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HOI4 Dev Diary - LaR Post Release and Statistics

Hi everyone, I hope you are all having fun with La Résistance! This weekend had a new active users record for HOI4 and its great to see this happen for a game thats been out now for quite a while with a very growing community still :) Since release we have been busy working on bugs reported, talking to you guys on different communities and enjoying watching influencers stream the game :)
Today we will be showing some cool statistics as well as talking about the open beta patch.

Statistics

Who doesn't love statistics?! After each release we like to dig into data and check what the most popular focus branches and nations are.

Portugal Stats
As it could be expected, the Monarchist path is the player’s favorite for Portugal, with almost 60% of the players supporting A Royal Wedding. The most popular paths after that are the Fascist one at 15% (The Fifth Empire being the favorite choice, but with a slight advantage) and the Communist one at 10.5%. Democratic and Historical Salazarist paths are far less popular (roughly 7% and 4.5% respectively).

Regarding the Spanish Civil War, 21% of the players Supported a Spanish Monarchy (aka Carlists). That being 1/3 of the total Monarchist players. It is worth noting that Carlists might not spawn, so I’m sure a lot more people were eager to support the Spanish Monarchists!

19% supported the Spanish Nationalists (but only 11% Sent Assistance, actually joining the war), 10.5% supported the Spanish Republic and roughly 7% of the players kept Strict Neutrality and let the Spaniards manage by themselves.

Involvement in Spanish Civil War:
10.3% supported the Spanish Republic
18.8% supported the Spanish Nationalists (10.7% Sent Assistance, actually joining the war)
21.1% supported the Carlists, but only 13.8% actually Joined the Carlist Fight
6.8% kept Strict Neutrality

After supporting the Nationalists:
- 4.4% followed historical path
- 14.8% went Fascist


France Stats
For France, we have a number of surprising, and some not so surprising, observations. As it turns out, our community is evidently made up of unrepentant Monarchists. The monarchist branch as a whole was played by roughly 45% of playthroughs, compared to communists and fascists at 9% and 8%, respectively. About a quarter of playthroughs stuck with the republic.

Of the people who decided to restore yet another monarchy (when did HoI become Monarchy Simulator 2020? Dan edit: with DoD ;) ), a whooping 84% decided to side with his Imperial Majesty, Emperor Napoleon VI. It’s about 5 times as many people than the people who played the communist branch in total. I’m not bitter.

The new Vichy and Free French trees have seen very little play in the past week - about as many people played either of them as decided to form the Latin Entente. Special mention goes to the 200-odd people who decided to continue on as Vichy and then decided to stop without giving Petain special powers: we see you.

Of the people who went fascist, about two thirds formed the Latin Entente. Of the communists, about 60% did not compromise on their revolutionary ideals by allying with Moscow or forming an anti-fascist coalition. It appears that there is still some revolutionary spirit left in France!


Spain Stats
For Spain, there is almost exactly a 50-50 split between Republicans and Nationalists playthroughs. For Nationalists, 40% chooses the Carlists, and 30% equally between Falange and Francoists. For the Republicans: a whopping 70% choose to go Anarchist, and the remainder is split between 6% POUM (Independent Communist), 11% Stalinist Communist, and 13% Democratic. Of these combined Stalinist and Democratic runs, over half (56%) Expand Soviet Aid. The vast majority of Democratic players (84%) thereafter do Oppose the Communists, rather than be a loyal subject of the Soviets, but almost none (13%) take Subvert Soviet Control, seeming to indicate that the vast majority of players who select Maintain the Second Republic finish the Civil War without Expanding Soviet Aid, and therefore never need to wage a war of independence. But for those who do, the vast majority (85%) have trouble stomaching accepting aid from those who helped their enemies during the SCW, and so in their war of independence against the Soviets they seek help from the Allies, rather than the Axis.

Republicans and Stalinists are far more inclined to let the Anarchist uprising happen rather than crack down on them, with only ~15% selecting the Crush the Revolution focus. Anarchists and Independent Communists, however, select the Masters of Our Own Fate focus in over 50% of the games. For Nationalists there is a similar discrepancy (though less extreme), with about 50% of Carlist players selecting the No Compromise on Carlist Ideals focus, but only 37% of Falange players selecting Eliminate the Carlists. It would also seem that Anarchist tenacity knows no bounds, with 80% of players making it all the way to the very end of the focus tree ;)


Open Beta Patch
To make sure the 1.9.1 patch is as stable as possible we will be running an open opt-in beta for anyone to take part in. We had our first update on friday and it fixes a lot of reported issues. Today is the second update of it. The plan is that 1.9.1 goes live mid-April so look forward to more beta updates until then.

