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Hi everyone! Last week on Thursday we released Waking the Tiger and it has been a huge success breaking our active user records and is our highest rated DLC on steam for HOI thus far! Thanks everyone who has bought and played it and given us feedback, its super appreciated and the team is really happy!

The plan now is to get the 1.5.1 patch out with the most important fixes we have done. That one has been in open beta since Friday (but updated a few times), so thanks those who have braved its waters and helped us with feedback there too. We just updated that one again as well just now. The plan is to check it for any issues and if it's ok we hope it can go live tomorrow After that we will focus on a more long-term patch where we will have time to address balance issues and more risky changes. That one will be 1.5.2 and will get a rolling opt-in open beta you can participate in until it's done (about 3 weeks or so to give you a rough timespan) which will get updated frequently with fixes/balance updates for those who want to help test.

Overall the release has been very stable, but looking at reports and feedback the things we are focusing on are:
  • Balance. There are several areas, but air involvement in land combat and general strength of spamming air power is a prio.
  • Desynchs in multiplayer. Telemetry data only shows a minor increase of 2% more people desynching, but we are still prioritizing this. 1.5.1 has a few potential fixes but it has proven very hard to nail down the exact reason. If your MP group runs into this feel free to tell us and test on the open beta.
  • Focus tree fixes. Germany not going fascist has had some unforeseen effects as well as other inter-country checks. Hopefully most of this have been taken care of in the 1.5.1 beta now.
The changelog so far on 1.5.1 is as follow:
################################################################
######## Patch 1.5.1 "Cornflakes" ########
################################################################

##################################
# AI
##################################
- "Desperate AI" improvements, ai know does not switch escape provinces as long as last one valid and fixed a case where it can try to escape a province that is also desperate
- fixed a case where armor divisions were being allowed in defense fronts

##################################
# UI
##################################
- Fixed positioning of add army portrait btn.
- Fixed Zaibatsus Challenged tooltip issue.
- Fixed balance, tooltips, and events for ideology switching decisions.
- Fixed border clash focus icons lost gfx
- Added infantry tech level 3 3D model. Copies lvl 2 version.
- Fix construction showing more building levels to be repaired than what was constructed.
- fixed naval production gui not updating when you switch equipment
- fixed ui scaling no longer breaking tooltips
- added tooltip that explains increased capacity for garrison orders
- Fixed battle plan tools going behind army list stopping you from training on small screens
- Danzig for Guarantees now mentions getting Poznan as well.
- fix for minimap positioning with UI scaling
- fixed drag and drop not working with ui scale
- Division Designer > Better layout, with instant preview when mouse over the edited battalion.
- Aligned division count on badge in theatre view to match army badge.
- Right click on an army group leader portrait while having unassigned divisions, will assign them to it's sub groups in a smart way.
- Added bunch of generic focus icons.
- Added icons for German CV CAS tech level 3, with a flavour names.
- Fixed icon for generic focus for tank production.
- Added icon for attack switzerland focus.
- Minimap is now working with scaled interface.
- Fixed a missing picture in a stability event.
- Adjusted trade window resource quantity label to be large enough to show more than three digits instead of wrapping.
- Updated leader promotion message to clarify that the decrease in skills will be temporary.

##################################
# Modding
##################################
- Added cancel_trigger to all types of decisions. cancel_trigger will not run remove_effect when true.
- Missions now use cancel_trigger to abort before completion and remove_trigger to remove and run remove effect if the decision stays in the interface.
- Added modifier army_org_regain
- Fixed "random variables" being broken with tooltips
- fixed an issue where mods were loaded in wrong order and couldnt overwrite DLC
- When using the effect add_offsite_building in a wrong way, the error log will warn about it.


##################################
# Database
##################################
- removed a focus from PRC 1939 start that caused an error
- Fix for two wrong division name lists in the 1939 start
- Event pictures "communists cheer" and "American hunger strike" now have interface entries
- unlocked Chennault as adviser for manchukuo and reduced cost for him
- Reenabled generic tank manufacturer idea for countries without
- Returned Samoa to its (then) rightful owner
- "Forced loans" decision is now repeatable.
- Assertiveness focus now bypasses if manchukuo is already free.
- Communist Japan can now only call for Soviet Volunteers once
- Unaligned Germany's Anti-Comintern Pact no longer invites India and China and other Asian minors that don't border SOV.
- Blow the Suez Canal event now has correct localisation.
- "Object to Attachés" decision is now more limited and its effects now depend on relative strength of nations.
- AST and SAF no longer locked out of Appeasement tree by Germany opposing Hitler.
- Adjusted bypass requirements for "Danzig for Guarantees", "Safeguard the Baltic", and "Support the Finns".
- "Schlieffen Once More" is now available in case of Franco-British Union.
- Added some missing (and fixed some existing) text translations to Russian.
- Political advisors unlocked from PRC/CHI focus trees, are now available to warlords that take over the government.
- Fixed some missing event pictures in Japanese border war.
- Added plenty of missing texts translations in various languages.
- Added bypasses to the "Japanese Non-Aggression Pact" focuses.

