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HOI4 Dev Diary - Operations

Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.

Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ I’ve looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.

Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.

upload_2019-11-20_16-28-53.png


Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.

upload_2019-11-20_16-31-4.png

In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.

Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.

There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.


Infiltration
These are all gatekeeper operations with added benefits.

upload_2019-11-20_16-10-19.png

(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)

Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.

Infiltrate Navy - Gets you an asset inside the enemy naval command. Gets you more info on their fleets, ships, techs etc.

Infiltrate Air Force
- Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

Infiltrate Civilian Government
- Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.

Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.

upload_2019-11-20_16-13-33.png


Other operations
Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.

Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.

Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area

Boost Resistance - Strengthen the local resistance

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)
upload_2019-11-20_15-56-51.png



Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.

There are also some things we will wait until next week to reveal...

Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didn’t really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids (™).

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.

image (41).png


However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.

See you next week when we talk... collaboration!
 
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I take back everything I said. Espionage will be awesome. I need this DLC o_O .

Also, creating a ghost army and putting Patton in command has to be an achievement.
 
Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc. Infiltrate Navy - Gets you an asset inside the enemy naval command. Gets you more info on their fleets, ships, techs etc. Infiltrate Air Force - Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

These feel pretty unrealistic, it was difficult to infiltrate an enemy's armed forces. It would be better to get information from deserters somehow.

Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit.

This is just wrong. The plant was demolished but rebuilt within a matter of weeks. The destruction of the plant actually allowed the Germans to install more water tanks and make 15 gallons of heavy water a day, up from 11. It was only with blowing of the ferry and sinking of most of the heavy water was the plant deemed unnecessary. Also, heavy water was a miscalculation by German Uranium Club. Their scientists misread/misunderstood using graphite in their tests and assumed heavy water was needed.
 
These feel pretty unrealistic, it was difficult to infiltrate an enemy's armed forces. It would be better to get information from deserters somehow.

It first represents operatives who take photos or observations of ports, airfields, large enemy formations. This happened ALL the time. HQs didnt necessarily use soldiers to the clean floors and take garbage out. Plenty of opportunities to sneak in an operative acting as a civil worker in these HQs. Of course they are screened and therefore run the risk of getting caught even before they produce any results.

As far as deserters, I would say this falls more often to captured soldiers. Therefore I hope intel can be obtained by luck, based on victorious land battles where you capture enemy soldiers. And encirclement where you ‘destroy’ divisions...they are actually captured/surrendered, and would be an excellent source of intel (except for Japanese whose capture rate was near zero).
 
And even military personal working for the enemy happened, for example the head of German military counterintelligence, Admiral Canarias was working for the German resistance, and by extension the allies.

And during the Sudeten-Crisis a resistance network within the Wehrmacht, konwn as Schwarze Kapelle, planned a coup and cooperated with the british.
 
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Well done, Paradox! :)

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.
Finally! Time to climb Mount Niitaka. ;)

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.
@podcat will this affect the "Cryptologic Bomb" Focus for the British?

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)
Not just Patton. Operation Bagration 1944 by the Soviets as well.

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.
What if independent Norway is part of the Central European Alliance faction with, for instance, Democratic Germany? Will the Telemark decision still be available?

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.
I suppose multiple failures in German raids will lead to increased Communist popularity within Yugoslavia. Liberating Mussolini should spawn a puppet state in Northern Italy.

Looks great Podcat, thanks for the diary. Are there any plans for fixing the "offer peace" and other white peace options ie if Ethiopia pushes back Italy.
I agree with OP here. Should Ethiopia push back the Italians, there should be a hit in war support or fascist popularity for Benny.

Will focuses like assassinating Mussolini or Remove Chiang Kai-shek be moved to operations? That way it's more fair for the recipient nation?
This opens up the possibility of more assassinations moved to Operations like Trotsky as well.
 
The game development is going to the right direction. Bravo guys and i have some additional suggestions.

1. It's really the time to make appear the RAILWAY feature into this game. And some railway sabotaging operations will completely halt the Panzer divisions strategic maneouvres.
2. Gold. Inflation, Wartime economy really needs to be inserted. The IC measures cannot represent wartime broad industrial complex. Pls add some new diversities.

The last question: Can my IJA intel network steal the German Tiger tank dev blueprint and make completely native Japanese Tiger?
 
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I liked almost all of this dev diary.

Sorry, you did mention the launcher. I'm still pissed at it.

I don't know if this has been asked, but what's the limit of operatives that a nation can have? And I know this has been requested before, so I'll ask about progress in it: have you made it possible to trade intelligence? I'd be more than happy to use my spy network on Japan to tip off the Americans about Pearl Harbor if I'm the UK, but the USA isn't in my faction, and is not my tag anyway. So is it even possible and could it be worth it? Will you ever be able to sell information?