##################################
# Balance
##################################
- increased compliance gain from collaboration regime from 20 to 30
- decreased time taken to run collaboration regime from 190 to 90 days
- removed ignoring of resistance target changes to no garrison law if resistance is disabled
- increased compliance generation to 0.08% base from 0.07%
- decreased compliance decay to 0.08% from 0.1% at max compliance
- changed compliance decay in occupation laws to match new compliance generation


##################################
# Bugfix
##################################
- French Reorganize the Aviation Industry decisions can now only be taken once each
- Ratifying the Stresa front will now maintain the Franco-Soviet mutual guarantee
- Fixed Linux exception.log being useless
- Improved cleanup of unneeded leaders in script, and added a failsafe in the Temporal Continuum Matrix, both of which are aimed to prevent Franco or Mola from entering into our world from an alternate dimension and wage a war against themselves. Also prevented Primo de Rivera from rising from the dead.
- Radar technology for Czechoslovakia will now use the correct localisation
- The tutorial should now correctly refer to Ethiopia
- fixed some countries not having illusive gentleman minister
- fixed an issue with a focus bypassing when it shouldn't
- air continuous focus now also helps with scout planes
- fixed naval supremacy from intel being off by a hundred
- fixed a typo in a French idea
- Czechoslovakia's Focuses should now work as designed.
- fixed china illusive gentleman issues
- Fixed incorrect advisor traits for 101 country tags
- Chinese warlords will now be able to have an Illusive Gentleman if they become Communist China
- New Zealand will now gain access to a decision to request control of Pacific Islands upon completion of the "Maori Volunteers" focus.
- It will no longer be possible for Wang Ming or Zhang Lan to rule multiple countries
- The Social Democracy focus for Communist China will now enable elections
- Britain should now accept joining the Ententes through the French focus
- Improvements to the form Polynesia decision: New Zealand can now request control of Pacific islands from their faction members
- Various operative sound fixes
- fixed a loc issue when describing compliance requirements for creating collaboration regimes


##################################
# AI
##################################
- fixed some cases where ai creates invalid invasion orders and wastes units
- fixed some issues that were making ai not assigning strike forces properly
- ai is now less reluctant to accept other ai countries' access requests if other country is too small
- Delayed UK AI strategy for piling in to save benelux to avoid awkward timing issues


##################################
# Modding
##################################
- technology tokens can now be accessed as variables. added num_researched_technologies trigger. added researched_techs country array
- fixed on_daily_TAG (and weekly/monthly) on actions not working
- added ignore = {} support for has_available_idea_with_traits so modders can add a list of ideas to ignore while counting
- added has_allowed_idea_with_traits trigger
- fixed a crash with nudger while editing states


##################################
# Database
##################################
- SS divisions recruited through decisions now have motorized recon units instead of horses
- enabled Jacques Duclos as a French operative in the communist branch (LaR only)
- José Díaz now uses the updated portrait as a default.
- Added unique event picture for Occupation of Tangiers events.
- Added victory points to Samoa, Tahiti, Hawaii, Vanuatu and Polynesia
- Brittany should now use their namelist


##################################
# Stability & Performance
##################################
- Fixed CTD due to stack overflow when trying to set a tooltip handler to a window that had no guitype
- Fixed CTD that may happen when confirming the replacement of a technology to research
- Fixed CTD that may happen when a naval invasion land in some cases

If you want to see the full changelog for the beta including the above:
##################################
# Balance
##################################
- lowered intel required for approximate army count & fielded manpower count to 5%
- Fixed upper bound of define for min legitimacy of government in exile to allow equipment transfer, which has the practical effect of increasing this min required legitimacy from 1 to 5.
- Fixed bounds of define for daily legitimacy change of liberated government in exile, which has the practical effect of changing the rate from -1 to -1.5 legitimacy per day.
- Soviet NKVD spirit now gives an extra operative slot
- SMERSH now gives +1 slot and coutner intel if you have LaR
- mitigated the effects of deleting your whole army to get more XP training exploit
- Add a max cap of 10 to operative number
- every country should now have access to a minister to unlock an extra operative slot
- increased compliance gain from collaboration regime from 20 to 30
- decreased time taken to run collaboration regime from 190 to 90 days
- removed ignoring of resistance target changes to no garrison law if resistance is disabled
- increased compliance generation to 0.08% base from 0.07%
- decreased compliance decay to 0.08% from 0.1% at max compliance
- changed compliance decay in occupation laws to match new compliance generation


