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HOI4 Dev Diary - 1.5.2, Future Roadmap and Ironclad

Hello everyone! Today we release the 1.5.2 Patch but I also want to talk a bit about the future and give you an updated roadmap. Enjoy!

1.5.2-cornflakes---forumthread.png

Cornflakes 1.5.2 Patch
1.5.2 is now out of open beta and should be updating on steam next time you start up. Here is the changelog in all its glory:
################################################################
######## Patch 1.5.2 "Cornflakes" ########
################################################################

##################################
# Feature
##################################
- Now it's possible to view the 3d models in the division designer and in the tech view. Also in the division designer, it's possible to choose a preferred 3d model to be used by that template.
- Free Battleships DLC that never really worked, has been moved into the base game.
- Holding shift now creates army group fronts without creating sub army fronts

##################################
# AI
##################################
- Garrison order improvements
- Fixed AI not using its military factories to their fullest when it is not in need of equipment. Now it will produce stuff as long as it has enough resources
- an AI chinese warlord that is at war with Japan will now be very eager to join the united front.
- Added AI strategies to the Baltics and Finland to make them more eager to join Germany's faction if Germany has chosen "Safeguard the Baltics" and/or "Support the Finns".
- Made german AI focus more on non-civilian construction between 1937-40
- Some improvements for naval leader assignment to reduce reshuffling.


##################################
# UI
##################################
- Listed save games now has proper "hover mouse over" effect
- Fixed army insignia positioning.
- New portrait of Von Lettow-Vorbeck for GER.
- The colored background on army groups along the bottom of the screen now intercept mouse clicks, not letting them click through to the map and select stuff.
- Popup windows for declaration of war, peace, and a few others will now auto-close after timeout when running a hands-off or any other case with human AI turned on.
- Added a confirmation pop up while assigning every unit in army to a different army's front orders
- Added drag & drop to reorder theater groups & pinned regions
- Added drag & drop to reorder armies & army groups
- Soviet scorched earth tactics decision now has a tooltip showing the effect
- moved check for low popular support in PRC tree to a scripted trigger to make bypass tooltips more appealing
- Scorched Earth decisions are now hidden if they would have no effect
- When choosing divisions to use as volunteers, the interface should now keep selection when game is running. Would previously deselect all, as the interface was refreshed.
- Tooltip for creating ocuntry leaders with traits look similar to how traits are displayed in the country view.
- Added timer icon showing that low efficiency can be due to air wings recently arriving in a region.
- Added an explanatory tooltip to Manchukuo seize arms decisions.
- "Field marshal traits now go red if assigned to command an army. Added tooltip that explains it when the trait is hovered.
- Added an advisor tooltip to "The Unthinkable" option.
- Fixed some trait squeezing problems in combat log screen when there are too many traits.
- Added order highlighting when mouse hovers over army shields in theater or plan execute/stop buttons


##################################
# Modding
##################################
- Removed duplicate static_modifiers script. the ones in modifiers folder is what we use now
- transfer_navy and transfer_ship effects can now use scope targets for their target (e.g target = FROM)
- Mods marked as dependencies are now loaded in the correct order
- Added on daily action (use cautiously!)
- Added validation of equipment bonus when ideas are loaded.
- Added cancel_if_not_visible parameter to decisions. Cancels a decision if it's visible trigger is false.
- Generating the exact same type of wargoal against the same country now ignores the effect.
- Enabled equipment bonus validation for modders
- Added define to tweak color of invalid trait "TRAIT_INVALID_FOR_ASSIGNMENT_COLOR".
- Added modifiers static_anti_air_damage_factor and static_anti_air_hit_chance_factor.
- Now it is possible to create your own interfaces with mods. Windows, buttons, textfields, and it's actions can now be scripted.
- Value triggers are now accessible as dynamic variables.


