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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 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?

You've got other problems. I just have an i7-8700, 32 GB, and a GTX 1070, not an RTX, and I'm not having issues. I have an SSD, but I'm running the games from my 2 TB HD. SSD is system only. I notice the autosaves, but that's the only pause.
 
There is a glitch that has happened 3 times now, if you play as France or Britain and make the Franco-British Union, the game will crash in the next month or so continuously at least in SP.
 
There is a glitch that has happened 3 times now, if you play as France or Britain and make the Franco-British Union, the game will crash in the next month or so continuously at least in SP.

It's useless to post it here. Be sure not to use mods. Than post a bug report with save game and crash log attached. CTDs will always get fixed
 
The game needs to provide feedback for the use of Scout Plane wings. Currently, it provides literally zero feedback on their use and effectiveness. You have no idea how many you need to build, how many you need to put in an Air Wing, how many air wings you need per zone, how long they need to fly, whether they need to be used during the day or night or both. There are no stats in their Research Tree window which explain their effectiveness.

And when you do use them in a zone you have no idea what exactly they are revealing to you. The game gives no indication. Everything that they are revealing to you should be indicated with a tiny orange exclamation point or something like that. I would even go so far as to say that there should be a Recon map mode.

And they appear to just magically increase your overall Intel on a nation up to 20% which doesn't make any sense. Recon air wings should only provide Intel on what they are flying over. It's far too easy to get 100% Intel when it should be very hard. Also, they can't be trained for some reason which is weird and seems like an oversight.
 
Keep the fixes coming; looking good.
 
Please take a look at the puppet divison spamming. I like the direction you want to game to move, for us to not annex the entire world, but it's a full time job just taking the 10000 units your puppets makes, gives to you and then finding a use for them. Every ingame day you get several of these ALL on green XP, meaning you have to train them and so on. On top of this I have no doubt that this has terrible affects on performance.

Please take a look at a feature like:
Letting us tell a puppet to either:
1. Give us units ( like is default now)
2. Don't give me anything (the ai keeps all divisions and does whatever it wants with it)
3. Give me the manpower instead ( adds manpower to your pool, % of which is determined by puppet level)

They are your puppet afterall :)
 
Yo this patch seems to have completely broken my Hoi as when i launch the game from the launcher it instantly crashes i tried reverting to previous updates but its still broke
Try validating it in the Steam properties. The patch does work, just isn't for you. Turn off mods and try again if you haven't already, too.
 
Please take a look at the puppet divison spamming. I like the direction you want to game to move, for us to not annex the entire world, but it's a full time job just taking the 10000 units your puppets makes, gives to you and then finding a use for them. Every ingame day you get several of these ALL on green XP, meaning you have to train them and so on. On top of this I have no doubt that this has terrible affects on performance.

Please take a look at a feature like:
Letting us tell a puppet to either:
1. Give us units ( like is default now)
2. Don't give me anything (the ai keeps all divisions and does whatever it wants with it)
3. Give me the manpower instead ( adds manpower to your pool, % of which is determined by puppet level)

They are your puppet afterall :)
Instead of telling them to give you manpower, just telling them to not create any divisions at all would already be good enough for me. Colonial templates are a good system to use puppet manpower imo, but usually my puppet uses most of their manpower for their own divisions which I do not want to use because their templates are worse than my own.
 
Can the next update have more NF for the French monarchists? Everybody loves playing them, but their options are limited and not as good as they could be. Particularly the Legitimists, who have neither economic nor war buffs.
 
Thanks for the improvements on blueprint stealing to make it (maybe) worth the bother.

Question: why wouldn't non-aligned be allowed to make collaboration governments? If you think like me, each government type is simply an alignment choice. Just because Fascism and Communism are authoritarian doesn't mean they're the only ones who are, nor does it mean that even so-called democracies don't set up puppets and collaboration governments. It's time to free the non-aligned nations!
 
