough, and when youre ready you can trigger the communist revolution and fight in a civil war against the old Norway! Now of course, riling up the workers has its cost, because theyll do some heavy damage to your factories and infrastructure once they rise up for the revolution.
Lets take a better look at the Rouse the Proletariat Decisions. The first level will grant you the state once the civil war starts, but will leave your buildings in a pretty rough shape.
You can reduce this damage by bringing it to Level 2 and you will also be granted 2 irregular divisions.
Then if youre really serious about that state you can fully rouse its working class, reducing the damage to the buildings and upgrading those troops to Militias.
And before you think But Carlo, what if I just rouse the whole country and I skip the civil war?, Ill tell you now, that wont work. You will have to choose carefully how to approach these decisions, as you cant go over 20 Total Support for the Revolution and no matter what, the other side will have Oslo.
Ok now, lets go over the things youll be able to do once youve seized the means of production in Norway. If your senpai Stalin noticed you, there will be plenty of improvements to your industrial base, manpower and a close collaboration with the Soviet Union, and even help them invade Finland. Maybe the Arms Against Tyranny thing is just aspirational.
If instead, you decided to go with uncle trotskij, as I said before, youll get an extra advisor and general, and that will put you behind the wheel of your very own communist faction, the Norintern with the focus The Permanentest Revolution. Thats what its actually called, and nobody has complained about it so I guess the name is final? Defend Finland, bring the war to Stalin, Sweden, Norway and even Hitler, bringing about a new, Trotskyist world order.
To summarize, with Stalin youll get soldiers and industry. With Trotsky youll get easy wargoals and offensive bonuses. Your pick.
Now lets move slightly to the right. To the allied democratic branch, which starts with a fictional Vote of No confidence that the Nygaardsvold government loses. This branch is what happens when militaristic industry tycoons take control of the government. It overlaps somewhat with the democratic branch, except you can skip the whole Broken Gun thing and go straight for rearmament, so youll have more time to get ready for whats coming, but at the cost of a lot of civilian industry.
This path leads to a more centralized government, so all the local preparations are pooled together, letting you start nation-wide initiatives, both during peacetime and war time.
It also overlaps a little with the Trotskyist path, just not the commie parts, and youll be able to join the allies instead of forming your own faction.
Lets keep going, I have actual work to do, so Im gonna skip the historical path. A few things have changed, but not enough to care, and the dog is still there so onwards to the fascist path, which, of course there is one.
It starts with The Stumbling Storting, in this reality the labor party fails to secure political stability for Norway, leaving the door open to fascists, and other undesirables.
Lets go with Undesirable Elements #1, fascists. In this scenario Quisling is somewhat good at making people think hes competent and that fascism is reasonable. The Nasjonal Samling will lurk in the shadows and build support for their agenda state by state, seeking support from the Fatherland League (A proto-fascist nationalist movement), industrialists, conservatives and even fascists abroad.
Eventually, youll reach a familiar focus, Quislings Coup, except this time, youre ready for it, you have built the support needed to make the takeover as easy as possible for you and the foreign fascist invaders, whom you invited! Yes, in this path you can invite the most suitable fascist regime to invade Norway so you can take over the government and help them on their fascist crusade. Dont worry if they say no, that rejection will also allow you to start the coup without them, who needs Hitler anyway.
The coup, as expected, will trigger a civil war in which, unlike the communist one, youll only control Oslofjord. Thats alright though, you prepared for this, which means that you can take over states where you built support in. If you only prepared base level support, youll get the state, not too shabby! But if you built more support, you will be rewarded for your efforts with a brand new Military Factory, and maybe even a couple of militias too if you fully prepared it.
This should put you on the right footing to start your fascist campaign, have fun making the world a worse place! Eventually, youll make it to your outlandish viking theme claims around the North Atlantic. Classic.
Now onto the last branch: The monarchist branch. For some reason a lot of people who want nordic focus trees also want a monarchist path, I can understand why, but I still think theyre wrong. I still made a monarchist path for Norway, whose king was reluctant to become their king, and even when he took over, by all accounts had no intention of becoming anything more than a figurehead.
This reality starts much like the fascist one, with the Storting devolving into chaos, and the Royal Chamberlain, Anker Peder Wedel-Jarlsberg uses this opportunity to build support for a more involved monarchy, with his steady hand at the helm of course. Obviously, he is not part of the real Wedel-Jarlsberg noble family that lives in Norway, any similarities are purely coincidental, etc. Hes not Wedel-Jarlsberg with a -, his is a minus symbol. Just do me a favor and dont tell the legal team, they dont need to stress about it.
Peder Anker will travel all around Norway proselytizing his monarchist cause, giving you bonuses for building defensive buildings, and adding more building slots, which will of course reduce the available manpower in the state, because, you know, theyre all busy being monarchists so they dont have time to be soldiers.
Except If you go all the way with your monarchism you get 2 free militia divisions, and once you get the power as the Regent of Norway you can edit to your hearts content. Theyve been so converted that they are now soldiers for monarchism.
Once the Absolutist Regency is the rule of the land youll recruit the crown prince, Olav to join either the Navy or Army staff, since he was indeed employed in both during the war. In this case youll probably want him dedicating all his efforts on one thing, so he can become either a General or an Admiral and will allow you to specialize your country further.
And of course you can get an extra set of outlandish claims. Faroe Islands, Iceland, Greenland, part of Russia, and even part of Sweden. At the end youll be able to consolidate your kingdom to make it easier for Peder Anker to rule over his kings land.
And well thats it. Obviously theres tons more to unearth if you ask the right questions ;) and many more things Ill either keep as a secret for release or havent implemented yet, like the new Trotskij portrait and the [Redacted] of [Redacted]. Also, dont forget to stay tuned for the Sweden alt history Dev Diary, where youll see how wildly different the world would be if Sweden had privately managed vacation instead of state managed ones.
Esteemed Generals!
As the warmth of summer fades and the brisk embrace of winter draws near, we are thrilled to unveil the pre-order for the upcoming expansion, "Arms Against Tyranny." Mark your calendars for its grand release on the 10th of October.
[previewyoutube=Ex2cgsCqqeo;full][/previewyoutube]
To add an extra touch of coziness to the impending chill, by securing your pre-order, you will unlock exclusive access to the captivating bonus track, "Skkijrven Polka". Oh, and did we mention? Sweden's getting a communist focus tree. Because who doesn't love a cozy ideological makeover?
Generals! The moment has arrived for us to orchestrate a magnificent Q&A livestream scheduled for the 17th of August at 16:00 CEST. If you have any questions eager for answers, we kindly request you to submit them using this FORM
Hey everyone! Im Plankie and one of the programmers on Hearts of Iron. Large parts of my work consists of feature work, bug fixing, and general game improvements. My absolute favorite part of game development is working with the AI and trying to make it more fun and interesting and immersive to play with. So, in this weeks dev diary Ill focus on showing how the AI interacts with one of our major new features: The International Market On a very high level, there are a few things that the AI needs to be able to do in order to utilize the market:
Generals!
As many of you saw, the Open Beta has now been closed, but that doesn't mean we don't want to hear back from you. We know the Beta sparked a lot of discussion, but R&D want to hear directly from the frontlines!
If you participated in the Summer Open Beta, let us know in this survey below how its been for you.
Fill it out here -> https://pdxint.at/47f0R6O
That's all from us today, see you next week with yet another Developer Diary, and have yourselves a great weekend!
Greetings all, Were still well in the middle of Swedish vacation time, but our regular schedule is not entirely interrupted: todays diary covers a few of the smaller features being added in AAT.
Generals! Part Two of the Arms Against Tyranny Feature Breakdowns is here! Find out more about Sweden's new content and take a closer look at the Joint Focus Trees https://pdxint.at/3OxsrVw
Joint Focus Tree Dev Diary
Hej hei folks! Carlo here, and Im super excited to present this new feature, probably the first to be made with multiplayer in mind. Just remember that this is all work in progress so youll definitely see stuff that will change for release.
Let me start with a hypothetical scenario:
You and your friends decide to play a co-op campaign of Hearts of Iron. You get your healthy snacks and drinks, jump into a voice chat and load the game, hoping to play as Monarchist Poland. Theres one problem though, one of your friends wants to play as monarchist Lithuania, and hopes to annex Poland and the other Baltic nations. If this has happened to you, then youll love the Joint Focus Tree. Actually Im sure youll love it even if it hasnt.
As nations that start the game disadvantaged against the big majors, a lot of minors rely on absorbing the countries around them to be able to compete. This happens with the Baltics, China, South America and importantly for us, the Nordic countries. Were hoping the Joint Focus Tree will solve this by giving you and your friends the opportunity to collaborate with your neighbors and make your faction be more powerful than the sum of its parts, so you can take the fight to the Majors and win, TOGETHER!
But what is it? Well its a shared focus tree that Nordics will have in addition to the countrys normal focus tree, but when you start it you create a special faction where anyone can complete focuses in it, and they will complete in every relevant country, giving effects to all Nordic members of the faction.
Lets take Joint Military Exercises" as a very basic example. If Norway completes it, itll get 80 Army Experience and 2 75% Land Doctrine bonuses, but because its a Joint Focus, it will give 60 Army Experience and 2 50% Land Doctrine bonuses to every other Nordic in the faction.
The best part is that then another country, say, Denmark, can complete any focus that requires it while Norway does another focus, Joint or otherwise. Youre all working together and strengthening each other.
Other focuses give the Originator (The player that completed the focus) a special National Spirit that makes it the leader in that certain area, and because the requirements are pretty high, you will have to coordinate with your friends so each country specializes in one area to continue spreading the benefits around.
Now that Ive explained the basic concept, let me describe how Arms Against Tyrannys Joint Focus Tree will work:
If youre playing as any of the Nordic countries and youre not a puppet, youll eventually have the option of forming one of the three factions planned for this:
The Nordic Council: The Nordic democracies have joined forces to defend their political systems and to eradicate autocracy and oppression abroad (Theres currently an actual Nordic Council in real life, though with a different aim). They will use their resources and expertise to focus on quality over quantity, and manufacturing technologically advanced equipment, while still providing for their people.
The Northern Peoples Union: The peoples of the North united against fascism and capitalism in Europe and beyond. Every worker thats not making the tools of communism at home must take up arms and fight abroad. Expect superior numbers in both personnel and materiel
And finally, the Kalmar League: A mirror of the historical Kalmar Union, the monarchies and dictatorships of Scandinavia and Finland call upon their shared past to bring forth their common goal of domination, through armed conflict and conquest. By any means necessary.
As you can see, many of the icons, names and effects will change depending on which one fits your countrys current politics. Credit goes to Marie for her excellent art, there was a lot of back and forth to establish a unique visual identity for each faction, and they are some of my favorite focus icons in Hearts of Iron. Heres some highlights
And you probably noticed the title background for these is different from normal ones, so stay tuned and well talk about them and how you can change them yourself through modding.
Let us continue then. The JFT has 7 different branches: Airforce, Navy, Army, Civilian Production, Research, Military Production and, right in the middle, a political branch that will let you unlock institutions that improve and further customize your faction.
For example, in the Communist faction, after establishing the Northern Federation, the factions National Spirit improves, and then you get something I call Capstone Selectors.
When someone completes it, it will unlock 4 extra focuses at the end of the relevant branch. The first choice in the NPU is between the Army and Civilian Industry, and if we choose the Army one, 4 new focuses will appear at the end of the army branch, giving you an extra advantage on that area, and letting you adapt to the situation.
After that you can upgrade your faction again, and then you get another capstone choice, this time between Research and military production. Every one of these factions has 4 different configurations, depending on what you need, and how involved you want to be with it.
Before we finish, I want to show you what are those focuses before the one that lets you form the Joint Alliance. These are simple old shared focuses that all Nordics will have access to. They are meant to represent how they all helped each other in the period, while avoiding all out war with their neighbors aggressors. The best examples are Sweden, Norway and Denmark secretly sending volunteers and equipment to Finland to fend off the Soviet Union, and Swedens surreptitious support for Norwegian and Danish liberation against Germany. Of course with these focuses and decisions youll be able to go further than that and join them in their struggle, or even join their enemies and gain territory yourself.
Lets dive in.
Reaching Out to Our Neighbors starts the decision category, and from the get go gives the option to promote Nordic Unity, letting you improve their opinion of you, especially handy if you want to form the Joint Faction with the AI.
Then you can go for Industrial Cooperation, which unlocks decisions to improve your economy and the economy of a neighbor in equal terms, if you go the other route, Leverage Nordic Investments, you can invest in other Nordics and ask them to invest in your, always with better terms for the initiator, but theyll still get something out of it.
Mutual Guarantees is Well Mutual Guarantees. But Strengthen Ties is another useful one if you want to do the Joint Focus Tree, it not only makes your countries like each other more, but youll trade some party popularity, so if youre communist, and theyre democratic, they will get some communism, and youll get some democracy, as a treat.
It concludes in the focus to form the alliance, but I want to draw your attention to the focuses on the sides. One has the name of the expansion (Mostly) and the other one is the Nordic March. They both let you send volunteers more easily and give you bonuses for combat but their goals are very different.
The TAAT focus unlocks several decisions that let you expand volunteer capacity, make it easier to send lend lease and even join the war, provided youve been involved in it enough participation in it. Every time you or any other Nordic helps them, the conflict scale increases, and the higher it is, the more likely your participation will go up, until your neighbors enemy sees you as a threat and attacks you too! It will be a balancing act for you to help your neighbors and not get invaded in the process.
And thats it! This is how we plan to make the nations in this expansion work together more than ever, and introduce a new vessel for cool alt history. Obviously theres tons more details that I didnt include, but you can always ask me and Ill try to answer where and when possible. Dont forget to stay tuned for the next one of these, where Arheo will show you some diverse cool things!
Generals! New intel has arrived from Turbolarp about the upcoming Hearts of Iron IV Grandest Lan! Check it out below in the Infographic we created. For more information beyond this, check out the event website: HERE
Hello there, it's me C0RAX. This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game. So this week we have 3 main groupings;
Hello everyone!
My name is John and Im the 3D artist for Hearts of Iron IV here at Paradox! For this week's Dev Diary, I will be giving you all a behind-the-scenes look at my role in the team and our process for making the 3D art for Hearts of Iron IV.
My role is to create and manage all the 3D art in the game! Not all 3D art is created by a single individual, however. To save time we also have help from various talented outsourcing partners to make sure we can have as much juicy art ready for release as possible!
During this diary, there may be some terminology that may or may not be familiar to you but I will try and make sure that everyone can enjoy reading this and get a glimpse into the 3D art for Hearts of Iron 4.
Creating, tweaking, and managing all this 3D art is a lot of work but it is also a fun and rewarding process so lets not waste any more time and get right into it!
Hello there, it's me C0RAX. [previewyoutube=wmEHf-SwKUw;full][/previewyoutube] A bit of the different DD than youre used to this week. I'm here to introduce a new thing I will be doing over the summer. This summer for weeks we will be giving you the chance to test some of the balance changes coming with the 1.13 Stella Polaris patch. These changes are hand picked for testing in order to get feedback from the community on specific changes that might have large impacts. These changes will affect all three major combat groups (Army, Air, and Navy), and vary from value changes to some new functionality and behavior so be sure to read the change list so you know what you're getting yourself into. So let's go into how this is going to work. From July 6th until August 3rd there will be a special Summer Open Beta branch on steam, this branch will have the new changes listed below. Additionally it won't have anything new coming with AAT just changes for base game and previously released DLCs. In the last week of the test we will post a feedback form to be able to collect feedback data that we can use to analyze your responses. Of course this doesnt mean you cant or shouldnt post about it outside the form, I want to encourage as much discourse, theorizing and number crunching as possible so give it a try and let us know what you think. Now lets go over the change log. ##########
Generals! The Steam summer Sale is kicking off, and we've got the deals for you all to get the packs you want or need for up to 70 percent off! Grab a drink, find a lounge chair, and relax down by the beach with us B)
Velkommen til Danmarks historiske Dev Diary! As you might have so astutely observed, todays Dev Diary is all about Historical Denmark (and if you didnt catch that, its ok; no one understands Danish anyways, so youre not alone). Denmark has had the great misfortune to be designed by a Swede, namely me - and why would that be such a terrible thing you might ask yourself? Well, let me shed some light on that and give you a bit of context dear reader. Denmark and Sweden have fought the most wars between them than any other countries, so theres some old blood and rivalry here. Which is thrilling to me; I now have the chance to make them as underpowered as I want - muahahahaha!
Before we go any further, do keep in mind that everything is still a work in progress and might change before releasing in- oooopsie! Spoilers ;) But every bit of feedback and correction is welcome! Do you think I missed something? Do let me know! Did I misspell something in Danish? Dont even bother - Ill never get it right anyways ;)
Denmark is famous for surrendering after merely 2 hours when Germany invaded, so this Dev Diary will be similarly short and sweet. Lets jump straight into it, shall we?
And there you have it folks, thats all from-
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So, this is awkward. Ive been told that this wont do and that Denmark needs at least 2 more focuses. I might be able to throw something together. But before we get there we have other things we gotta talk about.
The year is 1936. After 30 years since gaining their independence from Sweden, things in Norway finally seem to be looking up: Its enormous merchant marine continues to be a steady source of wealth, the meager industrial base is starting to recover from the ravages of the Hard Thirties, and theres finally a majority government, led by Johan Nygaardsvold, who is in the process of enacting sweeping progressive reforms and will bring political stability to this young nation.
The wind may seem to be on Norways back, but it is merely the harbinger of the storm to come.
Hey everyone! Im Carlo, Content Designer for Hearts of Iron 4, and in charge of the Norwegian content. Im really excited to present to you how were depicting Norway in this period; Its a fascinating country that played a huge and exciting role during World War II, and Im sure youll all have a lot of fun trying to defend it. Lets get to it. Disclaimer: All of this is Work In Progress and subject to change.
As I was saying in the prologue, the political situation of Norway is getting better, but they have let their armed forces languish, and not only for budgetary reasons: You see, Norway had declared themselves neutral, and while Switzerland hoped to stay out of the war by making itself be as annoying to conquer as possible, Norway hoped to achieve the same result with the opposite method, trying to appear so harmless and accommodating that nobody would think of invading.
I dont think I need to tell you, dear reader, this plan failed miserably.
They made themselves so damn harmless, that when the war started, BOTH sides were making plans to invade preemptively before the other one had a chance to do so, and when it finally happened, they were caught completely off guard.
And why did both sides want to keep Norway out of the hands of the other? Well, the main reason I presume you read in Swedens Dev Diary, Narvik was where iron from Sweden was shipped to Germany when the Baltic ports were frozen. The second one is simply that Norway is very well positioned to launch aerial and naval operations against Britain.
This is why, if you want to change the course of history and defend democratic Norway against the German threat, it will be a challenge. Here are the starting National Spirits:
Complacent Cabinet is meant to represent the unduly confidence the Nygaardsvold government had in a future smooth sailing, and how unprepared it was for a swift reaction to war. It basically makes it harder for you to switch laws and to change the terrible Theorist you start with. Why is he so bad? Well, to represent the infamous miscommunication that occurred when the cabinet found out about the invasion. TL;DR: The government asked for a Partial Mobilization, but unbeknownst to everyone except Birger Ljunberg, this meant sending the conscription orders by post, a terrible idea when you know the enemy is at the gates. Instead of, you know, telling this to the rest of the cabinet and asking if they were sure, he just went ahead and instructed to send the orders by post [Clownemoji].
Obsolete Armed Forces to represent the sorry state of the Norwegian army at the time, ESPECIALLY the forts. Thats why we added two new modifiers so we can make a countrys forts worse than usual. Dont worry, you can remove this National Spirit later.
The Hard Thirties: AKA country coming out of the great depression starter pack, it makes it slower for you to build and increases your consumer goods usage.
Anti-communist Sentiment increases fascism because there wasnt a massive communist or fascist presence in the country, but the fear towards communism was one avenue fascists used to recruit.
These are just the starting National Spirits, through the Focus Tree you will be able to remove some of them, and add some new ones. Heres the political branch for Historical Norway:
As you can see, most of the starting focuses will be geared towards building up civilian industry and improving the political situation, ignoring military buildup.
In fact, if you want to develop Norway properly, youll have to complete the focus Broken Gun Policies, which will lock you out of most of the military focuses, but gives you access to the central decision system for Historical Norway:
The idea is that you can develop each state individually so you can get civilian benefits out of them, at the cost of military readiness for that state. You can Develop a state up to 3 times, with increasing civilian benefits and harsher military penalties. As I said, Norways focus before the war was civilian development rather than military preparedness, if you started building up the military right away it wouldnt be historical would it?
Dont fret though, once the war starts, youll be able to leverage this development into military benefits to properly defend against the incoming Fascist bully. It wont only cost you development and political power, you will also spend convoys; after all, Norway had one of the largest merchant marines in the world, so shedding it represents the economic cost of shifting towards military power.
When you convert the development of a state into military military effects, the state will go one level down in development and you will get a different benefit based on the development level:
At level 1 you will get a dynamic modifier in that state to defend it better.
At level 2 you will get a free military factory in that state
And in level 3 you get two militia divisions, plus a dynamic modifier for the resistance on that state when it is conquered.
This means that which states you develop, and up to what level, matter a lot if you hope to have a chance against Germany.
Now back to the Focus Tree!
Now you might be asking yourself Whats the deal with this Fascist Invasion of Norway focus to the side?, and I say, dont worry about it Nothing to see here.
I told you already, nothing important is happening over there. Here, have this focus with a doggo.
This is the focus Preparing the Return to Norway, and it features Bamse, the San Bernard mascot of the Norwegian Free Forces. He was a crew member of the NoHMS Thorodd, he broke up fights, saved people from drowning and even a stabbing. A true, certified good boy. The focus is meant to
Alright, alright. You win.
When the inevitable happens, and Germany decides to invade Norway, two things will happen(Besides getting invaded). First, that focus completes and then you get an event about Quislings historical coup, which gives you three choices:
Try your luck. If you trust your preparations then you shouldnt have much trouble fighting against Germany and Norways evil twin.
Delay the coup, at a cost that you can reduce depending on Oslos Development level. Youll get the coup without the possibility of delaying it further once you hit more than 50% Surrender Progress, but if you do well enough you wont see it ever again. Or
You can take the cowards way out, and betray everything youve been doing so far to fight on the side of the fascists. Congrats! Youre a Quisling!
Look Listen, jokes aside, it happens to the best of us; youre on your ironman campaign, distracted building toaster factories and reorganizing your navy and suddenly you realize youre totally not ready for whats about to come. If it happened to the Norwegian Government in 1940, it can happen to you. With this, you have the option of salvaging your campaign without having to go into exile, and if you prefer to go into exile theres a small sub branch for that too; Norway has both a Historical Democratic and a Historical Fascist focus branches.
Now that the Oslo shuffle is done, lets take a look at the Historical Fascist Branch:
Im saving it for the alt-history dev diary but there are fascist focuses before this one, and they allow you to lay the groundwork for a fascist civil war, where youll be better prepared and potentially have control of more states than just Oslofjord.
If youre going fascist from the getgo, or delayed the coup, you can complete this 7 day focus at any time and start playing as fascist (It autocompletes if you switch sides). It also adds the National Spirit Contested Leadership, to represent that Quisling, despite being liked by Hitler and some other inner circle Nazis, was not meant to be the ruler of Norway, it was just a temporary stopgap, and an overeager fascist.
Thats no problem though, because soon enough you get to make this choice between going alt-history by keeping Quisling in power, or continuing the historical path by getting rid of him, replacing him with Josef Terboven, the German administrator of the Reichskommisariat.
The difference between the two, is that Quislings path leans more independent, but lacks the industrial and military cooperation of the Terboven path. Youll have another chance to bring him back later though, which is what happened historically. But you can choose to put Quislings rival, Jonas Lie in power, who will bring Norway closer to Germany, since Quisling wanted to emulate the German Reich but didnt want to be a puppet of the Germans, while Jonas Lie was called at the time Germanys man and mightve been content with being a puppet of the Reich.
You might be wondering, though, why would anyone not take the independent Fascist Norway path, and the answer is that Quisling has terrible modifiers:
And he gets worse:
AND EVEN MORE WORSE:
But hey, at least you get some troops and viking claims!
Besides those two branches, every ideology will have access to the common branches to build up industry and improve the armed forces. They have some light overlap, but in general they are divided between: Rearmament Branch, with general army and industrial focuses; the Independent Norway Branch, with civilian industry and tech; the Airforce branch, with bonuses to all things flying; and finally, the Navy branch, which will help your efforts trying to defend your comically long coastline.
It is important to note, that if youre playing Historical Democratic, you will have the Broken Gun national spirit at some point, which will block you from all of those focuses except for the ones in the Independent Norway branch, so you might be a bit delayed in getting to them if thats the case.
Now, let me go on a tangent for a bit. This is the story of Norways first, and for our period, only tank.
In 1937 the Norwegian government realized that they needed to start thinking about armored warfare, to prepare to fight with tanks, and against tanks, so after some thought, they approached the Swedish company Landsverk to buy a tank. The thing is, they realized tanks were expensive, and way outside their budget, so they just ordered an L-120 Light Tank Chassis, no armor, no turret. Kinda like ordering just the fries and soda, no burger. After it finally arrived, they fitted it with metal sheets as armor, and a turret that was basically a cylinder with a hole for a heavy machine gun. People nicknamed Norways only tank, Rikstanken (The Realms Tank), and Kongstanken (The Kings Tank). The whole thing is even funnier when you learn that tank in Norwegian is the word for thought, so Rikstanken becomes a metaphor for the idea of Norway itself.
For comparison, this is what a Landsverk L-120 looks like:
And this is what the Rikstanken looked like:
Granted, thats a particularly bad picture, but I recommend researching a bit more for yourself. It really was a wonderfully bad tank, so bad that they didnt even use it when the country was being invaded. Its ok though, we still love you just the way you are, Rikstanken.
Of course I wouldnt be talking about this if there wasnt content for it. By completing the Rikstanken focus, youll start an event chain that will let you buy a single tank from Sweden. Or if you want to go wildly ahistorical, you can spend a little more and buy a bunch of tanks from them, or from the Soviet Union. Another option will be accepting some political influence from Germany or the Soviet Union in exchange for a bunch of tanks, or even starting a tech exchange for developing your own tanks from scratch.
And when you do get that tank, youll be able to enjoy it in all its 3D glory:
Of course, this beauty will be able to tour the whole kingdom, all 11 states:
Vlkommen! That is of course not English, but rather Swedish which will be today's dev diary. This DD will talk about the branches for the military and industrial branches, as well as democratic branches. This tree has been a collaboration between me and AveeBee. We have had a longstanding rule in the HoI team that no Swede is allowed to touch a Swedish focus tree, but apparently that rule flew out of the window as long as the Swede in question was supervised by an adult. Normal caveats apply, theres work in progress stuff in here, and things might change before release.
Greetings all on this auspicious day,
As promised last week, today we have big news as well as an overview of what were working on for the next Hearts of Iron expansion: Arms Against Tyranny, and the accompanying Stella Polaris update.
[previewyoutube=hDz7CwLvnIc;full][/previewyoutube]
After successfully evading capture and inclusion in numerous HOI expansions, were proud to announce that Finland and the Nordic countries will be setting the theme for the Arms Against Tyranny expansion. This is a region clearly very close to our hearts at Paradox, but also a region with significant involvement in the development of WW2. While the effects of the winter war, occupations, and policy-making of the Nordic countries are well documented on the progress of the war as a whole, domestic histories and perspectives of these countries are often overlooked in favor of more active theaters. Arms Against Tyranny offers us a chance to tell both aspects of these stories without compromising the greater strategic narrative weve come to expect from Hearts of Iron.
Over the next several months well be introducing you to a more detailed perspective on each of the constituent parts of AAT, including deep dives into the mechanics youve already seen (International Markets and Military Industrial Organizations). The mechanics weve chosen to include here are ones which we feel augment the fantasy of playing in the Nordic area during this era, though as usual, weve tried to make sure that the expansion brings something for everyone.
Below, youll find the store-page overview for whats coming in AAT - however beyond this summary, we will not be answering any questions on the features we havent produced a dev diary for.
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Hearts of Iron IV: Arms Against Tyranny
Four Northern democracies are seemingly helpless against nearby predatory dictatorships. Despite their size, Finland, Norway, Denmark, and Sweden have a chance to avoid conquest through clever diplomacy or fierce resistance. Write a new history of the Nordic countries in Arms Against Tyranny, a new expansion for Hearts of Iron IV.
This expansion to Paradox Interactives celebrated grand strategy wargame about the tumult of the years around the Second World War adds new focus trees and alternate histories for the northernmost nations of Europe, customization of weapons manufacturers, and new ways to take advantage of neutrality to profit your own citizens.
The Winter War
Relive the defining moment of Finnish history, defying the odds in a war against a much more powerful Soviet adversary. Though disadvantaged in air and amored forces, Finnish forces have a strong advantage on homeland defence, so you should prepare an army specifically designed for Finlands terrain to fight invaders. Or, if you prefer, write your own history, strengthening Fascist sympathizers who want a Greater Finland or pursuing a socialist path - with or without Soviet support.
A Powerful Sweden
The richest of the Nordic nations, Sweden is well-suited to a path of vigorous neutrality and to serve as both an arms designer and arms trader. Strong unions risk crippling unstable governments unless you can provide enough work. In a world on fire, Sweden must also upgrade its obsolete forces so it can defend itself. Can the Swedish democracy avoid taking the side of its occupied neighbors, or will the government collapse in favor of monarchist or Fascist alternatives?
Norway
Relive the historical challenge of a young industrializing nation trying to stay neutral in the face of German aggression or prepare for war by quickly arming to resist the war that is coming to your doorstep. In alternate historical paths, unscrupulous domestic fascists may take advantage of domestic complacency and pursue Nordic union through betrayal, or a Communist revolution can choose to stand with or against Stalins regime.
Denmark
A long-standing policy of neutrality leaves Denmark unready for a continental war. Pursue the course of domestic harmony through a strong welfare state and agile diplomacy, or throw in with the democratic Allies, rearming for the coming storm. Alternate paths include chasing the dream of a united Scandinavia, reviving the old Kalmar Union.
A War Machine of Your Design
To make sure you have an industry that matches your ambitions, national manufacturers and weapons designers can specialize their craft, improving the production and research of various items through the course of the war. Military Industrial Organizations will offer new ways to streamline production lines or develop high-performance weapons systems with advantages on the battlefield.
Guns for Butter
In the new International Market, you can become an arms exporting powerhouse, selling weapons to other nations in return for civilian factory output, increasing your own industrial production at home while fueling the fires of war abroad. This is a new way for rich and advanced neutral nations to stay viable and active in a world war.
New Military Options
Many updates and changes to the design and organization of military divisions, including customization of special forces units, divisional specializations, and more.
New Art and Music
New unit art, including Finnish snowmobile brigades, and 10 new songs inspired by the key cultures in Arms Against Tyranny.
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This, however, is not all! I shall hand you over to our most prolific dev-diary artiste to introduce you to our plans for AATs headline nation: Finland!
Hei! It is Mano de Zombi to welcome you all to a new Hearts of Iron 4 Dev Diary!
With the beautiful Swedish summer approaching, good weather and bright sunny days have finally arrived in the North, and with them comes news about the first country to be revealed for the upcoming DLC Arms Against Tyranny, Finland!
As we have been doing in the latest DLCs, we are going to split the Finnish content into two Dev Diaries. Today, we will be talking about the historical and common branches of the Finnish Focus tree, and we will leave the alternative history for a future Dev Diary.
As usual, I need to warn you that you are about to see Work In Progress (WIP) content that might not be finalized, balanced, localized or that might contain placeholder art, and it is subject to change before release. Also keep in mind that some of the content might vary if certain previous DLCs are not active. Thanks for your understanding!
And with that said, lets get to it!
In 1936, Finland found itself in a complex political, diplomatic, and military situation. Despite being a democratic nation, nationalism and right-wing ideology were on the rise. The proximity to the Soviet Union also made it vulnerable to aggression, and tensions between the two countries were high.
On the political front, Finland's government was fairly fragile, with several different parties (most remarkably the Agrarian Party, the National Coalition Party and the Social Democratic Party) vying for power and struggling to work together effectively.
Finland's relationships with its neighbors were strained. In 1932, the SovietFinnish Non-Aggression Pact was signed between both countries, and it was reaffirmed for ten years in 1934, but relations between the two countries were definitely not great, leaving Finland in a situation of uncertainty and vulnerability.
In terms of military, the Finnish Armed Forces were poorly equipped and trained, with an army that was ill-prepared to defend the country's borders. Despite this, Finland had a long history of military valor and determination, and its soldiers had proven to be fiercely loyal to their country on multiple occasions.
So after putting some context into the situation of Finland by 1936, lets see how the country looks like in-game:
As you can see, Finland still starts the game with the Sisu National Spirit.
But what is Sisu? I can hear some of you asking, well let me try to explain very briefly:
Sisu is a Finnish concept that is used to express the national character of the Finns. It doesnt really have a literal equivalent in English, but could be described as stoicism, tenacity, resilience, unrelenting willpower, hardiness and bravery (among several other qualities). It is used to explain the fierce determination and courage of the Finns in the face of extreme adversity.
Just a curiosity, after reading a bit more deep into Sisu, I found out that apparently one can also have bad sisu, meaning that the individual is a hostile and malignant person, and one can also have too much sisu, meaning foolhardiness and stubbornness.
But anyhow, now that we have a better idea of what Sisu is, some of you might have noticed that the Sisu National Spirit in this screenshot is significantly weaker than its old version before the DLC.
Well fear not, this version of Sisu is not the definitive one, there are five stages for the Sisu National Spirit, and they are tied to the Balance of Power mechanic, this is one of the worst versions of it (a bit more info about why soon), and at its best tier, the Sisu National Spirit is even slightly more powerful than its older version.
Finlands country leader has also changed. This is because, after delving into Finnish politics in the 30s and 40s, I realized how unstable the position of Prime Minister was: from 1936 to 1945 Finland saw some 11 different Prime Ministers, with some of them leaving their post to become President of the Republic while others seemed to be fairly irrelevant and last in their position for a very short time. In comparison, Finland had only 5 Presidents of the Republic in the same time period, including some of the most iconic and relevant political figures (like Mannerheim or Ryti) that had a huge impact on Finland's politics and fate.
So, I made up my mind and decided to represent these Presidents of Finland as the available country leaders in-game.
Worth noting that, even though Finland was historically really, really close to Germany in terms of relations and fascism was big in the country, Finland was considered by most a co-belligerent country to Germany, instead of an actual German ally and member of the Axis. In order to represent this in-game, and prevent certain issues such as having the AI naturally join the Axis, turn Fascist, and also being able to have a separate peace, in the game Finlands historical path is represented by the Non-Aligned ideology.
Lets take a look at the first one and see how these country leaders are also tied to the Finnish Balance of Power:
A skilled precision shooter, member of the Fascist Militia Suojeluskunta and staunch anti-communist, Pehr Evind Svinhufvud did not enjoy a huge popularity by 1936, so in the 1937 elections a coalition of centrists (Agrarian and Progressive) and social democrats voted for Kysti Kallio to ensure that Svinhufvud would not be re-elected.
Among Svinhufvuds traits, you can see this slightly weird Personal Agenda trait. All Finnish leaders have a Personal Agenda trait, although what this agenda is differs from leader to leader. As you might have guessed, this is directly tied to the Finnish Balance of Power, which is called Public Trust:
The Public Trust balance of power represents the trust of the people in their president, and how this affects the Finns and their means to overcome harsh times. It ties together the balance of power with the Finnish spirit (Sisu) and the Finnish leadership (country leader).
As mentioned before, Svinhufvud didnt enjoy that much popularity by 1936, so the Balance of Power starts fairly low in the Low Public Trust side.
Low Public Trust will grant small Stability, War Support and Political Power Gain penalties.
High Public Trust, on the other hand grants Stability, War Support and Recruitable Population bonuses.
Besides this, there are 5 ranges in the Balance of Power, and each of them will provide a version of the Sisu National Spirit, so the higher the Public Trust on your leader, the more powerful Sisu you will get (note that, at its worst, the Sisu National Spirit doesnt give you any penalties, it just become very weak).
When any of the items in the country leaders Personal Agenda is fulfilled, the Balance of Power will move towards the appropriate side on a weekly basis. In the case of Svinhufvud, eliminating all communist and democratic support will push the Balance of Power towards High Trust over time, while losing control of a core state will do the opposite.
Last but not least, there are some decisions (and focuses) that will help you push the Balance of Power to either side. Some of them will even allow you to replace your leader, like Motion of No Confidence (which costs significantly less the lower the Public Trust is, so good in combination with Organize the Opposition, which will decrease Public Trust). As you might have guessed already, the decision to Form a Military Government, available when at war with a major country, is the way to put Mannerheim in charge of the country.
You will be able to change your Non-Aligned leader not only via Balance of Power decisions, but also via certain events. Svinhufvuds term as President will end in 1937 and you will get an event in which you can decide if you want to re-elect him or not, Kallio will die at some point around late 1940, and if Mannerheim was appointed as President during war, there will be an event allowing him to resign in favor of Paasikivi, for free. You can still keep Mannerheim if you want and make him resign later on, at a cost, but as you will notice when you look at his Personal Agenda, that might not be a great idea. Here you have the different Non-Aligned leaders available to Finland:
And since we are already talking about Finnish characters, lets jump into Finnish advisors, starting with a list of political advisors, most of which need to be unlocked in the Focus Tree. All the political advisors potentially available to a Non-Aligned Finland are shown with colored portraits below:
There are many more advisors but well see them next time since they are exclusive to the alt-history branches.
When it comes to military advisors, as you can see below there are some new additions and many new portraits!
When it comes to Unit Leaders, Finland now starts the game with a fair amount of Generals to choose from. As you will see, most of them have a lot of terrain-related traits, and in general a rather high value on their defense skill, this is to represent the adaptability and competency of the Finnish army during the wars, especially utilizing terrain and weather conditions in their favor against drastically larger and better-equipped enemy forces (especially during the defensive Winter War).
The new Veteran Jaeger trait is used to represent officers who, during World War I, volunteered to train in Germany as Jaegers during the Great War and the civil war in Finland (this was one of many means employed by Germany to weaken Russia during the Great War).
Jaegers were highly trained, among other skills, in guerrilla warfare and sabotage operations behind enemy lines, and as you can see, in-game the trait provides huge bonuses towards gaining certain traits, including terrain ones, which will help your generals getting the key trait Adaptable, which can in turn really make the difference when defending against a much bigger enemy!
Does this still feel like not enough Finnish generals for you? Got you covered, throughout the focus tree you will be able to unlock many more generals:
And even though Finland was nothing close to the mightiest naval power even in the Baltic, Finland now starts with Ragnar Hakola as Admiral and can unlock Svante Sundman as an additional admiral early in the Naval branch, in case you want to go for some sort of naval run with Finland (hey, who am I to judge?).
Regarding Industrial Designers, Finland has now 5 of them, including a new Mining Company that will help with the lack resources:
Now lets take a quick look at the Finnish Military Industrial Organizations and how Finland interacts with the MIO feature.
To keep things as short as possible, I wont be going into any details about what an MIO is, (for more information about the feature you can check the MIO Dev corner [url=https://foru).
We will take a look at how MIOs look like in-game, so please keep in mind that this is still very much WIP (especially UI) and various things will definitely change before release.
Here you have the list of Finnish MIOs, featuring more generalist MIOs for ships, aircraft and tanks (the tank one is actually not historical, but still a possibility if you want to focus on tank development as Finland), and dedicated infantry equipment, guns and motorized MIOs:
All of these MIOs contain several unique traits, some specific to the MIO itself, some specific to Finnish MIOs, most of which will be unlocked by different focuses in the focus tree (will go into some examples later):
MAP CHANGES (States, VPs & railways & Supply hubs, Infra, land)
And before getting into the Focus Tree, I need to show you guys some map changes in Finland:
Here you can see that there are several new states, closer to the regional administration during the 30s/40s (which, by the way, changed significantly in some areas in a matter of a few years. Maybe you also noticed that land is now a demilitarized state at game start.
A significant number of victory points have been added (most of which are low value), and some VPs, railways and supply hubs have been repositioned to more accurately represent their real location.
There has been some resource adjustment and, most importantly, infrastructure has been drastically reduced in most states, to better represent the real situation of roads and communications in most Finnish regions in the 1930s. Dont worry too much about the infrastructure, since Finland has the means to improve that infrastructure and to deal with low supply areas and winter attrition, so these changes will potentially cause more harm to any enemy forces attempting to invade Finland from the East/North, getting away from their own supply lines.
And finally it is time to take a look at Finlands Focus Tree. Quite modest in size, but hopefully with a good amount of flavor and interesting gameplay mechanics, something a player can enjoy while focusing on the actually important stuff: surviving the war against all odds!
First of all let me tell you that, as some of you might have hoped for, there is a significant amount of short focuses all over the Finnish tree, which will hopefully make it feel more dynamic and engaging.
Check out the rest of this DD on the Forum!
Greetings all! Today well be taking a dive into one of the fundamental building blocks of HOI4: division design, and some changes were making to it. This dev corner might be a little less grand than previous dev corners, but division design remains extremely important to the HOI experience, and is a part of the game thats remained more or less untouched since release. Those of you with exceedingly long memories may remember in my early roadmap for Hearts of Iron that I mentioned a desire to have doctrines better affect how the player is incentivized to design their divisions. The first step of making this possible is by adding another dimension of choice to support companies.
Generals! This is a minor hotfix patch regarding a bug we found with BBA's Medal system. ################################## # Bugfix ################################## - Available medal icon no longer shows up if BBA is not owned
Hello there, it's me C0rax back for another dev corner, and some of you may have noticed in our last dev corner I mentioned in the MIO goals we wanted to have MIOs Provide a framework for national specialisms that can be used on the world stage well i'm here to show you that stage and introduce international markets. This is all super WIP, you are going to see WIP mock ups, and some details are still being finalized! Feature Intent & goals
Generals! The Publisher's Weekend sale is now here, bringing deals across the board for the content you're missing, but also introducing an even better deal with the Players' Choice Barbarossa Bundle, as voted by you all :) This bundle adds an extra 10 percent off on top of the other savings!
Hello there, generals! May has arrived, and with it comes a new open beta, this time for Operation Alpha! This patch, as usual, contains balance changes, bug fixes, and something for you awesome modders out there. However, something we have also been working on for a while is language support for Simplified Chinese. This means that all our new Developer Diaries will be translated for Chinese, Japanese, and Russian. And this is just the beginning of what we have planned for our non-English speaking generals! ###########
Greetings all!
Today marks the first occasion since the release of By Blood Alone where we take a deeper look into what is coming next. As you may recall from the BBA development cycle, we had an early set of 'Development Corner' diaries, which serve as an opportunity for us to reveal a narrow look at a specific mechanic or design without revealing too much about the wider context of future releases. Today's offering, as well as the next couple of diaries, will be in much the same spirit - you'll just have to wait a little bit longer to get the full picture. Scandalous and polarising, I know.
/Arheo
Hello there, it's me, C0rax. Now you can get all excited because it's time for some Dev Corners in which we will show you some WIP looks into the new features we have been working on. So without further ado this week we will be looking at
Generals! Following the popularity of our Homeland bundle, we're giving YOU the opportunity to pick our next DLC bundle to go on sale! You'll have the chance to rank Expansions, Music Packs and more! In this survey all we ask is that: 1. You list what you own 2. You rank expansions 3. You rank music packs 4. You rank cosmetics packs
Hello Generals, Katten here. Operation Cockpit has arrived! With an additional change to the Anschluss focus in Germany and a message from our Game Designer C0rax explaining the intent behind recent balancing! Below that, as usual, you will find a set of patch notes that is now live. Feel free to give us feedback on these planned changes in this thread, or in our Discord!
Hello there Generals! We have begun the final preparations for Operation Cockpit! Below you will find a set of patch notes that are now live on an open beta branch. Feel free to give us feedback on these planned changes in this thread, or in our Discord! ################################## # Balance ################################## - Canadian Focuses 'National Steel Car' and 'Send in the Zombies' are no longer mutually exclusive. If Great Depression has already been removed, the focus on "War Fuelled Economy" and "Reactivate the Farmers Unity League" will grant a significant temporary construction speed boost. - Canadian focuses regarding the repatriation of Newfoundland are now available to the recently added Communist path - Divisional Commanders: XP requirements for level thresholds and for gaining an aptitude trait have been reduced across the board by 20-50% - Divisional Commanders: XP gain from combat increased by 33% - decreased HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 this will make ships speed affect hit profiles less - Air accident base chance increased from 0.05 to 0.1, accident chance multiplier increased from 0.5 to 1, accident effect multiplier increased from 0.005 to 0.01 ace death chance increased from 0.003 to 0.005 - Air wing XP game from training per day increased from 3 to 7 since Air accidents are more common, air exercises XP adjusted to match - increased supply per transport plane to 0.01 from 0.002 ################################## # UI ################################## - Now the discord and the Instagram tooltips will have correct localization. - Added link to Instagram and Discord to the in-game menu. ################################## # Bugfix ################################## - Fixed the Portuguese Great War tank not appearing in the tech tree without NSB. - Re-introduced many tank icons for most countries that were screwed by No Step Back. Tank icons in the non-NSB generic tree will now appear in the Tank Designer with NSB. - Improved the way country-specific tank icons appear in the tank designer, based on tech. - Turkey will no longer be able to ask again for investment to a country until the country has accepted the portfolio and finishes the decision to invest in Turkey. - Fixed issues with equipment bonuses to Carriers provided by Italian focus Refit Civilian Ships. - Fixed issue with Italian focuses Standardization and Specialization so that they provide bonuses to aircraft as promised. - Fixed issue in which Australian designer Cockatoo Docks and Engineer was not providing any real bonuses to Heavy Cruisers. - Super Heavy Battleship armour now reduces Torpedo critical chance instead of increasing it - Fix for Flying Tigers without BBA - Remove duplicated delimiter in focus-tree tooltips - Fixed wrong positioning of British focus "Embargo The Soviet Union" when hiding obsolete branches and Global Defense focus has been taken. - Fixed disappearing icons in the division designer when NATO symbols are used - Names in trade views are now updated when the country changes ideology - Soviet Marti Class cruiser will now have the minelayer role. - The Linguist trait should now work - Fixed wrong naming of peace conference after load game during the peace conference. - Fixed issues with misplaced focus branches in UK and USA focus trees when the Hide Obsolete Branches custom rule was set as "Show". - Fixed a few Czech Designers having their icons broken when Death or Dishonor DLC was not active. - Fixed a Dutch Designer having its icon broken when Man the Guns DLC was not active. - removed erroneous leader trait XP stats from the engineering school's army spirit. It now grants a global initiative factor - Fixed issues with dynamic textures on DX11 with older drivers / Windows releases - Fixed handling of X1R5G5B5 and A1R5G5B5 textures on DX11 when not supported by graphics drivers or older Windows versions - Added Black Sea cores missing from the Polish Fascist branch after selecting the national focus "Decide Post-War Borders". - Added checks to Hungarian focus "Renew the Rome Protocols" to make sure Austria and Italy exist and are independent. - Made it harder to do the Anschluss swap exploit. - Fixed localization for poland.26 event. - Series of bug fixes focused on Interface and Localization. Thank you all for sending in bug reports & suggestions, there is more of this on the horizon, now have an amazing easter! /Katten
Hello there everyone, Im sure you can guess who it is, it's me, C0RAX. So let me clue you in, I know it's been a while since our last update but this one will be worth it, I promise!! We have been working tirelessly to bring you the greatest leap in the history of the hearts of iron franchise(Bit of trivia,its over a decade old). Weve wanted to go above and beyond what the fans expected for a long time so we have a long running project we've kept very close to our chest, the one were here to announce. Ok, without further ado and before you can make all the blocks fall into place on your own, here it is, the future of the franchise: [previewyoutube=WYowG7EKFMM;full][/previewyoutube]
Generals! Info from the front lines shows that the Steam Spring Sale is operating massive discounts up to 75% on everything Hearts of Iron! Discounts on top of discounts for you to get the DLCs you want, from the 16th - 23rd! Like the new Homeland Bundle that brings the frontlines to your doorsteps with Battle for the Bosporus and La Rsistance at an even larger discount!
Generals!
Operation Pike is rolling out with plenty of new bug fixes, Modding Support, Balance Tweaks and changes for our Canadian comrades in the North!
The patch will be live on Steam today, but the Microsoft patch is unfortunately delayed until March 14th, sorry about that!
Generals! With the beginnings of March comes a new open beta from our glorious factory! With this patch comes quite a few bugfixes, some gameplay tweaks, added features, and a special addition for our Canadian Comrades! Listed below are all of the changes (which is subject to change where necessary) that are now live on an open beta branch. Feel free to give us feedback on these planned changes in this thread, or in our Discord!
Hello, Ingevar is here with news about Career Profile, if you're just looking for patch notes, scroll down to find them at the bottom, but let's get into things!
Hello there Generals! ################################################################ ######## Hotfix 1.12.9 "Avalanche" ######### ################################################################ ################################## # Bugfix ################################## - In unit history file, if a mod tries to create a ship for a country that does not have the required tech, do not create the ship
Hello there Generals!
We have begun the final preparations for Operation Capital, and we now reveal our plans for you all! Below you will find a set of patch notes that are now live on an open beta branch. Feel free to give us feedback on these planned changes in the Discord!
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# Balance
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- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
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# UI
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- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
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# AI
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- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- Ai weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
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# Modding
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- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsuling country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights
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# Art
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- Added portraits for political advisors in Spain and Portugal
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# Bugfix
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- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets i Balkans on historical via decisions.
- Decaying opinion modifers (for instance from improve relation diplomatic action) will not disappear after loading a save anymore
- Fixes to how AI selects target templates for upgrading
- Combat log tooltip now shows correct naming for losses breakdown
- Admirals can no longer erroneously gain the politically_connected general trait
- Fix bug with usage of pc_is_state_outside_influence_for trigger in ai desires
- Fixed issue where 'No Councilor' mission would complete right away.
- Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.
- Fixed not considering manpower casualties in the air combat.
To end this, we thank you for an amazing year, and keep your eyes peeled for 2023 as we got exciting things on the way for the Hearts of Iron Brand!
/Katten
Hello there Generals! The War Effort Continues with Operation Source! Today's operation has set sail with new focuses, balance changes and of course bug fixes! We now sail towards a new operation, which we will be sharing more information about in 2023. But until then, we wish you good fortune in your conquering adventures! You can find the patch notes (unchanged from the Open Beta version) below: ################################## # Balance ################################## - Italian decisions Expand Regional Control in Ethiopian states no longer require any Ethiopian legitimacy value. - Canadian focus 'Dollar-A-Year Men' now grants a national spirit with -33% political advisor cost. The exchange rate of dollars to political power is poor. - Canadian focus 'Bits and Pieces Program' has gained an extra bit and piece, now granting 4% industrial and dockyard output, from 3% - Canadian focuses that grant army experience now grant significantly more of it - Fascist Canada now has the choice to offer concessions to the United Kingdom in return for Labrador and Newfoundland, which will be more likely to be accepted. Tooltips added for conditions leading to higher success chances. - Ships transferred as part of a Peace Conference action no longer have crew included: ship experience is reduced to 25% of what it was before the transfer - Australia has an additional shipyard focus. Each shipyard focus unlocks one of the naval designers, and naval designer traits are rebalanced. - All Australian focuses granting army experience now grant between 5 and 10 times more - Australian focus 'Naval Auxiliary Patrol' now grants 5% core defence factor, from 3%, and 10% naval experience gain (new). Experience gain from naval focuses increased slightly. - Australian Arms Production focus now grants -10% infantry equipment build cost in addition to civilian factory conversion speed. - Added a new focus for Australia, 'Coordinate Central Bureau', which adds 2 signal company research/ahead of time bonuses, and a decryption bonus if La Resistance is owned. - Warscore contribution from lend leasing fuel and equipment roughly tripled. Warscore malus from receiving lendlease remains unchanged for now. - Warscore from capturing a province for the first time increased to 4, from 3, Warscore from IC damage reduced by 20% - Mengkukuo now has a starting core on Ordos. This does not come with free Ixian technology. - Taking occupied states in peace conferences is now considerably cheaper. AI is less likely to contest unoccupied states (though they still will if they have good reasons) - Added one new Hungarian Focus to construct a new flagship, accelerating potential naval growth a bit. Admiral Horthy can now complete his transcendence. - Plane Designer: Engine 2 speed reduced to 480/450, from 530/480 - Hungarian Aluminium production is balanced between Transdanubia and Northern Hungary. Added 1 excavation decision to improve Transdanubian bauxite production, requiring excavation II - Added a late-game resource prospecting decision for tapping the Derna oilfield in North Transylvania. - Added a Hungarian Focus for restarting the shipping industry, adding 3 dockyards in a coastal state - Canadian Focus 'Retool Angus Shops' now grants 2 military factories, from 1 - Canadian Focus 'United Shipyards' now grants 4 dockyards, from 3 - Canadian Focus 'Maritime Colonial Railway' now grants 2 Civilian Factories, from 1 - Canadian Focus 'Defense of Canada Regulations' now takes 35 days, from 70 - Added approximately 40% more German random name possibilities - Added approximately 20% more English random name possibilities - Added a new option when releasing nations. You can now choose to retain states upon which you have cores. Retained cores can still be returned to the puppet through the occupation menu. - Rebalanced values for the "Sky Supplies" career profile medal to make it in line with new transport planes supply capabilities. ################################## # UI ################################## - Fix Career Profile Awards view for mod achievements in case of long texts ################################## # AI ################################## - AI now puts more weight on advisor competence rather than advisor cheapness, contrary to modern business practices. - Fixed bug where AI gave super high score to the max_command_power and uncategorized modifiers while hiring advisors ################################## # Modding ################################## - Make the following triggers neutral - meaning they won't impact the outcome of the trigger block they are in: log, set_temp_variable, print_variables, round_temp_variable, clamp_temp_variable, subtract_from_temp_variable, multiply_temp_variable, divide_temp_variable, clear_temp_array, add_to_temp_array, remove_from_temp_array, resize_temp_array, find_highest_in_array, find_lowest_in_array ################################## # Bugfix ################################## - Fixed unlocalized armoured car technologies when researched via script. - Reorganise Ascari will no longer add Armoured Cars to division templates if La Resistance is not active. - Fixed typo in Balance of Power tooltip when there are no modifiers applied. - Fix checking if a country is at war with someone in your faction. Also fixes add_to_faction effect. - Ethiopian national spirit Aid Ethiopian Communists now shows proper localization - Fixed wrong value for Mobilization Speed in the first range of the Italian Communist side of the Balance of Power - Random seed for the outcome of NKVD decision to assassinate Stalin is now dynamic. Nobody is safe. - New divisions spawned by Italian decision Train Irregulars will now spawn when the decision finishes instead of when the decision starts. - Fixed Issue where Switzerland would not take focuses that required less than Full Cantonal Power - Decreased likelihood Switzerland will join the Allies or Axis late war.
Greetings all! As I indicated a few weeks ago with the launch of the open beta for 1.12.6, the Hoi4 War Effort initiative is well underway. To recap, this will take the form of a consistent series of monthly updates containing smaller content additions, bugfixes, and quality of life improvements, primarily targeting nations that have older (perhaps outdated) content. Today we're launching the first of these updates to the live branch. You can find the patch notes (unchanged from the Open Beta version) below: ################################## # Balance ################################## - India now has access to a new focus and series of lengthy decisions which allow the offset of the Agrarian Society national spirit - Imperial Associates can now become spymaster of their faction - Manchukuo focus 'Hoankyoku' now grants a free Spy Agency if unbuilt, and a national focus granting +1 free operative slot - Two new one-use war support decisions added, which simulate the effects of radio and film industry propaganda - One new focus added to Romanian air section: 'White Squadron' - Air supply mission cp cost has been reduced by 75% - truce period after kicking a country from faction increased to 60 days from 30 - Hungary's Support Urbanization focus now grants one civilian factory in addition to the three building slots. Institute for Industrial Techniques now requires one of the prerequisites, not both. - Hungarian spirit 'Invite Foreign Investors' now grants 10% research speed in addition to previous effects. - Hungary now receives 2 uses of the 25% doctrine cost reduction from the 'Mobile Corps' spirit, from 1 - Default occupation law is now set to Military Governor, from Civilian Oversight - AI is somewhat less likely to blow the suez canal without reasons - Soviet NKVD advisors are no longer omniscient beings - enemy spy detection chance reduced to 0.2% base from 5% base - Italian 'Air Innovations' focus now grants a 50% research bonus, from 75% - Italian focus 'Reggianes Exports' now grants 1x 50% bonus, from 2x 75% - Italian Focus 'Citta del Aria' now grants 4x 25% bonuses, from 3x 75% research bonuses - Italian focus 'Standardization' now provides 1x 75% research bonus, from 2x 75% - Italian focus 'specialization' now grants 2x 50% research bonuses, from 3x 50% - Italian focus 'Incrociatori Leggeri' now provides 2x interdiction cost reductions, from 3 - Italian focus 'Incrociatori pesanti' now provides 2x 75% cost reductions for fleet in being, from 3x 75% - Italian Cruiser Sub and Midget Sub focuses now grant 1x 50% cost reductions, from 2x 75% cost reductions - Italian focuses 'Navi da Battaglia' and 'Caccia... Cacciatorpprs... never mind' now provide 2x 50% cost reductions, from 2x 75% - Italian focus 'Redirect Alfa Romeo production' now grants 2x50% research bonuses for light aircraft, from 2x 75% - Italian focus 'thermojet research' has been made less powerful - Czech Communist focus 'Communism with a Human Face' now grants 3% Recruitable Population from 2% - Czech focus 'War College' now grants -100% Field Officer Promotion Penalty - Czech focus 'Air is Our Sea' now grants -15% fighter production cost, from -10% - Czech focus 'Equal Access Guarantee' no longer reduces heavy tank production cost, but reduces light tank production cost by 15%, from 5% - Czech Fortification focuses (left side) now grant significantly more army experience (10-30 each, from 5 each) - Czech Hungarian Line and Polish Line focuses now take 35 days to complete, from 70 - Ethiopia: Cost to invite to executive council reduced to 100pp from 150, cost to integrate is now 3% stability, from 150pp - Indian Focus 'Rhani of Jhansi' now provides a commander of level 5, from 3 (with associated skill increases) - Indian focus 'Navy Funding' now provides 50 naval xp, from 20 - Indian focus 'British Army Support' now grants 2 uses of the 100% research bonus for support technology from 1 use, and 30 army experience, from 20 - Indian focus 'Lions of the Great War' now provides 30 army experience. The spirit granted by this focus now also provides 5% war support - approximately 2 million people have been returned to Mozambique - Romanian focuses 'Invest in the IAR' and 'MALAXA' now grant 3 of their respective factory types, from 2 - Romanian focuses 'Ground Support' and 'Air Defense' now grant 2x 50% doctrine cost bonuses, from 2x 25% - Romanian focus 'Air Superiority' now grants 2x 50% cost reduction bonuses, from 2x 25% - Romanian focus 'The Armored Division' now grants 2 armored units, from 1 - Warscore from taking a province for the first time increased by 50% - Garrison Manpower lost per resistance attack reduced slightly - Small Bomb Bay now has -15 agility, from -20. Bomb Locks now have -20 agility from -15 - Several ai modifiers have been added to the 'Protect Czechoslovakia' triggered event in the Hungarian focus tree, and a tooltip has been added to indicate what you can do to make it more likely to succeed - Non-strategic materials module now decreases production cost of airframes by 7.5% - Manchukuo focus 'The Two Emperors' now reduces the Low Legitimacy malus by 20% war support and stability - Slightly reduced manpower requirements again for lower tier occupation laws - Timed peace stackables (resource rights + war reparations) now only cancel when at war with the receiver, rather than when at war with anyone. - The USA now has a significant peace cost reduction for puppeting Japan ################################## # UI ################################## - Hovered state highlighting is now used in construction and deployment mapmodes - You are once again able to click and shift-click to set the priority on production line elements, using the priority frame indicator ################################## # AI ################################## - AI will now pick somewhat more interesting military spirits - Slightly adjusted thresholds for AI using occupation laws, towards a more severe approach - If Czechoslovakia is at war with Germany, Germany should now wait a while before declaring war on Poland - improved air role ratios for countries AI - Gave the AI an extra layer of though process behind taking states in peace conferences. Added several key areas of interest, and reduced their general interest elsewhere. - AI contesting other AIs in peace conferences should now resolve their conflicts based on a combination of relative power and map aesthetics ################################## # Modding ################################## - Added pc_turn trigger for peace conferences ################################## # Bugfix ################################## - Italy can no longer claim territory or the subjugation through decisions of a Balkan country if they are in the same faction - If Italy tries to join the Stresa Front and has any wargoals on a faction member, they will be removed before Italy can join the faction - Prevent CTD for observer when someone hotjoins - Fix crash when putting the focus on an Edit text box and closing the screen by using the Escape key - World Threat will now correctly build and decay from the fabrication of claims - Fixed inconsistencies with BoP impact in Italy when losing/retaking core states. - Switzerland now correctly updates best democratic allies when another country changes governments - Former Presidents of the Swiss Confederation are now available as Councilors again after 1950 - Generic versions of Switzerland generated through Peace Conferences don't inherit Switzerland's systems or Focus Tree anymore. - Indian civil war will no longer give you 0 units if you complete a civil war focus while Free - Herzegovina is now transferred to Croatia if the appropriate event option is selected by Germany - Cairo is now required to form Arabia, and is appropriately cored by the same decision - Forming the ottoman empire without BftB now grants a core on Cairo. Cairo is now required and cored for the respective decisions in BftB - Constantinople and Amasya are now cored by the Form Persia decision - Ticino is now cored by the HRE decision - Forming Byzantium without BftB will now appropriately grant cores on Constantinople and Amasya. Victory in Egypt and Tunis now requires and grants core on Cairo - Forming Macedonia now requires and grants cores on Istanbul, Amasya, Van, and Cairo - Decision alert should now show again if available decisions are present Soon we'll begin an open beta period for our next War Effort patch, so those of you who are keen on getting your hands on changes early - keep your eyes peeled.
Hello there Generals!
Another update has arrived, and this is a big one! Today we release 1.12.5, that targets some of your most pressing concerns. But there is more! As we have a plan in the works to release monthly updates for By Blood Alone. So keep your eyes peeled for more information related to that!
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# Balance
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- Minor tweaks made to further railway/infrastructure focuses that were a bit weak, or were unchanged in the last iteration
- Changed certain Italian Balance of Power Decisions from being available only one time to once a year. This should give players more leeway with the whole balancing act
- Songgotu Zhanshan is now an economist for MAN to avoid a double Captain of Industry for MAN
- Stopped medium and heavy flame tanks from being able to be paradropped.
- Reduced values for some modifiers in Swiss National Spirits, including Spirit of Saint Bernard.
- Reduced values for the modifiers in swiss Weapons Designer and Popular Dictator traits.
- Made it less likely for countries to accept Swiss demands for territories.
- Influencing Cantons decision in Switzerland is now slightly more expensive and less likely to succeed.
- Cohesion settings should no longer result in unit clumping for the AI, and provide a much more stable frontline situation for all orders with less relocation, but may have slightly more overall movement than before. [GD note: from a design perspective, cohesion now works significantly better than previously; feedback particularly appreciated here]
- Changed the Yalta conference to make it better interact with the new Peace Conference Format.
- AI peace conference behaviour changed significantly when taking land for themselves. This is now much more distance based, and should result in more cohesive borders. [Iterative change #1]
- Peace Conference AI is now slightly more self-aware about contested bids. They will early-out of contests in some cases as an effort to reduce point wastage and to create more cohesive borders. Several defines added to control this behaviour. [Iterative change #2]
- Adjusted base org values for ship types
- Reduced org bonuses for some ship classes in doctrines
- Medium and heavy batteries attack and piercing adjusted, bb and bc armour no longer increases visibility and have higher armour values
- Increased xp spend cut off for legacy land equipment upgrade
- COMBAT_DAMAGE_SCALE_CARRIER returned to 5 was 1, NAVAL_STRIKE_DAMAGE_TO_STR decreased to 1 from 2, NAVAL_STRIKE_DAMAGE_TO_ORG decreased to 1.5 from 2
- Air combat COMBAT_DAMAGE_SCALE increase from 0.25 to 1
- SHIP_TO_FLEET_ANTI_AIR_RATIO increased from 0.2 to 0.25, ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE increased from 0.2 to 0.25, ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE increased from 0.15 to 0.2
- Removed multiply stats ic cost and AA from Ship AA modules, increased base AA attack to replace them
- Reduced base Heavy hull costs slightly,all treaty battleships should now fit within treaty limits
- ENG now starts with 36 BB hull researched, nelson class now obsolete at 36 start
- Slightly improved Fascist/Neutral approach to beating overseas countries
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# Stability & Performance
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- Fixed a crash during hot joining on Mac.
- Reduced the size of the flags texture so the game works on GPUs with 8k texture limit
- Fixed rare CTD during GUI initialization in DX11
- Fix CTD caused by incorrect parsing of persistent AI strategy
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# AI
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- Improved ENG BB ai templates
- AI no longer treats obsolete equipment as best available equipment
- AI ENG will now try to build at least some KGV class BB's on time
- AI ENG now wants to build slightly higher ratio of BB's
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# UI
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- Airbase tooltip will now aggregate airwings of the same type, country and mission to make it more readable
- Glow effect is now shown when you can afford a BoP decision
- The game will now prevent incompatible saves from loading when continuing from the Launcher
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# Modding
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- Added has_completed_custom_achievement trigger and debug_custom_achievements console command
- More configurable AI behaviour in peace conferences (through defines)
- Reworked how ai_strategy unit_ratio is used to calculate and set build_airplane values. See common/ai_strategy/documentation.info for details.
- Added a list of all active ai_strategy entries to the imgui view ai_strategy.
- When retrieving a list of equipment icons or 3D models from the equipment graphic_db to display in the tank or plane designer any duplicate entries will now be removed.
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# Bugfix
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- Minor loc fix for concessions to monarchies for Switzerland. Used to say "Concessions to Swiss Monarchies", now "Concessions to X country (German)" Monarchies
- Added a variable to whichever nation that cedes Bessarabia to Soviet so it shows up correctly in news events
- Fixed typos in Guarantee events for Switzerland.
- Fixed minor comment in Guarantees event for Switzerland.
- Adjusted "Side Active" condition for Balance of Power so it's more accurate.
- Added tooltip for Political Advisor Adolf Furrer so it's clear he can unlock an extra Research Slot
- Fixed typo in one of the Italo-Ethiopian war events
- Improved tooltip in Italian focus All Roads Lead to Rome so that the way wargoal targets are picked is more intuitive.
- General Cedillo is now again a leader of the Mexican revolt
- The Grand Council of Fascism will now actually oust Kings or Christian Democrats in the form of the National Military Junta, if the Balance of Power is low enough.
- Fixed old news event not having a dynamic loc for the USSrs name
- Slight loc fix changing 'Embargos' to 'Embargo' in the League of Nations embargo event.
- Added conditions for entering peace talks between Italy and Ethiopia, as well as events, and loc, and other things concerning the peace conference.
- Fixing missing Modify Government alert for a political advisor can be assigned.
- Salvador Abascal now has a portrait if you have MtG enabled
- Puyi now gets nationalist symbol correctly
- UK shouldn't be able to give Turkey Levant states that they no longer own.
- Germany no longer ignores Switzerland after they've stopped being neutral.
- Fixed trigger not showing appropriate requirements in Human Torpedo decision.
- Suppress the Mafia decision will, no longer show infantry equipment requirements twice.
- Italy's Focus 'Negotiate Claims' will be bypassed if certain criteria is met. Certain events will also be skipped, if the criteria isn't met.
- Fixed Germany granting territories to Switzerland in Fascist Path
- Added extra tooltips for expansion focuses in Switzerland
- If France is faction leader, all its allies will join them in the Stresa Front with Italy
- If Italy declines Germany's offer to assassinate Mussolini, Germany won't be able to ignore that rejection and go ahead with the assassination anyways. Also, if the Balance of Power is active for Italy, Mussolini's side will be switched out to the King's.
- Typo fix for BBA_ethiopia_anti_colonialism_events.4
- Fixed bad texture conversion on DX11 when using R8G8B8_UNORM, R8G8B8_UNORM_sRGB and X1R5G5B5 formats
- Ivan Smirnov, Ivar Smilga and Alexander Shlyapnikov now gets released out of prison if they are still alive and hasn't been released yet when completing Return Democracy to the party
- You can no longer use the "No Garrison -> Kurdish uprising -> Annex" exploit to fast remove Kurdish separatism faster than normal
- Turkish puppets can no longer pick the "invite to alliance" focuses and break free from their overlord that way
- Remade some checks that only checked for "puppet" subject type to include all subjects for Turkey
- Italy can no longer claim the throne of Montenegro if the controller of said state is at war with Italy.
- AI should now respect the equipment_production_min_factories AI strategy even when there is no need for the equipment type
- It's no longer possible to see certain Balance of Power Decisions before finishing the required National Focus for Italy
- Paradrop orders without enough assigned transport wings now display how many wings are missing on the order instance (map arrow) tooltip.
- Scrambled carrier air wings that can perform naval strike or kamikaze missions will prioritise them over air superiority and interception unless they are fighter or interceptor air wings.
- Fixed missing localization of equipment categories fighter and CAS, displayed in a naval combat tooltip and probably in a few other places too.
- Fixed issue where Vorarlberg wouldn't be a core of the Holy Roman Empire when formed by Germany.
- Fixed an instance where the Italian AI would always decline Ethiopian territorial expansions if Ethiopia went up to a satellite via the focus tree
- At the end of peace conference, for new puppets, calculate the right type of puppet
- Songgotu Zhanshan and Megata Toshiro are once again Manchurian advisors
- Tooltips in Northern and Southern Italian designers now specify the need to complete the Focus New Industrialization Program to improve them.
- Fixed issue with Italy completing two mutually exclusive focuses when failing on mussolini's missions to conquer North/South Ethiopia and withdrawing from Ethiopia at the same time.
- Turkeys join alliances focuses now bypasses if in faction
- Fixed missing core in the Siberian union that created a weird gap
- Losing non-cores as Italy will now only reduce BoP if the value is below 30% towards the Grand Council. Losing a core will now reduce 15% BoP instead of 20%.
- King Vittorio Emanuele III will no longer get the crown of Albania if he abdicated or died.
- Pressure government decisions will no longer show up if the target country already has the same ideology and is in faction with the sender.
- Focus Topple Amhara Rulers will no longer be available if ideology is not Fascist or Non-Aligned. The Ethiopian characters that become the country leaders of their respective puppet countries will become the leaders of both Fascist and Non-Aligned ideologies.
- Added tooltips in Swiss Focus Tree to notify when the Absolute Neutrality and Swiss Citizen Militia Decision Categories are disabled.
- If a subject of Yugoslavia controls Dalmatia and Italy demands those states, Yugoslavia will get to decide the fate of those states - not the subject nation.
- You can no longer hire several advisors of the same type
- Fix potential OOS on hot-joining caused by data on executing air missions never being written to the savegame.
- Fix CTD when leaving a game where an air group for whatever reason contains a faulty air wing reference.
- Fix potential OOS on hot-joining a second time without restarting the game, caused by erroneous reading of daily port strike limits from the savegame.
- Fix OOS involving interception missions targeting an enemy airwing that's passing through a region, where both the enemy's mission region and the interception region updates on the same hourly tick.
- Ceding Bessarabia is now properly showing the former owners name in an upcoming news event
- Switzerland will now seize the gold reserves of countries it enters war against.
- Added bypass for Swiss Focus 'Trade Agreement with Germany' for when Germany is not fascist, and it will not be completed if Switzerland is at war with Germany
- Added bypass to the Swiss focus 'Withdraw from the League of Nations' for when the League of Nations has already been disbanded.
- Fixed issue where Switzerland would not have a Viable European Fascist to complete Fascist Path.
- Set the correct population in the Swiss Plateau state in Switzerland, and adjust the population in other states.
- Fixed first loading screen background flipping immediately as GUI is being loaded
- Increased AI weight for Japan to abandon the naval treaty in early 1937.
- Fix crash on Leader details screen, officer corps tab, when the player clicks on an advisor role to give to a unit leader
- Switzerland no longer gets a "Breach of Neutrality" event when the Absolute Neutrality category is not present or when the hostile country is in a faction while not being the faction leader.
- Switzerland will not be able to offer trading gold with countries they're at war with.
And always remember, if you discover any bugs or if you have suggestions for the game, please do submit it in the forum section dedicated to those areas.
/Katten
Hello there Generals!
Another update has arrived! Today we release 1.12.4. But we are working on a larger patch that will target some of your concerns about By Blood Alone, and itl have a slightly extended open beta that's opening soon-ish. So keep your eyes peeled for that!
################################################################
######## Hotfix 1.12.4 "Avalanche" #########
################################################################
##################################
# Balance
##################################
Peace conference:
- reduced lend lease warscore gains and losses from fuel to 0.01 warscore per fuel to 0.001 warscore per 100 fuel
- reduced lend lease warscore gains and losses from equipment IC from 0.1 warscore per IC to 0.001
- reduced war score per sunk convoy from 10 to 0.05
- reduced war score offset from convoy production from 5 to 0.04
- reduced war score per ship IC sunk from 0.04 to 0.002
- reduced war score per sailor lost when a ship sinks from 0.02 to 0.001
- increased IC value of sunk ships when determining warscore from 0.002 to 0.004
- increased base province value from 0.3 to 2.0
Air Warfare:
- Fixed primary role of guided missile for large airframes (now sets naval patrol bomber)
- Fixed aircraft naval strike mission module limits (light = 1 slot, medium = 2 slots, large = 3 slots)
- 1938 and later air module tech costs are higher
- Air engine 4 is now 1944 tech
- post 1936 Air weapon tech dates increased
- All aircraft electronics module unlocks are one tech later
- reduced USA combined bomber offensive range increase
- reduced strategic bombing stat for large bomb bays
- With BBA uk air focuses give less research bonuses but give doctrine discounts
- increased small/medium bomb bay weight
- reduced lmg turret weight
- Fix incorrect mutliengine thrust for level 2 engines. increased torpedo weight. added speed malus to floats/flying boats
- rebalanced lmg and hmg for planes
- Fixed primary role of guided missile for large airframes (now sets naval patrol bomber)
- Updated air supply to use a better calculation for per aircraft supply amount.
Balance of Power:
- Removing all the BoP requirements for the alt fascist branches; no other branch has such requirements, and it is very punishing if the player loses a core state to reach to necessary BoP levels to proceed down the alt fascist branch
Navy:
- Refresh airwing stats when setting a scrambling mission (this should fix the 1 damage 'carrier bug')
##################################
# AI
##################################
- Reduced the demand of AI nations to build tactical and strategic bombers
##################################
# Database
##################################
- Hooked up the already existing historical and generic plane variant names to the corresponding BBA plane types, leaving only plane types without a non-BBA equivalent without proper variant names (we'll get there soon).
##################################
# Stability & Performance
##################################
- Prevent potential CTD when reading a savegame with a faulty persistent AI strategy.
- Fixed CTD when disbanding units while paradropping
##################################
# Bugfix
##################################
- Don't autopause when a hidden event pops up (Aces)
- Added requirements to several focuses and fixed the completion rewards for some of them.
- Loosen the Laws on Secularism can no longer target the same state more than once.
- Romania and Hungary should no longer loose their conquered territory if puppeted after Germany completes Integrate War Economics
- Allies should be less likely to kick out Russia from the Triple entente due to generated world tension
- Chances of having a brainless Italian AI with no real plan have been reduced to 0.
- Fixed CTD when using console command "research all" and then interacting with the Kamikaze module Fixed Explosive Charge as any country other than Japan.
- Finland's leader's name will now display properly in the Estonian event '(Finland's leader) Steps Down'
- Fixed missing cost for Swiss political party concessions decisions.
- Italy is now sending the right events to the UK if the UK is hosting the Ethiopian government in exile and Italy has war with them. Also added conditions to 2 Italian focuses
- Event option to complete Italian focus Abyssinian Fiasco should no longer show up if By Blood Alone dlc is not active.