##################################
# Database
##################################
- Updated game credits.
- "Danzig or War" now gives core in Danzig.
- "Reassert Eastern Claims" now gives core on Memel.
- Sun Tzu Reborn achievement is now possible to achieve (requires level 9 Field Marshal).
- Communist Byzantium now has the correct flag.
- "Expand the Imperial Guards"-spawned troops for MAN are no longer locked
- Industrial Land Appropriation no longer repeatable for the same state.
- Fixed date requirements for AI values for Ichi Go and Test the Soviets decisions (AI was not prevented from taking these before certain dates).
- Reworked Anschluss bypass conditions.
- Fixed correct state for "Ostwall" forts.
- Fixed art for Japanese Last Stand command power ability.
- "Support the Anti-Fascist War" and "Guns for the Anti-Fascist War" decisions are now targeted decisions.
- Adjusted Polish and German provinces and states to make historical German WW1 borders possible, as well as adding Oder-Neisse line.
- Adjusted Vojvodina and Serbia states to make Austro-Hungarian borders more historical.
- Renamed "Alsace" to "Alsace-Lorraine", and "Lorraine" to "Franche-Comte"
- Added 1x BB tech bonus to French focus "Capital Ship Focus" to bring it in line with "Carrier Focus".
- ai strategy databases are reloadable now
- enabled Japanese equipment names for Manchukuo
- fixed a few naming issues in German name list
- A nationalist China losing a power struggle will now get a cosmetic tag to distinguish it from new nationalist China. If a warlord who has previously taken over nationalists loses a power struggle, they will lose their cosmetic tag. This should fix the 3 China issue.
- changed flavor name of a Manchukuo rifle after two hour discussion of Manchurian small arms development
- added Paul von Lettow-Vorbeck as a general to Imperial Germany
- Updated 'The People Have Stood Up' achievement to better fit description in steam.
- Updated 'My Ships Don't Lie' achievement to fit description in steam.
- Fixed a duplicate name of a German destroyer
- Fixed a few naming inconsitencies in French Division Namelists and Added new Namelist for late-war French Armored Divisions
- Elsass-Lothringen and victory points now renamed back to their French counterparts of France wins the war and retakes it.
- Several text translations has been added and improved.
- Fixed some inconsistencies in name lists for French-speaking countries.
- Renamed Communist Roman Empire to Communitas Proletariique Romani.
- Removed Zhang Lan as Nationalist Chinese Democratic leader due to previous communist committments (replaced with Weng Wenhao)
- Soviet volunteer group and flying tiger focuses now bypass if someone else has already completed that focus to avoid doubles.


##################################
# Balance
##################################
- Whampoa College National Focus now also adds 1 planning point to existing leaders as well as new ones
- Starting land doctrine techs now have normal tech base costs (so now at 50% of before)
- Slightly rebalanced chance of French intervention resulting from Return of the Kaiser.
- Production bonus can go negative now and slow down your equipment production
- Generals gains less XP as combats drag on (down to 10% in a month)
- Generals gains more XP if they are dealing more damage compared to enemies (up to 4x while you are doing 4x damage compared to enemy)
- added an option to Chinese provocation event that allows Japan to withdraw from the continent
- Winter War peace treaty no longer hands over Petsamo (SOV will have to get that the hard way)
- Neutral ideology is now allowed for puppets.
- Halved the extra wounding chance on the reckless trait
- Cautious trait now reduces chance to get wounded (making it the polar opposite of reckless).
- Changed mobilization impact from positive war support to 30 % (up from 3%)
- japanese ideology advisors are now only locked behind focuses for Waking the Tiger DLC owners
- Reworked the Assertiveness Branch of the Manchukuo Tree:
- added a decision unlocked from taking control of the railroads that gives 4 CIV factories over the course of a year
- removed factories from legislative council, purge general affairs and control the railroads
- purge the general affairs council now removes Kwantung veto
- bolster nationalism now allows recruiting bandits. if bandits are still active in the country, taking these decisions removes the spirit
- added a decision to local arms procurement that adds an idea giving dramatically reduced cost for small arms at the cost of reduced reliability
- removed autonomy gain from Assertiveness focus (made no sense)
- added a decision to five people armies allowing the raising (and disbanding) of Manchu Banners, represented by 5 large infantry divisions
- added a decision to the purge general affairs council allowing player to pay command power to seize Japanese army depots in the case of war, giving increasingly large injections of equipment into stockpile and corresponding attack and defense penalties to Japan for a limited time
- reduced the impact of bolster nationalism spirit
- "Changed Command Power cost for Communist China's Infiltration decisions (-0.01 => -0.2) and the Nationalist/Japanese counter (-0.05 => -0.1).
- Increased command power cost (-0.02 => -0.2) for gaining army support in preparation for a civil war. Old values were not rebalanced properly after major system rework."
- Added surrender limit penalty when at low war support. Scales from 0 to -30%.
- Reduced air superiority stat of strategic bombers.(1 => 0.01)
- Increased heavy fighters air superiority (1 => 1.25), so they are better at something that isn't shooting bombers...
- Lowered impact on speed due to enemy air superiority (-0.5 => -0.3).
- Lowered impact on defense due to enemy air superiority (-0.5 => -0.35).
- Changed cap of "Air support" modifier from CAS assisting land unit in combat from 21% to 35%.
- Division anti air reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes.
- Corrected AA damage reduction tooltip to show numbers in red.
- Reduced factory output penalty from long march spirit for PRC (now -15%/-5%, down from -25%/-10%).
- Changed penalty from Chinese idea Illegal Regime (-0.35 => -0.2)
- Last 3 radar techs now increase aim of static AA guns by 20% each.
- Each intermediary AA tech now adds 8% damage reduction from enemy bombers.
- Each AA equipment unlock now increases static AA damage output by 10%.
- Air bases now take 50% less damage from bombing.
- Reduced negative production modifier for Canada and Australia's version of the great depression (for TfV owners).
- The German War Economy Focus now requires 50% war support.
- MEFO bills base cost reduced by 0.05 PP, added -5% Consumer Goods, and increased build speed bonuses to 25%.
- Rebalanced Nationalist Chinese Focuses: Welfare Focuses now give 10 War Support (up from 5), Democracy Focuses that gave stability or War Support have been increased to give 10 instead of 5, added a military factory each to expanding the Taiyuan and Hanyan Arsenals.
- Balanced temperatures for commando trait to < -15 or > 27.
- Chinese Scorched Earth Tactics and Industrial Evacuation Focuses reduced to 35 days.
- Made MEFO PP cost now be substracted -after- modifiers to PP are applied, resulting in a more logical tooltip, and a net PP increase for the player compared to how it was before.


