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HOI4 Dev Diary - 1.6.2 Update

Hiya everyone, I am now back from the San Francisco Game Developer Conference and in the sweet embrace of soulcrushing jetlag! Last week was very fun chatting to other game devs and learning stuff from lectures as well as american food (burgers!). While I was there the team have been continuing work on the 1.6.2 patch. So today will be about status there. Short and sweet, enjoy!

We have been fixing all sorts of stuff, but here are some highlights:
  • Increased research bonuses. We may have low-balled our estimates a bit on the new research impacts, where the idea was that it would be faster overall despite many of the new techs. To accommodate that research companies have been improved along with ministers and the computer techs have also increased buffs to make them more worth it (details in the patchnotes below).
  • Help Soviets mount a better defense. We have identified a few things, like a tendency to keep units back for the japanese front despite their main front not having enough units to man it (which causes all sorts of issues).
  • Get Allies more into the Africa game. Keeping Africa allied is quite difficult, but the AI should now prioritize fighting over it a lot more and Uk should be making smarter early choices for focuses and ministers etc
  • The invasion AI has been improved quite a bit, which left China being crushed by Japan a bit too fast and often so we have tuned down Japans strategy a bit unless facing a player to keep a more historical timeline.
  • airwing names are no longer lost on save load, and many other fixes...
The patchlog since last week looks like this, and should hopefully get into the open beta tonight. We then plan to leave it over weekend for testing with you guys and if all is fine it should be making it to everybody next week.
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# Bugfix
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- 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.

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# Balance
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- 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%

##################################
# UI
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- Fixed Benelux formation news event properly referring to Netherlands' original name, rather than the new Benelux name.
- It is now possible to select a theater as a deployment target which will put the newly created ships in that theater's reserve fleet
- Now showing the task force insignia when selecting a task force as deployment target
- Finnish neutrality party was renamed
- Task forces created through the Move Ships Window now copy the insignia from the original task force
- Fixed timed decision showing 999 instead of a progressbar
- Dive bomber trait in admiral skill tree now correctly identifies bonus as only applying to carrier planes
- Minor loc fix to Dutch Trade Neutrality news event option text.
- Added list of required module slots that are empty to the save button tooltip when designing a ship
- Fixed invalid 'no mission set' warning on a task force with a mission but currently refitting or repairing

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# AI
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- Britain should now care more about Africa as well as other area prio tweaks
- ENG will avoid channel if it is at war with GER
- British AI should now pick ministers better to make use of Stanley Baldwin (a first in British history)
- British AI should no longer take early mobilization if it has better use of the political power
- British AI should no longer waste pp on resource prospecting if it has better things to do
- British AI should no longer offer refuge to German scientist until a certain amount of time has passed
- Italy alternate fascist plan will now result in Italy First, rather than Pact of Steel
- Both sides of the Suez Canal are now considered part of Africa for the purpose of AI calculations (still separate for all other purposes)
- blocked ai from creating naval missions in blocked regions
- naval_avoid_region >= 600 will disable regions for missions as well now. Germany disables the channel if ENG is still a threat
- historical Yugoslavian AI will no longer take Greater Yugoslavia
- added an AI strategy to Hungary to prevent them from joining the axis before it is historical if historical focuses are on
- ai is now less reluctant/random about upgrading its ship designs
- fixed a bug preventing the Soviet AI from researching Fighters II
- the Soviet union will no longer pick the War with Japan focus while fighting with Germany
- ai will care more about home fronts that have actual enemies if surrender process is >0 and less about other non dangerous fronts
- ai won't care about guarantees that are guaranteeing an enemy that has offensive war against us or a war that started long ago
- Improved UK historical focus selection order
- Japan will now avoid too aggressive early invasions

##################################
# Stability & Performance
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- Protected against a buffer overflow.
- Detected and skipped a certain type of invalid mipmap data in dds files.
- Fixed CTD when reordering pinned strategic regions

##################################
# Modding
##################################
- added target_root_trigger trigger for targeted decision. this is checked before checking all targets and if false, will skip that targeted decision completely
- added game variables fuel_k & max_fuel_k
- fixed example of scripted diplo actions & fixed some string problems

