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HOI4 Dev Diary - MTG Post Release

Hi everyone! Last Thursday we released Man the Guns and the 1.6 Ironclad Update and I am super happy to see how many people are playing it. We broke our records for concurrent players and monthly active players again :) It's also heartwarming with all the PMs and messages we have been getting from people loving the expansion, so thanks for that, it is always great to hear what people like (sub warfare seems to be a big favourite).

I usually share some telemetry on what is popular after a new expansion, and right now we can see that the expansion has made UK a lot more popular as well as Mexico. USA has always been very popular and also got a significant bump. The Netherlands is actually hitting some kind of backend bug for us so I cant see how popular it is yet!. The country losing out the most actually seems to be Germany with most of the classic democracies up in popularity. Next week I hope I can have details on what custom gameplay rules people use and such as well as what focus paths are the most taken :)


1.6.1 Patch
We have been busy listening to feedback and working on an upcoming 1.6.1 patch.
So far the WIP changelog looks like this:
################################################################
######## Patch 1.6.1 "Ironclad" ########
################################################################

##################################
# Feature and Important
##################################
- New task force composition editor interface with much nicer flow
- Added a reserve button to Fleet bottom bar.
- Unlocking new ship hulls will now provide a variant with the same modules as on the best equipment variant of the previous ship hull level, to the extent possible, and hide the empty hull as obsolete in that case.
- ctrl b now toggles strategic deployment for selected units
- key k now toggles air training (kamikaze is moved to ctrl b)
- FM won't be able to activate abilities if it is already active for all child groups
- Taskforces with automatic split on will split into multiple taskforces if there is no naval base that can repair all ships at once
- Sinkign enemy ships will now award war participation