- Yugoslavia can now submit to Italy's ultimatum and become a puppet
- Improved available and bypass triggers for Italian focuses War with Greece and War With France.
- in peace conference, take navy peace action is now correctly unavailable if the victor does not own any naval base prior to the peace conference
- Italian decisions Vallo Alpino del Littorio will no longer be visible if the targeted provinces already have max fort level.
- Releasing Ostland while at war with SOV should no longer return the Baltic states to SOV
- Fixed reduced production when converting old equipment in production lines.
- When a player unlocks a mod achievement without having the cloud storage activated, catch the exception that was causing the game to shut down
- Characters with Unit Leader roles can now become President in the appropriate focuses
- Rolf Henne in Switzerland now gets the correct trait when promoted
- Fixed bug that caused an ungodly amount of divisions to escape when a country goes into exile
- Added missing Vorarlberg claim if AUS rejects the ancshluss.
- You can no longer use the exploit of leaving a minor DEI island free while you gobble up the rest of the resource giving island as Germany and expect Japan to just be fine with it
- Fixed instances where Vorarlberg is not included when granting cores.
- Franco should now get his old portrait after 1950 again
- Fixed portrait for Jonas Cenerius for Lit
- Fixed some countries (e.g. Italy) not being able to lend-lease convoys.
- Philippe Ptain has returned to lead Vichy France for Non-Lar users
- The Balance of Power will now shift towards the country leader, and away from the Grand Council, when reclaiming lost, none core territory.
- Japan will now bypass Tripartite Pact focus if Germanya dn Italy is at war with each other
- Clear active GiE division deployments for losers in a peace conference
- Fix crash when opening the Details tab of diplomacy view when DLC La Resistance is not activated
- Battleship generated by Ethiopia's 'Request Soviet Battleship Hulls' focus now has a name.
- Anarchist Spain's event to annex Portugal after their civil war will now trigger correctly.
- Young man Franco will now become old man Franco after 1950
- Fixed autonomy impact score not getting updated correctly, when closing and opening Start Lend Lease window.
- Frankfurter event no longer triggers unless GER is fascist
- Austria should no longer give up land to Switzerland if at war with Switzerland
- Fixed an instance where the Alpine protectorate would get hardlocked if you did the Alpine conferedation first
- Alpine Redoubt now correctly gives forts in Alpine states
- Don't display plane airframe names when BBA is not active.
- Avoid war score numbers to overflow and become negative when they get too big
- Fix opinion modifiers with a fixed time or with a decay. When the end date is reached they are now removed
- Airwings will now deal damage in air battles that involve very large numbers of planes.
- Variant comparison in the designer view will now take mission adjusters into account.
Remember that if you discover any bugs, please do report them in the bug report area on the forum.
/Katten
Greetings all,
Today well be casting an analytical eye over the release of BBA, what players have been up to, and what the immediate plans are going forward.
It wouldnt be a traditional post-release diary without looking at what the player-base at large have been getting up to since BBA was launched.
As youd expect, Italy has been at the forefront of game sessions since BBA released. We were not expecting quite this level of interest however! 45% of 15+ hour accumulated game sessions were played on the Italian tree. By comparison, at the same period after launch, the Soviet Union accounted for 39% of similar length game sessions. Germany (purple) continues to be a popular choice.
Ethiopia has shot into the first place in terms of minor nations. As expected, Ethiopian game sessions tend to last a shorter time; a combination of losing, having reached player-set goals earlier, and a lot of restarts to maximize efficiency.
Were seeing fewer players rolling back to previous versions in order to play TC mods than we usually expect during a post-release period.
Everyones favorite targets to nuke remain broadly unchanged from previous releases (major capitals). The one new target country in the list is Mexico, for some reason. Turkeys nuclear industry has seen an upswing, being responsible for 4% of nuclear weapons created and launched.
2% of games are using the newly released Japanese localization!
Theres been a noticeable increase in players using normal (64%) rather than easy (10%) or very easy (25% ) difficulty since BBA released. 0.74% of games are played on hard difficulty, and 1.10% on very hard. Prior to release, 28% of games used very easy, with 12% on easy.
Hello there Generals! Another update has arrived! Bringing many requested balance changes as well as bug fixes! This patch will go live on steam right now! And itl go live on Microsoft Store next week, so if you update, you will experience issues with crossplay until its updated on both platforms.
Hello there Generals!
We are excited to be able to share with you the patch notes for today's patch!
This patch was planned for day 7, but we were able to get it to you on steam a bit early, and just in time for the weekend. For those of you who are on the Microsoft Store, the update will be coming out next week!
##############
# Patch Notes
##############
##################################
# Balance
##################################
- increased thrust of late game engines, balance multiengine thrust, Improved SE.100 template engine
- Increased Transport plane IC cost 4>20
- Minors and Puppets will now go back to trying to support their faction members with warscore, rather than striking out on their own. Silesia and Kashubia are now considered unlikely tags to be released.
- Reduced speed gain from excess thrust
- guided anti ship missile module is now unlocked by advanced rocket tech
- balance pass on thrust and ic cost for engines
- Increased base point calculation for winners in peace conference by 10% of base. This should result in fewer instances where original countries are left around. Several cost modifiers have been altered which should also result in it being slightly less expensive to make full demands in ordinary circumstances.
##################################
# AI
##################################
- Soviet Union prioritizes upgrading manpower over blowing up railways now
##################################
# Modding
##################################
- Civil war can get complicated regarding characters. Add keep_all_characters parameter to start_civil_war effect. Target country will keep all characters, none will be transfered to revolter. It's then up to script to do the full dispatch of the characters.
##################################
# Bugfix
##################################
- Fixed wrong speed modifier calculation in special cases for armies.
- GiE templates no longer transferred to new country when releasing or through peace conferences
- Changed a leader trait depending if LaR is installed or not
- Fixed wrong description for SwapIdeas Effect, when same category of bonuses are defined both in the idea and the idea's trait.
- Added a loc string to every language file
- Changed Italy's ai strategy, so they shouldn't lose to Yugoslavia. Also rearranged the strategy plan for Balbo slightly
- Italy has an ai atrategy that will be able to withstand the Yugoslavian onslaught and push them back and even conquer them
- Fix freedom level calculations when creating a new puppet with an autonomous state allowing no other autonomous states than itself
- Independence focuses in the Italian Civil War branches now requires Italy to not be at war at all.
- Fix the supply consumption stat in the plane designer. It now displays the value for a full air-wing.
- Fixed scope issues in remove triggers for several state modifiers.
- Fixed issue in which Italian marine 3D models did not have an MG weapon with the latest infantry equipment tech researched.
- Fixing missing description for Focus 'Total Defense' in Switzerland.
- Fixing initial positioning of Switzerland's Focus Tree
- No plane templates without BBA dlc
- Added missing Remove Times in Absolute Neutrality Decisions in Switzerland
- Removing Political Power Cost from Back channel Negotiations in Switzerland
- Changed 'Reclaiming Ethiopia' focus condition so that Ethiopa (or an ally) only needs to control any Ethiopian state to allow the focus
- Decision Show of Defensive Force in Switzerland now gives the correct modifier.
- Corporatist trait now reduces Democracy instead of increasing Fascism.
- Changed Rally Workers Decision so it doesn't increase Communism.
- Danzig for guarantees now correctly gives cores on Gdynia again
- Fixed icon for Eidgenoissiche F+W in the air designer
- Removed a DLC lock requiring NSB for a decision category so that Poland actually gets a reward for completing 2 separate focuses
- Fixed an instance where Expand military staff did not show up
- List of names for generating Swiss characters expanded.
- the Spanish Civil war now ends even if for some reason more than one Spain survives and are at peace with each other
- Dismiss council tooltip should now target the incoming president and not the current one
- Preventing overflow in war score when lendleasing too much fuel
- DFC console command no longer causes countries to capitulate forever, every day that they are alive
- Polish general Wincenty Kowalski now uses his new portrait from No Step Back.
- LoN non interference correctly removed when Ethiopia get peace
- Certain political branches in the Italian Focus Tree will now hide if they are no longer relevant when custom game rule "Show obsolete branches in Focus Tree" is set to "Hide".
- Italian Monarchist and Christian Democrat AIs will now be more inclined to ban fascism
- Ethiopian states will go to the fascist side of the Italian civil war if Italy is still fighting a war in Ethiopia when the focus Defy the Duce is completed and the civil war starts.
- Germany can now invite Poland into its faction after successfully trading Danzig for Slovakia
- Added a missing state to Bulgaria's "Dominance of the Black Sea"
- Added a national focus to Soviet's historical ai strategy so that it can approach Germany and complete its strategy
- Fixed some 3D planes not showing up in-game.
- Fixed state of Afar not being included in the arrangement when Italy withdraws from Ethiopia.
- Fixed issue where Equipment and Experience would be lost when turning Swiss Citizen Militias into Regular Infantry.
- Fix create_operative_leader effect so that triggers with character scope using the resulting operative leaders work properly (ex: can_gain_xp in traits for operatives)
- Fixed Balance of Power requirements in Historical Focuses.
- Fixed issues with character split in Italian civil wars.
- Fixed typo in Swiss Infantry Divisions.
- The Italian AI should not push as hard when wanting to discredit Mussolini
- Fix crash at the end of peace conference when player is in observer mode
- Fixed minor typos in two Italian focuses and in Vittorio Emanuele's National Spirit description.
- Italian focus The New Emperor of Ethiopia now grants some ideology support for Non-Aligned.
- Iberian countries should no longer be rude and leave the Italian faction after deciding to join it via the Italian focus Iberian Protection.
- Italian civil war cosmetic tags Republica Sociale Italiana and Regno del Sud now use the appropriate flags.
- Ethiopia can no longer use Arms Purchases decisions when the LoN has become inactive
- Adjusted the likelihood for the AI to accept giving territory to Switzerland across all branches.
- Adjusted the time it takes for the incompetent Councilor to be assigned, made it so it wouldn't trigger once Switzerland is centralized.
- Reduced the Political Power penalty for the incompetent Councilor in Switzerland.
- The Balance of Power is now removed once Rudolf Henne takes power in Switzerland.
- Removed conditions related to Balance of Power towards the end of the Fascist Branch of the Swiss Focus Tree.
- Changed the Spirit of Helvetia Entrenchment Modifier to Entrenchment Factor in Switzerland.
- Councilors in Switzerland do not change the Balance of Power when hired after the Balance of Power is no longer relevant.
- Fixed bug where Political Advisors couldn't be removed after centralizing Switzerland.
- don't send countries into exile in a country that is not major
- New Zealand now gets their tac bombers from the NZPAF if they have BBA enabled
- Hungary will bypass 'Join the Comintern' focus if they're already in a faction with Soviet
- Changed the condition that Yugoslavia only needs to own a state to that they need to control the state to add improvements there
- Fixed AI weights for occupation laws. They will now follow resistance levels more appropriately
- Italy starts now with a production line for Ca.111 so that the initial wing at half-strength gets eventually fully reinforced
- Fixed the event sent to France when Germany integrates Alsace-Lorraine to be sent to the Franco-British Union instead if that exists
- correctly end paradrop mission after units are delivered
- Flags for democratic Italian Empire updated with correct images
- Losers in peace conference reset GiE status and rechecks major status
- Gdynia now becomes a German core if ceeded by Poland in Danzig For Slovakia
- The capitulation of Germany will now make Republica Sociale Italiana to become free and take over the Axis if they were a German puppet.
- The Netherlands now bypasses either "Protect against Britain" or "Germany is the Greater Threat" if its in a faction with the country in question.
- Fixed issue where AI Switzerland would not train any Militias.
- Fixed issue where AI Switzerland would build a Silo that it doesn't need right away.
- Adjusted some AI weights in Switzerland.
- Compliance discount for peace actions now applies to all types of peace actions and not just Take States
- Fixed issue where Swiss Focus would not show effects after completion.
- Foreign countries can now properly get rid of the mafia state modifier in their controlled states.
- Fixed Suez canal being locked for antifascist Italy if Fascist Italy was sanctioned by the League of Nations
- Officine Mechanice will no longer be visible if BBA dlc is not active.
- Fixed minor typo in Italian Tankettes focus
- Fixed issue preventing the Italian Blackshirts branch (Security Militias) from being available if BBA was not enabled.
- His Holiness will no longer demand Palestine to himself.
- Fixed typo in War Escalation tooltip.
- Sylvia Pankhurst should now have a portrait without MtG DLC if you are playing as Ethiopia
- Added war escalation variable to Ethiopia when BBA is not enabled. Allows war escalation to continue functioning as expected for Italy.
- Fixed a few Italian Generals getting generic advisor portraits when promoted.
- Fixed broken advisor portrait when promoting Ethiopian General Nasibu Zeamanuel
- Added a requirement for capital to be a core state when inviting members to the Organization of African Unity. This prevents countries like Belgium being eligible when they capitulate and move their capital to Africa.
- Fixed issue where Germany would not get opinion modifier from Switzerland in Frankfurter case
- Italian missions Conquer Northern Ethiopia and Conquer Southern Ethiopia should no longer fail if Ethiopia is defeated and puppeted while active.
- Fixed issue in Italian mission Pacify Ethiopia checking for 70% Compliance in Ethiopia instead of the promised 60%
- Fixed issue where Show Defensive Force decision in Switzerland deducts its cost at the end and not the beginning.
- heavy mg air tech is now correctly located in the tch tree
- Fixed issue where Citizen Militia Dynamic Modifiers were not properly removed from Switzerland when Militias are turned into regulars.
- Fixed stacking of enemy air superiority modifiers in land combat when multiple countries are at war with the country.
- Fixed fullscreen setting triggering weird monitor resolution changes and weird UI selection on DX11
- Fixed issue where player couldn't trigger the emergency president event through decisions.
- DX11 should now handle failure to create textures more gracefully. You should still probably update your drivers...
- Switzerland: Added a few compliance bonuses in alt ideology branches to compensate for the big loss of compliance every time ideology is changed.
- Removed DLC locked sounds for Planes in BBA. Replaced using Base Game sounds. This should fix a common error log in live build
- Capitulating England (or other majors) will no longer cause them to go into exile in Canada. They would rather die.
Hope you all have a fun time playing the game during the weekend!
/Katten
Hello there generals!
You might have already seen two forum posts made by our Game Director and Tech Lead, about how to assist you with common issues. I have made this post to cover all of that in one single place, and to also invite you all to our open beta!
Open Beta
For the open beta, all you have to do is to select the correct branch. You do this by right clicking the game in your library, going into properties, then beta versions and selecting open_beta as the beta branch that you would like to participate in. Then the game will simply update, and then you just launch the game like normal, and poof you are playing in the open beta!
Do remember that all encountered bugs and issues should be reported through the same bug reporting forum as always.
Why arent these fixes on the live version?
Were still undergoing comprehensive testing on everything in here, and for stabilitys sake we want to finish that process before going live. We are confident in the majority of the fixes included in this open beta branch, but there is always the possibility of encountering unexpected behaviour - this is worth being aware of before opting in.
You are welcome to reply to this thread with issues that pertain explicitly to the fixes mentioned in the open beta patch notes, but for items not mentioned, please use the normal reporting process.
##############
[previewyoutube=QiBAkCUdweY;full][/previewyoutube]
Now Live!
Patch Notes Here!
The future of war hangs in the balance. Take to the skies and pen the annals of history in the latest expansion for Hearts of Iron IV - By Blood Alone
Buy it here!
If you missed any of our Developer Diaries or By Blood Alone Tutorials, then check this list down below!
Developer Diaries
16- Art & Achievements
15- Tech
14- Modding
13- Quality of Life
12- Peace Conference Roundup
11- Division Commanders & Unit Medals
10- Plane Designer
9- Ethiopia #2
8- Switzerland #2
7- Italy #2
6- Ethiopia #1
5- Switzerland #1
4- Italy #1
3- Designer Corner: Naval Rebalance
2- Designer Corner: Air Changes
1- Designer Corner: Peace Conference
By Blood Alone Tutorials
4- Naval Changes & Balance of Power
3- Divisional Command
2- Air Changes
1- Peace Conferences
Greetings all, As is tradition, were releasing the upcoming patch notes for the Avalanche update along with By Blood Alone ahead of the time with release later today. Undoubtedly there may be some missing items here, and well keep a log of anything we missed in an edited spoiler below the main one.
Hello, and welcome to this week's Dev Diary!
I am HOIs 2D artist and am the one who makes the little buttons, icons, and whatever gets thrown in my way for you to look at and push on, and today I have gotten the opportunity to talk about my work!
So lets start at the beginning, how does a project start, and how and when do artists get involved?
Being an artist on a project such as Hearts of Iron is not an easy piece of work. You need to be on your toes and ready to adapt to whatever task your colleagues want help to solve. It usually involves a bit of text and a ton of reference material. And to gather all of these things we use a tool called Miro.
Its essentially an online whiteboard that can be used however fits you and your team best. On our Miro, we separate the features into columns that give you a quick overview of what we need to complete for the upcoming update.
The columns are usually divided into Focus trees and Features that are expected to get art during the project.
As the project starts its not uncommon for the Miro to be a bit empty. A lot of the research for what can be used, artwise, is a pretty heavy task to bite into with all copyrighted photos out there. Our amazing content designers spend quite a lot of time on valuable research, sorting out what is necessary for the game to make sense as well as adding flavour to your gameplay. And yes, this takes a fair amount of development time to gather all this valuable information as well as imagery that will communicate the right thing for you when you play HOI.
As time goes on, more art tasks will fill up the Miro board. So, for an artist at the beginning of a project, it can range from doing some cleanup work on older icons or portraits, starting to work on loading screens, continuing setting up the Miro board for the DLC to their taste or helping with another project that needs some extra art-hands.
But back to BBA and our work there!
We already know what kind of art we want to have for each focus tree, it's more the quantity that is a fluctuating number at this point and it's still uncertain how much we can make in-house. I always try to convince my CDs to ask for art to their heart's content because we always prioritise what needs to be done so the things that matter the most get the art it deserves first.
When all High Prio art is done, if time allows we continue with Medium and last of course the Low. We also have, for whenever we manage to wrap up art in a timely manner, a special section that is called a wish-list [strike]or Corner of Shame[/strike]. It's essentially Low Prio art but stuff that maybe was more of an afterthought or just forgotten for a Feature or a Tree that would be extra sweet if it got some new shiny textures.
Without giving too much away, here's a heavily zoomed-out version of how a Miro board can look like that I as an artist work with. And yes, I was in charge of all the Focus trees and the Plane Designer for this DLC (granted I did not make all the art, we also outsource).
We use a colour code to communicate what's going on on the board! All of them also have a little stamp on them to mark what Prio it has as well as a text section where CDs write what they want to communicate with the icon they request. As you probably can see, there's quite a lot of information that needs to be shared between the departments before art can be worked on.
Its our transparent way to communicate with each other, CDs can see how much I have done and how much I have left. They can also see my schedule on what Ill be working with each day. This means that CDs can also ask to get prioritisation over each other if their Focus tree or Feature requires art sooner rather than later and this is constantly brought up and talked about on our syncs together.
Communication is key!
Here is an example of how a request turns into an icon (that you may or may not already have seen):
This is a typical request.
It has an in-game name displayed, reference images provided as well as a description of what my CD wants out of the icon. It is also prioritised!
And this is how it ends up looking!
Since we have quite the large art-library by now I can quickly iterate on what type of background works the best as well as reuse different layer styles to make the icon feel cohesive and on-style with the rest.
I also made sure to hit all the marks from the requests such as;
Bonjour friends, its your favourite Tech Lead again! Last year already I wrote to you in the final weeks leading to the release of the Barbarossa patch, and we draw close to the go-live of the Avalanche patch, here I appear again.
Today we go to the drawing board and the planning table as we take a look at the
Divisional Command changes as well as the Plane designer with Peter Nicholson and
Gabriel Blum.
Click Here to watch the Features Highlights #3
Pre-Order By Blood Alone today: https://pdxint.at/ByBloodAloneSteam
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Greetings all, Today we have quite a number of items for the dev diary. Well be covering some new additions to the career profile system, followed by some new tools coming for modders in the Avalanche update. To begin with, Ill hand over to our designer on the career profile: Hello! Ingevar here with an update regarding new features coming to the Career Profile. Since the release of Career Profile earlier this year we've been working on the next iteration that will bring more stats, non-ironman achievements, and some profile customization. Let's look at it in detail.
Today we take a dive into the various alternative futures that can unfold in the coming expansion! Explore the focus trees for Italy, Switzerland and Ethiopia with Game Director Peter Nicolson & our Hearts of Iron IV development team.
Click Here to watch the Features Highlights #2
Pre-Order By Blood Alone today: https://pdxint.at/ByBloodAloneSteam
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Greetings all, Due to a misplaced carrier pigeon, todays dev diary will not be on modding changes, but will instead focus on a variety of minor and QoL changes coming in the Avalanche patch accompanying By Blood Alone. This list is by no means exhaustive: well cover the more impactful changes here and still give you plenty of juicy items to discover in the patch notes.
[previewyoutube=KzPi2mGjP4M;full][/previewyoutube]
Coming September 27th 2022!
The future of war hangs in the balance. Take to the skies and pen the annals of history in the latest expansion for Hearts of Iron IV - By Blood Alone
Pre-Order Here!
Pre-Order Bonus Song
[previewyoutube=owKDWl_ZJi0;leftthumb][/previewyoutube]
Hello everyone!
We just released patch 1.11.13 for "Barbarossa" on Steam and Microsoft Store. The new checksum is d173.
This update introduces the possibility to play multiplayer games across stores (such as Steam and Microsoft Store) using the Nakama network solution already in use in other PDS titles. See the FAQ below for more details.
Saves made with 1.11.12 are expected to be fully compatible with 1.11.13 and you can continue your previous game.
If you discover any bugs in patch 1.11.13, first check the known issues list, and if necessary please report them in the bug report forum as usual.
Nakama Crossplay FAQ
What is Nakama Crossplay?
Nakama is a network solution that is independent of the store you bought the game on (be it Steam or Microsoft Store) and allows you to play with your friends regardless of where they have the game.
Does it replace the current network layer?
Nakama does replace the current solution (PDX MP) on Microsoft Store, but on Steam it is an optional alternative you have to select when launching the game. By default the game will behave exactly like it did in the previous release on Steam.
How does Nakama compare to Steam MP?
First and foremost, Nakama allows you to play across game stores, something our current implementation of Steam MP is unable to do. Secondly, it does not rely on direct connection, meaning it makes it impossible for clients to know the real IP address of the host (and vice versa). This comes at the cost of some extra latency, so depending on where the players are located in given MP session you may experience higher ping than with Steam MP.
How do I enable Nakama MP?
Nakama is always enabled on Microsoft Store. On Steam, you will get prompted to select if you want to start with Steam MP or Nakama MP when launching the game. Starting with the first two options will start the game with Steam MP as usual.
Once in the game, you can tell which version was used by looking at the bottom of the main menu. The letter (S) or (N) after the checksum tells you whether you are using (S)team or (N)akama.
Why does the game ask for a Paradox Account to play with Nakama?
The matchmaking service needs to be able to identify players across game stores, so we cannot effectively use your Steam or Microsoft Store ID. Instead, we rely on your Paradox Account user to be able to host, view and join other players games.
Patch 1.11.13 (d173) - FULL PATCH NOTES
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######## Patch 1.11.13 "Barbarossa" #########
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# Free Features and Important
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- Nakama MP is now available
Hello all!
I join you to once again talk about peace conferences. This time we have more info on our changes and features that I was not able to go into last time. Most of these are coming as part of By Blood Alone.
Previously I talked about mostly the structure of the new Peace Conference system. If you have not read that Dev Diary, I recommend checking that out first. The short version is that we are reworking the old peace system into a new one that features simultaneous and blind turns, all conferences actions being contestable, and limited points to use in the conference.
Before we cover new stuff I also want to address some changes to the jargon we introduced last time. We considered changing demands to bids to fit with the new system. The previous dev diary talked at length about bids. We are instead now referring to all of these as demands.
Now for some new stuff! Firstly, I would like to show off our nearly complete UI with a comparison to the old UI.
Nearly Finished PC UI
Old PC UI
In the new system we have expanded the Demands portion to the entire left of the UI while moving all relevant information about victors or beneficiary nations to the right. Part of this was to make the menu more presentable, but another part of this was to handle what is now a more complex system of demands.
As part of By Blood Alone, we are adding five new types of demands to the peace conference. Four of these are a new type of Additional Demand which I will go into shortly. The other new demand is Take Navy. This will allow participants in the conference to use their participation points to demand enemy capitol ships as they would a single state. This means that players requesting the same ship will result in a contested claim. When the conference finishes, screen ships will be divided up amongst those who claimed capital ships based upon the ratio of capital ship industrial cost claimed. We attempted to find solutions to allow more precise claiming of non-capital ships, but were unable to arrive at a satisfactory interaction flow or a good way to fit it into the larger peace conference system.
Naval Demands being issued for the mighty Scharnhorst
As mentioned previously, we now have Additional Demands These options all require an underlying demand of puppet or change government to have been applied to a state first. Secondary demands can be applied over the top of a normal demand during the same turn or any subsequent turn.
The first secondary demand we have is Demilitirized Zone. this prevents the target nation from placing troops in the selected state. This is a pretty classic part of many historical peace conferences and serves as a way of keeping troops off of borders.
DMZ option
The next two secondary demands are both economic. These are Resource Rights and War Reparations. To make resolving contested demands fit into our system, both of these demands target single states. Resource Rights gives access to the resources in a state. War Reparations gives control of local civilian factories in a state. Both of these last for a period of time the length of which is still TBD.
Resource Rights and War Reprations options
Our final new demand, coming with BBA, is Dismantle Military Industry. This will remove military factories from the targeted state. This can be used to tear down a heavily militarized states mic and help slow down re-militarization postwar.
Dismantle Miltiary Option
Thats all we have for today and I thank you for stopping by. Next week, we will be talking about modding. Stay tuned! o7
Greetings all!
Welcome back to todays feature dev diary on a series of interconnected subsystems being added to the game in By Blood Alone.
One of the major points in my first roadmap dev diary was that I felt quite strongly about the inclusion of further roleplay and immersive elements in Hearts of Iron. What Ill be showing off today is intended to fulfill a small part of this bullet point.
Those of you with keen memories will recall an early teaser I posted here. Some of you guessed correctly, and in BBA, weve introduced a dynamic system for naming battleplans. For many major nations, battleplan names can be provided through a list of locations, resulting in a historical series of operation tags which will be applied when plans are created:
Of course, the war does not always proceed historically, and battleplan names can also be generated from several component lists for instances where a historical variant cannot be found. These name lists are fully moddable, and can be unique to countries. In some cases (ie; Soviet Union) a different naming convention can be utilized to represent the somewhat uninventive approach to naming operations that was used in reality:
Naturally, in the spirit of roleplaying, these operation names can be modified in-game, and you can replace the text with whatever operation name you desire. This will apply to any sub-orders derived from the initial drawn line:
If unset, naval landing and paradrop orders will have a unique pattern to remain unique.
This system however, goes further than a simple naming convention, and ties into another addition being made to BBA.
[previewyoutube=zCQzBSLyEnQ;full][/previewyoutube] PDXCON returns to Stockholm this September! Meet the devs, join a massive board game session, attend Paradox games orchestra & play our games!
Hello, and welcome back to another Dev Diary for the upcoming By Blood Alone DLC and accompanying Patch 1.12! The team has returned from the summer vacation, and we are now back fixing bugs and tweaking the balancing of the new features and focus trees.
Today, we are taking a look at the Plane Designer. As always, any number value that you are going to see in this DD is subject to change.
The Plane Designer became a subject of discussion, both inside the team and in the community, almost as soon as we announced that No Step Back would feature a Tank Designer. We felt that it would mesh well with the rework of the Italian focus tree, not least because the Italian aviation industry was very well developed and produced some of the best combat airplanes of the war - hampered mostly, as Italy so often was, by lacking production capacity.
We also felt that a Plane Designer would help plug some gaps in the lineup of available aircraft. Over the years, many players have commented on the fact that many nations modified their fighters to also be able to carry bombs, or their tactical bombers to also carry torpedoes. One of the big goals of the Plane Designer was to allow for these types of multi-role aircraft.
At the same time, we didnt want to make these multi-role planes too powerful. Instead, a plane design optimized for a single mission should still be more effective than a multi-role plane. Where multi-role planes offer flexibility, optimized designs offer top performance, if you can afford them.
The basics of the Plane Designer are probably not a surprise for anyone who is familiar with the Ship or Tank Designers. The base is called an airframe, which roughly corresponds to the hulls and the chassis of the ship and tank designers. The Airframes have a number of module slots, where you can put the modules that give the final design its actual stats. There are three different size classes of airframes: Small, Medium, and Large. Small planes also come in a carrier-capable variant of the airframe.
The types of module slots in the Plane Designer are slightly different from the Tank Designer. There are effectively only three types of slots: Engines, Weapons, and Special modules.
Engine modules are perhaps the most straightforward of them. Unlike tanks, where this slot dictates what type of engine the tank uses and a separate stat determines what its speed is, engine modules in the plane designer determine the number and power of the engines mounted on the aircraft. These engine modules produce a new stat called Thrust, while all other modules have another new stat called Weight. These two stats are effectively the limiting factor of what and how many modules you can put on the plane. A design is only legal if Weight does not exceed Thrust (some people might point out that the only planes with a Thrust/Weight ratio of 1 or better in reality are modern, high-performance fighter jets, but these people will be summarily ignored).
Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.
One thing to note here is that jet engines (and rocket engines, for that matter) are part of these engine slots, which means that they are available for all types of planes. This, by necessity, means that Jet Fighters and other jet-powered airplanes are no longer their own unit type - they are now simply fighters with jet engines. Jet fighters will therefore reinforce regular fighter wings, and also that you can now effectively make jet carrier planes, jet CAS, jet heavy fighters etc.with the plane designer.
Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.
Weapon modules are also fairly self-explanatory. But beyond providing offensive stats like Air Attack, weapon modules fulfill two other major functions. The first is that the weapons define what type of plane a design ends up being. For this the designer has a Primary Weapon Slot. The module in this slot defines the role of the final design, i.e. Fighter, CAS, Naval Bomber etc.
This is relevant because the weapon modules also unlock what missions a design has available. That means that the strict separation of mission by type of aircraft will be gone. You can now create fighters that can provide ground support, or Strategic Bombers that can do naval strikes, depending on the modules you put on the plane. There are, of course, some restrictions - strat bombers can never mount the modules necessary to unlock air superiority missions, for example.
We still wanted to give you an easy way to classify your designs on a high level and it also makes it a lot easier to tell the AI what a design actually is and how it should be used. Without accounting for doctrines, there are no stat differences between, say, a fighter that has a set of 4 Heavy MGs in the Primary Weapon Slot and bombs in a secondary weapon slot, and a CAS that has the bombs in the primary weapon slot and the MGs in the secondary slot - but one goes into Fighter Airwings and the other goes into CAS Airwings.
CAS planes have a large variety of weapons available to them to attack ground targets.
There is a full list of weapons, the missions they unlock, and what they classify a plane as if mounted in the primary weapon slot, below (stats omitted because balancing is still ongoing):
While some of these weapons are unlocked in the (reworked) Air Tech Tree, some of them are also found outside of it, in a similar manner as the tank weapons are found in various trees. I will note that the total number of techs in the Air tech tree has actually decreased.
A view of the Air Tech tree. It has a total of 28 techs, compared to the old trees 38 techs.
One notable aspect is that a lot of these modules provide different stats only for specific missions. For true multi-role planes to make sense, we wanted to make sure that building a design with a mixed set of missions didnt make the plane useless in some of them. Hanging bombs off a plane should make it less agile and slower, but a fighter that was able to do CAS missions shouldnt be useless in air superiority missions. Thus, the weight and agility penalties only apply to the fighter if it is actually on a CAS mission, not if it is on an air superiority mission.
Modifiers only apply to certain missions. Here, the bombs the Stuka carries make it less agile, but the dive brakes give it better air defense
Finally, we have the so-called Special module slots. These are effectively a catch-all term of various different items, a list of which you can find below:
Armor Plate: Increased Air Defense, reduced range
Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
Drop Tanks: increased range (small airframes only)
Extra Fuel Tanks: increased range, reduced air defense
Dive Brakes: increased air defense, increased naval strike hit chance
Radio Navigation I: reduced night penalty, increased strat attack
Radio Navigation II: reduced night penalty, increased strat attack
Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
Air/Air Radar: reduced night penalty when on intercept mission
Air/Air Radar II: reduced night penalty when on intercept mission
Floatplane: increased naval spotting (small airframes only)
Flying Boat: increased naval spotting (medium+large airframes)
LMG Defensive Turret: increased Air attack, reduced agility
2x LMG Defensive Turret: increased Air attack, reduced agility
HMG Defense Turret: increased Air attack, reduced agility
2x HMG Defense Turret: increased Air attack, reduced agility
Cannon Defense Turret: increased Air attack, reduced agility
2x Cannon Defense Turret: increased Air attack, reduced agility
Recon Camera: unlocks recon mission (LaR only)
Demining Coil: unlocks demining mission (MtG only)
Bomb sights I: increased strat attack
Bomb Sights II: increased strat attack
Non-Strategic Materials: reduced Aluminum cost, reduced air defense
Special Modules are primarily intended to help optimize planes for various missions or give them different niches.
The eagle-eyed amongst you have already spotted that planes now have a surface and sub detection stat. Up until now, planes that were active in a sea zone always provided a flat bonus to the spotting speed of any navies active in the seazone. This will now change, with planes having dedicated spotting stats that determine how well they do with helping the navies spot. There are modules, like the Air-Ground Radar and the Flying Boat hull, which give bonuses to naval spotting.
Vanilla planes have those stats already baked in, with some being better than others - carrier planes are better than their land-based counterparts, naval bombers are better than fighters etc.
To further support this, we are adding two more things: Maritime Patrol Planes as a dedicated unit type and a special Naval Patrol mission for planes with the right modules.
Maritime Patrol Planes are built on the Large Airframe, giving them exceptional range. They are able to mount the whole array of naval bomber weapons, but naval strike is really not intended to be their primary role. Maritime Patrol Planes are meant to help with spotting raiders in the deep ocean, where smaller planes with shorter ranges struggle to provide much mission efficiency.
You can run naval patrol missions with many different types of planes.
Finally, lets talk a bit about art! While we already have a large amount of historical art for various plane types, we also wanted to give you more options to visually distinguish your designs, even if it is just to find the plane design more easily in the production menu. For the tank designer, we split up the existing art and recombined it into various combinations to quickly generate a large number of assets. We realized early on that this wouldnt work for the plane designer. So instead, we decided to fill in some gaps in the existing art as well as add some art for a number of prototypes that flew but were historically passed over for mass-production.
Here is a partial list of new plane icons coming in BBA. Which ones your favorite?
We also decided that we wanted to add more 3d art. Much like the tank designer, you can select these assets when you design the plane. We are adding about 80 new 3d models for planes to the DLC, but more on that in the future!
Here is just a teaser of some of the new assets coming in the DLC:
That is about it for this week. We hope that you will enjoy playing with the Plane Designer as much as we enjoyed making it. To end this DevDiary on a personal note: The Plane Designer will be my final contribution to Hearts of Iron 4. After close to 6 years on the project, all the way from the early days on Together for Victory, the time has come for me to leave the company and move on to greener pastures. It has certainly been an eventful and productive couple of years, and there are many things that I am very proud of (and a few that I regret - like adding Austria-Hungary as a joke and then finding out that people love monarchism). Working on the Hearts of Iron series has always been a dream for me, since the day I launched Hearts of Iron 1, almost 20 years ago now. Few people can say that they had an impact on a piece of entertainment that has had a similar impact on themselves. But the thing I am most proud of is the team we have built. Hearts of Iron is in very good hands, and there are years of content still to be released. Im looking forward to it - but, once again, as a player.
Weird designs that QA came up with:
This single plane outguns an entire tank platoon, unfortunately it cant ever turn:
And then we restricted the number of bomb bays you can have on a plane:
6 engines, 8 cannons, 4 cannons in turrets, and a production cost 50% higher than a strategic bomber. Needless to say, this combo is no longer possible:
When you look at the Spitfire Mark Is armament and wonder: but what ifmore guns?
PDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign!
Watch our developers as they play through a customized game of Crusader Kings, Europa Universalis, Hearts of Iron, and Stellaris and follow laws passed by our Community-led Senate. Following the great tradition laid down last year for PDXCON, there may be familiar faces, returning arch-rivals, and maybe some new friends!
Hey, AveeBee here. This is my first time writing a development diary for you all, having only joined the Hearts of Iron team earlier this year. However, Id just like to say that its a great honor to get to do this having been a fan of the series for literally decades at this point, (yeah, look it up, Hearts of Iron I came out in 2002, crazy right?) Im really excited to be contributing to this awesome game. With that out of the way, let's once again dive into Ethiopia!
As explained in the last Ethiopian dev diary, Ethiopia starts in a dire situation with the Italian invasion of the country well under way and any hope of winning the war rapidly diminishing. Haile Selassie historically left the country to rally support through the League of Nations for stopping Italys illegal invasion. But Haile Selassie wasnt the only one in Ethiopia with ideas on how to end the war
Lets wind back the clock to early 1936, before Selassie leaves the nation for Geneva. In such desperate times, there are rumblings of discontent with the emperors handling of the conflict. Among the regional aristocrats, there is talk of reaching out to the Italians and switching sides in the hopes of maintaining hereditary titles. Meanwhile, the troops grow ever more disgruntled with officers leading them into defeat after defeat, knowing well that they were only given their ranks by birth right. Behind enemy lines, the fierce anti-fascist Black Lions begin to wonder if their successes and sacrifices are having any impact on the war as the Italians continue to push deeper and deeper into the heart of Ethiopia.
With so many disgruntled factions, the slightest nudge can drastically alter the structure of the empire.
Join Game Director Peter Nicholson, UX Designer Peter Johannesson and Game Developers Robert Dotson & Bradley Faithfull-Wright as they detail the coming developments with the avalanche update that accompanies the By Blood Alone expansion. In this video they will cover the changes to Peace Conferences and Naval Combat as well as discuss the reworks to the Air systems. Click Here to watch the Features Highlights #1 Wishlist By Blood Alone today: https://pdxint.at/ByBloodAloneSteam --------------------------------- Follow us on social media: Twitter - https://pdxint.at/HOITwitter Facebook - https://pdxint.at/HOIFB IG - https://pdxint.at/HOIIG Discord - https://pdxint.at/HOIDiscord Forum - https://pdxint.at/HOIForum --------------------------------- Paradox on YouTube: --------------------------------- ParadoxInteractive - http://youtube.com/ParadoxInteractive Trailers, Feature Breakdowns, Dev Diaries, and more. Paradox Grand Strategy - http://youtube.com/ParadoxGrandStrategy Gameplay of our Grand Strategy Games. CK3, EU4 and HOI4.
The year is 1944, the future (If you live in 1936), you may find yourself in the middle of a war against France, as the Alpine Confederation, with a beautiful flag, the sound of gunfire off in the distance
You may find yourself behind the wheel of a large army, composed of regular troops, marching through mountains and plains. You may tell yourself, This is not my Guisan, this is not my neutral and democratic Switzerland. And you may ask yourself, how did I get here?
Hey there, its Carlo again, to update you on the alt-history paths of the Swiss Focus Tree! Now lets go back a bit. To the present, 1936. It all started with the focus Swiss Guiding Principles, which triggered an event for you to proclaim the overall direction of the Balance of Power for the rest of the game. Should Switzerland continue with their policy of devolved power to the Cantons? Or is the current world situation too tense to go business as usual? Picking any will not block you from going one way or the other in the BoP, but it will certainly help getting to where you want to be more easily.
By keeping the balance of power in the Cantons for enough time, you are able to complete some focuses in the historical path, giving you bonuses to militias and recruitable population, and allowing you to build up a large militia army. You might think its not worth the time considering you want to go alt-history, but youll see the reasoning later.
A bit afterwards you can go down the Federal Police Intelligence Department focus, which unlocks a series of focuses that give you bonuses for managing resistance in occupied states (And your own states if they are occupied, just in case), and more importantly, a military sub-branch, to develop your war capabilities further. This sub-branch is shared with the fascist path, but you dont need to go fascist to access it.
Then Allied Gold, GotthardBund and where things really start to diverge; Press for Vorarlberg.
Remember the last Switzerland Dev Diary where I stopped to give historical context? Well this is one of those. In 1919 the very rural Austrian region of Vorarlberg held a referendum to decide if they would join the Swiss Confederation, and the vote actually went towards uniting with Switzerland. Unfortunately for them, neither Austria or Switzerland wanted this to happen. Austria because, well, governments tend to prefer to keep their territory and Switzerland because, among other reasons (Including World War I), they already had a majority of their population speaking German, so they didnt want to increase that gap further. In a Switzerland that seeks to defend their democracy by projecting power and growing in military might, this is not as important, so Vorarlberg is the first stepping stone on their quest to expand.
When you complete that focus, an ultimatum is sent to Austria (Or Germany if you let the days go by), demanding that they hand over Vorarlberg, or else. Hopefully it doesnt get to the or else, and if thats the case, congratulations, youre the proud owner of Switzerlands newest canton!
After this youre confronted with another fork in the road. You can go the fully autocratic way, and Pre-empt Anschluss, allowing you to annex the rest of Austria; or you can go slightly more democratic, with The New Eidgenossenschaft. They both allow Switzerland to expand. With the Preempt Anschluss path, youll be able to core all of the alps, finally becoming the Alpine Empire of your dreams, and if thats not enough for you and youre ready for a real challenge, you can bring the fight to Germany, Italy and France, in the name of Democracy and peace of course. After all, how dare these psychos keep fighting amongst themselves for centuries, someone ought to bring a stop to that.
Now its not all fun and empires on this side of Vorarlberg, when you go for The New Eidgenossenschaft you find a more civilized form of conquest, with Expand the Federation. Itll unlock decisions to spread democracy in your [strike]future cantons[/strike] neighboring states, and claim them afterwards. If their current owner decides to let you take them peacefully will depend on your military might and how many other states of theirs youve influenced. Unfortunately, this time, France wasnt very keen on you bringing democracy to Rhone, so thats how you find yourself with no other choice than to declare war on them.
Before going further lets briefly talk about the military branch they share. The focus Switzerland on the Offense, right under GotthardBund, will surely come in handy: Its one of the focuses that allows Switzerland to train regular troops, edit templates, and notably, itll turn all the militias into regular troops, including all their upgrades. Suddenly, your citizens become full time soldiers, just doing their part
This is why it can be beneficial to beef up your militias before going fully alt-history, you can train cheap troops, with a template you upgrade without spending Army XP, with a large manpower pool that comes with no downsides most of the time, and then they can become regular infantry. Its mutually exclusive with The Neutral Entente focus, which allows you to invite other Neutral and Non-Aligned countries to your faction. Under those two, you get to upgrade your military and even prepare Switzerland for a real navy!
After Expand the Confederation and completing some very necessary military focuses, you go Empower the Council, putting the Balance of Power squarely on the council, and getting rid of the Cantons vs Council struggle, this gives you more War Support, Political Power among other things.
Now that the council has consolidated power, its time to use it and make the president of the council the true leader of the Swiss government, granting some bonuses but more importantly, making the president of the Council Switzerlands Country Leader forever! (These portraits are not ready so not showing it yet)
You can continue your war as you are, in either the Eidgenossenschaft or Anschluss branch, but theres a man thats not happy with where Switzerland is at the moment, and thats our guy Henri Guisan. As far as I can tell he was not that much of a radical democrat, after all he was a professional soldier, and those tend to favor rigid hierarchies, but despite that he was also a Swiss patriot who praised the Swiss tradition of Armed Neutrality and Independence, so he would definitely not be happy with a Swiss-led empire, regardless of name. This is why on this timeline, you can nudge him towards a coup, and with his popularity both in the Military and civilian populations, resistance to him is very limited. Of course, as much as he is committed to traditional Swiss values, he is a soldier, and he will finish the fight with his military bonuses as a Country Leader and General, like a Cincinnatus once in a lifetime kind of thing.
And thats how we got where we are. The rest is up to you; you can take the war to other countries, or simply finish the war and then complete the focus Return to the Old Switzerland which allows Switzerland to neutrality and democracy. Same as it ever was.
Before giving you a taste of the other alt-history paths, I think its important to take a look at the full focus tree (Please note its a work in progress and a lot can change. Also, still waiting on some icons, as you can see).
Now thats not the only alt-history path for Switzerland. You also have the option of taking a stance to help the Allies win their war against the fascist powers of Europe. After you complete Closer Democratic Ties you have 3 different ways of joining the war as an ally:
First one is through Join France, which makes Switzerland into a French Puppet and later, into the Second Helvetic Republic, a successor of the Napoleonic Republic I was talking about in the olden days of the first Swiss Dev Diary. The advantage of this path is that Alpine Aspirations allows you to core some alpine states, handy for the peace conference at the end of the war.
The middle one, Join the Allies, as it says in the name, allows you to join the United Kingdom as an ally. Its a relatively pain-free way of joining the war, but it also doesnt offer additional rewards.
The last one is through the Secret Pact with the Allies focus. You get to this one from a different part of the tree, by completing some focuses on the Buero Ha branch and three focuses directed at supporting the Allies espionage efforts: Support Allied Espionage unlocks a decision that allows Switzerland to give itself and their secret ally (In most cases the leader of the biggest democratic faction) a timed National Spirit with bonuses for espionage. Expand Spy Network gives Switzerland an extra Operative Slot, and increased Intel Network Gain. Share Spy Network unlocks a decision to send an event to your secret ally, and they can choose to get either a Swiss-German, Swiss-Italian or Swiss-French operative, the best part is that you get one too! Then in Secret Pact with the Allies itself, you unlock a decision to support your secret ally, giving them a percentage of your military and civilian production in exchange for Command Power, Army, Air and Navy experience.
After that you still have more to unlock, and eventually you can choose when to complete Jump into Action and join the war at the most opportune moment.
All of these paths have a shared industrial and military branch to get you ready, ending on Weapons of Democracy. Aaaand these are the Democratic-ish paths for Switzerland! Hope you at least enjoyed reading about them.
The left-side paths are the ones I thought plausible for Switzerland keeping their democracy (At least for a little bit) while still joining the war. Theyre about Switzerland using its past and tradition to justify joining the war, either against fascism, or as a preemptive defense. While Switzerland in this period did have a fascist movement, it was always very small and on the fringes, for example, there was only one member of parliament elected under a Fascist party; Robert Tobler. This small minority quickly faded once it was obvious to them where it would lead, and especially so after Anschluss. This is why the right side of the focus mountain is not as much a story of Swiss Fascism rising to take over the government, but a scenario where Switzerland sees the power of Fascism rising in Europe and is slowly coerced into reluctantly joining it.
The start of the fascist side is populated by focuses about events that actually happened, but often did not end up going further, or were historically rejected. Purchase German Planes, Ban the Swiss Communist Party, Withdraw from the League Of Nations, Limited Censorship of the Press, The National Front, and The Petition of the 200 are based on real events, policies or organizations in Switzerland at the time that ended up not affecting the Democratic system of Switzerland enough to topple it, but because this is a fascist path, in this timeline they will have repercussions, and will tighten the grip of fascism over Switzerland.
Unlike the alt-democratic branch, this ones not as focused on espionage, but instead, focuses on becoming closer to Germany and developing the military industry. After Abandon Neutrality, which does exactly what you think it does, you have a choice between 2 leaders: Robert Tobler and Rolf Henne.
They were both leaders of The National Front at different points, and while they were both Fascists, they diverged in key ways. Rolf Henne was closer to the German Nazi party and more openly wanted for Switzerland to join Germany, while Robert Todler wanted Switzerland to have its own form of fascism, achieved by working with the government and slowly changing it, without burning down the house. Despite this, they were both directly or indirectly supported by the German Reich.
Toblers path will lead to a slower and more stable transition to fascism, until you centralize Switzerland and join the Nazis. Hennes path on the other hand allows you to become a German Puppet almost immediately, but with the advantage that you can ask Germany for territory, including Vorarlberg and Austria, and if youre lucky enough, the alps in France and Italy.
Both of them have access to the Professionalize Militias focus, which is another one of those that convert your militias into professional soldiers, very handy for the conquest of Europe. Besides this, theres a military branch that is shared with the Federal Police Intelligence Department branch, which allows you on one side to mechanize your army, and in the other to improve special forces, planes and ultimately, give you Mountaineer Paratroopers, which give Swiss paratroopers bonuses in mountains.
Lastly, theres an elephant in the Dev Diary I would like to address. Many countries in Hearts of Iron feature civil wars when they change political parties, and thats a very cool mechanic because it allows you to have a combat snack before the main course. In Switzerland, thats not the case, when the government changes, it does so progressively but peacefully. The main reasons are:
[olist]
Buongiorno! And welcome to not only my first post here on the forums, but also to Italys Alternative History Dev Diary! I know that a lot of you folks out there have been looking forward to Italys re-work, and I bet that a bunch of you have already read Mano de Zombis absolutely gigantic Dev Diary for Italys Historical path. (If you havent, it might be worthwhile to do so before continuing here, since he explains new features that will pop up here too.) Well, today its time to look at what could have been if only history had turned out slightly (or sometimes wildly) different. And please remember that all of this is still very much a work in progress; a lot of things might and will change from here until we release in- oooops, no spoilers ;) Due to Steam post limitations and the length of this diary, we can only host the publication on our own forums. To read the article, Click here
MAJOR DISCLAIMER - This dev diary is written before the majority of art has been delivered, so it features a lot of placeholder graphics - you have to imagine really cool focus icons, and a lot of characters with hats that are beyond fabulous, for example
But we have some cool art coming!
Work in progress image of Ethiopian Irregular Infantry
So, I was asked to write a dev diary about the development of a focus tree and related stuff for Ethiopia. Mainly because I was the one asked to do Ethiopia in the first place*, I guess. It would probably have felt weird to do a dev diary on something else then
Anyway, Ethiopia. I wanted to make playing Ethiopia a somewhat different experience than the average game of HoI. It has to be, right? For one, Ethiopia starts at war, which puts some constraints on the design. Also, it is a war that they historically lost. After the initial invasion in October 35 they more or less managed to push the Italians back to their starting positions in what became known as the christmas offensive, but by the time we are entering the scene the Italians were preparing to once again go on the offensive. And historically this time Ethiopia didnt stand a chance. However, in 1942 Ethiopian units such as the Gideon force and the Arbegnoch were fighting alongside the Allies to retake their country. So the design had to feature that as well.
But enough of that - lets take a look at Ethiopia and what we did with it for the DLC:
Hey everyone! You probably dont know me, but Im Carlo, the Content Designer in charge of Switzerland for BBA. Im very excited to present to you all, the Swiss Focus Tree, our first circular focus tree, allowing Switzerland to go back and forth between the Make Fondue and Stay Neutral focuses. Through the power of Fondue and Chill, plus all that Nazi gold, Switzerland will prevail over its rivals by completely staying out of the war in absolute comfort and safety.
[Record Scratch Sound] If thats how you imagine Swiss life during World War II, I got news for you buddy, that is far from how it went.
Yes, Switzerland is not a country most people associate with World War II games, but that doesnt mean it doesnt have a place in HoI, and in this Dev Diary I hope to bring you to my side of the Alps and show you how interesting and unique Switzerland can be in Hearts of Iron IV.
First, its always a good idea to have a bit of historical context. Switzerland was founded in the late Middle Ages and from the start, it was a loose confederation of small territories near the alps (3 at this point). They pledged to help each other militarily and economically. This oath, or Eidgenossenschaft as its lovingly abbreviated, kept growing while always maintaining a decentralized government centered on the cantons, and with a strong military reputation (Despite their current neutrality). Then Napoleon forced Switzerland into a centralized Helvetic Republic, which didnt last long. Swiss Neutrality was established after the fall of Napoleon and of this Helvetic Republic, and then finally, in 1848 they became the Switzerland we know and love after adopting the 1848 Constitution following a short revolution (Revolutions were all the rage that year).
So whats the Switzerland we know and love? A country with 4 different populations living as one in a period of rising ethno-nationalism. The oldest continuous democracy in Europe, second in the world only to the United States, and arguably, the most direct democracy in our times, and even more so in the 1930s. Each canton and the confederation itself decide most of their laws through referendums and a limited representative body. If youve ever wondered why the Country Leader of Switzerland is a building, thats not because it gained sentience, but because there is no Swiss President/Dictator/Regent as other countries have; The Swiss confederation is led by the bi-cameral Federal Assembly and a Federal Council of 7, with a mostly ceremonial First among equals Presidential role; only the whole Federal Council can act as the Head of State, not a single member.
Switzerland in 1936 is a country gripped by the fear of war breaking out. Thanks to Germany going through Belgium during The Great War, they know that their status as a neutral country is not sacred, and when their two biggest neighbors, the Third Reich and France inevitably clash, theres a real possibility one of them will stomp through Switzerland to avoid the other's defenses. How to avoid this, while keeping Swiss Democracy alive, and being ready in case it actually happens are the main pillars of playing Historical Switzerland in Hearts of Iron IV.
So what does the Swiss Focus Tree look like? Well like this:
Because this ones more of a focus mountain than a focus tree, you always start at the peak, with the center being the historical path, and the sides the two planned alt-history branches, but it always starts with the Swiss Guiding Principles focus. This will initiate the Balance of Power system for Switzerland and trigger an event where you can choose the general direction Switzerland will take. Lets stop to talk a bit about the Swiss version of the Balance of power:
If you dont know what the Balance of power is, make sure to read Mano de Zombis amazing and gargantuan Dev Diary.
Switzerlands path through the Hearts of Iron period will depend heavily on where the power lays. Is the power mostly on the cantons? That means it will go the way it went historically, with local citizen militias and limited council power, which made it hard for the country to ally with a foreign power, but at the same time, prevented a central government from being intimidated into capitulation. If instead, the Balance of Power is in the council, youll be locked out of part of the Historical Path in the middle, but when the BoP closes a door, it opens a window into the two alt-history paths. Thats a topic for my next dev diary though.
Each side and segment has its advantages too, the more cantonal power, the cheaper assigning advisors will be, and moving it to the council will grant you War Support. Some of the decisions in the other systems will depend on it, and others will affect it, so keeping an eye on it will be vital to your survival.
Now lets keep going down the slope. These two focuses will kickstart the rearmament of Switzerland, giving you a National Spirit that will be helpful for you no matter which path you choose and can be upgraded later.
Switzerland had committed to defending their country both physically and spiritually in 1935; we saw the beginning on the physical part with the rearmament focuses, and now its time to recommit to the spiritual bit. This will unlock the Spirit of Helvetia National Spirit, in its passive mode.
As you progress through the Historical path, it will change to a defensive stance, an aggressive stance if you go alt-history or it might just stay in the passive stance. Each one also has an at war variation, and different modifiers for the six of them.
This is fine
In case youre wondering who this Helvetia person is, I must take you back to the Helvetic History Hole(tm): Back in Roman Empire times, a tribe called the Helvetii lived in what we now know as the Swiss Plateau, so people since have used the adjective helvetic to define confederations, republics and organizations in and around this area, specially after Napoleon created the Helvetic Republic''. Due to the multilingual nature of Switzerland, its official name in Latin is Confoederatio Helvetica (Yes, thats where the font name comes from) and its internet domain is .CH. From this root, in the 17th century Helvetia is popularized, the personification of Switzerland and the Swiss people, featured in coins, statues, stamps and World War II Grand Strategy games. Thats who Helvetia is.
Ok, so far, I havent given you much of a chance to deviate from history, and thats because up to this point, this is a nation very committed to Democracy, Neutrality and Grassroots Defense, and even the alt-history paths will stem from the desire to keep these. Here is where the slope starts to open up:
Historically, Switzerland fortified their borders with its three biggest neighbors, and the three countries it shares languages with, and with good reason, they all wanted to walk through Switzerland towards their enemy, and thought their shared language would serve as an excuse to annex it, or a possible door to friendly relations and taking them from neutrals to allies. Naturally though, fortifying against a country can be seen as suspicious, and thats why this triggers the start of a very important system: Absolute Neutrality.
As a small neutral nation, you want to keep a balance between all countries around you so none of them feel like youre favoring one over the other, otherwise, they could use it as a way to argue that youve broken your neutrality, and prompt them to invade. This system keeps track of your biggest neighbors opinion of you, and allows you to appease them or antagonize them; most actions will have repercussions to the other countries' perception of you. If one of the countries considers you in grave violation of your neutrality, and has a very negative opinion of you, itll trigger a timer, at the end of which theyll get a wargoal against you and likely invade Switzerland, so you better scramble and do anything in your power to calm them, or its game over.
This system is pretty flexible and can keep track of up to 4 majors around Switzerland, and even adjusts if one or more are in a faction. Also, many focuses will have negative and positive effects on this system, and others will require you to reach a certain opinion of them before starting them, so its integrated into how you play as Switzerland.
After Ban the Swiss Nazi Party (Which does what it says on the tin, plus some negative opinion modifiers), we have the Armed Neutrality branch. This is the central defensive branch of the Swiss tree, and unlocks another system we need to talk about: The Swiss Citizen Militias.
Going back to the Helvetic History Hole now. Because of Switzerlands political system, theres no centralized government powerful enough to conscript a large standing army, but on account of where Switzerland is located, it needs to have the ability to defend itself, or at least deter other countries from invading. This is why historically, the Swiss Army relied on training their population and giving them the required equipment to keep at home, so when needed, they would take up arms and form local militias. This means that they could have up to 20% of their population ready to be deployed in as quickly as 24 hours to stand up to any invaders. This is why Historical Switzerlands military needed its own system.
Switzerland will start with a unique Recruitment Law giving it 10% recruitable population, and no negative effects, thats because the enlisted population is still participating in the economy. The downside is that you cannot train regular troops, only some mountaineers, to represent their small professional army, whose purpose was holding out for 24 hours until the civilian militias were ready.
To make up the bulk of the army, you can train Militias (Italys DD also explains this new battalion type). There is a cap to how many divisions you can train, its a locked template and on top of that, the Dormant Citizen Militias National Spirit makes them very weak, but thats ok, you can deal with these issues by earning, and spending Military Readiness.
You can find this system in the Decisions panel, and it lets you use Political Power, Command Power and other resources to gain Military Readiness, and then you can spend it to improve the Militias Template, increase the amount you can train, expand the Military Readiness cap, even increase your military production; but most importantly deploying your Citizen Militias, which removes Dormant Citizen Militia and adds Active Citizen Militia, allowing them to perform at their true level, but giving your economy some penalties, which grow the longer you keep them active.
Back to the Focus tree, under Armed Neutrality youll find three branches; The Promote Guisan Branch, the Frontier Defense Plan Branch and a shared one in between. The Frontier Defense Plan was Switzerlands old strategy of fortifying the borders, and not giving any ground to the enemy, so this sub-branch focuses on improving divisions, and fortifying the borders. Historically, this plan was abandoned when Guisan was promoted to General and Commander-In-Chief.
Another of the many quirks of the Swiss military and political systems, is that their military ranks only go up to Corps Commander, and there can only be a single General (Who also acts as Commander-In-Chief) when the country is at risk of, or at war. Only 4 people have been assigned this role, and the last was our guy Henri Guisan in 1939, who brought the strategy the Promote Henri Guisan sub-branch focuses on. Broadly speaking, the Rduit National approach consisted in letting the enemy advance through the Swiss Plateau and systematically retreat the armed forces to well fortyfied and supplied forts along the alps. Once there, they could maintain their extremely favorable positions and wreak havoc on the enemy, stuck on the exposed Swiss Plateau. The expectation was not necessarily to liberate the rest of the country, but to make it clear taking Switzerland wouldnt be easy, and thus deterring any invaders. This is why this sub-branch focuses on making it easier for you to hold out in the mountains for as long as possible, and even adds the Gotthard Pass victory point, which becomes the capital once Bern is lost.
Ok, thats the Armed Neutrality branch done, now on to the rest!
Switzerlands neutrality and proximity to the conflict made it a prime stage for espionage, for both the Allies and Axis, so of course, the Swiss government also needed to keep up with it, often collaborating with the Allies, and, sometimes unknowingly, with the Soviet Union through the Lucy Spy ring. On the historical part of this focus tree, you have two ways of getting a free Intelligence Agency:
Federal Police Intelligence establishes the agency of the same name, an extension of the existing Federal Police, and gives you a National Spirit with a bonus to counter intelligence, and opens the door SpAb to further counteract foreign intelligence efforts, and other fun militaristic alt-history stuff I wont talk about today.
On the other side we have Buero Ha, which focuses on building spy networks in other countries and opens up a bunch of defensive, cultural and resistance oriented focuses. Ha History Hole: The Swiss government couldnt risk other countries finding out they were gathering intelligence on them, so to keep it under wraps and have a measure of deniability, they established a covert pseudo-independent intelligence office; Hans Hausamanns Bro Ha (The Ha part comes from his name). It was an office in a hotel in Teufen with a couple of desks, and they gathered and reported on intelligence from different sources, including the Lucy Spy Ring, which deserves its own historical rabbit hole but not today.
And that, in very broad strokes, is the Swiss Focus Tree, but theres still some important things to talk about.
Ive babbled on about Switzerlands unique political system in real life, but now its time to explain how its being represented in HoI4: Switzerland will start with 3 assigned political advisors, and these represent the leading Federal Councilors (Out of the 7 on the real council), plus a President of the Confederation. Each advisor has one of the new traits unique to Switzerland, most of which correspond to the advisors role and/or political position during the period. Each year, starting from 1937, youll get an event prompting you to elect a new president from your active advisors, this advisor will be removed, and retired forever, but for the next year youll get a powerful decision based on the trait they had when they were advisors. After that you better assign a new advisor quickly, or youll suffer the consequences of an empty seat. In total there will be at least 25 Political Advisors to choose from with at least 10 different traits, that I hope will make for an engaging and unique system, and a key to the Alternate paths through its interactions with the Balance of Power. More about that on my next Dev Diary.
At this point youve probably noticed that the map has changed a bit in and around the Alps, let me explain what weve done: The most important change is that we reshuffled the states in Switzerland, it now has five states: The Swiss Plateau, Western Swiss Alps, Eastern Swiss Alps, Ticino and Jura Mountains (Fun fact, this is where the term Jurassic comes from), theres also some new Victory Points. On top of that, Austria did get something after all, Voralberg, a new state I might talk about in the next Dev Diary.
The other change you mightve noticed is that a lot of the provinces along the alps now have impassable borders, helping represent how much of an obstacle the alps were in moving troops and attacking (Unless you happen to have elephants), and showcasing one of Switzerlands bargaining chips during this period: the Saint Gotthard Pass. This route was vital as a fast passage between Germany and Italy, and the possibility of its destruction was a major deterrent against Invasion. HoI4s Switzerland now has 2 out of the 3 connections through the alps, making it a more tempting prize for anyone playing one of its neighbors; German command even considered invading Switzerland as a way of retreating from Italy in the late stages of the war.
And thats about it. If these 2800+ words didnt at least pique your interest in the Swiss Focus tree, well We do have one extra card up our sleeve:
Switzerland will feature the first dog in a Focus Icon, also featured as a National Spirit: Brandy the St Bernard. The focus Spirit of Saint Bernard will give bonuses for Field Hospitals, slightly ahistorical, but worth it.
Hope this Dev Diary helped you understand all the ways the real Switzerland was and continues to be fascinating, and how it serves as a great base for unique gameplay for Hearts of Iron IV, or at the very least provided some mild entertainment and a nice dog picture.
And if you wont have to wait too long for another super interesting country, because next week, its Ethiopia time! A country that has always been pivotal to World War II, now gets to have its moment to shine in Hearts of Iron IV.
Join the forum discussion here!
Formazione Generali! The wait is over. In this gigante developer diary we explore the majority of the Italy focus tree! Of course, well save some secrets for later down the line. Due to Steam post limitations and the length of this diary, we can only host the publication on our own forums. To read the article, Click here
Hello there, C0RAX here. Welcome aboard to my dev corner, in this thread I'll be going over the core introduction of the planned changes to naval gameplay.
Hey Everyone! I am back this week to talk to you a bit about some changes we are making to air management and combat. The first thing I want to get out of the way is that this is not a Man the Guns style rework of combat and management systems. Our focus on air changes have mostly revolved around quality of life and balance changes to existing systems, while largely maintaining the structures people are familiar with (with a couple of exceptions). So, let's get into it!
Starting off with a QoL change I am very happy about: Simplified Wing Deployment. Anyone who has experience with managing air wings probably has some complaints about how deploying wings works. The live system requires three clicks in the best case (four if you include choosing a base) to deploy a single wing into an empty airbase. In the worst case this requires more clicks and doing some math for creating a large wing that can later be divided evenly. Now, we are adding quick deploy buttons to the air base UI to allow deployment of a wing in a single click. We are also keeping the old deployment menu for more advanced deployment options. Also, in this menu, we have simplified the flow for deploying single and multiple wings at once.
WIP UI design of simplified wing deployment tools. Note the art style here is not indicative of a change in art direction for our UI. In the first image we see the setup that can be done to select fast deploy options from any air base.
In the second Image we see the newer version of quick deploy within the advanced deployment menu. You now have a set of filters to only show planes of a specific type, and you can now set the reinforce preference on all of the wings you are about to deploy, or individual ones.
One of the most visible changes to air management, and hopefully a big quality of life improvement for most people, is the addition of Air Groups. The first thing I want to say is this is not Army Groups or Fleets. For now, and the foreseeable future, we are not adding Air Marshals or any sort of mechanical impact to using Air Groups. Air Groups are an organizational structure and nothing more. What it will do is enable the grouping and selection of multiple air wings across multiple locations bases for easier management. These groups will be displayed when in the air map mode so that you do not have to hunt down your wings on the map when you want to interact with them.
A very much WIP view of our current air groups
Of the changes we are making, one of the most notable is moving to standardized/fixed wing sizes. This change comes with a loss of flexibility in some situations and makes managing smaller numbers of airplanes a bit more complicated. However, I think that real air combat in HoI4 is measured in thousands of airplanes and not dozens. We are currently looking at 100 sized wings for most aircraft, with size 10 wings for a few specific equipment types(scout plans, CV planes, ect). This allows us to streamline wing deployment and some other management stuff such as not having AI take up weird percentages of air bases. It also makes balance easier and fixes a few exploit cases. This may take some getting used to but I feel it improves the overall experience of managing large numbers of aircraft.
The final change I want to discuss today is an addition to the combat system. We are adding a new mechanic for intercepting planes in regions enroute to their target. In most cases, engaging planes in their target region will still be most effective. But in others, such as when range is a factor, the region being crossed has a bunch of engagement and spotting bonuses, and in a few other cases leaning into combat in an intermediary region can be a good idea.
Beyond these more concrete changes we are doing a balance pass on existing air combat mechanics. A lot of this is still too WIP to discuss, but I would like to highlight one of our objectives which is decoupling agility and speed with more impact given to speed in later air superiority fighter designs, but more on that at a later date.
As always, I wish you all the best and don't hesitate to tell us how these changes make you feel. Until next time o7
Hello there, the time has come to do a fun dive into what you've been playing the game as a community. So over this diary we are going to look into some of the trends and statistics we seen from our telemetry and see how we use it to gain insights in current player trends when working on HOI4. The wonderful data team have been working to get us all the information we wanted and I hope you enjoy seeing some of their great work. As a forward point, as with any data collection we do not store any personal information or anything that can used to identify players in accordance with GDPR.
So first of we will start with something fun, can you guess what this graph is telling us.
If you guessed this was us spotting the continuous naval production focus exploit being discovered you get a gold star, although it seems some of you are still very much into using the focus.
With telemetry we can work to understand our players by seeing how you play and this lets us form an experience players will enjoy. we see this in many ways, for example we can see by player difficulty settings players really shy away from the harder difficulties.
We can also see how players are reacting to new content, here we can see the soviet union and Poland grow and maintain solid new highs in terms of sessions played. Germany still remains you favourite major to play, and for those of you that like playing minors the PRC seems to be the country to go for.
Now lets get into some more specific game related data, player play behaviours are something that always interesting to know. You might think you know what most players are doing from discussions on various discussion platforms, streams and videos, however what's even better is knowing for sure what the meta and average player does.
For example many people really need to check their infantry equipment stockpile late game
Seriously players really enjoy making infantry equipment 3
Alright that's allot of graphs, and we know graphs are not how we get views, so lets take tried and trusted top 5's for spin.
We will start with rapid fire round of nukes so.
Top 5 target nations:
################################################################ ######## Patch 1.11.5 "Barbarossa" ######### ################################################################ ################################## # AI ################################## - Majors will now send volunteers to the Spanish Civil War even without La Resistance - AI will no longer consider enemy lakes to be dangerous - AI has learned the definition of insanity and will now try to avoid attacking in same place if previous invasion failed - AI will be more careful with their attacks if they start running out of manpower - AI now assigns free aces to valid existing wings instead of only when creating new wings - AI is now significantly less likely to release collaboration governments unless they have narrative reasons to do so ################################## # UI ################################## - Supply map mode allows normal interactions with naval unit counters and doesn't hide fleet windows - Fixed ship stats details pages not showing correct supply usage - Fixed UI elements highlighting spurriously when tech template would unlock equipment which isn't included in current DLC profile - Fixed Army and Navy view windows opening on top of each other - Fixed shift+k shortcut for training air/navy - Decision map icons with CP costs no longer overlap unreadably - Fixed rail upgrade buttons sometimes not being generated. Buttons now line up with rails connecting to naval bases. - Fixed Railway Gun supply icon never showing up and being in the wrong place when it did - Fixed naval unit counters not showing low supply icon - Naval battle screen now correctly shows admiral portraits - Fixed operative map icons not getting frame mask applied - Updated equipment conversion and ship refitting tooltips to use accurate language and include the relevant values and modifiers. - Hold units command now applies to all selected units when mixed armies are selected - Supply bottleneck tooltip should now include undersized ports ################################## # Database ################################## - The Race for Germany achievement will no longer fail if the player does not control Luxembourg at the time of German surrender (it's complicated) - Non-NSB tanks will now have their correct fuel usage again. It was fun while it lasted! - Brazil should no longer have access to non-NSB tanks with NSB active ################################## # Modding ################################## - Added on_capitualtion_immediate on_action. This will be executed at the very start of the capitulation process, where on_capitulation is played in the middle of the process, which can bias the triggers result. - Added multiplicative modifier equipment_conversion_ic_cost which reduces conversion IC cost for non-naval equipment edited with the equipment designer (i.e. tanks when NSB is active). - Game will now try to reconcile provinces declared as coastal without bordering a seazone (and vice versa). Check your error log! - Invalid buildings (like naval bases in landlocked provinces) in history setup will now be ignored and reported in error log. - Modifiers declared in advisor character entries should now properly apply and persist between saves - Made set_character_name also work for unit leaders - Fixed a CTD when going over the building state cap with off-map buildings ################################## # Balance ################################## - Blitzkrieg Theorist advisors now have increased base cost - Smooth talking charmer now reduces maintenance cost for improving relations. - Backroom Backstabber no longer grants political power factor, and instead grants subverseive activities cost; drift defence factor buffed to 0.25 - Compassionate Gentlemen now reduce resistance damage to garrisons in addition to monthly opinion gain - Ideological Crusader now grants party popularity stability modifier in addition to old effects - Armaments Organizer now increases supply hub construction -speed- by 10% - Balance changes for armor and varient units - Moved High velocity 2 to antitank_4 tech - Increase mot equipments to 36 for mot AT - Halved motorised breakthrough and armor - Reduced AT gun piercing - Added missing tungsten cost to mot rocket arty - Total rebalance of tanks - Tank weapons now based on turret weight class ################################## # Stability & Performance ################################## - Fixed player/ai list not being properly reset when going back to menu, triggering OOS on new games - Significantly improved game startup time ################################## # Graphics ################################## - Fixed naval fort model luminance problem ################################## # Bugfix ################################## - Fixed issue where Danzig could get stuck with negative modifier when Polish Danzig focuses were getting bypassed. - When loading a save from a lost ironman game, observer mode is loaded and ironman flag should be turned off. - Fixed script parser silently ignoring last line of a file if it didn't contain a newline - Fix positioning of the Expand Polish Intelligence branch when Man the Guns is not active. Without MtG the focus Expand Polish Intelligence will no longer require the player to complete the (MtG DLC-locked) parent focus Prepare for the Inevitable. - Added newline at the end of equipment bonus tooltip - Fixed George VI national spirit showing an advisor portrait instead of the regular national spirit portrait. - Hooked-in several NSB Baltic portraits for generals that were using generic ones. - Fix AI Queueing more railway upgrades than it intended - Fix allied task force local supply draw - fixed a reference to a missing German armor 3d model (this should not alter any 3d assets being displayed, just cleaned up the error log) - Fixed issue where Generals, Field Marshals and Admirals were not being transfered when annexing through Polish and Lithuanian monarchist events. - Made it less likely that The Soviet Union partitions Poland with Lithuania if Lithuania is AI, and even less likely if Poland is controlled by the player. - Spanish generals should again be able to properly pick a side when the Civil War starts - Fixed exploit which allowed circumvention of the building removal cooldown effective while at war. - Adapt assignable trait skilled_staffer so field marshals can also gain xp in that trait. - Air Supply now redistributes supply consumption to the hosting airbase. - Fixed bugs with multiple air supply missions having zero effect." - Soviet focuses will no longer grant tank designs if NSB is not active. - Soviet focuses requiring certain armor tech will now check for the appropriate tech based on NSB being active or not. - German focus Danubian Membership will no longer be bypassed if only one of the countries is gone, a subject, or allied to Germany. It requires all three countries to fulfill one of those conditions in order to get bypassed. - Fixed supply network sometimes reporting no connection when shortest path traveled through an enemy province - Added loc to an unlocalized Estonian country flag - Fixed continous focus exploit which allowed stacking modifiers - In civil war process, when copying unit leaders, use the clone function rather than recreating the unit leader from template (some unit leaders do not have template). Also use the character merge mecanism for those copies too if the revolter country receiving those copies already have the character. - Fixed crash caused by invalid naval invasion order - Railway guns should no longer be able to end up in a naval invasion - Fixed crash caused by invalid province templates in mods during trade route computation - Fixed CTD when playing tutorial videos or opening the ingame browser on DirectX 11 - Fixed Empire of Brazil being so much into Fascism - Fixed inconsistencies with Dutch Wilhelmina national spirit portrait. - Fixed logistics strike mission not taking plane number into account correctly - Soviet focus 'Committee in Exile' focus can now be bypassed if the Civil War is completed - Modifiers from propaganda campaigns are now properly cleared when Soviet Union capitulates. - Emilio Mola will no longer be retired after completing the focus The National-Syndicalist State, he will just drop his country leader roles but will keep his advisor and unit leader roles. - Swapped Soviet armored cars I and II in the tech tree. - Communist support threshold to complete Estonian focus Break the Silence has been increased to be less than 5% (instead of less than 1%) - Fixed several character issues with Spanish Falangists in the focus tree. Emilio Mola and Primo de Rivera should be properly handled now and will no longer be literally killed in order to allow the other to take over as country leader. - Capital supply connection graph will now prioritize shorter sea routes - Supply network now considers convoy availability and tries to prioritize throughput over unconditionally avoiding naval connections - Naval Supply routes now respect blocked region flags. - Fixed Patagonian lake being considered some sort of flooded plain aberration and prevented players from building nuclear reactors on it. - Fixed an issue that made it impossible for players to progress down the Vichy focus tree because a Petain imposter was in charge - German Air Innovations 2 now correctly reduces cost of air doctrines, rather than increasing research speed - Fixed some design company ideas not having bonuses shown on equipment stats page - Steal blueprints operation no longer gives access to locked out mutual exclude branches - Taskforces operating in a blocked naval region can draw supply from naval bases in that region - Characters no longer get traits for other classes of characters from national spirits - Supply Network (and tooltips) now correctly factor in building damage when considering throughput - Issuing a move command to a province the unit is already fighting in no longer resets combat - Non-NSB tanks once again have their correct reliability (80%) across the board - Fix rail construction partial progress not getting saved correctly - The Turkish investment decisions should now actually work - Fix British designers focus for baltics not giving correct air bonuses - Fix crash in any_navy_leader, all_navy_leader, any_army_leader, all_army_leader when there is no general/field marshal or no admiral in a country - Stalinist mission Behead the Snake should now properly kill Trotsky when the player is going opposition. - Changed the Polish Focus 'Request Autonomous Status' so it can be bypassed if Poland is more than autonomous than a reichsprotectorate or integrated puppet. - Fix so that Franco can use Nationalist Infantry Division names in 39 - Fix upgrade costs not being calculated consistently - Fixed issue where event for Poland dismissing Lithuania's claim to its throne is sent to the wrong country. - Fixed issue where Poland's Ignacy Moscicki would have the legacy portrait instead of using the new one from NSB. - Rocket interceptors pilots don't consider themselves too cool for school anymore - Toggling naval region access settings should no longer make captains panic when they reach a blocked zone and get stuck in place - Rumors of TODOs in Soviet Stalinist missions flavor texts turned out to be counter-revolutionary propaganda. There never was any TODOs. - Fix carrier based fighters sometimes not contributing to combat - Fixed CTD when renaming a railway gun variant.
