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HOI4 Dev Diary - Beta Batch Update III

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...

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# Balance
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- 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 Alcalá-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


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# Stability & Performance
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- Fixed CTD on Windows related to flag atlas texture update
- Fix performance issue when creating dynamic tags from targeted decisions.


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# UI
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- 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.


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# AI
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- fixed ai not taking zero cost decisions if it has negative pp
- ai will be more 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)


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# Modding
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- 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


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# Database
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- 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 Alcalá-Zamora as the initial leader of Spain in 1936, along with an event to replace him with Manuel Azaña in April 1936.


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# Bugfix
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- 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

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.

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 lategame 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!
 
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I have a request. Can you make sure that a country has enough political adviser and military high command options to fill out the three slots? Playing as Republican (Democratic) Spain in my last campaign and I only had two high command options. It was a little irksome that I would never be able to fill that third spot.
Same here, i played Manchuko into Chinese Empire, and you get only 3 Political advisors at all, and one of them is locked behind the Focus tree that requires that you are staying a vassal of Japan. I think also at least every nation should maybe have the option for a Elusive Gentlemen for one more agent, since it was really infuriating to play as a Chinese Empire that Spawns all of Asia but only having 2 agents and 2 political advisors.
 
Cheers for the DD Podcat and the extra info Shultays, and the bug fixes by everyone :D. Lots of goodies, but my favourite is probably:

- GER now will try to put more armor to low countries instead of france border

I'm not sure how you've done it, but getting the AI to use ARM more sensible in any situation is a good thing :).

On the other hand, I'm concerned by your clear discrimination against the undead :p

- Tito should no longer be able to serve as chief of army if he is dead

Not really of course :)

Super-tough week for an on-topic naval pic, but here's a crack at a naval 'bug' - a US interwar torpedo test where the magnetic influence exploder didn't go off when it should have. The US suffered more than most nations due to technical faults in its torpedoes (due, in no small part, to not putting enough resources into testing), but when it finally ironed out the kinks, its submarines really went to town.

747px-Torpedo_Exploder_Mark_6_NH-88457.jpg
 
Are there any plans to fix the anarchy of factions? Every single game, Manchukuo winds up joining a European faction, even when it makes no sense for the Europeans to invite them, resulting in fascist Japan joining the Comintern, or some other nonsense. It completely throws everything off-balance, and has ruined countless games for me.

https://forum.paradoxplaza.com/forum/index.php?threads/a-simple-fix-for-factions.1343622/

Above is a suggestion I have made previously, inspired by HOI III. I really do hate to keep hammering the point home, but the game is practically unplayable at times because of this nonsense.
 
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The US suffered more than most nations due to technical faults in its torpedoes (due, in no small part, to not putting enough resources into testing), but when it finally ironed out the kinks, its submarines really went to town.
We don't build subs, we sink them!
 
Hi, I have run into two mayor ahistorical facts when playing historical, with Republican Spain and Yugoslavia.

I love HOI4, I have almost 1700 hours, and every expansion, including coametic one. With everything going on, I decide to buy La resistance and return to the game so I can teach my new roomate how to play it (we are confined in Madrid).

We choose historical, played Italy. Everything was going well, finally we had a good, slow and grinding conflict in the SCW. I explained him that with historical checked, everything goes more or less historical until 1941, when the war achieves it's peak and you have to win it... And then, the uprising happened.

Catalonia and Aragon became it's own country. He looked at me, I said it may be bad luck. Since then, I have run various test (historical checked, played Buthan, let the game run) and everytime, the revolutiom of 1937 succeded.

This is huge, the SCW loses it's pace, and the conflict ends almost one year prior to the real ending because that situation it's unreasonable. Also, it is highly inmersion breaking: in reality, the revolution lasted 5 days and failed, the republic never loosed control.

I can have a shorter spanish civil war, but breaking the inmersion is too much in an historical game. Is this point going to be adressed, or is it intended to be ahistorical every game?

About yugoslavia, the five test I have run endend with them joinning the axis, wich also is inmersion breaking.

I hope both this things gets fixed, the rest seems to be better than before, great job.

Thanks!
 
If my game from yesterday evening is any indication then there's an entry missing:

- AI now uses its navy to gain naval supremecy around its coasts to prevent sneaky early invasions.

Can someone confirm this?
If its true, than this is a very good change.



...however I still would like the cores of the formable nations fixed....
 
Hi, I have run into two mayor ahistorical facts when playing historical, with Republican Spain and Yugoslavia.

I love HOI4, I have almost 1700 hours, and every expansion, including coametic one. With everything going on, I decide to buy La resistance and return to the game so I can teach my new roomate how to play it (we are confined in Madrid).

We choose historical, played Italy. Everything was going well, finally we had a good, slow and grinding conflict in the SCW. I explained him that with historical checked, everything goes more or less historical until 1941, when the war achieves it's peak and you have to win it... And then, the uprising happened.

Catalonia and Aragon became it's own country. He looked at me, I said it may be bad luck. Since then, I have run various test (historical checked, played Buthan, let the game run) and everytime, the revolutiom of 1937 succeded.

This is huge, the SCW loses it's pace, and the conflict ends almost one year prior to the real ending because that situation it's unreasonable. Also, it is highly inmersion breaking: in reality, the revolution lasted 5 days and failed, the republic never loosed control.

I can have a shorter spanish civil war, but breaking the inmersion is too much in an historical game. Is this point going to be adressed, or is it intended to be ahistorical every game?