##################################
# Bugfix
##################################
- Fixed an issue where several British focuses were bypassed and canceled at the same time.
- Removed duplicate "Remove country leader" in Towards Indian Independence focus.
- Fixed an issue where you could not take 'War on Pacifism" decisions to get rid of national spirit if you had above 80% war support.
- fixed an issue where Manchukuo could demand Japan become their puppet while still being a subject of Japan.
- Cave to the Germans, Maintain Trade Neutrality, and Cave to the British focuses can no longer be bypassed while one of the other mutually exclusive paths are in progress (thereby unlocking multiple political paths).
- The United Kingdom can now progress to the end of the Decolonisation tree, even if India has already declared independence.
- MacArthur will no longer lead the Loyalists while also fighting as a field marshal for the Constitutionalists.
- Canada will no longer be subject to continued British communist pressure after Britain accepts the USA's demand to stand down.
- Anti-German Speech decision now correctly checks whether any German civil war faction is fascist, and does not show duplicate decisions in case Germany is in a civil war.
- fixed an issue with Reichskommissariats Ostland and Ukraine behaving weirdly
- 'Expose the Belly of the Bear' will no longer cancel if some of the criteria is true.
- The focus 'Expand the MLD' will now automatically bypass if the Netherlands or its subject does not control Java.
- Australia can now invite King Edward VIII to Australia if they decide to stand by the King in the event of him pushing his marriage forwards. The focus can now also be bypassed if Australia becomes fully independent and is not in the Allies.
- Fixed Secure the Dominions decisions still being visible if you secured them via civil war instead.
- The subject of a country can't stay at war anymore if its overlord capitulate (if no faction)
- Fixed a single port being naval strikes multiple times within the same tick creating confusion
- all units of an army will be assigned to newly created garrison orders now
- During peace conference, you can now satellite a subject even if its overlord is annexed or puppeted.
- joining a faction now cancels received guarantees
- Lithuania's 'Move Capital to Vilnius' decision can only be taken once.
- End of the British Civil War will no longer cause Canada to rename whichever faction it is in to Commonwealth of Nations if they went ahistorical.
- fixed tutorial 10 not advancing if no units are selected
- Unintended dynamic tag victors of the UK, Mexico, and USA civil war(s) now load their original focus trees upon victory.
- fixed submarine models not being shown in naval combat
- You can now move a repairing taskforce from a naval base to another without canceling repairing.
- Fixed attache not working when the recipient has less than 100PP and 50CP
- German Integrate War Economies focus now sends events rather than applying effects immediately, giving players a chance to decline to avoid being puppeted.
- Decolonize Asia game rule now releases Korea, Manchukuo, and Mengkukuo, and transfers other continental states to China.
- Heavy cruisers are now considered as capital ships in the production line.
- Underpaid, Undersexed, and Under Eisenhower achievement now correctly requires a 1936 start date.
- the nation building decisions now correctly add a national spirit to execute their effect
- Fixed Treading the Narrow Path achievement to correctly not be awarded if you lost one of your starting states.
- Fixed easter egg event to now be possible to fire.
- George VI national spirit is now properly removed when finishing The Fate of the Royal Family focus.
- You can now train colonial divisions using colonial manpower, even if master doesn't have manpower.
- The Imperial Federation focus should now be available even if you don't own Together for Victory
- Focuses and events relating to the Imperial Federation now takes into account various combinations of DLCs the player may or may not own.
- fixed repair queue reordering not working
- Removed faction requirement of Dutch Strength over Blood focus.
- Made it impossible to begin the Abdication event chain if you have also gone down a mutually-exclusive branch that would prevent you from resolving the negative effects from that event chain (such as Fallen Government) by selecting the King's Party focus, or vice-versa.
- Winning the Blackshirt civil war will now reimburse one George V king to the player.
- the gun upgrade for ships now increases light and heavy attack for players without MtG
- Resolved the hash conflict that resulted in the oddly specific case of Macedonia, puppeted by Chad, receiving a news event option text as a country name ("This messes with our plans...")
- Re-enabled releasing Egypt as UK, but only when in Ironman mode (for the Freegypt achievement).
- German focus Break the Anglo-French Colonial Hegemony now correctly gives a claim on Cameroon instead of Gabon, and on Rwanda and Burundi, as well as wargoals on these nations if they exist, or on Belgium if it still owns Rwanda and/or Burundi.
- British Decolonization focuses are now available as long as you control one of the required states, and bypass if you don't own any. Dutch Decolonization focus is similarly bypassed if you don't own any of the areas or control them as subjects.
- fixed an issue where the Loyalists in the fascist Civil War would not get the correct flag
- Honor the Confederacy focus is now correctly available for unaligned US
- South Africa Secure Interests in Africa focus now takes into account new tags.
- Fixed Battlecry and Awake and Angry being completed immediately upon unpause.
- fixed a trigger in election events that had the date reversed
- Prevented puppetting the original faction leaders from awarding the Assuming Direct Control achievement.
- Merging an active and reserve taskforce will now always merge into active
- Don't remove unit from province when transfert ownership (when a GiE is reinstalled for example)
- Fixed ship design filter by sub unit resetting when a new equipment was added to the list
- Achievement fix for Pride and Prejudice
- fixed an issue with continuing the game past 1948 when going for achivements

##################################
# AI
##################################
- AI will now correctly always reject requests to integrate exiled navies if they have more than 75 ships, and will also always accept if they have fewer than 25 ships.
- Added AI strategies to certain UK and Netherlands focus tree paths to avoid making weird allies.
- AI now use correctly all their dockyards
- ai will build units considering ally & subject supply chunks as well, added a strat for JAP since it will be fighting mostly on subjects
- Fixed an issue where the AI could get stuck and stop production of non-convoy ships if Man the Guns was not enabled
- AI is not a bit less reluctant to cancel convoy defense missions now if it is trading for fuel
- AI will assign more screens to convoy missions if it is being raided a lot
- AI will prio mine sweeping more if it has mines assigned next to owned regions