################################################################ ######## Patch 1.11.4 "Barbarossa" ######### ################################################################ ################################## # Balance ################################## - Reduced compliance gain bonuses in advisor and country leader traits from 0.1 to 0.05. Kamenev will now provide 0.02 compliance bonus as advisor, and 0.05 as country leader. - Reduced weekly stability bonus and replaced weekly war support bonus by a flat one in Stalin's traits. - Slightly reduced weekly War Support and PP gain on Stalinist campaign. Reduced XP gain and Breakthrough bonus on For the Motherland campaign. - Army and Navy Spirit cost adjusted down to 20/35/50 from 25/50/75. Air spirits now all cost 50 air experience. - Naval bases now cost 5000 IC (from 3000), and incur an extra cost of 1000 per additional level. - Air Supply mission fuel costs increased by 50% - Increases hub Max Motorization cost to 80 trucks, from 50 - Democratic government type now confers a bonus of -25% political advisor cost. Several national spirits have been slightly tweaked down to accomodate the possibility of stacking this bonus. - Several historically Allied countries now start with a small amount of Command Power in 1936 (ENG, USA, FRA, HOL) - Relief of Command Army Spirit (democratic only) now reduces Military Advisor PP cost by 50% from 75%, but increases army experience gain factor by 25% - Reduced Dozer Blade entrenchment bonus to 1, from 2 - Several Italian military advisors have had their traits upgraded, pp cost increased, and cp allocation decreased. This change will only be applied to new saves. - Revert " Democratic government type now confers a bonus of -25% political advisor cost. Several national spirits have been slightly tweaked down to accomodate the possibility of stacking this bonus." - Reduced Unternehmen Barbarossa modifier to 10% attack bonus from 15% - Air supply now grants 0.2 supply per plane at 100% mission efficiency, from 1.2 - RK Ostland now releases on controlled territory, not just owned territory. - AA gun 3 now medium weapon, Tanks are now a bit slower, heavys/sh are now more expensive - Removed base equpment conversion modifier, removed conversion modifier from dispersed industry, increased conversion tech time - Modernize Industry national focus (shared baltics) now grants 4 civilian factories, from 5 - Arms Industry National Focus (baltic shared) now grants 4 military factories, from 6 - Arm The Nation national focus (baltic shared) now grants 3 military factories, from 5 - Attract Workers to Capital national focus (baltic shared) now grants 2 civilian factories, from 3 - Defense of our Nation national focus (baltic shared) now grants an additional 10% civilian factory construction speed - reduced CAS ground attack by 2 (approx 20% at tier 1, down to 10% at top tier) - Tank gun techs have moved dates, added SA bonus for SPG - Balance changes to consumer goods bonuses/penalties in the Soviet industrial branch: CG penalty from starting Second Five Year Plan spirit reduced from +10% to +5%. CG bonuses provided by Reorganize the PC of Heavy Industry and Fourth Five Year Plan reduced from -3% to -2%. CG bonus provided by Transformation of Nature reduced from -5% to -3%. - Support tank variants now get -0.95 breakthrough - Increase HA/SA of mutliple tank guns, reduced costs for medium modules, slight increase in medium base speeds - Tank Destroyer brigades are now 2 width (down from 3) - Updated templates for new TD combat width - Removed AA gun component breakthrough modifiers since it is now handled by the battalion - Heavy Tank Destroyer brigades now correctly reduce Breakthrough instead of increasing it - Lowered ground attack values for CAS by 2 points ################################## # Stability & Performance ################################## - Fixed a modder CTD related to scripted mapmodes when accessing intel interfaces - Fixed a corner case where AI defensive line generation would slow the game down to a crawl - Fixed OOS caused by bombing buildings with railway guns present - Assigning railway guns to armies will no longer induce a sudden drop in gamespeed performance - Fixed clients sometimes crashing to desktop when host shutdowns in MP games - Fixed 2 different OOS caused by joining/hosting an MP game after doing another playthrough - Fixed CTD when loading mods with messed up adjacency errors ################################## # UI ################################## - Manually marking equipment variants as non-obsolete updates the alerts - Fix hourly UI update Breaking transitions between officer corps windows - Capital star icon updates when province changes controller - Fix orders group UI not reflecting the motorization state of units after loading a save - Some minor changes to low supply icons and alerts - When selecting the role for a tank design, the stat modifiers of the associated battalion type are now displayed in the role tooltip. A breakdown of battalion, doctrine and tech modifiers for each stat are also displayed in the stats table tooltips. ################################## # AI ################################## - Fix AI rail upgrade issuing redundant upgrade commands - RWG slightly afraid of provinces under attack - Soviet Union will now aim to build a decent civilian factory base before switching to other priorities - Railway guns should now have better positioning - Removed obsolete Soviet AI strategies. Old AI strategy to antagonize Finland is now enabled by the appropriate focus. - stop ENG from build too many civs - fixed templates for ENG to prevent issues with tank design templates - bump ai build prio on disconnected supply nodes - Field strength training threshold also factors in divisions in training. This prevents AI fro stacking up a huge list of divisions that are all out of equipment. - Fix various bugs with how AI checked manpower for exiled divisions in training - Updated German templates to correctly use motorized - Soviet should now not get stuck in a spiral of decision spending when they desperately needs manpower laws - USA should no longer fail to produce a usable infantry template - usa should now prioritize getting a m. tank design working faster - soviet should now avoid justifying on targets where it can push its ultimatum - AI is more conservative about implementing no_garrison law if resistance target will raise too much - Impassable provinces will no longer be seen as land connections by the AI military strategists - Japan slightly less keen to squash China while at war with USA - Fixed template target widths for sov and ger AT divs, reduce ger at div to 1 line AT gun ################################## # Modding ################################## - Can now use decision as target for pp_spend_priority strategy to block spending completely on decisions - Documentation has been updated to reflect Barbarossa changes - Fix remove_ideas_with_trait so that it works with advisors too ################################## # Database ################################## - The Superior Warmachines focus in the Soviet tree is now available for players without NSB ################################## # Bugfix ################################## - Remove German claim on Katowice if Poland cedes Danzig as indicated in the Polish tooltip. - Make sure there is no duplicate of user name in player_countries in save file. This avoids any confusion when determining if the country is human or AI controlled. - The Japanese Torpedo Cruiser focus now displays the correct art when finished - Added missing trigger to the Sabotage Behind Enemy Line focus - Give Inter-War medium and heavy tank designs proper default names. - When a character is added to a country and they are already in the retired character list, remove them from this list. also when setting character in scope, keep the country as well. - Kurdish liberation unit spawned in Atlanta, should be Batman - Fix to make Japan less likely to turn the Russian Provisional Government Fascist after making it a puppet through the Request Imperial Protection focus - Allow field marshals to be assigned the advisor roles of generals - when copying characters, copy also the flags attached to them - Adjusted the changes in Party Popularity in the Portugese focus 'The Return of Duarte' so it matches the tooltip. - Fix is_dynamic_country trigger that was not calling the right function - Fixed incorrect image link in between the seas event - When portraits are invalid, pick a random portrait for live version (keep using placeholder for debug) - Replaced old tech speed bonus effect for doctrines in the generic focus Flexible Navy by the new doctrine cost reduction bonus effect. - Fixed CTD that would sometimes occur in multiplayer when viewing air combat in a region as another player hot joins the game. - AI less hesitant at reassigning divisions (fixes a bunch of bugs) - Estonia and Latvia no longer get negative national spirits from NSB when not using the DLC - Latvia now get the correct country leader when not using the No Step Back DLC - Subject states can now create some of the formables in the Soviet Union - Fixed wrong positioning of dynamic modifiers in the National Spirits tab when using the small version. - Added loc for two non-MTG naval techs that may be granted to Soviets in their focus tree. - Baltic focus Technology Sharing will no longer be bypassed to prevent Baltic countries to get stuck with 4 research slots. Baltic research sharing group will no longer be formed if it already exists. - Trotsky will now enjoy an up-to-date trait for his Army Chief role in Mexico. - Balance changes to Soviet national spirit Desperate Measures to prevent Soviets from insta-deploying divs while active (in combination with Mass Assault Doctrine) - Implemented alternative tooltip in Soviet focus National Academies of Sciences for non-Soviet Soviets. - Soviet generals with new portraits will now use the small version of their new portraits for their advisor roles. - Baltic shared designers no longer appear in their lists without No Step Back - When using auto design in the tank designer the resulting design will now always be valid. - The Polish national focus "Expand the University of Warsaw" will now properly count owned factories. - More stable AI behavior when a naval invasion fails - AI will no longer try invading provinces outside target area - Naval invasion arrow will point to the first targeted province instead of the last - Single-character purges will now use the character list tooltip implemented for larger purges, so that their roles, traits and level are shown in the purge event tooltip. - Remove preferred tactic if it becomes invalid - When designing tanks the AI will not install more modules of the same category than is allowed, which will help the US among others to field tanks. - Soviet focuses Improve the Stalin Line, Far East Fortification and Impregnable Forts will now require full control of at least one of the states in which forts will be built. Protect the White Sea-Baltic Canal focus requires full control of all the relevant states. - Removed obsolete Soviet Alternate plan. Fixed Left Opposition plans never being selected on random. - Manchukuo no longer becomes a Japanese Communist Puppet when the Japanese Civil War starts - Focuses should no longer cancel a few hours before the Soviet Civil War starts - Fixed tooltip in German focus Treaty with the USSR. Germany will now get armor tech bonus regardless of having researched basic medium tanks or not. - Korea now controls provinces when released after Japanese surrender to China. - AI no longer using trade to determine naval access - For characters and parties, do not store the translated name, store the loc keys instead. This avoids OOS when 2 players use different langages. - Zhang Xueling now has the correct portrait when promoted to advisor role - Fixed issue where Estonia couldn't start decisions for marching on Finland if Estonia started their fascist civil war while they were marching on an Estonian state. - For most tank designs the AI will no longer install multiple smoke launchers, secondary turret, or additional machine gun. - No more free Baltic trees after winning civil wars without NSB DLC - Fixed insta-win/lose the Soviet Civil War if DLC No Step Back is not active and both sides in the civil war are communist. - Fixed certain Soviet decisions with did not really cost the intended CP and PP - If a trait for unit leader is already assigned, then do not consider it assignable. This fixes the alert being displayed when the player cannot actually assign new traits. - British Malaya and Dutch East Indies now get the correct leaders from start - Lithuania can no longer get Poland into a Personal Union without Lithuania being fully independent. - Fixed the wrong Bulgarian deomcratic leader appearing with BftB - Fixed missing portrait for mexican advisors Othn P. Blanco Nez de Cceres and Antonio Crdenas Rodrguez - Danzig Decisions are now available without No Step Back - Mexico Characters Dionisio Encina, Valentn Campa and Jess Degollado Guzar now become party leaders when their respective events trigger. - Fixed missing Spanish political advisors and one chief of army when LaR was not active. - Fixed some decisions in Lithuania, Poland and Estonia where it was possible to start them without the required available civilian factories. - Fixed several mismatches in the Tutorial texts in Portuguese and Polish. - Beriya is not Stalin, therefore he can no longer access Stalin's Cult of Personality. - Fixed tooltip in Soviet focus Increase Aircraft Production. The player doesn't need to know about the weird stuff that is going on behind the scenes. - Fixed an issue where units could get stuck in exile - Italy now starts with the appropriate focuses completed in the 1939 bookmark. - Adding missing Loc for POL Danzig resistance modifier. - Changing the name of a State Modifier in SOV so it doesn't get the description from the decision with the same name and show an untranslated loc. - added missing detailed description for supply mapmode. - Trotsky can now be properly assassinated even when the player deactivates the News Events popup - Communist China will now respect their decision to accept the tribute increasement for at least 90 days. - Fixed monarchist decisions in Poland and Lithuania so they cannot make other countries into Personal Unions if they're puppets of another country. - Fixed wrong event being sent back to the Soviet Union resulting in Stalin refusing his own demands. - Spain will no longer conspire against their Soviet overlord after losing their War of Independence. - Adjusted the effect for the Sanation Right irritation so when it's meant to increase over 4 and it's AI Non-historical it just keeps the spirit but when it's the player, a civil war starts. - Changed the Dutch focus Wilhelminism so it bypasses when The Netherlands and Germany are in a faction and both have Non-Aligned Governments. - Changing Neutrality and Fascism drift of Lithuanian advisor from positive to negative to make it match the historical character. - Adjusting Soviet decision 'The Enemy is Treacherous' so it's not visible when the player doesn't have La Resistance. - Added missing focus to the Polish historical AI plan. Danzig or War will now remove POL-LIT guarantee - Adjusting the True Enemy event for the baltic countries so it places forts in the correct provinces. - Fixed Kazim Orbay's multiple problems. - Fixed issue where Lithuania can continue boosting monarchist support in Poland even after they have a king. Other adjustments to these decisions. - Changes to Romanian ideas so they transfer correctly when Poland triggers a civil war in Romania - Made Vapsid Marches in Estonia and Finland not visible after they're completed regardless of ideology. Also adjusted the balance of one of the Estonian marches - Fix of dlc and non-dlc portraits from WTT for MAN and CHI - The Montreux Convention event chain now allows and blocks the appropriate countries depending on the results of the events. - Fix civil war effect posing messages without updating country names - Fix various supply map/volunteer UI issues - Poland now starts with embargoed economy in 1939 as they haven't completed the focus to remove it yet - Fix replacing template companies costing double - Fix Government in Exile supply hubs not connecting to allied supply before they controled enough territory to be assigned a capital - Fix building conversion double counting slot consumption while being built - Made the Polish Decision Categories for dealing with the Peasant Strike, Sanation and Inviting Foreign Motors be available without No Step Back - Leadership of the Axis now remains with the German Reich when civil war starts - Fix AI not assigned requested units to naval invasion armies, which could leave them idle wherever they happened to be standing - Fixed the Wilhelmina idea so it has the correct portrait. - fixed an issue where French and Japanese Heavy tank chassis icons were in the wrong spot in the tech tree - Adjusted the Iron Wolf appeasement decisions in Lithuania so it's not as easy to get locked out of the rest of the branch. - Puppeted Russia can now take Pacify the Rim focus even if they have sold Vladivostok, making it possible to progress to the independence war focus. - Fix river supply connections sometimes getting absurd boosts to supply flow - a number of triggers were broken due to translated character names not registering correctly. These have been fixed. This should only affect non-English players (Russian in particular). - Removed condition from the Bring Old Trotskyists Back focus to stop players from sometimes getting locked out of the Permanent Revolution section of the Left Opposition focus tree. - Improved AI weights for Prospecting decisions. - Baltic AI will no longer reject Soviet ultimatum on historical due to a major country guaranteeing them. - Added missing Soviet focuses to 1939 Bookmark - Focuses and decisions will now work correctly when checking for a character that has a different name spelling in non-english - Volunteers will no longer be lost when returning - Russia can now properly form the Pan-slavic union - The AI will no longer cheat and try to use Military Spirits if No Step Back is not enabled - Fixed issue where exiled characters didn't return after a successful coup - Translate localization key for all character name, not just unit leaders - In the tank designer, the top/default entry in the model selection list is now the expected one for super heavy, modern and amphibious chassis. - The tank model displayed in the tech details view is now of the expected tech level. - Comintern is now dissolved when starting the Soviet civil war - Fix rare crash where logistics strike targetted consumer whose cached status was invalid - Fix PREV (etc) keyword when it references a character. - Super heavy and modern tank designs will now get a proper default icon when playing with NSB active. - Missing glyphs for Turkish and Latvian names are now back. Also fixed non-breaking spaces showing up as '?' in French and Russian translations. - Units in naval transfer will no longer trigger 'low supply' theater alert - Poland is no longer able to complete the April Constitution while being a puppet - Fallback lines now work correctly for volunteers - Yoshiko Kawashima uses correct picture when being a general when having the WTT dlc - Fixed several issues with Soviet and Russian national spirits in the Russian civil war, such as spirits being added to the wrong side, not providing the intended modifiers or being duplicated. - Fixed error spam about missing 3d assets for axis tanks - Fixed issues in Poland and the Baltics where they could annex or puppet a player's country without warning. - Fixed exploit by adding another exploit - Fixed create_country_leader where the created character would have a random name rather than the input one. - With NSB active, equipment conversion is now possible between any tank designs based on the same chassis. It's however not possible to convert tanks to self-propelled variants of a higher tech level as is possible with NSB inactive. - Vehicles like tanks will now be able to draw and refuel during the invasion step while landing - Fix calculation of num_units and num_battle_plans for unit leaders - Fix for focuses being locked for Romanov branch. - Added extra building slots to certain focuses providing factories or dockyards in the Polish, French and Soviet focus trees. - Fixed Georgios Kosmidis not becoming the fascist leader in the appropriate Greek event. - Controlling slovakia will now allow poland to bypass either of the Demand Slovakia focuses - Cag night fighting acronym now correctly capitalized - fix some allied supply issues - Empire of Brazil will no longer embrace fascism. - Democratic Germany focuses no longer invite foreign subjects to faction, causing subjects to lose subject status - Corgis are not people with a mustache and a tie. - Both Australian and New Zealand volunteers National Spirits will now reduce required world tension and required divisions to send volunteers. - Improved triggers for Iberian Summit decisions. - Fixed issue where Polish regent would be retired after capitulation. - Dynamic Modifiers and Weather modifiers now apply to CAS ground attack stats - Fixed news of an Anarchist uprising spreading, despite said uprising not having materialized. Anarchists should now no longer be all talk, no action. - Fixed research exploit - Corrected pre-SCW division counter values in the preparation phase, to properly reflect the reality of unit counts for each side once the SCW begins. - Fixed an OOS when starting a MP game after returning to menu from another game - Added back in the option to rename equipment variants of types lacking upgrades like Artillery and Convoys. - Seek a Defensive Pact with Allies News event no longer has Stalin in it if he is no longer the leader of the Soviet union - Naval spotting speed is no longer scaled by ... naval base repair speed(?), and spotting speed bonuses no longer increase the speed at which you lose a fleet - Fixed missing portraits in Baltics and Poland when playing without No Step Back enabled - The first tank design for each specialized role can now be modified instead of automatically being saved as a new design. - Improved AI weights in Lithuanian fascist characters (Voldemaras and Alantas) and added AI weights to Hungarian communist revolutionary (Laszlo Rajk) so that the AI prioritizes these characters when taking the relevant paths. - Fixed capitulation progress requirement for Poland's 'Prepare for the Inevitable' branch. - Soviet ultimatum decisions will no longer be available if the target country is someone else's subject. - Fixed issue where some focuses would not lead to war with the right country if there was more than one Soviet Union or Stalinist Soviet Union didn't exist. - Fixed issue where Polish Focus 'Demand Lithuania' wouldn't get bypassed when it should've - Fixed one cause of CTD on starting nudger with bad map setup (primarily the case in certain map mods) - Fixed scope where we use character scope only when needed, and country scope otherwise - Fixed long party name (short party name was displayed) - In civil war, when copying retired characters from target country to the revolter, skip characters that are actually active in the revolter country. Avoid having the character in a double state of active and retired at the same time, confusing most effects and triggers. - Austria, Belgium and Switzerland now have correct scripted start stability again - Fixed typo in focus Policy of Individual Security - Lev Trotsky now returns to Soviet Union when completing Return Democracy to the Party. - Fixed Placeholder loc in the tutorial in Polish and Portuguese. - Fixed Command Power tooltip losing the names of advisors affecting it when reloading a savegame - Fixed missing assets for german tanks DLC
Fixed - Armor 3D units from previous addons showing in the Tank Designer The expected models can now be selected for tank designs Game executable should be properly signed again [url=https://pdxint.at/3HSCUFz] READ IN FULL
An early look at our Patch Notes are available on our forums. Unfortunately, the notes are too large to fit onto steam in this format, an official patch notes post will accompany the release next week.
I will also take this opportunity to point out that as is normal for large updates, saved games from earlier versions will not be compatible with No Step Back. An opt-in rollback to the current live version will be provided when No Step Back and the Barbarossa update launch
Hello, and welcome back to another Dev Diary for Hearts of Iron 4. As we close in on wrapping up this major operation, code-named Barbarossa, before winter falls (the first snow fell in Stockholm this weekend, I am sure itll be fine), today we will talk about the new achievements that will be added with the release of No Step Back.
As far as the process is concerned, we usually have an open list of achievement suggestions during the whole DLC development cycle. Near the end of the cycle, we take a vote on what achievements we want to see in the game (after eliminating any that would be technically impossible) and start the process of implementing them and ordering art.
For No Step Back, we started with a list of 49 suggestions, and whittled it down to 20 Achievements:
At least they run on time!: As fascist Italy, have max level railways in all your core states
Not much fun in Stalingrad: As Germany, capitulate the Soviet Union without taking Stalingrad
No more Partitions: As Poland, be independent and ensure that both Germany and the USSR are either in your faction or dont exist
Habsburgs. Habsburgs everywhere: As Poland, install a Habsburg monarch and be in a faction with another Habsburg monarch.
The Pope? How many Divisions does he have?: As the USSR, take Rome.
This is going to be LIT: As Lithuania, hold the capitals of all of your neighbours
It has my name on it: As any Baltic State, conquer the entire shoreline of the Baltic Sea
This Achievement is Cheesy: As Latvia, form Ostland and occupy Vasterbotten. (n.b.: Vasterbotten is located in Lappland State)
Esti is Scandi: As Estonia, secure Scandinavia (n.b.: Every state in Scandinavia needs to be controlled by Estonia or a Subject of Estonia)
Not a step back!: As the Soviet Union never lose 1 core territory to anyone before 1945
one_step_forward.png
One Step Forward: As the Soviet Union, declare war on Poland and Germany before Germany attacks Poland.
The Soviet Onion: As the Soviet Union, have only puppets as neighbors
Crusader Kings III: As Poland, crown a Monarch and capture Jerusalem
The Romanovs laugh last: Restore the Romanovs to the throne and conquer Germany, Hungary, Austria, Czechoslovakia,Turkey, and Bulgaria.
We dont really like statistics: As the Soviet Union under Stalin, conquer Germany while suffering less than 1 million casualties total
Race for Germany: As the Soviet Union, capitulate Germany after the Fall of France but before the Allies control one German core state
Siberian Tiger: As Tannu Tuva, form Siberia
Just proper gander: As the Soviet Union, activate 30 propaganda campaigns before 1945.
Around Eurasia in 80 days: Have a railroad from Gibraltar to Singapore
Poland Peasant Revolution: As Poland, have the Peasants Strike overthrow the government.
That's all from us today! Next week, you will get the Patchnotes for 1.11 Barbarossa (unless we are thrown out of position by a sudden enemy counter-attack).
Hello everyone, it's your favourite (and only) tech lead, The French Paradox!
In this diary I'll tell you more about our tech, give some insights into the programmer's job, what we've been up to for the past year (and some change) and offer you a chance to ask any question you may have about tech.
Saying old platforms goodbye
First, with the upcoming 1.11 patch we will be retiring some old Linux and Mac platforms that aren't maintained by their own developers anymore.
This means that starting next update the minimum OS version to run HoI will be Ubuntu 18.04 (on Linux) and macOS 10.11 (El Capitan) on Mac.
There shouldn't be much to worry about though, as the previous versions are older than HoI itself at this point and our telemetry shows almost all of you have upgraded long ago.
For those on Windows who look anxiously at their aging Windows 7, keep calm and carry on, we have no plans to drop support for it (although as a friendly tech person I'd still suggest you consider upgrading ;)).
Why do we make those decisions you may wonder? Two reasons: one maintaining old tech comes with a cost that we would rather spend on improving the game for 99% of the users, and two sometimes it blocks the adoption of new tech that would make our programmers job easier and more efficient.
Without going too much into details, the general idea is that we can only use tech that is supported on all platforms, so basically we're only as modern as the oldest thing we support. If you take the case of Linux for example, the previous Ubuntu release was from 2016, meaning HoI could not use anything released since then (and probably a bit before, as Ubuntu LTS releases usually don't ship with the latest shiny goodies). Some time we can work our way around it, but not always.
Speaking of new tech...
Greetings, HoI fans.
I'm not much of a forum goer, so most of you probably never heard of me, but I am the Art Lead on Hearts of Iron 4.
Today I bring you a rather special Dev Diary. This was prepared for you all by our 2D artist on HoI4 and should give you a glimpse into the work that goes into each new loading screen. We hope that you will all find this to be an interesting and enjoyable read.
Without further ado, I now hand over to the artist.
From the womb of Mother Russia, Machines are born - But it is in the blood of the People the Union survives! Hearts of Iron IV: No Step Back will release November 23rd, 2021 Do your duty Comrades, And preorder now! https://pdxint.at/3be5rXn [previewyoutube=p26A0H3IoO4;leftthumb][/previewyoutube]
Hello, and welcome back to another Dev Diary for No Step back and 1.11 Barbarossa. Today we will be pulling back the veil a bit and show you how modders can affect and use the new features coming in 1.11.
For those of you who do not get unreasonably excited by hearing about new script commands and changes to databases, the long and short of it is this: We made some fundamental changes to the way the game handles some things, which will probably require your favorite mods to spend some time updating. On the flip side, those changes also allow for some exciting possibilities down the line. If you came here hoping for a release date, we must ask you for just a little more patience. We promise the announcement is very close - but not today.
Hi all, and welcome back to todays developer diary!
It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, were going to give you an overview of a core system that weve so far introduced in parts, and will include all of the changes weve made to that system over the course of development, since we first looked at it.
In addition to this, well also take a look at some changes coming to the AI in No Step Back, so if thats more your jam, feel free to skip to the end ;D
Greetings all!
Todays dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, Ill get ahead of the curve here and point out that there will be no diary next week - well be back the week after with more to see.
Hello there, C0RAX again.
Its time again to reveal some more secret information that was hinted at in the last dev diary. Specifically this week will be revolving around the final part of railways and trains. So without any more need for introduction here are our stars of the show today.
The railway guns.
So to start off I'll go through how you get a railway gun on the map because its a little different to normal land units. First of all you are going to want to research railway guns which comes after armored trains
Then you can find it in your production tab just like building normal equipment. But unlike other equipment you build, these production lines are limited to 5 factories and the railway gun won't be added to your stockpile.
Instead, once completed, your brand new railway gun will appear in your capital, in this way they are built similar to capital ships.
Moving your railway gun is limited to provinces with railways, and so to get to the front you must have a rail connection. Taking into account the rail conversion time when capturing territory is important as you will have to wait for the big guns to be able to help you out.
You can also attach railway guns to armies just like with planes and they will attempt to place themselves relative to the frontline. If you have several, they will be distributed where possible to support your army. There is also a quick select button on the army to select all railways guns attached to an army should you need to.
Finally, the last bit of control understanding is range. Railway guns have a range in which they can support and so from any one point are limited in which provinces they can support. This range is shown by hovering over the unit icon.
On to combat now, here we can see a combat with a supporting railway gun, we have added the useful icon on the combat progress indicator that there is a supporting bombardment. This new icon will also show if there is shore bombardment happening in the combat.
The combat effects of railway gun bombardment work just like shore bombardment, causing negative combat stat modifiers to those on the receiving end of the big guns. These modifiers affect both soft and hard attack as well as defence values. Notably, these effects do not stack - it becomes more important to spread out your railway artillery than to concentrate it.
Finally we need to talk about capture and damage, railway guns can be captured via encircling them and damaged by damaging the railway they are placed upon.
Now railway guns are the biggest guns by far used on land and so it's important that we have representations of those built by the major powers. So now we look at the unique guns for the major powers.
This is the german Schwerer Gustav model you will see when playing as the germans. It's perhaps the most famous railway gun and definitely the biggest and so had to have a part in this feature.
This is the BL 9.2inch railway gun, a relic of the first world war but these big guns were kept in service until 1945.
Following that we have the french Canon de 305 another veteran of the first world war.
Next up is the USAs 8-inch Mk. VI which remarkably first entered service as late as 1941!
Type 90 240 mm railway gun whose claim to fame is being destroyed by the retreating Japanese in the soviet invasion manchuria.
And finally the TM-3-12, three of these were made in 1938 and were used in the winter war against finland, unbelievably these where in service until 1999 (a whopping 61 years of service)
Finally here's a cool clip of the Schwerer Gustav firing in game.
Greetings, and welcome back for our last look at the supply system that ships with the Barbarossa update. As you all know, Im British, and in Britain the trains never run on time - I couldnt possibly break with this tradition, hence a completely intentional 10 minute delay on todays diary.
Thereve been a couple of changes since we last looked at this, so you may find Ill be reiterating a few aspects that weve already covered in previous diaries, albeit in some cases with a new twist.
Trains
As indicated in a previous diary, the logistics network that supplies your troops relies on the large-scale relocation of supply using trucks and trains.
Whereas trucks serve as an optional last-mile carrier for military supplies, trains make up the backbone of any logistics network that supplies an army which exceeds the local state supply available in its location.
The domestic production of trains is something that is unlocked via the technology tree. Many countries will start with the initial (civilian) train technology readily unlocked, however, there are several more options available to you as time progresses (more on this below!).
Your overall train need for the logistics network is derived from the overall supply usage of the nodes supplying your troops, and the distance factor that supply has to travel in order to reach them. In essence, the more troops you have drawing supply, the more trains you will need to keep supply running.
Needless to say, if fewer trains are provided than are required, supply output at point of demand will incur penalties proportional to the magnitude of the shortfall.
In one of our previous diaries, we alluded to a number of interactions that could be performed on supply nodes - one of these was a train priority setting. It transpired that this did not fit well with the underlying simulation, and weve removed this setting from nodes.
Logistics Strike
Of course, a freight-train loaded with supply makes a juicy target for the enemy. In NSB, CAS and bombers are able to perform the new logistics strike mission, which can put a severe strain on an enemys ability to supply their network - actively destroying trains and trucks, as well as damaging railways in the target area.
The strategic bombing air mission will also target rail and supply infrastructure, however the logistics strike mission is a much more effective way of neutralizing an enemys fighting capabilities while retaining important industrial infrastructure if you intend to occupy an area for any period of time.
Train Variants
As mentioned above, trains will be a researchable technology with several variants. Trains, unlike regular units, are not controllable - their movement and behaviour is entirely simulated based on the needs of your logistics flow. This said, there are several important statistical aspects to them.
To begin with, most of your network is likely to be populated by civilian trains. You can construct more of these by co-opting military factories. Further on in your campaign, you can unlock a variant of the civilian train with a significantly reduced construction cost.
To combat the strategic mission mentioned above, there is one (or..is it more?) further item in your toolbox for owners of the NSB expansion. Armored trains, while coming with a higher price tag, are much more resistant to destruction from air missions, and can act as an effective deterrent against logistics disruption.
Train enthusiasts (we have none of those here, right?) will note that the trains displayed above belong to the soviet union - there is indeed unique art as well as 3d models for several other major nations.
A highly camouflaged train in action.
Displayed trains are based on your stockpiled train equipment. This is the german armoured locomotive!
Thats all from me for today - Ill hand over here to @YaBoy_Bobby to go over some of the details on supply distribution at a hub level:
Hub to Province Supply Distribution
We have talked about how trains and rails feed the supply hubs, but not so much about how hubs feed divisions in the field. As hubs are fed from the capital province by a rail network, divisions are fed by hubs over land.
Every Hub has an overland range that gives it a collection of provinces that it touches. This range is constant, but the cost of moving over each province is impacted by things like weather, terrain, rivers, and infrastructure. Motorization decreases the penalty for crossing each province, thus increasing the number of provinces a hub will touch and potentially creating greater hub density and thus greater overall supply in an area.
As has been alluded to with the phrase hub density, a province may be touched by multiple hubs. When multiple hubs touch a province, a ratio is created to determine what percentage of the supply requested each hub is responsible for. Every hub that touches a province lessens the supply burden of other hubs also touching the province.
In the final step, Divisions draw supply from hubs, depending upon the relationship between their current province and the hubs that touch that province. When a hub does not have enough supply to meet demands, the lack of supply is distributed evenly across all divisions currently drawing from the hub.
In older DDs we talked about a penalty to the amount of supply delivered to a province based upon weather, terrain, and distance. Over the summer we decided to remove this penalty as we found it compounded in a hard to predict way that created bad supply and sometimes penalized having more hubs touching a province in a way that we did not like.
Greetings all, and welcome back for a slightly less content-focused dev diary than our latter soviet efforts. Today well be covering a couple of smaller additions to be added in NSB, some of which have been hinted at before, followed by a small announcement from project management.
Comrade Bratyn, you have been found guilty of counter-WW2 activity. You have been seen consorting with citizens and even figurehead ideologues of the Imperator team. Undeniable proof of work -by your hand- can be seen in publications by this group of dissidents made over the course of the past year. You do not fool us. We know Drikus is just another alias you use.
Your attempts at shirking your duties to the Team will not be tolerated. Discussion of the Classical Period is wholly unacceptable behaviour for a HoI4 citizen; publication of treasonous material is a crime far, far worse. You are hereby stripped of your rank and sentenced to the mines in HoI-beria. Perhaps a years hard labor working on good, proper WW2 material will enable you to see the errors of your ways, and rehabilitate you sufficiently to regain your previous liberties.
Comrade Bratyn, I will not welcome you back. You were foolish to think you could ever leave, in the first place.
Hello everyone, and welcome to the third (yes you read that right) dev diary on the Soviet Union focus tree! And yes, in the words of a famous hero who fought valiantly and sacrificed himself for the defense of Earth some 25 years ago: Hello boys! Im baaaaaaaaaack! Not to worry, though! Unlike Russel, Im not here to destroy the project by dealing catastrophic damage to the superweapon that is this very next DLC that were unleashing upon [strike]a collection of RVs near a remote and officially non-existing military base in Nevada [/strike]the world. That requires backbone, and were not allowed to have one of those here in HoI-beria.
It has already been explained in previous DDs that the sheer size of the Soviet tree has meant multiple CDs have been slaving away working proudly on it. This has been doubly the case for the non-Communist branches (which the eagle-eyed among you already noticed in last week's diary must lurk off to the side of the picture you were shown): the collection of CDs that have contributed to these have almost been as numerous and varied as have been the groups comprising the White Movement that inspired the branches... *Laughs nervously, glancing at his rooms locked door* While I initially was given some background features to toil away on, I eventually was drafted into this group of laborers-- *Glances at the silhouettes of guards visible through the window in the door, sweating this time and continuing in an excessively loud voice* ...Erhhh, I-I mean, I volunteered for this honorable task to contribute in some small way to the ever-increasing glory of the HoI4 Team, which has so graciously and mercifully deigned to allow me to prove my unceasing loyalty through my labor! *Sweats profusely* ...I, uh, am also proud to have volunteered as as spokesman for this assembled group of CDs, and tell you all about what weve been doing!
*Clears throat raspily* Very well, lets get started.
Hello comrades, and welcome back to another DevDiary for No Step Back. After Comrade @ManoDeZombi (as chairman of the People's Commitee for Focus Tree Production) introduced you to the historical and shared branches of the Soviet tree last week, today we will be talking about the Opposition against Stalin.
The opposition to Stalin during the 30s was diverse and divided. Thus I guess it is fitting that the work on the various paths for the Soviet Union has been divided between several CDs unlike normally, when one tree is designed by one CD. Thus the creation of the CD Soviet.
I got the honor of writing this diary, so I shall do my best at covering all the options available for the alternative communist branches.
It is also my first dev diary, as I am relatively new to the Content Design team at HoI. Hope you like it!
Please note though that at the moment of writing this dev diary, a lot of things are still being worked upon, and copy edits to be done, so there will be changes before release.
Even before Lenins death, there was a bitter power struggle within the party. Lenin introduced a ban on factionalism, which Stalin later used to defeat his opponents. But before that happened, several sub groups had formed behind outspoken leaders. Initially the strongest ones were Kamenev and Zinovyev and their so called New Opposition. Their main opponent, back in the early 20s, was Trotsky, leading what came to be known as the Left Opposition. On the other side of the spectrum was the Right Opposition, fronted by Bukharin. Of course, there were other groups as well - as the Workers opposition, and the Decemist faction, and nothing was stable for long as allegiances shifted.
Stalin, forming his own faction, aptly called the "center", and using his position as party secretary to his advantage, played the others against each other, gradually gaining total control of the communist party.
While all this was happening, the surviving leaders and generals of what had been the disunited white movement were plotting in Manchuria.
As communist you will have three main options. One is to stay with the center and keep Stalin as country leader. That option has already been covered, so lets move on.
The second option you have is a move to the left.
Added server visibility settings to Steam MP (Public, Private, Friends) Update MS as well to keep version parity.
! - Greetings comrades! And welcome to a new Hearts of Iron 4 Dev Diary! I hope that you are all having a great summer, and that you are prepared for a little reading, because today well be talking about the last country left to show for the upcoming expansion, a country that, in the direst of times, did take No Step Back.
As you all know, the Soviet Union is huge, and weve had to form our own Content Design Soviet to properly implement all the cool stuff we wanted to represent. So today Ill be talking about my main responsibility, which has been the historical and the common branches for what is one of the most interesting countries in HOI.
Id just like to mention a couple of things before we start:
First of all, yes, everything well be talking about today will be coming for free with the Barbarossa update, although some content might vary if you dont own some of the previous DLCs.
Secondly, our beloved Motherland is still WIP so you might see content, values or even art thats not final and is subject to change before release. You will also see a fair amount of debug decisions that we use in order to test the new systems.
And with that said, I suggest you make yourselves comfortable and ready for a long read, and lets get started!
This country entered World War I as the Russian Empire, but got out of it as Soviet Russia, having lost substantial territory in Eastern Europe as a result of the Treaty of Brest-Litovsk in 1918, where the Bolsheviks in Petrograd ceded control of Poland, Lithuania, Estonia, Latvia, Finland and other areas to the Central Powers.
Since the Allies did not recognize the Bolshevik government, no Soviet Russian representation attended the Peace Conference of 1919 at Versailles, where the former Russian territories previously ceded to Germany became independent states.
In December 1922, the Union of Soviet Socialist Republics was formed. The term soviet means council, and they emerged in the 1905 Revolution as groups or assemblies of Russian workers, soldiers and peasants, in opposition to the Tsar. These soviets disappeared after the (failed) revolution of 1905, but re-emerged under socialist leadership during the revolutions of 1917, which overthrew the Tsar.
Through the Soviets, the Bolsheviks, led by Vladimir Lenin, constituted the political structure of the new regime.
Following Lenins death in 1924, Iosif Stalin came to power and soon began to suppress all political opposition inside the Party, starting with Trotsky and his followers, but turning against many of those who supported him in his political struggle shortly after (such as Zinovyev or Bukharin), developing a climate of political paranoia and carrying out the Great Purge, with its massive arrests and extremely harsh repression to citizens, military and even party members.
But thats enough history for now, lets take a look at how the Soviet Union looks when you start the game in 1936.
As you can see, a few things have changed:
Initial War Support has been significantly reduced, aiming at making it a bit harder to get to War Economy super early on, something that the Soviet Union was not really ready to do in 1936.
Stalin has finally got a trait (and as youll see, this is not the only trait hell be getting).
There are far more starting National Spirits than before, we will take a look at them later, but the first two of them you might recognize: Home of the Revolution and Trotskyite Plot?
We also have a starting advisor, Genrikh Yagoda. He is one of three possible Heads of the NKVD, each one with different characteristics, that you will not be able to manually remove/replace until you get rid of the purges (during which, Yagoda might get purged and be replaced by Yezhov, who can in turn get purged and be replaced by Beriya, as happened historically).
The advisor roster has been greatly expanded, these are the advisors available to Stalin in the early stages (unless he goes too wild with the purges).
There is an even longer list of advisors available for the alt-history communists, most of them will be targeted during the purges, but those are for the next dev diary!
There have also been some changes to the Generals roster: You will now start the game with the five first Marshals of the Soviet Union. Kulik has been demoted to General (since he was made marshal only in 1940, after having lost 3 of the previous marshals in the purges), and there is a new cavalry-specialized general, Vitaly Primakov, available at game start, although a potential target in the purges (generic portraits mean WIP portraits!).
Last but not least, we have sent several Soviet generals on leave to a rejuvenation center, as some had portraits from long after the war. But as you can see, they have not yet returned from their trip (traveling up to 30 years back in time might take some... time, after all).
Okay, we are now finally ready to take a proper look at the new Soviet focus tree (well, except for the Alt-history branches, those are for the next week).
Kinda wide and populated, yes? Well, our main goal with this rework was to offer a more flavorful and historically-accurate experience, while presenting the player with an ample variety of options (both historical and not-so-historical-but-still-plausible) to go for in every different area, just as the largest country in the world deserves!
In terms of gameplay, there are lots of short focuses in this tree, however you will never be able to complete all the focuses in all branches (unless you play until very, very late in-game). You will have to choose your strategy and pick the focuses and branches that will be key for your success in the campaign.
Greetings all, and welcome to todays dev diary on the huge supply system update coming with the barbarossa update. Before we begin, Ill leave a heads up that this will be the last dev diary before we break for summer, so dont expect anything new until some time in August at the earliest.
Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.
The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.
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Hello there C0RAX, here!
For my first HoI dev diary, Im here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.
In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.
You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.
Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches.
Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly.
Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning.
With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps.
The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.
This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force.
The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.
Well that's all for this week comrades, see you at the front. C0RAX
Another Wednesday means time for another update! Today its time for a "bag of tricks" diary which means its an assortment of smaller features and improvements. Todays selection has several things you guys have asked for for a long time so I hope you will like it!
Just a very small hotfix to fix an issue with the 1.10.6 patch released earlier today, ################################################################ ######## Hotfix 1.10.7 "Collie" ######## ################################################################ ################################## # Bugfix ################################## - Bonuses to specific batallion types will apply correctly again
[previewyoutube=aosYJkNY21A;full][/previewyoutube] For five years, wargamers around the world have been challenged to outbuild and outfight historys most terrible war machines in Hearts of Iron IV, a grand strategy wargame from Paradox Development Studio. Millions of tanks and planes have been built as players fought through an infinite variety of alternate histories set against the backdrop of humanitys greatest struggle. In honor of the fifth anniversary of Hearts of Iron IV, Paradox has announced a new bundle that will give players even more style as they prove that they are the master of modern total war. The Hearts of Iron IV Anniversary Bundle Includes:
Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.
Hello, and welcome back to another DevDiary about content coming in the 1.11 Barbarossa patch and its accompanying DLC. As always, keep in mind that the things shown in this DevDiary are still under development, so the numbers and UI might change before release.
Ever since we revealed the ship designer in Man the Guns, people have been asking about a similar system for tanks. We did, however, want to improve a bit on the ship designer. In particular, we felt that the ship designer was encouraging too many generalist designs. Part of the problem is that ships have a very long lead time before they become available, so it is difficult to iterate on the designs in a timely fashion. When your ship takes two years to build, you cant really specialize it too much, because you cant always accurately predict the situation in two years.
Thankfully, tanks require a somewhat smaller investment (although our QA certainly has tried to make designs that rival ships in cost), so you see a new tank design in the frontlines much sooner than a new ship, allowing you to react to new situations much faster.
Another thing is that ships usually had trade-offs between different capabilities, in the sense that the space (or module slot) taken up by a torpedo launcher could also be taken up by an AA gun, making the ship better against one or the other type of enemy. But rarely did you want a ship that had no AA or no way to defend itself against surface targets, so you always wanted some AA and some ship attack.
Tanks, on the other hand, dont usually have trade-offs in the same way. You dont usually design a tank, wondering if you should put on another AA gun or a second gun against surface targets (unless, of course, you are German and it's 1944).
But Tanks still have trade-offs in their design, and we wanted to represent those. Traditionally, tank design revolves around three aspects: Mobility, Firepower, and Protection. A well-armored tank is slow, a fast tank cant carry a big gun, and a big gun requires a large tank, which is difficult to armor. During the war, different nations tried different approaches, and learned different lessons from their observations - it is no surprise that the last German tanks of the war were heavily-armored vehicles carrying massive guns, but the first post-war design was the comparatively lightly armored but well-armed and quite nimble Leopard 1.
So we wanted to make you think about these three aspects, and have it be a trade-off between them. However, in a grand strategy game, other aspects also matter more than in the typical comparison of tank designs - the best tank in the world is useless if it breaks down on the way to the battlefield (Panther fans take note), and it is even more useless if you cant afford it. So we wanted cost and reliability to also matter when designing a tank or armored vehicle.
In contrast to ships, we wanted to make you think more about specializing your designs to fill a certain niche, and optimize it towards a specific role. While you will probably still want to have a somewhat middle-of-the-road design for your main production medium tank (one might call it the Sherman), there is a place for more specialized designs as well.
As part of this approach, we will be making changes to the reliability system and the armor system. The details will be forthcoming in a future dev diary (together with other combat changes), but the broad strokes are that reliability will not just affect the rate of attrition, and that the armor system will become less binary. As part of these changes, we also decided to give mechanized equipment some upgrades, so that it can keep up with tanks.
Under the new system, reliability is meant to represent both the likelihood that a given piece of equipment breaks down as well as the likelihood that it suffers catastrophic damage when hit and the effort necessary to repair it. In effect, reliability also represents the carrying capacity of a given chassis, so you effectively have a reliability budget for every chassis to work with. The more armor you put on it, the bigger the weapon etc., the more reliability drops. Heavier or more advanced tank chassis generally have more reliability (over 100% on the base chassis in some cases).
But enough of the basics, lets talk about what you really want to know: Whats the Kampfwagenkanone Zweiundvierzig in game terms? Is the weird hybrid-electric drive of the Elefant represented? Do we get to set the exact angle of the front armor or just the thickness?
Much like ships, tanks are based on a hull (called a chassis) and a number of modules that define the actual stats of the final design. These modules act a little different from the way the ship designer works. While the main armament is fairly self-evident, other modules represent something like design features. These features are meant to be distinct enough that even someone who does not have an in-depth understanding of armor development during the war can at least understand that different armor types are good for different things.
Instead of scripting in a gigantic list of armor types with different thickness, armor is represented by a thickness and a production method: Riveted Armor is the cheapest kind, but also the weakest. Cast Armor is the strongest, but also the most expensive.
Welded Armor is a compromise between the two extremes, making it the most cost-efficient (arguments can be made either way between cast and welded armor since welding does require specialized equipment and training).
Armor thickness is changed through something much like the old, vanilla upgrade system, with up to 20 different levels. You start with being able to put up to 5 levels of armor (roughly equivalent to 50 mm of armor) on a tank, but research allows you to put more on. Higher levels of armor protection require more resources, such as steel and eventually chromium. There is no limit to the amount of armor you can put on a chassis as such - if you want to make a light tank with the armor protection of a Tiger, you can (its called a Panzer I Ausf. F). The amount of armor upgrades on the vehicle translates to an actual armor value based on the type of armor you have selected, so 5 levels of riveted armor are still weaker than 5 levels of cast armor - but much cheaper.
Engine types are also meant to be simple to understand. Gasoline Engines are faster than Diesels for the same weight, but Diesels are more reliable. Beyond that, Electric hybrid engines are a very situational pick. We originally intended for them to be a joke pick - costly, unreliable, fuel inefficient - but on some further reading, the rationale behind them was that they offered better mobility in broken terrain. In game, this is represented by a small bonus to breakthrough and defense. Finally, there are gas turbines, which are unlocked from jet engine research. They are the fastest engine option, but take up a lot of fuel. Like armor, engines also have an upgrade system where you can set the level of engine power (up to 20). It should be noted that the speed of most historical designs is going to be lower than the stated max speed of the vehicle they are based on. This is because we represent the operational speed of a vehicle, i.e. how far the vehicle can get in 24 hours - tanks dont drive around all day at maximum speed, they have to stop for refuelling, resting the crew, basic maintenance etc.
Turrets are split between different kinds and are meant to represent things like crew ergonomics. Early in the war, a lot of countries had tanks with one or two-man turrets, and one advantage the Germans had was having a commander who could direct the rest of the crew without also having to service the main gun. This is represented by bonuses to breakthrough with different turrets. A special type is the fixed superstructure. Main guns are differentiated by size (small, medium, large, super-heavy), which correspond roughly with the weight classes of tanks. Light tanks can only carry small weapons etc. - unless they have a fixed superstructure, which enables them to carry guns one size bigger, allowing you to mount a medium gun on a light tank chassis. Having a fixed superstructure also adds bonuses to defense while giving a penalty to breakthrough, making it a good option for vehicles meant to defend.
Suspensions affect mainly reliability and speed. The most basic kind is the Bogie suspension, which adds some reliability, while Christie suspension adds quite a bit of speed. Torsion Bar suspension adds more reliability than Bogies, but is more expensive. Interleaved Roadwheels - as seen on the later German tanks - add some breakthrough, but have reliability problems (the overlapping wheels add some protection and redundancy against fire coming from the side, but are difficult to repair and maintain). Light Chassis can also select wheeled and half-track suspensions, which make the vehicle itself quite a bit cheaper, but also drop reliability.
The main weapon has probably the biggest impact on the offensive stats of the vehicle. There are a lot of different options to choose from, but we have tried to give every weapon type its own niche, with realistic drawbacks and advantages, so for example the High-velocity tank guns (like the KwK 42 or the American 76mm) have worse soft attack but very good piercing and hard attack, while howitzers have very poor hard attack and piercing, but spectacular soft attack. This means that for example the early German tanks do struggle a bit against the French, which have pretty heavy armor (but suffer in other regards, mostly because of their one-man turrets).
As you can see, we made an effort to not have a giant tech tree this time. The tech tree for the new chassis is about the same size as the old armor tech tree, and the other modules are unlocked primarily through the artillery tab.
Finally, every chassis has 4 slots for Special Modules. These can include radios, which give bonuses to breakthrough and defense; secondary turrets for all your T-35 needs; smoke launchers; extra ammunition storage and wet ammo storage. Deciding whether or not a tank uses sloped armor also happens in this area. Perhaps most intriguing is the Amphibious Drive, which allows you to designate a design as an amphibious tank for the purpose of amphibious tank battalions (MtG owners only).
Designating designs for certain roles ensures that they are used in those subunits. Some roles require certain characteristics - for example, you cant have an AA tank that uses a fixed superstructure. But it is completely possible to make both the German tank destroyers with fixed superstructures and the American ones with turrets and have them go to tank destroyer units. The weight class of the chassis determines the weight class of the final design, so a design on the heavy chassis that is designated as a tank destroyer is treated as a heavy tank destroyer. This also means we can represent vehicles that changed roles during the war more easily, so you can have your StuG III equivalent with a high-soft attack gun go to your armored artillery battalions in the early war, but then switch out the gun to something with better piercing and have it work as a tank destroyer afterwards.
Since we want you to optimize designs for different purposes, we also wanted to make sure that you can easily decide where a certain tank design ends up. So for example, you can follow the British approach of having fast cruiser tanks to use in armored divisions, and slower infantry tanks that go to support your infantry divisions. To do this, you tag a design with a symbol. You can then quickly select from a list of symbols in the division designer to make the division only pull equipment tagged as such. Equipment that isnt tagged (such as lend-lease and captured foreign equipment, or equipment not tagged at all) will still be used for divisions that dont have a specific tag requirement set.
We also took another look at what automation features were necessary for people who dont want to spend a lot of time fine-tuning their tank designs (weird and alien though that thought may be to most of us). We do, of course, have the usual auto-design functionality. It takes the design the AI would use and offers it for approval. This has gotten some love, and there should now be some national flavor in how the AI designs its tanks. It also takes the overall situation into account, so tanks will be up-armored during the war and so on. Beyond that, we also have added an auto-upgrade function, which keeps a given design current as you research new guns, chassis etc. You can either click on a design you made in the past and upgrade it with a single click to the newest components (so a Radio I becomes a Radio II etc.), or click a checkbox to do so automatically. You don't have to pay XP for an automatic design upgrade, but you won't get thicker armor or a better engine that way. Still, we think that the combination of auto-design and auto-upgrade allows players to interact with the system as much or as little as they like.
To make the tank designs more visually distinct in the production view, we have added about 1000 new 2d icons to use for them, mostly stemming from combining parts of existing tanks in new ways (the gun of Tank A with the turret of Tank B etc.). The historical icons are, of course, still available. You can select the icon while making the design, as well as the 3d asset used to represent the vehicle on the map.
Thats all from us today for this feature. Before closing, I would like to note a few things on the subject of giving feedback. When I first started at Paradox, the direct line between community and developers was a major plus for me, because I liked the idea of talking to the community without having to run every post past three different marketing departments first. However, this kind of direct community access comes at a heavy cost for us. As many of you have noticed, we have gotten a little sparse in these forums in the last few months, or even years. The reason for this is that often we do face a debate culture that is not enjoyable to take part in, where it is taken as a given that the devs are either lazy or incompetent and where everything we do is viewed through that lens. Not only is it incredibly demoralizing to spend months of your life creating something, only to see the people you made it for tear it to shreds, it is also a debate that gives no one anything. We arent paid to wade through pages of abuse to find a few nuggets of useful feedback, and so that feedback is not acted on. A lot of you have access to sources in languages we dont speak or have studied some detail that we werent aware of. Such feedback is very useful - just a few weeks ago someone sent me a plan of the Turkish railways in 1936 taken from an old Turkish book, so I was able to use that to update the Turkish railway setup at game start.
Were not looking for fawning adoration (although we will certainly accept it) or a forum in which our decisions cant be discussed with a critical eye. We want to have your feedback, but there is no point to it if it cant be delivered with a minimum of respect for each other. If you want to have a forum where developers are willing to go and answer your questions, then it is also your responsibility to build a place where we feel welcome, and where we can disagree in a productive and professional manner. It costs you nothing to assume that we were acting in good faith. None of us wake up in the morning and go to work in order to do a bad job.
Extra Secret Spoiler: here are some tank designs QA has made over the past few months while we were developing this. Please note that the numbers on the screenshots are several versions out of date and that the issues pointed out in these shots have been fixed since then.
Hello folks and welcome back to the Poland dev-diary extravaganza! This week, I am going to continue covering the changes coming to Poland in 1.11 Barbarossa and the unannounced DLC.Today well be covering the DLC content.
So, Im going to start here with something a bunch of you predicted last week; you can indeed play as the Peasants Strike! A Poland with ambitions to restore democracy or embrace the communist revolution must first build an organized peasant militia from the rabble of disorganized farmers!
No matter how many or few states join you in the strike, the rebellious state will be in a delicate balancing act between democrats and socialists. Your first step towards revolution is to sway the Front Morges to take up the peasants cause, the Morges being an alliance of political parties supported by a select few Polish generals including Sikorski.
Each focus you do in this initial block will add 5 support to either communism or democracy, with a total of 50% or more being needed for one to assert dominance over the other and take control of the government.
Similar to the Spanish Civil War, the Peasants Strike will be on a tight schedule, taking up to a year before the revolution happens. Poland will at first be able to add agricultural states to the strike, but by expanding the strike to factory workers, Poland will also be able to bring states from Polands industrial heartland into the revolution.
Along with contesting for popular support, gaining military support will be vital for the movement. Using decisions, certain field marshals and generals will be swayed to your cause and gain the Peasant Sympathiser trait, ensuring that they will join your side when the war begins.
Poland will begin with socialist politician Stanisaw Mikoajczyk as country leader, but those who wish to see the return of Wincenty Witos will be able to bring him back to leadership via event.
Once the civil war is won, Poland will be in a vulnerable state. Recuperating manpower and resources after a civil war will place Poland in a precarious position, so some concessions and outreach for foreign assistance may be needed.
A communist Poland will have two options: they may be bold and elect an anti-Stalinist candidate as Chairman, or they may elect the Soviet-aligned Wadysaw Gomuka. However, aligning with the Soviets will come at the cost of ceding Eastern Poland, but will unlock a few focuses for dealing with the USSR.
With democracy, Poland may take advantage of the Front Morges ambitions for closer relations with the French and create the Morges Pact, a sort-of Poland-led Little Entente. Going down this route will allow Poland access to the Between the Seas branch we talked about last week.
Anti-Soviet communists will be able to denounce both Capitalism and Fascism, diplomatically isolating this peoples republic, but allowing for new expansion options and military bonuses against the empires of this world. In doing so, they will gain a powerful attack and defence bonus against major powers.
Both democrats and anti-Soviet communists will also be able to declare the destruction of fascism a greater cause than the spread of socialism and align themselves with the British Empire. Doing so will allow Poland to renew her interests in colonialism and attempt to purchase colonies from Allied powers. By officially recognising the Maritime and Colonial League, Poland can purchase Madagascar, Palestine, and more. If any of your purchases are successful, Poland will have somewhere to build their forces in exile, should the front back home fail.
No matter which option you pick, either conquering or building alliances with the Baltic States will allow you to create a new kind of Commonwealth: the Commonwealth of Socialist Republics.
Moving on to the next branch, we have the Regency Council: Polands attempt to restore the monarchy. The Act of the Fifth of November was the promise of the Central Powers to release a Kingdom of Poland from the occupied territories of the Russian Empire, but the Regency Council of the newly formed Kingdom of Poland failed to crown a King before Jzef Pisudski declared the Second Polish Republic.
With the Regency Council assembled, Poland will be able to choose from one of three claimants, each with their own complete political path. There were countless claimants and candidates for the Polish throne so it was impossible for me to make content for them all, so we have: The Hohenzollern, The Commonwealth Claimant, and the Cossack-King to choose from!
The Commonwealth Claimant is perhaps the most obvious: Polands preferred candidate for King was Friedrich Christian. Christian was preferred due to Polands long connection with the houses of Saxony, and with a claimant so supported by the Poles, you are able to claim the throne of Lithuania without the need for warfare.
Through decisions, Poland can trend monarchist sentiment up in Lithuania, and when it reaches high enough, they may either enter a civil war or peacefully take over the government. When either case has happened, Poland can annex the Lithuanian Kingdom and begin integrating the industries of their two nations and preparing for war with the Soviets and Germans: restoring the old borders of the Commonwealth and then some!
Poland and Romania enjoyed close relations at the start of HoIs timeframe, and with the throne of Poland empty, Poland may throw herself into the complex mess of Romanian politics by electing a Romanian King.
With King Michael on the throne of Poland, the Kingdoms will be able to unite under the right circumstances. Either by Polish interference or by Romania completing King Michaels Coup, Romania and Poland will be united, bringing their armies together and becoming a powerful wall between the Axis and the Comintern.
This Intermarium nation may seek Balkan Domination and a restoration of Poland-Hungary, or (as with the Commonwealth) it may seek to maintain its alignment with the Allies.
Finally, we have the most unlikely candidate for the throne: Pavel Bermondt-Avalov.
A warlord, a cossack, and a Georgian Prince, Pavel led an interesting life of conquest and warfare. In the interwar period, Pavel and his Bermontian host invaded Lithuania and Latvia for reasons historians are still unsure of, but his ambition for Baltic domination makes him the ideal candidate for militarizing the Polish state into action and dominating the Baltics and Czechoslovakia.
When done conquering the Baltics, Pavel will be able to either turn his militarized Polish Kingdom against the Germans and asser Polands claims in Silesia and Pomerania or, as a National Socialist, Pavel may wish to seek alignment with the Germans, which brings us on to the fascist branch.
Poland was home to a multitude of fascist and nationalist movements: the most notable of which are the Endecja (or National Democracy) and the Falanga. The Sanation historically made dealings with both of these groups, and as such, if you want either Endecja or Falanga to take control, you must collaborate with the Sanation until you are able to supplant them.
When either Endecja or Falanga have taken over the government, they will have a choice to either stand firm with Polish nationalism or make concessions to the Germans and attempt to seek an alliance.
Aligning with the Germans will not place you on equal grounds, and it is not as easy as it once was. Germany will refuse to ally with Poland unless Danzig and Poznan are surrendered and Poland becomes a German subject. Unlike Czechoslovakia though, the Poles will be able to break their shackles and tear the Reich apart from within.
With either Pavel, Piasecki, or Dmowski in control, Poland will be presented with a ladder of focuses enabling them to either gain powerful bonuses from the Germans or plot with the Underground State to overthrow their current masters.
Going for independence will allow Poland to switch sides and stab Germany in the back, whereas remaining loyal will enable Poland to gain some cores in the USSR in a sort-of reverse Yalta Conference.
However, a Falanga or Endecja that does not bow to the Germans will be able to lean into the Polish Catholic identity and form the Falangist International: a faction devoted to the perseverance of Falangist ideals.
Once the Spanish Civil War is done with, if either the Carlists, Nationalists, or Falangists come out on top, Poland will be able to bring them into their own faction and from there, they will be able to expand that faction to other nations where Falangism was present such as: Mexico, the Netherlands, and much of Latin America.
They will have access to decisions to boost fascism in those nations, and with a certain percentage achieved, those nations will be invited to join the Falangist International. These focuses invite multiple nations at once, so the faction can grow very large very quickly.
Similar to the Sanation path, the Polish fascists must choose between allying with Lithuania or attempting to reclaim the legacy of the Commonwealth, but choose wisely. Without allying Lithuania, this Poland will be unable to progress down the Between the Seas path, severely limiting their factions ability to expand.
Thats about it for the political paths, so Ill wrap this one up by talking about a feature we havent touched in quite some time: Governments in Exile.
Unlike France and the Netherlands, Poland does not by default have a vast colonial empire to which they may retreat when things fall apart back home, so Poland will be entirely reliant on the support and goodwill of their allies and the network of resistance fighters in the Polish Underground State.
In exile, the Polish government went through a number of Prime Ministers and Presidents before landing on something the Allies were satisfied with. If Poland is following a historical route and is exiled in a Democratic nation like Britain or France, they will demand the resignation of the Sanation leaders, and from there, Poland may pick from one of three new leaders, each with a unique personality enabling them to gain manpower while in exile.
On top of that, they will gain access to Irena Anders as a political adviser, granting more legitimacy, stability, and exiled manpower.
In the exile focus tree, Poland can gain a number of offmap factories and dockyards, and bonuses to their ace generation and an increase in special forces cap. Poland will never muster a major army while exiled, but with these bonuses, Poland will still be able to keep fighting on with a small but specialised force.
Owners of La Resistance will gain access to a slew of agency bonuses including an increase to their spy capacity, free agency upgrades via focus, and the new Warsaw Uprising operation.
Completing the operation will trigger the Warsaw Uprising sooner than the game mechanics usually allow. With 50% resistance or higher in Polish states, the uprising can be started, but time this well as you can only complete this operation once. A well-timed uprising can shatter the German army and leave them short on supply as they attempt Operation Barbarossa.
Poland was also vital to assisting in decrypting the enigma machine, so they also gain access to the Mastermind Codebreaker advisor: Marian Rejewski.
The old Cyclometer and Bombe focuses have been moved into the espionage branch, but I noted that without any territory left, a bonus to atomic research was fairly useless to Poland. So, when the Atomic Research focus is done, Poland gains an offmap nuclear reactor that will give roughly one nuke per year... Try not to think too hard about it.
There were a lot of interesting alternate-history scenarios for Poland to explore and new possibilities came up during my research and implementation. Though I didnt represent everything in game (such as the proposed Japan-Polish alliance), Poland is a treasure-trove of alternate history scenarios if only you can find a way to survive.
Thats all for this week, and that wraps up the two week Poland extravaganza!
Hello everybody and welcome to another dev diary for the upcoming Barbarossa patch and yet to be announced DLC. Today Im going to be talking about the first focus tree which is a rework of Poland.
Poland was first added as a free DLC on release for everyone titled "United and Ready" so as such what you see in this diary will be free for everyone once Barbarossa drops. Next diary we will continue on to cover the DLC parts of the focus tree, because the tree is a bit too large to cover in one go. Enjoy!
Poland is interesting because it is a hugely popular minor (it's roughly as popular as Spain and more popular than Greece). Yet it has a very difficult position sandwiched between Soviet and Germany, which tend to scare people off. Perhaps it's the challenge, or its critical role in WW2, or just the large amount of Polish HOI4 fans, you tell me.
So, if we load up the tree we can see not only Ignacy Mocickis beautiful new portrait, but an entirely new tree.
Lets start with the industrial branch. In the old tree, the player would have to dredge through a lot of low-value research bonuses to get just a few extra factories, so many of those old focuses have been expanded with extra factories and bonuses. But, this branch is not just about getting free factories, Poland is on a tight schedule and must use her time well if she has ambitions of outlasting the Reich.
Many industry focuses for Poland grant powerful but temporary bonuses towards consumer goods and construction speed so time the funding of your armement well to maximize the bonuses youll get.
Poland was a nation with many problems in 1936, and one such problem was that their rail networks were disparate and disconnected; largely due to the fact that Poland had only a few decades prior been part of three different nations. Among many problems this caused for Poland, it also disrupted their agricultural supply networks, which resulted in the Peasants Strike of 1937.
Beginning as mere whispers among the peasantry, if Poland fails to join the supply networks and enact major agricultural reform, they will be faced with a nasty peasants strike, damaging their stability, industry, and populace. Though on a tight schedule, Poland may pacify the countryside to delay this uprising, but until reform is enacted, the peasants will remain restless.
Failing to enact reform entirely will result in a massive populist uprising, and a civil war is the last thing Poland needs. If Poland is to survive the Reich and the USSR, she must be united and ready.
Moving on to another issue Poland had in the 30s; we have the Free City of Danzig! Danzig/Gdansk was in a unique and complicated position in this period. The city was simultaneously free and owned by no-one, an official Polish protectorate, and an international city partially run by the League of Nations. So representing Danzig/Gdansk as an on-map tag in 36 felt not quite right, so instead the city is demilitarized and Poland is incapable of accessing any of their factories, resources, or manpower.
When the Nazi party took power in the city, it strangled Polish trade, so Poland begins the game with the Embargoed Economy trade law, similar to Undisturbed Isolation in the US but not nearly as harsh. To remove the Embargoed Economy, Poland must either develop a new trade port in Gdynia, gain a new port through conquest, or clamp down on Danzig.
Attempting to seize control of Danzig will cause the city to begin a resistance, and Poland can fight that resistance through decisions and the usual resistance/compliance mechanics. With enough compliance, Poland will be able to ban the Nazi party and take permanent control of the city; ending the resistance, gaining access to all of Danzigs resources, manpower, and industry, and finally being able to remove the embargoed economy.
Failing to bring Danzig under control will result in the city rising up against you and appearing as a tag on the map. Failing to stamp out this uprising in time will cause the city to defect to the Reich.
Failing to bring Danzig under control will result in the city rising up against you and appearing as a tag on the map. Failing to stamp out this uprising in time will cause the city to defect to the Reich.
Historically, Poland believed the USSR to be the greater threat and didnt begin preparing Plan West until just two years before invasion. But, with the power of hindsight, the player can start either plan immediately after completing the Prepare for the Next War focus, and accumulate forts and construction bonuses along the border.
However, until Plan West has been completed, Plan East cannot be begun and vice versa, but when complete, no further focuses from the branch may be taken.
Finally, probably the part of the tree that has received the most love; the historical Polish political focus branch. Poland was not the united stable regime we had previously seen on release. Along with impending threats outside their borders, Poland was (like most dictatorships) plagued with infighting and factionalism.
The dictatorship was divided between the Castle lead by Ignacy Mocicki, the Sanation Right lead by Edward Rydz-migy, and the Sanation Left led by Walery Sawek.
Each branch of the Sanation has a series of focuses that can be completed for various bonuses and the player does not have to commit to one faction or the other right away. Rather, you can form your government with a multitude of policies from each of the three factions, but the longer you spend forming your government, the less time you have for other things like industry and plans East and West.
Historical Poland will also have access to the April Constitution, the binding document of the Dictatorship. Though it begins weak, through collaboration with Sanations Left and Right, the Constitution will become a powerful bonus to Poland's politics. With all power consolidated in the President, you'll be able to change your laws and your cabinet with ease.
Time isnt your only opponent here though, each of the two factions will expect Mocicki to appease them by enacting their policies and giving them power. Every focus of the Left you complete will make the Right more irritated and vice versa. On top of that, both factions will passively gain irritation over time so spend too long without taking a side and you risk losing both to civil wars.
Historically, Mocicki maintained control of the government until wartime, at which point it was agreed migy would take control, but Poland failed to last long enough for this to take effect. However, if the player has appointed either migy or Sawek as Chairman of Poland, the Sanation Right/Left can supercede the Castle and become the majority controller of the government. This enables some light alt-history within the historical branch, as well as unlocking new diplomatic options for Poland.
Available to all three factions of the dictatorship is the Align With the West branch, which allows Poland to join the Allies as they were able to in their old tree.
In the 30s, Lithuania was technically at war with Poland until the 1938 Polish ultimatum to Lithuania in which Poland demanded an end to the cold war over Vilnius. As well as being able to gain cooperation and eventually an alliance with Lithuania, Poland may also demand Lithuanias annexation which can result in occupying Lithuania without the need for war, but take this focus with caution as it extends your frontline with the Axis.
Also, the Romanian Bridgehead Strategy has now been moved to the diplomatic branch and allows Poland to bring Romania into the allies. Historically, Poland and Lithuania had an alliance prior to the war, and Poland can pursue this alliance closer, bringing Romanian guns to the Polish front.
The Sanation Right exclusively has access to Polish Revanchism which has now been expanded into its own full branch. As well as being able to demand the annexation of Lithuania, the Right can pursue both a restored Commonwealth and fulfil the ambition of the PolishCzechoslovak confederation.
Lastly, the Sanation Left has access to an expanded Baltic Alliance path, allowing them to gain alliances with the Baltic states, Czechoslovakia, and Romania, and unlocking the newly expanded Between the Seas branch!
(It's worth mentioning at this point that most focus icons are placeholder)
No matter which path Poland is pursuing, as long as Poland is not in a faction already, they will be able to realize the Intermarium ambition and create an alliance from sea-to-sea! All they need to do is be considered a major or be a faction leader already, and have a large army. At this point, Poland can be considered a real contender for a major alliance of their own.
The old Between Seas focus was not really between seas so much as it was just a Baltic alliance, but now the first nation to be invited to the faction is Romania. After Romania has made their decision, the alliance can spread any direction; north into Scandinavia and the Baltics, and south into the Balkans. Though unlikely, an Italian alliance is not out of the question for Poland here, but some significant change in policy for either nation would be necessary to tempt the Italians away from the Axis.
(Reposted from yesterday due to an error)
Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:
Join Community Manager Josh in our latest weekly stream series! Whether you're a novice or a returning player, this could be the perfect series for you!
In this series we'll explain how to play Germany in single player, with a focus on tips, tricks, what to dos and explaining mechanics! Stuck on a certain aspect of the game? Join us in Twitch chat to ask your questions live!
This series is perfect for those of you wishing to finally take a dive into the Hearts of Iron experience, or for those of you who just want to chill and watch a World War unfold!
This series streams weekly on Wednesdays at 1:30pm CET over on the [url=pdxint.at/2OECevD]Paradox Interactive Twitch Channel
Set a reminder to tune in to the stream over on the right!
If you missed it, Catch week one of Introduction to Germany here: Week One
Midweek Madness is upon us!
Along with this week's Multiplayer Event, we've got a variety of deals and discounts for you to sink your teeth into.
First up, Battle for the Bosporus is on sale for the very first time! We've got a discount of -33% on our latest country pack.
https://store.steampowered.com/app/1348660/Expansion__Hearts_of_Iron_IV_Battle_for_the_Bosporus/
But we're not done there- if you've got a friend who you'd like to get into playing Hearts of Iron now is the perfect time- the base game is absolutely free to play for a limited time!
If your recruited friend likes what they see, they can pick the base game up for a whopping -75% off!
https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/
And if that really wasn't enough, we've also got -50% discounts on every other Hearts of Iron IV expansion
All of this is live until March 12, so dive right in!
Remember as well to tune in to our Masters of the Mediterranean multiplayer event tomorrow, 1800-2200 CET, live on our twitch channel: https://www.twitch.tv/paradoxinteractive
https://store.steampowered.com/news/app/394360/view/3035961090223292808
[previewyoutube=28dZOo0EQfI;full][/previewyoutube]
Rome. Egypt. Byzantium. The Mediterranean has known many masters. Now the great powers of the atomic age look to seize this jewel for themselves.
Join the Hearts of Iron team for a multiplayer clash over who can call themselves truly 'the Masters of the Mediterranean'.
We'll be live 1800-2200 CET on the 10th and 11th March over on our twitch, bringing you all the action as it happens. Make sure you set a reminder for the stream with the button on the right!
In this two-day event, a team of Content Creators will attempt to defend their Mediterranean powerbase at all costs.
Challenging them will be Hearts of Iron developers, coming at them from all corners of the world as some of the most powerful nations.
Spearheading the 'Mediterranean Entente' will be:
Bokoen - Portugal
Mordred Viking - Greece
dankus_memecus - Turkey
Feedback Gaming - Spain
Alex the Rambler - Bulgaria
Pitted against them are the Major Powers, determined to see the Mediterranean as their own 'Mare Nostrum'.
Daniel (Senior QA) - Imperial Germany
Robert (Game Designer) - Japan
Drikus (Content Design Lead) - Kings Party United Kingdom
Olle (Programmer) - Trotsky's Soviet Union
Victory in this contest will be determined by the control of certain 'Super Victory Points'; strategic areas considered vital to control of the Mediterranean and her sea lanes.
Each state highlighted above has been given a points value - and whoever controls the most at the end of the two-day event will take home the title of 'Masters of the Mediterranean'.
We'll be casting the event live on our twitch channel, hosted by Count Cristo and our very own Community Manager Josh.
You can watch the event live at 1800-2200 on 10 + 11 March at https://www.twitch.tv/paradoxinteractive
We look forward to seeing you there!
Join us once again on Wednesday for another episode of 'I Swear I'm Not a Byzantophile!'
Having overrun Romania but, inadvertently given parts of Greece to Bulgaria, Josh and Daniel will be looking to take the fight to the major powers in their quest to paint the map purple.
Join us at 13:30 CET tomorrow, Wednesday 10th February over on our twitch
Remember, you can set a reminder in steam with the button on the right.
Hello everyone,
Patch 1.10.4 of the "Collie" update is now live and should be downloading through Steam and Microsoft Store as we speak. The new checksum is 8878.
This update aims to resolve various security issues reported by the multiplayer community.
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# Stability & Performance
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- Fixed a security flaw in networking where a user could bypass lobby password protection
- Added extra checks to block clients with empty or blank username from joining a game
- Fixed a security flaw in networking where a user could kick/ban other players without being the host
Saves made with 1.10.3 are expected to be fully compatible with 1.10.4 and you can continue your previous game.
As always, if you have an older save you can finish it by rolling back to an older patch.
If you discover any bugs in patch 1.10.4, please report them in the bug report forum as usual.
It's 2021 and we're back with a new weekly stream series!
Kicking things off in the new year is a playthrough as Greece, for the 'I Swear I'm Not a Byzantophile' achievement. We'll be playing as Greece, reviving the Byzantine Empire and bringing as many former Imperial territories back into the fold as we can.
Join us over on Twitch today at 13:30 CET for the first installment!
Today's Dev Diary by Podcat
2021? Damn, we are in the future now boys and girls!
I wanted to write this diary because it feels like it's been a really long time since we chatted. Well I guess it wasnt that long actually but 2020 has definitely made everything feel like its taken forever.
2020 has probably been the most challenging year so far for the team since release. The COVID-19 situation really messes with your wellbeing, even if your life normally is chilling inside with your cat and computer games so I hope you are all taking care of yourselves.