##################################
# Bugfix
##################################
- Improved Spanish translations.
- Took map wrap-around line in the Pacific into account when computing a state's center point, correcting East Siberia's center from its previous position in the Norwegian Sea.
- Stopped the Focus.IgnorePrerequisites cheat from being used in an ironman game by first turning it on in a normal game.
- Prevented various exploit methods which could pull divisions out of naval transfer convoy combat by cancelling or changing division orders.
- Fixed incorrect default of convoy efficiency when writing persistent data, which had a small chance of causing out-of-syncs.
- Fixed daily change in party popularity being inaccurate.
- Changing of ruling party to unaligned now cancel all boost party popularity
- Naval combat report will now only appear if any damage has been dealt
- Fixed naval combat report not mentioning some losses when merging with older ones in the same province
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Fixed port strikes with no participating planes
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Air permission can no longer be obtained from both side of a war and observe similar restrictions as land volunteer.
- Added nb used convoys and nb free convoys to the checksum for OOS detection
- German historical DLC now properly enabled all picture replacements for events
- Fixed a loading order issue that could mess up some triggers for ideas on starting the game
- Japanese surrender events for MAN/CHI no longer incorrectly mentions transferring Korea to MAN/CHI control.
- Return of the Kaiser event when rescuing him through war now triggers upon control of Holland state; previously triggered from capitulation which could bug out if Holland was not in a faction when it surrendered.
- MEFO bills are no longer removed if Anschluss is rushed before the bills are extended a second time.
- Drastically increased the WT generation required for UK to want to kick Imperial Germany out of its faction when having taken the "Alliance with the Shade" focus. Germany now needs to have created 81% more WT than the faction average, up from 34%.
- "Support Anti-Fascist War" decision for USA now correctly removes off-map factories again after the duration ends.
- Fixed some possible problems with text save games while writing arrays
- Fixed a crash after user directory is cleared using the launcher while there are enabled mods in it
- Fixed research all cheat not working for some of the researches
- Fixed a bunch of typos
- Added localization for 'send attaché' action in diplomacy tab/country list screen
- Fixed UI scale glitches with equipment stockpile line graphs
- added a bypass for Build up manchurian army focus in japanese focus tree
- added a bypass for Communist Chinese focus if low_popular support spirit is not present
- fixed critical spelling error in bombing damage modifier tooltip
- fix for unlocalised bypass requirement in Soviet Advisers focus
- the opinion bonus from Italian befriend Japan focus is now correctly applied to Japan
- integrate the warlord army decision now transfers any generals and only creates leaders if the target has not taken personal leadership focus
- Fixed general selection menu stating that Field Marshal can "command 5 armies" when it should be "24 division".
- Fixed tooltip for how many divisions a corps commander can control showing up when trying to assign a Field Marshal.
- Fixed invalid equipment bonus for PRC_peoples_war, PRC_maoism, CZE_naval_focus and bofors.
- Ichi go spirit targeted modifier now works against all the Chinese nations.
- Added attache relation gfx for diplomacy view
- Command power cost on abilities now displays 2 decimals.
- Fixed tooltip for integrate warlord decisions using a flag with wrong localisation.
- Fixed integrate warlord decisions effect running immediately instead of after 90days.
- Re-added localisation for custom tooltips in Chinese Industry Relocation decisions.
- Removed auto call for faction members when a country is the target of war declaration.
- Navies on convoy escort missions now try to help allies if there are no friendly convoys to help.
- Fixed 'org loss while moving' leader modifier not being applied
- Volunteers sent to a countries which became enemies, will now be sent back home (so your divisions don't fight on both sides of the conflict).
- Fixed yet another grammatical issue in texts about the attaches.
- XP is now awarded in the case of unit being destroyed with nowhere to run and for overruns it is awarded to units both in current and in destination province if enemies.
- Fixed bug where a cavalry 3d models didn't get a proper winter camo
- Fixed volunteers not properly being sent back to their rightful owner.
- Corrected British division namelist to use brackets instead of apostrophes.
- Changed scavenger trait to additive modifier
- Fixed a broken bypass in Japanese Liberate Manchuria focus.
- Changed completion trigger for 'Fuhrer directive 21' mission to include allies controlling the required states.
- Added scripted trigger for a state being controlled by ROOT country or an ally to them.
- Fixed Austria-Hungary being formed multiple times as a result of ""Rekindle Imperial Sentiment"" focus.
- Fixed Austria-Hungary news event referring to ""Austria-Hungary taking the lead"". Now correctly refers to country's old tag.
- Re-Forming Austria_Hungary now flips government to Unaligned and makes Otto von Habsburg country leader.
- Hungary can now choose ""Tade Deal with Germany"" focus with non-Fascist Germany.
- ""Break the Anglo-French Colonial Hegemony"" focus now also correctly gives claims on Palau, Papua, and Samoa.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-Lorraine"" focuses are now also available if France is puppeted or if Germany owns Alsace-Lorraine.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-Lorraine"" focuses now rename Alsace-Lorraine to Elsass-Lothringen, Strasbourg to Strassburg, and Mulhouse to Mulhausen.
- Greater Hungary can no longer be formed if Austria-Hungary was formed via the ""Rekindle Imperial Sentiment""-spawned decision.
- Fixed panzer_leader trait not gaining xp if a non-armor unit was participating in the combat. Now it gains xp if more than 40% of the army under the leader control's is armored at the time of the combat.
- Reworked the AI's pathfinding algorithms, so it should now take more reasonable routes, when it comes to combinations of land and naval transportations.
- The battle plan window is now hidden in naval and air map mode.
- Fixed drag and drop causing 'new army' portrait to ignore clicks
- Added temporary penalty for assigning airplanes to a new region or receiving reinforcements.
- It's no longer possible to capture naval/air equipment when it gets destroyed in land combat.
- More fixes in the texts translations.
- Fixed a wrong tooltip in Manchukuo Five People Armies focus.
- Fixed two wrong cavalry division names in British name lists.
- "Danzig for Guarantees" now renames Poznan to Posen, if accepted.
- Added bypasses for "Align Hungary" and "Align Romania" focuses, if they are in Germany's faction.
- "Reinstate Imperial Possessions" and "Reintegrate Luxemburg and Alsace-Lorraine" now also transfer Alsace-Lorraine to Germany.
- Nuking now uses the highest VP in the state when calculating war support penalty instead of specific province nuked. Multiplier from infrastructure is now calculated before they are destroyed.
- Drawing defensive orders now takes army groups into account when counting divisions, so it displays the correct number of divisions that will be assigned.
- Fixed tooltip of panzer_leader trait for the xp gain.
- Fixed cancel_trigger for timed decisions not removing, but instead executing remove_effect if the mission was completed.
- Fixed guaranteeing nations not being auto-called into war when neither the guaranteeing country nor the attacking country are in factions.
- Yalta Conference event now should allocate correct states to DDR and Poland.
- MEFO bills now gives a 20% construction speed bonus to military factories, dockyards, forts and coastal forts, air and naval bases, AA buildings, and Radar stations, instead of -20% consumer goods.
- MEFO bills now renew every 180 days instead of every 90 days.
- MEFO bills - Slightly increased the base political power cost and the political power cost ramp-up.
- Unaligned Germany now loses MEFO bills when the German civil war begins (but is not required to pay for them). MEFO bills and mission are now transferred to the Nazi side of the civil war.
- Unaligned/Democratic Germany now gets a temporary "Rebuild the Nation" National Spirit that gives -20% consumer goods bonus for 365 days, when completing the "Rebuild the Nation" national focus.
- "Rebuild the Nation" national focus now takes 70 days to complete, up from 35 days.
- Previous "Rebuild the Nation" national spirit has now been renamed to "National Revitalization".
- Fix issue where scripted events that try to add countries to a civil war were silently doing nothing if world tension is too low. The world tension check should not automatically apply to scripted events; the country should just be directly added to the war, which is now once again the case.
- Fixed nuke events referencing the wrong states/leaders.
- Fixed a spelling error in a tooltip for Attaches.
- Fixed navy leaders not gaining xp.
- Fixed a news event referencing a Hungarian king that didn't necessarily exist.
- Added an appropriate Apostrophe to King's Own Cavalry division.
- Warlords that have inherited the Incompetent Officer national spirit from Nationalist China can now take the decision to get rid of it.
- The Japanese kodoha national focus path will now only invite Japan to the axis once.
- Countries on the winning side of a war but occupied by a different faction can no longer be marked as untouched, allowing them to be annexed or puppeted by the occupiers even if the actual enemies never did any damage to them.
- Unit leaders go into cooldown when you disband the army now.
- Capped minimum supply consumption to 0.05, so it's no longer possible to get it negative and suffer huge penalties.
- Forced countries entering into a dependency relation to cancel any war relation they have between them.
- Fixed the Call Ally diplomatic action to have the recipient join the correct war.
- Clarified Treaty with USSR" requiring "Anti-Soviet Pact" to not have been taken.
- Army group orders now does not mention number of unit information in them.
- Made the call ally tooltip properly indicate when a civil war is not joinable by an ally due to low world tension, just as it already does for the other country if they want to initiate a join war action.
- Call to war and join war actions in the diplomacy screen no longer show every individual war relation in the list of wars, but just the primary one.
- Allowed a country to be invited into peace conferences even if some of their faction allies are at war with the winners of the war, as long as the country being invited is at peace with all the winners and at war with the losers.
- Fixed a bug that caused a navy leaders not gaining experience.
- Fixed killing encircled units not giving intended amount of flat experience gain.
- 3d model viewer > Camera moves a bit towards up when you zoom into the model.
- 3d model viewer > multiple technology views being open at the same time, are no longer showing the same model.
- 3d model viewer > Fixed unit models shown on map, not being updated for allies when you select a custom model
- 3d model viewer > Several other improvements.
- 3d model viewer > Reduced min zoom levels for 3d model viewer.
- 3d model viewer > Non infantry equipments does not use fallback infantry models in tech window anymore.
- Fixed drag and drop for armies in the same army group.
- Fixed bug in a war relations being broken after loading a save.
- Fixed war members calculation that incorrectly excluded friends in a war due to not being in the main faction, which could incorrectly lead to premature capitulations.
- Fixed Dispersed Industry IV translation.