##################################
# Bugfix
##################################
- fixed ai not being able to properly put taskforces on hold on some lack of fuel situations
- Fixed faction members joining wars via one's puppets, overriding master's consent
- Pakistani independence war units will now be deleted when the two nations make peace in any circumstances.
- Fixed an issue in the Romanian focus tree where the 'All Parties Must End' focus incorrectly added a democratic drift instead of non-aligned drift.
- Updated Romanian focus Handle The King to give democratic support instead of non-aligned
- Fixed error in log about invalid nationality when running triggers for operative trait of a captured operative
- Fixed lack of initial pause when starting a new game after exiting to menu from in game when the application was started with -start_speed=N.
- fixed unit leaders being both reckless and cautious
- fixed a potential oos with random variables
- fixed "cancel improving relations" being disabled if you are out of pp
- Fixed propaganda operative mission having no ETA nor efficiency indicator
- Prevent some UI to be visible on the loading screen when loading a save from in-game
- No Pasaran now bypasses if you have finished the SCW
- Foreign arms purchases decisions should now appear for the anarchists
- The French "Invest in..." focuses should now pick the correct states and not pick the same state twice
- Fixed air base capacity not updating properly when the controller of the state differ from the controller of the airbase
- When a long text is truncated, add the full text in tooltip, even in the main menu.
- Fixed an issue where Canadian focus "Skewer the Eagle" was automatically bypassed if Britain failed to enforce loyalty.
- French purchase weapon decisions should now show up correctly
- fixed front orders having glitchy graphics in some cases
- Fixed display settings not being available in the launcher on Linux
- French focuses should now be correctly positioned when La Resistance is not active
- Former Warlords are now able to use the "Integrate the Warlords" decision given they have completed the appropriate focus.
- Limit the new decisions alert tooltip, to not show a too big list.
- Democratic Supervised States will now have elections
- fixed being able to see taken mutually exclusive focuses without intel
- fixed an exploit that was done by renaming unit templates to the one that will be used in scripts
- Fix tooltip telling you can edit a template when you can't
- fixed agency upgrades being free unless you have wtt dlc
- reordered country scorer database to avoid some crashes
- Expand Soviet Aid focus now bypasses if you are Stalinist Spain and the SCW has ended.
- fixed a crash that happens while loading/saving game rules if you enabled a difficulty setting that was on a disabled mod
- Vichy France reuniting with Free France after Germany refuses to hand over the occupied territories will no longer result in a game over for a player Vichy France (Singleplayer only)
- fixed clear user directory not clearing saved game rules
- Against Fascism was impossible due to the combination of requirements. It no longer requires Expand Soviet Aid to be completed.
- fixed compliance map icons not being visible if resistance is surpressed
- fixed a broken trigger in the Hungarian "Take Austria by Force" focus
- Random Non-Aligned leaders should no longer be Anarchist.
- Fixed operative on Boost Ideology and Propaganda being re-assigned to Counter Intelligence on save load when no operative is assigned to Build Intel Network in their intel network
- fixed pressing esc while drawing front orders not clearing things correctly and causing issues in future fallback orders
- the Iberian Pact Invoked event should now only fire if Spain or Portugal is not in a faction
- Fixed being able to start the operation Orchestrate Coup against a country with the same ideology or already in a civilwar
- Luis Maria Martinez should now use the correct portrait even if he is spawned via civil war
- Remove manpower need for operations
- Join the Allies now properly does what it says on the tin.
- Portuguese Anarchism focus now bypasses if Portugal no longer exists (for example if it has been Anarchized already).
- Anarchist Spain is no longer allowed to call into being nation-states from liberated communal territory, much less puppet these as well.
- Prevent CTD if the dependency of a technology is invalid.
- Fix a crash when refresh ratio is 0 and fullscreen = yes
- Boost ideology network requirement only depends on the target state network
- Unite Iberia now bypasses if Portugal no longer exists.
- Reaffirm the Popular Front Strategy now bypasses if the Anarchists have already rebelled.
- All Must Bear the Torch now also requires Collectivization and Workers' Control to be completed, thereby preventing situations in which the former's 5% recruitable population bonus was erroneously not being applied.
- French Disunite Germany focus will now only create a faction if France isn't in one already
- Unplanned Offensive now also reduces air mission effectiveness in affected areas.
- fixed drop_cosmetic_tag not changing country colors in some cases
- Fixed issues with resource requirements in operations differing between UI and gameplay
- If an operation somehow gets too much equipment (like if modifiers improve) it will now give that back on start of operation
- fixed an issue where operation slots were duplicated on save load during preparation
- certain spanish song wont play overly much anymore
- Why Die for Danzig achievement should now require players to turn France fascist and occupy Danzig without going to war with France.
- Regional Defense Council of Iberia focus not coring POR