##################################
# UI
##################################
- reformulated subtracting factories from production line tooltip to be more consistent with the way the English language has developed since 1912
- Added more grandiose language into the Second American Civil War victory event texts for both sides.
- Added tooltip text for fascist mobilization of National Guard.
- Added custom tooltip to Anti-Bolshevist Aid focus to prevent the United States from appearing like it plans to send weapons to itself.
- Removed unnecessary space between the title and article of the American fascist victory news event.
- Made civil war victory event title dynamic so the event reads appropriately even if you are still non-aligned.
- Mexico will now receive the event notifying it of its acceptance into a faction instead of its faction sponsor getting the acceptance event instead.
- Shortened Commonwealth of Nations formation event text so that it no longer overlaps with the selectable event button.
- fixed a number of inconsistencies in the German Loc
- Disabled all air mission buttons for air wings on a carrier in port
- All countries in Europe now have fascist, communist, and democratic political party names.
- Added text icon for Legitimacy.
- minor grammar fixing and removal of redundant text
- added an explanatory tooltip to a US decision
- Generic Air Theorists now have proper localisation.
- Always display mission efficiency of the relevant mission on the naval mission map icon
- scroll bar works again on right side theatre view now
- achievement tooltip at start of the game now mentions "most achievements are disabled" on 39 start
- Fixed duplicate pop-ups on some diplomatic action when handled by AI
- Fixed occasionally incorrect rendering of national focus tree lines.
- Display correct type and number of ships in naval overview
- it is possible to request expeditionaries for fallback orders now
- Corrected tooltip for the Shadow Scheme focus to no longer refer to defensive wars only.
- Fixed the tooltip of the Japanese decision 'Demand Indochina'
- fixed taskforces on never repair setting having inconsistent guis about which ships are being repaired
- US warplan focuses should now correctly display the effects of the decisions they unlock
- Rename ship designer save button to match division designer
- fixed a small typo in a news event
- fixed a typo in a technology
- Fixed event option text for Edward VIII and Wallis Simpson death news event for countries other than UK itself.
- Fixed move window refering to ships by hull type. Now refering to them by sub unit name.
- Fixed hook to proper module icon for DP secondary batteries in ship designer
- Changed theater icon for moving to combat to be the same as the text icon going_to_combat
- Fixed a cropping issue with one of the achievement images
- Made decision progress bar on map a bit bigger so it is more visible
- Adjusted colors on mapmode buttons
- Added Capital Ship icon to heavy and carrier ship hulls technologies
- Improved the fuel consumption feedback for navies
- Added the ship role icon and task force insignia to the detailed ship entry
- detailed ship entries now show the current ship activity and clicking on the ship open the history if there are new entries
- Added custom icons for game rules for foreign policy, covert actions and gameplay rules
- Clarified some tooltips related to patrol and strike force missions
- Enabling automatic reinforcement on a task force will now set the requirements to the current fleet composition if they would have been zero (e.g. when a task force has been initialized from history files).
- Aligned GiE flag on ships
- Changing the task force insignia no longer disable "use fleet's color"
- Stop fuel flickering when near 0
- added a different icon for convoy combat alerts and on map battles to make it easier to see the difference
- Carriers are now displayed as capital ships in ship designer.
- Various russian loc fixes
- Naval Mines now have an improved tooltip showing you how much damage you are doing to others

##################################
# Modding
##################################
- changing context in effects will not copy random anymore
- fixed manpower trigger for big values
- fixed unordered names not working with fallback system
- fixed selected scripted gui contexts not working with visible trigger
- fixed a visibility glitch with scripted guis
- fixed an issue where admirals with a maneuvering skill of 3 gained 75% positioning as opposed to 7.5%
- Add start_experience_factor for ships and airwings
- adding game variables for some ai strategies and attitudes
- added ability to call scripted loc on variables [?var.ScriptedLocName]
- added support for attaching a scripted gui to another scripted gui
- fixed is_target_of_coup checking for wrong country
- Added some date trigger validation to catch inappropriate usage of D.M.Y format when Y.M.D is expected.
- added on_sent & reject effects for scripted diplo actions