##################################
# Stability & Performance
##################################
- Fixed small memory leak.
- Fixed uninitialized variable in graphical settings, which in theory could cause an undefined game behaviour.
- Fixed CTD when loading a savegames which was related to the air wings.
- Fixed OOS caused by "local resistance" data not being properly cleared.
- Improved initial loading time a bit. The naval distance calculations are much faster, and is done only once (or whenever a game changes has been detected that could affect the naval distance calcluations). At every next game start, the loading process skips the naval distance calculations by just loading the cached data.
- Fixed peace conference behavior and crash in the case that one or more of the winners have been occupied by a different winning faction.
- Fixed SS recruitment crashing the game under very specific circumstances.
- Fixed CTD when asking a lend lease to some AI countries within the first day of the game.
- Puppets surrender with their overlords and any other majors even if they have been in the war for fewer days than normally required to surrender. This fixes a crash elsewhere when transferring the puppet in a peace conference.
- Attempt to gracefully skip over opponents who are no longer at war with each other when cleaning up war relations at the conclusion of a peace conference. This avoids crashes when multiple peace conferences get initiated and completed simultaneously, especially due to scripted white peace events.
- Ensured all buildings in the newly-changed Polish and German states are present in those states, to avoid crashes.
- Fixed CTD on create_unit effect with invalid template name. Now shows an error instead.
- Mod files created through the launcher tool, are now UTF8-BOM to avoid errors when using the file later.
If you want to read more see the last couple of diaries for highlights :)