- Republican Spain should no longer incorrectly load the wrong strategy plan and expand Soviet aid in Historical Mode.
- Expand Soviet Aid now requires the Soviets to actually have sent volunteers before it is available.
- If Republican Spain declares independence after having Expanded Soviet Aid, the Soviet Union can now choose to grant it, instead of being forced to fight them over it. If the Soviet Union elected to annex Spanish land in preparation for the Independence War, via the event, this land will be returned and spawned divisions are once again removed. The AI is unlikely to choose this course of action unless they are in a large war.
- Ensured Reassert Dominance decisions can no longer target Denmark, if its capital has moved to the Americas.
- Anti-Fascist Unity is no longer available after the Anarchists have risen up.
- fixed owner/controller in scripts not working in some cases
- Fix dynamic countries not being able to research variants and having all land doctrine paths unlocked
- fixed coordinate strike not working in some cases
- Tito now dies when you kill him (did not die previously when he was killed)
- fixed num_finished_operations not working correctly
- French Intervention in Greece focus should now give the correct claims
- Achivement: I See Everything should now check for air intel as well
- Allow operative to be re-assigned to their mission when the operation completes
- Bled agreement effects
- Toggle between build network and quiet network on right click. Improve tooltip, and fix map mode for CounterIntelligence mission.
- Limit amount of foreign manpower given
- Add new request lend leases modifier for france traits
- Added Corsica, Occitania, and Brittany as releasable nations
- multiplayer related DLC images and textbox fixed
- Reload the number of factories used by project immediately.
- Fixed bug where staging a coup in Brazil lead to a second Civil War when Portugal completed The Empire of Brazil focus, even if stability and non-aligned support requirements in Brazil were met.
- Portugal AI will be more inclined to build the required dockyards for Naval Research Institute focus after completing Fuzileiros focus.
- Fixed add_ai_strategy
- Add a tooltip to explain that you need an operative working on the network to prepare an operation.
- Fixed Guarda and Porto population being the other way around. Renamed state files to match the actual state names.
- Release captured operatives of your new allies when you join a faction.
- Fix garrison alert showing when you have foreign manpower
- Fixed misspelling in a variable used for calculating size of Civil Wars in Portugal. Civil Wars in Portugal will be potentially harder but WAD now that the appropriate variable is used.
- Portugal cannot send volunteers to a Spanish faction they are not supporting.
- Fixed edge case where Spain could unlock two mutually exclusive faction branches (aka Anarchist and Communist) while the SCW starting event was active.
- Fixed Portuguese Anarchism focus to give Anarchist Spain a war goal against all Portuguese tags if Portugal is in a Civil War when the focus is completed.
- Nationalist Spain will no longer complete Iberian Pact focus in historical mode.
- A Portuguese puppet will not be able to complete focuses that will make it join a war upon completion.
- Fixes to historical AI strategy plan, preventing Portugal to take any undesired focuses that will make it abort historical plan.
- Fixed Metropolitan Army focus not actually giving technology boost for infantry and support equipment.
- Added "name = X" too all technology bonuses missing it in Portuguese FT, X being focus name.
- Fixed issue with Portuguese cosmetic tag colors: United Kingdom of Portugal and Brazil loosing its blue color when loading save game. The Fifth Empire will now be green for all ideologies (previously the color was only applied to non-aligned and democratic, and it was almost the same blue as for monarchists)
- French Reorganize the Aviation Industry decisions can now only be taken once each
- Ratifying the Stresa front will now maintain the Franco-Soviet mutual guarantee
- Fixed Linux exception.log being useless
- Improved cleanup of unneeded leaders in script, and added a failsafe in the Temporal Continuum Matrix, both of which are aimed to prevent Franco or Mola from entering into our world from an alternate dimension and wage a war against themselves. Also prevented Primo de Rivera from rising from the dead.
- Radar technology for Czechoslovakia will now use the correct localisation
- The tutorial should now correctly refer to Ethiopia
- fixed some countries not having illusive gentleman minister
- fixed an issue with a focus bypassing when it shouldn't
- air continuous focus now also helps with scout planes
- fixed naval supremacy from intel being off by a hundred
- fixed a typo in a French idea
- Czechoslovakia's Focuses should now work as designed.
- fixed china illusive gentleman issues
- Fixed incorrect advisor traits for 101 country tags
- Chinese warlords will now be able to have an Illusive Gentleman if they become Communist China
- New Zealand will now gain access to a decision to request control of Pacific Islands upon completion of the "Maori Volunteers" focus.
- It will no longer be possible for Wang Ming or Zhang Lan to rule multiple countries
- The Social Democracy focus for Communist China will now enable elections
- Britain should now accept joining the Ententes through the French focus
- Improvements to the form Polynesia decision: New Zealand can now request control of Pacific islands from their faction members
- Various operative sound fixes
- fixed a loc issue when describing compliance requirements for creating collaboration regimes