- neutral countries no longer allowed to create collaborations

Seriously? What thought process led to this decision? Why is it you guys seem intent on making non aligned countries the least fun to play?
I already had an issue with them not having a unique occupation policy but that was fine, but this just gives them even fewer options.
Especially with how popular monarchist paths are, and that you are AWARE how popular they are (evident when you posted player choice statistics) what could possibly justify this? So many players love the monarchist branches, and now you're punishing them for choosing that branch by denying them access to a feature of the DLC that they PAID for?
At this rate, monarchism needs to be made its own ideology. Then it could receive all sorts of flavorful options and decisions, hopefully even a unique occupation policy. With how popular these paths are players would love it, and these paths would be far more interesting to play. And best of all, the devs would be free to go back to nerfing Non Aligned into oblivion without it affecting the experience for the majority of the player base paying for DLC
 
In my two games

- Germany created a collaboration government "German Czechoslovakia" - including the Sudetenland. [To prevent this probably a Reichskommisariat "Bohemia and Moravia" (Böhmen and Mähren) alongside the existing ones could make sense)
- I was playing as Communist China and the decision for the Communist Uprising was broken.
- China still looks like Japan-Manchukuo Swiss cheese sometimes - and the same happened with Portuguese China and Portugal
- Some defeated countries keep appearing in the trade window
- The tech stealing bonuses worked out fine and were a nice incentive to engage in a spy game, especially as a smaller country

Also, I concur that non-aligned countries—who aren't "neutral" by any means—should be able create collaborations.
 
Trying to spawn a historical fleet for my Japan playthrough before I attack Pearl Harbor. However, it seems the "it" console command doesn't work for ship refits and conversions. Please add them to the command or make a new command for them.
 
Hi everyone! We are still in quarantine at home working on the patch, so time for another update!
Its a meaty chunk of balance fixes, bugfixes and mod support. Also there are some special highlights after I recommend to read up on as we are looking for feedback there. So, without further ado...

##################################
# Balance
##################################
- Danzig and Memel are no longer required for forming Poland-Lithuania
- Memel is no longer required for forming the United Baltic States

See you next week for more updates!

After my first half dozen play-throughs since the release of La Résistance. I have a few incidental observations I'd like to bring to light.

French issues:
Is it by design, or an oversight that all the focuses which grant France factories, don't also confer extra building slots too (with exception of the focuses beyond 'Nationalize Key Industries'). It seems a bit strange that only France would suffer this, and only offers extra factory slots if going down the historical path (at least, the Naval Rearmament part of the tree should provide extra slots, to somewhat alleviate French industrial expansion).

Also, it's odd that going down the right side of the political tree, one cannot remove of "Inefficient Economy" modifier from the country, the 'Stimulate The Dynamic Market' should do this and it's modifier should replace "Inefficient Economy". Given the dearth of extra factories on this portion of the tree, possibly an extra focus could be added here (After 'Laissez-Faire'/'Agricultural Protectionism') that adds a couple of Mil/Civ factories & building slots.

In the event a player chooses to 'Revive National Bloc' / Go Right. It seems odd that the player can't choose to also 'Support the Finns' (given ideological / geo-strategic proximity), without forgoing all the focus tree beyond 'Utilise The Leagues'. Maybe make 'Ban Communism' a 35 day focus and then 'Support the Finns' after it, and keep it a 35 day Focus.

Given the raft of new techs which have been introduced since MTG (Naval Warfare / Modules, Armoured Cars / Amphibious Vehicles, Special Forces Tech, Synthetic Industry Tech), move the 'National Research Centre' focus higher in the tree. To make it less exploitative however, force the player to first complete all of 'Develop the Metropole', 'Autoroutes' & 'Develop the Colonies' before being able to do 'National Research Centre' and thus acquire the extra tech slot.

On this subject of research generally, and as a minor point, I do think with all the extra technology which has been introduced into the game over the last 18 months, all nations really ought to be given an extra tech slot from game-start. The present number of research slots has become increasingly insufficient for all nations, never mind those who's trees don't grant them more than one extra slot as is.

Lastly, in the events involving France and splitting / partitioning / conquering Belgium. Should France not gain cores over the Francophone parts of the country (and likewise for Germany for the Germanophile eastern parts)? Lastly, perhaps going down a slightly more ahistorical path; could there be an event / focus in which a French player (and even a German one I suppose) could propose a partition of Alsace-Lorraine between Francophone / Germanic speaking territories (as to either avert war, or to cement an alliance, depending what general path the player of either country chooses)?

This last point could also applied to Franco-Italian relations. In respect to the ownership of Savoy and Nice/Nizza (which would require some map modification, and the creation of a new Italian province of Liguria, and splitting Savoy into two or three smaller provinces), Corsica, and Tunisia, along with Djibouti.