The accepted version of history tells us that the USA won World War 1 for the Entente because the UK intercepted a message from Germany calling Mexico to the war. It would be great to have something like this that could cause the country being targeted by the operation to react. Like the USA preemptively declaring on Japan because they found out about Pear Harbor before it happened.
 
Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.

Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ I’ve looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.

Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.

View attachment 526983

Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.

View attachment 526984
In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.

Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.

There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.


Infiltration
These are all gatekeeper operations with added benefits.

View attachment 526980
(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)

Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.

Infiltrate Navy - Gets you an asset inside the enemy naval command. Gets you more info on their fleets, ships, techs etc.

Infiltrate Air Force
- Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

Infiltrate Civilian Government
- Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.

Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.

View attachment 526981

Other operations
Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.

Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.

Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area

Boost Resistance - Strengthen the local resistance

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)
View attachment 526977


Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.

There are also some things we will wait until next week to reveal...

Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didn’t really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids (™).

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.

View attachment 526982

However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.

See you next week when we talk... collaboration!

@podcat

So, I don't see the point in getting info on army, navy, air force, and even less reason for the civilian government.

Unless you make changes to how players already collect this information. Players can already inspect available production licenses to see what an enemy has.

So the entire point of this risky and costly missions means basically nothing. What can they tell us that's so important it's worth the investment?

Right now, we will already know if the enemy has fighter 2s or not. We also get rough estimate of national assets simply by clicking on them. Does this information our agents collect just narrow the number (I can't imagine they could give exact numbers, because no spy could say "they have exactly 4847 planes")

Furthermore, how are nations going to guard top secret projects? Like the Manhattan project? I'm sure we should definitely have more specific and powerful ways to guard some information that is extremely secure and top secret.

Rather than focus only on operations I hope you don't completely ignore defense and leave it as just that boring passive stance.
 
Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.

Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ I’ve looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.

Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.

View attachment 526983

Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.

View attachment 526984
In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.

Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.

There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.


Infiltration
These are all gatekeeper operations with added benefits.

View attachment 526980
(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)

Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.

Infiltrate Navy - Gets you an asset inside the enemy naval command. Gets you more info on their fleets, ships, techs etc.

Infiltrate Air Force
- Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

Infiltrate Civilian Government
- Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.

Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.

View attachment 526981

Other operations
Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.

Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.

Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area

Boost Resistance - Strengthen the local resistance

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)
View attachment 526977


Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.

There are also some things we will wait until next week to reveal...

Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didn’t really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids (™).

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.

View attachment 526982

However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.

See you next week when we talk... collaboration!
So, what exactly are these "tokens" and "resistance contacts"?
Some sort of currency gained/used by missions?

Also, when's WWW coming back?
 
We shall be able to call these "tokens" and "resistance contacts" to something whatever we want.
So that when we are talking about it, enemy agents will be confused.
For example, we declare "token" as "banana" and "resistance contacts" as "flour" inside our intelligence network.
Then, when we start "Operation Banana Pizza", enemy will certainly be caught off guard. :p
 
I hope with all this deception stuff being added that the issue of License Production spying will finally be addressed. It's rather annoying that in MP anyone can just take a quick peak at your LP tab and see what you've been researching, would be nice if you had to manually toggle things into that rather than them automatically going in there as well as toggle who can see them between people in your faction and everyone, maybe even specific countries as well.

Loving the stuff shown off for this DLC so far though, very excited for release!
 
Update on the new launcher
working on some UI improvements for mod navigation that should be ready during next month.

So somehow, you force an update (1.8) with an useless launcher before it is correct, that you can navigate through your mod list easily, with alphabetical order, with "outdated" mods not able to be used...

Instead of 1.8.1, couldn't you just rollback to 1.7 launcher but keep the update content (convoys etc) until you got a decent new launcher (a working one like the previous) with which players can easily play with their mods ? (some of my mods are outdated since a long time ago but works just because they don't use anything changed through updates but only lack the "works with 1.xx update" but now, with the new launcher, it deselect those mods...)

The new DLC seems fine but only against humans I guess. Against AI, Ai will just get preselected orders because like with naval etc, it won't be able to cope with those new features. Sad.
 
So I see that the operation to liberate Mussolini is being implemented. Does this imply more Italy content, even though they won’t get a focus tree?
Even though I highly doubt it, I still hope that we will get an amazing italian focus tree and that they keep it as a surprise while they work on it takimlng into consideration that the patch update is named Husky (the operation to invade Italy), and that they will do as they did wih France, an amazing focus tree + small focus trees for Italian Social Republic and the other side.