Looking back I think we overestimated direct impacts to work efficiency and absolutely underestimated impacts to mental health and general well being - things that are also incredibly important for doing a good job and being productive, as well as helping to onboard new members to a team.
We have absolutely been impacted, and as a result I want to be pretty clear that you should not expect the next big expansion to drop before summer this year, which is what I was planning before COVID hit us right after La Resistance dropped.
I know a lot of you have been asking about dates for diaries to start up and for us to show stuff again, but you are going to have to wait a bit longer for that.
I can say though that the expansion we are brewing up is gonna be pretty sweet I think and focus on a lot of things people have been wishing for :)
So, given that there was no PDXCON last year, where I normally do this, I felt I should take this opportunity to drop some statistics on you all
Hello everyone!
This weekend, from today until the 22nd of December, we've created a bundle along with our friends over at World of Warships!
The bundle includes:
World War Wednesday continues!
We'll continue Putting The Band Back Together in tomorrow's stream, live 1330-1500 CET!
With Monarchs safely back on the thrones of Germany, Austria-Hungary and the Ottoman Empire, war against the western powers is imminent.
Our hosts' first target will be Italy, with German medium tanks and Austro-Hungarian fighters ready to be unleashed.
Make sure you set a reminder for the stream and tune in at 1330 CET tomorrow!
Hello everyone! Patch 1.10.3 of the "Collie" update is now live and should be downloading through Steam and Microsoft Store as we speak. The new checksum is aa89. This update aims to address a compatibility issue with the recent release of macOS 11.0 "Big Sur". Saves made with 1.10.0, 1.10.1 and 1.10.2 are expected to be fully compatible with 1.10.3 and you can continue your previous game without risk. Should you still have an older saved game (from 1.9 "Husky" or 1.8 "Fork"), it will not be compatible with 1.10.3, even if the game does not report it as such. This is sadly an issue we could not fix in this patch without painful side effects (see the known issues page). As always, if you have an older save you can finish it by rolling back to an older patch. If you discover any bugs in patch 1.10.3, please report them in the bug report forum as usual. ################################################################ ######## Patch 1.103 "Collie" ######### ################################################################ ################################## # Stability & Performance ################################## - Fixed compatibility issue with macOS 11.0 (Big Sur)
The Weekly Streams Return!
Yes we're back with a new weekly stream series- for the next five or so weeks, we'll be 'Putting The Band Back Together'; reforming the central powers of Imperial Germany, Austria-Hungary and the Ottoman Empire, with a view to avenging defeat in the Great War.
We'll be streaming for 90 minutes each week, from 1330-1500 CET on Wednesday's, starting tomorrow 18th November!
We've got Community Manager Josh, Game Designer Robert and our resident salt king Da9L taking on the world together.
Be sure to set a reminder over on the right and tune in over on our twitch channel: https://www.twitch.tv/paradoxinteractive
Hello everyone!
Patch 1.10.2 of the "Collie" update is now live and should be downloading through Steam and Microsoft Store as we speak. The new checksum is f82d.
This update brings a number of bug fixes and balance changes to the 1.10.1 release of last month (see changelog below for details).
Saves made with 1.10.1 are expected to be fully compatible with 1.10.2 and you can continue your previous game without risk.
Should you still have an older saved game (from 1.9 "Husky" or 1.8 "Fork"), it will not be compatible with 1.10.2, even if the game does not report it as such. This is sadly an issue we could not fix in this patch without painful side effects (see the known issues page).
As always, if you have an older save you can finish it by rolling back to an older patch.
If you discover any bugs in patch 1.10.2, please report them in the bug report forum as usual.
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######## Patch 1.10.2 "Collie" #########
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# Features
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- Foreign Ship Designers for Bulgaria and Purchase Ships decisions for Soviets.
- Acquire Modern Tools focus now actually gives an industry research bonus to invest in moderns tools.
- New Military High Command Advisor for Communist Bulgaria.
- If Impending Zveno Coup mission is active, most of Zveno-related internal faction decisions will add a certain amount of days to the coup mission timer.
- Tim Buck now has a unique portrait
- Acquire Modern Tools, Follow the Stalinist Doctrine, Balkan Federation of Socialist Republics, A Balkan Confederation, Join the Allies, The Fate of the Balkans, Sign the Tripartite Pact are now 35-days focuses
- Delayed formation of the Fatherland Front and Fatherland Front civil war.
- Added Italian Materiel Designer. Replaced pitiful Italian Tank designer trait by a better one for Bulgarian foreign version of it. Naval designers are now unlocked by Naval Cooperation Agreements decisions, which become available after completing focus A Black Sea Fleet.
- Readjusted Turkish and Greek 1939 unit history files to add air force and Turkish tank division, added unique Greek and Turkish airplane names
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# Balance
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- Time required to complete the focus Spanish Coup has been reduced to 35 days to match its communist counterpart.
- Made the Finnish Him achievement more consistent. Players now need to hold Moscow as Finland and have at least 15% war participation when the Soviet Union capitulates, without being in a faction
- added fifth research slot at the end of Turkey's industrial branch
- Reduced Turkish focus completion times across the board by 175 days and reduced an additional 35 or 70 days for every path, shifted the Armed Forces decisions to be more accessible, added more player agency to Kurdish pacification decisions so they didn't feel like an endless sink, swapped cost for said decisions from political power to command power, added incentive for Turkish radicals to justify their own wars, reduced amount of Turkish geniuses in high command, rebalanced Clodius to greatly reduce the odds of getting upwards of six military factories
- Integrate Faction and Destroy Faction decisions no longer gives any ideology boost/debuff.
- National Military Academy now is a 35-days focus.
- The focuses The Peoples Republic of Bulgaria, Legislative Elections and Depose the Tsar now require 40% support for the appropriate ideology instead of 50%.
- PP penalty from National spirit Democratic Opposition Voicing Protests has been reduced from -50% to -25%. This NS will be added as a timed national spirit like other generic ideology drift national spirits.
- Reduced PP penalty in national spirit Democratic Opposition Voicing Protests from -25% to -20%
- Focus The Peoples Republic of Bulgaria no longer requires faction loyalty from the Agrarians. Focus Legislative Elections no longer requires faction loyalty from the Broad Socialists.
- The Spanish Struggle and Support the Spanish Coup no longer have manpower requirement.
- reduced all instances where bulgaria generates WT from 5 to 1
- decrease bulgarian WT reduction from macedonian organizations from 5 to 1
- slightly increased germain infantry equipment production factors
- Focus Crush the Communists is now a 35-days focus
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# Stability & Performance
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- Fixed CTD when loading a save where operatives were performing the control trade mission
- Fix CTD when mousing hover autonomy alert after becoming independent
- Fixed CTD when annexing a country with rocket sites
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# AI
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- the AI will now be more likely to bring back the Kaiser in non-historical mode (WTT only)
- Adjusted Bulgarian AI strategy to focus on internal affairs, building civs and improving relations for an extra year.
- AI Improvements to make Bulgaria join the war earlier
- Improved AI weights in Ultimatum to Albania so that there are more factors now influencing the decision of Albania
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# UI
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- Added missing characters to hoi4_24header.fnt to unify the support turkish characters
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# Modding
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- added bypass_if_unavailable = yes option for focuses
- added state highlighting for on_map_area for decision categories
- added error log when a trigger/effect that was supposed to go in {} is not
- limit inside on_research_complete is now deprecated, use on_research_complete_limit outside of on_research_complete instead
- Add new effect to remove war goals of a specified type targetting a nation
- Add Is leading volunteer group trigger
- Added variable party_popularity_100 which is a variant of party_popularity where the value is multiplied by 100 as to allow script to have as much precision as code when manipulating party popularity
- Add is_leading_volunteer_group_with_original_country trigger
- Added optional parameter keep_political_leader to start_civil_war effect which controls if the party leader of the revolting ideology will join the revolter as its leader.
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# Audio
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- Sounds for the Bulgarian light and heavy planes (reused and renamed the medium asset)
- Mixed planes for final
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# Bugfix
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- Yugoslavian communist coup targets will automatically join Yugoslavia's faction if the original tag is at war - this prevents the target from joining other factions due to common enemies.
- game rules interface now follows the database order while listing game rules
- Bulgarian Military Cooperation Agreements decisions can no longer be activated if there is another decision of this type already ongoing.
- Bulgarian Aircraft Agreements decisions can no longer be activated if there is another decision of this type already ongoing.
- Removed minimum loyalty requirement for Fund Faction decisions, which could lead to blocking the player from interacting any more with the factions, due to loyalty being modified by events/focuses after having legalized a faction.
- Fixed the editor crashing on start due to the limit of the number of texture
- Tooltip about Yugoslavia signing the Tripartite Pact is now more clear.
- Changed the localization for Yugoslavia in the Gathering Storm to correctly refer to the State of Serbs, Croats and Slovenes
- Yugoslavia should no longer lose national spirits on a civil war
- Late-stage peasant councils are no longer temporary
- Fixed Bulgarian generals Hadzhipetkov and Boydev disappearing in January 4th 1936.
- Yugoslavia can no longer gain cores on the entirety of Europe
- Fixed 3 instances of the Regency council created with a wrong sub-ideology, leading to the Regency Council being added to the wrong ideology.
- The "One Nation under Atatrk" achievement will no longer be given for just starting the game under certain circumstances. Already awarded achievements will be kept.
- Spanish Falangist AI strategy path will now pick "Sin Paquito" focus, and follow down the expected Falangist branch
- Bulgaria on the Three Seas focus will now take 70 days to complete.
- Fixed missing localization from Romania dividing Yugoslavia
- Romania will now be informed that their focus enables them to divide Yugoslavia
- Dividing Yugoslavia now uses the proper icons
- Losing an airfield will properly evacuate planes again, if possible
- Yugoslavian industry focuses will now improve member states instead of Serbian states where possible.
- Removes mutual exclusivity for King Michael's Coup and relocated it under Force Abdication
- Romania can no longer change sides to a country of the same ideology as their current faction (cannot jump from Axis to Co-Prosperity Sphere, Little Entente to Allies, etc.)
- fixed incorrect airplane models are being displayed on map when a country has a cosmetic tag that had plane models
- fixed bad romeance achievement not firing correctly
- the Byzanthine namelists are now available for Byzantium in the BFTB version (still available for WTT Byzantium)
- Improved triggers to fix certain cases where Bulgaria could not access Foreign Agreements and Purchase Foreign Equipment decisions.
- Yugoslavia will now complete granting its subjects independence on the Devolution strategy plan
- States with Pre-Arranged Bulgarian Territorial Expansion state modifier will no longer be transferred to Bulgaria if the owner has a core on those states.
- Decision Pressure to Lift Arms Restrictions will no longer be available until after the players has failed on negotiating Bulgarian rearmament or has completed focus Support Macedonian Organizations.
- Player can no longer get Bulgarian Army national spirit via National Military Academy, after having completed Prussia of the Balkans (which provides a national spirit that replaces Bulgarian Army).
- Kurdish state decisions will no longer be visible if Kurdistan is a puppet of Turkey or anybody else, integrate decisions have been split up to give player more agency and reduce potential edge-cases
- Removed AI weight towards garrisoning in Bulgarian AI strategy, so that it no longer prioritizes garrisoning cities instead of defending its borders during a war.
- Zveno coup can now be properly stopped by either destroying/integrating the Zveno, completing focus Fatherland Front or having the Fatherland Front formed and working against the player.
- Leaders are now properly assigned to each side. No more zombie Boris coming back from the grave, no more country leaders mysteriously disappearing from the original tag.
- Cleaned-up ultra-messy tooltip for Impending Zveno Coup decision. Now it is short and easy to read.
- Kimon Georgiev will remain in original Bulgaria if he has been appointed as an advisor or country leader before the civil war starts
- Several focuses in the Bulgarian FT are now locked if Bulgaria is a puppet. Note that puppet Bulgaria can still complete the focuses to "approach" a country, but will not be able to progress any further in the branch.
- Germany now has a new infantry model after bringing back the Kaiser (WTT only)
- fixed some startup errors regarding Camels for people without BFTB and Pikelhauben for people without WTT
- Fixed Bulgaria not able to send volunteers to the Spanish civil war without La Resistance active.
- The decision chain to Cooperate with IMRO no longer gets blocked if the player controls all Macedonian states.
- Boris can no longer die after having been removed as a political leader.
- Fixed achievement Balkan Problem Solved being unlocked by just completing focus The Unification of the Balkans and getting cores in the Balkans. Now it will require Bulgaria to actually control those cores.
- Yugoslavia will no longer be informed that they have married themselves.
- Fixed national spirit Balkan Federation Project Propaganda instantly disappearing if the country targeted is in faction with Bulgaria.
- The event triggered by Carry the Revolution Abroad focus, which invites communist nations to Bulgaria's faction, now triggers the appropriate event back to Bulgaria if the country refuses the invitation.
- Fixed misleading tooltip in Carry the Revolution Abroad description.
- The state modifier Skirmishes against the IMRO will be removed from Macedonia, Central Macedonia and Thrace, if active, when any of these states fall under Bulgarian control.
- Fixed a few edge cases in which the decision chain to destroy a faction could get blocked forever.
- Romania will no longer be able to divide Yugoslavia if they are a puppet
- Divide Yugoslavia focus will now give a wargoal if Yugoslavia is already a puppet
- Nations being invited to divide Yugoslavia will now be given a tooltip informing them of the decision to make claims
- Divide Yugoslavia will now bypass if Yugoslavia either does not exist or is already a Romanian puppet
- Yugoslavia will no longer be able to be divided if it has already been divided
- Divide Yugoslavia no longer has missing localization
- Fixed Portuguese focus Arsenal do Alfeite not providing any naval bases as promised in its tooltip.
- Germany will now get a wargoal on Yugoslavia if Prince Paul is deposed.
- French Basque Country now has a slot for an airport
- Prussia of the Balkans no longer weakens new generals and admirals by providing +2 LVL. Instead, it now grants +1 Attack and Defense to generals and admirals.
- Both sides of the Yugoslavia civil war should now keep the appropriate national spirits.
- French Basque Country airport is now in the correct province.
- The Soviets claiming the straits will now add a claim on Istanbul
- Ultimatum to Greece as the Soviet Union will now require owning Istanbul
- fixed an issue where the Collaborative Civil Works focus for Turkey instantly bypassed
- siding with the EEE in the Greek Civil War will now actually start a civil war
- fixed broken meta_effect & meta_trigger
- the Greek debt to the IFC decision category should no longer disappear completely for a month when making a large payment
- Added custom+historical Greek and Turkish tank names, added historical+custom Turkish jet names, and added interwar bombers for Turkey as a starting tech
- Bulgarian wargoals on its puppets are now removed after subjugating them via Fate of The Balkans decisions.
- Support the Spanish Coup will now promote a general who actually fought in the SCW when the civil war ends.
- Decision "Prepare Bulgarian occupation" now also adds a positive state modifier to Bulgarian-occupied Macedonian states.
Hello all, and welcome back to another DevDiary! Last week, we released Battle for the Bosporus (some of you may remember it). Given that we took the number 1 top-seller spot on steam within an hour of launch, and without pre-orders, I daresay that the idea of a country pack has been a success. Now, lets look at some Telemetry we got from the first couple of days after release! For starters, we are seeing a big increase in people playing the new countries that is not at all surprising. After release, Germany still leads the list of most-played countries, but its overall margin has shrunk quite a bit over the years. After the games initial release, some 40% of games were played as Germany, now it is less than 20%. In second place is, unsurprisingly, Turkey with 16%, followed by Greece at just under 10% and the Soviet Union at 7.4 %. Bulgaria comes in a hair below it at 7% of total games played. Next, lets look at the focuses everyone has been picking! About a third of players in Turkey opted to bring back the Sultan, compared to 48% who decided to remain a republic and engage with the big three factions. 12% opted to form their own faction and integrate the Balkans. Of the players who opted to join the world war, most chose to join the Axis, while only a small handful managed to get the old Central Powers back together. Only about 11% managed to bring back Camelry, showing that perhaps the age of the Camel in warfare has passed. In Greece, it appears that monarchy is in crisis, with 73% opting to bring back the exiled republicans, although more than two thirds then decided to compromise with the monarchists in what can only be described as a disgusting lack of principles. Unfulfilled with merely supporting a simple king, a total of 43% then continued to revive the double-headed eagle in an attempt to restore the Byzantine Emperor. May we remind people that we have recently released an entire game where you can play as the Byzantine Emperor from the start? Just putting that out there. In Bulgaria, it appears that Monarchy is decidedly back in fashion as about two thirds decided to give power to the Tsar. A similar number then allowed the Tsar to form the government, before later having to choose between strengthening the royal dictatorship or arranging for an unfortunate accident for Tsar Boris. The vast majority decided to plot against the Tsar, showing that once again HoI players have the right mindset to play CKIII. The vast majority then decided to back the old Tsar Ferdinand I - perhaps unsurprisingly, considering that the alternative is a literal child. On the other side of the divide, there is a clear preference for the Balkan Federation of Socialist Republics, which was picked about 7 times as often as the alternative. Perhaps people just dont like Stalin? For more than 10% of games, this ends with the Balkans fully unified. We did also get a lot of feedback from you guys about bugs and other issues that we are going to address in the coming weeks. Like we did before, we will be having an open beta coming soon with a number of bug fixes and some changes to address some of the more widespread concerns raised, such as the time you spend addressing political issues in the Turkish focus tree. We expect that patch to become available for the main branch at a later date. More info on what is in the open beta and how to access it will come when the beta becomes available. DevDiaries will be taking a small break as we continue work on the next DLC and Patch Barbarossa. More info on those will come when we resume. We dont expect this break to be nearly as long as the one between La Resistance and Battle for the Bosporus, but 2020 has been a year full of unexpected events, so we cant give you a firm promise on when they will return.
Hello everyone! Release 1.10.1 "Collie" is now live with its new features and bugfixes. The patch should be downloading through Steam as we speak. The expected checksum is dd56. If you wonder if you missed patch 1.10.0, don't worry, you didn't! It was only released internally and to our beta testers, but the timetable allowed us to skip ahead and go live with 1.10.1 directly which includes a few fixes for issues found during beta. Please note that 1.10 will not be save game compatible with 1.9.3. If you want to finish off any ongoing ironman games, please remain on 1.9.3 for now. Here are instructions on how you revert patch levels. As always please make sure that any mods you are using are updated for 1.10, or your game might not run properly. [url=https://forum.paradoxplaza.com/forum/forums/hearts-of-iron-4-bug-reports.951/]If you discover any bugs in patch 1.10.1, please report them in the bug report forum as usual.
Make sure you join us for the release stream of Battle for the Bosporus, at 1300 CEST tomorrow, 15th October!
Count down the minutes with us and be the very first to know when the Country Pack is live.
You can set a reminder for the stream with the button on the right, and while you're waiting why not check out today's Dev Diary?
https://steamcommunity.com/games/394360/announcements/detail/2903092217422207550
As release is almost upon us tomorrow, I want to say that I hope you will enjoy Battle for the Bosporus! Today I will be showing the changelog, mention some cool stuff we are giving out for free and also talk about an onboarding experiment we will be running soon so lets jump in!
Hello, and welcome back to another Dev Diary for Battle for the Bosporus. We are coming up on the home stretch, and this week we are going to talk about the art, music and achievements for Battle for the Bosporus and the free update 1.10 Collie.
In my personal and entirely unbiased opinion, the art department has really outdone themselves in this expansion. See for yourself:
National Spirit Icons:
Design Companies:
Focus Icons:
After some feedback in last week's diary, we also changed some of the focus icons we have shown off for Yugoslavia:
Portraits:
Some absolutely spectacular beards on display here.
As part of the free update, Edwin Barclay, President of Liberia, now has his own portrait:
Game finally literally playable.
The DLC also comes with a set of tech icons for the three new nations, plus some 3d art to go along with it. I quite like the Battlecruiser, the ex-German SMS Moltke, which will be a unique model for Turkey.
And finally, we have the addition of Camels to our long lineup of tools with which to wage war. While we showed off Camelry as a unit for Turkey, it is also available for a number of other countries that historically operated Camel units during the games timeframe, such as the British garrison in Somalia or the French colonial forces.
Turns out NATO doesnt seem to have a proper counter for Camelry (an oversight on our part, Im sure), so we made our own.
The DLC also includes three new music tracks. You can listen to one of them (Final Frontier) here:
[previewyoutube=A6iOBKU9d48;full][/previewyoutube]
Finnish him: As Finland, defeat the Soviet Union without joining a faction.
I captured the Bosphorus and all I got was this lousy achievement: As Greece or Bulgaria, own both sides of the Bosporus. As Turkey, subjugate both Greece & Bulgaria.
Istanbul is Constantinople. Again. - As Greece, capture Istanbul and rename it to Constantinople.
Peters Pride: As Peter II of Yugoslavia, overthrow your uncle and become King.
This is Madness!: As Greece, fulfill the Megali Idea and then form Greater Greece.
Nobodys Business but the Turks: Restore the Ottoman Sultanate.
]
House of Kurds: As Kurdistan, hold all of your cores.
Hellenic Civility: Win the Greek Civil War before 1937.
Hoofin It: Unite Arabia with thirty camelry divisions.
Were Putting the Band Back Together: As Turkey, be in a faction with Germany and Austria-Hungary.
Draculas Revenge: As Yugoslavia, establish the autonomous region of Transylvania and have it own all Romanian cores.
Prussia of the Balkans: As Bulgaria capitulate Turkey while also controlling the rest of the Balkans, including Greece.
Balkan Problem Solved: As Communist Bulgaria, form the United Balkan Federation and own all Balkan states as cores.
Totally Not Cool, Bromania: As Romania, change sides in the war and capitulate a former ally.
Freedom or Death: As Greece, liberate Albania while being at war with Italy.
Now This is Getting Childish: As Yugoslavia or Bulgaria, be at war while both countries are ruled by a child.
Hardly Anything Svres: As the Ottoman Empire, hold the capitals of France, the United Kingdom, Italy, and Japan.
One Nation Under Atatrk, Indivisible: As non-aligned Turkey, have zero negative state modifiers.
Master Puppeteer: As Bulgaria, complete the focus The Fate of the Balkans while having 5 or more Balkan puppets.
Thats all for today. See you next week with the full changelog and some info on a new experiment we are running to make the game more accessible.
Hello and welcome to a developer diary for the 1.10 Collie patch!
This is the patch that will be released alongside Battle for the Bosporus. Today were going to be focusing on some content coming with the patch that will add new content for owners of the Death or Dishonor expansion. Everything that follows will be accessible to DoD owners and will not be unlocked by purchasing Battle for the Bosporus. Some of you may already know this from the leaked screenshot on the Steam store, but Yugoslavia will be getting a light rework coming free with the patch for any owners of Death or Dishonor.
When I originally joined full-time on the project, I was given a list of common complaints from the community regarding the content in Death or Dishonor. Most of these issues were trivial, but none had a longer list of complaints than Yugoslavia so it seemed right that instead of attempting to stitch together a series of minimal low-visibility fixes, it would be best to do a partial rework of the Yugoslavia tree.
This is not quite to the scale of previous major reworks, however. The first draft of changes began as something I worked on out of my free time, so I wanted to keep scope low and avoid creating too much extra work on top of the existing BftB content while improving the overall quality of the Yugoslavia tree to give players more options to explore both history and alt-history.
Lets begin with the communist focuses, which have seen a little change. For a long time, Yugoslavia was able to branch off and make its own faction with itself, Bulgaria, and Albania but the chances of getting those nations to become Communist in a regular playthrough was pretty dang low. So, Yugoslavia now gains access to a series of decisions to steadily support a peasants uprising in both Bulgaria and Albania, creating a viable way to bring them into the Pan-Slavic Workers Congress.
Once done, Yugoslavia will gain access to a whole slew of new focuses with their faction reorganizing into the Pan-Balkan Workers Congress. Romania, Turkey, Greece, and Hugnary are all valid targets for peasant uprisings, so if you ever wanted to see the Balkans start wearing purple, Tito now has all the tools to do it.
Next, well take a look at the old monarchist focuses and how overall the decisions you made were pretty objectively one good decision and one bad. What I really liked about Yugoslavia was the fact that you were constantly making decisions with every focus you pick, following this kind of ladder-design, but with the new tree, I wanted to take that a step further and create some more meaningful and involved choices.
At the very start of their focus tree, Yugoslavia has a choice to either pursue Evolution or Limited Self-Government. Evolution is basically the old Yugoslavia design, where you attempt to stomp out nationalism in your country by whatever means you see fit.
#
First, establishing the Banate of Croatia no longer makes Croatia a puppet and instead gives Yugoslavia a temporary softer version of Croatian Opposition, but choosing to Crush the Ustase is now a much more involved process and can result in Croatian Nationalism being removed entirely. Crushing the Ustase is a series of decisions tied to two missions. One mission will make the Ustase rise up in an independence war, and the other will peacefully stamp them out. Players have access to a number of decisions to either delay the uprising or speed up the peaceful removal of the Ustase and itll take a lot of close attention to keep Yugoslavia in one piece while stamping out nationalism.
For the next two focuses, Yugoslavia has the option to both play appeasement to Italy and Bulgaria while also permanently removing some of their problems. The old focuses do what they always have, but now the negative spirit gained only lasts for a few years, but giving up the territories to these powers will now grant a significant increase in opinion while removing the spirits completely.
Now is as good a time as any to bring up the reworked Yugoslavian states! The goal of this state rework was to facilitate for both modern Balkan borders for the sake of releasables and historical occupation zones.
But instead of doing all that work to maintain the union, Yugoslavia can choose instead to grant self-government to its constituent parts, permanently removing the negative spirits at the cost of losing all of its territory besides Serbia proper. Throughout this path, Yugoslavia will get to choose exactly how it wants to devolve itself; should the two Banovinas of Croatia be individually independent or should they be merged into one? Should the contested territory of Vojvodina be fortified against the Hungarians, given up to them as an act of appeasement, or granted self-government? The ladder design here is more of a choice of how chaotic you want the Balkans to be than a strategic decision. Personally, I enjoy achieving peak-Balkans and granting autonomy to everyone.
Once done tearing itself apart, Yugoslavia can attempt to reintegrate its constituent parts, or grant full independence to the Balkans, replacing Yugoslavia with a military alliance backed up by a hefty number of free units shared between each of the Balkan nations. Going down the route of independence, the Balkans will have more than double the number of troops Yugoslavia begins the game with, so breaking yourself apart may not be such a bad decision with the Axis breathing down your neck.
Prince Paul is no longer the blank slate he was in the old Yugoslavia design and trying to keep him in power means attempting to align yourself with the Axis. Just like before though, both Britain and the Yugoslavian military are deeply opposed to an Axis alliance, and attempting to do so may lead to a coup.
However, should the coup fail and Paul remains in power, the regency will hardly be a regency after they rejected the right of the legitimate heir to take the throne, so perhaps a new King will be needed to guide Yugoslavia in its dark future
Joining the Allies brings its own set of difficulties, besides the distance of your friends in the West. King Peter is a mere 12 years old in 1936 and if you attempt to end the regency too early, you will be saddled with a monarch woefully unprepared for rulership.
Given a few years however, King Peter matures into the legitimate heir of the Yugoslav throne and may marry himself into a little more than just the Allies.
The Royal Wedding focus allows King Peter to marry himself to many of the major Princesses in Europe and who is available adapts dynamically based on the current state of the world. If the Kaiser returns, Yugoslavia will be able to marry a German princess, similarly they may marry a Spanish princess should the Carlists win the Spanish Civil War. Their choice will then inform the outcome of the focus The Royal Alliance, which can bring Yugoslavia into a faction with whomever they chose to marry, with Princess Alexandra of Greece resulting in a historic Yugoslav entry to the Allies.
Yugoslavia is not the only Death or Dishonor country getting new content, however. Romania will now have the ability to change sides midway through the war via a decision following a government coup.
On top of that, the Divide Yugoslavia focus is now a game of bidding and demanding from the powers Romania chooses to invite to the dogpile. Similar to the SCW garrison system, each nation can make up to three bids on a Yugoslav state before being locked in as the controller. When each state is claimed, Romania may push the button and issue their demands to Yugoslavia. This can lead to some interesting looking Balkans.
There are more changes coming to Romania, but for that I will hand you over to our Producer.
Hi everyone, Vash here with some of the changes Ive made for Romania. Back in February, one of our forum members, Zeprion, made some suggestions for Romania that we unfortunately couldnt get to in time for La Resistance. While I still didnt have the chance to get through the full list, I was able to make a few changes that Im happy to talk about!
Previously, you may have noticed that the political parties and leaders in 1936 were swapped. Historically, the ruling party in 1936 was Democratic PNL, with Gheorghe Ttrescu as the leader. Armand Calimanescu was also the leader of Non-Aligned FRN. This has now been fixed, and they both have the correct party affiliations. This also means that Romania now starts off in 1936 as Democratic instead of Non-Aligned. Weve also done some balancing on the back end to account for this change.
Next up, we also switched the starting fascist leader to Octavian Goga, who was the leader of the National Christian Party (Partidul Naional Cretin). That means weve also switched the starting fascism party to the PNC.
What this means for the player is that upon taking the Iron Guard focus, Ion Antonescu will become the figure head for the fascist party and the party will be renamed from the PNC to Garda de Fier.
Another important historical fact that Zeprion brought up was that King Michaels Coup was not against his father, but against the fascist Iron Guard. Weve now relocated this focus to the bottom of the fascist tree.
This now gives the player three options to choose from. You can either stage the coup and appoint King Michael as the leader of the Democratic Party under a constitutional monarchy, force King Carols abdication and replace him with the leader of the most popular party, or Handle the King and allow King Carol to stay in power since he has changed his ways for the better.
Weve also updated the state priorities for some of our building focuses to ensure they dont give infrastructure bonuses to states you may have given up prior to the start of the war such as Bukovina, Bessarabia, and Northern Transylvania.
And last but not least, weve given Constantin Sanatescu a bit of an upgrade! Previously he was only available as an Army Chief with a defensive bonus, but he is now available as a General as well.
Thats it for all the Romania changes for now. Thanks again to Zeprion for all the feedback, and I hope everyone enjoyed this weeks Dev Diary!
Following on from the announcement of Hearts of Iron IV: Battle for the Bosporus, we can now announce the first preview stream for the expansion!
We'll be showing off the new Turkey focus tree tomorrow, on September 24th at 14:00 CEST
Bring all of your questions about Turkey and we'll do our best to answer them and give you a glimpse at what it will be like playing as them after October 15th!
We'll be live on our twitch channel: https://www.twitch.tv/paradoxinteractive
https://steamcommunity.com/games/394360/announcements/detail/2790500324268164434
https://store.steampowered.com/app/1348660/Hearts_of_Iron_IV_Battle_for_the_Bosporus/
STOCKHOLM - 23 September 2020 - For centuries, the Bosporus and Dardanelles have been key to strategy in the Mediterranean. A gate that joins the Black Sea and the Mediterranean, a short crossing that divides Europe from Asia. In the middle of a world crisis, this strait is an attractive target for any great power that seeks to dominate the region. Is neutrality even possible when war arrives on your doorstep? Hearts of Iron IV: Battle for the Bosporus is a new country pack for Paradox Development Studios best-selling grand strategy wargame. New events and decision paths let you take control of the destinies of Bulgaria, Greece or Turkey through years of uncertainty and conflict. Is it possible for these middle powers to steer a path between factions that will demand their support? [previewyoutube=XL5FIpg_2B4;full][/previewyoutube] Features of Battle for the Bosporus include:
Greetings, salutations, and merhaba - we now return to your regularly scheduled programming with the reveal of Turkey! Its going to be a long one, so settle in with a dish of kfte and a glass of rak and then lets get into it!
So, lets address the obvious - Turkey did not formally enter the Second World War until 1945, and never participated in any active fighting, yet as a nation they consistently held the dubious honour of being able to fundamentally alter the wars trajectory with their own participation throughout almost the entire conflict. They were courted by every alliance but maintained and leveraged their position of strength so that they could maintain their neutrality while still winning all the favours of courtship from the Allies, the Comintern, and the Axis. The other factor in considering Turkey for a rework was well, a lot of people love to play it. Turkey, to this day, remains the most played non-reworked minor in Hearts of Iron IV! So, it was very important that playing Turkey felt like playing a country with a potentially winning hand, but in a scenario where if they lost theyd lose everything.
The Turks had some prior experience with wars where theyd have everything to gain by winning, and everything to lose by failing. When the Ottoman Empire exploded, the Entente imposed one of their signature devastating treaties on the Turkish people by carving up the new Ottoman state into a small rump state in Anatolia. This state of affairs didnt sit too well with many of the Turkish people, so an alliance of revolutionaries set to work - the most prominent of which was the legendary Mustafa Kemal Atatrk (more on him in a bit!). The Turkish revolutionaries repulsed the Entente and the encroaching Greeks (who we discussed two weeks ago), and cast down the Ottoman Sultanate in favour of the nascent Republic of Turkey. Of course, Turkey was not totally let off the hook as a former Central Powers member, but compared to their former comrades-in-arms the Turkish Republic got off relatively light!
By Hearts of Iron IVs start, the Republic of Turkey was a mere twelve years old! Atatrks Republican Peoples Party (the CHP) wasted no time in reforming Turkish society top-to-bottom in order to modernise and westernise (to a degree) the entire nation. Mustafa Kemal Atatrk, Turkeys messianic founding father, was dedicated to the concept of a liberal democratic Turkish state but that doesnt mean every Kemalist figure was. Kemalism was the unique ideology of Mustafa Kemal Atatrk and the framework through which the entire Turkish state was supposed to be moulded, but even though Atatrks own views were unshakeable Kemalism itself was very flexible as an ideology. Kemalism, all at once, had elements of socialism, western liberalism, and Italian fascism - and these elements could be enhanced or obliterated at the snap of the Atatrks finger. It could be (and has been) argued that it was the dynamism of Kemalism that shielded the Republic of Turkey from the worst of the Great Depression.
Turkey would remain a one-party state under the CHP until May of 1950, where under the leadership of smet nn the Kemalists received a thumping in the elections and gave the conservatives a majority until they were couped out by the Kemalist officers. However, there were attempts to hold multi-party elections during Atatrks lifetime - but when these opposition parties were inevitably taken over by Islamic Conservatives the opposition parties would be banned and the elections called off. Now, I love my history but I do not belabour my points for the sheer fun of it - Turkeys very recent history all plays a part in the Turkish rework, which we should waste no more time in getting into.
Compared to many of the Balkan nations, Turkeys position looks surprisingly stable - but that strength is very tenuous. The Kemalist system of governance seems infallible with Mustafa Kemal Atatrk in charge, but once the Father of the Turks passes away things consistently become much more uncertain. Lets have a look at what makes Turkeys position so fragile, and why a Turkish government might have good cause not to rush headlong into war
Something the recently collapsed Ottoman Empire left behind for the Turkish people as a little present was its insurmountable debt. The Ottoman Public Debt Administration was restructured into the Debt Council: an organisation chaired by Entente victors. However, Turkey was not Greece - the Allies had very little interest in bullying Turkey to the point of alienation, and the whole situation is much easier for Turkey to deal with in general. The Debt Council, as one of the only controlling interests in the Turkish economy, occupies Turkeys starting Industrial Concern as an unremovable spirit. Is it crippling? No, but youre probably going to want to reorganise the entire entity into a more distinctly Turkish entity so you can actually get rid of it!
Even though the elite of the Turkish armed forces was in an excellent state, the army was absolutely ruined after the exceptionally brutal and hard-fought War of Independence. With a centrally managed economy, Turkey has had to be particularly picky with how it allocated its resources during its intricate processes of nation-building. With Atatrks mantra of Peace at Home, Peace in the World, the armed forces - and the army in particular - has fallen a little behind the curve compared to the rest of the world. But dont count the Turkish Armed Forces out just yet, because as the 1920s proved the Turkish forces can show their greatest qualities in a time of crisis.
The best of the Turkish Armed Forces can be found in its dedicated, experienced, and loyal officer corps. Well theyre loyal most of the time it really does depend on just how committed you are to the ideals and principles of Kemalism! Stay true to the vision of Mustafa Kemal Atatrk and youll enjoy some healthy buffs, but straying from the path may lead to some adverse effects for your country
Speaking of adverse effects, lets look at Turkeys unique internal situation. The verdict: its not good. Kurdish rebels to the east, hardcore traditionalists in the hinterlands, and Kemalists in the west and north. Turkey is not fractured along ideological lines like Bulgaria and Greece, rather its divisions are all of an ethnic or religious element. Whats more, these divisions are not drawn along party lines, but rather by geography. So, lets take a look at Turkeys own faction system.
But before we do that, lets just take a quick detour to look at the reworked states and provinces for Turkey! State lines and categories have been corrected to be closer to the real deal, and those unsightly mega-states have been carved up into smaller states. Istanbul is now also a separate state, so any would-be conqueror who wants their own occupied Regime of the Straits can now make that a reality without taking all of Edirne with it! Whats more, the Turkish provinces have been corrected to be closer to reality: in short, the centre of Turkey is no longer one gigantic desert!
It should be noted, this relationship - the one between a developer and a player - its a give-and-take relationship. I know this might be contentious to some people, but for DLC owners none of the Kurdish core states in Turkey will start as a core of Turkey. So lets talk about that, lets look at the Kurdish role in the faction system.
But before we do that, lets just take a quick detour to look at the reworked states and provinces for Turkey! State lines and categories have been corrected to be closer to the real deal, and those unsightly mega-states have been carved up into smaller states. Istanbul is now also a separate state, so any would-be conqueror who wants their own occupied Regime of the Straits can now make that a reality without taking all of Edirne with it! Whats more, the Turkish provinces have been corrected to be closer to reality: in short, the centre of Turkey is no longer one gigantic desert!
It should be noted, this relationship - the one between a developer and a player - its a give-and-take relationship. I know this might be contentious to some people, but for DLC owners none of the Kurdish core states in Turkey will start as a core of Turkey. So lets talk about that, lets look at the Kurdish role in the faction system.
I dont think its much of a stretch to say that the quest for Kurdish statehood inside of Turkey is a somewhat controversial issue. The thing is its always been pretty controversial. There were a number of Kurdish rebellions between the Republic of Turkeys foundation and the beginning of Hearts of Iron IV, and there was another rebellion that took place during Hearts of Iron IVs timeframe. Instead of hard-scripting that event, I wanted to make it more dynamic, and the new resistance mechanic introduced in La Rsistance seemed an excellent medium to interact with in this regard.
Kurdish state modifiers ensure that governing Kurdish areas feels like a constant tug-of-war between the national government and the people in the states. The modifiers can scale up, getting worse in their intensity, or they can be brought down to the point where they cease to be a problem. Many of the ahistorical paths encourage the whittling down of resistance and the building up of compliance for the purposes of getting a core on the states, but I hope for reasons that dont need to be explicitly stated its understandable why the historical path focuses more on the placation of these states rather than their coring.
Remember how I mentioned the give-and-take relationship? Heres some more of that take. Yes, Turkey is treated to an abundance of redrawn and recategorised states, but many of them also have an issue with the government. One of the most divisive elements of Kemalism was its staunch and unfaltering commitment to secularism and separating religion from state. Funnily enough, not all of the Turkish people were so hot on the idea of Islam being split from their government and being stowed into their private affairs.
Traditionalist modifiers, like the Kurdish modifiers, scale: and they can get worse or they can get better. If your government isnt a Kemalist government, they can get WAY better! But that might not necessarily be a strat to depend on, because if we take a look over at the Kemalist states
Yeah, theyre really good. Kemalist modifiers arent plentiful, and spreading them can be an expensive affair, but the Kemalist modifiers can be found in most of Turkeys most urbanised and industrialised regions of the country. It creates the desired effect that the player, even though they can build anywhere in the country, is encouraged (like the historical government) to invest in these richer regions due to the added boons and ease of access. Kemalist regions also give additional recruitable population to help offset the loss of those Kurdish non-cores.
Not every state starts aligned on game start, and the player might find themself in a race against time to apply as many of their own state modifiers as possible while the A.I. applies opposing state modifiers.
But enough about these peripheral features, lets get to the meat of the rework: the focus tree! I know, I know, I took my time getting here but were in it now!
Turkey was in a very unique situation in 1936, and I really wanted the player to feel like they were playing a pivotal part in Turkeys nation-building process. All the paths are there: two non-aligned paths, two fascist paths, two democratic paths, and a communist path. Lets dissect it a little!
The tree is broken up in a way that should feel rather interconnected, and thats because of Turkeys unique political situation. All the paths in the political tree save for one are not about conjuring a fascist party out of the thin air or a magical communist revolution, but about redefining what the ideology of Kemalism is and what it means for the state. On the left, you can see the liberal and democratic paths - tied in with Turkeys little industry tree which for the most part is actually built into the decision tab. In the centre are Turkeys historical action focuses, and yes - Hatay is a state that has been added to the game! To the right you have the wide-sweeping authoritarian government forms, in which youll find the historical path starting down from Peace at Home.
Everything starts with the Montreux Convention, which kicks off an event chain where Britain, Turkey, and the Soviet Union start a quarrel over the Bosporus and permissions to them. Try to be deft with your approach, and do not underestimate the Bolshevik hunger for your Turkish Straits - it may just come to war
Survive the first crisis, and you can side with Cell Bayar and his liberal-democratic minded ilk by integrating the Bank and its political sponsors into your government, or maintain the one-party state by continuing the state economic policy of Etatism as sponsored by future historical president smet nn. Etatism is a powerful boon that can help rapidly industrialise the mostly empty Turkish state, but if you try to juggle your centrally managed economy with a war economy you might find that you get more than you bargained for.
Here we have the two likeliest successors to the Kemalist legacy after the Father of the Turks passes away: smet nn and Fevzi akmak. smet nns left-wing non-aligned path is accessible through Peace at Home where you try to juggle and appease all sides while never making anybody truly happy. Fevzi akmaks right-wing non-aligned path is accessible through Reinvigorate Turkish Nationalism, and focuses on appeasing the Traditionalists without totally shirking your Kemalist ideology. Fevzi akmak can additionally take the role as a Francisco Franco-like fascist dictator through Fatherland First!
Next, weve got the more radical Kemalist candidates: Recep Peker and evket Sreyya Aydemir. The fascist and communist paths are not about fully tilting Turkey into any particular ideological mould, but rather about remodelling Kemalism along their more radical lines. To that end, both paths are free to intervene in the Spanish Civil War, and put a focus on clamping down on Traditionalist sedition while uplifting the Kurdish people into a position where they are equals in the Turkish state.
On the other end of the tree, we have the democratic path featuring Cell Bayar, whos batting for the Kemalists, and Adnan Menderes, whos pitching for the Conservatives. Once you open up the floodgates of a free and fair election, there is no going back.
So, the election goes down and either the Kemalists are provided a democratic mandate to rule, or their reign is cut short by Menderes and his Demokrat Parti. If the latter course of events takes place, then what youve done is essentially fast-tracked Turkish history, and you shouldnt expect the end result to differ too much from reality. One should be weary of old ghosts returning to haunt the state when you pander to their views and topple their enemies
So, youve established your state of choice and now its time to stop looking inwardly and time to start looking at the rest of the world at lar- [Troy GIF on fire]
Alright, so the worlds in a bit of trouble! Looks like the whole Peace in the World aspect of Kemalism isnt working out so hot, and maybe its time to directly intervene in matters. Or alternatively why not just bask in the love of your secret admirers in Berlin, London, Rome, and Moscow? The foreign policy branch lets you play the historical route of letting things play out until 1945 without getting involved (which the historical A.I. should do), or you can beeline straight for your faction of choice so you can jump into the action!
Some of the favours you can garner from your gallant sponsors are pretty neat, and can be very useful to a Turkish state trying to build up to preparedness for total war. Every faction path has a way for Turkey to expand either peacefully or through more traditional means.
Join up with the Allies, and see if they might be willing to sponsor your hegemonic aims in the Middle East (I know, how uncharacteristic of Turkey). Join the Axis and cause chaos in the Middle East by sponsoring the Golden Squares coup in Iraq, or ready your troops for the long winter march to Moscow through the Caucasus. Align with the Comintern and ditch your phoney Turkish socialism for some honest-to-Stalin Turkish Bolshevism by lifting the Turkish Communist Partys exile! Or perhaps the normal factions arent cutting it, perhaps a more independent route is warranted. Well, you can do that too - form the Covenant of the Mediterranean with Italy, or invite Republican Spain to the Anti-Bolshevik Accord.
Or cut the major powers out of the picture entirely for a truly independent route. Under a Kemalist government, the player will be free to continue the governments long-standing foreign policy aims of a stable and free Balkans. Extend the Balkan Pact into a formal Balkan Entente, and stand tall as the paragon of the Balkans - ready to stand up to any threats whether they come from the north, east, south, or west. Although, perhaps you dont want to play the good guy maybe youre invested in this to cause a little chaos...
...well, we have you covered. Of course, no Turkish rework was going to be complete without some sort of Ottoman restoration path. Yes, topple the Kemalists in the election and you can wager theyll use their clout in the military to try and take you down, and when they do thats when the Faustian Bargain can be struck.
Root the Kemalists out of their cities one-by-one and prepare the weakened nation for the return of the Sultan. The glorious Sultan: the one who will restore the Empire, the one who shall conquer the world, the one who shall make the Western Imperialist hounds kneel to kiss his royal scepter, th-
-oh, he was actually a pretty gentle guy. Well, thats okay - because his court is absolutely clogged with vengeful former exiles who have been restored to the Ottoman Sultanate frothing for a second chance to right the humiliating end of the Great War which saw their prestige and identity annihilated.
Should they exist, you can get the old band back together and link up with the Central Powers! If they dont but the Austro-Hungarians do, then you can still reform the Central Powers. If youre alone, thats alright, press the Austro-Hungarian claim for them and cause some mayhem in the southern Balkans in their name. When the Sultanate has been cemented, the option to make a bid to reclaim your empire and the title of Caliph will become available once again. But conquering territory in the Middle East is thirsty work! That place is real hot, and theres so much sand! Good news, weve got you covered.
Introducing the camelry unit! Theyre more reliable and resource efficient than cavalry, but theyre slower, tougher to train, and they cost more equipment. Cavalry is also good in a variety of environments, while Camelry is great in a select few environments but not so good in most others. However, with an even higher level of suppression than cavalry they make fantastic garrisons in a pinch.
Well, thats about everyth-
Oh no, wait, theres more! Hearts of Iron IV can be an unpredictable game, you never know which way it might go! The world post-WW2 might be left in a state unpalatable to your senses, so following any branch to the end in the Reconfigure Turkish Foreign Policy lets you take on the role of a rogue state trying to serve its own interests against the wills of the major powers. Mind you, a sudden heel turn in Turkish foreign policy isnt always going to be received positively by every major faction leader, and you might find yourself thrown out on your ass if you cause too much of a ruckus.
Of course, if youre going to play the role of a rogue state then why not go all the way and become the ultimate pariah state?
Well, thats all for this week! Before signing off, Id love to give a special thanks to our beta testers for all their hard work testing the pack, Indyclone77 for his help with many of the art assets (including the portrait double-ups in this diary!), and withche.07 for his prolific Turkish suggestions forum thread!
Farewell, and see you soon for the first stream!
Today's Development Diary by ManoDeZombi
- Hi everyone! And welcome to a new Hearts of Iron 4 Dev Diary!
Today well be talking about the second country in the upcoming DLC, which Ive been working on after La Resistance. A country that didnt make it into DoD because by that time the team considered that they lacked the appropriate tools to depict both its multiple internal conflicts and its complex diplomatic relations. And as many of you had already guessed, the country in question is... Bulgaria!
As a defeated member of the Central Powers, Bulgaria suffered severe territorial losses, army restrictions and economic sanctions after the Great War, which led to a period of great instability and depression in the country.
In May 1934, the military organization Zveno carried out a coup detat and formed a new government, led by Kimon Georgiev, which dissolved the National Assembly, banned political parties and dealt a critical blow to the Macedonian revolutionary organization IMRO.
However, the Tsar forced Georgiev to resign in January 1935, appointed new puppet ministers and managed to seize full control over the country, imposing an authoritarian regime that benefited greatly from the measures imposed by the Zveno.
In 1936 Bulgarian society was split between different political and military organizations and social movements, most of them illegal thanks to the Zveno and the Tsar.
Bulgarian international relations were not in better shape, the IMRO, one of the most important Macedonian revolutionary organizations, carried out numerous fights and terrorist acts during the 1920s in both Yugoslavia and Greece, frequently operating from Bulgaria, and culminating in the 1930s with several assassinations including King Alexander I of Yugoslavia and the French Foreign Minister Louis Barthou. The actions taken by the Zveno to eradicate the IMRO helped improve Bulgarias image in the Balkans, but relations with its neighbors and with the countries of the Entente were still very cold.
In contrast, a very welcoming Third Reich helped Bulgaria overcome its sorry economic situation and seemed to offer a very promising future for Bulgaria....
Now lets see how this turbulent country looks in HOI4 when you start a new game:
Bulgaria will start the game with Tsar Boris as the country leader, who will provide nice bonuses for non-aligned support and a flat penalty to war support (he seemed to be very reluctant to join the war after all, agreeing only to declare war on the allies later in 1941, probably believing that it would be nothing more than a symbolic act How wrong he was!).
To be fair, the title Tsar Unifier historically came with the Bulgarian occupation of previously lost territories in Greece, Yugoslavia and Romania, but I think the title fits pretty well with Boriss modifiers.
Now lets take a look at the Bulgarian National Spirits, from left to right:
The Treaty of Neuilly-sur-Seine, signed after the Bulgarian defeat in the Great War, required Bulgaria to pay huge amounts in war reparations and forced the country to cede various territories, including western Thrace, cutting off Bulgarian access to the Aegean, and a significant area on the western border, very close to Sofia. It is no wonder why this treaty was known in Bulgaria as the Second National Catastrophe...
In addition to the sanctions above, the Treaty of Neuilly imposed very severe restrictions on the Bulgarian army, not only drastically limiting the amount of troops and forbidding the acquisition of modern equipment, but also prohibiting any military maneuvers and even stipulating the number of rifles that the Bulgarian security forces could use.
The Zveno dealt a major blow to the IMRO in 1934, but there were still many people that considered themselves Bulgarian Macedonians. In-game you can attempt to re-ignite this sentiment to your own benefit, or you can appease your neighbors and major European democracies by rooting out any remaining revolutionary cells in Bulgaria.
I know, theres a lot of red in these three national spirits, not very inviting, huh...? Well fear not, for as you progress throughout the focus tree you will be provided with the tools you need to get rid of them, so we will be talking about them again later in the diary.
One last thing before we move on, did you notice that guy occupying a political advisor slot in the picture above? Well, since you will be seeing his face every time you start a new game with Bulgaria, let me introduce you to Georgi Kyoseivanov, Prime Minister of Bulgaria in 1936, who was not seen as a very competent leader, but more as a puppet of Tsar Boris, a prime minister who did not dare to defy the Tsars Regime and who was forced to resign and become ambassador to Switzerland in 1940. Even the Germans might ask you (as happened historically) to replace him with someone more suitable.
Looking at his modifiers, you can see a pretty poor PP bonus, and a pretty decent weekly stability boost. Do you remember that -0.30% stability from IMRO National Spirit? Well, so as long as you do not mess with the Tsar, you will have this guy working on countering that malus. But if you dont plan on getting along with the Bulgarian monarchy, then you should plan ahead for this important stability boost that you will lose, especially if the IMRO penalty is still active.
Alright, now that we know about the situation in Bulgaria at the start of the game, lets have our first glance at the new Focus Tree!
As you can see, there are two main branches, and as most of you have probably already guessed, the one on the left focuses on the industry and military, while the one on the right focuses on political affairs, but note that you will also find plenty of industrial, military and research stuff within the latter.
Lets start with the industrial branch, on the left:
A very important decision that youll have to face when playing Bulgaria is how you want to develop your industry:
Hey all! After a long break over the summer, we are back with our regularly-scheduled dev diaries! Before we delve into todays main topic, let me give you some info on what we will be doing next and how this dev diary fits into the overall scheme of things.
Way back in 2017, we released Death or Dishonor, something we called a Country Pack at the time. Back then, the community was mainly asking for big new flashy mechanics and revamps of game systems, so the initial reaction from the community was pretty mixed. In hindsight perhaps we shouldn't have been surprised :D. These days though we are bombarded with requests of more, better and bigger focus trees, and people are wondering if it's going to take 10 years to add trees to everyone? As a Content Designer, it has been very rewarding to see the community get more excited to see focus trees!
So we have decided to bring back the idea of a Country Pack, a smaller expansion that focuses on a specific part of the world and covering 3-4 minor nations. But at the same time, we didnt want to put the entire team on it while there were still other parts of the game we wanted to work on such as adding an intelligence system. The idea is that this will let us increase how many focus trees and flavor we add while still being able to deliver big juicy features in larger expansions.
The approach we took was to recruit a freelancer to work on the focus trees while the rest of the team in Stockholm worked on the next big DLC, which would eventually become La Resistance. Today we are going to show you the first of the new focus trees coming in the next country pack, and in the coming weeks we will share more information on what other countries get focus trees in the pack, as well as what other content will accompany the release. As always, the country pack will be accompanied by a patch that will fix some bugs as well.
We think that this approach allows us to get more content to you faster, without taking resources away from the main team, which continues to work on the next big DLC. You will get more information on what that DLC contains after the country pack releases later this year (disclaimer: it is 2020 and fate can be fickle).
Ill now hand you over to the man of the hour: Freelance CD Busby, working from Australia!
Gday, my name is Busby and I am the Freelance Content Designer who was responsible for putting together Greece and another soon-to-be-revealed mystery nation! Freelance Content Designer, I hear you ask, how does that differ from your standard run-of-the-mill Content Designer? Well, with COVID-19, those lines have certainly blurred; nominally, it means that I work remotely of the core team so I can focus on getting this pack out to you while they all collaborate on the next big expansion! Of course, I didnt work alone, and youll be hearing from a familiar face who worked with me on this next week!
Before kicking things off, I just want to say as someone who used to read Hearts of Iron IV Dev Diaries on my lunch break in high school that it is an absolute privilege and an honour to be presenting you all with one of my very own! So, without further ado: Greece!
Greece was a very interesting challenge to tackle, they are well known for repulsing the Italian invasion of their nation and then successfully launching a counter-offensive of their own, which culminated in the Capture of Klisura Pass. So, it was important that Greece be able to play defensively, but it would also have been thoughtless to neglect what might be one of the worlds richest histories that shared in some of the grandest of accomplishments. Greece has been the beating heart of many historical empires, so they had to be capable of reaching their historical heights but without neglecting the many challenges that faced them at the time.
To say that Greece is in a challenging position in 1936 would be a great understatement. The Hellenic Armed Forces are the one positive in a sea of negatives, and even theyre woefully underequipped. Greeces economic and political issues are represented through their starting national spirits:
Ever wanted to have some input into what we pick as an achievement for Hearts of Iron IV?
This is your chance!
Over this week we asked for suggestions on social media for new achievements. Having received around 400 submissions, we've distilled these down to a shortlist of just 10.
The choice of which one gets added into the game at our next major update is now yours!
Click here to cast your vote or read on below to see the details of all the achievements on the shortlist.
Tordenskjold would be proud: As Denmark or Norway sink the pride of the fleet of a major power
Quick Revolution: As the Soviet Union, put Trotsky in power and make all major nations communist before 1945
Better Late Than Never: As Monarchist England, conquer Normandy, Aquitaine, and Paris
Finnish Him: As Finland, conquer the Soviet Union without joining a faction
Finding Old Zealand: As New Zealand, conquer Zeeland
Afri-Khan: Conquer all of Africa as Tannu Tuva or Mongolia
I am the senate: As Democratic US, have 100% control in the house and senate
All the Romes under Romania: As Romania, control Rome, Istanbul and Moscow
The chad Chad: As Chad, conquer all of Africa
The French Prince of Belair(us): As any Monarchist France, own and control all cores of Belarus
You can click here to cast your vote!
Chain of Command: Devs vs. the HOI4 Community: 1800-2000 CEST, 10/11/12 June
Update: The Polls have closed and the results are in!
We can certify that SwedishKaiser, Dankuser, Spartacus, Coffee Monster, Acy, Matius, Joseph, and Toastyman, are duly elected to serve as Members of (virtual) Parliament for the Steam constituency.
Congratulations to the winners and commiserations to those who didn't make it.
We will be in touch with the winners shortly to invite them to the Discord.
---
Yesterday's Election Details [vote closed]
It's election day for the 'virtual House of Commons', as part of our chain-of-command multiplayer event next week!
If you missed the information about this event a few days ago, we're having a group of ordinary HOI players from across the community take part in advising and voting on strategy for the community team (made up of YouTubers and Streamers) via Discord.
Click here to see full event info
Below is the shortlist of candidates from all the applications we got on Steam. You can find a link to vote at the bottom. There will be eight representatives elected from Steam.
1.9.3 "Husky" is now live and downloadable through Steam. Checksum is a7a4.
We should be compatible with 1.9.2, but if you for some reason want to remain on 1.9.2 or older Here are instructions for reverting to patches since 1.5.4, or special instructions for 1.5.3 and earlier.
Please make sure that any mods you are using are updated for 1.9.3, or your game might not run properly (seriously)
If you discover any bugs in patch 1.9.3, please report them in the bug report forum as usual.
For the ones who were on the beta and experienced performance issues with the latest update, things should be back to normal now.
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######## Hotfix 1.9.3 "Husky" ########
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# Balance
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- decreased suppression value of SP-Art battalions
- decreased suppression value of SP-AA battalions
- decreased suppression value of SP-AT battalions
- decreased research cost on destroyer hulls
- decreased research cost on depth charge technologies
- increased research cost on 1940 and 1944 submarine hulls
- increased research cost on torpedo module upgrades
- decreased research cost of naval munitions upgrades for light and heavy guns
- decreased research cost of armor schemes
- increased the cost of initial radar tech, lowered cost on all other radar techs
- decreased IC cost of all ship heavy batteries
- increased damage of all heavy ship batteries
- increased piercing of all medium ship batteries
- increased damage of all medium ship batteries
- Carrier planes no longer take area coverage penalties on their targeted/ground missions
- Increased carrier hull surface detection base from 20 to 26
- Added a cooldown timer after naval transfers are engaged at sea and escape to avoid stun-locking issues with many small fleets. The cooldown depends on the screening efficiency of the defenders so a defended convoy will have a longer cooldown the better defended it is
- Added an extra speed boost to convoys retreat speed when screened
- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side
- Increased air-to-air damage factor in carrier battles from 5 to 6
- increase air attack targeting scoring for carriers to make them more likely targets for other carriers
- increased naval hit penalty from 10% to 20% in heavy rain
- reduced carrier traffic penalty from 100% to 80% in heavy rain
- Reduce heavy gun target signature from 90 to 80 and increased light gun target signature from 40 to 45 to make heavy guns a bit more versatile and light guns a bit slower at picking off screens
- Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.
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# Stability & Performance
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- Fixed OOS related to asking an operative to resume their mission after the operation they are assigned to completes
- Fixed OOS linked to technologies not being properly reset between games
- Fixed OOS triggered by a country asking for manpower after a civil war
- Prevented crash when trying to respond to faction invite from a faction that no longer exists
- fixed a ctd that happens when a non-existing capitulated country checks for uncapitulation
##################################
# Modding
##################################
- Added play_song and scoped_play_song effects
- added on_war_relation_added on action (scope is attacker, from is defender)
- Made targeting weights for air-to-ship in naval combat moddable. See NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.
##################################
# Bugfix
##################################
- Updated the forum link in main menu to match the new forum
- Bulgaria will no longer start with Flexible Navy focus completed in 1939
Today's Dev Diary by Podcat
Hi everyone! This week is Hearts of Iron IVs 4th anniversary. Ive got some cool data to share with you, new armor and radio packs as well as patch for you to celebrate! All of this releases tomorrow :)
A Look Back & Cool Numbers
It's crazy how Hearts of Iron keeps growing. I personally started with playing HOI2, and worked on HOI3 as a coder and game director on HOI4, and while people still call it a niche experience for WW2 buffs, it has also grown to be so much more (or us WW2 nerds are more numerous than we think :D). Around La Rsistance release we clocked a new record on monthly players of 899k (the 1000 of you that didn't log in that month are responsible for my OCD flaring up!). HOI4 is quite unique in how stable the growth is. Most games that aren't multiplayer or the like usually has big dips between releases. I think the two big factors that keeps us so stable is the replayability as well as the amazing mods that keep updating giving people new stuff to play with continuously :) Here is what the curve has looked like over the years:
I also took a look at country popularity between the last year and the release year. These are the top 10 nations currently with comparison to 2016:
Most see relative reductions here because we have in general made a lot more nations playable with more focus trees and other improvements (in 2016 Poland had Hungary's spot while now its pushed below both Spain and Hungary). There are a couple of obvious increases who all seem to come from focus tree changes also :)
Allied Armor Pack
Tomorrow we also release the followup to last years Axis Armor Pack, this time for the allies. This includes 45 armored vehicles for USA, UK, France and Soviets. On top of this we also add in 32 tanks from the Colonel Edition for those nations also for a total of 77 :) This is one of the reasons that we stopped selling the Colonel Edition last month - it was making it messy to buy cosmetic packs and we didn't want to split stuff up further.
To make sure previous colonel edition players don't feel like they get as much, and also because its been such a great year for HOI4, we will be giving the whole pack for free to all those who had the colonel edition. Enjoy!
(the observant players may remember that there is some ships in the colonel edition also, people who have that will keep them but they are not included in this armor pack. We will sort those boat boys out in the future).
Below are some examples of vehicles included:
Allied Speeches
People seemed to like the radio addition last year, but this year we wanted to test something a bit different and more tied to gameplay. We have added 70 minutes of speeches from allied leaders and commanders, set them to music and trigger them based on ingame events. So for example when Japan declares war on USA you will be able to hear Roosevelt deliver his "a date which will live in infamy" speech.
Here is a sample using one of Churchill's more famous speeches to give you an feeling for how it will sound:
[previewyoutube=YR2c-uRQjmY;full][/previewyoutube]
Its a great feeling when they kick in and adds some really nice historical flavor :) Note also that they are playable like any other tracks should you want to.
1.9.3 Patch
For this patch we wanted to focus on naval issues and improvements as we didn't touch that very much for La Rsistance. To summarize the most important changes:
Naval tech rebalance
It's best to check the changelog for details here, but our goal has been to make tech investments into more efficient submarines more expensive and sub countering and investments into capital ships cheaper.
Convoys and stun-locking
A very annoying strategy in multiple and sometimes in SP has been being able to essentially stun lock an enemies transports of troops in place at sea by lots of small naval engagements with submarines. Even if well screened they still need to wait to retreat and then would get caught again and again, sometimes taking months to get across the atlantic. To deal with this we have increased the retreat speed bonuses from being well screened and also implemented a cooldown system. This system will give transports a cooldown after being caught where they can not be re-spotted again. The length of it depends on the length of their path as well as how well screened they are. For an unscreened vessel they will be caught pretty quickly in more interceptions while a properly screened one can continue on until the invasion beach if its not too far.
Carriers and other naval changes
Carriers in the pacific really struggle with the large air zones and the weather penalties. It didn't make sense to us to apply the area size penalties to a mobile base with so few planes, so now any mission targeting a specific location (port strike, CAS etc) for planes stationed on a carrier will not have this penalty.
On top of this it didn't make sense to have carriers planes suffer a 100% penalty from bad weather when land based ones had a much smaller one. While I doubt any planes could take off during a really bad storm, it makes little sense when we only really have one level of weather here to make it so brutal, so this penalty has been reduced to 80%. We also felt that if the weather is truly this bad guns really should be struggling more than they do as well as doubled that penalty to 20% to close the gap.
Carriers now also help the fleet overall. The side with the carrier plane advantage in the battle will penalize positioning of the other side, similar a bit in spirit to the effects of air superiority on land. We also made light guns a bit worse and buffed targeting and power of bigger guns to try and strengthen mixed fleets. We have also increased the base detection abilities of carriers a bit to better model how important they were for spotting enemies at sea.
Another thing of note is that we have fixed an annoying interaction between air superiority and naval spotting. Because air superiority applies on average on the zones a task force was operating you could shield them with planes in a zone they were not even in, which might be somewhere your enemy couldn't even reach and contest. Now it will be looking at the specific area they are in instead.
Out Of Syncs
Telemetry was telling us that the vast majority of out of syncs were happening in the first half of 1936, and for weeks we simply could not reproduce this inhouse, but recently we had a breakthrough. We found some data related to technologies that was not properly reset when entering a new game and this is hopefully the core reason for this. We will be looking at telemetry data to hopefully see the OOS frequency take a nose dive, because this stuff is truly hard for us to test fully ourselves, but we are optimistic!
Full Patch Notes:
################################################################
######## Hotfix 1.9.3 "Husky" ########
################################################################
##################################
# Balance
##################################
- decreased suppression value of SP-Art battalions
- decreased suppression value of SP-AA battalions
- decreased suppression value of SP-AT battalions
- decreased research cost on destroyer hulls
- decreased research cost on depth charge technologies
- increased research cost on 1940 and 1944 submarine hulls
- increased research cost on torpedo module upgrades
- decreased research cost of naval munitions upgrades for light and heavy guns
- decreased research cost of armor schemes
- increased the cost of initial radar tech, lowered cost on all other radar techs
- decreased IC cost of all ship heavy batteries
- increased damage of all heavy ship batteries
- increased piercing of all medium ship batteries
- increased damage of all medium ship batteries
- Carrier planes no longer take area coverage penalties on their targeted/ground missions
- Increased carrier hull surface detection base from 20 to 26
- Added a cooldown timer after naval transfers are engaged at sea and escape to avoid stun-locking issues with many small fleets. The cooldown depends on the screening efficiency of the defenders so a defended convoy will have a longer cooldown the better defended it is
- Added an extra speed boost to convoys retreat speed when screened
- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side
- Increased air-to-air damage factor in carrier battles from 5 to 6
- increase air attack targeting scoring for carriers to make them more likely targets for other carriers
- increased naval hit penalty from 10% to 20% in heavy rain
- reduced carrier traffic penalty from 100% to 80% in heavy rain
- Reduce heavy gun target signature from 90 to 80 and increased light gun target signature from 40 to 45 to make heavy guns a bit more versatile and light guns a bit slower at picking off screens
- Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.
##################################
# Stability & Performance
##################################
- Fixed OOS related to asking an operative to resume their mission after the operation they are assigned to completes
- Fixed OOS linked to technologies not being properly reset between games
- Fixed OOS triggered by a country asking for manpower after a civil war
- Prevented crash when trying to respond to faction invite from a faction that no longer exists
- fixed a ctd that happens when a non-existing capitulated country checks for uncapitulation
##################################
# Modding
##################################
- Added play_song and scoped_play_song effects
- added on_war_relation_added on action (scope is attacker, from is defender)
- Made targeting weights for air-to-ship in naval combat moddable. See NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.
##################################
# Bugfix
##################################
- Updated the forum link in main menu to match the new forum
- Bulgaria will no longer start with Flexible Navy focus completed in 1939
So what are we up to now?
We have been wanting to shorten the time between content update for a while and are going to take a serious stab at it now. That means that we are currently working on two things at once in parallel actually. In the pipe we have 1.10 Collie as well as 1.11 Barbarossa. That's about as much information as I can give you right now. We are not yet ready to start dev diaries on Collie but look forward to it some time after summer vacation. We have some massively awesome stuff planned and I think you are all gonna like it (if people wanna see the roadmap, it was last updated in this dev diary).
As part of the anniversary we are also doing a really cool new take on the 3-day war stream with influencers vs devs and... democracy?
Check out full event details here!
Chain of Command Multiplayer - Developers vs. The Hearts of Iron Community
It's Hearts of Iron IV's 4th anniversary on June 6th, and to celebrate we're holding a multiplayer event for the ages.
From June 10-12 a team of four heroic content creators, backed by the wider
Hearts of Iron community, will do battle with a team of four of the most dastardly devs around.
For the first time in an official multiplayer event, you can participate, helping to shape the community teams strategy and choosing its leader. Read on to find out how.
It's going to be a chain-of-command stream, meaning that all each team will be playing one nation; Democratic UK for the Community team, and Imperial Germany for the Devs.
The Developers won't just be playing against the four players controlling Britain, but also a 'Virtual House of Commons' made up of ordinary Hearts of Iron players from all kinds of different communities.
The Virtual House of Commons will, via Discord, choose which of the four players will become 'Prime Minister', discuss and vote on strategy, war declarations and other major decisions, and if they are unhappy with how the game goes... vote to sack the Prime Minister and appoint another.
How You Can Take Part
In order to take part in the Virtual House of Commons, you'll need to be either be nominated by one of the participating Hearts of Iron Communities, or win election on Hearts of Iron's official communities, like Facebook, Twitter, the Paradox Forums and here on Steam.
If you would like to be a part of this, you can nominate yourself using this form: https://pdxint.at/2XTSLxr
You'll be asked to write a little bit about your prowess at HOI and how you'd be good if chosen, and then we will create a shortlist of candidates from the entries to be voted on by the Hearts of Iron community on Steam.
The election will take place on June 5th 2020, for 24 hours. We'll do another Steam post with a voting link then.
If elected, you'll be able to join a Discord server and take part in votes and discussions from Sunday 7th June, through to the end of the event on Thursday 12th June. We don't anticipate this will take up a lot of time, but obviously that depends on what the house wants to discuss and vote on!
Good luck if you choose to stand!
Join Fiona and Daniel once again at 14:00 CEST for the penultimate episode of our tutorial stream series.
Tune in over on twitch: https://www.twitch.tv/paradoxinteractive
1.9.2 "Husky" is now live and downloadable through Steam. Checksum is a73d.
We should be compatible with 1.9.1, but if you for some reason want to remain on 1.9.1 or older Here are instructions for reverting to patches since 1.5.4, or [url=https://forum.paradoxplaza.com/forum/threads/changes-to-playing-previous-versions-of-pds-titles.1120883/]special instructions for 1.5.3 and earlier.
Please make sure that any mods you are using are updated for 1.9.2, or your game might not run properly (seriously)
If you discover any bugs in patch 1.9.2, please report them in the bug report forum as usual.
For the ones who were on the beta and experienced performance issues with the latest update, things should be back to normal now.
###############################################################
######## Hotfix 1.9.2 "Husky" ########
################################################################
##################################
# Bugfix
##################################
- The Bell Tolls for Us achievement should now trigger when winning the civil war.
- the bonuses for collaboration governments are no longer reversed so the special outcome ends up worse, also adjusted levels according to actual old default
- both outcomes on civilian tech stealing no longer gives max bonus
- Our Chief Weapon is Surprise will no longer check how many operatives you have and will correctly only check if you have done 5 coups.
- fixed an issue where the British Raj could end up with no recruitable manpower if they went down the swaraj focus path (TfV only)
- Countries should no longer leave the Latin Bloc formed by Spain after a day
- fixed an issue with Carlist spain losing its 3d models after reinstating the monarchy
- fixed an issue with the Spanish unique 3d tank model not appearing correctly
- fixed some issues with coordinated strike that was making them with naval bombings
- Fix AI constantly cancelling sending expeditionary units for a player and ai
- Fixed issue with cores and resistance during and after SCW.
- Korea should now correctly be released if Manchukuo breaks free from japan and forces a peace settlement with them
- fixed an issue with army training xp generation
- Fixed operative resuming their mission after an operation being able to run their mission in a quiet network
- it is now possible to recruit local agents in countries occupied by a third party
- Tech stealing can no longer unlock mutually exclusive techs and will let you unlock techs with less than 50% progress on them directly also
- Hinder NKVD Interference focus will be canceled if The Stalinist Doctrine is completed, fixing an edge case where player could unlock both sub-branches.
- Soviet now retains the old behaviour of sending volunteers to spain
- Fix end of civil war events no longer firing (initially reported on German Civil war)
- Tech stealing text now matches what you always get rather than sometimes being random
- Fixed an issue with the Iberian union not getting the correct 3d model
##################################
# Balance
##################################
- added mil factory to china that was incorrectly set up in 1.9.1
- capture cypher operation now gives between 30-50% decrypt and requires a bit lower network.
- Lowered operation duration for infiltrate Army/Navy/Air from 90 to 75
- Lowered boost resistance operation duration to 50 days from 60
- Lowered duration on targetted sabotage from 120 to 90 days
- sabotage operation now also increases damage done rather than just aiding in targetting
- lowered chance for agent capture and increased chance for harm and hiding to reduce the amount of rescue missions needed
- reduced cost increase for repeating tech steal operation from a target
- reduced cost increase for repeating sabotage operation on a target
- Increased weights for equipment unlocks a bit from tech stealing operation
- Carrier planes no longer suffer the range coverage penalty during coordinated strikes
- Spain will not get resistance from the states until the SCW is completely over, meaning that the second uprising has been triggered/avoided. This is also applied if a Spanish faction defeats the other Spanish tags before her second uprising happens, since the SCW will not end until the second uprising has been dealt with.
- if France backs down during the Sudeten Crisis, French guarantees on Yugoslavia will also be removed (no one believes you anymore France)
- French guarantees on Yugoslavia and Czechoslovakia are now cancelled if France goes with Britain
##################################
# AI
##################################
- AI japan will no longer make Marianas a collaboration regime, similarly with Czechoslovakia which is a bit too complex to represent well with the AI here
- AI Spanish Factions will now surrender if they do not control any state in the Iberian Peninsula, but own other territories outside of it (preventing the player from needing to execute naval invasions to win the SCW)
##################################
# UI
##################################
- The coordinated strike operation now has proper effect descriptions explaining what it does
- removed a unlocalized debug tooltip when planning operations
##################################
# Database
##################################
- Removed tooltip in News Events showing up after defeating the other faction/s in the SCW before the second uprising. Added tooltip in News Events showing up after actually wining the SCW.
- Fixed an issue where, under specific circumstances in some edge cases, Gibraltar cores/claims could be lost.
##################################
# Stability & Performance
##################################
- Fixed OOS related to different language settings between the host and client
- Fixed OOS due to differing ship name in combat result
- Fixed OOS when joining a MP that has not LaR with a client that has LaR enable while comming back from a game with active operatives
- Added basic land and naval combat details to hourly OOS checks
- Fixed save game formatting of AI strategies for managing production of army roles, to use text instead of unstable numeric IDs
- Enabled the abort on map error for when game files are modified in the installation directory
- Fixed CTD when showing the leaderboard before going back to the main menu
- Fix a CTD on related to clearing strategic air data and processing air activity
- Fixed OOS caused by a client that has been kicked from or lost connection to their last game when the client has different DLC settings than the new host
- Reduced the hourly tick cost of checking for out-of-syncs by calculating checksum only for existing countries, and only for technologies actively being researched.
- Fixed a crash that could happen when assigning operative to an operation
- Fixed OOS in naval combat when convoys are sunk in a MP with at least one client using a different language than the host
- Fixed OOS when a player asks an AI for a lend lease
- Fixed OOS caused by differing name of the airbase airwings participating in naval combat are coming from when a client has a different language setting than the host
Hi everyone I hope you are enjoying 1.9.1 and La Resistance. Today will be a smaller diary to let you know that we are putting out a beta for 1.9.2, and also to fill you in on what the plan is now moving forward into next expansion work.
1.9.2 Beta
Since we came back from easter we have been working hard on nailing down some stubborn out of sync bugs. Some of those still elude us so the quest continues but we have also gotten some other things dealt with.
1.9.2 Changelog (so far!)
##################################
# Balance
##################################
- added mil factory to china that was incorrectly set up in 1.9.1
##################################
# Bugfix
##################################
- Soviet now retains the old behaviour of sending volunteers to spain
- Fix end of civil war events no longer firing (initially reported on German Civil war)
##################################
# Stability & Performance
##################################
- Fixed OOS related to different language settings between the host and client
- Fixed OOS due to differing ship name in combat result
- Fixed OOS when joining a MP that has not LaR with a client that has LaR enable while comming back from a game with active operatives
- Added basic land and naval combat details to hourly OOS checks
- Fixed save game formatting of AI strategies for managing production of army roles, to use text instead of unstable numeric IDs
- Enabled the abort on map error for when game files are modified in the installation directory
- Fixed CTD when showing the leaderboard before going back to the main menu
- Fix a CTD on related to clearing strategic air data and processing air activity
The beta patch thread is over here and includes info on how to opt into it :)
We have no release date on this yet, but its not planned to be a giant mega patch like 1.9.1. The goal is to deal with the OOS issues and mop up anything major we missed.