##################################
# UI & Graphics
##################################
- removed horrible yellow text in the description of an operation phase
- moved air research window elements a bit so it will fir 1920 width resolutions
- assigned f10 to faction map mode (you can take screen shot of map using ctrl + f10)
- Achievements should now have much more readable descriptions


##################################
# AI
##################################
- Prevented AI from attempting to refit ships to their current equipment variant.
- Fixed an issue with French Random Ai path selection breaking in most cases
- you can now set the French Ai to become monarchist through custom game rules (LaR only)
- fixed an issue where the Soviet AI random path selection was broken
- Republican Spain is now more intelligent in when it will Expand Soviet Aid.
- Republican Spain will now never join the allies in search of aid in their independence war, and thereby cause an Allied-Soviet war.
- ai should now randomize their boost resistance operation target a bit more
- fixed some cases where ai creates invalid invasion orders and wastes units
- fixed some issues that were making ai not assigning strike forces properly
- ai is now less reluctant to accept other ai countries' access requests if other country is too small
- Delayed UK AI strategy for piling in to save benelux to avoid awkward timing issues


##################################
# Database
##################################
- updated some Soviet tank variant flavor names
- war goals gained from focuses no longer expire
- Rearranged the order of dynamic tag colors, making it less likely that Nationalist Spain or Vichy France will end up neighboring dynamically-generated tags (civil war factions) that have the same color as them.
- researching modern spaa now correctly shows modern spaa subunit as unlock (it always unlocked it, but showed wrong subunit instead)
- José Antonio Primo de Rivera and Francisco Franco advisors now have icons that are direct copies of their country leader portraits. In Franco's case this has resulted in miraculous rejuvenation!
- minor performance improvements through usage of more accurate scoping in operation triggers
- added flavor names for Portugese tanks
- SS divisions recruited through decisions now have motorized recon units instead of horses
- enabled Jacques Duclos as a French operative in the communist branch (LaR only)
- José Díaz now uses the updated portrait as a default.
- Added unique event picture for Occupation of Tangiers events.
- Added victory points to Samoa, Tahiti, Hawaii, Vanuatu and Polynesia
- Brittany should now use their namelist