What are we doing now
We are now beginning work on the next expansion and the next big update 1.6 'Ironclad'. Its too early to share any details or hints what they will be about tho so go mad with speculation based on the name ;)(madagascar focus tree? wut!? o_O... well out patch names seldom tell you much). Below is an update on our long term roadmap though which might give some ideas. or not.

The five year plan

As I said last time we did this, its not actually a five year plan, but I want to share with you some form of roadmap on what to expect in the future as well as follow up what we have been up to. The list below was posted when we started on Waking the Tiger and 1.5, so stuff that is crossed off we now consider handled.

Just to be super clear, this is not any form of exhaustive or final list and unless we have already done it we can't promise anythings. Priorities change etc. The point of this is to give you an idea of things we would like to do. The order of things is also not in any kind of priority order, or order we would do them.

  • Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
  • A Chain of Command system allowing field marshals to command generals
  • Every starting nation has a custom portrait for historical leaders
  • A way for players to take dynamic decisions, quickly. Something that fits between events and national focuses.
  • Changing National Unity to something that matters during most of the game rather than when you are losing only
  • Rework how wars work with respect to merging etc as its a big source of problems
  • Add the ability to clean up your equipment stockpile from old stuff
  • Allow greater access to resources through improving infrastructure
  • More player control over naval warfare and fleet battle behaviour
  • A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
  • Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment)
  • Improve balance, feedback and mechanics for submarine warfare
  • Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players
  • Spies and espionage
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan, Poland)
  • Wunderwaffen projects
  • Properly represent fuel in some way in the game
  • More differences between sub-ideologies and government forms
  • More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
  • An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups
Also some new ones since last time:
  • More player control over rules. HOI is played in many different ways and say competitive MP and single player rulesets often clash
  • More usage of drag and drop and QoL like this. For example controlling template lists.
  • A more robust and expansive mapmode system. Having a player mapmode in MP would be helpful etc

You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented.