Future
Working from home during the corona pandemic has started to feel more and more normal for us although I really miss hanging out with co-workers at the pub or the like. We are very fortunate to be able to work on at home and not be impacted as heavily as other companies. Paradox has also been super supportive and sending us dinners from local restaurants (gotta make sure they are still there when we go back to work!) and the like.
As for development we are still fixing some stuff but the team is transitioning over to working on the next expansion now. That means that this will be the last dev diary for a while. We will let you know when they kick off again when we know :) If you want to follow work on 1.9.2 keep an eye on the beta thread. That said expect to hear from us from time to time during the work period :).
Stay safe inside your panzers everyone!
In this week's 'World War Work From Home', our tutorial streams enter their third week.
If you're new to the game or can't wrap your head around a certain mechanic, then this might be the stream for you!
Tune in at 14:00 CEST at: https://www.twitch.tv/paradoxinteractive
Today's Development Diary by Podcat
Hi everyone and surprise! We just released 1.9.1 to make sure you guys get all the fixes by easter. We are currently investigating some out of sync MP issues that are proven to be incredibly stubborn to nail down, so a 1.9.2 is planned after 1.9.1 to address that. Otherwise 1.9.1 has shaped up to be one of the bigger patches we have done with tons of fixes and I want to thank everyone who has helped out by reporting bugs and testing the open beta.
Today I also want to share another update to the roadmap like we usually do to the end of a patch cycle. Its both grown in some entries as well as had a couple checked off as of La Resistance.
1.9.1 Patch
This weeks update to the patch is a mix of bugfixes and balance. We noticed that after fixing various ai problems and tweaking balance that Germany and Japan was performing way too good again, so we've tightened up effects from resistance in occupation a bit more compared to last week and given china and soviets some more factories as well as made soviet build a better air force to meet the german air power. This should push back the war winning point further again and give a more average breakdown between soviet&german european victories.
With this we think its good to go so you guys can play with all these fixes over easter.
For those who have been following every week, these are the changes since last beta update:
##################################
# Balance
##################################
- Medium Aircraft Designers now affect scout planes
- Added 4 civ factories to USSR
- added 1 mil and 2 civ factory to china
- changed one civ to 1 mil for PRC
- increased manpower damage from resistance from 1.5% to 1.8%
- reduced compliance gain a little bit
##################################
# AI
##################################
- soviet will now build less naval bombers and a bit more fighters
##################################
# Bugfix
##################################
- Fixed issue with Spanish cores at the end of the SCW. Now the SCW winner will get resistance in the initial states of the "major" (SPD/SPA) Spanish enemy, until they get cored via decisions.
- Fixed annexation effects not being triggered after defeating non-anarchist Portugal.
- French Coup operations should now correctly display their potential outcomes
- fixed air mission icons in intel ledger air map mode having wrong frame
- Fixed a typo in Belarusian spelling and cleaned up spacing.
- The Chinese "Communist threat defeated" event is now suppressed after firing once until a new Communist infiltration is detected (WtT only)
- fixed remove_unit_leader effect not working correctly in some cases
- Fixed "Expand Garrison Control in Burgos" decision not increasing garrison control for the Republicans
- Fix instigate workers revolution britain not working properly
- fixed arguments not being passed to effects when using the effect console command
##################################
# Stability & Performance
##################################
- Fixed CTD on Windows caused by the assumption of the presence of the popcnt instruction
- Fixed a CTD caused by missing pie chart UI element in the diplomacy view
- Fixed CTD while loading a save game for some mods
##################################
# UI
##################################
- Specified Cyrillic script fallback fonts for an old fonts used in a limited number of places, most notably the Autosaving message.
- Fixed untranslated OK and CANCEL buttons in various confirmation dialogs.
##################################
# Modding
##################################
- added MAX_NUMBER_OF_TEXTURES define which can be increased for mods that had more than previously hardcoded 10k texture limit
##################################
# Database
##################################
- Improved French intervention in SCW so that now France, if fighting in the SCW, will be at war with any new Spanish tag spawned.
- Any Spanish tag revived by a foreign ally will now declare war on any foreign country allied to any other Spanish tag.
- Chinese decision to move the capital to Beijing/Nanjing will no longer be available for subjects. This change fixes the issue with Portuguese China moving their capital and making the achievement "Go ahead, Macau my Day" impossible to complete.
- Pierre Laval now starts out as the French starting leader
- Prevented Monarchist France from being able to join the Spanish Civil War on the Anarchist side.
- Portuguese "Volunteers in the War" National Spirits will be removed when the SCW is over
- Added advisor portrait for Agustin Munoz Grandes
To view the full patchnotes for 1.9.1, click here
It's Patch time!
Over the last few weeks we've been running an extensive Beta patch to add some extra content as well as balance and bugfix changes introduced in 1.9.
1.9.1 "Husky" is now live and downloadable through Steam, with a slew of fixes and improvements to 1.9.1. Checksum is 6d23.
We should be compatible with 1.9.0, but if you for some reason want to remain on 1.9.0 or older Here are instructions for reverting to patches since 1.5.4.
Please make sure that any mods you are using are updated for 1.9.1, or your game might not run properly (seriously)
If you discover any bugs in patch 1.9.1, please report them in the bug report forum as usual.
The full patchlog is too long to copy into steam, so to see its entirety, click here
In this week's 'World War Work From Home', we're continuing our tutorial series which began last week.
We'll be covering all the basics, including national focuses, research choices, template and ship designs, and much more. We'll be running this tutorial for a few weeks to make sure we can fit all the important bits in.
If you're new to the game or can't wrap your head around a certain mechanic, then this might be the stream for you!
Tune in at 14:00 CEST at: https://www.twitch.tv/paradoxinteractive
Today's Development Diary by Podcat
Hi guys, another week another patch update. We are now focusing on stabilizing it and preparing it for release once its gone through testing.
A cool thing we have added this week is new 3d models for Spain and Portugal. All the different civil war sides in Spain now look different. Here is a fancy render of what they look like in detail:
(pardon the german guns for the renders tho ;D)
Check out the changelog since last week:
##################################
# Balance
##################################
- neutral government can do collaborations now
- If Britain or France decide to abandon Czechoslovakia or Yugoslavia in their respective event chains, any guarantees they have made to those countries are revoked
##################################
# Bugfix
##################################
- fixed civil war flags not being cleared when country is annexed by an effect and causing script issues
- fixed some occupation modifiers wrongly being applied after loading a save game
- impassable terrains no longer has resistance
- fixed some issues with resources that was causing inconsistencies with the last added resource type
- "Give up Baleares" and "Refuse to Give up Baleares" events are now fired to Italy instead of Spain.
- fixed china uprising decision not working in some cases
- France should no longer abandon all bonds of fellowship by leaving their faction if they decide to support the Czechs together with Britain, because IT IS NOT THIS DAY
- The EU should now correctly gain cores on Belgium and the Netherlands, Byzanthium and Imperium Romanum now also both gain cores on new states that were previously missing
- Airwing duplication now also copies missions as well as the "auto turn off" training setting
- fixed some bugs that was changing resistance country (by cancelling and recreating resistance) not working
- Evade Blockade decisions will now be properly removed after a country capitulates.
- Germany and Soviet air volunteers can fight each other in the civil war
- Fix a case where carrier combat disruption was not working
- Gibraltar will not generate resistance to any Spanish nation if it is transferred during the SCW.
##################################
# Stability & Performance
##################################
- fixed a bug that was leaking memory in decision scripted guis
- fixed a ctd that happens when you have invalid color characters
- fixed a ctd that can happen when loading a save that has gie with units in naval transfer
- fixed a crash that happens when saving when a border war ordergroup is invalid
- fixed a ctd that happens during peace conf when the game tries getting tooltip for a deleted action
##################################
# UI & Graphics
##################################
- Added text-to-speech (Win/Mac) and speech-to-text (Win) to the multiplayer chat
- Added large font support and visual message notification to the multiplayer chat
- Added new 3D models for the various Spanish sides and Portuguese units in La Rsistance
- Fixed overflow of resource icons in the state view
- added 'lack of fuel' icon for combat view for the divisions that are lacking fuel
##################################
# AI
##################################
- Soviets are discouraged from sending volunteers to western Europe
- neutral ai countries won't create collaborations unless it is past 1944 and they are at peace
- ai will not create single state collaborations
- The US should now declare war on Vichy france closer to the historical date
- ITA now no longer invades NOR until FRA falls
##################################
# Modding
##################################
- added army_ledger navy_ledger air_ledger civilian_ledger tokens for parent_window_token scripted gui entries
- added state modifiers for building & repair speed for specific building types (example state_production_speed_infrastructure_factor state_repair_speed_infrastructure_factor)
- added is_impassable trigger
- added support for highlight_state_targets for decisions which is a script target that can be used for highlighting states. should give improved performance if used instead of highlight_states
- decision scripted guis now supports dirty var as well.
- event effects now accepts variables as its duration entries
- Enabled 3D mesh lookup based on a country's cosmetic tag before checking its true tag.
##################################
# Database
##################################
- fixed an issue where France would start out with too low war support if Man The Guns was not active
- Vichy France is now informed if any colonial territories are taken over by Free France
- Several new Spanish advisors are now at the service of the different Spanish factions. POUM will also receive a field marshal and two generals upon completion of Masters of Our Own Fate focus.
- Brazilian Fascist party will become an Anti-Monarchist Coalition when Portugal completes the focus Monarchist Uprising in Brazil.
- Added general Jose Asensio Torrado to the Spanish roster, so he can finally show up his cool portrait.
- Fixed missing portrait for Spanish general in vanilla.
- Fixed unlocalized option in one of the Spanish civil war news events.
- Spanish Election of 1936 events will now get the current Spanish leader, Niceto Alcala-Zamora.
- Updated BLR division names to use Belarusian instead of Russian.
- Added in decision category art for generic formable nations.
- The UK will now prioritize giving Gibraltar, if possible, to SPD, then SPA, then SPB and, only if no other Spanish tag exists, to SPC when they complete "Withdraw from Contested Territories" focus.
##################################
# Audio
##################################
- Fix sound effect for light armour fire. Now it has more DAKKA
If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it.
To highlight some changes: We have restricted collaboration regimes further for AI, but opened it up more for players and fixed various issues with guarantee and event chains. We have also added support for accessibility features in multiplayer, like increased font sizes, notifications and text to speech support:
See you next week where I plan to do a bit of a roadmap update!
Paradox COVID-19 Response Fundraiser
In order to support the global response to COVID-19, Hearts of Iron is taking part in a fundraising sale on Steam, with deep discounts on Hearts of Iron IV alongside other Paradox titles. All proceeds from the promotion are being donated to the COVID-19 Solidarity Response Fund for WHO.
https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/
As well as Hearts of Iron IV, there are also discounts on Surviving Mars, Cities Skylines, Age of Wonders Planetfall, BATTLETECH, Shadowrun, Tyranny, Pillars of Eternity, and Knights of Pen and Paper 2.
You can click through to see the full list of discounts with this link: https://store.steampowered.com/publisher/paradoxinteractive/list/58320
The sale will last four days, from 19:00 CEST on March 31st, to 19:00 CEST on April 3rd.
In this week's 'World War Work From Home', our resident Hearts of Iron IV expert Da9L will be starting teaching the game to an absolute beginner.
We'll be covering all the basics, including national focuses, research choices, template and ship designs, and much more. We'll be running this tutorial for a few weeks to make sure we can fit all the important bits in.
If you're new to the game or can't wrap your head around a certain mechanic, then this might be the stream for you!
Tune in at 14:00 CEST on April 1st at: https://www.twitch.tv/paradoxinteractive
[url=https://pdxint.at/33J5cPa ]Today's Development Diary by Podcat
Hi everyone! We are still in quarantine at home working on the patch, so time for another update!
Its a meaty chunk of balance fixes, bugfixes and mod support. Also there are some special highlights after I recommend to read up on as we are looking for feedback there. So, without further ado...
##################################
# Balance
##################################
- operations will now higher cost as you execute same operation on same targets (default is 15%. rescue operation is still 0%. Some exceptions are 25%)
- neutral countries no longer allowed to create collaborations
- compliance is now halved (instead of factored by 75%) when a state controller is changed
- destroying the counter-revolution now prevents France from descending into another civil war against the fascists from low stability again
- Danzig and Memel are no longer required for forming Poland-Lithuania
- Memel is no longer required for forming the United Baltic States
- Political violence can no longer return to France if France has capitulated
- unprepared offensive modifier in SCW now also affect CAS impacts
- Decrease Base manpower lost in resistance attack to 1.5% from 2.5%
- Along with Niceto Alcal-Zamora as a leader, the Republicans will now, after the 1936 elections, receive a National Spirit reducing their political power income. Along with Zamora's trait and various tweaks and adjustments made to the political power gained through events and Republican focuses, this should make the flow of Garrison Control fighting before the SCW much more natural. Now, Nationalists get an initial advantage and a 'head start', but if the Republicans correctly focus on delaying the civil war initially, they will be rewarded and eventually be able to take more states back from the Nationalists than if they focus on taking states from the very start. Delaying the civil war should therefore be more enticing as a strategy.
- Increased tech stealing bonuses to 300% from 200%
- Increased tech stealing extra bonus outcomes to also give either 1 or 2 year ahead of time bonuses also
- Tech stealing can now unlock techs, uses weights on tech picking to prefer more up to date and equipment for a more rewarding bonus
##################################
# Stability & Performance
##################################
- Fixed CTD on Windows related to flag atlas texture update
- Fix performance issue when creating dynamic tags from targeted decisions.
##################################
# UI
##################################
- French Focuses bypassed by not having an inefficient economy now correctly display that fact
- fixed is_on_continent trigger tooltip being reversed
- Fix units when retreating towards a tile while in multiple combats has a wrong arrow visually
- Clear all province colors when switching to root out resistance map mode
- Unified achievements tooltips during game setup and in-game so that the in-game button shows the same details as game setup.
- Corrected achievement UI to be disabled when not logged in with necessary accounts, with explanation added to tooltip.
- fixed "Expand Influence in state" decisions increasing the influence over max and causing ui to show wrong decision icons
- Fixed Communal Autarky focus showing an effect tooltip twice.
##################################
# AI
##################################
- fixed ai not taking zero cost decisions if it has negative pp
- ai will be less reluctant to create collaborations if it already has some
- GER now will try to put more armor to low countries instead of france border
- Ai now able to send volunteer airwings again (optimization broke it in 1.8.1)
##################################
# Modding
##################################
- scripted effects with names that start with "d_" (example d_test_effect) now will be available as a console command) example usages are in zzz_debug_effects.txt
- added mtth database that allows mean_time_to_happen/ai_will_do structure as if they were variables
- added script profile scopes for ideas
- fixed country_resource_cost modifiers for real
- Fixed occurences of limit in an else effect not being reported as an error
- added dirty = var_name for scripted windows. if this variable name is set, the game will check if the value of that variable is changed before updating scripted windows to see if it needs to update the gui. by default guis are updated every hour/with every command. now if a change has been made that would affect the scripted gui, you can just change/increase a variable to force an update and improve performance
- Errors that cause the invalid map data error are now preffixed with MAP_ERROR
- release release_puppet release_autonomy effects no longer changes the controller if the state is controlled by a non-ally country.
- you can specify a list of effects under spawn_civil_war effect now, which will be executed under new civil war country
- added release_on_controlled release_puppet_on_controlled effects that also works if on your controlled states
##################################
# Database
##################################
- fixed a missing Czech airwing name
- Spanish focus "Demand French North Africa" now also gives Algerian Desert.
- Portugal will not be able to complete "Intervention in Spain" or "Nationalist Intervention" if it is in a faction with Spain.
- Free French coup in territory operations should now only be available against the country actually occupying that territory
- Spanish POUM will no longer share the same game rules as Anarchist Spain. They will be able to join factions, boost ideology and puppet nations.
- fixed a number of edge cases in the Munich conference logic (and probably introduced a number of new edge cases, happy hunting!)
- Tito should no longer be able to serve as chief of army if he is dead
- Added Niceto Niceto Alcal-Zamora as the initial leader of Spain in 1936, along with an event to replace him with Manuel Azaa in April 1936.
##################################
# Bugfix
##################################
- Fix targeted legitimacy daily decision not giving 0.05 legitimacy
- fixed propaganda against warmonger decision not having lower cost against neighbors
- Fix Missing localization tag for synthetic refineries when hovering over state resources
- Fix steal naval blueprint removing civilian instead of a navy infiltration token
- invalid operations (target is now ally etc) are now cancelled even if they are prepared
- France should now only be able to invite a country once into the non-intervention committee
- fixed two incorrect tags in a French focus
- fixed an issue preventing Paul von Lettow-Vorbeck from being recruited
- Wilno will now become a core when forming the United Baltic States or Poland Lithuania
- Nationalist Spain will no longer be offered to move their capital to Madrid if their capital is already Madrid
- Carlist Spain should now have access to a naval advisor
- Solved issue with the end of SCW news event having multiple event options
- fixed missing text in the Italian focus Develop the Benghasi Oil Fields
- Mexico should no longer be able to send shipments to Spain if the war is over
- Tooltip for Alan Turing should now make more sense
- it is no longer possible to run an operation to capture cyphers if the target country is already fully decrypted
- fixed not properly creating collaborations in some cases involving states that are controlled but not owned
- Fixed an exploit that allows you to control another country that was being controlled Back in the previous Game
- fixed missing icon and description for a hidden tech
- fixed activate_targeted_decision & remove_targeted_decision not working properly for some cases of state targeted decisions
- Dynamic tag equipment and tech names fallback to original/base country tag
- Fixed scope so that Navarra, if owned by the Carlists, will become their capital during Fascist Crackdown and Carlist Uprising events.
- Fix saving and reloading remove research bonus already applied to a research.
- fixed a rare case where a recently freed collaboration government could peacefully annex the original country if both existed at the same time
- fixed a case where countries not joining peace conferences when there are multiple different wars the enemy is in
- fixed a rare case where Italy would not correctly join the Allies if France was already part of the Allies and Italy agreed to join the Stresa Front
- Fixed the Paradox account initialization to detect the active session passed to the game from the launcher.
- fixed Reichskommissariat Ukraine not properly puppeting Ukraina
- Fixed an issue with tech stealing operation where players with MTG could be stealing old useless techs
Some highlights we wanted to make sure to highlight and where we are interested in feedback:
Peace conferences
We are now more inclusive in peace conferences to try and stop issues where you might be left out and someone steals territory from you. This means that you can actually get peace conferences with enemies on each side cutting up a 3rd side before getting back to their war. Peace conferences have a lot of edge cases so try to be observant for anything we might have broken with this behaviour change.
Tech Stealing Operation
We wanted to make this more attractive so have been beefing it up. You can now get full unlocks and the system is more weighted towards late game techs (so you can try and nab that Tiger tank instead of a great war tank). Its still a random system (remember to pick the right operation targeting the branch of tech you want, they get unlocked by infiltration of that branch) but should be a lot more rewarding now so let us know how it feels now!
Collaboration puppets
We have made AI more reluctant to release a lot and fixed some performance issues here.
See you next week for more updates!
Tune in to https://www.twitch.tv/paradoxinteractive at 14:00 CET for this week's stream.
We'll be doing a spotlight of the Apres Moi Le Deluge mod, and answering any questions you have as always!
Today's Development Diary by Podcat
Hi everyone, as the coronavirus apocalypse grips sweden the HOI dev team have reverted to to our baser instincts... no longer chained to our desks our programmers roam the streets stealing gasoline and lines of code from weaker gangs of programmers. The content designers have started worshipping stacks of photocopies of Rommel's "Infantry Attacks", and QA are now hunting bugs using spiked clubs.
Ok, not quite ;) But the team, as well as all of paradox, is currently working from home to help limit COVID-19 spread, also as many have pointed out.. less meetings and less pants! its a win-win situation :)
Today, like last week we have another update on the Beta patch.
Today's Development Diary by Bratyn
Hi everyone, and welcome to another Beta Patch Update dev diary for Hearts of Iron 4 - La Rsistance! The team has been hard at work fixing all manner of bugs, and today will see another update to the Beta Patch. The work is far from over, however, and you'll be able to expect continued regular updates to the Beta in the weeks ahead :)
I will first give the word to @bcareil, who will talk a little bit about error notifications for mod-users:
--
We have noticed that a significant portion of our crashes occurred due to people running outdated mods with 1.9.1. Most of them were caused by invalid map data (e.g. provinces without strategic region).
Since those kind of issues will always crash the game sooner or later, we put in place some measures to try to fix the situation where it was possible (by adding the province to the same strategic region as one of its neighbor).
If we fail to get the map into a working state, the game will abort with an error message.
Note that these measure are, for the time being, rather experimental and will not necessarily fire every time they should. We will refine them until the release of 1.9.1 so that they do not conflict with any mod while still preventing starting the game in an inconsistent state.
The error message looks like this:
--
Alright, back to me! I'll spend most of the rest of this Dev Diary delving into some of the more significant balance fixes and adjustments I've made to the Spanish Focus Trees, but for those of you who just want to see the patchnotes, they're right here:
##################################
# Balance
##################################
- France now starts with basic heavy tanks unlocked
- France now has engineer companies attached to leg and motorized infantry divisions as well as light mechanized divisions in the 1936 start
- France can no longer gain up to 7 research slots by cleverly losing a war
- Death Before Surrender now is a timed spirit that lasts for 900 days. This means that, if the Civil War starts the earliest it can start, the spirit will be removed at the beginning of 1939, thus simulating a collapse of morale and speeding up the conclusion of the Civil War if it is still in progress.
- Anarchist divisions now spawn with only 25% equipment (unless the player/AI went down the Anarchists branch). This should make Anarchist Spain's starting position much weaker.
- 20% Reduction to Strengthen the Regime focus requirements (80k MP instead of 100k, 800 infantry eq. and 800 support eq. instead of 1k each)
##################################
# Stability & Performance
##################################
- Fixed CTD that can occur when a carrier ship is tranferred between countries
- Added mitigation when loading a save that has invalid access rules for carrier
- Fixed CTD on missing static modifier definition
- Fixed CTD when define NIntel::MAP_INTEL_VISIBILITY_CUTOFFS was illformed
- improved performance slightly by making some adjustments to triggers (courtesy of Yard1)
- fixed some performance issues with naval invasion ai
- The game will now abort if the map contains invalid data
- Fixed CTD when accessing the airwings of a carrier that has been acquired through the annexation of a puppet
- Fixed CTD caused by event that would kill country leaders or a country that had none
- Fixed CTD when evaluating event target with an invalid state id
- Fixed CTD when an airbase with air volunteers was destroyed
- Fixed CTD that can be caused by some moded ship equipment type
- Fixed CTD caused by a task force located in a province with no sea access
- Fixed CTD that could happen when releasing a country
- fixed a ctd when \n at the end of definition.csv is forgotten
##################################
# AI
##################################
- Spanish AI will now be less disinclined to take certain advisors.
- German AI should now research 1940 fighters (after 1940 due to balance concerns)
##################################
# Modding
##################################
- it is possible to specify name & icon in create_intelligence_agency effect now
- added state_resource_cost_steel (and others) modifier that will add a resource cost for state (they can reduce state resources below zero and unaffected by transfer ratio)
- added country_resource_steel & country_resource_cost_steel (and others) which can be used in country scope to add/remove resources to country (added ones are affected by production modifiers)
- added max_planning_factor modifier
- added error log for non-existing game rule option for has_game_rule trigger
- fixed script triggers not producing correct tooltip for scripted_trigger = no
- fixed some tooltip issues with for_each_scope_loop effect and all_of_scopes & any_of_scopes triggers
- specific ideologies can now be disabled for random country leaders by setting can_be_randomly_selected = no
- updated documentation files
- Made random_list property log to log to in-game console while in debug mode
- added exclude_dlc support for game rules & options
##################################
# Database
##################################
- The Republican tree for Spain (POUM, Stalinists, and Democrats) has received various balancing tweaks and additional industry focuses, to make post-Civil War gameplay more enjoyable.
- Added a few new Carlist focuses to slightly improve their industrial situation after the civil war.
- Relocate Government to Batavia focus now also adds 70 compliance to Indonesian states.
- It is now no longer possible to avoid the Carlist/Anarchist uprisings by ending the Spanish Civil War before their timers expire. The timers will now continue until expiring, and, if the opposing faction (Republicans or Nationalists) has been defeated already, a new civil war will begin with the Carlists or the Anarchists (Franco can avoid this by taking the Fuse the Parties focus, as normal). New news events and descriptions for existing events have been added for these situations. The Civil War will now only be considered 'ended' when all factions have been defeated, or Franco takes the Fuse the Parties focus.
- France now has the correct heavy battery and secondary battery unlocked in 1936 (MtG only)
- Slightly adjusted A Great Spain and The Popular Front focus placement to be more central.
- Increased the strength of the focuses contained within the Expand Soviet Aid branch, to make these more useful and worth the repercussions. Also made them impact Communism support more.
- Reduced surrender limit offset (mninimum surrender limit) for Republican and Anarchist Spain in the Death Before Surrender spirit to 5%, down from 15%.
- Added an additional 5% neutrality support to both Safeguard the Freedom of Worship and Integrate the Requets, making it easier for Francoist Spain to remain below 40% fascism support, in case they want to join the Allies.
- Changed the country names for Galicia and added party names for Spanish releasables
##################################
# Bugfix
##################################
- disabled anarchist ideology for randomly generated neutral country leaders
- Chinese Warlords should be able to become Communist
- Communists in the Government now also completes Increase Arms Production, allowing them to move down the Stalinist branch even if they started out as Republicans.
- War propaganda mission can now always be taken as long as there is intelligence network strength on targeted state
- British Coerce Spain focus no longer influences Anarchist Spain.
- Fixed a DLC check issue with base game only lend lease
- fixed historical unit leaders getting their genders randomly assigned if not specified
- fixed an oos due to random variables
- Allows Portugal to remove the Unstable Republic national spirit when taking focuses 'Join the Axis' and 'Honor Anglo-Portuguese Alliance'
- The Stalinist Doctrine and Anti-Fascist Unity are now only 35 days, making it possible for the Stalinists to reach Anti-Fascist Unity before the Anarchists rise up.
- fixed a broken trigger in the Expand the Burma Road decision.
- 1939 Spain start will now correctly have cores on historically Nationalist territory, and resistance will be correctly initialized on Republican states, allowing for re-coring via the decision system, as intended. Also removed cores of a superfluous Nationalist Spain tag.
- Fixed issues with the Spanish Civil War ending news events giving seemingly randomized combinations of titles and event texts. They should now properly reflect the SCW ending situation.
- fixed intel network max planning penalty not applying to enemy
- Fixed the Fascist Referendum decision incorrectly being available for the Carlists. Also made requirements more stringent for the Referendum decisions for all other Spanish factions.
- fixed two game rules not working (Volunteers freely available and Hungary set to go Communist)
- Taking any focus that removes or reduces 'autonomy' in Galicia, Pais Vasco, or Catalunya, while not controlling some of these states, will now remove or reduce 'autonomy' of these states when you take control of them.
- Updated Belarusian division names with proper spellings
- Fixed an issue where formable nations decisions category was using an incorrect asset
- Galicia should now have appropriate historical party leaders
- If Portugal joins the SCW, but their allied Spanish faction is defeated, this faction will now be recreated when Portugal wins, rather than result in a peace conference upon conclusion of the SCW.
- fixed an issue that prevented Vichy Produce Airplane Parts spirit from correctly applying to Germany
- Fixed Bulgarian Ships using generic Portuguese names for Submarines and Destroyers.
- Fixed an earlier fix for Expand Soviet Aid. It should now only bypass when having taken The Stalinist Doctrine and the civil war has ended, instead of always.
- The "Join the French" focus in the Dutch focus tree now takes new French focuses into account
- fixed some declare war pop up description issues
- France can no longer start border wars over her colonies if at war with the controller of those colonies
- Fixed an issue where, when the SCW starts, the other side did not have any cores on any of the Spanish states.Now both sides (Nationalists and Republicans) should have cores on all Spanish states upon the start of the SCW.
- Fixed an issue where Spanish Civil War factions did not have their cores initialized correctly, resulting in erroneous minimum surrender limit calculation. This resulted in Republican Spain having a surrender limit or 40%, rather than the intended limit of 15%. Together with the adjustment to the minimum surrender limit in the Death Before Surrender spirit for the Republicans, this should mean Republican Spain is much more difficult to capitulate now.
- The Iberian Pact is now bypassed if Portugal is already in a faction.
- Updated Portuguese Anarchism and Regional Defense Council of Iberia bypass and available triggers. Portuguese Anarchism should now bypass if you own their European states, ensuring you cannot get stuck on this focus as long as you do. Regional Defense Council of Iberia requires ownership of these same states.
- Ensured the Independence War news event for Spain shows the correct localization (it was referring to the wrong nation).
- Reworked AI weights on Limited Self-Rule and Lusotropicalism. Portugal AI will not choose Limited Self-Rule while ruling party is non-aligned or fascist.
- Prevent Nationalist Spain from joining factions on historical mode.
- Portuguese dynamic tags will get Portuguese Focus Tree after wining civil war.
- Swapped Porto and Guarda Region Type.
- Adjusted Portuguese population in Lisbon, Beja and Santarem states.
- Portugal AI will accept to Restore the Iberian Union if it is a puppet of Carlist Spain.
- Fixed Portuguese and Brazilian infantry division name to Diviso de Infantaria.
- Fixed bug with Purchase Ships decision, checking for the wrong DD technologies if MTG was active (which could lead to Portugal getting Basic Destroyers regardless of ITA/ENG DD hull research).
- "Continue the Public Works" and "Roads, Bridges and Dams" will add an extra building slot and infrastructure in Santarem. "A New Industry" and "Textile Industry" will add an extra civilian factory in Santarem.
- Swapped Alfredo da Silva's and Duarte Pacheco's advisor traits.
- Portuguese puppets will not get opinion penalty with Portugal upon completion of The Fifth Empire focus.
- Join the Comintern, Join the Allies, Honor Anglo-Portuguese Alliance, Join the Axis and The Royal Iberian Alliance focuses now require Portugal to not be in a faction and will get canceled if so.
- Completing Estado Novo focus will now lock Alvaro Cunhal as political advisor.
- Fixed issue with the chance of ships revolting during Navy Mutiny event.
Just started playing Hearts of Iron, or got a question about how something works?
Make sure you tune in to twitch at 14:00 CET today- we'll be hosting a beginners tutorial stream, up to date for the 1.9 update!
Tune in here: https://www.twitch.tv/paradoxinteractive
Hello everyone!
We've been hard at work fixing issues and tweaking some of the mechanics released in 1.9 and the La Resistance expansion, and now have a big patch available in beta.
If you have experienced any kind of bug, crash or glitch in 1.9, it will be worth trying 1.9.1 out, as there is a good chance that your issue has been fixed.
We've also added a quality-of-life feature for your airforce, that we talked about in yesterday's Dev Diary, allowing you to choose whether an airwing should be reinforced by older aircraft, newer aircraft or no aircraft at all.
See the full changelog for 1.9.1 here
Our plan at the moment is to update the beta with the latest fixes and tweaks each week, before pushing the patch live around the middle of April. This means that until then, the default patch will continue to be 1.9.0, while 1.9.1 is opt-in through the Steam Beta's tab in the library.
How to Download the 1.9.1 Beta
1. Right-click on Hearts of Iron IV in your Steam Library, and left-click the 'properties' option in the dialog box.
2. Once the properties window has opened, navigate to the 'betas' tab, second from the right.
3. In the betas tab, click on the drop down box and select the 1.9.1 beta. It will then automatically queue for download.
4. Play the game!
[url=https://pdxint.at/2TmDbti ]Today's Development Diary by Podcat:
Hi everyone, I hope you are all having fun with La Rsistance! This weekend had a new active users record for HOI4 and its great to see this happen for a game thats been out now for quite a while with a very growing community still :) Since release we have been busy working on bugs reported, talking to you guys on different communities and enjoying watching influencers stream the game :)
Don't forget to tune in to today's Heart of Iron IV stream!
We're going to be talking about today's Dev Diary (out in a few hours) and the 1.9.1 hotfix patch that has been available in BETA since Friday.
NOTE: We aren't pushing the hotfix live today
Expect to hear about what is being fixed and worked on at the moment, and how we intend to develop the patch going forwards.
Tune in at 16:00 CET: https://www.twitch.tv/paradoxinteractive
STOCKHOLM - 25 February 2020 - Conquest is never easy, but the 20th Century brings new challenges. More infrastructure means more opportunities for disruption. Radio links saboteurs and freedom fighters across occupied territory. It is never hard to find willing collaborators, but it takes a lot of work to put them in place. Direct resisters, special agents, and quislings can all be found in Hearts of Iron IV: La Rsistance. La Rsistance is the newest expansion to Paradoxs best-selling grand strategy wargame about the Second World War. In La Rsistance, your nation has new resources at its disposal. At the center of the game is the Intelligence Agency that lets you train and deploy spies to undertake special missions cracking codes, stealing secrets and assisting resistance activities in the occupied lands of your conquered allies. [previewyoutube=RYaFqkrY6YQ;full][/previewyoutube] Features of Hearts of Iron IV: La Rsistance include:
Hello!
1.9 Husky is now live including tons of bugfixes, improvements and new features. The patch should be downloading through Steam as we speak.
Please note that 1.9 will not be save game compatible with 1.8.2. If you want to finish off any ongoing ironman games, please remain on 1.8.2 for now. Here are instructions on how you revert patch levels.
Please make sure that any mods you are using are updated for 1.9, or your game might not run properly (seriously)
Unfortunately we won't be able to collect bug reports from Steam. If you experience issues, please visit our official forum or submit a ticket to our support.
Changelog:
##################################
# Free Features and Important
##################################
- Revamped Resistance system with offmap garrisons
- Added zooming feature for focus trees
- Added search functionality and filters for focus trees
- new recon support companies
- Neutral ideology can now be externally boosted
- MEFO bills will now auto-renew and player can decide ahead of time if they want to opt out
- New mapmodes for resistance & Compliance
- Licensing now requires permission to be seen
- New Spanish Fragmentation game rule, Spain Fragmented: Galicia, the Basque Country, and Catalonia will exist as independent states at game start
- New Spanish Fragmentation game rule, 11th of November: splits Spain into Castille, Aragon, Navarra, Galicia, and the Emirate of Granada at game start.
- New Oceania Colonization Status game rule, Oceania Decolonised: all releasable nations in Oceania will be independent at game start
- New Oceania Colonization Status game rule, Polynesian Empire: all Polynesian nations will be united into a single state at game start with extra factories and dockyards.
- New country tags in Oceania: Tahiti, the Mariana Federation, the Federated States of Micronesia, the Solomon Islands, Samoa, and Hawaii.
- Error dog has a new change of clothes
##################################
# Balance
##################################
- xp gained on air wings in combat now scale with actual amount of planes in combat
- air superiority formula now linear instead of square with respect to planes. e.g plane amounts matter less
- Air superiority now scales from 0 to max penalty for enemy from the 50/50 state rather than giving the side with >1% advantage most of the benefit right away
- Various industry buildup focuses for romania now prioritize better or historical states for their location
- improved penetration of all medium ship guns
- Frequency of tactics picking in combat is now doubled
- Entering close combat tactic phase is now a lot less likely unless in urban fighting
- Superior Firepower tech soft attack bonus changed from 20% to 10%
- Shock and Awe tech soft attack gets an additional 5% soft attack to all fighting battalions
- Mobile Defense tech defense bonus changed from 20% to 10%
- lowered requirements for support rocket artillery equipment to be in line with normal artillery equipment/mechanized.txt
- removed hardness modifier from mech and added those benefits into base stats
- increased armor on amph tank 1 from 10 to 20
- increased armor on amph tank 2 from 60 to 80
- reduced effectiveness of heavy armor amphibious assault from 20% to 10%
- reduced effectiveness of medium armor amphibious assault from 30% to 20%
- Researches can no longer claim two different research bonuses at the same time if they only have one of ahead of time and research bonuses each
- Made the lack of fuel penalty on torpedoes -80% rather than -50%
- Australia can now take the Advisory War Council focus if at war
- Tech bonuses in the Italian Focus tree now apply to categories rather than specific techs (thanks xMer!)
- Rebalanced carrier fighter disruption and fixed bugs with its calculation
- lowered base mil factory output by 10%
- Increased Panzerschiff HP from 100 to 220 to make them more inline with heavy cruisers
- CSA can now core multiple territories at once
- Japan now gains wargoals on Indochina if France rejects Japanese demands
- Czech war college bonus improved
- lowered screen ratio for navies from 4 to 3
- added a suppression value of 3 to all tanks
- Austria Hungary now gets -40% tension needed for justification
- changed IC cost of infantry equipment 0 to 0.43
- lowered IC cost of infantry equipment 2 to 0.58
- lowered IC cost of infantry equipment 3 to 0.69
- increased malus from "war to end all wars" UK spirit to 30% to account for extra manpower from colonies
- lowered manpower requirement on germanys Anchluss focus slightly
- reduced air wing experience gain from 2nd and 3rd level reformer air chief
- reduced ship experience gains from naval combat by ~20%
- increased bombing reduction from 12% to 15% for dispersed industry 1
- decreased bombing reduction from 12% to 10% for dispersed industry 2, 3, 4, and 5
- reduced loss in stability from no further appeasement branch of UK focuses from losses of 15 stability to losses of 10 stability
- reduced experience gains for airwings to 5% from 10% in air doctrines
Plus bugfixes - click here for extended changelog!
The release of La Resistance is upon us!
Tune in to a special release stream at 09:00 CET February 25th, for some chaotic spanish multiplayer and the release of the expansion!
We'll be live over at: https://www.twitch.tv/paradoxinteractive
[url=https://pdxint.at/2P84LIj]Today's Development Diary by Podcat
Hi guys! Here is the promised bonus dev diary. First up is the full changelog, and after that we will be going through all the new stuff we have for modders.
1.9 'Husky' Patchlog
See the full patch log here: https://pdxint.at/2P84LIj
Modding
1.9.0 will include a lot of tools/improvements that will hopefully help modders developing their awesome mods. Bug fixes and small improvements are too many to list here and can be found in the patch log but we will be listing more major stuff in this dev diary.
More effects, triggers and game variables and more variable support
We added quite a bit new effects/triggers and game variables with new free patch. Full list can be found in in the patch notes or the documentation files that are generated by game.
In addition to those new scripting tools, we also added more variable support to existing effects/triggers. And now hoi4 scripting language supports storing tokens as a variable. For example you can do the following:
Here we are storing token infantry_equipment in a temporary variable named to and later we are using this stored token in add_equipment_to_stockpile effect.
At the moment following objects can be stored in variables and all effects/triggers should be able to accept such variables
ideology/ideology groups
equipment types
operation
We have plans for adding support for more, feel free to have suggestions for other types of tokens if you thing they would be useful.
We are also adding a better documentation support for our scripting language. Following html files are output of our new script documentation tools:
Effect Documentation
Trigger Documentation
Modifier Documentation
[url=https://common-assets.paradoxplaza.com/hoi4-devdiary/dynamic_variables_documentation.html]Dynamic Variables Documentation
History Logger
"History Logger" is a tool that we developed to observe AI gameplay and now it is available for public as well. More details available on AI dev diary
You can see some examples using following links:
https://common-assets.paradoxplaza.com/hoi4-devdiary/history_viewer.html?zip=1.zip
https://common-assets.paradoxplaza.com/hoi4-devdiary/history_viewer.html?zip=2.zip
We hope that it will help people that makes overhaul mods or AI mods. To use it you need to run game you need to lunch the game with "-hands_off" option which make game automatically start up on observing country defined NGame::HANDS_OFF_START_TAG (Or you can manually start the game and run console command "history_logger"). During the run, the game will collect data and dump it on every month under "documents/user/Hearts of Iron IV/history_dump" folder. Once you believe the game collected enough data, you can zip the contents of that folder and load it to game\tools\history_viewer\history_viewer.html file.
The hands off will also output the test conditions that you want to satisfy. You add more conditions to game\tests if you want and they will be reported as a success or fail under user\Documents\Paradox Interactive\Hearts of Iron IV\logs\tests
Crash Logging
The game will run the last executed script or last loaded script/history/save line if something goes wrong during script execution or save game loading and the game crashes. Which hopefully will give you more information on why it crashes and avoid the problem until we solve the crash itself.
This information is only stored if the game is launched using "-crash_data_log" option (it does have a performance hit so I would suggest not to enable it during regular development). The crash will be outputted to user\Documents\Paradox Interactive\Hearts of Iron IV\crashes\...\meta.yml which should give you the file & line info
If the game is crashing while loading a save game, I would suggest changing save_as_binary to no under user\Documents\Paradox Interactive\Hearts of Iron IV\settings.txt so you can see the contents of the save in a text format.
And of course please make a bug report if you encounter crashes so we can actually fix them.
Don't forget to tune in to the final La Resistance stream before release!
We'll be continuing last weeks playthrough as Germany, over on twitch.
Live at 16:00 CET: https://www.twitch.tv/paradoxinteractive
Today's Development Diary by Podcat
Hi everyone! From the time we show off features in dev diaries and release a lot happens. Usually its just bugfixing and work behind the scenes, but sometimes it can be bigger changes too. So today we will pick out some stuff thats changed since you last read about it. But first, but not least, lets talk a bit about AI development!
Today's Development Diary by YaBoy_Bobby
Join me as I recount some of the highlights from my recent prerelease testing playthrough of LaR in this After Action Report (AAR) where played I as the UK.
Phase 1: The buildup
When playing the UK in singleplayer I dont really like trying to hold France, as I feel doing so kinda ruins the pacing of a historical playthrough. So I spent all my time from game start only building civilian factories with about 85% of my mills making aircraft. I also began establishing my intel agency in late 1937. I focused on improving my intel generation and code-cracking ability first so I could give some force multiplication to my rather small army.
Phase 2: Naval Dominance and Focused Defense
At the start of hostilities, I began cracking Germanys encryption and used my airforce in the Mediterranean in conjunction with a large part of my navy. I figured it wasnt worth sacrificing too much air strength against Germany in France at this point. I had just switched to building military factories from only building civilian factories, so I could not afford to use my more limited airforce recklessly. I also set up the majority of my operatives to set up intel networks in Germany.
I attempted to recruit mostly seducer trait operatives as they have a lower chance of being caught. In the process, I got some interesting seduction experts.
Most of my rather small army was deployed in Egypt to hold the Suez. With air superiority and an intel advantage over the Italians, Holding Egypt was a great success. I was able to recruit the famous Nancy Wake and I decided to send her on a Roman holiday to help me get more intel on Italy since I would be fighting them in Africa for the foreseeable future.
Phase 3: Battle of Malta
After the Italian navy was largely defeated, I infiltrated the Italian airforce to help get a more clear idea of how close I was to breaking it. At this point, the Italian airforce started port striking my Mediterranean Fleet in Malta. After looking at their plane counts in the intel ledger, I built up some radar in Malta and deployed the airforce to intercept the Italians in the region. Baiting them to bomb my exposed, and no longer as useful, fleet worked as phase one of my plan to break the axis airforce.
Meanwhile, In Germany and occupied France, my intel networks had become rather strong and were providing good info on the state of the axis. I had at this point also infiltrated the German civilian govt and army to open up further options for operations and to get a more clear picture of their strengths.
By late 1940 I had broken both the German and Italian ciphers and had weakened both the German and Italian airforces by fighting in favorable conditions where I had a large radar advantage combined with my passive cracked crypto advantage. Having enemy ciphers broken increases interception efficiency as well as adds to air detection.
Phase 4: Battle of Greece
At the end of 1940, Greece was invaded by Italy and Germany. By this point, I had a significant intel advantage, was close to matching axis airpower, and had a large and equipped Free French volunteer force. I decided I would turtle southern Greece as long as I could and brutalize the axis in the air in the process. I scrambled a large part of my North African forces to Greece and deployed the majority of my airpower. At one point my defensive line was nearly broken. I was able to save it by activating my broken ciphers on Germany, giving myself a temporary 30 day combat. Before the buff expired I was able to get some extra forces in and save Greece.
By mid-1941 I had overtaken the axis in the air and southern Greece looked more and more secure. I decided it was time to start boosting resistance in France and laying the groundwork for eventual liberation. I also was well on my way to cracking the new Italian and German ciphers.
Once the ciphers were cracked again and my tac bombers were no longer needed in Greece, I decided to start harassing the Germans with a strategic bombing campaign in their homeland. With my Intel levels, I was able to track how my bombing campaign was impacting Germany. I had also begun targetting resource-rich areas in France with targeted sabotage operations to further put stress on the German war machine.
Phase 5: Yugoslavian Uprising
Over the course of the next year, America and Vichy joined the war and a fight for North Africa broke out again. With Intel and Air advantage pushing Vichy France back was pretty easy. During the North Africa campaign, I noticed that Croatia was barely keeping occupied Yugoslavia under control. So I sent some of my Operatives to support the resistance there, pushing it over the edge and causing a full-scale uprising. Many of the Axis forces in northern Greece were then cut off and annihilated.
After a great victory in Yugoslavia, I dedicated my operatives to building a massive spy network across all of Germany. This resulted in several captured Operatives, as they are more likely to be discovered in large and powerful networks, but I decided it was worth it to keep my intel on Germany maxed and the mainland set up for my Arrival.
Phase 6: La Resistance and D-Day
By mid-1942 the French Resistance, due in no small part to my support, had become disruptive. It was not fully rising up in rebellion but was strong enough to disable strategic redeploy in northern France and was providing constant attrition to local Axis forces. This combined with local spy network buffs, general intel advantage, air superiority, and ongoing fighting on the eastern front made securing my beachhead in France very smooth.
After setting up a plan to drive the Germans out of France, I once again fully utilized my code-cracking for a 30day buff and battle planned the Germans back into their homeland. By late 42 The Axis was all but broken and crumbling on all fronts. The combined Allied air, land, and intelligence efforts proved to be too much and everyone was Home for Christmas of 42.
I hope you all enjoyed my war story! See you next time.
Make sure to tune in to today's La Resistance preview stream.
We'll be playing as Germany with the full suite of new mechanics available, to show how all the new things fit in to a normal game.
Live at 16:00 CET over on twitch: https://www.twitch.tv/paradoxinteractive
Hi Everyone,
We've just released a tiny patch to resolve a security issue tied to the way LUA libraries were loaded for mods.
Savegames should be unaffected but as always- back up before loading them!
[url=https://pdxint.at/2SooGU4]
Full patch notes can be found here
Don't forget to tune in to today's World War Wednesday, where Portugal and its new focus tree will be showcased to you all.
We'll be live over on Twitch at 16:00 CET
If you missed last week's stream, it can be found here:
[previewyoutube=edUL6Hh8EEQ;leftthumb][/previewyoutube]
Today's Development Diary by Podcat
Hi everyone! Release of La Rsistance is closing in and we are busy fixing, testing and polishing. Today its time to present all the new achievements we are adding, so that the achievement hunters among you can start planning :)
Without further ado, here is all 20 of them (I apologize in advance for all the young whippersnappers who wont get the movie and tv show references ;) ):
One King, Two Crowns
As Bourbon Spain, hold all Spanish and French core states.
We will Rock you
As Spain, own Gibraltar.
Well, I didn't vote for you
Win the Spanish Civil War as the anarchists.
...our chief weapon is surprise
As Spain, have at least 5 spies and stage 5 coups against other nations.
Die, Perfidious Albion!
As Fascist France or Vichy France, occupy all of Great Britain.
Second Times the Charm
As France, occupy Moscow while Napoleon VI is your country leader.
Tour de France
Occupy all of mainland France while having at least 20 fully equipped Bicycle regiments.
Go ahead, Macau my day
As Portugal, create a collaboration government in Macau and have it own all Chinese states.
BFFs
As Portugal, join the same faction as Great Britain.
Warszawo, walcz!
Stage the Warsaw uprising and succeed.
Play it, Sam
Have a spy network of at least 50% strength in Casablanca.
Spies Trade
As India, become the spymaster for the Allies.
You Will Never Kill Me Alive
Have one of your spies take a Suicide Pill.
Why Die For Danzig
As Germany, have France turn fascist while at war with Poland.
I SEE EVERYTHING
Get over 90% intel in each category on a major without using code cracking
Shaken, not stirred
Successfully stage a coup in any nation using a spy with the Seducer trait.
Listen very carefully, I shall say this only once
Have a French and British spy work together on the same Operation
Man of a thousand faces, every one the same
Have the same spies be captured twice (so needs to be successfully rescued)
Turing Complete
Fully decrypt all nations in the axis
Dont die for your country
The challenge from PdxCon 2019 - As Germany in 1939, occupy all of Poland and France without taking more than 475 in casualties. No paradrops allowed!
-
See you all next week when we will be doing an AAR writeup of what its like playing as a spymaster of your faction. Also, don't miss out on our stream at 16:00CET today if you want to see LaR in action.
Don't forget to tune in to our Twitch for part 2 of the showcase of Anarchist Spain! Live at 16:00 CET: https://www.twitch.tv/paradoxinteractive Here's last week's action [previewyoutube=EVGVgIhOkeU;full][/previewyoutube]
Today's Development Diary by Podact
Hi everyone and welcome back to another dev diary for La Rsistance. Today its time to cover the art and music part of the expansion plus showcasing some of our new historical operatives. I will also be sharing the rest of the diary schedule until release. Enjoy!
Music
Let's start here so you can listen to some samples while you read!
https://www.youtube.com/watch?v=lYVHAQ7ExSs
For La Rsistance we got 4 new tracks:
Imperterrita - Our Spanish theme song. Really good buildup tune that I think will also fit well to the spanish civil war.
A Storm Coming - Kinda classic HOI4 axis-y march tune we use at war and for nations going fascist.
Libert, galit, Fraternit - Our french theme song. A great song for democracies with plenty of drums.
Cloak and Dagger - The spy tune. We play this when players are doing sneaky stuff. It's a pretty slow tension/thriller tune.
As you can see we try to cover new themes and theaters for each song so the game will not just play differently but also sound different with the new expansion :)
Art
Hi! We are artists on Hearts of Iron team, Irene and Albina and we want to tell you a bit about the production of 2D assets..
Since we are focusing on France, Spain and Portugal in this expansion, we have added portraits of generals, admirals and political leaders from these countries. These portraits were created by a number of different artists including us, Celine and Ahmed. Here is some picked favorites:
Two of them are illustrations of Military Junta and The Anarchist Commune, two committees that represented opponent parties in the Spanish civil war. It was challenging and interesting to work with leader portraits that are a bit unusual!
Our new feature - spies. We have made a lot of portraits of them. Male and female operatives of different nationalities, ages (and attitudes :p). You can see that the operatives share some outfit details, like glasses, suits and so on. In order to create the amount of portraits needed for this expansion we tried a new system of 2D modular portraits. As the system was new we took a bit of a risk but we feel it paid off in the end. Some of the biggest challenges were to create elements in the same camera angle and lighting conditions so they could be switched easily. In the end it turned out to be really fun to play with this character creator!
When it comes to unit models we already showed off both our armored cars and scout planes, so click those links if you wanna see more than the below sample:
For spain we also have a new light tank model as well as a plane model (the nationalists had their own licensed version of the German Bf109)
Historical Operatives
As part of La Resistance, we wanted to highlight some of the most famous agents that were active during the period. There are quite a few of them, but here is a list of personal favorites:
Otto Skorzeny:
Perhaps the most famous German small-unit leader of the war, Skorzeny was involved most famously in the German raid to liberate Mussolini (also available as a historical operation under the right circumstances!). Beyond that, he was involved in a number of other operations.
Jeannie Rousseau:
A French woman who gathered intelligence on the German V-weapon program through work in a French company supplying war material to Germany. Her reports led to the Allies becoming aware of the V-2 development taking place in Peenemnde and the allied air effort to destroy the site. She was later captured, but survived the war.
Dusko Popov:
A triple agent working for MI6, the Abwehr, as well as the Yugoslavian government-in-exile, he fed misinformation about D-Day to his German handlers, who were completely convinced that he was working for them. In between, he apparently chased a lot of tail and his lifestyle served as inspiration for Flemings James Bond (not to be confused with James Boned, who is inspired by Daniel).
Josephine Baker:
An American-born Frenchwoman, she would use her considerable fame as an entertainer to gain access to high-ranking diplomats and relayed secret information she overheard at parties to the French intelligence service. She smuggled notes about German troop movements written in invisible ink on her notation or pinned in her underwear.
Nancy Wake:
A native of New Zealand, the Fall of France found her, unfortunately, in France. She quickly began organizing an escape network for shot-down allied pilots before the Gestapo closed in on her and her husband. While she narrowly managed to escape to Spain, her husband was not so lucky. She later returned to France to organize the resistance, taking part in an unsuccessful uprising of the Marquis.
Upcoming diaries
As release approaches the dev diary content is getting pretty locked in so I figured I might as well show you the schedule so you know when topics will pop up (and so you can stop asking me for when we talk about AI and bugfixing seriously guys it's pretty much always the last 2 diaries ;D). Here goes:
4/2 - Achievements
5/2 - Spymaster AAR
12/2 - AI & Feature changes
19/2 - Full Patchlog, Balance & Bugfixes
25/2 - Release!!!
That's it for today, dont miss our stream at 16:00CET where yet again the anarchists will take over and continue showing Spain.
STOCKHOLM - 23 January 2020 - The codes have been cracked and your agents are ready to move. The enemy will do their best to uncover your mission, but youve been preparing for this day for months. You will expose the collaborators and bring the vengeance of the oppressed to the very doorstep of the occupier. You are La Rsistance. And the date of the operation has been set.
Paradox Development Studio is ready to announce that La Rsistance, the next expansion to Hearts of Iron IV, will be available for all generals and spymasters on February 25, 2020. Hearts of Iron IV, Paradoxs best-selling strategy wargame about World War II, will now be supplemented by an expansion that highlights the challenge of governing unruly conquests and the power of well-placed spies.
Features of Hearts of Iron IV: La Rsistance include:
Join Da9L, Bratyn, and Jojo at 16:00 CET today for another preview stream of La Resistance, this week looking at Anarchist Spain!
Tune in: https://www.twitch.tv/paradoxinteractive
Today's Development Diary by Meka66
Hello everyone and welcome to another dev diary for La Resistance! I should begin by introducing myself: I am Meka, I joined Paradox just a few months ago as a Content Designer. Some of you may be aware of me due to my work on Theocracies and Burgundy over on EUIV, but now I'm here to show what mischief I've been up to in my time on Hearts of Iron.
Man the Guns saw the creation of a lot of new tags, making some countries balkanisable, and almost all of the world decolonisable. Waking the Tiger saw the introduction of formable tags, a mechanic that until now has not been further utilised. However, with La Resistance, a whole slew of new releasable tags will be added to the game along with two new formable nations.
Starting with releasable tags, Man the Guns allowed most of the world to be decolonised, but Oceania was mostly left unloved with only one nation being added to the continent, leaving the rest of the disparate islands untouched and still under colonial rule. However, I have added 6 new releasable tags and one formable for the region.
The Kingdom of Hawaii was only annexed by the United States 38 years before the start of Hearts of Iron and can be released along with most of the USs pacific holdings.
Tahiti
Samoa
The Federated States of Micronesia
The Solomon Islands
The Mariana Federation
These disparate islands may struggle to survive on their own, and so a nation who holds enough of the Polynesian Triangle will be able to unite all Pacific peoples into a single state known as Polynesia. This state will be formable by any nation listed above plus New Zealand. Unlike other formable tags, this nation can be created by dominions meaning New Zealand does not necessarily have to leave the Allies in order to form this tag.
But perhaps players wish to live out an alternate history where the Naha Prophecy was fulfilled and Kamehameha united the Pacific several years earlier. With the Polynesian Empire game rule, Hawaii will begin the game having already conquered the entirety of the Polynesian Islands and built up a fair-sized industry.
The ability to form Polynesia is a free feature, as are the releasable tags.
Along with adding these releasable nations, I did also touch up the old fragmentation game options to make the world fully split into different continents. The UK now surrenders its African, Asian, and American islands to its former colonies, Portugal surrenders Timor to Indonesia, and a few other small changes like that.
Also, armies standing around in former colonial territories is now a thing of the past and nations will now only have armies stationed in territories where they have access.
Iberia is a focal point of La Resistance and as such, a few releasable tags have been added to the subcontinent as well.
Catalonia
The Basque Country
Galicia
[imghttps://clan.cloudflare.steamstatic.com/images/9948323/7594ee915821a5a3d3667bec8c83ed3a28bacee3.png[/img]
Spain can of course be fractured from the start of the game by selecting the appropriate option in the game menu. However, I noticed Catalonia, the Basque Country, and Galicia simply werent enough to make Iberia look shattered so I took the liberty of adding an 11th of November game rule, and I will leave it for you all to speculate what that option does.
When it comes to the second formable, one must be opportunistic and take full advantage of the instability in Spain and Portugal. The Moorish people once reigned sovereign over all of Iberia, and owners of La Resistance will be able to restore the long-dead state of Al-Andalus.
Andalusia was once an Islamic Sultanate that ruled from the Iberian peninsula and a beacon of the Islamic world. Through struggles with the Catholic kingdoms in the medieval era, the Andalusians would slowly be pushed out of Iberia, ending with the conquest of the Emirate of Granada in 1520. However, the Moorish people continue to exist to this day in Morocco, Tunisia, Libya, and Algeria, many of whom are descendants from Moorish refugees fleeing the Spanish Reconquista.
Andalusia will be formable by any of the North African countries; Morocco, Tunisia, Western Sahara, Algeria, or Libya. In order to form this tag, one must occupy a large portion of both Spain and Portugals southern states and forming the tag grants cores on the entirety of the Iberian subcontinent.
But that isnt the end of Andalusia. Similar to Byzantiums triumph decisions, Andalusia will be able to sweep across the Mediterranean and beyond, restoring their old claims and titles.
If a player can enact all decisions relating to the Andalusian conquests of North Africa and the Med, they will be able to press on for Egypt and Arabia and declare themselves the Umayyad Caliphate reborn, granting cores on the Arabian Peninsula.
Upon doing so, Andalusia will unlock their final set of decisions, allowing them to restore the entire former claims and titles of the Umayyad Caliphate, effectively reuinifying the Islamic world.
As we have expanded the scope of Hearts of Iron, some old bits of content started to become outdated and lead to some annoying bugs, which I have dedicated some time to fixing. One key thing I have improved is the way that the British Raj interacts with different game options and Britain doing strange things. From now on, the Raj will be able to freely pursue their focus tree even if Britain forces them into independence, with some focuses bypassing, and others no longer requiring the Raj to be a subject.
That's it for today- make sure you join Da9L, Bratyn and Jojo at 16:00CET on twitch.tv/paradoxinteractive as they have a closer look at Anarchist Spain!
Today's Dev Diary by Podcat
Hi everyone! The team is now back from the holidays and polishing on La Resistance. Today its time for a classic bag of tricks diary covering various small changes. The theme is quality of life here.
MEFO Bills
Ever forgotten to renew MEFO bills as Germany? Yeah me neither! But just in case someone does we got you covered. Now you can opt out or back in if you changed your mind, at any point during each cycle.
Construction queue
We have changed the default behaviour for the construction queue. Now when adding say a new factory construction it will be placed just below the last non-repair entry (rather than at the bottom). This removes a lot of extra work with having to reprioritize things and still allows you to put specific repair jobs at the top of the queue with no issues. There are also new shortcuts in those rare situations where you might prefer sending to end of queue directly.
Exercise auto stop
Exercise now has 2 setting states so that you can either keep the old behaviour (keep training past max level and get XP) or hold shift when activating it and it will automatically stop when hitting the max level. This also works for ships and planes and its a nice relief not to have to babysit exercises when you arent after XP.
Decision Notifiers
Since we added decisions in Waking the Tiger the amount has been growing and we have been using them in more and more cool and creative ways. This has meant that the number of choices have gone up and some stuff has needed to change to make sure notifications are actually helpful for you. Firstly we have made notification numbers more visible and clear for both decisions and the espionage agency. Secondly its now possible to right click the decisions button to reset the available count. This means that after that only new ones will show up in the count. They can of course be switched on/off individually like before but if you are like me this saves a ton of clicking, and now it will impact what the notifiers show unlike before where it was only tied to separate alerts.
Allied Naval Invasion Alerts
Invasion alerts can be critically important for you to notice if an enemy is about to make a successful landing somewhere and you need to react. Previously it was difficult to help out nearby allies as alert were only for your own controlled shores. Now we have 2 new alerts mirroring the old ones for allies so you can bail out Mussolini when he's in a pinch ;)
Civil War Surprises
During a normal war you have time to set up your plans and get units into place fast, but in civil wars this is not so. With the spanish civil war in focus this expansion we wanted to make sure we made this less stressful for players, so now if any civil war happens the AI will wait a short while to activate its plans giving a human player time to organize or pause if they want. Its not a long break but its enough where it feels a lot more comfortable to play against now.
Zoomable & Searchable Focus Trees
We already went into this in detail back here. But since then we have improved the UI to make filtering better and set it up for old trees as well to make finding things easier. This below is for Mexico and lets you highlight stuff related to rebellions and church authority as special filters on top of the regular filters:
Thats its for this week! Today we are also starting up streaming again. Me and Daniel (mah leaks) are going to show off as much as we can of the Espionage system at 16:00CET. See you then!
https://www.twitch.tv/paradoxinteractive
Live today at 16:00 CET: Podcat and Da9L show off the new espionage system in all its glory!
Tune in here: https://www.twitch.tv/paradoxinteractive
Today's Development Diary by ManoDeZombi
Ol everyone and welcome to another dev diary for La Resistance! Let me begin by introducing myself: My name is Manuel, Im from Spain and I joined Paradox as a Content Designer for HOI a couple of months ago (just on time to attend PDXCON, yeah!).
Ive been working on the implementation of Portugal for La Resistance. The original design of the focus tree was made by Portuguese professor Pedro Santos. He came with what I consider to be a really interesting idea, where the political branch of the tree has multiple possible interactions with the Spanish Civil War.
While I worked on Portuguese Events and Decisions, the whole tree was implemented by our producer, Vachon (big kudos to her!). We tweaked the design of the Focus Tree a little bit, specifically the communist branch, which we felt was a bit dull compared to others, and the SCW-related branches to make them properly interact with Spain. Now Im the one who will polish the tree and will attempt to get rid of all those lovely bugs our great Betas are reporting. Talking about Betas, our freelance artist @Indyclone77 is the one to blame for all the wonderful Portuguese event pictures and new icons you are about to see in the focus tree and national spirits, he has done an amazing job not only in making all that cool art, but also in providing crucial feedback during the development, so big kudos to him as well!
Before going on, please note that balancing is still a work in progress, so there may be changes in what you are about to see.
So Id like to start talking about the National Spirits Portugal will start with in 1936:
Tune in to twitch.tv/paradoxinteractive on Wednesday @16:00CET for part 2 of our in-depth look on what is coming for France in our upcoming expansion: La Rsistance.
If you missed missed part 1, or any other previous streams, come check out our Paradox Grand Strategy Youtube Channel.
Today's Development Diary by Podcat
Hi everyone! Next to last dev diary before christmas, and today we are going to talk about intel. We have been talking about ways to get intel a bit in previous diaries, like code cracking, scout planes and spies but not really talked about the system as a whole. So lets get to it!
Before intel was based essentially on comparing two nations crypto tech levels and it was a flat value covering everything. To make this more interesting we are splitting it into 4 separate values: Civilian/Industry Intel, Army Intel, Navy Intel, Air Intel. These affect what you can see in our new intel ledger, that replaces the little intel bit in the diplomacy interface from before for people with La Resistance:
Each of the tabs cover each type of intel (here we have civilian/industry selected), and they also come with mapmode information. As an example in the one above we aggregate building values as you zoom out (if you zoom in you see the same by state). This can help you when figuring out where to bomb or where and what kind of sabotage can be most effective.
The more intel you have the more information is displayed, we break down the levels in a tooltip per category:
So right now I can see how many army techs have been researched, but not specifically which. That requires 70% but then you can look at their tech tree. If I had 5% more I could see roughly how many of each division template the other nation had. At the moment I can only see that they exist but no real info about what they contain.
The army intel tab also lets you get a breakdown of the enemy stockpile of equipment.
Naval and air are similar:
Naval intel mapmode is quite powerful and at high intel levels will let you see where the enemy is placing certain missions
Intel can come from many different sources, for example:
- Spy networks
- Infiltrated spy assets
- Captured enemy spies
- Radar
- Broken Ciphers
- Scout planes
- Fighting the enemy in land combat
- Fighting the enemy in air combat
- Fighting the enemy in naval combat
And probably some I forgot.
Each source has a max it can contribute and may affect different intel values in different ways. For example if you have a spy network over the enemies coast, or scout naval areas with traffic you will get more naval intel. Each source also decays over time so its important to actively do things to keep your intel levels current and make sure you combine many sources to get as much intel as possible.
Here I have multiple sources:
Do note that the biggest chunk here is me doing some quick events with rewards of intel to cheat my way to quick screenshots ;). Also note that simply being democratic and having open trade laws make hiding the civilian part of your intel hard.
Knowing what kind of build strategy, templates, tech and stockpile an enemy has can be very useful allowing you to counter and attack them in the best way possible, but there is also direct advantage from relative intel which replaces the crypto level comparison from before.
See you next week for more cool stuff, and don't forget to tune into twitch at 16:00CET where we will be showing of France for the first time (aka watch Daniel accidentally leak stuff).
Make sure you tune in to our second preview stream for La Resistance, which will be focusing on the rework of France's National Focus Tree.
Live at 16:00 CET here: https://twitch.tv/paradoxinteractive
Today's Development Diary by Podcat
Hi everyone! Today we are going to start talking about changes to Intel and present some of the tools you will have at your disposal for gaining it in La Rsistance. We will also go back to the Agency and talk about code cracking.
Scout Planes
Scout planes is a great way of gaining intel on your enemies. This is a new plane type that comes in two tech levels
These new planes are not capable of fighting or giving air superiority, but they have a new mission Air Recon which can also be performed in peace time. This mission will give you intel on nations under its area of operation, or their navy if covering trafficked naval regions. It also does spotting of ships and divisions so its a great way to figure out what the enemy is up to.
Other planes types can not do the air recon mission, although in war time other planes will be gaining you intel as well during regular operations.
Code Cracking
One of the things in WW2 that has always fascinated me was the allied efforts to break the axis codes, particularly the work done at Bletchley Park. When reading about this work you usually are told about the tough choices that had to be made, because after the enigma codes had been cracked and german messages could be read the allies were forced to only use this knowledge in limited ways. If they had not it would have tipped off the Germans that they knew and made the whole thing moot. Basically, to save the punch for when it was most needed. This is something I wanted to make sure that we captured when we started designing the new code cracking system.
To interact with code cracking etc you need to form a new department in your Agency. Under it are upgrades both for creating and breaking enemy ciphers.
The higher your decryption power the faster you can break enemy codes and the higher your crypto strength the tougher you in turn are to break.
In the above screenshot I have cracked Germany's current cipher. If they end up upgradign to a higher level I would lose some progress and have to continue the work. The 25 shown is your total decryption power and will be shared among all active projects. Right now Denmark is the only active one so gets the full attention and fastest possible code breaking.
Having a cracked code gives you some passive bonuses that are not possible for the enemy to see and confirm, such as air interception. To take full advantage you will need to commit and fully activate. Doing that gives you 30 days of full intel on the enemy as well as an assortment of other bonuses.
A perfect time to use it when launching naval invasions or starting fighting somewhere because when activated the enemy will know and ciphers will reset within 30 days. After this time you will need to crack their code again,, which probably will have had its strength upgraded.
Outside of just having a bunch of mathematicians working day and night on breaking the enemy codes you can also help them out though clandestine operations
This diary showed you more ways of gaining intel, next week we will be getting into the details about the intel changes. See you then!
At long last we're back with streams! Every Wednesday at 16:00CET we'll showcase our upcoming expansion: La Rsistance for you.
Tune in to twitch, or you can watch it later on our Grand Strategy Youtube Channel!
Today's Development Diary By Podcat
Hi guys! Today we are going to be talking about collaboration, compliance and also coups as we missed covering them in last weeks dev diary about operations.
Coups
Lets start off with coups. These are now an operation and needs to be set up by your agents.
Its possible to say where you want the coup to originate, which adds some nice strategic power to it (such as targeting colonial areas that are harder to recover etc).
There are several ways to make a coup more successful, and in reverse protect yourself. A coup needs low stability, political support for the couping ideology and agents need to have prepared a network, infiltrated the government and built up the coup. So as an attacker you will want to mess with these things in advance (say by using spy missions and operations). And of course as the target, you want to keep these values up to stay safe, as well as making sure your nation counterespionage is up to the task.
We have also changed the behaviour of the resulting wars a bit so when a side wins against the other planes and ships will switch hands instead of being lost. This could often be a reason to launch small coups with no hope just to mess with the enemies navies.
Collaboration
Collaborators work similar, but opposite to Governments in Exile. They are created by an operation where agents are sent in to convert and/or support local collaborators.
This is an operation you can run more than once (although cost and time goes up every time), and for each one you will strengthen the collaborators. Foreign Collaboration governments are tracked (much like GiE) from your country screen.
The higher the value of collaborators present the easier it will be to make the nation capitulate which can be important in cases where you need to move in fast. You also unlocks levels of compliance in the new resistance and compliance system which will be transferred to regular compliance once the target nation is capitulated. This can be useful for giving you a head start on managing a lot of occupied areas by laying some groundwork before you even attack.
Speaking of compliance, we never really went into detail on how that worked before, so lets take a look now. If you need to read up on the changes coming to the resistance system as a whole though check out the dev diary here.
There are several levels of compliance "unlocks". These happen on a national level for the occupied nation.
The first unlock is Informants. Secret police working in the province have established a network of snitches and collaborators. This gives an increase to defense against enemy operatives in the occupied nation. The next unlock is Local Police Force. At this level, enough locals have been trained and are loyal enough to police their country for the occupiers. As a result, local garrison needs are now reduced. The third unlock is Reorganized Workforce. At this point, Life is returning to some level of normalcy and people are able to go about their daily lives and perform their normal jobs. This compliance unlock adds access to another 10% of factories and resources across the occupied nation. Volunteer Program is the fourth compliance unlock. This represents locals volunteering to serve in their occupiers military and adds 10% of the population as fit for service.
The final unlock is A New Regime. At this highest level it is possible to create a new subject type Collaboration Government directly. This frees you up from policing it and ensures that it sticks to you in any peace deal you win. Getting high compliance can be a lot of effort in war time and it can be a very good idea to make sure you have collaborators in place before invasions.
Collaboration governments will mirror your map color as well to show how closely aligned they are.
See you all next week when we will look at some intel gathering tools
Today's Development Diary by Podcat
Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.
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Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ Ive looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.
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Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.
Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.
In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.
Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.
There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.
Infiltration
These are all gatekeeper operations with added benefits.
(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)
Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.
Infiltrate Air Force - Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.
Infiltrate Civilian Government - Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.
Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.
Other operations
Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.
Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.
Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area
Boost Resistance - Strengthen the local resistance
Capture Ciphers - The old steal the enigma trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.
Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.
Plant False Intel - This lets you create fake troops to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They dont consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. [url=https://en.wikipedia.org/wiki/George_S._Patton#Phantom_Army]Bonus point if you do this and put Patton in charge of them ;)
Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.
There are also some things we will wait until next week to reveal...
Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didnt really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids ().
For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.
However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.
There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.
Hotfix has arrived. 1.8.1 "Fork" is now live and downloadable through Steam. Checksum is aa59.
This hotfix consists of a couple quick display setting fixes and a fix for the Paradox Account login popup that should not have appeared when using the Steam matchmaking service.
Simultaneously but separately, the launcher team is working on the feedback received regarding various launcher behavior itself. And we will continue to investigate the critical issues that have been reported but not addressed in this hotfix.
Please make sure to disable any outdated mods in case you have problems running the game!
1.8.1 Fork - Patch notes
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# Bugfix
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- Prevented the Paradox Account login window from popping up when entering the multiplayer lobby when not using the Paradox matchmaking service.
- Fixed refresh rate settings from launcher so that they are applied.
- Changed default display mode in new launcher to borderless fullscreen from exclusive fullscreen when launched for the first time, to restore behavior from the previous launcher.
1.8.0 "Fork" is now live and downloadable through Steam. The last four digits of the checksum are 3241 (the new launcher displays a much longer full checksum; the in-game version will still show just the four digits).
Since 1.8.0 does not contain any major game mechanic changes, it should be save game compatible with 1.7.1. But if you for some reason want to remain on 1.7.1 or older,here are instructions for reverting to patches since 1.5.4, or special instructions for 1.5.3 and earlier.
Please make sure that any mods you are using are updated for 1.8.0, or your game might not run properly (seriously). Due to a few complications that we only noticed very recently, mods will not be properly shown in the new launcher the first time you run. But if you launch the game and run to the full menu, exit, and then relaunch, they should show up correctly. See this thread for more information.
If you discover any bugs in patch 1.8.0, please report them in the bug report forum as usual.
################################################################
######## Patch 1.8.0 "Fork" ########
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# Feature & General
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- Added new Launcher
- Added "/mute
Today's Development Diary by Podcat
As Wednesday is upon us so is a new dev diary! Next week we will be back with more espionage, but today is about a small surprise patch as well as improved Focus tree navigation.
1.8 Fork
Fork you say? I thought you said 1.8 was going to be Husky? Due to technical requirements having to do with updating to the new paradox launcher we had to jump a big number other than going to 1.7.2 like we had planned. This means that 1.9 will instead be Husky which is the big update coming together with La Resistance.
[url=https://forum.paradoxplaza.com/forum/index.php?threads/hoi4-dev-diary-1-8-patch-wut-focus-tree-navigation.1279837/]To read the full changelog for the patch, click here.
To summarize, the big points here are: Stability, submarine balance and a new launcher
Submarine balance
Later tier 3 and 4 subs were simply too good compared to destroyers designed to hunt them. They have been nerfed a bit and increased in cost and destroyer upgrades improved. Large empires should now also have a bit easier time as we better control the amount of convoys in each battle and have fixed a bug where convoys would actively hurt the sub detection abilities of their escorts making it really tough in big battles.
New launcher
We much like Imperator, EU4 and Stellaris have now also moved to the new launcher.
Since wargamers are a traditional bunch you might be asking why a new launcher is happening. There are several reasons:
We are presenting you with a new startup menu (or launcher some call it) for Hearts of Iron IV. The reason for doing this is to create a base on which we can continue to develop features and enrich your experience in many ways.
Important! The first time you start Hearts of Iron IV after this update, all mods will be disabled. Steam Workshop mods will show an error about something looking wrong with the downloaded files. Any local mods not associated with Steam will not appear in the list at all. Boot up the game completely, exit and start again, and then all your mods should appear as normal, both Steam Workshop mods and local mods.
We apologize for the inconvenience, but it was a necessary step.
For additional information, questions or to report issues with it, please visit our official forum here! You can also seek assistance for technical issues by submitting a ticket through support.paradoxplaza.com
Hi everyone! Today we will start going through the Espionage features announced at PDXCON in greater detail. First off is the hub of everything - Your Intelligence Agency.
The Agency
The Agency is something you need to construct on game start if you plan to involve yourself in the shadow war that will be running now. We recommend at least an investment in defence eventually to help protect yourself even if you do not plan to dedicate resources to offensive operations. Notice that I said construct? The Agency will take up several of your factories for a while to be created. Civilian factories is the closest we have to a money budget so we felt this was the most appropriate cost to use. When you decide to make the agency you are free to name it (a historical name will be suggested) and you can also pick from a mix of historical logos as well as generic made up ones (surprise - a lot of agencies did not advertise themselves to heavily).
In the Agency you can recruit Operatives (more about them and what they can do in a future diary), work on cryptology (also a topic of a future diary) and upgrade the different branches of the agency as well as update training or develop new gadgets to help your Operatives.
Branch Upgrades
Just like the creation of an agency it will cost you some industry time to develop its capabilities. The time is always the same, but the cost itself can vary with how powerful the option is.