##################################
# Modding
##################################
- Added trigger network_national_coverage to test for Intel Network National Coverage
- unless producer tag is specified, add_equipment_to_stockpile will now remove equipment from all tags until it removes all required amount if amount is negative
- fixed updating a mod possibly breaking fired events in saves
- event pictures now can be customized using scope by using scripted localization (example: picture = " ")
- added set_variable_to_random/set_temp_variable_to_random effect/triggers
- added markdown/json/html files for scripting documentation
- Added console command documetation to -dump_script_doc launch option
- Improved logging of event errors to specify file, line number, and id, and logged when the event window times out but no option is allowed by script.
- added support for random female army leaders & admirals (controlled by define NCountry::FEMALE_UNIT_LEADER_BASE_CHANCE & modifiers female_random_operative_chance female_random_army_leader_chance female_random_admiral_chance)
- added effects for setting country/unit leader portrait/name/description
- fixed duplicate localization keys breaking strings in the game
- removed "We ran out of preallocated icons for icon type" error
- Added error logging for defines that have invalid values. They are still fixed up to be valid, but now the automatic change is reported, alerting designers and modders to adjustments that will not have the expected effect.
- fixed has_available_idea_with_traits tooltip not listing traits
- Fixed originator property of operative_leader_event effect not working as intended
- now possible to get intel agency name from localization as [ROOT.GetAgency]
- Fixed handling of -start_speed=N startup option so that the game will immediately begin running even when combined with -start_save=SAVE.
- technology tokens can now be accessed as variables. added num_researched_technologies trigger. added researched_techs country array
- fixed on_daily_TAG (and weekly/monthly) on actions not working
- added ignore = {} support for has_available_idea_with_traits so modders can add a list of ideas to ignore while counting
- added has_allowed_idea_with_traits trigger
- fixed a crash with nudger while editing states


##################################
# Stability & Performance
##################################
- Fixed CTD when trying to assign a front line to a selection of units where some belong to an army group and some are unassigned
- Fixed CTD when the game files do not specify a strategic region for a province
- Fixed crash if the GAME_SPEED_SECONDS define is missing or too short.
- Fixed CTD caused by invalid values in game rules
- Fixed CTD when tag switching related to naval mines
- Fixed crash uploader on Linux not working
- fixed a ctd when a mod removes existing gui element
- Fixed CTD due to stack overflow when trying to set a tooltip handler to a window that had no guitype
- Fixed CTD that may happen when confirming the replacement of a technology to research
- Fixed CTD that may happen when a naval invasion land in some cases

The thread for the beta patch is here: https://forum.paradoxplaza.com/foru...usky-1-9-1-beta-hotfix-checksum-8eaf.1342931/

This beta also includes a cool little QoL thing we couldnt finish in time for the release, to help with airwing management and tedium of controlling airplane equipment in them. Here is a breakdown of how it works:
  • You can now duplicate selected air wings as long as there is some planes in stockpile they can use. This copies settings etc so you will only need to access the reorg window fairly rarely.
  • You can set reinforcement rules for air wings in the reorg window With 4 settings to pick from:
    • Reserves - will only use equipment marked outdated
    • Regular - doesnt care, uses anything and acts like old air wings did
    • Elite - only uses up to date equipment
    • Specialized - Will never add plane variants not in the wing already giving you 100% control.
  • Foreign planes will look at your equipment for reference for the auto updating. If for some reason you want to use a foreign variant and have disabled your own of same tech level you should set up specialized wings to consume those.
It looks like this:
upload_2020-2-28_14-14-33.png


Make sure to let us know how you like it!

A common feedback point has been access to operatives. We didn't really expect so many to play minors and not create or join a faction, and we also missed adding Illusive Gentleman ministers to all minors. We have now added those to everyone in the beta, and also USSR will get extra unlocks from SMERSH and NKVD focuses. We are a little hesitant to add more because the system balance breaks down like (most other spy systems) when anyone can use it to gang up on people. For HOI4 that balance is around 4 spies as it allows the most impactful operations as well as a spy to keep networks alive and thus speed of doing them, something we wanted to reserve for spy masters only. We are also looking at duration and impact on some of the operations to make them more suitable for different types of nations for another update.

As promised we are also working on some art. We only just started so its not in the beta yet, but here is a sneak peak of a Portugese general:
image (6).png


See you all next week with another update, and if you or a friend is wondering about how stuff works in the new expansion I recommend checking out some of the tutorial videos we made here. Later today at 16:00CET we will also have a stream where Daniel and Björn will show some patch stuff. I'm home sick but will try to hang out on the chat a bit!
 
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Paradox, many of France’s focuses take 70 days and the tree is immense.
Please review the duration of these.

I am sure that they will take this into account or have said it before in the forums: the new dynamics of the DLC are not retroactive in the national's tree.