We will now start work on the next unannounced expansion and 1.6 'Ironclad' so there will be a longer break in dev diaries. I can promise an update around PdxCon on how things are going :)
 
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@podcat

I remember hearing about which nations were played the most in single player during ParadoxCon 2017 and Germany was obviously in the lead, which made you go "We gotta make Germany even more interesting since so many people are playing it". While I think the new German focus tree is amazing, I think that the "most played nations" statistic should not really make you think about improving the gameplay of fascist nations but hint at the fact that democratic nations have literally nothing to do for a good half of the game and that may be why people play mostly nationalist countries. Yes, there is absolutely something cool about being Germany and conquering the world, but I think everyone is playing Germany or other nationalist nations mostly because the US, UK and in general the allies are very very boring to play, at least in my opinion. Other users will correct me with many "respectfully disagree" if they don't think the same, but I don't think that's the case.

So well, I am a bit concerned about not seeing any major new system being planned to be added to democracies in the roadmap. Yes I understand the roadmap is not exhaustive, but if I were in Podcat shoes right now I'd drop every plan about combat-related features and just focus the next expansion on new unique mechanics for democratic nations. Something for the player to do during peacetime instead of just having to wait until world tension is high enough. The new decision system sure helps but I don't think it's enough to keep the democratic player busy for the first half of the game. I think that some way to control the country economy at a deeper level or an election system is what the game needs the most right now.

Anyway, I expect Ironclad to be naval focused from the name and roadmap. Do I think that's good? Yes, I think it's fantastic. Do I think that's what the game needs the most right now? No, absolutely not, the game needs a unique system for democratic nations the most. Pardon me if Ironclad is going to be about something completely different but I can't see the next expansion being focused on letting democratic nations be fun to play. It'd be nice to hear from Podcat what he thinks about this whole topic.
 
Will we see the army group front expanded on? I would really like to have all the troops under a field commander be able to be anywhere in a front, but the feature feels half implemented right now.
 
I dont see how. Alt-History is not really Alt-History if Russia is still communist. Or at the very least not Alt-Historic enough.
I agree with the last part.

Because Trotsky and Bukharin are so different in their approaches that like the democratic and monarchist paths in the Kaiser tree, and their branches, there can be a lot of difference. Besides, a democratic Russia would probably be pretty boring.
 
@podcat

I remember hearing about which nations were played the most in single player during ParadoxCon 2017 and Germany was obviously in the lead, which made you go "We gotta make Germany even more interesting since so many people are playing it". While I think the new German focus tree is amazing, I think that the "most played nations" statistic should not really make you think about improving the gameplay of fascist nations but hint at the fact that democratic nations have literally nothing to do for a good half of the game and that may be why people play mostly nationalist countries. Yes, there is absolutely something cool about being Germany and conquering the world, but I think everyone is playing Germany or other nationalist nations mostly because the US, UK and in general the allies are very very boring to play, at least in my opinion. Other users will correct me with many "respectfully disagree" if they don't think the same, but I don't think that's the case.

So well, I am a bit concerned about not seeing any major new system being planned to be added to democracies in the roadmap. Yes I understand the roadmap is not exhaustive, but if I were in Podcat shoes right now I'd drop every plan about combat-related features and just focus the next expansion on new unique mechanics for democratic nations. Something for the player to do during peacetime instead of just having to wait until world tension is high enough. The new decision system sure helps but I don't think it's enough to keep the democratic player busy for the first half of the game. I think that some way to control the country economy at a deeper level or an election system is what the game needs the most right now.

Anyway, I expect Ironclad to be naval focused from the name and roadmap. Do I think that's good? Yes, I think it's fantastic. Do I think that's what the game needs the most right now? No, absolutely not, the game needs a unique system for democratic nations the most. Pardon me if Ironclad is going to be about something completely different but I can't see the next expansion being focused on letting democratic nations be fun to play. It'd be nice to hear from Podcat what he thinks about this whole topic.


I agree that new diplomatic and social mechanics should flesh out democracies, and I think new political, economic, and social mechanics should flesh out communists.
 
One other things, I'd like to drag and select when selecting units on the details screen. Example: I want to split an army in 2, i an click the divide in 2 button and have half the army selected, perfect. Now i want to deselect these and send the other half somewhere else - I have to click through those other 12 units down the list.

This example can be done by giving the first order to the whole army and then click divide in 2 and give the second order. But I agree it would be nice in alot of other instances.
 
Hello! Add to peace conferences the opportunity to take small arms, artillery, equipment (tanks, cars), planes and ships from the defeated country, not just one heap, but divided into categories. To win points, you could take not only land but also at the end of the conference to share trophies between war participants. For example, divided the province, the next move England takes the ships, the Soviet Union armored vehicles, China small arms and artillery. Each group of trophies should have a different cost in victory points, if someone can, takes all the trophies for their move.
 