Lets have some examples of the many options:
Read today's Dev Diary by Podcat
Hi everyone! We are now back from PdxCon (most of us) and landing in our new offices, so brace for a ton of pictures! Oh and we announced the new expansion! If you haven't see the trailer <3 start there:
[previewyoutube=rH0atlfbfzw;leftthumb][/previewyoutube]
PdxCon 2019
PdxCon this year was imo one of the best ones so far. It was held in the Funkhaus Berlin. This place was super cool, and was basically the center of all radio and recording for DDR from the 50s until the german reunification.
We had announcements (among them CK3 and La Rsistance!), LAN parties, presentations and Q&A sessions with fans as well as a scramble-for-africa multiplayer game on sunday. Most of all though it was super fun to chat with fans and modding groups (several ones were there!)
WW2.. in hot pink!
A very humble picture of Bratyn on a throne ;D
HOI boardgame preview
Animals in the audience?
In our booth we ran a challenge which we plan to be an achivement for LaR, just like we did with 30min of Hel last year. It was called "Don't Die for your Country" and was to capitulate France and Poland as Germany with as few of your own casualties as possible (and no using paratroopers). The final score was 475 casualties :O
Voigt was the winner, and you can read about how he did it here.
We had a ton of fun and basically just crashed when we got home ;D it felt a lot like coming home from a music festival :)
La Rsistance
So 'ere we go... Our next expansion is now announced: La Rsistance!
Its main theme is Espionage and Resistance and the main country focuses are France, both sides of the Spanish Civil War as well as Portugal. We will be starting off by going through espionage in the coming weeks in details
For more info check out the announce post and there will probably be uploads of videos from PDXCon and my talks popping up on youtube in the near future.
also here is a fresh unused screenshot to wet your appetites...
New Office
We have a new office, and it is INSANELY COOL. Me and Daniel have been cruising around and checking it out this morning. Here are some highlights:
Meeting rooms with battleplans and maps!
armed artists...
Mugshot-wall for employees :)
WILD ANIMALS
Toilets with inspirational quotes o_O
Aliens
A space wall where you can literally sit and stare into space...
Casual meeting areas :)
Extra big meeting rooms
The Bar :)
And finally our awesome lobby
Thats it for today. See you again next week when we will start digging into the new LaR features!
Tune in to The Paradox Twitch Channel at 17:00CEST tonight to watch some prominent streamers clash in a World War in a 4+ Hour Streaming Session - LIVE from PDXCON 2019 in Berlin!
Each team will be manned with one developer Captain that will not play themselves, but instead help their team achieve greatness by offering assistance with synchronization as well as tips for those participants that are not as experienced.
The stream will as usual be available as VOD on our Twitch Channel, and uploaded to YouTube next week
BERLIN - 19 October 2019 - The quickest way to kill an enemy is to do it from within. Learn its secrets. Sabotage its industry. break its codes. Strike at vulnerable points behind the front lines. Send agents to build a network of informants and a secret army that will rise against the occupiers. Resistance is never futile. Paradox Development Studios is happy to announce Hearts of Iron IV: La Rsistance, an expansion to the best-selling grand strategy wargame. La Rsistance introduces a new espionage system to the game, and also increases the range of interactions and options with resistance movements in occupied territory. [previewyoutube=rH0atlfbfzw;full][/previewyoutube] Features of Hearts of Iron IV: La Rsistance includes:
Today's Dev Diary by Podcat
Hi everyone! Today will be a short dev diary because we are preparing for PdxCon and also moving office at the same time. Its not chaotic at all :D
PdxCon this year is in Berlin, and there is going to be lots of cool reveals, beers and pretzels! We will be announcing our expansion (the trailer is <3 guys) and talk about most of the details in it. Here are some of the HOI highlights:
Today's Dev Diary by Podcat
Hi everyone and welcome to another dev diary. The team is working hard towards PdxCon that is coming up next week and we are looking forward to pretzels, beer, and of course meeting you guys!
Today we will be talking about Armored Cars! I have often been asked why HOI4 doesn't have them, and today you get to find out why now is the time time :)
Resistance Suppression
Part of the reason we are finally adding armored cars is that they go hand in hand with resistance suppression. Since its inception, the armored car has been a useful tool against lightly armed and armored opponents. As explained previously, Garrisons will work as a shield against resistance activity. If adequate, the garrison will absorb the vast amount of resistance attacks that would otherwise sabotage industry or resource extraction. Armored vehicles will be especially suited to this role as hardness will give damage reduction to attacks made by the resistance.
In addition to being more resilient and preserving manpower, armored cars will come with a higher suppression stat and a better ratio of suppression to deployed manpower. Armored cars will generally not be as protective as light tanks, but will have a great amount of manpower protection for their cost.
All of these things combine to make armored cars a good option for resistance suppression when manpower is more of a concern than some extra production cost. Horses will still have an edge when it comes to suppression vs production cost, however.
Today's Development Diary, by Bratyn
Hola everyone, and welcome to yet another dev diary on the upcoming DLC for HoI4, where well be talking about the second entirely new focus tree: Republican Spain.
Last week we talked a little bit about the design intent for Spain as a whole - so today we will move straight on to the interesting stuff ;)
Obligatory Disclaimer:
This is still a work-in-progress, and much of the art, systems and balancing is/are not yet finished! You guys know the drill :)
Republican Spain Starting Situation
The full Republican Spain focus tree
The starting position for Republican Spain is, naturally, the same as that for the Nationalists. They begin with the same 4 spirits, signifying the influence of Carlism, the Militarys disloyalty, and the political violence and strikes that are escalating in the initial half of 1936 (see our previous dev diary for more information on these)
The same initial choice is present at the start of the game, but instead of selecting A Great Spain, we will now go with The Popular Front.
The Popular Front was a loose alliance of political parties that were only really united in their opposition of Fascism. The idea of a Popular Front was formulated by Stalin in the mid-1930s, suggesting that the rapid growth of Fascism required a more unified response than Communism alone could provide. Effectively, it gave permission to subordinate Communist parties to band together with less extreme socialist parties, and even outright bourgeois parties, solely to combat Fascism in national politics. In Spain, the Popular Front that opposed the Fascist/Traditionalist CEDA (Spanish Confederation of Autonomous Rights - sometimes called the Nationalist Front) consisted of a variety of liberal, socialist, and communist parties, the most important of which (for the purposes of this diary) are the Communist Party of Spain (PCE), Workers Party of Marxist Unification (POUM), and the Republican Left (IR). This coalition was also supported by regional nationalists and the Anarchist Trade Unions CNT/FAI. This coalition paid off, and despite massive resources and an overwhelming election campaign by the CEDA, the Popular Front won the 1936 Spanish elections.
This victory was to be short-lived, however. Unbeknownst to the Republicans, in the aftermath of the failed elections the CEDA would hand over their sizeable campaign chest to the plotting military leaders to finance a rebellion, and political violence from both sides would escalate in the coming months. As with the Nationalist side, this is represented by various decisions and missions. The sole distinction is the change in perspective. As all state garrisons are initially fully controlled by the Republican side anyway (they all begin with a Nationalist control of None), the garrison control decisions are unavailable until the Nationalist side has begun contesting Republican control in any location. From that point on, it becomes possible to attempt to flip them back.
A second point that sets the Republicans apart from their Nationalist adversaries are the nature of their focuses. The full pre-Civil War path for the Nationalists has a total duration of 210 days to complete, which means that, as long as a player continuously takes focuses, they are guaranteed to finish the whole path before the civil can start, even at the soonest start date. Not so for the Republicans. Republican pre-Civil War focuses (after the initial choice) last twice as long as their adversaries, resulting in a total duration of 385 days to fully complete this path (therefore requiring the civil war to be delayed until after January 20, 1937). This should immediately make it obvious why it is advantageous for the Nationalists to begin the civil war as soon as possible - this will ensure the Republicans will only have time to complete their first two focuses. And as the impact of the Republican focuses progressively increases, this vastly weakens the initial position for the Republicans, relative to the Nationalists.
Today we announce a massive rework of Spain and its civil war, and go into detail on the new Nationalist Spain focus tree
[url= https://pdxint.at/2l6NtQ0]
Click here to read today's Development Diary by Bratyn
Today we announce a massive rework of Spain and its civil war, and go into detail on the new Nationalist Spain focus tree
Click here to read today's Development Diary by Bratyn
Today's Dev Diary takes a look at the Policing and Garrison Rework - no more 'shuffling around horseybois' as YaBoy_Bobby puts it - more strategy less micro!
Read all about it here: https://pdxint.at/2kreOMs
Were not done with France yet!
In today's Dev Diary, we show off unique Focus Trees for Vichy and Free France, along with a better representation of their geopolitical situations.
Click here to read the Development Diary by Archangel
NEW DEV DIARY
In todays bumper Dev Diary, we show off the big changes to Resistance and Occupation mechanics, and the new concept of Compliance.
[url=https://pdxint.at/2lx5aIi ]Click here to read the Development Diary by YaBoy_Bobby
Today Archangel talks us through the reworked and greatly-expanded French national focus tree, which deepen and better reflect the political decision making in 1930s France.
Click here to view today's Development Diary by Archangel
1.7.1 "Hydra" now live!
The 1.7.1 Hydra patch is now out of Beta and fully live! Check out the full patchnotes here:
https://pdxint.at/2X3JwIw
In the first Dev Diary after the launch of 1.7, Podcat lets us know about some nasty bugs the team is working on fixing for a 1.7.1 Hotfix.
Click here to read today's Development Diary by Podcat
In today's HOI4 Dev Diary Podcat takes a stroll back through the history of HOI4 and looks forward to the future!
Including an extensive Q&A session with community questions today's DD is not one to miss!
Check it out: https://pdxint.at/2ZcVT6T
Hearts of Iron Radio Pack
Drown out the hum of machinery and whine of bomber engines with the soothing sounds of new martial music brought to you by Paradox and its composing partners. This DLC pack adds unique radio stations for each of the three major factions in Hearts of Iron IV (Allies, Axis and Comintern) and gives access to free music updates as well.
https://store.steampowered.com/app/1086481/Hearts_of_Iron_IV_Radio_Pack/
The Hearts of Iron Radio Pack gives access to:
The 1.7 patch is here!
Bugfixes, re-balancing some parts of naval warfare, and adding lots of new music as part of the HOI Classics radio station!
Click here to read the 1.7 'Hydra' Patch Notes
The Paradox Grand Strategy sale is underway! Hearts of Iron IV, our sister Grand Strategy games and most of our DLCs are on sale over on steam right now! Go take a look: https://pdxint.at/2XgBCwy
In todays Dev Diary Podcat takes us through some more updates to the upcoming 1.7 patch, and introduces us to the upcoming new Axis Armor and Radio packs!
These two will include new 3D and 2D models of Axis vehicles, and new songs for you to listen to while playing.
Click Here to Read Today's Development Diary by Podcat
Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now!
Buy tickets here: https://pdxint.at/2JZG0fG
In todays Dev Diary, Podcat takes us through what moving to 64-bit will mean for HOI4, and details some changes to naval balance coming in 1.7!
Click here to read today's Development Diary by Podcat!
Dev Diaries have returned!
This week Podcat talks us through the work the team have been doing for the upcoming 1.7 'Hydra' update, including AI improvements and the move to 64-bit.
Click here to read this week's development diary by Podcat!
Be the first to witness new game reveals, mega games, seminars and of course LOTS of good strategy gaming! Get 20% OFF all through May as an Early Bird! Tickets will be going fast! Achtung Berlin!
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In today's Dev Diary, Podcat shows off the full patch notes for 1.6.2 and talks about future plans for Hearts of Iron IV
Click here to read the development diary by Podcat
[quote]Useful links
Hearts of Iron Wiki
Hearts of Iron Development Diary Archive
1.6.2 "Ironclad" is now live and downloadable through Steam. Checksum is 6f7d.
We should be compatible with 1.6.1, but if you for some reason want to remain on 1.6.1 or older Here are instructions for reverting to patches since 1.5.4,
or special instructions for 1.5.3 and earlier.
Please make sure that any mods you are using are updated for 1.6.2, or your game might not run properly (seriously)
If you discover any bugs in patch 1.6.2, please report them in the bug report forum as usual.
[Quote]
################################################################
######## Patch 1.6.2 "Ironclad" ########
################################################################
##################################
# Feature
##################################
- Convoy and mine missions will work with islands of regions now. The fleet will be distributed in between disconnected groups of regions and each task force will be only able to do missions within the connected regions to which it is assigned.
- Added an explanatory event to the naval treaty system that informs countries not at war that they are no longer bound by the Naval Treaty if two other majors are at war.
- Changed how naval supremacy is being calculated. Now it depends on the size of the ships in the task force, and how effective it is on a region. A fleet that is assigned more regions than it can handle will get lower supremacies. Mission type also affects supremacy of a fleet.
##################################
# Bugfix
##################################
- Fixed AI factor not getting properly taken into acount for ideas when some have a cost of 0pp
- Moved the IJsselmeer lake province from Holland state to Friesland state, so that losing control of it no longer prevents flooding of the Dutch defense lines.
- Added bypass to Dutch focus Curtail Colonial Autonomy, and made the national spirits added by it be timed rather than permanent.
- The Charles II Lifestyle idea now has an effect
- fixed convoy combat alerts not being visible for defender
- fixed convoy combats are appearing as regular combats before they are removed
- All parties must end will now correctly switch out ideas
- Fixed crash and infinite loop when a localized unit name was missing or did not include the required substitution elements.
- The political events firing above 60% support of an ideology without having a ruling party of that ideology should no longer fire if you are also above 70% support of that ideology. This should prevent event-spam when only one event should suffice.
- fixed super heavy ship model is not being selected properly
- Added bypass so that Italy can no longer be 'stolen' by Britain when the latter takes the Secure the Italian Alliance while Italy is puppeted by someone else.
- Reserve taskforces now consume fuel while moving.
- Add the capital ship indicator on a carrier ship icon.
- Motorized equipment for Netherlands and the new WtT countries should now display their specific 2d art, rather than the generic one.
- Fixed crash when previewing 3D models via the -editor launch option, by checking whether the game idler exists when initializing shader constants.
- Don't display tooltip "Armies Cannot move to the enemy territory in strategic redeployment mode" if the target is not enemy territory.
- Fixed issue where various Pacific provinces weren't assigned a continent, causing the Melanesian Federation (FIJ) to not display any portraits for the country's leaders.
- Fixed Continental Intervention news event to no longer have overlapping title, to only have one option for the UK, and altered the focus to no longer give a wargoal on countries the UK is in a faction with.
- Fix canceling docking rights
- Wilhelminist Netherlands, when creating a German civil war after taking the first German state, will no longer cause the Kaiser to also suffer from 'Pro-Kaiser Defectors'.
- Cripps' Mission should no longer almost always bypass, resulting in Two-Nation Theory simply adding another Marginalized Muslim Community idea rather than adjusting the existing one.
- Dutch Develop the South focus now correctly checks the southern states for available building slots, rather than the Holland state.
- fixed a bug in the US fascist civil war that spawned a number of units for the revolter side
- Reset DLC when exiting out of a game setup lobby, in case some DLC were temporarily enabled due to a multiplayer host owning them.
- Adjusted British AI values and French historical strategy plan abort trigger to prevent situations where Britain gets into the fascist civil war unintentionally because they are dragged into the Czechoslovak war (they they shouldn't be caring about that anymore anyway).
- The Naval Funding focus for the RAJ will now provide a useful bonus for players with MtG
- fixed a number of issues with starting naval techs for various countries
- Creating a Pan-North-American State no longer unintentionally awards the William Wallis achievement.
- Fixed issues with ship XP. Tooltip now works and it has scriptable modifiers. Carriers also get a new bonus to sortie efficiency
- Wim Schermerhorn portrait (if HOL somehow manages to go Non-Aligned without selecting the The Only Man in the Dutch Government focus) is now displayed correctly.
- AI Britain will now actually select the "Trade Unions Referendum" to flip to communist.
- Added localization to the "USA_civil_war_fired_democrats" flag required in the To Arms in Dixie! achievement.
- Poland should now correctly have sufficient faith in their French allies to be -less- willing to cede Danzig without a fight, rather than -more- willing, when allied with them.
- "Bypass the Philippines" now gives a bonus to transport techs, making it actually useful for players with MtG
- AA tech fixed to not add defense to bombing in states without AA
- Fixed dispersed industry to only gives bombing defense for industry buildings
- Improved the stacking defense behavior of dispersed industry and AA tech
- Lend Leasing Convoys always free now
- Set faction leaders as major nations instantly, preventing a faction from temporarily only having minors and losing wars early
- Fixed an issue that allowed the US to send Britain destroyers while at war with Britain
- Getting into the US fascist civil war should no longer remove the associated national spirits
- Ceylon FOB, Reclaim the Jewel in the Crown, Appeal to Imperial Loyalists, and Bring the Dominions Back into the Fold should now all bypass if all subjects have been prevented from leaving Britain after Britain switched to Fascism, using the decisions granted by the Move to Secure the Dominions focus.
- Added a bypass for Motion of No Confidence, in case Churchill is already leader.
- Mexico will no longer load the Mexican focus tree after a civil war, if the player does not have Man the Guns.
- Fixed Awake and Angry and Battlecry achievements.
- fixed a number of liberation events that would not fire due to checking for the wrong state ownership
- South Georgia is now also transferred to Argentina when returning contested territories.
- Ensured Case Anton properly triggers, and that the Scuttle the Fleet decision actually destroys the fleet. Also eliminated the PP cost for the Scuttle the Fleet decision, so that the AI will always take it unless you prevent them from doing so, as intended.
- Made sure Ataturk can no longer lead armies from beyond the grave in 1939, and added idea portrait for Mannerheim
- Made Dominion Development focuses be available when the Dominion in Britain's faction is the civil war faction, and not the original tag.
- fixed some game data not being cleared when a dynamic tag is reused
- The Canadian Corridor focus should no longer be available if you already control the states in question
- Fixed an issue where the US would continue to demand territories in the Americas from countries that had already handed over territory or against which it has war goals
- Various specific traits have been removed from the 'random pool', ensuring random country leaders cannot spawn with them anymore.
- Made it possible (and much more likely) for Chamberlain to resign -before- the fall of France. The event can now be triggered by any Low Country or France having any surrender progress.
- the Canadian communist strategy plan should now be correctly labeled
- Stopped overzealous propaganda ministers from causing diplomatic crises by riling up the populace against allied nations, all for the purpose of passing war economy legislature just a little bit sooner (and more cheaply).
- Fixes for Korean communist small flags.
- Added claims to the correct French states for German Carte Blanche for Alsace and French Colonies focus.
- US Liberty Ship national spirit should now apply correctly
- Canadian Degaussing national spirit will now apply correctly
- Decolonization now peaces out subjects when they leave UK's faction.
- Adjusted A Change in Course to now have negative ideology drift for democratic support, rather than giving positive drift for the other ideologies, to prevent weird situations where it'd end up resulting in a negative drift for one of the other ideologies.
- British Raj now has the proper Marginalized Muslim Community spirit applied if Pakistan is liberated via the British Decolonization focus tree, or civil war.
- France should no longer be able to form a faction with a non-existing Czechoslovakia through the Little Entente Focus. The Focus will still be available, but will just form a new faction. Focuses further down the line will not be affected.
- fixed some buggy behavior with foreign division templates regarding duplication and deployment
- AI can now accept a fuel incoming lend lease.
- Fixed taken states not being colored properly during a peace conference
- Fixed some decisions on a revolter country disapearing after loading a save
- Correctly change leader trait icons in army badge when switching between leaders where one has exile leader traits and the other does not.
- fixed naval mission assignment not working correctly with taskforces on repairs
- fixed an issue where countries occupying Manchuria would get reports about finding communist sleeper cells while allied with communist china
- fixed anniversary pack not being loaded
- review fixes
- Fixed newly created ships teleporting to the task force set as their deployment target
- Fixed auto balance task force not working
- Fix fuel lend lease. It was full of minor bugs.
- Selecting a decolonized Asia in the game rules will now also grant independence to Malaya.
- Fixed new Maltese fascist flag not showing up properly.
- fixed two instances in US events giving incorrect amounts of party popularity
- fixed ai sending invalid commands with foreign templates
- Fixed Expose the Belly of the Bear events not being sent out, as well as having incorrect requirement triggers.
- fixed a way to create invalid paradrop orders and fixed a ctd that is caused by that
- Converted Battleship and Converted Cruiser Hulls use now the right 3D model as the best match in the Ship Designer.
- Fixed ships from reserve not reinforcing if the reserve task force has at least one ship repairing
- locked the Silver Legion special template gained during the Fascist US civil war
- fixed some localization issues with dynamic modifiers
- fixed stability & war support values not giving all bonuses in some cases
- fixed some scripted diplomatic action issued that broke actions that requires acceptance
- moved lights of Los Angeles to correct province position
- Abdicating after getting "King's Support Forms" will now correctly remove the beneficial spirit granted by that event.
- fixed a original_tag problem related to reusing of dynamic tags
- Now display correct naval supremacy in naval invasion tooltip.
- fixed a ctd while loading saves
- De Gaulle will no longer be incorrectly removed as Free France's leader.
- Added Halifax to the bypass conditions of Motion of No Confidence.
- Added certain stipulations for Coerce Spain and Coerce Greece focuses.
- Only one Rebuild the Nation decision will now be available if you switch ideology using a civil war.
- Alliance with Germany now requires Germany to be fascist only.
- The number of factories displayed in war overview is now consistent with the number in topbar.
- Fixed an effect that was deleting a division template without deleting all divisions using that template, specifically volunteers and expeditionary forces, leading to potential memory problems and crashes.
- Fixed the game generating a definition.csv file that would override the original in case the later was missing some entries
- Mexico without Man the Guns enabled (and therefore with no ability to nationalize the oil fields) will now have control over its own oil from the start of the game.
- Fixed airwing name not being loaded from save
- Fixed DOD unique motorized icons to correctly shop up in the production tab.
- Fixed reserve fleet getting merged on daily tick if in the same naval base
- Fixed ship name from history file not being taking into account in some circumstances when adding a production line for it
- Highlight now fit the size of dockyard grid.
- Fragmenting Yugoslavia in the game setup rules should no longer result in Yugoslav units permanently being present on the map with no possibility of getting rid of them.
- Selecting Asia Decolonized game rule will now correctly grant independence to the Philippines.
- Fixed mods in the userfiles overriding definition.csv getting it renamed and ignored
- Fixed event option text for "Mexican Entry Into the " event.
- Fix troubles with Taskforce composition editor reinforcements that didn't work properly.
- Fixed task forces being able to refit in the middle of the sea
- You can now remove ships form a selection with shift+click.
- Corrected Putting the Raid on the Medway to Shame achievement to no longer be awarded if the UK gets into the Fascist civil war.
- Corrected art for Netherlands design companies not showing up on produced equipment.
- Improve equipment distribution according to priority.
- Fixed negative amount of convoy on modifying a lend lease that has been raided
- Fixed invalid description for the low convoy escort and convoy raiding efficiency description
##################################
# Balance
##################################
- Ships designs can no longer go slower than 1kn
- Reduced Japanese Torpedo Cruiser Hull sub detection to be more inline with regular cruiser hulls (before adding modules)
- Allying with the Silver Shirts can now be taken with 10% popularity of fascists, but requires a fascist demagogue in government
- taking Neutrality Act or Limited Intervention now locks you out of the communist or fascists paths (and vice versa), as was originally intended
- It is now possible to complete the branch starting with "Adjusted Compensation Act" without being democratic
- if the countdown to the fascist civil war started from more than 30% fascist support (as opposed to taking both Ally with the Silver Shirts and Voter Registration Act), the countdown is now 280 days (up from 180 days)
- if the "Recruit the Free Corps" focus is finished when the civil war begins, the Free Corps will now automatically appear (this should also help the AI)
- Free Corps unit template now 9x INF (up from 5x INF)
- states that side with the Loyalists in the US fascist civil war will now spawn local volunteers
- Expand the USMC focus now gives research bonuses to Marines II and Marines III
- reduced sub and surface detection values for vanilla ships to be more in line with MtG values
- rebalanced the speed of destroyers, light cruisers, and battleships in vanilla to be more in line with MtG ships
- changed a number of stat inconsistencies in vanilla ship models
- the War Powers Act in the US tree now allows the US to form its own faction
- Reduced the effectiveness of GiE legitimacy gain decisions to one-quarter of what they were.
- fixed ships are going faster than intended
- Split ground and naval AA defines, and reverted the ground AA chance to hit back to its original value, so that ground AA is no longer overpowered.
- increased hit chance of torpedo
- doubled hit chance of depth charges
- tripped depth charge damage
- halved light gun attack of convoys
- lowered AA attack of convoys by 75%
- lowered IC cost on radar and sonar for all tech levels
- added taking sub visibility into account for naval strike
- reduced the impact of deep ocean on destroyer, light cruisers, and subs
- a/b/c/d and e/f/g/h British destroyers now start the game with sonar 1
- reduced snorkel 1 to a 10% visibility reduction and snorkel 2 to a 20% visibility reduction
- naval mission efficiency will now go even lower if you don't have enough ships/taskforces for the assigned regions
- Nationalist Spain will not lose the "recovering from the Civil War" national spirit in historical focus mode, thus preventing them from joining the war
- Atlantic Fleet Designer now adds 10% HP to Carriers
- Armor upgrade for Carriers now adds 1% HP per level (non-MtG only)
- research companies research bonus 10% to 15%
- doctrine ministers research bonus 7% to 10% and 10% to 15%
- electron mechanical engineering research bonus 2% to 3%
- mechanical computer research bonus 3% to 4%
- computing machine research bonus 3% to 5%
- improved computing machine research bonus 5% to 8%
- advanced computing machine research bonus 5 to 8%
- focus: give refuge to scientist research bonus 3% to 5%
- Japanese Ultimate Battleship Focus now provides a free Super Heavy Battleship template and two ships of that template in various stages of completion for owners of MtG
- reduced fuel consumption in defensive combat (being in combat while not moving) to 1x
- fuel flow through supply chunks that has reduced supply flow due to "Control of incoming edge provinces" will now ignore 50% of that penalty
- Protected against ping-ponging Soviet AI strategy when surrender level Germany is around 10%.
...and more![/quote]
The patchnotes are too long to fit in here, so please read the original post for a complete list. You can find it here!
For some updates on the upcoming 1.6.2 patch, including the addition of new field marshals, check out todays dev diary!
Click here to read the development diary by Andy Galney
[quote]Useful links
Hearts of Iron Wiki
Hearts of Iron Development Diary Archive
We just release patch 1.6.1 which adds UI improvements, bugfixes, balance adjustments and more.
We will not be able to collect bug reports from Steam. If you discover problems with the patch, please post these in our official bug report forum here!
You can also submit a ticket to our support!
[quote]
1.6.1 Patchnotes:
##################################
# Feature and Important
##################################
- New task force composition editor interface with much nicer flow
- Added a reserve button to Fleet bottom bar.
- Unlocking new ship hulls will now provide a variant with the same modules as on the best equipment variant of the previous ship hull level, to the extent possible, and hide the empty hull as obsolete in that case.
- ctrl b now toggles strategic deployment for selected units
- key k now toggles air training (kamikaze is moved to ctrl b)
- FM won't be able to activate abilities if it is already active for all child groups
- Taskforces with automatic split on will split into multiple taskforces if there is no naval base that can repair all ships at once
- Sinking enemy ships will now award war participation
##################################
# Bugfix
##################################
- Underpaid, Undersexed, and Under Eisenhower achievement now correctly requires a 1936 start date.
- Fixed an issue where several British focuses were bypassed and canceled at the same time.
- Removed duplicate "Remove country leader" in Towards Indian Independence focus.
- Fixed an issue where you could not take 'War on Pacifism" decisions to get rid of national spirit if you had above 80% war support.
- fixed an issue where Manchukuo could demand Japan become their puppet while still being a subject of Japan.
- Cave to the Germans, Maintain Trade Neutrality, and Cave to the British focuses can no longer be bypassed while one of the other mutually exclusive paths are in progress (thereby unlocking multiple political paths).
- The United Kingdom can now progress to the end of the Decolonisation tree, even if India has already declared independence.
- MacArthur will no longer lead the Loyalists while also fighting as a field marshal for the Constitutionalists.
- Canada will no longer be subject to continued British communist pressure after Britain accepts the USA's demand to stand down.
- Anti-German Speech decision now correctly checks whether any German civil war faction is fascist, and does not show duplicate decisions in case Germany is in a civil war.
- fixed an issue with Reichskommissariats Ostland and Ukraine behaving weirdly
- 'Expose the Belly of the Bear' will no longer cancel if some of the criteria is true.
- The focus 'Expand the MLD' will now automatically bypass if the Netherlands or its subject does not control Java.
- Australia can now invite King Edward VIII to Australia if they decide to stand by the King in the event of him pushing his marriage forwards. The focus can now also be bypassed if Australia becomes fully independent and is not in the Allies.
- Fixed Secure the Dominions decisions still being visible if you secured them via civil war instead.
- The subject of a country can't stay at war anymore if its overlord capitulate (if no faction)
- Fixed a single port being naval strikes multiple times within the same tick creating confusion
- all units of an army will be assigned to newly created garrison orders now
- During peace conference, you can now satellite a subject even if its overlord is annexed or puppeted.
- joining a faction now cancels received guarantees
- Lithuania's 'Move Capital to Vilnius' decision can only be taken once.
- End of the British Civil War will no longer cause Canada to rename whichever faction it is in to Commonwealth of Nations if they went ahistorical.
- fixed tutorial 10 not advancing if no units are selected
- Unintended dynamic tag victors of the UK, Mexico, and USA civil war(s) now load their original focus trees upon victory.
- fixed submarine models not being shown in naval combat
- You can now move a repairing taskforce from a naval base to another without canceling repairing.
- Fixed attache not working when the recipient has less than 100PP and 50CP
- German Integrate War Economies focus now sends events rather than applying effects immediately, giving players a chance to decline to avoid being puppeted.
- Decolonize Asia game rule now releases Korea, Manchukuo, and Mengkukuo, and transfers other continental states to China.
- Heavy cruisers are now considered as capital ships in the production line.
- the nation building decisions now correctly add a national spirit to execute their effect
- Fixed Treading the Narrow Path achievement to correctly not be awarded if you lost one of your starting states.
- Fixed easter egg event to now be possible to fire.
- George VI national spirit is now properly removed when finishing The Fate of the Royal Family focus.
- You can now train colonial divisions using colonial manpower, even if master doesn't have manpower.
- The Imperial Federation focus should now be available even if you don't own Together for Victory
- Focuses and events relating to the Imperial Federation now takes into account various combinations of DLCs the player may or may not own.
- fixed repair queue reordering not working
- Removed faction requirement of Dutch Strength over Blood focus.
- Made it impossible to begin the Abdication event chain if you have also gone down a mutually-exclusive branch that would prevent you from resolving the negative effects from that event chain (such as Fallen Government) by selecting the King's Party focus, or vice-versa.
- Winning the Blackshirt civil war will now reimburse one George V king to the player.
- the gun upgrade for ships now increases light and heavy attack for players without MtG
- Resolved the hash conflict that resulted in the oddly specific case of Macedonia, puppeted by Chad, receiving a news event option text as a country name ("This messes with our plans...")
- Re-enabled releasing Egypt as UK, but only when in Ironman mode (for the Freegypt achievement).
- German focus Break the Anglo-French Colonial Hegemony now correctly gives a claim on Cameroon instead of Gabon, and on Rwanda and Burundi, as well as wargoals on these nations if they exist, or on Belgium if it still owns Rwanda and/or Burundi.
- British Decolonization focuses are now available as long as you control one of the required states, and bypass if you don't own any. Dutch Decolonization focus is similarly bypassed if you don't own any of the areas or control them as subjects.
- fixed an issue where the Loyalists in the fascist Civil War would not get the correct flag
- Honor the Confederacy focus is now correctly available for unaligned US
- South Africa Secure Interests in Africa focus now takes into account new tags.
- Fixed Battlecry and Awake and Angry being completed immediately upon unpause.
- fixed a trigger in election events that had the date reversed
- Prevented puppetting the original faction leaders from awarding the Assuming Direct Control achievement.
- Merging an active and reserve taskforce will now always merge into active
- Don't remove unit from province when transfert ownership (when a GiE is reinstalled for example)
- Fixed ship design filter by sub unit resetting when a new equipment was added to the list
- Achievement fix for Pride and Prejudice
- fixed an issue with continuing the game past 1948 when going for achivements
- Made Tora Tora Tora mission reward for Japan appear correctly as a completion reward, rather than a failure penalty.
- Imperial Federation can now be achieved even if you annexed some of the Dominions, as long as you control all of their cores. Imperial Conference proposals will also correctly unlock once all involved parties have responded, taking into account that some may not exist anymore.
- Fixed a single state misbehaving when releasing Reichskommissariat Ostland while at peace
- Fixed light cruiser battery 4 module having less light attack than previous module
- UK theorist J.F.C. Fuller now properly gives 7% doctrine research bonus.
- Fixed the Dutch military tree to no longer be incorrectly hidden if you don't own DOD. Instead, it correctly only hides a single focus.
- ENG Decolonizing while having finished Three Nation Solution will grant RAJ the improved Muslim Community Marginalized trait. Also, TFV trees will now take into account the possibility of having been decolonized by Britain, and, if they are still in a faction with ENG, allow them to take focuses that would otherwise require them to still be a subject.
- Ensured that it is no longer possible to 'game the system' by, as a Dominion, promising loyalty to the king in the event for the Abdication Crisis, only to subsequently go down the independence path in a TfV focus tree. Promising loyalty now locks you into the pro-Britain path of the tree.
- HOL focus Colonial Shipbuilding now only requires control, rather than total control, of the relevant states. This should make it more possible to be taken once at war with Japan.
- Fixed carrier deck size not being updated after refitting
- The Naval treaty should no longer be removed if Japan goes to war with China specifically
- British decolonization tree now takes into account not owning TfV.
- Double-clicking on enemy task force icons no longer lets you select their fleets and disband them
- Fixed reconquered and re-puppeted dominions declaring independence from Fascist Britain a second time.
- De Gaulle should no longer be able to play 4D chess and rule both Vichy France and Free France.
- Trotsky should no longer be able to lead an uprising in the Soviet Union while also ruling Mexico.
- Added new states in West Africa to correctly be owned by Vichy France upon formation.
- Prevented various strange AI behaviours from occurring, such as Stalin allying Trotskyite Mexico.
- McArthur should no longer be able to lead armies on the Democratic side of the US civil war, while leading the Fascist side. De Gaulle should now no longer be available as a general for Vichy France.
- Updated Waking the Tiger DLC to pull in portrait fixes that were missed earlier.
- Fixed country neighbors not properly rebuilt on controller changes and triggers like any_neighbour_country etc not working properly in some cases
- It is now possible to build torpedo cruisers without Man the Guns again
- Fixed 3D model viewer entities making noises in Germany
- Repair naval bases will now be scored based on actual path rather than map distance while searching for naval bases to repair
- Fixed the deficit of a task force in regard to its reinforcement target being miscalculated in some cases leading to no reinforcement until at least one ship of the missing kind join the task force.
- Fixed a bug where the ships in surplus would be miscalculated leading to a infinite loop of a ship detaching to be assigned to reserve on one tick and joining back on the next one.
- Fixed requested expeditionaries not being assigned to fallback orders
##################################
# AI
##################################
- Fixed an issue where the AI could get stuck and stop production of non-convoy ships if Man the Guns was not enabled
- AI will now correctly always reject requests to integrate exiled navies if they have more than 75 ships, and will also always accept if they have fewer than 25 ships.
- Added AI strategies to certain UK and Netherlands focus tree paths to avoid making weird allies.
- AI now use correctly all their dockyards
- ai will build units considering ally & subject supply chunks as well, added a strat for JAP since it will be fighting mostly on subjects
- AI is not a bit less reluctant to cancel convoy defense missions now if it is trading for fuel
- AI will assign more screens to convoy missions if it is being raided a lot
- AI will prio mine sweeping more if it has mines assigned next to owned regions
- US and ENG AI should now be able to build a specialized anti-submarine destroyer design for convoy work
- the US AI will now be granted the correct advisors from script when set to go fascist/communist
- US AI will now not take resource decisions unless it has political power to spare
- AI now takes convoy losses and mine threat into account when designing ships and building counters. Losses to convoys also increase desire of AI to build more convoys
##################################
# UI
##################################
- Fixed occasionally incorrect rendering of national focus tree lines.
- reformulated subtracting factories from production line tooltip to be more consistent with the way the English language has developed since 1912
- Added more grandiose language into the Second American Civil War victory event texts for both sides.
- Added tooltip text for fascist mobilization of National Guard.
- Added custom tooltip to Anti-Bolshevist Aid focus to prevent the United States from appearing like it plans to send weapons to itself.
- Removed unnecessary space between the title and article of the American fascist victory news event.
- Made civil war victory event title dynamic so the event reads appropriately even if you are still non-aligned.
- Mexico will now receive the event notifying it of its acceptance into a faction instead of its faction sponsor getting the acceptance event instead.
- Shortened Commonwealth of Nations formation event text so that it no longer overlaps with the selectable event button.
- fixed a number of inconsistencies in the German Loc
- Disabled all air mission buttons for air wings on a carrier in port
- All countries in Europe now have fascist, communist, and democratic political party names.
- Added text icon for Legitimacy.
- minor grammar fixing and removal of redundant text
- added an explanatory tooltip to a US decision
- Generic Air Theorists now have proper localisation.
- Always display mission efficiency of the relevant mission on the naval mission map icon
- scroll bar works again on right side theatre view now
- achievement tooltip at start of the game now mentions "most achievements are disabled" on 39 start
- Fixed duplicate pop-ups on some diplomatic action when handled by AI
- Display correct type and number of ships in naval overview
- it is possible to request expeditionaries for fallback orders now
- Corrected tooltip for the Shadow Scheme focus to no longer refer to defensive wars only.
- Fixed the tooltip of the Japanese decision 'Demand Indochina'
- fixed taskforces on never repair setting having inconsistent guis about which ships are being repaired
- US warplan focuses should now correctly display the effects of the decisions they unlock
- Rename ship designer save button to match division designer
- fixed a small typo in a news event
- fixed a typo in a technology
- Fixed event option text for Edward VIII and Wallis Simpson death news event for countries other than UK itself.
- Fixed move window refering to ships by hull type. Now refering to them by sub unit name.
- Fixed hook to proper module icon for DP secondary batteries in ship designer
- Changed theater icon for moving to combat to be the same as the text icon going_to_combat
- Fixed a cropping issue with one of the achievement images
- Made decision progress bar on map a bit bigger so it is more visible
- Adjusted colors on mapmode buttons
- Added Capital Ship icon to heavy and carrier ship hulls technologies
- Improved the fuel consumption feedback for navies
- Added the ship role icon and task force insignia to the detailed ship entry
- detailed ship entries now show the current ship activity and clicking on the ship open the history if there are new entries
- Added custom icons for game rules for foreign policy, covert actions and gameplay rules
- Clarified some tooltips related to patrol and strike force missions
- Enabling automatic reinforcement on a task force will now set the requirements to the current fleet composition if they would have been zero (e.g. when a task force has been initialized from history files).
- Aligned GiE flag on ships
- Changing the task force insignia no longer disable "use fleet's color"
- Stop fuel flickering when near 0
- added a different icon for convoy combat alerts and on map battles to make it easier to see the difference
- Carriers are now displayed as capital ships in ship designer.
- Various russian loc fixes
- Naval Mines now have an improved tooltip showing you how much damage you are doing to others
- Enabled changed the naval access of all selected strategic region at once using the lower-left region window controls.
- Fixed a missing event picture in a French event
- Changed coloring of strategic navy map mode to improve visibility of assigned regions
- Selecting ships and right clicking on taskforce icons now will assign ships to those taskforces
- Selecting task force and right clicking on another task force in the theater view will ask if you want to merge task forces
- Panning to armies and task forces in the theater view made consistent with a double-click, instead of when selecting with single click (army) or when right clicking (navy)
- Fixed selecting a ship model closing ship model viewer
- Fixed 3D model selector using wrong visual levels
- Fixed Unaligned Gambia flag to correctly display.
- Fixed a visual bug in the task force composition editor where the current fulfillment would not be properly computed and displayed when matching any role icon
- Add a button to remove strategic regions for fleets, matching the army behavior
##################################
# Modding
##################################
- changing context in effects will not copy random anymore
- fixed manpower trigger for big values
- fixed unordered names not working with fallback system
- fixed selected scripted gui contexts not working with visible trigger
- fixed a visibility glitch with scripted guis
- fixed an issue where admirals with a maneuvering skill of 3 gained 75% positioning as opposed to 7.5%
- Add start_experience_factor for ships and airwings
- adding game variables for some ai strategies and attitudes
- added ability to call scripted loc on variables [?var.ScriptedLocName]
- added support for attaching a scripted gui to another scripted gui
- fixed is_target_of_coup checking for wrong country
- Added some date trigger validation to catch inappropriate usage of D.M.Y format when Y.M.D is expected.
- added on_sent & reject effects for scripted diplo actions
- random now works better with scripted guis
- Added a bunch of profiler scopes
- meta effects/triggers now have a debug variable for printing actual string
- Added triggers for mine and convoy threats
##################################
# Balance
##################################
- The ability of a general couldn't be cumulative anymore with the same at the marshal level.
- Cruiser submarines can now mount extra fuel tanks
- Punitive subroutines activated against exploiters deleting their entire army just before certain civil wars... Beware!
- Added civil war divisions to Fascist UK civil war
- AI Germany should be slightly more likely to win the German Civil War.
- fixed port strikes not killing some ships but leaving at 0 health
- fixed subs running away from other subs
- activating women in the workforce and then moving away from total mobilization will now remove the manpower buff from women in the workforce
- removed duplicate effect in direct/indirect support focuses in Australian Focus Tree
- US isolation economic law now also affects naval dockyard building speed
- Removed first super heavy BB research bonus from Japanese focus tree for MtG players, replaced with 50 naval XP
- Leader XP gain now only from units outside reserves in combat
- We now use battalions rather than divisions to calculate XP scaling for commanders to avoid 1 bat exploits
- XP gain rate in combat now scaled by the lowest of yours and enemy strength
- overall Xp gain spead from combat increased to compensate for above changes
- US random congress events now differentiate better between Senate and House, which should counteract situations where one chamber supports the government to the hilt while the other has no majority
- reduced naval XP generation by a large amount. increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall
- the Jgernotprogram decision can now only be taken once, its effect has been reduced to 90 days and taking the decision costs 5% war support and 5% stability
- added a total of 20 naval XP to the RAJ focus tree
- To take into account the vast influx of new tags, The Puppetmaster achievement now requires 50 subjects, up from 25.
- Limited Intervention now increases the PP cost of economic and recruitment laws by 100%
- Limited Intervention no longer puts the US on civilian economy but allows the country to switch out of undisturbed isolation
- Finishing the Great Depression reductions in the Communist Branch now requires a communist in government and will incur heavy opposition if at low communist support
- added a repeatable decision for the fascist side in the US fascist civil war that raises a number of militia divisions
- starting the US fascist civil war should now retain popularity for fascism and switch non-fascist support to neutrality
- Reduced bonus to Tank and Tank Destroyer Production cost in US focus tree from 25 to 10 %
- removed fuel consumption from rockets
- added fuel output reduction of 0.6 to undisturbed isolation
- added fuel output reduction of 0.5 to isolation
- added fuel output reduction of 0.25 to early mobilization
- added fuel output reduction of 0.1 to partial mobilization
- Super Heavy BB hull now slightly faster
- In historical mode, the British or US AI will not strongly challenge a Japanese or Italian naval buildup through the Naval Treaty System
- Doubled repair speed for ships in naval bases
##################################
# Database
##################################
- fixed a missing portrait in the Mexico tree
- Removed Guns for the Anti-Bolshevik War decisions from the Support China category and moved them to the Foreign Policy category.
- Monarchist Hungary now correctly receives a claim on the new state of Katowice through the Reclaim the Empire focus.
- Fixed medium and large flags for communist Cameroon that were not showing up in-game due to being incorrectly sized.
- New Zealand Prime Minister Michael Joseph Savage should now pass away on the correct date and then be replaced by Peter Fraser.
- Fixed the Tisa river properly flowing into the Danube
- Marco Polo Bridge Incident tooltip now mentions Qingdao
- Fixed democratic Cambodia flag to no longer be a copy of Cameroon's
- Improve Serbian Railway Network focus now also provides infrastructure to West Banat
- fixed an issue with the British RAJ getting the wrong portraits if the anniversary pack is installed
- unlocked cruiser submarines for Japan from 1936 start
- fixed a number of cruiser and carrier hulls not improving reliability with higher levels
- Added 5 new German advisors that are available after taking Oppose Hitler, Revive the Kaiserreich, or Re-Establish Free Elections, if the player has the Waking the Tiger DLC.
- Corrected Albanian communist leader and democratic reformer; implemented leader portraits for Kazakhstan.
- The US focus tree now has further explanatory tooltips for Honor the Confederacy, Invite Foreign Support, Focus on Europe/Asia
- fixed an issue in the Soviet Focus Tree where it gave a techbonus that did not work with the MtG naval focus tree
- Switched around the names for Unaligned and Democratic Curacao, so that the more recognizeable name "Netherlands Antilles" is the 'default' Democratic name, with the less recognizeable "ABC Republic" becoming the name for Unaligned Curacao.
- Adjusted Imperial Federation news event pictures to include New Zealand, British Africa, and various other colonial possessions in the Middle East, South and Central America and Southeast Asia.
- Fixed an issue withthe data format of the CSA flag, the historical one should now load
- Adjusted Fascist Dutch flag
- Moved province 9494 from state Lublin to state Krakow to improve Austro-Hungarian borders.
- Included Alliance with Germany in the list of optional prerequisites for the British Pre-Empt the Ideological Threat focus.
- Fixed an incorrect unit location for the Spanish civil war events
- Adjusted Fascist name for Malta to no longer reflect the modern-day name of the Order, which has instead been used as the Unaligned name.
##################################
# Stability & Performance
##################################
- Fix CTD in a unit tooltip
- CTD fix in mods where no ai roles for equipment are defined
- Avoided CTD when army icons do not have corresponding entries in gfx files, providing info in the error log instead.
- Fixed a CTD when an ally is called into war, non-aggression pacts are being assessed, and a war relation with an alleged enemy cannot be found.
- Cleared the country refresh flag when clearing game state, potentially avoiding an out-of-sync when joining a multiplayer game after leaving a different game session.
- Random CTD fixes
- fixed a ctd with built in profiler
- fixed having no airwing modifiers crashing the game (do plz add tho modders)
- fixed having no ai focus list crashing the game (do plz add tho modders)
- fixed a ctd with scripted diplomatic actions
- Improved OOS checks to use proper checksums instead of basic addition and occasional multiplication which can sometimes miss out-of-syncs, added resources consumed and technology status as new categories checked, and fixed localization from some previous OOS code rearrangement.
- Minor performance improvements to the tag trigger when the tag is not a variable
- Game startup speedup by improving map generation
- Game startup speedup by skipping some duplicate gamestate resets
- Avoid computing the gradient borders when reseting the game as they can be computed later on
- Made decisions update threaded for the warmup tick on game start
- Improved the performance of gradient border generation
- performance improvements when using huge number of variables (hi mods)
- optimization for checksum calc of variables
- Fixed a crash while transferring carrier ships with multiple air wings of same type in civil wars[/quote]
Go to original post here!
Man the Guns is released as well as the 1.6 Ironclad update, but no rest for the wicked! We are already working on the 1.6.1 patch, so let's have a look at that
Click here to read the development diary by podcat
[quote]Useful links
Hearts of Iron Wiki
Hearts of Iron Development Diary Archive
STOCKHOLM - 28 February 2019 - Victory in Western Europe and East Asia were won through the decisive application of industrial naval power. The Atlantic convoys kept Britain supplied until overwhelming force could be applied to Fortress Europe, and American shipyards produced capital ships for the Pacific War at an unprecedented pace. Are you a savvy enough admiral to master the intricacies of naval war? Will you repeat or rewrite history? Test your seaborne skills in Hearts of Iron IV: Man the Guns, available now at major online retailers for $19.99.
Man the Guns is the newest naval themed expansion to Hearts of Iron IV, the popular World War II strategy wargame from Paradox Development Studio. Man the Guns comes with an armada of improvements to the naval game, including a new ship design mode, refitting older designs, fuel considerations and strategic convoy routes.
Man the Guns also improves play for major democracies like the United States, the United Kingdom and the Netherlands, with all new alternate history paths and the mobilization of the American Congress.
https://www.youtube.com/watch?v=_GtnWCyKZ30
Features of Hearts of Iron IV: Man the Guns include:
As usual, the changelog is too long to fit in one announcement. So to see the full changelog, please go to our official forum!
Please note that 1.6 will not be save game compatible with 1.5.4. If you want to finish off any ongoing ironman games, please remain on 1.5.4 for now. Here is instructions on how you revert patch levels.
##################################
# Free Features and Important
##################################
- Fuel is now a resource required by most moving things with an engine and produced from oil and synthetic refineries and can be stored in the new silo building
- New naval combat that uses different distance and role boxes for ships as well as a whole new spotting phase on the map for locating and chasing down targets
- New naval missions and many interfaces for controlling ships who are now organized into Task Forces within a fleet
- Ships and planes can now be trained, both for Naval XP and for personal experience level
- Naval production is revamped, ships can be named before they are launched and the ship calss dictates how many dockyards can be assigned to its construction at max
- Ship repair is no longer free but requires dockyards. A new interface lets you control this from the production screen
- Naval zones now have terrain which has effects on combat, movement etc. Fjords/Archipelagos, Shallow seas, Deep Oceans, Arctic waters and shark infested areas.
- Some technologies (like doctrines) can now be boosted by spending XP, in response their default time has been increased somewhat
- The effects of raiding on your trades and transports now has a scaling war support penalty on your nation
- Decisions now exist on map also making state picking a lot easier to navigate
- Admirals new have 4 new stats rather than skill level: Attack, Defense, Manouvering and Coordination
- Admirals now have personality traits
- Added ability to cancel national focus. Up to 10 days progress will be saved.
- New customizable gameplay rules available for single and multi player including the ability to direct ai nations.
- 21 new Achievements
- Naval invasions are no longer limited to one per starting port
- Justifying wargoals are now cheaper vs nations that assist enemies
- Naval battle reports will now automatically decay and go away based on importance
- added a repeatable decision for Austria-Hungary to lower the autonomy of CZE if CZE decides to become a puppet
- Added new decision for Lithuania to rename West Wilno state and Wilno victory point to Vilnius.
- Added Dismantle Czechoslovakian Forts decision for Germany
- Democratic King Hungary can now call in Sweden into its wars through a decision
- Added 70 new releasable nations
##################################
# Bugfix
##################################
- Azores lease return event will now only fire once.
- "Align Hungary/Romania" focuses can no longer be taken when at war with them.
- Reichskommissariat decisions now only cause a civil war if the targeted nation is not fascist.
- Fixed naval base capacity being miscalculated when loading a savegame
- Vichy France event will no longer fire if a human player not in a faction with Germany controls European French states.
- Australia can now send a delegation to Communist China if a warlord has taken over leadership of the Communists
- Manchukuo can no longer offer vassalization to a warlord who has taken over leadership of China
- Rekindle Imperial Sentiment now bypasses if Austria-Hungary is already in the Central Powers.
- fixed an issue where Japan might be blocked from striking the southern resource area if the DEI or Malaya had changed hands previously
- German Plan Z mission will no longer claim it will fail when it will, in fact, succeed
- Fixed an issue where Czechoslovakia could protest rearmament of Hungary despite being Hungary's puppet
- Fixed set autonomy effect (from example focuses) allowing a state to puppet itself
- The Indian Assam Oil focus should now correctly require ownership of Assam state instead of Mandalay
- chinese warlords that are puppets will not join the United Front unless their overlord has joined the united front
- fixed an issue that only triggered a news event if Japan was at war with itself
- democratic Japan returning Manchuria now correctly returns inner Mongolia
- fixed an issue where the Soviet union would retain a claim on Petsamo after the peacedeal in the winter war leading to a second war within a short time
- Country name is now updated immediately when ruling party is changed through set_rule script effect or the set_ruling_party console command.
- Fixed a case where you could take the same decisions multiple times when the game is busy
- fixed pinging not working when the country is enemy of host
- fixed an issue where focuses that set countries free in a focus tree did not actually set that country free
- disabled decision to blow Panama and Suez Canals if unable to rebuild them due to DLC locks (because that would...blow)
- added bypasses for 'Treaty With Lithuania' if LIT is annexed or in another faction
- fixed being able to disband enemy units in civil war if they were already selected before war
- Japan should no longer get an event for a wargoal against China if already at war with China
- Divisions being in the middle of naval transports will now correctly revalidate route if it becomes impassable.
- Fixed a case where nations that click Done with score left in peace conferences sometimes would give much greater amount of points to its faction members
- Austria-Hungary decisions now also add the Banat as a core
- Fate of Czechoslovakia event now checks if Poland exists before giving it Zaolzie
- Country colors now properly refresh when a cosmetic tag changes (for example effects from focuses).
- Fixed Ljubljana Award transferring an island in the Indian Ocean instead of Greece's Central Macedonia
- Romania's Divide Yugoslavia events now produce less border gore
- Yugoslavia will still receive Germany's demand for Slovenia even if France no longer exists
- Demand Slovenia is now bypassed in more circumstances
- The Death of Rudolf Hess will now only fire if Adolf Hitler is in power
- Correctly locked the German democratic advisor behind the "Re-establish Free Elections" focus, if the player has Waking the Tiger active
- Germany's Atlantikwall NF can only be taken if they control one of the (non-German) states which receive forts in the effects
- Fixed so Austria can no longer be annexed by Germany if they formed the Austro-Hungarian Empire, or are a major.
- Fixed an issue for Soviet where winning a civil war would reset the focus tree
- Naval strikes and port strikes are now properly affected by disruption on the way to their targets
- Made Case Anton only available when at war.
- fixed an issue with Destroyer for Bases event claiming wrong number of ships transferred
- Atlantikwall now also builds forts in allied nations.
- Fixed negative amount of equipment being sometimes distributed to e.g. staged coups
- Give back convoys when naval transferring troops are teleported to land.
- fixed an issue where revolters in a civil war may be unable to resolve a low stability crisis because they are locked out of the resolution events (leading to them eventually falling to communism)
- fixed new puppets not joining faction of master after peace conference
- fixed an issue with the Australian South-West Pacific Initiative focus that could lead to a non-existing country joining the faction
- the news event about Hungary demanding Southern Slovakia should no longer pretend that Hungary is claiming territory from itself
- fixed not being able to build buildings on a newly released puppet
- Fixed potential convoy duplication when starting a naval transfer, which would lead to more convoys than should exist, and inconsistent used/available convoy counts.
- The Balkan Powderkeg achievement now is correctly awarded upon declaring war on any member of the opposite faction (Allies or Axis).
- Fixed some rare issues with convoy counts becoming inconsistent when a naval transfer is canceled, due to assuming that the division initially owns no convoys, and assuming that the division belongs to the same country as the naval transfer.
- Added bonus score for deciding who to capitulate to if they hold the capital state
- Tension from anschluss events now directly apply so player cant wait around on events to mess with tension
- the industrial land appropriation decision should now select states a little smarter, preferring high infrastructure states to low infrastructure states
- Disabled Ironman Observer Mode ( Achievements Possible )
- Fixed history issues with Italy being at war with Ethiopia in the 39 start despite them not existing
- Further adjustments to Vichy France events
- Made unit transfer not use manhattan distances for more accurate paths
- some tweaks to wanted units of post-invasion fronts
- Added allow triggers to decisions that are only supposed to happen for 1 country
- fixed an issue with a Hungarian Focus always bypassing
- Many tweaks to german and soviet buildup as well as japan and china.
- Various major nations with focus tree-spawned civil wars will now allocate the nation's original civil war if the rebelling side ends up winning, to prevent these from being stuck with the generic focus tree. These nations include:
-Germany
-Japan
-British Raj
-South Africa
-Soviet Union
##################################
# AI
##################################
- Central Powers now invites Austria-Hungary and Monarchist Italy, even if they are not AI.
- Corrected broken AI behavior when FIELD_MARSHAL_ARMIES_CAP was set to the special value of zero meaning no cap, fixing a game freeze and out-of-memory CTD.
- Fixed a bunch of problems in the air AI
- fixed ai miscounting existing exp forces while evaluating new exp force requests
- fixed some trade issues with ai
- fixed incorrect will do modifier in SOV focus "SOV_war_with_uk"
- increase AI 'will do' factor on RAJ Provincial elections focus for ahistorical play
- fixed bug where ai would cancel trades
- China will now tend to refuse ceding land to Japan in the Marco Polo Bridge Incident on historical mode, unless China is at war
- fixed ai not promoting leaders
- National focuses that create a new faction now require that the country is not a subject
- Japanese Join Comintern NF now requires that you are at peace with the USSR and not a subject
- Decisions to increase stability not available at 100% stability
- fixed an issue where the AI was a little too happy to appropriate land during war time
- Improved AI evaluation of research bonuses (aka, its not 100% backwards anymore)
- Made AI France in historical mode never select the Franco-British Union (De Gaulle would be proud!)
- a high faction join limiter modifier now has the same effect on asking to join as well as being asked to join a faction
- Chinese AI will now tend to reject Japan's peace proposal if Japan is at war with lots of major powers
- fixes/improvements with ai following up naval invasions
- the Ai should now execute the Xian incident more reliably
- fixed ai committing more planes to a region than intended in case of having extra planes
- reduced the amount of CAS and TAC that germany is building slightly
- AI Iran and Iraq will now have more open trade laws because of their oil
- germany builds a lot more civs and builds some synth refineries in '38
- Changed americans to build more DDs and less BBs, also slightly less light cruisers compared to DDs
- Increased German air production
- increased likelihood that Germany will research improved rubber production for synth refineries
- Fixed various overflow issues in ai_strategy
- improved carrier plane production and assigments for ai
- ai now is a bit less reluctant to cover allied regions from naval invasions
- improved Japanese AI idea picking
- some improvements with ai naval invasions and ai unit assignments
- improvements to convoy raid evaulation
- AI will now be more careful with its fleets if numerically inferior. AI will also prefer repairing more often if inferior
- added checks for consider_weak strategy also to war declare logic. Japan should now go for the US throat even when it might not make perfect sense
- AI should no longer use industrial land appropriation if it has any decent state (> 5 infrastructure) that still has free building slots
- the US and SOV AI should now be a little more eager to develop medium armor templates
- Ai now blocked from researching subtechs if already researching next base level (i.e. not researching basic medium tank destroyers while researching improved medium tank)
- Made ai care more about actual raiding locations and adjusted numbers so some areas actually fall outside of ai interestes for raiding/escort
- AI Japan will no longer underestimate the chinese once the war has actually begun
- Lowered the scoe of researching doctrines for ai depending on how many are actively being done
- Added new strategies to keep AI japan from overdoing its escorting when there are no credible naval threats
- Japanese historical AI should now pick spiritual mobilization and national defense state earlier
- research AI should now take amount of planes it already has into account when researching new planes - i.e. a country with lots of CAS planes will try to upgrade them
- Major AIs told that jet planes exist
- adjusted japans target templates for infantry to cover fronts better
- Japan will now consider GXC less good for invasions to limit their use of smaller invasions with a high risk of failure
- Ai should no longer produce more carrier fighters beyond its buffer
- fixed issues where ai template logic could get stuck in a loop by moving last fail checks to role instead.
- tweaked japanese template strategy for garrisons, and also lowered armor target a bit
- Ai is now more careful about switching equipment to new versions with no stockpile in war time
- Japan now puts less production on light tanks before it has a real industry
- ai will now consider if a guarantee concerns an offensive action or not when managing its fronts.
- Japan now boosts relations less
- ai that is executing an aggressive plan now gets a bonus to aggressiveness so it can continue to execute it
- fixed some issues with ai plan executing
- Japan now warned that going against philipines will make the allies its enemy most likely
- tweaked aggression settings on plans. ai now a bit less aggressive to not open itself to encirclements
- soviet now less keen on sending volunteers unless china is doing badly
- fascists at war now need better overall status before its ok with spending a lot of PP on relation boosting
- Ai now more careful with naval transfers around UK
- german ai now focus less on TAC and more on fighters
- Romanian AI will now try to improve relations with Germany in preparation of axis joining attempt
- added some ai strategies to focus ai on recently invaded areas
- made ai prefer land routes over naval routes a bit more for trades
- Ai can now trade for partial resources (eg less than 8) depending on how many factories it has
- Germany will now care less about light tanks early which should net it more medium armor later instead
- Germany will prefer more suppression garrisons after Poland falls and will have higher priority to research military police for them
- Japan should now weigh the invasion tech higher if its at war with USA or china is down
- Romania will now go free trade and focus more on oil focuses after it joins the axis
- AI will now be more likely to enable women in the workforce if low on manpower
- germany will now be more careful around total economic mobilization
- ai now are less reluctant to trade with countries that have dangerous convoy routes
- US AI should now pick fascist demagogue/communist revolutionary if required for their focus tree
- ai will now need better front relative strength to go for aggressive stance
- made the default suppression template a bit bigger and also targets correct width
- Germany will prefer more infantry/manpower focused doctrines in mobile warfare
- ai will now only use top prio plane assignment if its enemy main target home area
- ai will no longer waste air superiority missions where it planned to put bombers but lacked bombers
- lowered fighter amount ai thinks it needs to disrupt enemy bombers
- Brazil will now go free trade later in the game to alleviate some of the rubber lack if japan takes it all for itself
- Romanian ai will now try to build up a better infrastructure towards soviets to help with future invading
- Several research weight tweaks to help germany pick better stuff
- USA will prioritize hawaii more as a way to cover pacific
- German AI told, again, that Sweden is not dangerous and doesn't need to be invaded
- Germany should now build a bit more support equipment
- soviet will now prioritize quantity over quality on inf equipment
- soviet will avoid decisions that take its political power instead of saving up for manpower laws
- sov ai more careful with prospecting decisions and manpower laws
- more soviet fixes so they dont waste PP on other stuff than manpower when under pressure
- soviet will now make a bit more artillery
- lowered score for soviet naval ideas to keep focus on the whole german situation
- improved AI priorities for crypto techs
- Ai now evaluates front strenth more accurately
- added slightly smarter AI for evaluating requesting expeditionary forces
- Several improvements to AI ship building logic. It can now work with roles just like for divisions
- Used higher precision numbers for AI equipment priority calculations as a brute-force method to avoid overflows from unpredictable scripted values, and simplified the logic for how AI determines best equipment for each role.
- Tweaked AI strategies to better balance GER, SOV, and JAP.
- Fixes for AI not respecting max number of factories on a production line.
- air ai now needs 25% of provinces to be controlled by enemy to consider a region has is shared between him and enemy when prioritizing
- AI improvements for keeping naval invasions consistent on save & load
- ai naval invasion order unit assignment improvements
- main enemy of a country now gets a prio while assigning airplanes for combat zones
- added a strat for usa to focus less on defense if there are no nearby wars
- AI better at evaluating efficiency loss on production lines
- Lots of AI tech prioritiy changes to make AI research more good naval stuff and to prioritize the right other techs for most winningest results
- Lots of changes and improvements to naval ai
- reduced the massive boner the AI had for infantry weapons III
- AI should no longer prioritize naval doctrines quite as much, and will dynamically attempt to catch up in air doctrine research if it is sufficiently behind land doctrines
- Fixed so Venezuela no longer demands Curacao on historical focus
- Made Romania not declare war on Bulgaria if Bulgaria joined the axis but Romania hasn't (yet), if it's historical mode.
- slightly reduced AI weight to research better infantry weapons for small industrial bases
- historical German AI plan now has attack on Soviet union closer to historical date
##################################
# UI
##################################
- Trait flavor descriptions now use proper lore text
- Tooltip for checkign number of subjects now show correct
- Polish-Lithuania decision now says "Poland and Lithuania" instead of "ourselves and Lithuania" since Lithuania is also able to take the decision
- Added a colon and space to localisations for hot/cold acclimatisation
- Spelling is hard :( (aclimatizes -> acclimatizes)
- Fixed flag for colonial troops not showing up when adding their templates
- Fixed modifier for acclimatization not showing as %
- Faction names in certain news events are now referred to in their proper definite form when a country capitulates.
- Fixed comma issue in equipment bonus tooltip for ideas
- fixed an issue where Italian focuses would fire the wrong faction join events
- added a missing description for a Romanian focus
- fixed a couple gui issues with strategic bomber targetting gui
- Now a proper mouse cursor is displayed when mouse over the naval port with selected divisions and it's impossible to naval transfer to that location.
- fixed typo in Japan focus 'Found our Faction'
- Change some localisations of Naval Factories to Naval Dockyards, and changed some Less Thans to Fewer Thans
- Polish Socialist Party -> Communist Party of Poland
- Adjusted Shogi icons for Japanese subjects.
- Fixed typo in "germany.104.a"
- Fixed typo in "news.210.d"
- Fixed tooltip on the Reduce Autonomy button to show the proper Political Power cost, instead of the cost for increasing autonomy.
- Improved the formatting of the random effect tooltip to indent properly, not include brackets, and allow a numeric formatting of the chance value.
- AI will now take into account a variety of factors when invited to join an alliance via event, such as relations, wars and majors
- Subjects in peace conferences are now referred to as Subjects, rather than puppets.
- selection fixes to observe mode
- Consolidation button now check only the selected divisions templates, not all divisions in the army.
- Fixed missing localization string in the pop-up window shown to the recipient of a modified license production agreement
- Toned down the selection glow in theaters a bit
- Right Clicking is now an possible on nation/territory release to go to the location on map
- Remade naval, tactical and strategic bomber unit category icons to make them more distinguishable
- Autonomy states now have 2 decimals in their numbers
- Fixed icon for unsynced cloud save item.
- Added browser navigation buttons to launcher legal notices browser.
- Account creation adjustments, removed unnecessary fields, added marketing permission checkbox, rearrange UI, and implemented auto-login in after successful account creation.
- Clicking armies in naval view now changes mapmode to land mapmode
- Archetype Icons for AirTypes on Request Lend Lease now showing their proper image where before there was empty space
- Fixed some issues with new SOV infatry equipment tech icons
- changed SAF decisions to liberate countries to display a progress bar
- Split custom difficulty into separate window together with new custom game rules
- Game will now publish playing status on steam to your friends, opt out with show_game_status=no in settings
- Fixed various typos in the terrain map tooltips
- Added missing tool tip for Privacy Policy button in main menu.
- UI rescaled for decisions so there is a little bit more space for decision name localisation.
- added a notification event for the US if Britain accepts Destroyers for Bases agreement
- In construction map mode, when building land or coastal forts, the more useful map icons are shown (air bases, naval bases, VPs) to help decide on placement.
- h button now puts armies on hold even when multiple of them is selected
- naval production now displays end date instead of production speed
- its now possible to plan more than one invasion out of the same port
- Tooltips from effects where we diff modifiers now properly display diffs of non-diff flagged modifiers o_O
Read full changelog here!
It's less than 24 hours to go to the release of Man the Guns. Let's take a moment and listen to the silky voice of Game Director Dan Lind as he talks about Naval and Fuel Mechanics in this second feature highlight video https://www.youtube.com/watch?v=R57qHxEUO3I https://store.steampowered.com/app/815460/Expansion__Hearts_of_Iron_IV_Man_the_Guns/
It's just a little over 24 hours before we release the free 1.6 Ironclad update alongside our new expansion: Man the Guns. Let's have a closer look at what this update brings to the game
Click here to read the development diary by podcat
[quote]Useful links
Hearts of Iron Wiki
Hearts of Iron Development Diary Archive
We're almost there! Less than a week to go before the release of Man the Guns on February 28th. In this video, Game Director Dan Lind takes you through some of the key features of the expansion. https://www.youtube.com/watch?v=_0mVGyRp_nY https://store.steampowered.com/app/815460/Expansion__Hearts_of_Iron_IV_Man_the_Guns/
The date to man the guns, February 28, is drawing ever closer. And as such, let's spend this week looking back at what we've talked about so far to ensure you are up to speed with what's going to happen
Click here to read the development diary by podcat
Don't miss our reddit IAmA tomorrow at 20:00CET!
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With the free 1.6 'Ironclad' update releasing together with Man the Guns, we've added Custom Game Rules which allows you to pick a certain path for AI nations to go down
Click here to read the development diary by Archangel85
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STOCKHOLM - 07 February 2019 - The great democracies of the world face unprecedented challenges on their legitimacy. Fascists and Communists pressure freedom loving nations on every side. Will they hasten war against the forces of tyranny or follow a path to authoritarianism? Are they safe beyond the seas that have historically provided ample protection? What path will you choose? Make your mark on history in Hearts of Iron IV: Man the Guns on 28 February, 2019.
Man the Guns is the newest expansion for Paradox Development Studios best-selling grand strategy wargame Hearts of Iron IV. It brings new detail to the naval game as well as adding a host of new gameplay options for major democratic powers including new political focus trees and governments in exile.
Man the Guns can be pre-ordered from major online retailers for $19.99.
https://www.youtube.com/watch?v=8jv733KLEV8
Features of Hearts of Iron IV: Man the Guns include:
Man the Guns is drawing ever closer (you will get the exact date very soon, we promise) and of course a new expansion means a number of new achievements!
Click here to read the development diary by Bratyn
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Archangel has been engaged in naval warfare playing a game against Niall. This week he will share his tale to give you a feel of the new Naval Warfare features of Man the Guns
Click here to read the development diary by Archangel
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This week we'll have a look at the new tech tree changes and how we tweaked the research time mechanics to make sure you are able to utilize all these new things
Click here to read the development diary by Archangel85
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Welcome into 2019, let's kick things off with a look at the highly anticipated new fuel system and how that enables the possibility of motorized artillery
Click here to read the latest DD from Archangel85
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The year is nearing an end, and the team will take a short holiday with their families. But first, let's have a small recap of this year
Click here to read the latest Dev Diary by podcat
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Let me introduce you to our new Game Designer YaBoy_Bobby. And let YaBoy_Bobby introduce you to our improved submarine warfare and convoy raiding!
Click here to read the latest Dev Diary by YaBoy_Bobby
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One day late, we give you this week's development diary. Today podcat will take us through changes to Naval Combat coming in the free 1.6 Ironclad update accompanying our next expansion: Man the Guns
Click here to read the latest Dev Diary by podcat
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Let's have an update on some of the things the HoI4 Content Design team has fixed or adjusted since showing off the new focus trees
Click here to read the latest Dev Diary from Bratyn
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Here is the first development diary in a series that will showcase the changes to the naval system. Today we will look at new mission types and changes to the naval interface!
Click here to read the development diary by Archangel85
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Welcome to another development diary for Man the Guns! Today we will look at Naval Treaties and Ship Refits!
Click to read the full Dev Diary by Archangel85
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This week's Development Diary will have a look at one of podcats absolute favorite features from Man the Guns - Click here to read the development diary by podcat
Click here to read the development diary by podcat
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New development diary! Today we will discuss Mexico! In Man the Guns, you will get the chance to reform this nation and turn it into a power strong enough to enter World War II.
Click the image to read the development diary by podcat
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Here is today's development diary! The first of a series covering changes to naval combat and naval gameplay.
Click here to read the development diary by podcat
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New development diary! The sea in HOI4 has previously generally been either ocean or ocean in range of enemy land based aircraft, and otherwise mattered little. Thats about to change!
Click here to read the development diary by podcat
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It is time for a new development diary! Today we will take a look at Amphibious Vehicles and Research Changes!
Click here to read the full development diary by podcat!
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Another meaty development diary for Man the Guns! Today we will take a look at the first nation that will receive an all-new focus tree in this expansion! Netherlands!
Click here to read the dev diary by Bratyn
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Previously you were able to revert back to earlier versions of Paradox Development Studios (PDS) games at will on Steam. These specific versions predate the enactment of the General Data Protection Regulation (GDPR) - hence they are not compliant with the new policy. In order to continue our endeavor to reach full GDPR compliance, we have designed a new system regarding the access to earlier versions of PDS titles: from the 1st of October 2018 onward all previous versions of PDS titles will be locked under a Steam password. After 1st October, you will need to log into the Paradox Plaza website with your Paradox Account to access the codes for previous branches of each game that you own. This will, however, require you to link your Steam account to your Paradox Account. In an effort to comply with the GDPR, this is something we need to put behind the Paradox logins as it requires agreement to the Privacy Policy and Terms of Use to adhere to the GDPR guidelines. To get the codes for previous versions:
Ahoy! New development diary! Today we will have a closer look at big changes brought to naval production and repair as well as the new critical hits system for ships!
Click here to read the Dev Diary by podcat
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Today's Development Diary is a big one. We'll be showing off the new admiral traits in Man the Guns, as well as some of the new modding toys to play with in Man the Guns and Ironclad.
Click here to read the latest Dev Diary by Podcat
In this week's Dev Diary we take a deeper look at USA, one of the major nations that are getting a rework in Man the Guns. Check out the new paths and possibilities here.
Click here to read the latest Dev Diary by Archangel85
Historically hundreds of thousands of mines were laid during WW2, with Man the Guns you will be able to do so in Hearts of Iron too. Today's Dev Diary is about mines and mine sweeping.
Click here to read the latest Dev Diary by Podcat
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The latest Dev Diary is out! Today we continue showing off features in Man the Guns, the topics for today concern Naval Access.
Click here to read the latest Dev Diary by Podcat
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Today’s Dev Diary is a bag of tricks covering several smaller features from Man the Guns and the 1.6 Ironclad free update - Click here to read the latest Dev Diary by Podcat
Click here to read the latest Dev Diary by Podcat
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After two weeks of hiatus development diaries are back! Today we will talk about something we have been thinking about adding for a really long time: Custom Gameplay Rules.
Click here to read the latest Dev Diary by podcat
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Brand new development diary! This week we will delve into map and tag changes brought forth by the new decolonization path for the United Kingdom, which was introduced in last week’s development diary!
Click here to read the lastest Dev Diary by Bratyn
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Here comes the first development diary of July for Hearts of Iron IV! Today, Content Designer Drikus Kuiper (a.k.a. Bratyn) delves into the reworks brought to the British Focus Tree!
Click here to read the lastest Dev Diary by Bratyn
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Dev Diarys are back again! We are kicking it off with more detail on an anticipated new feature: Fuel. Learn more on what the upcoming Ironclad update and Man the Guns expansion will bring - Read the latest Dev Diary by Podcat
Click here for more information
After a crazy weekend at PDXCon the team is back in action! Read game director Dan's recap of the weekend and check out some of the cool news around the Man The Guns-announcement
Click to read the latest Dev Diary by Podcat
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Two thirds of the earth’s surface is covered by water, and free access to the nautical highways is essential to empire. In wartime, these highways are contested waters and you, or an ally, must be able to regulate that traffic. Carriers, convoys and battle cruisers -- these are the weapons of the sea. Your enemy is over the horizon. It is time to Man the Guns!
https://www.youtube.com/watch?v=M6MvE5AhmuQ
Man the Guns is the newest expansion to the best-selling grand strategy wargame, Hearts of Iron IV. Paradox Development Studio will have more to say in coming weeks, but, for now, our intelligence agents have been cleared to forward the following information:
Man the Guns adds greater depth to the naval side of the war, including the ability to design your warships in more detail. Add armor or heavier guns through a modular design. You can also refit older ships so that they are more in line with the latest technology.
Man the Guns also introduces new options for the democratic nations, including new paths for the United States and other great free nations. Explore alternate histories or fully mobilize the arsenal of democracy.
There are many more details to reveal, but, at the moment, these are state secrets.
And, as usual, Man the Guns will accompanied by a large, free update available to everyone who owns Hearts of Iron IV.
Read more on the store page.
We have just released another hotfix for HOI4 including bugfixes and some optimizations that should affect mod performance
Click to read the full changelog over at the Paradox Forum.
Curious about what the HOI4 team is up to next? Check out this week's Dev Diary for a future roadmap, as well as the patchlog for the just released 1.5.2 patch.
Click to read the latest Dev Diary by Podcat
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In todays Dev Diary Podcat will be talking some more about the continued post release work and share some cool numbers we have gotten from our telemetry system about how people play.