They have done a great job on this DLC and from what I know the Spanish HOI4 community is very grateful. They have more than met our expectations.

Thank you.

although it is well dlc, there is something they should have had more cure in some aspects as a subject differentiated skins for the great side of the civil war and insert third for colonial troops also of the lack of portraits both Spanish and French sides
 
Please reconsider putting off GA until april. Current beta is already so much better than 1.9.0. and also stabler. Then april could be 1.9.2. Please don't tell me that the extra release makes THAT much difference in terms of QA effort, especially with the beta already out. You'll save time reading duplicate bug reports for 1.9.0 which you've already fixed :D

Hope it's not the case of working around corporate BS that you are only allowed to do one minor version before moving to next DLC.
 
I get that there are historical reasons for the national spirit, but I highly doubt that the focus tree path is intended to be unplayable, else why are they giving the choice? There really is no feasible way to keep your stability up, especially with a -0,5 PP modifier. Once you hit 0 stab (likely somewhere in 1940) you're sitting at 0,1 PP/day, -20% construction speed and -50% factory output without any way to fix your country. That's worse than even the French Disjointed Government.

Historically I also seriously doubt the country would've remained unstable as being at war tends to unify a country. I guess the US would be the most obvious example of that, not wanting to get involved but once forced into it fully behind the cause. I guess that's all just ahistorical guesswork on my part though.

But Portugal is not being force into the conflict it's joining because it wants to, if you don't know, Portugal performed Terribly in WW1, the army was under equipped and understaffed, and even after the victory it barely gain anything, no land and the war reparations that Germany add ro give Portugal, were never given, the allies ever forgive the war reparations from WW1, because they thought their destroyed economy was good enough to warned they from doing it again, but Portugal that had fought in the war had no say in the matter, 432 million pounds sterling(in todays money that is ~18.36 Billion) whourt of war reparations till this day not given to Portugal from WW1.

In Portugal the war was and still is seen as a disgrace, a mistake and error, since if it had not joined it would not have lost so many lives and would gain the same thing it did by joining ABSOLUTE NOTHING(they actually capture some german ships and after the war kept them, but they also lost some ships more than the ones they gain so...).

During the time of the game noone wanted to join the war because of what happened during and after WW1, it makes sense that the nation would be still in chaos if it joined the new conflict if not in a worse position.

"Two factors made it especially important for Portugal’s interventionists not only to seize control of the Paris Peace Conference negotiations, but also to emerge victorious from the conference. The first was the nature of the Portuguese intervention in the First World War. The second was the reputational damage endured by the country’s young republican regime as a result of its army’s poor performance on the battlefield and Sidónio Pais’ ‘New Republic’. It was both expected that the Allies would force Germany to pay for their military expenses and also hoped that Portugal might receive a share of Germany’s colonies and battle fleet – but in vain. Portugal’s ill-fated campaign for the reparation of wartime damages would continue until 1933."-Quote from Encyclopedia 1914-1918 Article Post-war Settlement (Portugal)
 
There were two things in this game that frustrated me so much I haven't played it for some time.

The first was the inability to lock certain aircraft to certain air wings, such as creating long and short range variants and keeping them separate. The addition of the wing management system and being able to specialise is very welcome and solves this issue for me.

The second thing is units being randomly sorted when added to armies. I like to micromanage and key to that is being able to easily select units from within Army lists but the system seems to constantly shuffle them into random (dis)order. Stopping this happening so that units remain in the position in the list it was added or having the system sort alphabetically so renaming or adding numbers to unit names (ie 1/1 Infantry Division, 1/2 Infantry Division, etc) that would achieve this.... well I shall quietly wait in hope
 
So, as long as you're updating the spy stuff, I have two suggestions.
1) I'd really like the list of completed operations to go to the bottom of the list of operations rather than the top. It's annoying to scroll through in the late game if I've launched a lot of operations.
2) I like to keep my spies busy, so I'd love some better notifications for when an operation is over so I can reassign those agents ASAP.
 
You can never 'stop' the Anarchists from breaking away, anyway. But I am aware that there is a timing issue and it's impossible to reach the focus to delay their rebellion. A fix for this will be added to the beta at some point :)

I thought they were put down way in advance in real life? I also took the soviet research alliance focus but it disappeared. Is it timed?
 