##################################
# Balance
##################################
- The ability of a general couldn't be cumulative anymore with the same at the marshal level.
- Cruiser submarines can now mount extra fuel tanks
- Punitive subroutines activated against exploiters deleting their entire army just before certain civil wars... Beware!
- Added civil war divisions to Fascist UK civil war
- AI Germany should be slightly more likely to win the German Civil War.
- fixed port strikes not killing some ships but leaving at 0 health
- fixed subs running away from other subs
- activating women in the workforce and then moving away from total mobilization will now remove the manpower buff from women in the workforce
- removed duplicate effect in direct/indirect support focuses in Australian Focus Tree
- US isolation economic law now also affects naval dockyard building speed
- Removed first super heavy BB research bonus from Japanese focus tree for MtG players, replaced with 50 naval XP
- Leader XP gain now only from units outside reserves in combat
- We now use battalions rather than divisions to calculate XP scaling for commanders to avoid 1 bat exploits
- XP gain rate in combat now scaled by the lowest of yours and enemy strength
- overall Xp gain spead from combat increased to compensate for above changes
- US random congress events now differentiate better between Senate and House, which should counteract situations where one chamber supports the government to the hilt while the other has no majority
- reduced naval XP generation by a large amount. increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall
- the Jägernotprogram decision can now only be taken once, its effect has been reduced to 90 days and taking the decision costs 5% war support and 5% stability
- added a total of 20 naval XP to the RAJ focus tree
- To take into account the vast influx of new tags, The Puppetmaster achievement now requires 50 subjects, up from 25.
- Limited Intervention now increases the PP cost of economic and recruitment laws by 100%
- Limited Intervention no longer puts the US on civilian economy but allows the country to switch out of undisturbed isolation
- Finishing the Great Depression reductions in the Communist Branch now requires a communist in government and will incur heavy opposition if at low communist support
- added a repeatable decision for the fascist side in the US fascist civil war that raises a number of militia divisions
- starting the US fascist civil war should now retain popularity for fascism and switch non-fascist support to neutrality
- Reduced bonus to Tank and Tank Destroyer Production cost in US focus tree from 25 to 10 %
- removed fuel consumption from rockets
- added fuel output reduction of 0.6 to undisturbed isolation
- added fuel output reduction of 0.5 to isolation
- added fuel output reduction of 0.25 to early mobilization
- added fuel output reduction of 0.1 to partial mobilization

##################################
# Database
##################################
- fixed a missing portrait in the Mexico tree
- Removed Guns for the Anti-Bolshevik War decisions from the Support China category and moved them to the Foreign Policy category.
- Monarchist Hungary now correctly receives a claim on the new state of Katowice through the Reclaim the Empire focus.
- Fixed medium and large flags for communist Cameroon that were not showing up in-game due to being incorrectly sized.
- New Zealand Prime Minister Michael Joseph Savage should now pass away on the correct date and then be replaced by Peter Fraser.
- Fixed the Tisa river properly flowing into the Danube
- Marco Polo Bridge Incident tooltip now mentions Qingdao
- Fixed democratic Cambodia flag to no longer be a copy of Cameroon's
- Improve Serbian Railway Network focus now also provides infrastructure to West Banat
- fixed an issue with the British RAJ getting the wrong portraits if the anniversary pack is installed
- unlocked cruiser submarines for Japan from 1936 start
- fixed a number of cruiser and carrier hulls not improving reliability with higher levels
- Added 5 new German advisors that are available after taking Oppose Hitler, Revive the Kaiserreich, or Re-Establish Free Elections, if the player has the Waking the Tiger DLC.
- Corrected Albanian communist leader and democratic reformer; implemented leader portraits for Kazakhstan.
- The US focus tree now has further explanatory tooltips for Honor the Confederacy, Invite Foreign Support, Focus on Europe/Asia
- fixed an issue in the Soviet Focus Tree where it gave a techbonus that did not work with the MtG naval focus tree
- Switched around the names for Unaligned and Democratic Curacao, so that the more recognizeable name "Netherlands Antilles" is the 'default' Democratic name, with the less recognizeable "ABC Republic" becoming the name for Unaligned Curacao.
- Adjusted Imperial Federation news event pictures to include New Zealand, British Africa, and various other colonial possessions in the Middle East, South and Central America and Southeast Asia.
- Fixed an issue withthe data format of the CSA flag, the historical one should now load


##################################
# Stability & Performance
##################################
- Cleared the country refresh flag when clearing game state, potentially avoiding an out-of-sync when joining a multiplayer game after leaving a different game session.
- Random CTD fixes
- fixed a ctd with built in profiler
- Fixed a CTD when an ally is called into war, non-aggression pacts are being assessed, and a war relation with an alleged enemy cannot be found.
- fixed having no airwing modifiers crashing the game (do plz add tho modders)
- fixed having no ai focus list crashing the game (do plz add tho modders)
- fixed a ctd with scripted diplomatic actions
- Improved OOS checks to use proper checksums instead of basic addition and occasional multiplication which can sometimes miss out-of-syncs, added resources consumed and technology status as new categories checked, and fixed localization from some previous OOS code rearrangement.
- Minor performance improvements to the tag trigger when the tag is not a variable
- Game startup speedup by improving map generation
- Game startup speedup by skipping some duplicate gamestate resets
- Avoid computing the gradient borders when reseting the game as they can be computed later on
- Made decisions update threaded for the warmup tick on game start
- Improved the performance of gradient border generation
- performance improvements when using huge number of variables (hi mods)
- optimization for checksum calc of variables
- CTD fix in mods where no ai roles for equipment are defined
- Avoided CTD when army icons do not have corresponding entries in gfx files, providing info in the error log instead.