While not very important a nice feature I liked from Victoria and HOi4 was the operations map tool. While I really like the front system I would also like to be able to draw ones independent, write names, and add symbols like tanks, planes, and infantry, key victory points ect. It is really cool and useful for planning.
 
Hello, my first post on this forum :) (but only because I read all these diaries without getting connected and I never needed to speak before)
(sorry if it is long and hard to understand, I will check for errors, English isn't my birth language, just one I learned because it is convenient to speak on games&Internet :p)

"A logistics system with more actual player involvement (now you only care once stuff has gone very badly)"

For my part, I only want a system where when you have all of EuFrASia -Europe Africa Asia- (or of all of North&South America -or just, most of the world and not just islands (since for islands, convoy usage is a normal thing) but connected land, it is important, since connected land shouldn't need a long convoy trip with tons of supplies over unprotected sea when safe land option is available !) and the best infrastructure possible (or without having the best but just having some, and not all destroyed at least) you don't have to worry about soldiers taking boats while you don't have any ship or not good enough and not in numbers to protect convoys. (which means thousands of soldiers killed for nothing since they could just travel by land...)

a solution would be something like having an option to restrict troops moving by sea (if you have enough convoys, forbid their use by soldiers, only for trade ! -since civilian manning the ships aren't counted if the convoys are lost it is ok if they die... :( -but nothing against civilian it would be bad !!!) or just by default, only allowing naval convoys for troops movement if you have (like for air, somehow) 75% control of all sea tiles they are going to pass through.

about logistic, again, when you have infrastucture (best or not) on all Eurasia (world etc), not have a naval route from Vladivostok to Lisbon to carry supplies while you don't protect (or can't, not enough ship or using those to blocade an enemy like UK-Japan which have a "strong fleet" -or at least, lot of ships, unlike lot of countries) any sea despite having a completely safe and long land route ! (this might sound stupid but as SU, having conquer in a war all of EuFrAsia -conquer but not end the war yet- (I own the Suez Canal&Gibraltar but I haven't clean the MedSea or I just didn't focus on fleet at all and it takes time to build those) but not having the war over yet (or capitulated nations still having their fleet active), seeing that my supply goes through sea (Vladivostok, North&East&South China Sea, Indian Sea, Suez, Med, Gibraltar, something like that with 1000 chances for each sea tiles to be destroyed) where it is going to be sunk while the connected land is safe and free of civil unrest from conquered people (with the help of a few soldiers on horse reigning these lands), it is really... ugh -_-)

having air&naval units counts in deaths counter (in war but in peace also, accidents in training, training your DCA soldiers against your real planes with real soldiers inside :p, training your carriers&battleships against your own ships with real ammo&torpedoes&bombs to improve their accuracy&efficiency to be ready for war -like soldiers training with real ammo)
 
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I haven't 100% verified this but I do believe that Stellaris uses much bigger texture size and poly counts for their ship models than what HoI4 tanks and ships 3d models utilizes.
Which is why their 3D models might seem "better"
Thanks for the info Vonboe ... have you stopped your mod ? i remember it was very promising ... is it still alive ?
 
Yeah... When you rework Baltic states and make proper map with Vilnius core of Lithuania, not Bielorussia? Maybe i can help to you with history? At 1939 year USSR ceded Vilnius to Lithuania by "mutual treaty", so please make this event for Lithuania.
 
Yeah... When you rework Baltic states and make proper map with Vilnius core of Lithuania, not Bielorussia? Maybe i can help to you with history? At 1939 year USSR ceded Vilnius to Lithuania by "mutual treaty", so please make this event for Lithuania.
Only if the state is redrawn beforehand. You're not suggesting hawing whole northeastern part of pre-ww2 Poland to be a core of Lithuania, are you?
 
I don't understand the downvotes. On normal difficulty its pitifully easy even as countries like Denmark to hold off Germany, holding China as the Nationalists agains the Japs barely requires any strategy except bodies sitting on the borderline either.

How does this make the game any fun?

Because A) - Entrenchment is the same as it was before, unless you will specc for ambusher, which requires to have infantry leader - which usually for most countries is not available before war. Also it provides the usual case where: It improves max entrenchment, so every de-orged division/moved division/division that counterattacked - will not get the benefit of such extra entrenchment for quite some time. (It needs first to achieve base entrenchment 5+ENG+Defensive Doctrine+Doctrine - before it will benefit from ambusher)

B) Division Re-Org rate is the same, maybe slightly higher - if you'll specc into FM trait, but it is IMO waste of valuable trait slot.