@podcat - can I ask you guys. but have you thought about reducing the time needed to complete some of the focus down to 35 or the like. For the focus that are less than impactful. Stuff like " Mechanized Focus". as currently those are really underwhelming in the grand scheme of things. and, as the focus trees continue to grow, it really comes down to not having enough time to pick those kind of focuses at times. Such as with Portugal.
 
I do think that SOME of the focuses across many trees could be lowered, well at least the larger ones. France could use one... actually thats the only tree besides the soviets that could use a decrease.
 
Britain in my opinion is probably the tree that needs the most reduction, so many events and decisions are tied to them and they can't do everything they did historically before the war starts. They have to help China, remove their military penalty, AA and radar defences, build up Asia, help their dominions, build up Egypt, get their research slot and industry, help out the Balkans and list goes on, just runs out of time.
 
I'm pretty sure that most Portuguese army uniforms in the 30's were light blue, not green.
:rolleyes:
Yep. This is one of the reasons that I've not gone ahead and purchased the expansion. :(

I know its just cosmetic, but as Portugal got an update for this DLC it seems a strange oversight. Leaves me wondering how much was missed and whether it was release too early.
 
Very nice, so now we also need the duplicate fleet.

Also some sort of sorting in the Operations would be nice. To be able to hide completed operations and filter out nations.

Also if you are in Intellegence view and you get a new trained division and that's unassigned to an army. If you click on the notification symbol it should auto change to the regular or army view.
 
Should mention this as well. Netherlands joining the french faction is broken because France doesn't have humanite unie anymore. Will this be fixed? Some of the Netherlands alternative history paths in this update is kind of ruined, like continuing the war in batavia. As like how monarchist netherlands cant align with imperial germany (ALready mentioned it in this comment section before, but might as well.)
 
So, no update to the beta before the weekend?

lend lease is still broken a full week after 1.9.0 release? (it's simply non existent in 1.9.x without together for victory DLC)

I guess ill try to learn my lesson and think thrice before buying a pdx dlc close to its release. It's bad enough to restrict a fix to such a basic functionality to a potentially unstable beta branch for one and a half month...

... but the fact that it's apparently not even a priority to push the fix until next week? (@podcat confirmed he found and fixed the bug the night before 1.9.1 9a9b - not in time)

At this rate, PDS games like hoi4, with any history of locking features behind DLC are proving increasingly volatile purchases for any consumer who is not willing to keep up with all DLC just for the sake of it — even if the developers intention going forward would be to have features be free (while content is paid).
 
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So, as long as you're updating the spy stuff, I have two suggestions.
1) I'd really like the list of completed operations to go to the bottom of the list of operations rather than the top. It's annoying to scroll through in the late game if I've launched a lot of operations.
You can click a completed operation to make it disappear.
 
Some tips, Paradox.
1.The battlecruisers that are in the navies of the world at the beginning of the game still have battleship armor, not the battlecruisers armor. This changes their combat stats. This problem has not been fixed all year.
2.Please do something with AI so that it does not create dozens of collaboration governments in its colonies.
 
Question about 1.9.0:
Is it correct, that France cannot form its own faction unless defeating Germany? This sounds a bit stupid concerning they can put Napoleon VI to power and call out the French Empire again. If an empire is not warranting forming a faction, then I am lost at words here. At least, if they go this route and install him as Emperor of France, they should be able to form a faction. Anybody care to shed some light on it?
 
"For HOI4 that balance is around 4 spies as it allows the most impactful operations as well as a spy to keep networks alive and thus speed of doing them, something we wanted to reserve for spy masters only. We are also looking at duration and impact on some of the operations to make them more suitable for different types of nations for another update."
- Are you going to address the Decolonised UK Spy Mater having dozens of spies?, I feel like if you are aiming for 4 spies to be roughly balanced than it should be capped at say 8 spies, no matter how many independent nations are in the faction.

-Side note, since Sweden has a national idea 'En Svensk Tiger' I really expected them to have that focus changed in some way to reflect the new spy system, maybe make him recruitable as an agent and make the focus give +1 spies or something.
 
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Are you going to address the Decolonised UK Spy Mater having dozens of spies?, I feel like if you are aiming for 4 spies to be roughly balanced than it should be capped at say 8 spies, no matter how many independent nations are in the faction
They fixed this in the beta, now it's capped at 10, no more than 10 spies :p.