There is an open opt-in beta for this available that will be getting updated with the above list later today for those feeling brave and wanting to help us test it early. If all things go well in testing its likely to release "proper" next week for everyone.

GUI Change Highlight
Focus wise, ignoring bugs and such there have been a lot of people who think the naval gameplay is hard to learn so we have been working on improving UI here.

The task force composition editor was hard to work with, so we have made a new interface for it with a lot nicer flow:
upload_2019-3-6_16-42-11.png

The composition edtior is an important tool to reduce micro because when you set it up you can trust that the right ships get reinforced to your fleet if they end up with losses etc. Hopefully you will like this new iteration :)

We have also added a bunch more info at a glance to the ship entries:
upload_2019-3-6_16-59-12.png


We added the reinforcement fleet to the bottom bar to make it easier to manage your task force
upload_2019-3-6_17-2-9.png


We also improved the fuel indicator on fleets, so more barrels = fuel thirstier, and there is also an indicator if you seem to be doing something you shouldn't with your fleet, such as patrol with capital forces:
upload_2019-3-6_17-6-56.png


We plan to be working with improving area selection visibility, make it easier to clear mission areas and send all ships back to port, as well as feedback on what kind of missions are suboptimal for ships, improve tooltips (a bunch have already been improved) etc. We have also been working with making AI a bit more reactive to the player leaning heavily into mining or late game sub warfare as those require a bit more specialized builds. We'll keep you guys posted as the patch develops. Thanks for feedback and support <3

Tutorial videos
Finally, we have also been working on making 7 new tutorial videos which will help you ease in at the helm :) You can check them out here, and feel free to spread them around when you see people in need:
Here is a link to the full playlist: https://www.youtube.com/playlist?list=PL_3rLv22kp6QBVPGl0G-_NV4ITVGgUOb5


See you all next week for more updates on post release work and telemetry :)
 
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"reduced naval XP generation by a large amount"
I dunno, as UK I don't feel like I have enough naval XP most of the time. I never spent any on doctrines, and only researched maybe four techs using the 50xp boost(and practically none ahead of time). Upon entry to war, I can spend very little of fuel on training, US isn't forthcoming with giving lend lease fuel, and it doesn't look like I get much XP from normal naval. And that's with the naval XP guy taken in 1936. I mean I don't struggle, but losing significant part of XP seems like a problem. I'd imagine it's not so for US, but this change would impact UK as well.
So I wonder what does this change mean in effect.

This is true, however the changelog also states:
"increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall"
It's hard to gauge how this will impact XP generation, so we'll have to wait until the beta is updated.
 
That's not how carriers operated. They kept their distance. Unless surprised, which only happened twice in a 6 year war, they sailed away and launched air strikes. This naval system is reminiscent of how navy planners in the 20s and 30s imagined the war to go, not how it actually went.
And it's nice how you completely ignored rest of my post, that suggested the system should allow you to do that, provided that you manage the speed of your task force (no dds on open seas) and manage air attacks in same way you would with land based bombers.
 
This is true, however the changelog also states:
"increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall"
It's hard to gauge how this will impact XP generation, so we'll have to wait until the beta is updated.
overall it should be slower. and with fuel impact on laws be a bit harder for USA to farm
 
Dont worry B is the same as always. It decides what your next order is. Ctrl+B changes already existing movement, so its great if you assign troops somewhere, notice they dont strat redeploy - just hit ctrl+B - and you can toggle their way of movement. its super sweet

Ahh okay, phew. Thanks for the reply.
 
This is true, however the changelog also states:
"increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall"
It's hard to gauge how this will impact XP generation, so we'll have to wait until the beta is updated.
Well what's kind of silly is that normal naval activities don't generate any XP unless you run into enemy. During war it's a problem if you are not USA to have fleets all around training.
 