Click to read the latest Dev Diary by podcat
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The 1.5.2 Patch for Cornflakes is still in the works. Today's dev diary is an update on some of the fixes that are being added, as well as a look on the new modding tools for the upcoming patch
Click to read the latest Dev Diary by Podcat
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With the 1.5.1 patch released last week the team has now started on 1.5.2. Today won't really be a big diary, but we figured we could highlight some of the changes we are working on every week
Click to read the latest Dev Diary by Podcat
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Today we're pushing out a minor 1.5.1 patch for Hearts of Iron, taking care of some bugs and issues. Check out the patchlog in the forums here.
Last week we released Waking the Tiger. In todays Dev Diary we will be giving an update on the coming patch, what we are up to and share some delicious statistics.
Click to read the latest Dev Diary by Podcat
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Since tomorrow is both release day and International Women’s Day we felt today could be a cool day to highlight some of the ways we are featuring women in Waking the Tiger.
Click to read the latest Dev Diary by Podcat
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The time for the Waking the Tiger and 1.5 Cornflakes Patchlog has finally come. And it is long!
Click to read the latest Dev Diary by Podcat
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Due to popular demand, today we are going to try to cover everything coming in Waking the Tiger and the 1.5 Cornflakes update
Click to read the latest Dev Diary by Podcat
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Groogy have been drafted from the EU4-team to fight in the trenches together with the HOI4 team for a month and give some support on AI and performance.
Click to read the latest Dev Diary by Groogy
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We are on the home stretch, with only two more issues to go before release! The team is working very hard to squash the last bugs and tweak the almost-possibly-partially-final values.Today, we will talk about Achievements and Formable Nations. Check this weeks Dev Diary out.
Click to read the latest Dev Diary by Archangel85
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While Waking the Tiger and Cornflakes were not supposed to focus on the naval part of the game, the dev team actually ended up doing a few things anyways. Read more about the changes here
Click to read the latest Dev Diary by podcat
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Today is a dev diary of sights and sounds. We’ll be showing off some of the new art, music and sounds for Waking the Tiger.
Click to read the latest Dev Diary by podcat
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Waking the Tiger is the next expansion for Hearts of Iron IV, Paradox Development Studio’s best-selling World War II grand strategy wargame. With new focus trees, revised battle systems and new alternate historical paths for the major Axis powers, Waking the Tiger will shake idle generals from their slumber:
See the first in our series of feature videos:
https://www.youtube.com/watch?v=C-Jg57aaLuE&feature=youtu.be
Hearts of Iron IV: Waking the Tiger includes:
Chinese National Focuses: Divided and under threat, China has great reserves of manpower and diplomatic flexibility
Chain of Command: Unite your armies under a field marshal who can take advantage of the many skills of the generals under his direction.
Decisions and Missions: Historical decisions and national missions give you new places to spend Political Power, as you deal with domestic politics or start special projects.
General Traits and Abilities: Generals’ traits can now unlock powerful Command Power abilities, allowing great flexibility and creativity.
Updated Axis Focus Trees: Alternate historical paths for the German Reich and Imperial Japan, including parliamentary rule in Japan and the return of the Kaiser to Germany.
Acclimatization: Over time, troops will learn how to survive in the desert or harsh winters, giving these veterans an edge on the battlefield.
And More: Capturing battlefield equipment, and a revitalized air war system that has room for Volunteer air wings.
Hearts of Iron IV: Waking the Tiger will be available on March 8, 2018, and, as usual, the release will be accompanied by a free major update for all Hearts of Iron players.
Read more on the Paradox Forums: Click here.
The Dev Diary is back, this time with some more info about changes to how wars work as well as some very interesting telemetry data on game difficulty.
Click to read the latest Dev Diary by Podcat
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In today's Dev Diary you'll learn more about the upcoming changes to Manchukuo coming with Waking the Tiger, and the free Cornflakes update. As usual, read it in the forum and let us know what you think.
Read the latest Development Diary from Archangel85 here!
Today it's time for another Bag of Tricks diary, sharing some more tasty tidbits of upcoming changes. Check it out!
Click to read the latest Dev Diary by podcat
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Welcome to the first dev diary of 2018, where Archangel85 tells us more about the rework of Japan for the upcoming expansion and update
Click to read the latest Dev Diary by Archangel85
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Today we have a special guest diary from Jamor of the Stellaris team, on the new updated German divisional name list.
Click to read the latest Dev Diary by Jamor
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In today's huge Dev Diary the team is sharing some great news aimed towards all you modders out there. Dig in!
Click to read the latest Dev Diary by podcat and Havebeard
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Read todays Dev Diary to get a look at the the makeover the Chinese warlords will be getting.
Click to read the latest Dev Diary by podcat
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In today's Dev Diary Game Director podcat is talking about a feature that he's been wanting to add for a long time - troop acclimatization.
Click to read the latest Dev Diary by podcat
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Read todays Dev Diary to learn more about military leaders and how they will be able to grow and be tailored to your needs!
Click to read the latest Dev Diary by podcat
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Today, we are taking a look at Mao Zedong, and the country recently renamed to “Communist China”. As a little treat, we will also show you how crazy you can really get with the new decision system (spoiler alert: pretty crazy).
Click to read the latest Dev Diary by Archangel85
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With Waking the Tiger announced, read the first dev diary focused on one of the nations getting a rework, the Chinese Nationalists.
Click to read the latest Dev Diary by Archangel85
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In today’s dev diary we will finally be taking a look at that mysterious new icon we’ve been mercilessly teasing you with.
Click the image to read the latest Dev Diary by Bratyn
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Today’s diary is sort of a logical continuation on the 1.4 'Oak' updated where we did a full revamp on the air interfaces and much of the underlying combat mechanics. So lets dive into some more air stuff!
Click here to read the latest Dev Diary from podcat
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First of all, apologies for posting this to Steam one day late.
Let's have another look at more improvements, mainly to the UI, coming in the 1.5 Cornflakes update and the upcoming expansion
Click here to read the latest Dev Diary from podcat
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On public request, we will revisit some major powers in the upcoming expansion and free update. Let's take a look at what changes will be coming to Germany
Click here to read the latest Dev Diary from Bratyn
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We have been covering several big features in the diaries leading up to here, so now it's time to also look at some smaller features from our "bag of tricks"
Click the image to read the latest Dev Diary from podcat
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A very subtle detail that I'm sure most of our fans have missed is that some of the division names in the game are occasionally not entirely historical
Click here to read the latest Dev Diary from Pallidum
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Save up to 75% on Grand Strategy titles from Paradox Interactive including Stellaris, Steel Division, Hearts of Iron IV, and more*!
*Offer ends Monday at 10AM Pacific Time
Let's mix things up by getting rid of the rather limiting currency of National Unity and instead replace it with something we feel will bring a whole lot of interesting possibilties to the game
Click here to read the latest Dev Diary from podcat
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We are back with more traditional Development Diaries, and here is something that has been requested for a while.
Read the Latest Development Diary by podcat here
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################################## # AI ################################## - Added AI strategy to avoid some naval strategic regions - AI now realises that puppets will also join the war when their overlord does ( fixes situation where China does not put any troops on their border with Japan's puppets ) - AI should now prefer even shorter naval routes when picking what ports to navally transfer between - Nations with low manpower are now less likely to burn pp on relation boosting as they need it for laws - AI should be less likely to waste PP on guarantees when low on manpower and at war - Removed AI weight modifier is_in_faction from JAP axis leaning focus - Tweaked ai weights for carrier plane research. AI will now always research the most modern carrier version available and not research any carrier planes if they don't have carriers, the US and Japan will also be more eager to research carrier planes and particularly so when at war with each other - Tweaked AT gun research to take enemy armor values into account (AI will be more willing to research AT upgrades if facing an enemy with high armor divisions) - AI will no longer research basic heavy tanks if it can already research improved heavy tanks - AI now clears the trades that are not being fulfilled due to having no access to trade country - Italy should now be more careful about transports across the Med - Enemies of UK will now be wary of transporting through the english channel ################################## # Modding ################################## - Can now use "relation" as target for pp_spend_priority ai strategy - Can now use "guarantee" as target for pp_spend_priority ai strategy ################################## # Database ################################## - Added flavor names for German named fighter squadrons - Added namelist for FAA squadrons in the 800-list - Added a number of shipnames to the German roster (thanks davewolf!) - Added Night Witches to the Soviet “Women in Aviation” focus - Added German historic airwing names after player feedback - New icons for Italian small arms and truck - New icons for French infantry weapons (prime condition, only dropped once) - Added a flavor name for a Yugoslavian light cruiser class - New leader portraits for Yemen, Haiti, Malaysia, Luxembourg, Indonesia/Dutch East Indies, El Salvador, Buthan, Cuba, Panama, Dominican Republic, Netherlands (alternative) - Commonwealth leaders now fallback on British portraits if TfV is not activated ################################## # Audio ################################## - Adjusted volume on some of the airplane sound effects ################################## # Balance ################################## - First level Radar now have a much longer range to make initial investment more attractive - Expanded bypass criteria for puppet Bulgaria focus to allow focus to bypass if Romania holds all of Bulgaria in a war - Albania should now not fold to Italian pressure if in a faction with Yugoslavia - Added bypass to anschluss if AUS is a puppet - Turkey will now only join the Axis through the German focus if they are fascist. - Anschluss event now takes guarantees into account - Lowered upgrade bonus to self propelled AA variants air attack from 30% per level to 15% - Changed Demand Sudetenland focus to fire fallback event if England is a subject - Changed South Tyrol to be a core of Austria - Nerfed CZE fascism gain through focus by 50% - Reduced starting fascism in CZE to 5% (down from 25%) - Fixed wrong tech bonus in a Romanian focus - A country that initiates coup on an another country gets a bonus while inviting revolting country to its faction ################################## # Bugfix ################################## - Fixed an issue where frontlines could sometimes dissapear - It is now ok to transfer resources from your territories through subjects at war time - Fixed issue where declaring war on a puppet could pull the puppet into an existing war on the wrong side of the war - Subjects are now added to a faction if their master is - Convoys used for naval transfers are no longer locked in a state of being permanently "in use" when saving/loading while navally transferring - Fixed issue where merged wars made it impossible to surrender because you were not marked as war leader - License production description now updates properly - Fixed bug where division size affected how much attrition they took and how their supply status was affected by being out of supply - Fixed a bug where volunteers could appear in an impassible area - Fix for incorrect use of has_government = fascist/communist instead of fascism/communism - Fixed a horrific bordergore issue in Romanian "Split CZE" focus - Ensured that split CZE event chain did not result in CZE units sitting around after their country got annexed - Doing the Indian focus "Battaglione Azad Hindoustan" should now fire the proper event for Italy rather than give them the option to collect money for the RAF - Cheating on the Austria-Hungary Referendum and going with the annexation should no longer report that Hitler was assassinated. (the proper news event should fire instead) - France now joins the Czech entente if they decide to support the Czechs and Czechs have their own faction - Fixed a wrong tag in URG loc string - Fixed Italy Befriend Bulgaria strategy not requiring Bulgaria to exist - Reenabled Vichy France cosmetic tag in a cynical move to squeeze out a tiny bit of profit - Fixed an event firing several times for Romania - Fixed an issue with continuous naval/air production idea not being localised - Fixed a situation that could cause an infinite loop of naval transports - Made game several times less fun ( Fixed an exploit with nukes persisting after loading or starting new game ) - Design companies should no longer be lost when loading and older savegame in a new version (from next patch update on, it wont work with older sadly) ################################## # Stability ################################## - Fixed a division by zero CTD in airmissions when aircraft are fighting missiles - Fixed various rare CTDs
We are now live with our most recent fixes and improvements to the Oak update!
Read here for the full list of changes:
https://forum.paradoxplaza.com/forum/index.php?threads/hoi4-oak-1-4-1-patch-checksum-6e42.1032961/
Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: https://forum.paradoxplaza.com/forum/index.php?threads/pricing-change-rollback-information-thread-latest-news-here.1031635/
The time has come! With your nation sandwiched between the Soviet Union and Nazi Germany you must make the ultimate choice. Will it be Death, or Dishonor?
https://youtu.be/6HMy2eBJa3M
Hi everyone! but wait?! this isn't Wednesday? Indeed its not, its the one year anniversary of the release of HOI4!
To thank everyone who has been playing the game the last year we figured we wanted to give something out, even though Death or Dishonor is right around the corner. So once the build was done, and the team jumped on prep work for the next thing and 1.4.1, our awesome artist made you guys a bunch more non-historic portraits (fighting the good fight against clone army). As well as more custom division symbols to pick from. We also got a cool surprise when a member of the community contacted us about helping out with Polish troop voice overs (our resident team pole is on parental leave which was our original plan!). They sound super nice and its always cool to have members of community to come buy the office for stuff like this :) On release we also gave out the free DLC "United and Ready" that was focused on Poland to everyone, so we felt this was a fitting followup.
DLC should automatically show up (might need to restart steam). More info and details on the DLC page here.
First year in hindsight
Since we released HOI4 the game has has had 8 patches and 1 DLC. The second DLC (Death or Dishonor) is coming on Wednesday next week together with the 1.4 patch.
Some people may have been at PDXCon and seen my presentation, but I figure now might be a good time to to show some of that here too (the presentation also went over future plans, but thats a diary for later).
First up playbase growth is really nice, we broke 500k earlier this year and it just keeps going up as you can see:
Playerbase is cool and all, but the numbers I care about the most is active players actually playing the game and HOI4 has a really solid community there:
A "normal" game would just have that first spike and then head straight down, but our aim is to keep people playing with patches, dlc releases and mod support and grow amount of active players more and more over time (looking at graph we broke active player record several times since release numbers).
Speaking of mod support, mods have been a massive hit for Hearts of Iron IV. 60% of players use some kind of mod (although the most common stuff is things like colored buttons, or extra names for equipment), but what really makes me happy is how popular the big mods are: Millennium Dawn, The Great War, Kaiserreich and Road to '56 are all very popular and have daily playing numbers between 8-20%.
Its also really interesting to see what nations people play the most and this is one of the things we use to decide what nations to focus on in the future (the other are how relevant they were for the war and if they have interesting positions/opportunities). Early on Italy was the king for a few days (tutorial nation), and after that Germany has taken over. Here are the current numbers:
Overall a number that hasn't really changed much is majors vs minors. its gone from about 35% to 39%. We feel pretty comfortable with it there. (the DoD nations are not on the list since it was intended to be part of "Where are we going in the future" of the PDXCon presentation and numbers will change a lot with DLC release. They sit around Turkey level though, except Czechoslovakia obviously ;) ).
That is almost it from me today, but I figured I'd show a cool thing:
Yup, the MXY7 Ohka,rocket powered human-guided anti-shipping kamikaze attack aircraft (phew) now gets custom art and works again with the new air interface (we broke it in 1.2 if I remember correctly so it wouldn't launch).
See you tomorrow again for a regular diary. That one is gonna be a bit of a mix (axis subject levels, AI & Balance, UI improvements etc) as we cover all the bits and pieces left before the final diary drops just before release with the full patchlog.
Hi everyone, this week we will be looking at the last nation for Death or Dishonor and get an AI update from SteelVolt. Lets dive in!
Hi everyone and welcome to another dev diary on Death or Dishonor and the 1.4 Oak Update. Today's country highlight is Yugoslavia!
When we envisioned Death or Dishonor, we wanted to put the player into a position where they had to make hard choices and decisions that they knew may come back to haunt them. Yugoslavia is in many ways made for that kind of gameplay.
Historically, Yugoslavia attempted to remain neutral for as long as possible, despite heavy pressure from both the Axis and the Allies to declare for their side. When the government of Prince Paul finally decided to join the axis - attempting as much as they could to stay out of the war even then - the government was swiftly replaced by a coup. This caused Hitler to decide on an invasion, and the country collapsed in less than two weeks - with some areas openly welcoming the invaders as liberators.
But we are in this to allow you to change that history.
The reasons for the collapse are many, from poor military preparations to discontent amongst the various ethnic groups, who believe that Yugoslavia is not so much a union of equals as it is a Greater Serbia with some attached territories. This situation is represented in game by a set of National Spirits, which lower national unity to just 30%, make political appointments and law changes more expensive, reduce factory output and make officer recruitment costly.
You have several avenues open to deal with these issues, which may even require you to give up some territory and allow some measure of self-government. Consequently, your decisions in other areas must take this into consideration - why build up territory that will not necessarily remain yours?
Time is quite literally of the essence, as both Germany and Britain have a keen interest to see you join their faction, and they will be around from time to time to remind you of that fact. Declaring for one will, of course, get you into conflict with the other, and declaring too early might well see your government rather aggressively changed or the country descend into a civil war.
To get to the focuses that allow you to join a faction, you must first solve the pressing issues of the country, which takes precious time. Considering that you will also want to rebuild your military, you will have to make tough choices. Some of the mutually exclusive branches have been deliberately designed to be short - the time saved being the major advantage.
With such huge problems to solve, we felt that it made less sense to give Yugoslavia many options to expand - that would require a capable military and a united population, both things the historical Yugoslavia famously lacked. However, you may find that a military solution to some problems might be preferable. Joining the Axis or the Allies will also give you the option to at least claim some reward.
Of course, you can also choose to join the world revolution and seclude yourself from the petty struggles of the destruction-bound imperialists. Unfortunately, your closest ally is on the other side of some rather aggressive neighbours, and while you can solve the main issues plaguing the country reasonably quickly, your military still leaves a lot to be desired. With enemies on all sides, you must choose...Death or Dishonor.
Of course also some neat portraits for new generals and leaders. Here is a sample:
And 3d models:
And of course pretty air and tank trees:
Updated Strategic Areas
In a kebab-fueled frenzy Archangel85 stepped up and started splitting up strategic areas and adjusting them to make sense. The goal was to allow easier coverage, particularly in areas that saw heavy and prolonged fighting historically. A secondary goal was to make areas where naval landing are likely to occur easier to establish air superiority in when using carriers. Here is some highlights:
Here is a full list of zones changed:
Split Northern Scandinavia into three zones (added Northern Norway and Northern Sweden)
Baltic islands are now part of the Baltic airzone
Adjusted the Balkans air regions to allow a better air war over Transylvania
The Ireland air zone now covers the entire island
Split northern African airzone in two (added North-West Africa covering roughly the area of the Torch landings)
Sahara airzone now covers only the impassable area of Africa
Split sub-saharan Africa into several zones (Central, South-East and South-West Africa)
Split off Madagascar into its own airzone
Made Egyptian zone smaller
Split Middle East Airzone by splitting off Arabian Peninsula
Added Pakistan air zone
Expanded Himalayas Airzone to cover Tibet, connecting parts of the zone
Rolled Easternmost Himalayas subzone into Eastern India
Added Burma airzone
Added Malaya airzone
Split off Sumatra airzone from Sunda Islands airzone
Split Australian Airzone into 4 (North, East, South and Central Australia)
Added Korea airzone
All Japanese home islands now actually part of Home Islands zone
Created Qinghai airzone (split off from Central Asia zone)
Shrunk Urals airzone
Added Northern Andes Airzone, shrinking Amazonas air zone
Added New England airzone (also covers parts of Eastern Canada)
Added Midwest airzone
Added Rocky Mountains Airzone
We are still looking into how these changes affect balance and might make some more changes in the future (still not completely happy with Iberia and France). Hopefully, this will take care of the worst offenders.
Country Air Wing Naming Flavor
one small thing we did during the air revamp was to add the ability to name air wings. Originally, the game auto generated a name for each wing. We quickly realized that "1. German Heavy Fighter Wing" does not sound nearly as cool as "Zerstörergeschwader 1". So after a bit of whining from the content designers, Havebeard added the ability to generate nation-specific names from a template. We have already added flavor names for all the majors, the TfV and the DoD countries, plus some more minors (Brazil, Iran, Turkey, Poland, Finland, China, Sweden).
Modding info:
Names are defined in commonunits
ames 0_names.txt (or specific country files in that folder).
The air wings are classed by equipment archetype.
Expanding this system to cover land divisions is on the list for A Future DLC (tm).
Thats all for today. Next week we will be having an AI update from SteelVolt and go over Czechoslovakia.
Don't forget to tune in for World War Wednesday today at 16:00CET at https://www.twitch.tv/paradoxinteractive as we will be starting a new campaign playing as Yugoslavia!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
fighter_equipment = {
prefix = ""
generic = { "Jagdgeschwader" }
generic_pattern = AIR_WING_NAME_GER_GENERIC
unique = {
}
}
They use a pattern you can specify (with a fallback if you don’t), so for example a carrier wing can use a different naming pattern than a land based one (so you can have 1. Fighter Wing but also VF 1 for the US). In the German case, the number comes last (so it is Jagdgeschwader 1, Jagdgeschwader 2 etc.):
AIR_WING_NAME_GER_GENERIC:0 "$NAME$ $NR$"
The patterns are currently defined in core.yml, but can of course be in any localisation file in your mod.
You can also have multiple generic templates:
jet_fighter_equipment = {
prefix = ""
generic = { "Sonder-Jagdverband" "Jagdverband" "Erprobungskommando" "Lehrgeschwader" }
generic_pattern = AIR_WING_NAME_GER_GENERIC
unique = {
}
}
Unfortunately, we can not yet specify name patterns for cosmetic tags.
Hi everyone, time for this weeks Death or Dishonor and Oak Update dev diary. Today will be all about the improvements to the air warfare coming in the update. Some of you who were at PDXCON this weekend might have had a sneakpeek, but here are the details :) Speaking of PDXCON, I had a lot of fun meeting fans (but yikes my feet after 3 days), and look forward to next years!
Issues with the old system
When we started looking at the air warfare part of the game we felt that there was two main flaws: Transparency and Control. The system only really showed you information over very long time with graphs so it was very hard to understand what was going on and what you could do to improve things. Control wise it was a lot of work to select, organize and move wings around, not to mention having to open lots of airbase windows everywhere.
So what did we do? Check out this screenshot, it shows most stuff we have at once:
First of all we decided to go with something we knew would work well, making airwings behave more like divisions. They are now on the map and you can move them between bases and assign missions in a similar way to divisions and it’s easy to give orders to many things at once. Secondly we made a new air combat interface that should be a lot more helpful and informative. Keep reading to check out all the details...
Air Wing Interface
The air wing interface has been overhauled. The air base window is now gone. Instead, when clicking on an air base, the air wings will be listed on the left, like army divisions would if you selected ground units. We also added the ability to drag a selection box over several air bases to be able to give orders to all of them at the same time.
The list of air wings shows relevant information about the air wing, such as its strength, type and missions it’s currently flying.
Relocating wings to a new airbase is easily done by just selecting them and right-clicking on a new airbase. We’ve added arrows to show that an air wing is relocating and its progress.
Assign Air missions
Above the list of air wings is the mission panel. To give an air wing a mission in the new system, click on the missions icons in the panel, and right click on the target air region on the map.
As before, wings will only fly missions that are suitable to them. This means that it’s possible to select both air superiority and bombing missions with a mix of air wings. The fighter wings will perform air superiority missions and the bomber wings will, unsurprisingly, provide bombing. This change should make it a lot easier to manage orders for several air wings at the same time and reduce the need to micromanage the air units.
Another thing you might have spotted in the first screenshot is that we now have special combat icons in air mapmode. These show by base color how it's going (sorry Germany) but also which side is getting air support, so a green plane with a + means they are getting help from the boys in the air.
Air Combat Window
As you may have noticed, selecting air wings does not automatically bring up the air region window. This is because we have changed this window into becoming the new air combat window.
The new combat window provides information on air combats in the past day, or from the last sortie. The top of the window shows the familiar information from the old air region window, but the bottom shows the new air combat overview.
The overview is divided into air superiority missions, where fighters battle against enemy fighters, at the top and in the bottom half we show you bombing missions and intercepts. This information can be filtered by mission type, and toggled between our missions and enemy missions.
In the top part you might recognize two new icons. Those are for Air Detection. It's such an important value that we felt it best to move from tooltips and show that instead of radar (which is just one of the factors affecting detection). We’ve been rebalancing a bunch of that stuff too, but don't look too closely on numbers as its in progress.
You may also notice that we’ve added some other useful information. A very important stat is the disruption. This refers to air missions that have been forced to divert back to base, for example due to taking damage from intercepting fighters.
Radar
You might have spotted a little green circle in the first screenie also. We've added more visible radar overlays that you can bring up either through a toggle or by hovering over one
Oh yeah, for those who want to see all the new on-map air counter icons here you go:
As is normal in game development you only end up having enough time to do half of the things you planned from the start, so see this as the first step on air improvements as well. More things are sure to follow in the future, but we are pretty happy with this progress :)
Next week we’ll be taking a look at Yugoslavia. See you then!
//podcat
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone, time for this weeks Death or Dishonor and Oak Update dev diary. Today will be all about the improvements to the air warfare coming in the update. Some of you who were at PDXCON this weekend might have had a sneakpeek, but here are the details :) Speaking of PDXCON, I had a lot of fun meeting fans (but yikes my feet after 3 days), and look forward to next years!
Hi everyone and welcome to today's dev diary. I’m home with a nasty cold, but lets power through and check out some more stuff coming in Death or Dishonor and the Oak update. Today’s main topic is Equipment Conversion, or how to choose the StuG Life.
Using older chassis to mount more powerful guns etc was very common in WW2 era Germany, in fact its most produced armored fighting vehicle the StuG III was essentially a PzIII with its turret removed to make room for a more powerful gun. We've always let you build these self-propelled variants in HOI4, but its not been possible to convert existing vehicles before. Now if you get Death or Dishonor it will be! This is a great way of getting rid of older stuff you might not want to deploy and keeping it relevant for longer.
If you look at the top production line there you can see that the conversion tickbox is enabled, and that the line is using suspiciously little resources and running at high speed. This is what it looks like with the box unticked:
You can only enable this if you have spare equipment that is possible to convert from sitting around in your stockpile. When converting you pay the difference in resources only rather than the full amount and production speed is much higher.
Note that it lists in what order and what will be converted (although here all I had for the diary was PzIIIs).
So what exactly can you convert?
medium_tank_equipment = {
is_convertable = yes
}
medium_tank_artillery_equipment_3 = {
can_convert_from = {
medium_tank_equipment_2
medium_tank_equipment_3
}
}
We have also been updating the war overview interface to make it nicer and more informative.
its now possible to see total losses, fielded manpower, industry and also to be able to sort by each column.
Welcome to the third dev diary on Death or Dishonor and 1.4 Oak update! I hope you are hungry for more info because today we will be talking about... Hungary (ugh that joke didnt really work now did it?)
A landlocked Kingdom run by an Admiral, Hungary had without a doubt one of the more unusual political systems of the interwar period. At the end of the Great War, Hungary had broken away from the disintegrating Habsburg Empire, and after a brief period as a communist republic, was occupied by the Entente.
Subsequently, the Treaty of Trianon was signed, which reduced Hungary to a rump state. In the Treaty, Hungary lost two thirds of its territory and a third of its population. Harsh restrictions were placed on the Hungarian military. Hungary was banned from having a Navy (a crushing injustice, to be sure) or an air force. The Army was limited to 35,000 troops, what military factories existed were under strict observation. In many ways, it was the Treaty of Versailles of Hungary.
In game this state is represented by Hungary being a Disarmed Nation, with no available manpower, and a crippling 50% construction speed penalty for military factories. Getting out from under the treaty is your first objective. There are several ways to do this: At the far right of the tree, you have the Bled Agreement, which historically was signed in 1938 and which allows you to rearm freely. But the surrounding nations must approve it. Should they refuse, you can still abolish the treaty through other means.
After you have gotten the right to bear arms back, the tree opens up and you can choose how to rebuild your military. On the Army side, you can choose between the infantry heavy Home Defense branch and the offensive-focused Mobile Focus. In the Air Force branch, you can select how to procure new planes - you can develop them yourself or get them through license deals with other countries (the licenses in these focuses are free).
Politically, one of the obvious goals is to regain your territory. Fans of intricate event chains will be happy to know that you can gain all of these territories through peaceful annexation - if the other side agrees. The AI will call your bluff if it believes you are weaker than it, and things can quickly spiral out of control (the Demand Transylvania event chain is possibly the most extensive event chain we have ever done in HoI history, with 25 events and 16 different outcomes), which can even bring in other European countries.
If you want to take the country down a somewhat less historical path, you can decide to murder Horthy and restore the Hungarian People’s Republic, either to join the Comintern or to make your own faction.
On the other end of the political scale, we worked with the idea that Hungary was, in principle, still a monarchy. Two attempts by the deposed Carl IV in the early 1920ies failed to put the Habsburgs back on the throne, with the Hungarian parliament passing a law banning him from ever returning. The rejection broke poor Carl’s heart, and he died soon after (some say it was the pneumonia he contracted while flying to Hungary in an open plane to regain his throne, but we know better). This left his son Otto von Habsburg in charge of the house.
The monarchist faction in Hungary was split over whether the Habsburgs should be forever banned from the Throne of Hungary, or if it was only Carl who was no longer welcome. In the game, you can side with either faction. You can either offer the crown to a proper Constitutional Monarch and become a democracy, or to a King who has...connections to certain rather radical groups in other countries.
Finally, you can invite Otto von Habsburg to take the throne that was once his to inherit. If you do, you have committed to seeing the Habsburgs restored to their old glory. It will be a struggle, as the other powers of Europe will most certainly not tolerate this, and you may well find yourself at war with all three sides main factions.
Hungary also comes with lots of new art (2d and 3d)
Also new generals and leaders, here are a few of them (guess who gets to be a real admiral)
For next week's diary we will be checking out the new Equipment Conversion feature. Also do tune in to the World War Wednesday stream at https://www.twitch.tv/paradoxinteractive with me and Daniel at 16:00CET. We will be going full "hot code!" mode and continue part two of our new Romania campaign.
Also, we added Aluminum in Asia (you know who you are ;P)
Author: Podcat
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Time flies and suddenly its Wednesday again, and Wednesday means diary time! As you might have noticed we just announced Death or Dishonor, so that together with the 1.4 update is going to be today's topic! After that you can dive into technical AI details with SteelVolt.
1.4 "Oak" Update
As normal the DLC will be accompanied by a free update, this time called 1.4 "Oak". We wanted to make sure to take this time to deal with some big, complicated and difficult things that the community had been asking us for for a long time. First up is improving air gameplay, the other is the AI. After the 1.3 update there were a couple of areas identified where the most important was German AI performance. We started digging into that and there were a couple of hurdles to solve. 1) First of all divisions along front lines were not fighting as effectively as they should which led to a lot of "shuffling" and fronts slowing down massively. That meant that Germany struggled a lot versus soviet union. 2) Axis minors did not manage expeditionary forces very well when it came to helping out Germany. 3) In some cases Africa could end up as a big battleground draining precious axis materiel and weakening them (this one we solved with impassable sahara, check last diary). 4) Unit usage such as garrison and template and production management were far from optimal.
SteelVolt will be filling you in on 1-2 of those above today. The rest and further details for Oak will be covered in future diaries.
Death or Dishonor Country Pack
While we buckled down on the AI our brave content designers have been working as part of our long term plan to flesh out the world with unique national focus trees and extra immersion. We felt that the kind of expansions we have been doing/planning were of quite different types so we wanted to clarify that. So a bit like how Leviathans was labeled a Story Pack the HOI4 version will be "Country Pack". A country pack then is an expansion that isnt a full $15-20 (DoD is $9.99) and that focuses sharply on a specific set of countries or region. For Death or Dishonor this is Romania, Hungary, Czechoslovakia, Yugoslavia - Nations swept up in the turmoil of mid-century europe and faced with pressure and threat both from allies, axis and comintern. Nations that could have gone many different directions leading to interesting "What if" scenarios while letting people who want to relive history get behind the wheel of nations like Romania and partake in operation Barbarossa etc. The pack also contains new features like Equipment Conversion (StuG:s!) and equipment licensing, things that we felt was well in line with the theme of these nations.
More details here!
https://www.youtube.com/watch?v=dCBmzi0ik-A
AI Update #1 with SteelVolt
Friends!
Here we are again. It has been quiet these past couple of months, but we have been hard at work nonetheless. We were graced with time to catch up with some of the technical debt we had worked up earlier, and getting this time has really been a blessing. Several aspects of the AI has undergone substantial improvement and in a couple of cases major reworking in order to not just improve how they work now, but make it easier to work with for future expansions and improvements.
The first major part I want to talk about is what we call the unit controller, or what you may know as the "battle plan AI". Since this is a feature intended to be used by the players as well, it is important that it feels as good as possible. As some of you have noted, there have certainly been room for improvements, the most severe issue seeming to have been its tendency to send units from one end of the front to the other and sometimes at the same time having another unit from the other side coming to meet it and take its old place. This was usually done with strategic redeployment, resulting in them having zero organization upon their arrival. Less than optimal, for sure.
We gave the task of improving this to one of our coders who was really annoyed with how it worked. While we expected him to have to rewrite the system almost completely, he ended up doing only some rewrites but a ton of touch ups and tweaks.
The results is something that at first glance might not look significantly better, but it sure feels better to play with, and upon closer inspection does a better job over all. First of all it is much more reactive.
Before, units were sometimes given long move orders along the front, they had to complete the move before getting new instructions (which would sometimes be to move back to where they came from). This was in fact a way to solve the even worse problem of units very often getting stuck being given new move orders every hour to different locations, and not moving anywhere at all as a result. Now, however, we have finally gotten time and resources to work out a proper solution, and units that are moving can be grabbed for new orders as the front situation changes. This means that even while units still sometimes do get longer move orders, though more rarely than before, they almost never finish them, but gets grabbed by something else on the way as the front changes.
If we look at the screenshots from the old version [Old 1 and 2], both Germany and Soviet are struggling with long reassignments of units that will be unavailable until they have walked the distance. Moving on to screenshots from a more current build [New 1] we can see a bunch of green arrows, but the long ones are not likely to complete before getting grabbed by something closer and the end province manages to get hold of another unit that does not have to walk as far.
This can be seen in screenshot [New 4] and [New 5], taken just a few hours after one another. While it may seem like this could hurt entrenchment, over all it seems to improve performance by not locking units up in long move orders, meaning that units already standing in good positions are more likely to remain there than before.
If we look at the German side we can see a great example of another important improvement to the system; units shifting to the side in stead of keeping a unit away from the front for a longer travel [New 2]. This change means that under some circumstances it may look messy, but in reality it is a coordinated move that makes units over all move much shorter distances.
A seemingly messier example can be seen in [New 3], which ends up resolving the rebalancing faster than before and keeping the units on the front more.
This is certainly not the only thing we have worked on. Another noticeable change is that expeditionary forces have been significantly improved. This turned out to be one of Germany's greatest weaknesses; once France had fallen it would send a large force to Italy who would send them to starve in Africa. The AI is now much more sane in these decisions, as well as areas like Africa has been made even less interesting to fight in.
Next AI update I will be telling you about a pretty large change for the AI; something we call Roles, and how it helps us get AI division design under control. Now back to podcat!
For next week's diary its time to return to look at the new focus trees, and that means its Hungary's turn. Do tune in to the World War Wednesday stream at https://www.twitch.tv/paradoxinteractive with me and Daniel at 16:00CET. We will be going full "hot code!" mode and testing out the new Romania.
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
New Country Pack for Hearts of Iron IV Expands Gameplay for Countries Trapped in a Tough Spot
STOCKHOLM - April 26, 2017 - Armchair generals extraordinaire Paradox Interactive today announced that Hearts of Iron IV players will soon have more difficult decisions to make with the launch of Death or Dishonor, a brand new country pack coming later this year. Death or Dishonor focuses on the countries of Europe caught between the dueling ambitions of the Soviet Union and Nazi Germany - faced with total destruction by a much larger force or making uncomfortable alliances, survival will take compromise, guile, and perhaps a teensy bit of luck. Death or Dishonor will be available for $9.99 on Windows, Mac, and Linux PCs -- and will be delivered for free to all Expansion Pass owners.
https://www.youtube.com/watch?v=dCBmzi0ik-A
Death or Dishonor introduces new National Focus trees for Hungary, Romania, Czechoslovakia, and Yugoslavia, which revolve around navigating the ideological (and physical) land mines of central Europe during World War II. This content furthers Paradox’s goal of capturing the unique wartime experience of every nation involved in World War II, but players will also find new opportunities to change the course of history if they so choose.
Death or Dishonor - and the accompanying free 1.4 Oak update - will also include:
Hi everyone! I hope you had a nice Easter break :) Today we continue showing stuff for the unannounced DLC and the Oak (1.4) update. For those who haven't been following, the main points of the Oak patch is to get some big difficult changes through for the AI, helping us with things that have long been problems, as well as make air warfare a much more pleasurable experience (more info on these in later diaries as they are still in progress right now). The main topics are License Production and changes to the map. Enjoy!
Hi everyone! After a few weeks break we are finally back with weekly dev diaries covering the 1.4 “Oak” update and accompanying DLC (you are going to need to wait a bit for the full announcement on that, but hey in paradox tradition we will still be talking about stuff that will appear in it).
Save 40% on Hearts of Iron IV as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
Hi, 1.3.3 patch is now live and should be downloading on steam as we speak (you might need to restart steam). If you discover any bugs in the patch, please report them in the bug report forum as usual. [quote]You need to have a Paradox account and sync that with your Steam account to gain access tp the bug report forum. You can find information on how to do that here![/quote]
################################################################
########### Patch 1.3.3 "Torch" ###########
################################################################
##################################
# AI
##################################
- Italy AI should now be better at picking proper units to fight in Ethiopia.
- AI is now inclined to ignore non-dangerous fronts while at war.
- Battle plan AI should no longer "forget" units assigned to attack order.
- Made AI better at dynamically evaluating level of preparation to attack based on expected enemy strength.
- AI should no longer be able to give units ridiculously long retreat or move orders while they are in combat.
- The AI should now be a lot better at handling a surrounded enemy capital.
- AI is less spammy with call to arms and join war requests.
- Battle plan AI unit distribution should now be more stable (though even further improvements would be good).
- AI will no longer declare wars on countries that control no territory, even if they technically exist in a limbo while their faction have not lost a war.
- The AI should now be managing its theaters better.
- AI will now start considering buildup of military constructions after a while, even if peaceful and not directly threatened.
- Naval AI will now attempt to use strike fleets to aid in coastal land combats if they are not on a mission to aid in a naval combat.
- Some minor AI optimizations.
- AI occupation policy is now scriptable, though no scripts for this has been added.
- Repaired a mistake in AI diplo for offering someone to join their faction. Threat from wrong side was used when looking at acceptance.
- Made sure AI considers org when performing naval invasions.
- Eat your vegetables before you get dessert: AI will no longer be declaring wars or justifying claims while in a losing war.
- The AI can now build any scripted building that is a part of an established building category.
- Made sure AI can not send parts of equipment. Half a ship is not particularly useful.
- Fixed a serious issue where AI would never counter resistance with area defense orders, completely ignoring conquered territory.
- AI is now less nervous about neighbors fighting a common enemy and not losing.
- Purged unit_base, as it did nothing apart from making scripting harder. unit_ratio is now the end all an be all of unit production in the scripting, and setting it to anything but a positive value will make the AI NOT build it.
- AI will now remove deployment lines for types it has reached its wanted number for.
- Improved the code behind AI template design, so the scripting should make more sense now.
- Minor tweaks to terrain prio when drawing fallback line which should make the go for mountains more.
- Battle plan AI is now capable of finding more complex paths to front position.
- Some balancing to construction AI focused on improving military industry production.
- Made AI better at calculating supply use when deciding how many divisions it can field.
- Made sure AI is not blocked from researching, even if only crap is left. Script can still set AI desire to 0 to block it.
- Improved naval AI region evaluation and made it better at reacting more efficiently to changing situations.
- AI now considers reinforcement priority for volunteer theater.
- Improved deployment AI to manage lines better and improved calculation of desired number of divisions.
- Added ai_strategy type 'support' that can be used to manipulate a countries desire to send lend lease to another country.
- Added will_lead_to_war_with when Germany demands Sudetenland. Makes AI prepare for a possible war.
- Improvements for air AI airwings picking and distribution
- Now air AI considers AA while prioritizing strategic bombing and defense operations
- AI should no longer be so happy on naval construction over military when it had also alot of civilian industry (hello USA)
- AI can now reprioritize production lines in a few cases to deal with resource lack
- AI us now makes use of more civilian factories when needed for trade
- fixed a case where AI would get sidetracked when designing divisions of specific country type and instead attempt to make generic ones
- added "ai_priority" on battalion types that get calculated by template, ai uses these rather than the visual representation to manage its divisions
- AI is now able to send old equipment as lend lease not just its newest
- AI can now cancel lend leases it can no longer afford or with nations it no longer make sense
- made AI more careful with its stockpile and who to lend lease to
- improved logic for AI's lend leasing
- fixed issue where a big difference in scoring of combat width could make AI refuse to upgrade its divisions
- USA should now lend lease soviets when they are in trouble if they have sufficient spare stockpile
- "support" ai strategy now lets nations lend lease away some of their stockpile buffer too
- fixed a case where AI would fail to deploy its main invasion protect fleet completely if some of the areas were out of range
- fixed AI invadability evaluation sometimes failing on naval path checking
- fixed a case where AI would try to split off fleets when it was not valid
- fixed a case where AI would spam invalid naval moves
- added equipment_stockpile ai strategy that lets you affect how much stockpile ai feels it needs
- all nations with many divisions will now attempt to accumulate bigger stockpiles for safety
- Fixed several cases where overflow of calcualted priorities could make AI do the opposite of what it wanted to do
- Now air ai calls recalculation of air priorities on joining a war
- fixed an issue where air AI would fail to assign mission if the only acceptable one was interception
- fixed a case where Japan would ASK to join germanys wars despite doing badly with china
- nations with restrictive modifiers for joining factions (japan) now super careful about accepting calls to arms to majors (soviet) when still at war with major neighbors (china)
- ai should now no longer get stuck on super large trades and better fulfill its needs (basically skipped the full-trade logic)
- AI now looks for trades in priority order of biggest lack
- AI now prefers trade with closer nations if naval transport required
- AI now likes trading with nations with neutral foreign policy more as they are stable
- lend lease now automatically cancels when war ends for the receiver
- AI is now MUCH better at looking at the equipment cost for switching more templates than just one at a time
- AI cares about infrastructure way more when placing consctruction
- AI should no longer go as happy on naval construction over military (was counting ratio also using civilian so got disproportional large naval part)
- AI us now allowed to trade using more civilian factories
- Ai should now be much better at going for medium tank divisions. Fixed issues with width being off as well as wrong template being used when evaluatign fitness for changing out lines
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- AI should now show greater interest in researching excavation tech.
- Tweaked templates a bit for majors to avoid getting trapped in subpar targets
- Allied AI will no longer guarantee Finland if Soviet justifies war on their claims, while Germany is the biggest threat.
- fixed an issue where some scripted ai strategies would not work after updates (it was order dependant)
- added an AI sanity check to the War with the USSR focus for Germany
- Reduced AI research randomness and improved info in AI research log message
- Made sure AI considers convoy count and possible delivery route before sending lend lease
- AI will now leave potentially hostile nations alone for guarantees until they have generated some actual threat giving you 1-2 smaller wars before you are sucked into the ww2 vortex (makes some minors a lot more playable)
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- Improved AI trade law logic selection
- AI now has a can_upgrade_in_field trigger on templates to give it hints on when to stop producing light tanks and switch over to medium for stuff
##################################
# UI
##################################
- Battleplans are now hidden during the peace conference to not obstruct the view.
- Players lagging behind message in multiplayer, is now replaced with an alert (tooltip shows who and how much).
- Added alert about having unassigned divisions.
- Added loading progress bars.
- When selecting a division(s), the list of all divisions automatically scrolls to show it.
- It is possible to hide ALL map counters except your units. Hotkey 'M'.
- All the message popups that doesn't require the player choice (yes/no/etc), automatically hides after timeout, to not fill the screen with hundreds of windows. Useful when running the "hands-off" observing game.
- Building constructions and conversions now can be added at the top of the queue by holding ctrl and click.
- Made save game name text field longer.
- Added stockpiling amount to production screen. Changed text to icons.
- Added tooltip to US "Destroyers for Bases" focus to make it clear who gains certain territories
- Fixed a tooltip for the Australian focus "A Deal with Japan" to account for different options of territories transferred
- Fixed legibility issues in event news.199
- Fixed a tooltip issue in the SAF focus tree
- Added dockyard output modifier icon in the production screen
- Fixed wrong division flags in the combat screen
- Missiles now count as bombers in the region air screen
- Fixed issue when multiple army groups was not shown in the volunteer theater groups
- Multiple fixes for trade influence issues with not matching numbers
- Tooltip in the research screen does not show ahead of time penalty if player has 100% ahead of time penalty reduction bonus
- Minor fix for army group leader tooltip, to match numbers when penalty for too many units applied
- Arrows now gets hidden while editing the orders
- Now top bar tooltip for factories also shows damaged ones
- Missiles are not shown in logistics screen anymore
- Fixes for fear trade modifiers being applied in wrong direction
- Now clicking on not existing country in the managing occupied areas screen you won't go to diplomacy screen
- Fixed the bug when plan evaluation numbers was not matching
- Fixed the bug when capital icons were not correctly shown
- Fix for the tooltip on return territory
- Added clarification on non-progressing training by reason of lacking equipment and manpower
- Now Pass button gets disabled in the peace conference if no actions left to take
- Combat log screen now will be shown on top of other screens
- Now load game button disable at the same time as continue button
- Clarified tooltip for opening multiple info windows in the tech and focus tree screens
- Political cost now is hidden when the law is taken
- Fix for the switch to next autonomy level glow (now it is actually hidden)
- Fixed warscore not being calculated properly while war without majors on one side
- Now invalid leader picking screens disappear as army group gets deleted
- Disabled icons while in deployment mode
- Fix for the rules not being updated on savegame load
- If national focus not changing tooltip doesn't show weekly change anymore
- Fixed factory conversion button flickering while non-paused gameplay
- Fixed the bug when techtree was broken after switching country
- Added ability to toggle fog of war map effect on/off
- Tooltips existing lend leases for equipment now show type as well as national flavor name when these differ
- Releasing nations with a lot of states no longer massively overflows popup window
- Multiple rows of division types now possible to be shown in army overview
- Tweaked gradient borders for strategic areas so there is no weird gap between areas (more visible with mods)
- Air wing reinforce limit window now has the +50/+100 buttons jump to closest multiple to avoid clicks for neat sizes, steps are also +5/+10 for carrier parked wings
- Can now increase/decrease queued up ship production faster with ctrl/shift click (ctrl=10 at a time, shift=100 at a time)
- Indian National Army focus now has correct effect description
- Fixed overlap of text in options with certain languages
- Changed shortcut for closing a bunch of production items as ctrl+click it’s easy to miss-click with other shift+click nearby
- Fixed centering of trade scrollbar
- Achievement entry header now highlighted in orange
- Achievement window now movable
- Resistance tick indicator now doesn’t show VP stuff in states where there can’t be resistance
- Clicking rightmost side of savegame edit box no longer deselects editing
- Spelling fix of Trotskyist
- Added tooltip to icons displaying used combat width in the combat window .
- Added tooltip to research button explaining the 30 days grace period.
- Added province tooltip if there is an air base or rocket site present.
- Added state name when hovering over a naval base.
- Renamed "Small arms research time" to "Weapons and Equipment Research Time"
- Explained conditional effect of why we fight focus in tooltip
- Entrenchment tooltip only shows days left when unit is not fully entrenched.
- Fixed rounding issue in resource mapmode
- Made separate production tooltip for naval items, reflecting they don't retain efficiency.
- Added war requirement to lend lease tooltip.
- Armies view: Improved consistency across the different tooltips. Added penalty to the groupview in the bottom of the screen. Moved penalty explanation to delayed.
- Added delayed tooltip to production line filter explaining Shift+click mechanic.
- Removed "Support" header from division icon tooltip when it has no support.
- Changed production line tooltip to no longer lie about total output and resource efficiency to the player.
- Maximum amount of slots is always stated. Factor modifiers not shown if slots < 0. Wasteland is now displayed in same way as other categories.
- Changed "Trade Bonus" modifier to "Overlord trade cost" and made it a negative modifier.
- Added "Stop" button to continuous focus detail screen.
- Added bypass button for focus if they have are mutually exclusive with another, automatically locking players in a branch.
- Moved the disband button, manpower and equipment numbers around for unit details view
- A bunch of tooltips readability improved. Various changes, typo fixed, decimal points changed, etc.
- added ability to toggle fog of war on/off
- Changed efficiency tooltip growth to show daily values instead of weekly
...and more that couldn't fit here on Steam. Please go here to read full patch log!
Enjoy!
Note: Players with Windows Vista will probably no longer be able to start the game starting with this update. HOI4 has never supported Vista, but it has somewhat worked before. Now it no longer does so I thought we should give a heads-up on that.
[quote]Please post any bug reports in the official bug report forum, thank you![/quote]
This is not the complete patch log, please go here to read full patch log!
Patch 1.3.3
The patch has been in open beta a few days now and after a few tweaks seem ready for general consumption!
The best way to learn about the most important changes is to read the last 2 dev diaries (or furher back if you are interested in the modding aspects).
Path 1.3.3 Diary #1 - Industry, infrastructure and world tension changes and new capitulation loot!
Path 1.3.3 Diary #2 - Resources now much more important, optimizations, quality of life and AI improvements
Patch 1.3.3 Modding - New modding features and some new events
The plan is to have the patch go live tomorrow once we investigate some final hardware compatability things this afternoon.
Patch log too long for Steam, go here to read it!
500k sales!
We broke half a million sales of Hearts of Iron IV which the team celebrated with cake and working on the 1.3.3 patch :)
As game director for HOI this feels really good and shows that WWII sandbox games are something people want and its not really just a small niche! More practically this means for us that HOI will have a long future ahead of updates and expansions because the support is there for sure :) and speaking of....
What now?
Once 1.3.3 is out the door we will start work on the 1.4 "Oak" update as well as a DLC, which shall remain mostly secret for now, but without revealing too much will have some axis focus.
Our aim is for 1.4 "Oak" to be a bigger than normal patch where we get some time to revamp some systems that have been getting a lot of feedback (Air system will be getting updates for example). A lot of focus will also be put on AI, but we are happy to say that we think it has grown a lot since release. Finally squashing any "frontline dancing" will be top priority there. We have also started working a bit on the side on making the gameplay map clearer and easier to read based on feedback from the community.
After Oak in the misty uncertainty future of winter we have our next big game update where we plan to focus on Asia and war-related stuff. Of course subject to change.
Next week the team is heading to GDC, and this will be the start of bit of a hiatus in dev diaries. We feel like people prefer big juicy dev diaries so we are going to be back once we have done enough big changes to start talking about them. We plan to be in diary break until April. During that time I'll be sharing progress bits on twitter (which we will also repost here on the forum) and once we return we'll jump back on bigger diaries.
Also don't forget to tune in at 16:00CET on www.twitch.tv/paradoxinteractive today where me and Daniel continue playing Russia in Kaiserreich in World War Wednesday!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone and welcome to the last update on the 1.3.3 patch as we are now getting into final testing of it. This is going to be a big diary with guest writing both from @SteelVolt (AI) and @TomaszKowalczyk (tech lead) as well. Grab a cup of the blackest coffee and enjoy!
Industry - resource lack changes
To continue last weeks theme on industry we have a final change: currently production lines can get a max penalty of -80% due to lack of resources. That effectively mean that a resource lack can be combated by just having more available factories. We felt this was both unrealistic and was making resources less important than we wanted for big nations. Penalties due to lack of resource are now instead calculated by each missing resource over multiple lines and steadily get higher until they can actually get -100% penalty.
Quality of life!
As normal with patches its not just bug fixes and balance, we've done a bunch of quality of life improvements, what while small do feel big when playing. Lets go:
Hi everyone! Sorry about the late diary as we had to scramble for some alternative content due to originally planned authors being cut off by an enemy encirclement and suffering terrible attrition (a.k.a being sick). That means that instead of talking about optimization and AI we will be focusing on balance stuff we have been working on for the 1.3.3 patch which is nearing completion.
Industry - Infrastructure effects
Infrastructure will now affect the cost of building factories in a state. At the highest level of infrastructure, the cost for each factory is the same as before, with a few minor cost reductions for readability. In less developed states with lower levels of infrastructure building factories is more costly. The bonus to build in high infrastructure states is shown in the construction map mode.
The reason for this change is twofold. We wanted to ensure that some states are more valuable than others as they will naturally become centers of industrialization. The other reason is to slow down the growth of industry in the mid to late game, which we felt was too excessive (we have also worked with tech progression here). Finally we felt that the value of infrastructure and infrastructure giving national focuses was too low and this will change this up quite a bit!
Industry - Efficiency Changes
The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
This is a famous joke in software development that is attributed to Tom Cargill of Bell Labs. There’s a certain truth to this and it applies to more areas than programming. Whenever you start something new, initial progress is usually pretty quick but as as you keep working on it, each incremental improvement becomes harder and harder.
In Hearts of Iron IV, production efficiency used to have linear growth. We have changed this so that initial production efficiency growth is relatively fast, but it slows down as the lines become more efficient.
In this graph you can see the difference between the old and new implementation. The old implementation steadily grows in efficiency until it reaches the cap. With the new system, initial efficiency growth is faster, but it takes much longer to reach maximum. This is affected by technology, meaning that modifiers to efficiency growth speed, cap and base all affect efficiency growth.
The main benefit of this change is that high efficiency and efficiency retention has a lot higher value now and you need to think harder whether to change out a production line or not.
World Tension - new threat rules
Justifying a war used to only account for the cost of the states you selected for the wargoal. This led to a situation where it was too efficient to just claim a single state per war justification in order to keep world tension down. War justifications now accounts for the size of the country you are justifying a war against. This has the effect that justifying a war against a major nation, something that would be seen as a very aggressive move, will therefore result in a larger amount of world tension.
Justifying against multiple countries has also become a more costly affair, with political power cost going up per justification and war the country is already involved in. This should help with multiple justifications draining political power from guaranteeing nations and make player think a little before they start drawing up the new proposed borders.
When a country is at war the tension limit for them joining a faction is lowered. This allows nations to intervene in early wars through other means than guarantees.
Capitulation changes
Previously you would only get access to a country’s stockpile of equipment when they surrendered. We felt this was too restrictive and a but unrealistic, so there is now a new mechanic where you get access to a percentage of a nation’s equipment when they capitulate. It also gives you a neat breakdown of the most common equipment and detailed count of the rest
Next week we will be talking about AI, optimization and other things, so see you then!
Don't forget to tune in at 16:00CET on www.twitch.tv/paradoxinteractive today where me and Daniel will be starting a campaign of Kaiserreich in World War Wednesday!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone,
As mentioned in last weeks diary, I wanted to go a little more into detail with a few of the changes modders can look forward to in 1.3.3.
Tech trees
A part of HOI4 we've often seen modded are the technology trees, specifically adding trees that are unique to one nation. This has so far been achieved with a clever little trick, where the first technology in a tree only is available to a certain nation. This does achieve the goal, but it also means all trees are visible, even though the player can never research them. In 1.3.3 we've added dynamic technology folders, which hides and locks any technology in the folder that does not meet the trigger. I've taken a book out of my click bait add and prepared a little before and after sample using BICE as an example of how the new mod feature looks.
Obviously they could chose to remove all the original folders and replace with country unique ones, but that's up to the BICE guys.
This does technically work with any trigger, but I recommend primarily using it for tags. Enabling during the game and and keeping it enabled for the rest of the game should not be a problem.
Industry
One of our focuses for 1.3.3 is to improve industrial balance. We will talk more about that in the future (when its actually done :D) but this has led to some new features modders have requested as well. Its now possible to separate the industrial bonuses between factories and dockyards for example (helpful for balancing concentrated vs dispersed industry also) as well as now being able to control the max number of factories assignable to production lines (some mods like to limit the max for naval construction for example so you produce more in parallel rather than serially) but so far this was only possible by limiting UI for player. Now it can be set separately for military, civilian and naval lines.
Change state names
Changing victory point names
Of course modders have also wanted to be able to change names of cities, and now you can!
More is more!
These new features will amaze you. I can't believe no 5
[quote]
Apologies if some have already been mentioned =)
-Added trigger to technology folders. Will hide tab and disable research for techs if trigger is not met.
-Split up factory modifier into a new industrial_capacity_dockyard so dockyards get their own progression
-Added local_non_core_manpower state modifier
-Added effect add_state_modifier
-Added an on action for on_annex. Fired from both effect and peaceconference.
-Fixed on_civil_war_end having a fixed random seed
-Added has_country_leader trigger
-The AI is no longer quite as emotionally attached to modded ideas. Will now consider changing non-hardcoded ideas if the ai_will_do value is higher than the existing idea.
-Added new ai strategy "template_xp_reserve" that lets you modify how much AI wants to burn or not burn its xp for division design
-Added proper error handling when reading scripted ai strategies
-Added can_join_factions rule
-Added trigger has_tech_bonus. Works with specific technology or category
-Added has_resources_amount trigger
-Added on_startup to onactions
-Added count_triggers ( same as calc_true_if on other projects )
-Added set_state_category
-Added set_state_name
[/quote]
The rest of the team are squashing bugs, working on late game performance and as always improving the AI.
Also don't forget to tune in to www.twitch.tv/paradoxinteractive at 16:00CET today where we will be checking out Millennium Dawn: Modern Day Mod in our series of mod highlights in World War Wednesday!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
We're thrilled to bring you our second music pack from Sabaton! This one with 10 new tracks illustrating moments of World War II with passion and power chords!
Tracklist:[olist]
Hi everyone,
As podcat mentioned in last weeks diary he would attempt to trick into writing a little something about modding. It didn’t work, I wanted to do it all along, hah! This week I will talk a bit about how to get into modding and how we work with requests from modders. Next week I will go into some of the new stuff modders can expect in 1.3.3.
Getting into modding can seem like a pretty daunting task and we’ve received some questions about how to get started. A good first step is going to the User Mods forum and take a look at the Useful threads/information for modders. and the wiki. The Hearts of Iron Modding Discussion subreddit is another good place to find resources.
Ask others in the Modding - Quick Questions thread. It’s a great place to ask specific questions once you’ve gone through some of the tutorials. If no one else can help, I might even show up to answer a few questions.
Starting the game with the -debug enabled gives you access to the console, where you can write trigger_docs. This will print a list of possible trigger and effect with some sparse (programmer made) documentation to the game.log. Sometimes you can find things here that have not yet been documented on the wiki. From there, it all depends on what you want to achieve.
Another useful launch option is start_tag=GER, which loads up the game as the specified tag, skipping launcher and country selector.
Starting in debug mode also enables the glorious error dog, who will show up and bark your mistakes at you, like a mad drill sergeant. The dog is your friend, do as it says and strive to fix all your mistakes before committing your mod to steam. Start from the top and work your way down. Here I’ve done something horribly wrong in the Centre state file, so I CTRL+ALT+Right-Click, open the file and fix my mistake.
Once you’ve gotten into it a bit you will most likely stumble across issues that cannot be solved with the current script features. This is where I come in… maybe! Go to the wishlist thread see if there is already a request for what you are trying to attempt and if there isn’t, make a post describing what you want to achieve. Most of the things in this thread end up in the document below, aptly named by podcat. We then go over the requests with the tech lead and decide what is possible to do. A lot of the requests we have gotten are for new triggers, basic effects, which is great. Other are basically new features, major core system changes or UI rework on a scale that is not modding, but making a new game.
A request could be:
‘I need a trigger for army experience’ (I can’t believe we don’t have this.).
‘I want to set state names with an effect’
‘I want the dynamic script flags EU4 has’
Etc etc.
Some will be implemented. Some will be rejected based on technical limitations. Some may even be planned for a future feature, in which case it really is worth waiting for the proper implementation by a team of programmers instead of just me.
Some of the recent additions include:
-Added console command: set_ruling_party
Exampletime:
You want to make a series of events where the German scientists goes celebrating after the fall of France.
set_country_flag = { flag = GER_drunk_scientists days = 120 value = 1 }
This sets a flag with the value of 1 that disappears after 120 days.
You can then use the flag as a trigger for a national focus that gives you something like the Bob Semple, or what else your drunken scientists would come up with.
modify_country_flag = { flag = GER_drunk_scientists value = 1 }
will change the country flag to 2, which you can then use to trigger something else. You can also see how long a flag has been set for and what date it was last set or modified.
You probably want to make you own tooltip though, since flags don’t generate proper tooltips at the moment. Proper tooltips for them might be a future request =)
custom_trigger_tooltip = {
tooltip = GER_drunk_scientists_tooltip
has_country_flag = GER_drunk_scientists
}
Hope this gives you an idea of how to get started and encourages more people to start modding Hearts of Iron.
Next week I will talk in detail about the new modding features that will be available in 1.3.3.
podcat : Since people are probably curious about a little update from the rest of the team, we have been working on some optimizations to speed up late game a bit. Also don't forget to tune in at 16:00CET on www.twitch.tv/paradoxinteractive today where me and Daniel will be checking out the Kaiserreich mod in our series of mod highlights in World War Wednesday!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone, yesterday the 1.3.2 Hotfix went live for Hearts of Iron IV so now its time to talk a bit about what we are up to next.
As I hinted at last week we have been listening to the community and decided that we want to put a heavier emphasis on bug fixing and improvements this year for the team. Hearts of Iron IV is a big complex game with a lot of moving parts and we are doing this both for you the gamers and ourselves so that we have a more stable and polished base to build new cool stuff on as well. This is something we started laying the foundations for just before Christmas by making sure we organize all our recorded issues and tasks to make sure we focus on the right stuff and have good progress.
For starters we are currently working on 1.3.3 which is going to be things that didnt make it into the 1.3.x hotfixes previously, general improvements across the board with fixes and improvements to balance, AI, bugfixing etc as well as a big chunk of stuff for modders Havebeard has been working on. This means that 1.3.3 will have no major system rewrites or anything like that, but a bunch of nice stuff all over. You can expect this patch to drop in a couple of weeks.
After that will be focusing our efforts on the 1.4 Patch weâ
Hi, 1.3.2 hotfix is now live and should be downloading on steam as we speak (you might need to restart steam).
If you discover any bugs in the patch, please report them in the bug report forum as usual.
Patchlog:
- Fixed CTD when double clicking the first factory in a line superduperfast to reset factories
- AI now much better at respecting airbase size limits
- Improved AI management of air missions
- Deployment is now allowed in locations where it supposed to, regardless if your capital state is not owned by you.
- Fixed huge slow down and eternal freeze in the peace conference.
- Lowered air combat delay so that some areas will still see combat even though caught in extreme time zones.
- Crusader Kings 2 achievement now requires correct states
- Rebalanced air combat for increased air casualties
- Air accidents should no longer happen in peacetime
- Added CTD safety for voice over playing in case player has some broken sound drivers
- Fixed potential CTD in clearing country resources on civil war starts
- Fixed a manpower transfer issue causing units to disappear after peaceful annexation (like the Anchluss)
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked out of any faction it is currently in
- Fixed two typos in Indian focus tree/ideas
- Tech tree now refresh after switching tag (when choosing to play as new puppet) which made some achievements tricky
- Transfer ship effect (like in NZL focuses) no longer sometimes transfers wrong ships (or whole fleets :D)
- French language translation fixes.
- Fix for Crusader Kings 2 achievement. Flags are now set from events granting them immediate freedom.
- Added script flags for Crusader Kings 2 achievement if SAF chooses to puppet nations.
- Mil to Civ factory conversion now properly removes the military factory.
- Japan now creates own faction and adds New Zealand to it for befriend Japan focus.
- Changed trigger for Befriend Japan to require same ideology.
- Only create wargoal on AST if ideology differs.
- Fixed has_goverment trigger doing the opposite of what it was supposed to.
- JAP will only create faction if not already in a faction.
- AST will join JAP if JAP already leader of faction. AST cannot befriend JAP if JAP is in another faction.
- Fixed an issue where in civil wars the dynamic tag side would end up with no manpower in their divisions and get them disbanded
Enjoy!
If you experience any problems with the game following the patch, please report it through our bug report forum
[quote]You need to have a Paradox account and sync that with your Steam account to gain access there. You can find information on how to do that here![/quote]
Hi everyone! The team is now back from holidays, rested and fresh and ready to jump to it. In fact we already have done a couple of things that we will be releasing this week if all goes well. Release of Together for Victory went well and we saw more people than ever play HOI4 during Christmas. It was also really nice to hear that people feel like AI has taken a good step in the right direction with 1.3 Torch and we will continue working with this.
So as I said we had time to fix a couple of things during the holidays and after getting back, so here is our changelog for a 1.3.2 hotfix:
[QUOTE]
- Fixed CTD when double clicking the first factory in a line superduperfast to reset factories
- AI now much better at respecting airbase size limits
- Improved AI management of air missions
- Deployment is now allowed in locations where it supposed to, regardless if your capital state is not owned by you.
- Fixed huge slow down and eternal freeze in the peace conference.
- Lowered air combat delay so that some areas will still see combat even though caught in extreme time zones.
- Crusader Kings 2 achievement now requires correct states
- Rebalanced air combat for increased air casualties
- Air accidents should no longer happen in peacetime
- Added CTD safety for voice over playing in case player has some broken sound drivers
- Fixed potential CTD in clearing country resources on civil war starts
- Fixed a manpower transfer issue causing units to disappear after peaceful annexation (like the Anchluss)
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked out of any faction it is currently in
- Fixed two typos in Indian focus tree/ideas
- Tech tree now refresh after switching tag (when choosing to play as new puppet) which made some achievements tricky
- Transfer ship effect (like in NZL focuses) no longer sometimes transfers wrong ships (or whole fleets :D)
- French language translation fixes.
[/QUOTE]
It will appear today (give it an hour or two) as an opt-in open beta for some community testing before rolling out for real. Hopefully this week if no problems are encountered!
Hopefully the above fixes the big issues encountered during Christmas break. More stuff will get done as we now start working on a bit bigger patch. Unfortunately I can’t really give a more detailed roadmap for you today as I had planned, because apparently there is a lot of stuff to do when everyone gets back from holidays planning wise ;) But next week I will know more and can share it with you. For everyone who has requested it though, we will be putting a much heavier emphasis on bug fixing and improvement this year. More details in next diary!
Today we don’t have a World War Wednesday stream. That will start up again next week. If you want to sate your HOI4 video craving I’m going to recommend checking out Daniel’s cool 60+ people grand multiplayer campaign he ran during Christmas. I asked him for a summary and he sent me this picture:
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone :D Hope everyone has been having a good time playing Together for Victory. This will be the last diary of the year, so lets get to it!
We haven't had time to gather much statistics yet about the release, but I'd figure I'd at least dig up the most popular of the commonwealth nations the last few days:
1. India
2. Canada
3. Australia and South Africa (basically same score)
4. New Zealand
I actually thought India would end up below Australia, but nope. In longer games (15h+) Canada ends up about same score as India though.
Mod support is also record high just before release of TFV at 60%(!!!). By far the highest of any of PDS titles, and we'll be buckling up next year to give even better support to modders as well in light of this.
When this diary goes out we have just put the 1.3.1 hotfix live. URL=https://forum.paradoxplaza.com/forum/index.php?threads/hoi4-torch-1-3-1-hotfix-patch-checksum-8152-not-for-problem-reports.990217/#post-22232690] Go here for details. We know it doesnt fix everything reported, but rather than wait until after christmas we wanted to make sure the stuff we had out and tested got to reach everyone playing rather than just people who opted into beta. Tomorrow pretty much everyone on the team go off to celebrate christmas. We will be back on 8/1 full of candy and fighting spirit and start working on reported issues for the next hotfix. I'll also give you some roadmap for the future then when it comes to patches.
Merry Christmas everyone (although I suspect I'll see you around on the forum durign the holidays also ;))
Read the original post
[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi, 1.3.1 hotfix is now live and should be downloading on steam as we speak (you might need to restart steam).
If you discover any bugs in patch 1.3, please report them in the bug report forum as usual.
- Garrison order should now be more stable and not reassign units quite as much on changing priorities
- Allied AI now more hesitant to naval invade Germany and italy early on
- Fixed some bugs restricting AI from template updates
- Improved some target templates for AI
- Reduced AI tendency to suicide attack into enemy lines
- Fixed a problem in AI where front priorities would sometimes fluctuate wildly leading to a lot of front flip-flopping
- AI now considers distance a bit more so wont pull most of its army vs ethiopia back early on
- AI for observed country is no longer blocked from diplo responding when using human_ai
- Improved AIs ability to prepare against enemies that they only have an ally sharing border with
- Spearhead order no longer so concerned about protecting its flanks
- When a Spearhed front is split, all units stay on the front that has the spearhed order attached to it
- Fixed some event picture issues
- Made the focus "Burn the royal portraits" available if South Africa has already broken free
- Fixed some setup issues with NZL tech setup in 1939
- added cosmetic tag for Soviet-controlled Finland
- changed national focus to Test the USSR for Japan to account for Manchukuo existing
- Fixed a CTD in peace conferences
- Fixed an issue with map stripe coloring not updating in peace conferences
- Fixed some issues with credits
- Shortcut for spearhead order is now Shift+X rather than B which was conflicting with strategic redeployment
- CTD Fix: Launcher no longer has msaa and anisotropic filtering that could cause crashes.
- CTD Fix: if player deleted a mod while launcher was running, and then selected it
- CTD Fix: Should no longer crash in GUI if a modder deletes the vanilla window component
- CTD Fix: Sometimes when hotjoining using manual server ID
- CTD Fix: When using old saves or incompatible mods due to naval base positioning
- CTD Fix: Tooltiping lend lease as it finishes could cause crashes
- Fixed a crash on load with invalid mods, NOT a complete fix, its something we are looking into more for future update to help players clear their document folder of invalid cache files and corruption.
- Launcher - Added a button (and a checkbox in crash report window), that offers to backup and delete all files that can potentially cause the stability problems.
- Optimized ai processing of upgrades, should remove much of 1940+ performance spikes
- A fix for a trade modifier not applied correctly if not bought the DLC.
- Fix for RAJ Famine removal not really needing corruption squashing
- Fix for Mexico Civil War inconsistencies
- Fix for missing SAF factories from focus
- Fix for missing INS convoys causing issues with trade/resource system
- Fix for missing event in CAN focus tree
- Fix for RAJ being able to pick ideology pushers without picking a path
- Fix for South Africa releasing African countries as not communist in the anti-colonialist crusade
- Fixed modifier capped 0-1, so you could never lower tension for sending volunteers for a country.
- Fixed script that used values outside the intended range
- Added port to Lesser Sundra Islands.
Of course there are issues reported that are not fixed in this hotfix, but rather than delay it to get those in as well we felt we needed to make sure the things we had was out to people before Christmas.
If you are one of the people with startup crashes due to mods this update both solves issues with that and gives everyone a new option to clean up their user folder easily of any old remnants of mods or other random detritus (what was causing many of the issues for people on release). Here is what it looks like (it will also let you do this through the crash report popup after restarting a crashed game):
Save 33% on Hearts of Iron IV as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
Reinforcements Have Arrived, eh? Together for Victory is Here.
STOCKHOLM – 15 December 2016 – The time has come for all the subjects of his Majesty to stand shoulder to shoulder against Fascism. Will you answer the call?
Together for Victory, the first expansion for Hearts of Iron IV, is now available on major digital retailers. This add-on for Paradox’s grand strategy epic about the tumultuous years leading to and including WWII puts the British Dominions and Commonwealth nations in the spotlight.
The major new mechanic is the Autonomy system. Nations still subject to a greater power have a range of actions available to them depending on how subservient they are. A Dominion will have some constraints on its foreign policy, but will be more independent than a puppet regime. Through decisions and actions, these subjects can assert themselves and gain full independence.
https://www.youtube.com/watch?v=1N4g7Irsdyk
Together for Victory also includes:
New National Focuses: Canada, Australia, New Zealand, South Africa and India each receive their own National Focus Trees, bringing their history to life
Spearheads: A new order simplifies breakthroughs in land invasions
Continuous Focuses: Choose a National Focus to boost your nation’s capabilities over time, prioritizing one aspect of your military machine over another
Alternate Histories: Each of the Dominion nations has alternate history branches. Lead South Africa to a Communist revolution that will end segregation but alienate Great Britain. Make Canada a Fascist state warily eyeing the giant to the south.
Tech Sharing: Cozy up to an advanced great power and take advantage of their research progress to accelerate your own development.
Combat Log: Extensive details on the performance of your divisions in battle are now available for you, Commander.
Request Lend Lease: Ask for assistance from across the seas in the form of lend lease, adding new vehicles and equipment to beleaguered armies.
New Art: New portraits for new leaders, old leaders have some portraits redone, and new unit designs and event pictures make their debut.
Sign up for a new challenge in Hearts of Iron IV: Together for Victory
################################################################
############ VERSION 1.3 "Torch" ###########
################################################################
#######################################################
# Together For Victory Expansion
#######################################################
- New focus trees, generals, and ministers for Canada, Australia, New Zealand, South Africa and India including alternate history paths.
- 19 New 3d models for commonwealth infantry, planes and equipment as well as accompanying 2d art
- New Autonomy system where a nations autonomy can move between Annexed, Integrated puppet, Puppet, Colony, Dominion or Free with different effects.
- Masters can recruit subject forces
- Masters can build in subject territory
- Continuous National Focuses are new focuses that give running bonuses (basic ones included in patch)
- A Land Battle Log giving you history and statistics of combats for a theater (basic history list included in patch)
- A new Spearhead batteplan command where units will aggressively take only marked provinces (great for encirclements using BP tool)
- Ability to request lend lease from other nations
- A technology sharing system where members of the commonwealth or factions can benefit from each others technological advances
- You can now release a nation as puppet and decide to continue playing as it
- 3 new commonwealth themed music tracks by composer Andreas Waldetoft
- Voice over sound for infantry units in: German, French, Italian, British english, American english, Spanish, Russian, Mandarin, Japanese, Danish, Finnish, Norwegian and Swedish languages.
###############################
# Free Features & Important
###############################
- Theaters now indicate number of attacking and defending combats with color for status
- Can now configure garrison order for what to guard.
- Can now edit existing lend lease details
- Added cosmetic tags for european states that are puppets of Germany
- Added cosmetic tags for east-european states that are puppets of the Soviet Union
- Added cosmetic tags for a number of British colonies (including a former one)
- Added a new type of equipment design company (support units)
- Added Manchukuo to the game. May God have mercy on us all (also a bunch of other nations!).
- Added achievement viewer
- Added a music player
- Added outdated equipment alert
- Added outdated and new production indicators for production view
- Added several new generals
- Enable player to call subjects to war even if the player isn't war leader
- Buildings can now increase in cost for each level. Forts and naval forts now ramp up in cost the higher the level
- Interesting countries screen can show more interesting countries with special national focus trees
- Air attack (from AA battalions) now counteract enemy air superiority effects in combat and for movement
- Warscore system now uses combats instead of just taking provinces (these give a lot less) to reward nations
- Added 12 new achievements
##################################
# AI
##################################
- Tweaked up base AI research factor for mechanized and lowered top lvl infantry weapons a little
- Moved Weserubung focus to be taken earlier in historical ai focuses mode
- Prevented ai from researching technologies more than one year ahead of time
- AI now takes research bonuses into account for picking techs
- Fixed casting errors in AI that could make it assign troups to a non-optimal front, and also cause overflows leading to random madness
- AI no longer ONLY saves all its nukes for punishing the enemy taking their own cities
- Improved AIs ability to adhere to supply limits.
- AI now attempts to recover when units are unable to reach desired front location.
- AI now attempts to detect and react to many encirclement opportunities, both against itself and against enemies. Includes evacuating dangerous areas and cutting off bottlenecks.
- Tweaked prio for what AI considers "weak enemy" to avoid attracting too many units.
- Added contininent prioritization for the AI with high scores to Europe and the Pacific, but low to Africa.
- Fixed bug where AI would keep swapping a fighter with land equipment at the top of the list for all eternity
- Various fixes and tweaks to AI naval invasions.
- AI should now be capable of using rockets.
- AI sets up a couple of fleets to be used for special missions.
- Tweaked AI research desires.
- Tons of AI front balancing work. AI randomly abandoning fronts should no longer happen, among many other things.