##################################
# Database
##################################
- Tweaked Chamberlain resigns event to now require Poland to have fallen, and slightly increased the required surrender progress required for Denmark, Norway, the Low Countries, or France.
- The US now correctly starts with 2 Yorktown Carriers under construction in 1936 (MtG only due to balance concerns)
- Italy now correctly has two Littoria-Class Battleships under construction in 1936 (MtG only)
- changed some starting technologies for Italy
- France now starts with 1 Richelieu Class Battleship under construction in 1936 (Richelieu) and two more under construction in 1939 (Jean Bart and Clemenceau) (MtG only)
- added HMS Aurora to British starting construction (MtG only)
- moved Town Class Light Cruiser template to 1936 start, added 5 ships to British starting construction in 1936
- Added Marines division template to HOL
- Added portrait for Ataturk
- added and tweaked a number of division name lists for various countries
- Commonwealth Ties can now be taken if UK is overlord of Dominion civil war factions, as well (and applies the relationship boost to those countries).
- Adjusted requirement for Imperial Conference to no longer be impossible if UK accepts Destroyers for Bases offer from USA.
- removed the claim Romania gets on Bulgaria from the relevant event
- Reach out to the Ware Group is now available for both democratic and communist governments
- Removed Atatürk as a starting field marshal and instead added a decision to recruit him if Turkey is in a defensive war, also assigned to him his new field marshal portrait
- Added foreign language loc and an on_action trigger for Turkish civil wars.
- Added Admiral Hipper to German starting construction (MtG only)
- Added two Kirov-Class Cruisers to Soviet starting construction (MtG only)
- Added USS Vincennes and USS Wichita to US starting production (MtG only)
- Added two light cruisers to Italian starting construction (MtG only)
- Central Powers will now invite Bulgaria if they exist, are AI, and are non-aligned.
- Adjusted Vojvodina state population, and added cores to it in the Hungarian focus tree.
- Central Powers focus now sends event invites to the various potential nations, giving them a choice rather than automatically adding them to the faction.
For the full 1.6.2 log (its huge), or if you want to help test go check out the 1.6.2 beta page.

See you all next week again!
 
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In my game (b2b3) China pushed the Japanese back to Manchukuo and capitulated mengjiang in 1938. They have if I
I’ve stopped on 1st January 1939 because of the convoy bug but looking towards southern China, they have like 1 division on ports but if the Japanese AI started any naval invasions they will be in trouble (I think I can see all their units because of the attaché).
This always happens and makes China lose really fast, even more so without outside interference.
 
This always happens and makes China lose really fast, even more so without outside interference.

My "solution" so far was to give China some forts in key locations, move their VP to the west and make some mountain regions impassable to create choke points.
Also when the war starts i made an event which let them annex most of the warlords and take over their troops, while Mao take SHX and resists in the northern mountains.
This makes China last until ~ end of game, keep Japan busy and so the late game balanced.

Next mod update will do the same to SOV because i doubt it will be proper balanced in vanilla patches...
 
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You realise they ran out of manpower during World War II, right? I can understand Nationalist China or the Soviet Union having close to infinite manpower, but Germany shouldn't have that luxury. Manpower was a significant concern for them, not just in general but also in terms of qualified pilots and submarine crewmen, for example.

Not only should they have manpower limitations, there should be separate manpower pools of trained sailors and airmen.

Off-topic:
Nope, incorrect, they didn't run out of manpower. They still had millions of troops when surrendered (close to 6 millions in fact)... what they did ran out from was FUEL, thus thousands of planes and panzers were just sitting unused while Allies produced 90% or world oil and sponsored Soviet horde thus leaving Germans no other option except to lose
 
Off-topic:
Nope, incorrect, they didn't run out of manpower. They still had millions of troops when surrendered (close to 6 millions in fact)... what they did ran out from was FUEL, thus thousands of planes and panzers were just sitting unused while Allies produced 90% or world oil and sponsored Soviet horde thus leaving Germans no other option except to lose
I’m not sure on the total figure but towards the end of the war they were conscripting young children and old men. I do not think your 6 mil figure is accurate as at that point they had lost huge amounts of troops who surrendered. While yes Germans lacked fuel, they also lacked planes, with nearly a complete loss of air support and supremacy on the eastern front post Stalingrad. They also lost the majority of their armor post bagration with many armored divisions only having a handful of tanks left. By the end of the war they were fielding kids with ww1 rifles.
 
Off-topic:
Nope, incorrect, they didn't run out of manpower. They still had millions of troops when surrendered (close to 6 millions in fact)... what they did ran out from was FUEL, thus thousands of planes and panzers were just sitting unused while Allies produced 90% or world oil and sponsored Soviet horde thus leaving Germans no other option except to lose
They were scraping the barrel though. Everything left alive was holding weapons during the end days of the reich. It wasn't just fuel being a problem either, it was pretty much EVERYTHING.

Food, tanks, trucks, fuel, weapons, munitions, guns, shells, aircraft... They were out of almost everything.
 
Off-topic:
Nope, incorrect, they didn't run out of manpower. They still had millions of troops when surrendered (close to 6 millions in fact)... what they did ran out from was FUEL, thus thousands of planes and panzers were just sitting unused while Allies produced 90% or world oil and sponsored Soviet horde thus leaving Germans no other option except to lose
The 6 millions total represents not only soldiers but all the personnel. It's misleading figure. Further, no small part of these were men and boys that would not have been normally conscripted, they were scraping the barrel, and they could not afford to train them properly. Other than fuel, Germany run out of people, land, resources, weapons, ammunition, infrastructure, food, ... whatever you can think of, almost all of it they were running out of.
The fuel was a problem, but even with fuel they would not have resources for successful mass offensive, neither in west nor in the east.
 