German Issues:
Pertaining to the above, the ability for the German player to propose a partition of Alsace-Lorraine to either avert war, or to bring a right-wing France into the Axis (which I'd suggest, splitting of the province into Bas Rhin/Untereslass, Haut Rhin/Obereslass, and Metz/Moselle; and creating three new German provinces of Baden (separate from Wuttemburg), Saarland (From Moselland) and the Ruhr (from Rhineland).

In the event the Germans succeed in subverting Czechoslovakia into the Axis / Go Right, the AI is really ill-equipped to deal with this and stalls it's focuses.

Likewise, in the event the Germans bring Poland into the fold, or simply progress via more peaceful means. There should be an allowance to deal with the Danzig issue in a more nuanced fashion. The modifiers show that with Historical Focuses turned on, there's no way to have Poland hand over Danzig without war. If Germany does sway Poland Fascist, and / or Poland goes down the right path and completes the 'Accommodation with Germany' focus. This should make it more likely of a peaceful agreement (or possibly an event where Germany suggests handing over Danzig and Polish recognition of Memel for German recognition of the Grand Dutchy of Posen within Poland, and possibly a pact vs USSR).

Lastly, and this something I've long stewed on, if Germany plays historical and reoccupies Rhineland, does Anschluss, demands Sudetenland / Munich Agreement, then violates Munich Agreement with 'Fate of Czechoslovakia' focus; Poland should 99% of the time refuse (as it already does). However in the event Germany doesn't demand Sudetenland, or the Czechs choose to hand it over, or even after Munich, Germany doesn't then violate the agreement with the the occupation of Bohemia and Moravia. Such instances should affect in a negative manner, the likelihood of Anglo-French guarantees of Poland, and thus improve the likelihood of a peaceful settlement between Germany and Poland.

@podcat
Is there any chance that at least some of these issues can be at least looked at? They certainly aren't gamebreaking, but some (alt hist) hits the immersion factor, and some (French building slots or NS issues) seem to me just incidental oversights.

Many thanks.
 
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With all due respect, can we please have a new/more elaborate(alternate) focus tree for British Raj? The -69% is ridiculous and its not even historic by any sense.
The -69% is fine due to the massive core population you have. If you add up all positive and negative modifiers you get a final -70%. Calculated with your core population of 321 million, you're still left with a bloated 96 million core population. That's more than Germany has with all of their cores combined, and you're a minor nation.
The problem is the locked conscription law. Being able to increase it to at least limited conscription once you're a dominion would help greatly. Sometimes you don't want to become independent so you can keep some of the other buffs.

I mean, all TfV nations need some love, but the Raj is in the best spot of the pack imo, South Africa might be okay as well but I rarely play as them. Canada for example has it way worse. They have less economy and much less building slots than India, as well as an abysmal core population to begin with. Yet for some reason they have to choose between removing their economic debuff or their population debuffs. Australia has an okay focus tree but is plagued by a very little core population as well, and New Zealand... well, it's New Zealand. It's literally just a meme focused around their Big Bob tank.
 
Hi there playing republican spain right now.

Don't now, I've some problems with the focus tree. I choose the republican way started the war the earlier way (spent my PP on garnison, only an arrestation).

Going on the right side for more military stuff and winning against the 3 others while finishing the future of the republique.

It unlock directly the gold one and cruch the revolution.

From here a political choice democratic or communist. I choose the communism one. It is a bad way... as I don't get Reinforce soviet help and those nice focuses and more important I have access to only one concelor and one general staff too

As a French player lot of invents have no text but the name of the script.

I've seens another problem with holland not being able to get the neutral way cause if germany oppose hitler, this should be bypassed
 
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neutral countries can not create collaborate governments? :/ that sucks because Imperial Germany created in WW1 a polish puppet state or as they did with finland. They planed to create a bunch of puppet kingdoms in WW1 and already did. So somehow it is bad that the Kaiser can not do anything similar ingame because he is neutral. :/ even while their focuses let them interact with them there should be a chance for example that imperial germany somehow has a chance to create similar stuff or maybe some chance to trade wth UK to gain colonies peacefully like in the China event or something so that port in China can get some special colonial gov for them. :/