C) While having lower base soft attack values for certain units (though tanks have at the same time higher base soft attack which means it benefits more from doctrines and variants than before, so the potential difference is smaller), you have now much more combat potential due to the leader traits, and CoC. Previously you would have +45% at max from leader to attack/defense, now you can have +75% (10 attack general/FM combo) and extra 40% max planning bonus. Not to mention Force Attack ability which multiplies attack by another 0.2. And CAS impact on combat has been improved. Seriously, you can still pull off crazy numbers and have valid/strong attacking force.

Picture attached is before the air support buff to CAS. There was console used in this 'test' - eq is from 1943, full doctrine, leaders are buffed to lvl 9 - though they were not ideally stat distributed (IIRC 9 and 5 attack respectively). Even if somehow someone had 10k defense on their divisions, each division would score over 900 hits per hour! (That alone can deal 45-180 ORG... PER HOUR)
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Also - it is not like on normal difficulty you would have previously problems with Japan as well. I also don't remember holding out as Denmark problem either, especially if you'll dig in across the 'straits'.
 
Despite all the constant gripes about AI elsewhere, I think the combat has significantly improved from 1.4 to 1.5.2.

Stuff the AI is doing decently now:
* The AI is not rushing headlong into overpowering fortifications as much (there seems to be an exploitable weakspot; you can tailor your defense to be appealing for an AI attack while making it insurmountable, which can allow players to grind down the AI's manpower. But in general it's much improved.)
* The AI seems to be favoring fully equipped divisions (at least until factory production starts suffering)
* The AI is making decent use of commanders
* The AI gives due consideration to terrain and number of neighboring provinces
* The AI tends to have decent unit composition

It can't compete with a human player (especially given the option of pausing and micromanaging attack and defense), but it's mostly functional. That said, I don't like to leave my armies on AI-controlled attack orders because it has no concerns for manpower or creating and closing salients.

Stuff the AI still sucks at:
* The AI tends to love transporting by sea still
* The AI shuffles units excessively on fluid fronts, especially player-controlled units on player-defined fronts
* When told to attack across a wide front, the AI will also attack ridiculously unbalanced positions (e.g. 1 province versus 1 province over a large river). Default front behavior should be more conscious (maybe provide more granularity in aggressiveness levels?)
* The AI doesn't seem to research and build ships well at all (maybe Ironclad can help)
* Every country tends to cover every ally with as many troops as it can instead of trying to make discrete fronts. This makes the late game strategic overview very hectic and leads to a lot of underpowered attacks (e.g. 1 Australian unit attacks independently while the New Zealanders, South Africans, French, and Indians diligently wait their turn to attack like some martial arts movie).


That all out of the way: I'm relatively comfortable with the current AI setup and would appreciate a bit more core historical accuracy in the base game (in terms of government changes, state changes, assistance treaties, embargoes and the like). The roadmap has South America on the agenda; I think that provides a good opportunity to deepen the underlying politics and diplomacy, refine the US focus tree and drop a few trees in South America (and maybe Mexico). Once there are mechanics in place to make South American democracies (or a few neutral authoritarian regimes) interesting to play, you can be certain the rest of the world can benefit from the added depth.
 
That roadmap seems exactly what I wish from this game in the long run, I will be very happy if you guys manage to get most of that stuff in the game eventually...I'd buy all EU4 dlcs just to be thankful xD
 
The problem with making the tanks "different power" is that it removes the player agency. German tanks (and American, and British, and French, and Soviet, etc etc) were the result of the policies and decisions of leaders. The Sherman was outclassed at the end of the war because the Pershing was delayed, but when it was introduced it did fairly well against the Panzer III. It was policy to keep going with the Sherman, though, and policy to not up-gun it (whereas the British decided to throw the 17-pounder in it and give it some more punch).

The variants system in place now, along with research bonuses to various vehicle models lets you recreate the reality of these tank designs by letting you up-gun or up-armor (or, not) various vehicles to fit your playstyle and economics. It allows player agency. Combined with land doctrines, you can achieve superior tanks, or roll along like the US did with twice as many average tanks. To make one tank "better" ruins the spirit of a strategy game by taking these decisions from the player.

Something that might be nice is variable-length technology research. Maybe a new tank design can take from 180-280 days, and the longer you let it research, the better chance it has to turn out well. On the other hand, if you need it right now, you can begin design early -- but the vehicle might have some flaws that bite you down the line (e.g. low armor, very poor reliability).
Elements of random make no sense in HOI4. Better idea is rework of designer system to make player able to take different ones for one tech.
 
I'm sure this has been said before but please make some adjustments to the peace system, mainly how the AI takes states. They should only want to take states that they claim or have cores on, so it's more "Yugoslavia takes Istria" rather than, well...
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Side question: what mod are you using to get the map looking like this?
 
I dont see how. Alt-History is not really Alt-History if Russia is still communist. Or at the very least not Alt-Historic enough.
I agree with the last part.
If we speak about tzarist/democratic/fascist Russia in HOI4 - such ideas have nothing in common with alternative history, well, at least "history" part.