The 6 millions total represents not only soldiers but all the personnel. It's misleading figure. Further, no small part of these were men and boys that would not have been normally conscripted, they were scraping the barrel, and they could not afford to train them properly. Other than fuel, Germany run out of people, land, resources, weapons, ammunition, infrastructure, food, ... whatever you can think of, almost all of it they were running out of.
The fuel was a problem, but even with fuel they would not have resources for successful mass offensive, neither in west nor in the east.

Same as Soviets, except they had supplies from Allies.

Anyhow, Germany lost after they failed to take Caucasian oil fields and hold Stalingrad & Volga.
The whole war was about the oil, that's what I am saying.
 
That oil certainly would have helped, but the war was long since lost at that point. Germany had very little hope of capitulating USSR. They probably came as close to doing so as they had any prayer of, but still. Even if they achieved the incredibly difficult and did so there was no way they were ever going to cross the channel and invade UK much less cross the ocean to defeat USA.
 
Well, the plan wasn't a bad one, it was a massive gamble, though, but not crazy. UK and USA wasn't a threat at that moment anyway.

About the oil, I suggest taking a look at this guy, he will explain better than me:
 
I'm a Patron of TIK so I've seen it. It is true that oil was Germanys biggest weakness, but overall production and manpower would have doomed it in the end. Germany was the 3rd largest economy in the world and not far away from 2nd. However, you can't just take on the rest of the top 4 .
 
Same as Soviets, except they had supplies from Allies.

Anyhow, Germany lost after they failed to take Caucasian oil fields and hold Stalingrad & Volga.
The whole war was about the oil, that's what I am saying.
The whole war was not about oil, or neither of axis powers could last as long as they did, despite taking massive losses on various points in resources including supplies and oil.
I would argue that the war, as far as Germany goes, was about maintaining their best forces. They were wasted in Barbarossa, then again wasted in Fall Blau, and of course corresponding Soviet counterattacks. They should not have tried to outrun the logistics in the way they did. Of course to say that is advantage of hindsight.

That oil certainly would have helped, but the war was long since lost at that point. Germany had very little hope of capitulating USSR. They probably came as close to doing so as they had any prayer of, but still. Even if they achieved the incredibly difficult and did so there was no way they were ever going to cross the channel and invade UK much less cross the ocean to defeat USA.
So far as crossing the chanel it would be a race against time between RAF getting equal to Luftwaffe. Their best chance would have been to lure royal navy into combat in the channel and hammer it with planes, Crete shows this would have been possible. And of course there were times when RAF was on a verge of collapse anyway... and without RAF, RN cannot defend the channel forever under all circumstances... If they could take out UK, the war could end up being statemale, and theoretically anything could happen then.
 
Taking a relatively small island off the coast of a minor Balkan country is different than taking over the country of one of the most powerful countries on the planet. Even if Germany managed to get a few divisions across the channel there is no way they could have keep those troops fed let alone get them weapons. Historically the allied navy and airforce was dominant in 1944 and even then D-Day had a very real chance of failure.

Also the RAF not being equal to the Luftwaffe was a myth. The British greatly overestimated how good the Luftwaffe was, and it didn't take long before the British had control over the skies. Germany got amazingly lucky to do as well as they did historically. You are talking about 1 in a million type of luck to give Germany a prayer of anything other than a defeat.
 
Same as Soviets, except they had supplies from Allies.

Anyhow, Germany lost after they failed to take Caucasian oil fields and hold Stalingrad & Volga.
The whole war was about the oil, that's what I am saying.
Incorrect, while the soviets were at a disadvantage early in the war, by the time that fall Blau occurred, the soviets had a significant advantage in men and equipment over Germany, irrespective of lend lease. By the end of the war the Russians had conscripted nearly 40 million men into the red army, and at its close had I believe between 12-15million men in Eastern Europe.
 
Yeah both Soviets and USA blew Germany away when it came to weapons production. The Soviets probably would have struggled with food without LL though. You can move industry to Siberia, but it is a lot harder to move farmable land.
 
Yeah both Soviets and USA blew Germany away when it came to weapons production. The Soviets probably would have struggled with food without LL though. You can move industry to Siberia, but it is a lot harder to move farmable land.

Food was an issue just about everywhere :(
 
Hitler was a fool..he had the russians on side.. and only his maniacal ego allowed him to think that he could defeat both the english and her allies, and the russians at the same time.,.. if he had waited and won the the battle of britian.. which they lost due to the FW not having enough fuel to dogfight over the UK,, they even attempted wooden fuel tanks slung on the wings,, but they leaked so much that there was no fuel left..so as germany was later bombed unto submission,...so too, l think that england... l think that given one or two Aircraft carriers so they could sit off the coast of england.... they would have got a toehold in the uk.. and that was all they wanted... the british army had taken a beating defending.. and were demoralized...most people don;t think morale is important.. but without it.. the spirit to fight and to fight on.. is lost...

so lets be grateful that he was a mad egotistical manic
 
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Would it also be nice if AI Kodoha Japan will have the following preferences:

- "Modern Shogunate" if Germany is fascist
- "Showa Restoration" if Germany is monarchist

Just another idea in mind thay you may consider, devs. Thanks @Bratyn