And it's nice how you completely ignored rest of my post, that suggested the system should allow you to do that, provided that you manage the speed of your task force (no dds on open seas) and manage air attacks in same way you would with land based bombers.
You can already manage your air on the strategic map and rarely engage by having a fast fleet with good detection. The trouble is it's very ineffective. The planes behave like land based meaning they only attack once and have to cover the whole region. You don't get to use carrier bonuses or doctrines either.
 
We have been tweaking naval balance and detection some more, but it currently is too punishing against subs so it needs some more days of tweaking before we share it.


So the way it works is that if you dont specify the icon it can grab anything (star icon now does that). if you specify the composition as needing a specific icon it will work exactly as now. It also will grab the setup based on current fleet so is easier to set up


it should be once it arrives (its not out yet). but its not something we test a lot for until its done.


I did say next week in the diary ;) Its sure to need some more fixes + sit in open beta for 2 days so we make sure it doesnt break anything.


Well, we have just gotten started on the fixing.


We have been working on that. I think some is in the beta, but I didnt double check the long list now so maybe it wasnt completely ready yet.


well yeah, early telemetry is mostly for fun to share with you guys, we know its gonna be a bit wacky.



If you report it in the bug forum we'll get around to them :) the double click one I think got solved now, but is not in the beta yet.


Thanks!


I think this is a bug that happens when you have Man the Guns but not Together For Victory. Its not fixed yet but we are working on a fix.


We have discussed it, perhaps moving some years also. Not really decided yet, but perhaps some more bumps from the computer techs


Yeah its a tricky one to solve. We agree its a problem though and will focus on it after we have solved some more of the UX issues.
podcat, this isn't a bug but rather something you guys missed to which I mentioned in the main forum. I'm assuming that all super heavy battleships for all nations work the same.

In 1937, the Japanese designed their super heavy battleships, yet the engine you get to use from the battleship 2 is way under powered to make the ship move anywhere close to the historical speed. The battleship 3 engine has the right horse power to move the ship, and to make it go to around historical speed. One look of the Japanese Yamato on Wikipedia will show you the horsepower it used, and it actually works somewhat correct in the game if the right horsepower is used, which was historically 147k horsepower, the battleship 3 hp is 150k, so it's basically the same. The problem is that the battleship 2 horsepower is 80k hp. So it's way too slow in the game.

I have an easy fix for this. Since you already have a super heavy battleship only armor, you could make a super heavy battleship engine that goes 150k horsepower to augment the slow speed of the ship in the game. Otherwise you have to wait for the 1940 battleship, and then build the super heavy battleship with that new engine, which would push the ability to get out the super heavy battleship much later than what was historical.
 
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I know trying to balance out the ai in africa has been something you've been tweaking constantly but what fuck us going on there right now? Italy seems ti steamroll Britain almost every time now as Britain puts no troops there until half the continent is lost, at which point all the allies spam too many divisions into it so they all attrition themselves to death.
Britain doesn't have enough forces to properly defend home islands, send expeditionary force to France, defend Egypt and surround Italian East Africa, unless you dedicate yourself to that goal or play very narrow game. This combines at point of fall of france with some areas being handed over to Free French and some to Vichy, and then Free French capitulate, Vichy gets even more. And at that point Vichy/Italians/Germans think it's good idea to send in forces, which will
1) Either drown if Royal Navy is patrolling the seas
2) Stomp everything allies may have left if Royal Navy is not patrolling the seas.
 
Will the Loyalist USA get the ability to go fascist without Honoring the Confederacy?

Also will the Democratic Party name for the Constitutionalist USA be changed to the Democrats (right now it’s the Republicans, which is weird because FDR is the leader)
 
About research speed, since the change +5% Speed is nothing compared to -5% Research Time, especially after stacking.

In general I like the research rework,,and that you can't research that much ahead of time anymore, but I still think the Researrch Bonus fron Electronic Engineering needs doubeling, so 4%, 6% and then 10% per Tech.
Also increase the Bonus from Free Trade a bit, but not as much
 
@Daelyn75

That's a very good idea, and makes a lot of sense.

However, I am curious as to why the 11" guns on the Scharnhorst battleships and Deutschland 'pocket battleships' are a superior battery type to the 14" and 15" guns on the Royal Navy's capital ships.
 
I think this is a bug that happens when you have Man the Guns but not Together For Victory. Its not fixed yet but we are working on a fix.