About yugoslavia, the five test I have run endend with them joinning the axis, wich also is inmersion breaking.

I hope both this things gets fixed, the rest seems to be better than before, great job.

Thanks!
True, the Anarchist revolution is very overrepresented ingame, it should be just a series of events and debuffs, and if the Republic chooses the wrong decisions, which should never happen in historical, the new tag appears. Right now the civil war goes relatively well until the Anarchists appear, weakening the Republic so much that Franco steamrolls them.

The problem with Yugoslavia is that it's set up to join the Axis (relatively historical), but UK is supposed to stop them, triggering the Axis invasion. I've never seen the Axis invade Yugoslavia in 1.9.1 yet.
 
So is LaR now at a level of polish where it is worth buying?
Absolutely no man! I love the game, but really they need a couple of months to fix everything. France guarantee ruin the game for Balkan's nations and Italy too ( and no one is answering our questions about that ), collaborations government are totally out of control in most of the cases and performance are going down as well. I mean I have a Ryzen 3600X, 16 GB 3200mhz ram, an RTX 2700 and an NVME SSD and after the last major update ( 1.9 ) the game is practically unplayable after 1941 it lags as hell. So what kinds of pc do I need to play the game smoothly?
 
Absolutely no man! I love the game, but really they need a couple of months to fix everything. France guarantee ruin the game for Balkan's nations and Italy too ( and no one is answering our questions about that ), collaborations government are totally out of control in most of the cases and performance are going down as well. I mean I have a Ryzen 3600X, 16 GB 3200mhz ram, an RTX 2700 and an NVME SSD and after the last major update ( 1.9 ) the game is practically unplayable after 1941 it lags as hell. So what kinds of pc do I need to play the game smoothly?

Interesting. Performance isn't really a problem on my end, and my (gaming) laptop is from 2012. I'm into 1944 with Africa full of colab free french countries, and game pace is still acceptable, with the odd pause at the end of a month.
 
Absolutely no man! I love the game, but really they need a couple of months to fix everything. France guarantee ruin the game for Balkan's nations and Italy too ( and no one is answering our questions about that ), collaborations government are totally out of control in most of the cases and performance are going down as well. I mean I have a Ryzen 3600X, 16 GB 3200mhz ram, an RTX 2700 and an NVME SSD and after the last major update ( 1.9 ) the game is practically unplayable after 1941 it lags as hell. So what kinds of pc do I need to play the game smoothly?

That sums it up very vell. Bought LaR last week. While spying could be nice a nice feature, they made it a pain to play. On the normal way you only get 2 Spies after buiding your agency for 7 months and a 3rd one with recuiting the advisor. Thats nothing. All missions need at least 2 Spies and take ages. But to do missions, you need to build up your intel about your target first, which also takes ages. If you do a mission with your only 2 spies the intel goes down because nobody is doing intel mission and you have to restart doing intel before you can do another mission.
If one of your two spies got captured you can reload the game, because rescuing needs again ages (build up intel, prepare mission, do mission. While its a nice feature, its so unfair balanced and simply boring and repetative using it.

@podcat: Why can't we easily get one spy after every 5th upgrade not only one spy after the 5th upgrade?
 
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Same here, i played Manchuko into Chinese Empire, and you get only 3 Political advisors at all, and one of them is locked behind the Focus tree that requires that you are staying a vassal of Japan. I think also at least every nation should maybe have the option for a Elusive Gentlemen for one more agent, since it was really infuriating to play as a Chinese Empire that Spawns all of Asia but only having 2 agents and 2 political advisors.

Yes this so much. Manchukuo is so lackluster regarding advisors it's almost unbearable. A pretty shallow nation in that dlc - which is also understandable but a little bit more meat is definitely warranted.
 
There were many collaboration governments under the Reich as well as Japan during their conquests. They had some autonomy built in that allowed locals to police to locals. Releasing a puppet government should be using the same collaboration % that the conquering nation has on the given provinces. If Germany conquers Poland and establishes a puppet state using locals to manage day to day affairs.. should they really be stable? As in no more resistance even though they know they're under the yoke of the Germans.
I realy like the idea, but I think it breaks with the related cases:
  • the new puppet would need some boni: maybe it's current support for the forced upon as starting collaboration and a faster increase; it should be noticable easier for the puppet than for the overlord to get collaboration
  • changing your ideology would be about the same, giving new-ideology-support as starting collaboration with every core state; but that would be real brutal
  • This might only possible by removing the core (disaster should the state be conquered again) or only leaving it as original_tag but not the new goverments tag; but the puppet should have an option to get a full core. But I don't think a conquerer should ever get a core on a state in the games time frame (just focus special cases)

Integrating a puppet state should be coring at this point for a particular nation as the resistance is now 0% and the local government is now fully aligned with their puppet master. I think a puppet rework is needed after this patch.
I would love a generic way to core conquered land even if it takes some turns, BUT I don't think it is appropriate in the games time frame!
Integrating a puppet would be to easy and fast to end in a core.

On the other hand puppet-integrated states should start at a high compliance, maybe even 100% ( you would still lose 50% slots because they are not cored)
I have to check, if I can mod that myself :) There should be a "state change owner"-action or even a specific one.
 
The problem with Yugoslavia is that it's set up to join the Axis (relatively historical), but UK is supposed to stop them, triggering the Axis invasion. I've never seen the Axis invade Yugoslavia in 1.9.1 yet.

I did in my game last night, just to add. They were obliterated rather quickly too.