- Removed block from AI preventing it from adding more support than columns of regiments.
- Various bugfixes and improvements to AI template design.
- Made AI capable of making % of production LL and should increase their production accordingly
- Made AI threat assessment properly include faction members of countries they are about to enter war with
- Made sure that AI does not completely block itself when having multiple invasion orders against the same area but being unable to cover the regions for all of them at the same time
- Made AI better at supporting naval invasions by focusing on the next one to complete preparation.
- Tweaked naval invasion priority to make them more inclined to take islands (particularly with air bases) and home region
- AI no longer ends up in strange state where they are assigned to a root order but not a following attack order.
- Split up AI garrison order in two: home area and other areas.
- AI is no longer using all types of garrison locations
- Made AI invasions scriptably more unpredictable.
- Made sure that a factor of 0 in tech script blocks research, and that it can not randomly get a negative score when picking tech.
- Fixed strange bug in AI order assignment that left units assigned to a group but not an order.
- Scary fix makes AI actually consider all target areas of enemy, in stead of one at a time. Should set pacific area ablaze when the time comes, and keep the invasions rolling.
- Made sure AI is capable of calling subjects into wars even if they are not in a faction.
- Fixed crazy random bug in AI that could randomly reassign units to one front before recovering over the next few days
- Tweaked crazy production AI that lead to air fields in very bad places waaaaay too early
- Fixed problem that caused garrison order to not garrison forts even when it was selected
- Made sure that coastal defense garrison order prioritizes ports over empty coast if not enough units to cover entire coast
- Made sure AI no longer ends up switching between mutually exclusive techs even when halfway through.
- AI no longer spams trucks like they were some kind of war winning superweapon.
- AI countries now will always call subjects who cannot decline into war.
- Fixed AI leaving military factories unassigned.
- Improved AIs capability of determining if ready for war as well as AIs ability to ask again.
- Made AI able to remove regiments in template design under certain circumstances.
- Made absolutely sure that the AI uses military factories, even if it does not want to build more air planes.
- Rebalanced AI desire to produce infantry equipment.
- AI does not trust countries in other factions even if they have a NAP with them.
- Unitcontroller does not consider provinces empty when a division is fighting its way out of it. Should reduce front shuffling.
- Stabilized AI invasion prio scores. Should result in invasions not swapping units around as much and randomly getting canceled.
- Blocked the AI from swapping the last support battalion int template design over and over.
- Added AI strategy to tweak desire for modifying templates.
- Fixed overflow that cause some countries to not build planes causing USA to end up with 0 strategic bombers.
- Made sure released AI countries don't get stuck building nothing.
- added a naval base in northern China to try and encourage Japan to engage in China
- adjusted ai weights for Germany to allow non-historical Germany to actually decide to go with China instead of Japan
- adjusted Soviet historical focus list slightly to account for focus requirements
- Germany will no longer try and befriend Japan if Japan is already in faction with them. Germany doesn't l-like Japan or anything!
- Garrison orders logic was significantly improved
- China no longer accepts puppeting with historical focuses on unless Japan is comically strong. China accepting now also adds World Tension
- Added system of scripable ai areas for ai prioritization
- Fixed bug in unit controller that would lead to provinces not getting any units.
- improved italy's minister picking AI
- increased priority on some early industry techs for AI
- Fixed a problem with naval invasions getting destroyed upon execution for AI
- Fixed an issue with AI's old templates becoming honeypots for updates
- Improved German production AI strategy
- Marked equipment as correct type for AI to avoid it getingt caught in truck vortex
- Tweaked german idea selection for chief of air force
- Fixed bug where ai strategy for template upgrades would pick wrong target
- Tweaked japan starting strategies for divisions, less trucks for the truck throne
- Tweaked japan target infantry template to try and keep their costly madness down
- Tweaked chinese tech ai
- Tweaked minsiter selection ai for japan
- Tweaked minsiter selection ai for germany
- Tweaked minsiter selection ai for france
- Tweaked trait evaluations for AI
- Fixed issue where AI always thought negative modifiers were bad, even when they were good (bad ai! no I mean good ai!)
- AI is now blocked from putting CAS on naval bombing missions. Should help GER and JAP
- Japan will no longer approach Germany for an alliance if Germany is not leader of a faction
- AI should no longer be able to cancel unit movement that is retreating.
- Further improvement to unit balancing between fronts
- AI should no longer leave civilian factories unassigned
##################################
# UI
##################################
- Focus trees now remember their position when closed. Resets when looking at other trees
- Diplomacy window 'sort by our opinion' now handles reverse sort
- Proper highlighting of 'add new command group' button
- Fixed overflow on long nation names in trade
- Subject view, manage occupation and idea subwindows in politics view are now mutually exclusive and wont stack on top of each other
- Added new icon to division modifiers in combat to highlight AA support
- Setting up lend lease no longer says convoys are needed always even when they arent
- Trade interface no longer incorrectly states that you need convoys when you dont
- Amount of convoys indicated in trade interface now takes ones actually already used on route into account when displaying deficiencies
- strait mapicons no longer eat dragboxes and zooming
- added cool canadian motto to loading tips
- Fixed war view so ally does not wrongly show up in both member and uncalled sections.
- Now dangerous naval invasion alert disappears correctly when enemy invasion fails
- Dangerous naval invasion alert now disappears in max a month after success instead of next hour
- Added In the Field and In Training to Manpower tooltip in top-bar.
- Changed some equipment names. Fixed a lot of typos.
- Added glorious manchuria leader Henry Pu Yi for benefit of all
- Map icons don't merge naval and land ones now, yay
- Added flags for ANG BOT COG MZB KEN and ZIM
- Added mr Orde Wingate, FOR TEH ORDE
- Added 4 new indian generic leader portraits
- Added 4 new african generic leader portraits
- Around 60 new focus icons added
- Around 34 new national spirit icons added
- Added 108 new report and news event pics
- Added training indicator for armies in theater list
- Added custom backgrounds and glow to show new and out of date items in production view
- Made selected unit and wings sexier and easier to see (thanks Roflbinflood)
- 'Received' and 'Given' military access relations are displayed with different icons in diplomacy view
- Always pause for peace conferences in mp when a human player is involved
- Longer range now supported for "mutually exclusive" national focus indicator
- Resources now always shown in peace conferences
- Option slider for setting volume of ingame voices
- Clarified tooltips for breakthrough for attacks in combat view
- Improved tooltip for "dismantle faction" button
- Fixed misleading tooltip for naval invasion order
- added DEF names for cosmetic tags ("The
Hello everyone! This will be the last development diary for Together for Victory before release tomorrow. Releasing something you've worked on for a long time and finally having it in the hands of gamers (or whatever the closest digital distribution equivalent is ;) ) is always a mix of excitement and nerves and its going to be really great to see what you think about this first step of updates to Hearts of Iron IV. Anyways, without further ado the topics of today: Achievements and the Torch patchlog!
Hi everyone! As some people from the fan gathering already know I am happy to announce that Together For Victory will be released on the 15th of December. This means only 2 dev diaries left, and today's will be pretty big so we have time to present everything we have been up to! This diary will also start off a series of smaller mini-diaries about the AI from SteelVolt.
It should be noted that these generated cosmetic tags require very little scripting - just an entry in the right localization file. But the possibilities are quite extensive. Modders can freely set cosmetic tags with set_cosmetic_tag = and remove them with drop_cosmetic_tag = yes. The autogenerated cosmetic tags are Subject_Overlord_(ideology)_autonomy_level, so for example:
BLR_GER_autonomy_dominion:0 "Weißreußen"
or
ZIM_ENG_autonomy_puppet:0 "British Rhodesia"
or
LIT_SOV_communism_autonomy_integrated_puppet:0 "Lithuanian SSR"
We are hoping to use this feature a lot more in the future to improve immersion and aid in storytelling, and we are certainly looking forward to the crazy cool stuff the community can come up with.
We have also decided to bring back Manchukuo. Originally left out to make it easier for the Japanese AI to fight China, we are now happy to report that we have fixed the issues that Manchukuo caused to the Japanese. Manchukuo starts as an integrated puppet of Japan and does not have a unique focus tree just yet.
ATTENTION SOLDIERS!
For this Dev Diary I’ll talk about something you might not be that used to have in Hearts of Iron franchise:
Voice Over!
For this expansion I wanted to do something more with the audio and trying out something completely new for our history based games. So I wanted to have your units reply back in their native tongue whenever you select them and giving them order and there should also by different Voice Over lines when you select units during combat, if you now are playing as a country which we support Voice Over for now.
Here is a short overview on which languages we have recorded:
soundeffect =
{
name = "GER_infantry_positive_combat"
sounds = {
sound = de_Positive_001
}
max_audible = 1
max_audible_behaviour = fail
volume = 0.45
volume_random_offset = { 0.0 -0.15 }
playbackrate_random_offset = { 0.0 -0.15}
}
But if you replace “GER_” in the “soundeffect” instead to “HOL_” it should look like this:
soundeffect =
{
name = "HOL_infantry_positive_combat"
sounds = {
sound = de_Positive_001
}
max_audible = 1
max_audible_behaviour = fail
volume = 0.45
volume_random_offset = { 0.0 -0.15 }
playbackrate_random_offset = { 0.0 -0.15}
}
Now the German Voice Over will be triggered for Holland units when they are in combat instead for German units. You will apply the same method for the other type of Voice Lines which are scripted:
_infantry_idle
_infantry_neutral_combat
_infantry_positive_combat
_infantry_retreat
Just script in the right landcodes and script in audio assets and I think you will be able to create really cool audio mods.
Music: (handing over to Andreas Waldetoft here...)
I have already done some British music for vanilla Hearts of Iron 4 score, but I wanted to expand on that and have an even more appropriate mood when playing as commonwealth countries. From fire ridden London, to tanks helping the British to victory in El Alamein. Together for Victory will come with 3 brand new themed tracks.
https://www.youtube.com/watch?v=aRxK66AzfwQ
To make managing and playing your music easier we are also adding a music player as part of the free 1.3 (Torch) patch.
Hi everyone! With the team now back from a few days on Malta (where we learned, among other things, that limestone walls trumps radar for warning about incoming italian bombers), we are back at full steam and have another dev diary for you talking about stuff coming in Together for Victory and the free 1.3 patch. First up is the new focus tree for New Zealand:
New Zealand
In 1936, the First Labor Government had just taken power in New Zealand, the smallest of the commonwealth dominions. This new government introduced a number of social reforms and created what would become the world's first modern welfare state. In practical terms, this gives you a much needed boost to your available manpower and provides more workforce for your factories, represented by a reduction in consumer goods required.
Open bigger version
With a very small industry, you'll have to work hard to expand your production capabilities. Fortunately, unique resources in the form of natural gas, oil and iron rich sands are available for you to exploit. Several industrial initiatives are also available to you and lucrative technology sharing focuses will give you a valuable advantage if you remain loyal to the commonwealth.
If you choose to abandon Great Britain to it's fate however, there are three options for you. You could side with the Japanese as they are your biggest threat, or you could embrace the global revolution and form closer ties with the Soviet Union. The last option available is to establish a true independent New Zealand and take your own path. Perhaps by taking Australia on the way.
Some of the new leaders & portraits for new zealand
When working on the New Zealand tree, we wanted to include some important historical developments. The formation of the Royal New Zealand Navy and Air Force were important for the country's ability to defend itself. To aid you, two light cruisers and a number of aircraft will be transferred to the newly formed services.
The Charlton Automatic Rifle, although historically never deployed, was a modification of the Lee Enfield rifles for automatic fire. This was just one of many efforts to make do with what limited resources they had at hand.
Another such effort, perhaps not quite as successful, was the development of the Bob Semple "tank". This indigenous armored fighting vehicle was constructed from a tractor chassis, armed with no less than six Bren machine guns and was armored with corrugated metal plating. It was believed to be bulletproof.
Combat Log
You might have spotted changes to the theater interface in earlier screenshots, and now is the time to explain whats up!
First of all there are two new indicators on the right. These show you how many active defensive and offensive combats are going, and if any of them are having problems. Its a good way of noticing if there are changes to the status of a front at a glance. Next to them is a button that opens up a brand new interface: The combat log.
This new feature gives you access to history over combats for the selected command groups in the theater. Summarizing losses to combat damage, attrition, any combat modifiers that were present and breakdown on losses to air. The idea is for you to be able to analyze the situation after the combat is over. This part will be available for everyone as part of the free 1.3 "Torch" Patch. For people who get Together For Victory there are also two more tabs available letting you dig into lists of equipment losses for you and enemies and check out performance of division templates involved in the fighting.
Thats it for today, next week I'll be inviting Jazzhole and Metal King over to talk about awesome new music and sound.
Also don't forget to tune in for today’s World War Wednesday Livestream and find out if who of the Allies and Axis will be able to tip the balance in the war in Europe! Watch it live @16:00CET over at https://www.twitch.tv/paradoxinteractive!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone, after just getting back from enjoying our weekly Wednesday Indian food at a local place, what better topic to cover than India!
India is a colony under British rule, that means that, unlike the dominions we have presented so far, they have more restrictions and limitations placed on them. These are things that you will want to shake off as a player - for example, unless you gain Dominion status you will not fully benefit from technology sharing.
Enlarge image
After Provincial elections are done India is faced with two paths towards freedom (Historically both occurred simultaneously to a degree, but player must decide which one they want to play). On one hand they can continue to cooperate with the British and earn their freedom or status as dominion through service and the autonomy system (see last week’s diary). India at this time is a nation split between the Quit India movement & Gandhi calling for freedom, various Princely states supporting the British as they fear losing their power, and a large Muslim community that can sway to support independence and the creation of Pakistan. If you check the rightmost part of the tree there are also British investors getting fat off of India which may gain you some short term benefits in military and civilian investments, but which will also set back your struggle for independence.
On the other side the player can decide to go the non-cooperative path “Swaraj”, or self governing. This in effect puts you in the shoes of Subhas Chandra Bose trying to rally support for Indian independence from other factions. You can both ask Comintern and Axis here for backing. It is also possible to proceed without backing, but it is very difficult. With backing (or not) you can then launch a civil war and fight for your independence and continue to build up your nation free from the clutches of the British imperialists. Note that there is no classic "fascist or communist" path here, the support you get will dictate the direction for your nation. Bose was in my opinion much more interested in practical things and achieving freedom rather than promoting ideology and would have gone with any side that supported him (he asked Soviets first historically, but was told 'no'). It doesn't mean that you can't peacefully go communist etc, but it would be done using regular mechanics.
Military wise India is famous for having the largest volunteer army in history at the end of WWII. To model this you are limited to a strict volunteer army until you gain higher autonomy levels. But several focuses give you forces from Gurkhas, Sikhs etc. India gets several choices for making its army more distinctly Indian: setting up local officer training of Indians, mountain artillery and jungle training etc.
India also starts with the national spirit “risk of famine”. This is a serious internal issue that will be up to the player to solve. Famines have long been issues in the area, but war, corruption and the like will stress things to a breaking point. If you gain enough autonomy to gain control over local government, root out corruption and improve railways and infrastructure, you will be able to prevent the famine entirely, but it will put you into a bit of a race once you get dragged into World War II.
Subject Forces
As I hinted at last week the new autonomy system allows you to recruit forces from your subjects. This is done through the normal training & deployment interface where you can pick one of your subject’s division templates which gets copied over to you and is now marked as a subject template. These templates are a mix of yours and their manpower. For a colony its 30% of masters manpower and 70% of subjects. Actual equipment to arm them is supplied by the master. Other autonomy levels, like puppets, generally have lower requirements. These forces can only deploy in their home nation and must then be transported to other theaters. Using these forces also increases the subject's autonomy in the same way as expeditionary forces will, so its something the master needs to consider.
We are going on a short company trip to Malta tomorrow, so there might be some delays to posting that day. Just a heads up :) Next week we will be taking a look at New Zealand and some other stuff!
Remember to tune in for today’s World War Wednesday Livestream and find out if who of the Allies and Axis will be able to tip the balance in the war in Europe! Watch it live @16:00CET over at https://www.twitch.tv/paradoxinteractive!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
As the swedish weather takes a turn for the worse it's time to huddle up around the tent heater and type up another diary. Today we will be talking about Autonomy which is a new concept replacing the old master-puppet relationship in previous Hearts of Iron games coming in the Together for Victory expansion.
Instead of either being Free or Puppet nations can now live on a scale with fixed steps. The idea here is that we wanted both to flesh out relations between nation and give new gameplay abilities to gain freedom when playing as a puppet.
Free
Welcome to the 4th dev diary for the Together for Victory expansion currently in the works!
South Africa
South Africa starts out in a precarious position. You don't have a lot of industry, but your manpower is even worse. The national spirit "History of Segregation" reduces the recruitable population by a crippling 55%. You will be able to remove it through a series of national focuses, but it will make building up for the war a lot harder. Politically, South Africa was by no means a united country during the late 30ies. While it was a British Dominion, the memories of the Boer Wars are still alive, and historically, joining the war was a very narrow thing that cost the prime minister his job - Hertzog had campaigned to keep South Africa out of the war, while his party decided that they would stand with Britain. A strong pro-German opposition even carried out acts of sabotage inside the country. In the event of war, you will have to deal with them.
Click here for bigger version
Of course, if you wish to depart from history, you will have ways to do so. One of our design goals in this expansion was to give more alternatives to playing a country, while also faithfully representing the historical outcomes. Another goal was to open up new areas of the map to warfare, which were fairly untouched in the historical timeline. If you know the location of every swamp province in eastern Europe by heart, perhaps the lands south of the Sahara will provide a new challenge.
In the fascist branch, you decide to side with the hardcore anti-British Afrikaner Broederbond and either try to use the opportunity of the war to roll back the loss of Boer colonies or decide to go with Germany (they won't ask for their colony back...for now), which will even allow you to join into a tech sharing arrangement with them. But seizing power will not be easy, and you must time your moves carefully. If you play your hand a little too late or a little too early, you will face the might of the British Empire without friends to help you. Once you are securely in power, however, you may even decide to crown a new King for your country (you may have to make do with a slightly used one for starters).
In the communist branch, you will first work to unmake the discrimination against your fellow black workers, before facing a difficult choice - you can decide to join the comintern and become a staunch ally of the Soviet Union in Africa. Soviet Advisers will help you improve your military, while a tech sharing arrangement helps you find the scientifically correct way to achieve victory. The alternative is called the anti-colonialist crusade: Having thrown off the shackles of your colonial masters, it is time to start decolonising the rest of the continent. For this purpose, we have added a number of African countries which you can liberate. Don't worry, you won't have to march into Lisbon to free Angola. If you control the state, you will get the option to free them even if you are still at war with Portugal. But of course, you may instead decide that these young nations need more firm guidance...
With South Africa's limited resources, you must make careful choices to navigate the war. Tech sharing can provide you with a powerful boost to your research speed - a boost you will lose the moment you decide to leave the Commonwealth. Britain will also be a source for more advanced military equipment that will not be available when you leave.
Like the other commonwealth nations we are fleshing out there are new portraits for leaders and generals too:
Continuous Focuses
With Together for Victory we introduce a new type of national focuses. These can only be taken if you have done at least 10 regular focuses first and rather than taking 70 days and giving you a rewards they instead give you different kinds of bonuses while they are active (this means you can turn them off if you are low on political power or need to do something else). The base system here will be part of the 1.3 Torch patch, while the focuses related to new mechanics in the expansion will only be available to people who get that.
For King and Country, Paradox announces Together for Victory
First Expansion for Hearts of Iron IV has Commonwealth Focus
STOCKHOLM – 1 November 2016 – When the fires of war erupt and your nation is under siege from the greatest war machine the world has ever seen, it is good to know that you are standing shoulder to shoulder with your brothers and sisters around the world. Together for Victory, the first expansion for Paradox Development Studio’s World War II game Hearts of Iron IV, shines a bright light on the British dominions and colonies that rallied around the flag in England’s darkest hour.
https://www.youtube.com/watch?v=QCbK6ZmJ0MM
The centerpiece of Together for Victory is a set of new National Focus trees for five subjects of the British crown: Australia, Canada, New Zealand, South Africa and the British Raj in India. Make history with appropriate technology or alternate history paths, as well as new portraits, new leaders and new companies for the Dominions. Together for Victory is the first step in a process that Paradox hopes will tell the story of every nation in the great conflict.
Together for Victory will also include:
New Autonomy system has different levels of dependency and status for subject nations – puppets, Dominions and fully independent states
Continuous National Focus ideas will add new bonuses and improvements to your country as you take it through the crucible of war
Nations can request a Lend-Lease agreement from their allies and friends if they are in dire need of equipment and vehicles
And much more, including updates and changes to the combat system
Hearts of Iron IV: Together for Victory is coming soon to major digital retailers, including the Paradox store.
So, last week we announced the name of the expansion we are working on: Together for Victory. A big focus of the expansion is fleshing out the commonwealth nations and first up last week was Canada. Today we will be showing off Australia!
Australia Focus Tree
Australia ended up with a really big tree actually (although much is mutually exclusive paths where you need to make a choice). We put extra effort into their alt history paths because we figured their location made them well suited for this.
Australia start with the national spirit Great Depression, which limits their production capacity during the initial years. This is modified through a number of wartime emergency foci that become available as tension rises and war breaks out.
On the political side Australia has a few choices. The main choice one is whether to stay with the commonwealth or break free.
If Australia decides that it is tired of fighting Britain's war, there are a few option. From here Australia can either focus on protection against the Japanese menace lurking next door, by trying to form an alliance with USA.
The fascist path features civil wars and, deceit and a glorious deal with Japan to split to South West Pacific between the two empires.
The communist path focuses on helping communist China by sending equipment or volunteers. Once Australia has proven it is willing to make sacrifices for the revolution Soviet will accept them as a member of the Comintern.
Like Canada we have also been adding extra leaders with unique portraits (magnificent beards make such a difference for admirals).
Technology Sharing
You might have noticed that the Canada tree presented in the previous diary as well as this one made references to mysterious technology sharing focuses. This is a new feature part of Together for Victory which is set up from focus trees or events. It allows nations to share their technological progress with other members of their sharing group (not necessarily limited to factions etc). The way it works is that the more members of your group have unlocked a certain technology the more bonus you will have to research and catch up. Some like the commonwealth basic one has no limitations on affected technology, but things like the Tizard Mission between UK and USA are limited to electronics, radar etc. You’ll have ways to improve your bonuses from sharing, and some nations will get less out of technology sharing than others, but we’ll get to that when we start showing details about how the new autonomy system works (in a future diary).
I expect some people here are new to how we work with DLC at paradox, so going to go over it again. Whenever we release an expansion there is also going to be a free patch coming out for players along with it with fixes and changes, and this is no matter if you buy the expansion or not. For Together for Victory this will be 1.3 Torch. I'll be holding off on printing bug fix lists until just before release, but I figured I'd let you know that we have made some good progress on solving the issue with small vs big air wings (and similar issues in naval combat) as well as done some rebalancing there last week.
See you again next week where we’ll be talking a look at South Africa :)
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hello everyone and welcome to another Europa Universalis IV development diary. This time we’ll go into the main flavor of the 1.19 patch, which we call Denmark.
Well, why do we call it Denmark? Well.. First of all, we’ve added lots and lots of Dynamic Historical Event to Denmark, bringing them up to par with other european majors. Skåne also starts with the Skånemarket, a large bonus to the fish produced in the province. We have also added a few new provinces in Jylland, while also increasing the development of Denmark as a whole.
And as you can see here, the Danes get a nice new unit in 1.19 as well..
Norway also got an improvement, getting their map revised to include a fair amount of new provinces, and a wasteland in the center of the mountain range, to make the country more easily defended against the vile swedes. We also gave them a huge chunk of new Dynamic Historical Events, making playing them a fair bit more interesting.
We also improved the political mapmode, as so many had requested, so we now show the terrain map where there has been no colonisation yet, so you’ll have some more informative eye-candy while playing
One other thing to mention today is the fact that we added a fair bit more instructions to the AI for your nation if you crash or are forced to stop playing for a while in a campaign. The following options now exists for your convenience.
Welcome to the second diary covering stuff in the upcoming (unannounced) expansion and patch, if you missed the previous check
larger
You will notice a few things. First up: it's BIG! Secondly, we have made sure to support all ideologies without restricting internal development and such too much by ideology (you can mobilize industry no matter what etc). This is something we feel strongly for and will keep doing in the future as some of the major trees can be a bit inflexible. It's not readily apparent but there are a couple of new features hidden in choices in this tree as well that we will be talking about in future diaries, but to not give away too much this early: we are expanding on the puppet/subject and master relationships into a new system with levels that can be affected, and there will also be neat new things with technology (I probably said too much already now though.. More in the future!).
Each of the nations we add comes with more Generals/Admirals, portraits, custom equipment icons and 3d models where appropriate. We really want to make sure that nations we add feel fleshed out and give you new ways of playing (focus trees are great for this!)
To make playing the allies cooler we are also adding a new feature with the expansion: Request Lend-Lease. This allows you to make broad stroke requests such as requesting infantry equipment or heavy tanks to your allies, they can then exactly how to fulfill that (or if they can’t at all). Like we usually do we team new features with free stuff in the patch so you can now also modify a receiving lend-lease if you no longer need parts of it (or even the whole thing). This functionality will be for any kind of Lend-lease too so no matter how it's set up you can avoid canceling the whole thing when you just want to change parts.
Next week we will be covering more new stuff, but until then don't forget to tune in for the expansion announcement and multiplayer stream at 15:00 CEST today. We will be trying a new format with spokespersons for each major faction being able to talk on the stream with headsets so things should be more involved than normal!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone! Today I will start talking about features coming in the future expansion (still not announced yet, so its name shall remain under fog of war). First up are things related to battle plans and managing unit orders
Paid Feature: Blitz Command
The Offensive Lines in battle plans are designed to expand as a front expands and you take territory. This works fine if what you want to do is push along a broad front, but not as well when you are trying to have several orders in the same area active at once or doing encirclements or more detailed things. As long as such are a couple of provinces microing some armored divisions to do it is no big hurdle, but for bigger stuff that becomes a lot of work. So, to improve on this we are adding another tool to the battle plan toolbox for you to use: Blitz Command. A blitz command works differently in that when you activate it it remembers the area you tell it to take and will do that without readjusting its width or caring about other things getting in its way. Perfect for drawing pincer movements and encirclements!
We have also worked on the AI’s ability to identify encirclements and choke points, so even though it's easier to plan an encirclement now actually successfully pulling them off will be more difficult.
Free Feature: Configurable Garrison Order
The Garrison order has gotten some love and you can now configure what you want it to guard and care about. So if you only care about ports and coastlines you can select only ports and coastlines for the order. It will also help you a bit and count up how many divisions are at least needed so that it can place one on each spot according to your order.
Thats it for this week but we are doing a Q&A stream today during World War Wednesday at 15:00CEST so tune in if you have questions (about anything really) and I'll do my best to answer :)
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone, today I thought we should do something different and take a look at how some concepts have changed over the Hearts of Iron game series. We'll be looking at supply, upgrades and reinforcement and such first.
Hearts of Iron 1
I didn't remember how it was here, and actually had to go buy myself a copy of the game online because I couldn't find any discs :D
HOI1 has a pretty simple supply "system", a percentage of your total Industrial Capacity (IC) is diverted to supply production via a slider and goes into your supply stockpile. Units consume supply and if they run out they start losing organization etc. For a unit to be able to draw supply it needs to be able to trace a path to a friendly port or its capital. There was also a combat modifier penalizing you from fighting far away from your capital.
Reinforcing had to be done manually (although you could do it for whole armies) by clicking on their strength to bring it back up.
Upgrading divisions was a bit tricky compared to later games. You had to take them off map into the Force Pool, perform the upgrade by partially rebuilding it and then redeploy the unit on the map.
These systems gave great control, but forced you to do a ton of micromanagement and keep track of a lot of things at the same time.
Hearts of Iron II
Supply works a lot like HOI1, but introduces concepts like Supply Efficiency and Transport Capacity (TC). TC is a global value that gets automatically set as 150% of IC (could change by modifiers). Each division adds up to your total need of transport capacity depending on their supply consumption and if you go over it you start getting penalties. What directly effect a division is called Supply Efficiency which is an average of TC, local infrastructure and any bonuses from local HQ.
Supply for divisions was now changed to be less micro intensive. You could prioritize armies and also give them special Offensive Supply when in a pinch. Doing so gave these units improved supply efficiency for a month at huge cost, but was good for your elites and critical offensives.
Upgrading and reinforcement is now also less micro and done by diverting a percentage of your IC to it with a slider. You also had the option of producing attachments (like military police or anti air) to your divisions which could be deployed later.
This basic system made for a lot less micro management, while only giving up some control (there is only really 2 prio levels since a division is prioritized or not), managing attachments was some micro, but it was a step in the right direction and gave great control. One of the major downsides of the system was that there was no real way of controlling Transport Capacity, so if you expand into in asia your front in europe will get same penalty when going over a global TC, but as an abstraction it worked pretty well.
Hearts of Iron III
For HOI3 we wanted to expand on the supply system and make it more realistic. Supply and fuel are transported around the world in a province-by-province (and through naval transports) flow network.
This system meant that there was a realistic delay built in when stuff changed and bottlenecks appeared and it's probably our most realistic system to date. The downside of this was that it was extremely hard to understand and follow (and also was very very bug prone). A problem a week ago could be causing your current frontline issues and because it was all a flow system with incremental changes being able to interpret how it was going wasn't exactly clear. What actions to poke the network with to improve things also was never really readily apparent for people without a lot of experience. We even added an "arcade mode" supply option that bypassed all the complexities and put it back to HOI1 level basically.
Like HOI2 reinforcement and upgrades were now handled by diverting IC and upgrades.
There is no way of prioritizing different armies or geographical areas, but you can tell units not to receive upgrades or reinforcement and in that way control where stuff is sent.
HOI3 also expanded on divisions and basically made everything an attachment. This meant that you could reorganize brigades on the map by shuffling stuff around and do things similar to attachments in HOI2. The downside was that this was very micro intensive when you wanted to reorganize army templates as there was no way of doing it across more than one at a time.
Hearts of Iron IV
For HOI4 we changed the supply flow system to be instant and based around bottlenecks instead. The goal being that it should be easily apparent what is causing your frontline problems. We also moved to larger areas to get a better manage the complexity for calculations and display to player.
When it comes to upgrades and reinforcement we made drastic changes in HOI4. They are now effectively the same things as you produce equipment rather than an abstract supply value to fill your divisions. We also added abilities to prioritize where supply went between theaters for better control, and even flagging division templates as elites, regular or reserves to manage their priority within theaters.
Looking at the system I think gameplay went up on all accounts here. I think the system feels more realistic and immersive when looking at how you need to build exact equipment, but with fuel costs calculated into production of equipment rather than when using them (like on ships). There are some suspension of disbelief issues here we want to work on in the future.
When it comes to managing upgrades of divisions compared to HOI3 we also made a big leap. It's now easy to do incremental changes to lots of divisions at once, either through editing their master division template, or changing a couple of selected divisions at once. Also upgraded equipment now slowly trickle into the divisions, upgrading them bit by bit in the field rather than all at once like in previous games.
Team wise we are working on the expansion right now and should be able to start doing dev diaries on it soon, but let me know how this one felt, is it interesting to take a trip down memory lane?
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hello all!
KimchiViking here. New Project Lead for HOI4.
As podcat mentioned in his Dev Diary last Friday; we're going to do these DD's on Wednesdays from now on. Starting with a presentation of the team, as it is right now.
Currently the team is comprised by members from Sweden, Denmark, Russia and Belarus. Which means that if you walk into our section of the Paradox offices, here in Stockholm, you are likely to hear a garbled mix of English, Scandinavian and Russian. And yes, our walls are full of war propaganda posters. People keep toy tanks on their desks. Just how you always imagined it, right? ;)
More people are joining us soon.
However, without further ado. This is the HOI4 team as it looks right now.
In alphabetical order…
Today we released patch 1.2, a.k.a. Sunflower for Hearts of Iron IV.
Highlights of this patch:
- AI improvements
- Custom difficulty settings allow you to adjust the relative power of Germany, France, Italy and the Soviet Union
- Improved peace conferences, based on the popular Steam workshop mod by Neutrino.
- Hotjoin added for multiplayer games
- Resync button added to remedy connection issues without having to re-host multiplayer games
- Added new releasable nations
...and much more!
Due to Steam's limited space, and the length of the patch notes. Please visit our official forum for a full list of changes.
Read full patch notes!
[quote]Older save games should be compatible, but as usual we strongly recommend finishing off old ironman saves using 1.1 to avoid unpleasant surprises.
To stay on a previous patch level:
1. Right click Hearts of Iron IV in steam
2. Click Properties and go to the tab that says "BETAS"
3. Select the appropriate patch (most likely you want 1.1 - Red Ball Express) in the dropdown list
4. Close the window and let Steam update the game
When you want to upgrade to 1.2 you repeat the steps, but select "None" in the dropdown list.
If you experience any bugs in 1.2, please post a proper bug report in the bug report forum[/quote]
Hello everyone, this is going to be a very short diary because the team is knee deep with work on the Sunflower patch today.
Patch is coming along and bugs have been squashed this week, but there are no major new features to talk about this week. The funniest bug found was probably the one where German AI, presumably due to its strong sense of honor, refused to attack units it massively outnumbered (say 40 divisions of medium tanks vs 2 infantry divisions sitting on Copenhagen). We are also looking at integrating the Enhanced Peace Conference AI mod into the patch, because frankly it works well and its creator is a nice guy who gave us permission :)
Oh yeah, also our artist added more neat icons (now 14 in total) for your Armies so it's easier to keep them apart:
Now for something totally different! As you know our games collect stats and metrics and who doesn't love stats?
Hi everyone! Friday means its time to give you all a fresh update on Sunflower (1.2 patch) progress! Its starting to come together nicely now, so without further ado, here is what's been happening...
GUI improvements
Managing a lot of divisions training in parallel can get hard to get an overview of so now it’s possible to compact the entries. As an added help we now color training that is blocked by lack of equipment making it much easier to manage your queue size.
As a minor improvement to support the work on next section naval battle and port strike reports now give a quick summary over damage to survivors as well so you know how much was done in total and naval invasion alerts are more relevant and accurate.
Naval Balance
There has been a bunch of reports about the submarine game not working so well, so this week we fixed bugs and tweaked submarines and convoy raiding. The big bug was that raiders would attack empty routes (supply convoy routes to places with enough local supply, so that they weren't used), this meant that they would be attacking non-existent convoys in a bunch of places rather than real ones making it appear as if it was impossible to catch anything there. General detection was also too low and has been tweaked up. The way sunk convoys affected efficiency of transport also had problems and have been tweaked for much stronger impact now. Starving out islands with a lot of defenders work a lot better now and raiding convoys can be pretty potent!
The AI’s use of fleets and missions have been improved a lot for Sunflower, but it’s still an area that needs more work to be really competitive with players. It’s something we will put effort into in the future.
General balance-wise we have been working on stuff to promote mixed fleets better and discourage light cruiser spam and lowering the impact of evasion in combat, meanwhile torpedoes have also gotten stronger. It’s going to need some more tweaking before the patch is out, but naval balance is now already much better!
Script update
We feel it is a shame that so many of the Soviet loving players chose to avoid the fiery alternate history path that picks Leon Trotsky. It simply has not made sense from a pure gameplay perspective. We’ve added a focus to address the issue that Trotsky is a much weaker choice than Stalin.
After winning the civil war, a Soviet player will be able to pick the focus ‘Permanent Revolution’, which unlocks parts of the same tree that ‘The Great Purge’ does.
Once the focus is completed, Trotsky’s trait will change to ‘Triumphant Revolutionary’. This will remove his Political Power penalty and make it much cheaper to help fuel more righteous worker revolutions across the globe.
“The end may justify the means as long as there is something that justifies the end.”- Trotsky
The focus trees have long been a source of many weird, funny and frustrating bugs.
The exiled government of Germany would demand Memel from Lithuania, who would then lie down flat and hand over the territory. Countries would welcome their invaders by building infrastructure and factories in the occupied territories. Diplomatic pressure on Turkey would make them a puppet of the exiled Germany. The USA would view a democratic Germany as still being ‘The Fascist Menace’ and jump at the first chance of war with them. Japan would go for war with the USA, despite being pushed back to the islands by the Chinese.
These and many other issues with the National Foci have been addressed in the upcoming patch.
I’ll mention a few of the general changes here:
Hi everyone and welcome to this weeks diary with an update on Sunflower (1.2) patch. This is a great diary because its mostly written by other team members while I grab the credit of posting it! :D First up is Voffvoffhunden with new nations we are adding in.
New Nations
Have you ever felt that the Soviet Union was a bit of a big, threatening blob, but that there was little you could do about it apart from taking all their territory for yourself?
Things are about to get a whole lot more colorful!
You can for example enjoy a stay in the breadbasket of Eastern Europe, as the territory of the Ukrainian SSR joins the fray as releasable cores! Get yourself a nice little puppet just a grenade’s throw from Moscow, or release it from the Soviet Union, take control and have your own little reconquest against Poland.
Of course, one pesky country doesn’t do much for the breakup of the Soviet Union, so let’s all give it up for our favorite Caucasus trio!
Georgia, Armenia and Azerbaijan are releasable, and offer a whole new regional playground. I hear Tbilisi is lovely this time of the century.
As Poland gets invaded, Georgia might look to set up its own little empire Between the Other Seas, Azerbaijan might want push towards Stalingrad to ensure it controls ALL the Caspian oil, and Armenia, bordered on all sides by larger potential enemies, offers a whole new challenge for those players who like to play small nations and make them big.
Now, we hear you, some people prefer hotter climates to former Soviet states, and some players would rather dismantle the Allies than the Comintern.
For you there’s always Southeast Asia!
Laos, Vietnam and Cambodia can now hang out with Siam, offering new and challenging paths to domination in East Asia, or more states to turn into precious communist puppets.
We’re not stopping with the French-controlled mainland, however, as both the United Kingdom and the Netherlands can get a sock to the jaw as you force them to release Indonesia and Malaysia!
The colonial map will never be the same again.
Looking to the future, there is a lot more we want to do, to allow enterprising players to redraw the world map through victory, or give themselves new challenges.
Even with the new countries released, the Soviet Union is still an enormous block that we will be looking to add even more cores to. There are the Soviet republics of Central Asia, of course, which will be a huge chunk of territory. These will be followed by some more Soviet republics that never became independent, but which a forceful peace treaty might find use for to guarantee global stability/overlordship.
There’s also some more work to be done in Asia, such as the division of India, and Papua New Guinea, which Australia currently clamps on to with fists of steel.
Then there’s Western North Africa, where the control of France and Spain is a little too secure. That brings us on to the subject of the rest of Africa, which has just an immense number of post-colonial states whose independence is tightly tied to the era.
From there, we’ll see where future updates take us!
Theoretical states are always interesting, and who knows, I’ve heard a rumor that Texas really wants to secede from the Union...
AI Update from SteelVolt
This week I started out making sure that the AI is capable of canceling deployment lines when it badly needs the equipment in the field. Following up on that I am currently working on improving the AIs template upgrade and selection capabilities as well as fixing a bug or two in that system that popped up during development.
Oh, and there was that funny bug: AI could give away states to countries not at war with the original owner, leading to it being immediately given back...to the original owner!
See you all next week!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Hi everyone! It's been a very empty office this week between gamescom and sickness (I'm starting to wonder if the CK2 team is testing their new plague expansion stuff on us!) but we've still managed to get some stuff done on the Sunflower(1.2) patch.
Port Strikes
As many of you have noted port strikes are very hard to defend against and feel unbalanced. You can now only perform port strikes if enemy air superiority isn't above a certain level (30% is what we are testing atm), basically it means there needs to be no defenders or you need to have air superiority for the mission to perform at all. We are also adding stacking penalty in the same way land combats work, to simulate that there just isn't enough room for 1000 bombers to strike the same small fleet. We have also been looking at some other naval issues, but more about that in the future.
AI
The main focuses this week for AI has been making sure ai upgrades its templates better and naval missions.
The naval mission AI should now use the ships at its disposal much better and prioritize defending invasions. The issues with Ai creating long invasion plans it could not cover and never managing to invade japanese home island shouldn't happen anymore now for example. It also had a tendency to be overly protective of areas with convoy raiding leading to very nonoptimal fleets being organized for hunting.
When it comes to division templates SteelVolt managed to squash some bugs related to switching them out and we now have a scriptable progression system for the AI to use. It was for example not able to realise that it could progress its light armor templates to medium armor templates before. I imagine this will be very welcome among modders as well to be able to custom tweak nations. For those who dare to look at code, here is an example:
[quote]
light_armor_default = {
target_width = 19.9
width_weight = 0.1
column_swap_factor = 0.1
stat_weights = {
The important bit here being
[COLOR=#ffff00]replace_at_match = 0.9
replace_with = medium_armor_default[/COLOR]
This is an example from the light armor template, which will change to the medium armor template once it has a match of 90%.
Do note that the "entry point" of a template must follow the naming convention given (for example 'light_armor_default'), but after that it should work with any name at all, meaning those templates would not be picked by AI in any other way than through the scripted progression.
[/quote]
If you don't spend all day looking at code, the above basically translates into more interesting AI opponents ;)
Other AI improvements we have been working on this week is improving its avoidance of small encirclements and making sure it can handle building of nuclear reactors for late game, so beware nukes flying :). Next week for ai we plan to focus on many minor issues to improve AI performance, like making sure it doesn't tie up too much equipment in training when it needs it in the field to help with casualties.
The plan for the patch is to be able to release it (as a open beta first) in 2-3 weeks barring any outbreaks of plague. Next Friday we'll have some more updates for you as well as talk about some new additions that will be in the patch:
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[quote]Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
Hi everyone!
The game has now been out for a bit under a month and we have released the first big patch yesterday. This year has been hard work, but also incredibly fun to finally get to release the game we have worked on for so long be successful. As you probably know us swedes like vacations and it's now time for us to get some rest for a month and return full of energy to work on the game again.
This means that you will likely not see as much presence on the forum during this time as you are used to, so I figured I'd give a heads up.
After vacation we will be working on 1.2 patch or 1.1.1 if a hotfix is needed. AI and balance will be priority but we also have some nice ideas for increasing difficulty and replayability and such for players who have already mastered the game. More info on that in august.
Enjoy your summers and many thanks from the team for supporting us!
p.s fun statistics about HOI4: about 30% of games played are using minor nations. This is really great to hear because one of my goals when designing HOI4 was to make minors fun and playable.
(ARMORIOS playing Germany, although his invasion ended in flames for him it looked neat :) )
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
"Red Ball Express" (1.1 patch) is now ready, check out the patch notes if you want to see details on what has changed.
[quote]AI
- Tweaked deployment AI to not get crippled when their armies are taking damage.
- Air mission AI is better at prioritizing the most important regions in stead of getting stuck in local optima of groups of regions.
- Tweaked down AI desire for motorized a bit.
- Added scriptable AI strategy to tweak factory assignment to equipment types and SIGNIFICANTLY boosted fighter production.
- Tweaked up AI production balance for infantry equipment.
- Tweaked guarantee desire to go down the more enemies a country has. Should keep Allies from going guarantee crazy while in wars.
- Added a define for min steps for unit controller to strategically redeploy to front location and boosted it from 4 to 8 to reduce lots of small redeployments along fronts.
- Made AI capable of determining if a template was created by them or not. Germany should no longer replace their divisions with templates from Austria.
- Tweaked area defense and pocket handling AI to be better at handling coastal defense.
- Tied countries naval base IC fraction to their naval AI focus, primarily meaning Germany will not be building as many of them, at least initially.
- Improved unitcontrollers capability to recognize when units should join as support in a combat (effects both player and AI).
- The AI now launches naval invasions against the same enemy area at the same time rather than separately.
- Tweaked AI template designing
- Having a common enemy will now make AI very accepting to granting and accepting military access as long as both are democracies.
- Neutral countries now consider guarantees when deciding on which faction it would rather join.
- AI is now properly checking if having common enemy when looking at asking for and granting military access, and is also more eager to do
- Soviet and Germany should no longer bail from the Unholy alliance as soon as they can
- AI containment score no longer goes massively negative if a major is farther away than germany meaning Allies can guarantee vs soviet aggression if they are worse than Germany
- Made non-core states count as half compared to core states when deciding on number of units for area defense.
- Added Women in Aviation to historical focus list for soviet
- Moved Claims in Baltic up the historical focus list for soviet
- Improved AI naval deployment to strategic regions
- Tweaked front assignment AI. Should mean AI is better at multi front wars.
- Further tweaks to AI front assignment to attempt to reduce bad stuff happening in multi front wars.
- Further tweaked the AI front balancing, and made sure France does not completely mess up their Italian front and Germany pushes hard against Poland when war breaks out
- AI should now be able to respond to naval invasions with naval bombers
- Made sure fascist majors are much more likely to go for war economy
- Polish AI will no longer randomly change its ideology by picking ministers
- AI should no longer use garrison divisions as infantry.
- Changed trigger condition for UK focus Benelux Intervention to require a bit more fascist/communist support, preventing the AI from taking it immediately.
- Naval AI will now deploy all its fleets (previously it would generally deploy less than 1/3 of all its ships). AI will now split fleets it cannot find a mission for, allowing it to spread them out better
- AI is now able to set naval bombers to try to prevent others from sending reinforcements over water.
- Tweaked AI down prio of non war/dangerous fronts.
- AI will no longer guarantee against leaders of other naughty factions (like soviet) if there is a much much worse faction around doing bad stuff (Axis)
- AI nations will no longer spam you with requests for military access at game start and nations who would rather occupy someone than liberate wont ask for military access
- AI can now feed puppets/liberated/change government countries with states in peace conferences giving much saner outcomes
- Made sure unitcontroller does not interfere with retreating units.
- German 1939 OOB now lists the good armor template last so ai will prefer it
- Made sure that template design AI puts a motorized together with armored when making new templates.
- Made AI look more at fitness when picking template for designing, upgrading and deployment.
- Improved how AI calculates which is a garrison template (making it pick the proper one as infantry.)
- ai now avoids putting nations that have very small bottleneck borders as main enemy
- ai now prioritize fighters and medium armor more for research
- Countries at war are no longer automatically assuming war will happen with non neutral neighbors (the Germany putting everyone against Soviet thing.)
- ai no longer retains main enemies who have already gotten wiped out
- Germany no longer goes justification crazy on south america
- Romania and Yugoslav small armor templates on start no longer deathtraps for AI
- AI should no longer ping-pong between trade laws in edge case
- US AI now a lot more hesitant to join factions due to threat
- fixed add_ai_strategy effect and added strategies where countries are added in faction from event or focus
- AI will now prioritize better economic laws a lot more
- Fixed typo in polish AI focus
UI
- Division designer difference indicators now have tooltips showing how much
- Added open air base button to the air mission entry
- Now shift+click on the category in the production will make visible only that category
- Interface tweaks so long texts in other languages does fit in several places
- Added buttons for airwing limit to make easier to adjust values in big steps
- Now navy commander can now also be assigned while fleet is not in the port
- Added tooltip and toggling icon to indicate if current settings let you unlock achievements
- You can now merge fleets that are not in the same location, the merging fleet will then travel to its merge target and then merge with it.
- Now it is possible to assign airplanes to a mission area before the arrive to the new base
- Division template window has now better tooltips for equipment, manpower, training time.
- Clarified "no trading while fighting"-tooltip
- Added yellow highlight to deployment date for units
- Changed string format for convoys in topbar to prevent overflow
- Opinion in interface will now also return a value capped between min and max values
- removed useless decimals in logistics screen
- Logistics screen now show 1 decimal when over 1k
- Intel viewing of airplanes don't show fantasy numbers anymore
- Now air base icons shown non empty only if there are players air wings
Bugfixes
- Fixed issue when sometimes frontlines was not updated after occupation.
- Now Nation A liberates Nation B if Nation B is friend or giving military access to Nation A, otherwise occupies
- Fixing quiting to menu achivement bug
- Fixed some focus that couldnt be aborted
- Fixed issue where it was impossible to do naval transfers where you have the theatres. Also player couldn't RMB on some naval ports but the systems allowed for the transportation (GUI issue).
- Building cosntruction triggers checked for owned state/province. Now checks for controlled instead
- Added on_action to the add_to_faction effect which should fix lack of achivements for faction joining
- Modified flags for Holland
- Fixed so equipment cost list doesn´t cut of 11th entry in div designer
- Efficiency retention techs now actually help (no efficiency loss at max all techs now!)
- Fixed spelling error in FRA, BRAZ for "Ottowa"-class ship
- Intel overview of nation now also lists airplanes in stockpile
- The political advisor type "Ideological Crusader", which are supposed to increase same ideology opinion with 20%, now has an effect.
- Added custom trigger description depending on type of idea for better tooltips
- Border occupation now account situations when you attack trough the country which is from the same war, but not in the same faction, plus border flip afterwards also account for countries from the same war.
- The game option "Pause on Notifications" now also pauses NF/research.
- Proper data cleanup when kicked, banned, connection lost, server lost.
- Fixed glitch in the front sections calculations, causing sometimes the fronts to be split/malformed.
- Skybox is no longer visible when you toggle UI off
- Changed font on animated map text so it show cryllic and polish characters
- Fixed fighter icon for polish dlc
- Fixed text on Mod tools button in launcher that didn't fit in Spanish
- Kick and ban buttons in mp lobby should now be aligned (important!)
- Maldives now looks a tad better, changed the heightmap, made some of the islands smaller and nudged unit positions
- Fixed script error in Pearl Harbor Gambit focus
- Carrier deck size now matches everywhere.
- No longer allowed to declare war on someone you are fighting a war together with.
- Convoy count in topbar now can show 5 digits
- Fixed Issue where long air region names goes out of dedicated area
- Added triggers to block multiple news event options
- Fixed issue when take all states action did not changed the price when other country puppet the loser
- Drawing offensive orders now takes better choice which def.line to attach the arrow to.
- Added ability to disable debug saves and made them turned off as default
- Added bypass to Pearl Harbor gambit focus for USA
- Fixed malformed frontlines against master/puppet for countries being in faction with the master.
- Disabled the system_debug.log when not running with "-debug" launch option.
- Fixed pausing of the game on the fullscreen
- Patched mysterious issue when airbase was lost and the air wings still remained in void space. Now they are send back to the warehouse.
- Fix for flickering airbase icon in the airbase view
- Nations who are done in a peace deal will no longer give remaining points to anyone in faction, just people with same ideology
- Parts of unit map icons will no longer "trap" the zoom-in with mouse
- Fixed artillery starting with 0 defense
- Now peaceconference saves will happen only with -debug while start up
- Now occupation breakdown updates properly after exiting to main menu
- Fixed occupation rules
- Fixed a bug where you could avoid civil war by inviting back trotsky
- Warscore from bombing is now saved in save game.
- Warscore from bombing is now much lower + added monthly falloff.
- Fixed issues with country rules not clearing properly and not updating every day
- Added special case for showing shortcut icons "," and "."
- Changed price calculation for new divisions so now it does not add up cost for group if it is first group
- Increased modifier that prevents spain from joining axis early
- Fixed bug where a country without the rule of occupying neutral countries could occupy them.
- Fixed the bug when airings manpower was not updated
- King G now only dies once
- Browser now remembers last page
- Naval strikes can now also hit navally transfered troops outside combats
- Added event that allows merges of 2 communist chinas
- Fix for peace conference turns not taking scor einto consideration properly
- Fixed bug where it was possible to send a single unit as exp.force twice!
- Changed a lot of popus to use the definite article
- Fixed a bug that gave USA extra PP for certain NF
- Warscore is no longer added from dropped countries in war merging.
- Trade routes over land now get correct tooltip on day 1
- Factories from trade now used to fill construction and trade first
- Fixed join faction achievement not firing. Fixed scope from add_to_faction effect
- Fixed Soviet civil war triggering multiple times. Fixed 2 outcomes of not purging happening at the same time.
- Leaving a faction no longer broke the entire supply system until save reload
- Fixed issue where merging ships would reduce manpower
- Removed EU4 hints folder.
- Fixed the bug when Britain couldn't declare war on other democratic countries despite having a wargoal from focus
Database & Balance
- Changed German democratic party to Zentrum
- NF completion for Poland 39 start
- Fixed spanish communist crusader using male portrait
- Focus Lessons of War and Sov-Ger research agreement now give less armor research
- Added AFG leader portrait Zahir Shah, VEN leader portrait Lopez Contreras and 3 new middle eastern generic portraits
- Replaced incorrect japanese general
- Added Xi'an to PRC
- Added straits to denmark to make them more surrendermonkeys [Balance]
- Several name corrections in OOB files
- Province 3860 is now a part of state 527 instead of 328. (Manchuria/Korea)
- Added an event to move PRC capital to Beijing or Nanjing after Chinese Civil War.
- Added a requirement of more than 15% world tension to War Economy policy.
- Removed Hungarian claims from Northern Transylvania and Vojvodina
- Removed generic Tank Designer idea from Canada.
- Moved Sao Paulo to be part of the Sao Paulo state.
- Found a better Serbian fascist party leader.
- Adjustment to Paraguay and Nicaraguan political 36 and 39 starts.
- Republican Spain and Nationalist Spain now have the same National Unity
- Added more ai_choice triggers for Czechoslovakia's response to German demands.
- Added localisation for Libyan adjectives
- Changed names for neutral Nicaragua and Paraguay
- Fixed Finland starting as democratic in 1939
- Added ENG cores to French cores when Anglo-French Union happens
- If the Munich agreement can't happen (depending on various wars for GER or CZE) CZE will now get a different event about ceding the Sudetenland or giving GER a wargoal.
- Soviet now gets one armor research bonus and one land doctrine, rather than three armor research.
- Fate of Czechoslovakia now correctly adds claims and an annex CB if CZE resists GER.
- Fixed text overflow in Balearic Islands headline.
- Expanded the final event for RAJ's Azad Hind, and added several removal points for the Azad Hind idea.
- Removed eng core from state 687-British Guyana
- Added fixedsize to countrystate view state owner and foreign claims
- Fixed heightmap error on denmark
- Fixed so all building in the maldives are on land again
- German march order music now has correct path
- State name corrections.
- Added names for (unreleased) country tags.
- Lowered time for Demand Balearic islands for Italy
- Moved capital of Brazil to Rio
- Subdue the Warlords now requires that China does not exist or is a puppet of Japan
- Johnson Island Garrison renamed to Johnston Island Garrison
- Corrected JAP_1939 unit history.
- Fixed a bug where an achievement wouldn't fire because of it was using any_country trigger
- Soviet foci New Soviet Man and Women in Aviation have switched places
- Added general to Ireland
- Nerfed skill 5 generals for BRA AST AFG CAN
- Changed German Admirals traits for variety
- Bumped population of some of the smaller islands
- Changed ideology of country leader for DEN FIN FRA NOR SWE
- Changed start trade to use factories instead of specific amount of factories for trade
- Increased air range on rocket interceptors now that local coverage isnt always 100%
- Mass assault doctrine now gets -10% lower requirement on training for deploying divisions
- Political parties and leaders for Brazil. From forum.
- Great depression now limits faction joining at an extra 20%
- Human pause now has a superior priority to the automatic pause
- Fixed issue with fleet splitting failing because it forgot to assign base
- Now state controller switches properly after capitulation
- Added 3 new generic asian stateleader portraits and 2 new generic asian warlord portraits
- Added 6 new generic Arabian portraits
- Sheng Shicai got a minor facelift
- USA now gets a slightly different shade of blue to differentiate them from france
- Fixed inconsistent finnish flags
- Added additional flags for Jordan
- Fixed Israeli leader portraits
- Fixed bugs in event for china moving capital
- Lowered time for National focus "support nationalist spain" so Italy can complete it before the SCW ends
- Typos and political party fixes for Brazil
- around maginot line focus now a bit faster
- Rebalanced ships so that armor is more important and destroyer spam no longer rules the sea. Ships are also a bit cheaper to produce but require a little more manpower
- air battles should now be a lot less bloody and slower paced
- Fighters should now have an easier time vs enemy bombers without escorts
Stability & Performance
- Will no longer overwrite ironman saves if writing of current failed
- Optimizations for air interface and mapmode
- Parser now handles large tokens without crashing on savegame load
- Optimization for releasing countries
- Fixed several memory leaks
- Fixed CTD for airwing transfer when base in invalid
- Fix for potential CTD in splitting navy when you have no home base.
- Fixed rare ctd when loading an old savegame from ingame with active naval combats
- Fixed several rare CTDs
- fixed rare CTD in alert manager
- fixed rare CTD in air gui
- Improved performance a lot when viewing a lot of unit icons in combat
- Fixed a possible CTD on fleet merging
- Fixed Extreme slow down because of sea locked fleets trying to get out.
- Fixed CTD in history writing when convoys shoot down aircraft and having lost their route
User Modding
- Added possibility to script in historical aces in name pools
- Moved dynamic country tags into a separate file
- Manpower in field trigger no longer counts expeditionary forces from other nations
- Fixed issues with tooltip for ships in port trigger
- Added defines to tweak unit assignment importance for different kinds of orders.
- Added possibility to script desired amount of factories to spend on a trade
- Fixed crash from default bookmark being later than 1936
- Added add_ai_strategy effect
- In debug mode the country flag tooltip will now show AI strategy values
- Fixed map icon crash from having more than 128 country capitals in view
- Fixed country unit names list being incorrectly initialized during modding leading to CTD
Multiplayer
- Supplysystem should now update for all players when changing country controller (OOS fix)
- Observers no longer get asked for co-op acces as well as main player[/quote]
Read original post
Known issues:
- Using "observer" mode from console in single player will break AI behavior. It should be fine for its intended purpose in multiplayer after having lost still as long as you observe players.
Enjoy!
Hi everyone and hope you are enjoying Hearts of Iron! The team has been busy working on the 1.1 path that we have decided to name "Red Ball Express" (since we thought it was a cool idea from Stellaris team to use names, we will be doing the same for major patches). The idea is to have the patch out before we go on vacation in July, so expect it one of the last days of June with a open beta patch some days before to make sure it goes smoothly.
I'll be presenting some of the more important stuff we have done so far, but we have of course also fixed minor bugs, optimization, crashes and the like. Next week will have a diary with the full patch log and I'll talk about the other stuff we have done also.
Access to allied territory
One of the biggest talked about issue has been the fact that as long as you fight the same enemy you automatically gain military access, even from other factions. This was kind of a bandaid for an old issue, and we never liked it either... so we have been listening and working on a solution. The way things work now is that you will be requiring military access as expected and the game will also alert you if you end up in a position where you are trying to move into occupied area you don't have access to (as this for democracies would liberate those nations you will need to ask for permissions, which ai will give you). We are still testing our solution, so there might be further changes still.
Peace conferences
We fixed a serious issue where instead of taking turns in a peace deal when there were 2 major contributors it would instead end up so that the 2nd of those gets to push through almost all changes in the peace deal. This could lead to some really weird peace deals. Now you will instead get to take turns (as well as do a little more per turn if you are close in points). Hopefully this should make peaces feel a lot more sane and rewarding.
Invasions and Naval bombers
When it comes to invasions and ease of reinforcing invasions into Germany we have now made Naval Bombers able to attack troop transports (before only fleets could stop them, which isn't a great option for Germany when facing the royal navy obviously), so you only really want to do invasions with sufficient control over the skies. AI has also been tweaked to prefer several larger invasions at once to pose more of a threat to players and bleed less troops in smaller invasions. I've also been looking at general balance around naval bomber and other air war being a bit too bloody, but I'll give you an update on that next week instead because it's not done.
AI
When it comes to further AI improvements, I'll hand over the mic to SteelVolt:
This path we have taken a look at some things in the AI where relatively small effort would give a rather big payoff. A lot of this focus was around mistakes Germany was making, such as building too many dock yards and thus lagging behind in the production of military factories. Another thing we discovered that Germany did was to start using the Austrian division designs after the Anschluss, due to looking at the latest date edited. Both of these have been taken care of, but we have also looked at how to make them not rush the maginot line without making large changes that could break other cases.
Aside from this I have been working on keeping the AI up to date with some rule changes we have made for this patch, such as the "enemy of my enemy access" rule.
I am also very happy to be able to introduce a new feature today. When working on how to improve the warfare AI I realized that it would be very beneficial if there could be different modes of plan execution. While something along these lines had already been discussed, the intention was to have it in a later patch as we expected it to take some time. But as the AI needed at least something basic like this I added three modes, and to test them I added some buttons in the order group interface for it.
As it turned out, it worked so well that we are making the feature available for players as early as patch 1.1!
The three modes are as follows:
Careful: The units will not attack heavily fortified locations (what counts as heavily fortified is set in defines, so modders can tweak this) and will not attack provinces that has a score below 50 on a scale that goes to 255. This means that if a part of a front has level 6 manned forts, that part will not advance at all unless micromanaged. It also means that they are significantly less likely to push into provinces that would end up very exposed or extending the front line.
Balanced: This is the default mode, and it works exactly as it does already in the game.
Rush: The units will aggressively advance into provinces that are part of the order. This mode is ideal to quickly crush weaker enemies that would be unable to mount a proper counter attack anyway.
I hope you enjoy this new feature. Defines have been added for score limits for the different modes, as well as fort levels for the careful mode. Please note that this only applies to how land battle plans are carried out.
Of course, there are also various minor tweaks here and there
See you next week everyone when I'll talk about other changes in the patch!
Oh, and if you missed the three day war, the multiplayer skirmish featuring Enter Elysium, Quill18, Marbozir and Arumba, then you can check it out here.
Read original post
[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Development Diary Archives
World War Wednesday Stream archive[/quote]
We have had a beta patch out over the weekend. A big THANK YOU to everyone who helped us test it out. We have fixed a lot of stuff you found, and those things will be in the next patch, which we are aiming to have out in beta next week, and live shortly after.
As for now, the patch is almost the same as the beta patch. A crash fix or two might have slipped in. Full patch notes for patch 1.0.1 (Hotfix) as follows:
Stability & Performance
Hi everyone and welcome to the 60th dev diary (wow). This week we released Hearts of Iron IV! Initial reception seems to be great. Good reviews and a lot of players playing the game! The team is really pleased with what we have accomplished!
Some fun statistics for first week:
Top nations played:
Germany - 35%
Italy - 13%
Soviet - 10%
USA - 10%
United Kingdom - 4%
France - 3.5%
The most played minors seems to be China, Poland and Turkey.
Hotfix 1.0.1
We have been working on a hotfix patch for solving some performance issues and crashes that have popped up. It is still an optional beta patch, and I expect we will make it available for all on monday. If you have issues listed below and want to try it out go here to check things out early: https://forum.paradoxplaza.com/forum/index.php?threads/hoi4-1-0-1-hotfix-beta-patch.945139/
Changelog for that is:
Stability & Performance
Hearts of Iron IV is Now Available on Steam!
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.
From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII. It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?
Hearts of Iron IV Storms the Beaches
Paradox's Grand Strategy War Game Now Available
STOCKHOLM - June 6- Paradox Development Studio returns to one of its most popular game series with the release of Hearts of Iron IV. This giant war game gives you control of any nation in the world during the chaotic years in and around World War II. Vast armies are yours to command, industrial infrastructures are yours to build and the far reaches of science are yours to research.
The Hearts of Iron series has always been one of the deepest and most sophisticated games about humanity’s greatest conflict. Hearts of Iron IV brings greater attention to the big picture of battleplans and sweeping troop movements, with a heavier emphasis on accessibility without losing the depth that fans have long admired.
https://www.youtube.com/watch?v=e9BiUtINy4w
As the world tension grows, you will be tested as a president, a commander and an industrial titan.
Hi everyone, todays diary was a bit late because we are all busy with the release, but here we go:
Its a wierd feeling to finally be able to release a game we have poured so much heart, hard work and sweat into over the last few years. A mix of pride in the team and the game and butterflies in your stomach as the assault ships close in on the beaches of Normandie.
The weather finally seems to hold up and we expect to make landing on the evening of June 6th after long preparations. You can join us in the Higgins boats for the last stretch up the beach as we will be streaming the game 15:00-19:00 CEST and have most of the team come by to answer questions and hang out.
To best prepare to meet the German pillboxes and other obstacles we recommend checking out these briefings from Jake:
https://www.youtube.com/watch?v=JRkkqv6B7I8
https://www.youtube.com/watch?v=R7qu2UcSIkM
https://www.youtube.com/watch?v=AWu1p46PyIY
https://www.youtube.com/watch?v=ZuMbmL0jSQY
https://www.youtube.com/watch?v=Z3hit9HSNNE
There are also some After Action Reports from some of our betas to read here:
https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-4-after-action-reports-aar.947/
And finally, lots of streams out there now so make sure to check those out!
See you in streams and next friday when I expect we will be talking about how the release went!
Sideburnout sorted out an extra wallpaper as well, enjoy:
Read original post
[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Development Diary Archives
World War Wednesday Stream archive[/quote]
The tutorial week continues! Today's episode is about the Division Designer.
The purpose of these videos is to make short and easy to find guides on specific topics. Once the game is released we expect a ton of user made let's plays and tutorials. Since these tend to be quite long, and it might be hard to find the specific thing you have questions about, We made these. I like to call them wiki articles in video format.
https://www.youtube.com/watch?v=ZuMbmL0jSQY
[quote]
Want to learn more?
The Hearts of Iron IV wiki
[/quote]
Today we have a double, if not a triple or quadruple treat for you!
First we have a brand new video Developer Diary!
https://www.youtube.com/watch?v=9SMwEjVzzBY
Then the tutorial week continues! Today's episode is about ???.
The purpose of these videos is to make short and easy to find guides on specific topics. Once the game is released we expect a ton of user made let's plays and tutorials. Since these tend to be quite long, and it might be hard to find the specific thing you have questions about, We made these. I like to call them wiki articles in video format.
https://www.youtube.com/watch?v=AWu1p46PyIY
And if that wasn't enough for you. There is also the World War Wednesday Stream today (it already started though, but you can watch the VOD), as well as the modding stream that begins at 16:00CEST at https://www.twitch.tv/paradoxinteractive
Vod's are available on twitch.tv after the stream ends, and it will be uplodaded to Youtube as soon as possible. You can find our channel here!
[quote]
Want to learn more?
The Hearts of Iron IV wiki
[/quote]
The tutorial week continues! Today's episode is about Construction.
The purpose of these videos is to make short and easy to find guides on specific topics. Once the game is released we expect a ton of user made let's plays and tutorials. Since these tend to be quite long, and it might be hard to find the specific thing you have questions about, We made these. I like to call them wiki articles in video format.
https://www.youtube.com/watch?v=R7qu2UcSIkM
[quote]
Want to learn more?
The Hearts of Iron IV wiki
[/quote]
Hello!
During this week we'll be releasing one tutorial video a day where glorious DDRJake explains some basic concepts of the game in an easy to understand manner.
The purpose of these videos is to make short and easy to find guides on specific topics. Once the game is released we expect a ton of user made let's plays and tutorials. Since these tend to be quite long, and it might be hard to find the specific thing you have questions about, We made these. I like to call them wiki articles in video format.
We start off with video #1 - Battle Plans! Enjoy!
https://www.youtube.com/watch?v=JRkkqv6B7I8
[quote]
Want to learn more?
The Hearts of Iron IV wiki
[/quote]
Hi everyone! Today we will be talking about something pretty important: How to learn how to play Hearts of Iron IV! To help with this we have two important tools: Tutorial & Game Wiki.
Tutorial
Hearts of Iron IV is very much the easiest HOI to get into, but it is still a complex hardcore game, and as such we want people to get the best and smoothest start possible on the way to mastering it.
HOI4 features a somewhat nonlinear tutorial where you will be starting off as Italy and learning about different aspects of the game. Each step will generally also contain links to in-depth info on the Wiki (more about that soon). Italy is a good country to learn with because it puts you in a pretty easy war with ethiopia right away and it's pretty much up to you when and how you get involved with WW2. The tutorial is also not something that ends, so you can keep playing on as Italy with the same savegame if you so chose (recommended for first playthrough).
Wiki
In my opinion a complete and up to date wiki is an important part of playing and learning to master a Paradox grand strategy title so we wanted to make sure there was a wiki available from launch and also that it was integrated in the game. Thats right, we now have an ingame browser so reading info won't take you out of the game experience and its possible to open links directly from the game in it.
The browser can be set up to use your regular external one if you like also, which is pretty nice if you have multiple screens. For people on trains or otherwise disconnected from the internet - the game ships with an offline version of the wiki as well you can decide to use instead.
You can go check out the wiki already here.
We will also be releasing a series of beginner tutorial videos starting next week for people who prefer to learn by observing :)
See you guys next friday when we'll do the last diary before release!
Read original post
[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Development Diary Archives
World War Wednesday Stream archive[/quote]
Hello everyone! We are getting close to release now with preorder started a few days ago.
When we posponed HOI4 release it was mostly a question of getting more time for programmers to fix bugs, which left our scripters and artists a little underused. We figured we would put this to use on adding more flavor and fun for some minor. We have a lot of polish players, so focusing on Poland seemed to be a good idea. We werent sure if we would get this complete on time, and since we wanted to see if this kind of content packs would be well received we figured the best idea was to make it a separate DLC from the base game. Things worked out and it got ready on time, so we decided we should just release it to everyone for free (this isn't just for preorder, you will get it whenever you buy HOI4, forever).
If this is popular we hope this is the first of a series of packs we'll make as DLC in the future.
So, what does it contain?
https://www.youtube.com/watch?v=WEN5SEb5ASA
You can find the Information and FAQ thread here!
http://store.steampowered.com/app/394360
Hi everyone! At this point we have covered almost all big features of Hearts of Iron IV, so today I thought I would highlight some of the smaller changes we have done and give a little update on where we are in the project. Right now our Release Candidate has been approved which means that no matter what we have something of good quality to release, and the release date 6th of June is safely locked in! At the moment we are working on further balancing and bug fixing for a release day patch.
Straits and Canals
The straits system in HOI4 is our most flexible and moddable yet. Each strait can have different rules to better match historical rules rather than trying to fit it all under a general blanket. Each strait has a list of provinces that needs to be controlled to decide the rules and they can have 4 states in relation to you:
Friendly - you and allies control all provinces.
Contested - Control of provinces is mixed between you and someone you are at war with generally blocking you both.
Enemy - Controlled by enemy, generally blocking you completely although some may let submarines through.
Neutral - You are neither friend or foe. Usually means you can go through unless it's something like the Panama Canal, or the Turkish Straits where only trade is allowed.
For each of these a strait can specify what happens with military transports, fleets, trade and submarines.
Manpower, Anti Air and Naval battles
To better be able to model historical use of manpower and for balance reasons Fleets and Air wings now require quite a bit of manpower tied up in shore/ground crews. This means we can get a much more interesting tradeoff for nations like USA and Britain. If you run out of manpower now you won't be able to form air wings or deploy ships.
We have also done changes to how static anti-air works. It now gives a clear damage reduction to bombing in its state and will also shoot down bombers so it's a much more worthwhile investment. In fact if you combine lots of anti air and the Dispersed Industry track in industry research you can remove the majority of bombing damage letting you fight outnumbered in the air easier.
Oh we also added extra details you can toggle on for naval battle reports if you want to dig into all the details of a combat, looks like this:
Graphics Settings
In an attempt to help out people with less endowed computers we have added a ton of settings to graphics where you can lower texture resolutions and turn off visual features. You can for example turn off all 3D models leaving you with just counters.
Airplanes and art
Japanese and US carrier planes now have awesome unique art where they differed from base model. We also fixed a few odd choices. For example the He 111 no longer has to fill the shoes of strategic bomber for Germany and gets moved to tactical instead. In its early game place we now instead have the Dornier Do 19.
We will now be entering the home stretch push for HOI4 before release, so expect more videos and streams in the coming weeks. In fact we have a special longer World War Wednesday Tuesday planned next week at 17:00 CEST. If you aren't completely busy purging evil xeno fungi across the galaxy in Stellaris you can help as well: Pull your friends away from whatever they are doing and tell them about WW2 and HOI4! At this point our aim is, to quote Churchill: Victory at all costs!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Development Diary Archives
World War Wednesday Stream archive[/quote]
Good morning!
This weeks topic is brought to you by the embedded Quality Assurance on Hearts of Iron IV, and how we work. My name is Distantaziq and I'm one of the two embedded QA on HoI4. My partner is currently in flux, but at time of writing and until HoI4 is released it is Da9L who holds the position, or maybe you know him more prominently as the person who put the ”Y” in ”Yermany”.
Quality assuring a game is much like quality assuring any other piece of software, except in an arguably more creative setting. If you’re thinking of getting into the business “to get to play games the entire day” you’re more or less signing up for “a fun safari trip” while you’re really enlisting to the corps.
The Quality Assurance department in Paradox Development Studios is divided in two parts; Embedded Testers, that are a part of the project's development team, and Central QA that are more fluid as they jump between the titles.
Central QA are more generalists, and jack-of-all-trades. While the embedded testers are the first to test out all the new features, balance changes etc, the testers in the central group are able to support the embedded testers by providing with more long term gameplay testing, and a “fresh” perspective on things and catch anything that might have slipped through.
The Embedded QA are the true experts in their respective projects. As was mentioned above, we are the first ones to test out any new changes in the game, in order to see any possible problems with the changes, if they are entertaining or not, and provide this feedback to the projects producer/project lead.
We also have the opportunity to specialize in various areas. If we take Da9L as an example, he is the resident expert on AI, which means that a of the project leads can request him for a certain amount of time to have a sweep of the AI, or maybe see how the AI handles the new DLC features that was just implemented.
As two QA who are solely on HoI4 we are a part of the development team and our three main purposes are to assess the risks of the project, monitor the activity/numbers on our bug tracking service JIRA (and subsequently regress the issues) and give continuous feedback on the project, if something works better/worse and why/if it needs to be changed.
The risk assessment is where we analyze the project’s status that week, and pin down specific issues that we think (for instance) are destabilizing the build, or are crippling the AI/other essential features. We also take the time frame into aspect, if we have enough time to assure the quality of implemented changes before deadlines, and/or if a so-called “feature creep” is attempted.
If everything is working smoothly we don't really have anything to report that week, but there are usually crashes or other issues that are worth taking note of for the project leaders and managers.
Regression as such involves reading resolved JIRA issues and getting into the problem at hand and checking if the issue still exists in our latest version (which is why it’s so important when you report bugs to note what version you encountered the issue in). If the issue is fixed, we close the issue and help it pass on to the other side.
Every week we schedule multiplayer with the rest of the HoI4 team to make sure all multiplayer features are up to par (so far pretty good!), and in a perfect world we also get some scenario testing done, to uncover issues we might not have noticed otherwise. (Since one of the most dangerous things about being quality assurance is getting comfortable and losing your edge by following the same motions when you enter the game.)
As you can imagine, working on such a vast game as HoI4, our days are a blur of keeping track of bugs and trying to make sure none of the more severe bugs slip through the cracks.
Like that one time when Soviet had a coup trigger on them that turned into a civil war, and both sides ended up nuking each other to bits (needless to say, the AI received a lot of restrictions on their nuclear usage after that).
We’re therefore really grateful to the betas who provide observations and help testing the game to make sure it’s providing entertainment for as many players as possible. :)
Enclosing some tidbits of weird things that we've seen throughout the development process:
In for a wild ride...
Border updates took a break.
Who needs ships anyway!
Denied tech.
Sticky player map mode names. Myes.
(Pink IS programmer art.)
Until next time!
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[quote]Useful links
Official Website
Hearts of Iron IV Wiki
Development Diary Archives
World War Wednesday Stream archive[/quote]
Hi guys!
You can now download the Clausewitz Maya Exporter, which will allow you to create your own 3D models to use in your mods for Hearts of Iron IV, Stellaris, Europa Universalis IV or Crusader Kings II (the two latter titles are not fully supported due to an older version of Clausewitz).
The Exporter is free for anyone with a Paradox Account.
We plan to release our .mesh formats to enable our community to make a similar exporter to use with other software like Blender as well.
We are really looking forwards to seeing what you, the community, can make with this tool.
[quote]
Links
Download the Clausewitz Maya Exporter for free (requires a Paradox Account)
Guide on the Clausewitz Maya Exporer - this is Stellaris specific at the moment. But hopefully you can figure it out. We'll release Hearts of Iron IV instructions later.
The official Clausewitz Maya Exporter forum
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