Actually I have every single DLC and expansions, even Sabaton music DLCs

Also, I managed to keep every Dominions into the British Empire via the focus, but the decision of Propaganda in South Africa did not disappear once the country became facist (Minor bug)
 
You can already manage your air on the strategic map and rarely engage by having a fast fleet with good detection. The trouble is it's very ineffective. The planes behave like land based meaning they only attack once and have to cover the whole region. You don't get to use carrier bonuses or doctrines either.
So you want to be in battle and you don't want to be in battle. What can I tell you, the gun range was removed from the system, and it's not like carriers would be able to teleport from combat.
By the way if you look on Midway, Japanese may have got shot at US carriers... if they would have their surface fleet operating independently. But both sides tried to sort of fight with carriers, and Japanese only tried to use surface fleet after they lost carrier battle. This would also have forced US to increase distance from whatever was left of Japanese carriers making further strikes more difficult or impossible. And it would be pretty possible without weakening the air defense of Japanese carriers if Yamamoto wasn't hanging around hundreds miles away.
That's one major difference that was between US and Japanese operations, US planned battles with anticipation of competent response, whereas Japanese made a plan and assumed US would play along. Of course having broken Japan naval code at times helped.
EDIT: By the way, my understanding is that carriers had to take into account wind and speed and other factors when running air attacks (and also landing). They would be only able to do so much while also keeping the distance. Further I'm really not sure why would carrier based planes that are not in combat have advantage against land based planes, land based attacks are much more easier to manage then carrier.
 
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So you want to be in battle and you don't want to be in battle. What can I tell you, the gun range was removed from the system, and it's not like carriers would be able to teleport from combat.
By the way if you look on Midway, Japanese may have got shot at US carriers... if they would have their surface fleet operating independently. But both sides tried to sort of fight with carriers, and Japanese only tried to use surface fleet after they lost carrier battle. This would also have forced US to increase distance from whatever was left of Japanese carriers making further strikes more difficult or impossible. And it would be pretty possible without weakening the air defense of Japanese carriers if Yamamoto wasn't handing around hundreds miles away.
That's one major difference that was between US and Japanese operations, US planned battles with anticipation of competent response, whereas Japanese made a plan and assumed US would play along. Of course having broken Japan naval code at times helped.
If the USN recon found the Japanese surface fleet closing on them, they would've turned around and bombed them.

I want combat that is realistic. Carriers closing with surface ships is not. We had realistic carrier behavior in HoI 2 and 3 and 4 until now. This system is how naval theorists in the 30s imagined naval combat.
 
The task force composition editor

Wait...there's a task force composition editor? Geez, I could see the UI was bad just based on what I knew was there, let alone what I didn't see.

I would like a way to independently delineate a ship's "class" and its "role". Maybe even give us autosuggested historical (or historical-esque, since there probably won't be enough real examples) classes based on the role we created. This way I don't have to see "AA Class" destroyers or "Minelayer Class" cruisers, which just looks silly.
 
Good job and a responsive course to the demands of us players *thumbsup*

@podcat Is there any chance that Italy gets a few more generals with the patch? They definitely are too short on them and not being looked at in the any of the DLCs yet, they have become more and more unplayable. Italy needs a bit of love please... :(
 
Added 5 new German advisors that are available after taking Oppose Hitler, Revive the Kaiserreich, or Re-Establish Free Elections, if the player has the Waking the Tiger DLC.

Yeeeey. More boosts to Monarchist Germany.

The USA seriously needs a nerf. Haven't actually gotten my hands on the DLC yet, but everyone I've spoken to has said that the USA has been able to amass gigantic undestrictible fleets and they don't have to deal with Fuel shortages due to how much Oil texas provides.

I think it historically makes sense to have such fuel capacity as USA. Tho I'm in favor of some debuffs (at least in early game) by tying it with The Great Depression spirit.

Overall, I had fun with all the additions in MtG, especially with the task force mechanics. Good work Admiral @podcat and the crew :)
 
The USA seriously needs a nerf. Haven't actually gotten my hands on the DLC yet, but everyone I've spoken to has said that the USA has been able to amass gigantic undestrictible fleets and they don't have to deal with Fuel shortages due to how much Oil texas provides.
I think that the fuel nerf on different economic laws should fix a good part of the issue.