##################################
# Balance
##################################
- Germany should no longer lose 50% of its equipment upon starting the Oppose Hitler civil war.
- Communist Chinese focus tree, now get's some infantry equipment production bonuses, for better gameplay balance.


##################################
# Bugfix
##################################
- Prevented exploit of tech swapping military doctrines by starting level 2 tech in the current branch before switching to a different branch.
- Fixed Chinese Industry Relocation decisions to check for control of state.
- Changed remove_trigger to cancel_trigger for Political Struggle decisions to avoid sudden influx of points when someone claimed national leadership
- Reinstate Imperial Possessions no longer removes core for Alsace from France.
- Fixed not creating combats while moving into provinces that has combats that you can't join (where both are enemies)
- Made "Triumph for X" decisions non-repeatable.
- fix for double inflation spirit appearing under certain circumstances
- their cores are no longer lost when you puppet a nation (fixes soups in peace deals when AI cant liberate for example)
- Now guarantees can be mutual (fixes a path in japanese focus tree)
- Fixed frontlines around wastelands sometime disappearing.
- JAP nuke surrender decision now clears global flags
- PRC that takes over through political struggle will not inherit negative spirits from China
- added bypass checks for Confrontation with the warlords focus
- blocked taking national leadership if subject or leader is subject
- Fixed a case which could prevent nations from ever surrendering
- Manchukuo now loses Kwantung Veto when released through the Japanese focus tree.
- Changed local_org_regain to army_org_regain for communist china's spirits
- added bypass checks to Finish the Fight focus for japan
- Fixed planes being engaged in combat in another region than the one they are assigned to
- Added recalculation of support points if a state involved in the struggle changes controller
- Fixed an issue where states would show as being part of the strugle, though they were controlled by an enemy nation.
- Fixed female unit leaders being converted to males on save/reload
- Surprise Attack Plan idea for civil wars is now functional.
- Creating a Manchurian Airforce focus will now bypass if MAN does not exist
- Enabled increase Airlift decision for a China that is in the United Front
- Fate of the Imperial Family no longer requires Manchukuo to exist.
- Decision to escalate to a border conflict is now cancelled if in faction with the target
- Fixed issue where decisions updating decisions to remove could skip an element in the array if one was supposed to be removed
- fixed an issue where Manchuko's Assertiveness branch broke if Japan went with support Kodoha (lost Puyi, lost special autonomy level)
- Forcefully removing support for opposition in a state now properly reduces the gloabl support for the leader of China
- Added bypass trigger to Japanese focus Triparte Pact if either Germany or Italy is not fascist or Japan is at war with either of them
- Secret CIA reference now actually works (maybe. but thats CLASSIFIED)
- Removed max trait limit from unit leaders
- Fix for awake and angry achievement not working
- fixed a US resource decision pointing to the wrong state
- Adjusted Wilhelm II and von Mackensen minimum/average death dates.
- Fixed the never ending "connecting..." message when you fail to connect to a multiplayer session. The max timeout is 30sec, but now it will finally say "Failed to connect".
- Fixed attaches adding ideas twice on save/load.
- Fixed a double-Stalin-bug. If a player right click on a country with a leader, and then on your own country that is missing a leader portrait, it still shows the previous country portrait.
- Battleplans > Fixed bug in defensive orders being auto merged when painting them.
- Fixed a number of issues with Romania in base game without DLCs enabled.
- Fix for wrong event being fired from SAF decision.
- "Fall of Cairo" event now gives correct Italian leader
- Fixed "replace_path" not working for mods downloaded from the workshop.
- Socialism with Chinese Characteristics no longer creates a faction if player is already in one.
- Fixed missing occupying country name in the tooltip.
- Various generals generated from focus trees (or other effects) now has correctly scripted skill levels.
- Overall garrison order improvements.
- Fixed a bug where strikes from demobilization would be impossible to remove by restarting demobilization mission immediately on timeout.
- German focus to "align Hungary or Romania", now bypass if the country does not exist or is already a subject of another country. Effect from focus to integrate them now only gives factories to the country that becomes a puppet of Germany.
- It is now possible to bookmark with Ctrl+(1-9), not only a divisions, but also a selected province or a strategic region.
- Reverted Nazi Germany getting back their old focus tree if they won the German Civil War (because it broke a lot of things).
- South Africa now has referendum decision available if they went "South Africa First".
- "Test the soviets" decision should no longer require split-second timing for it to work.
- Poland now more inclined to ally Germany, and less inclined to ally UK, after giving up Danzig for guarantees.
- The amounts of air wings being sent as volunteers are now updated properly, and should no longer go negative.
- Fixed typo in the tooltip of command power description.
- Fixed some division names in German historical name list.
- Referendum decisions now have proper triggers, and will correctly display after Political Discourse is Opened, or ideology support is above 60%.
- "Test the Soviets" will now only execute a negative effect for Soviet Union if they actually lose.
- Splitted demobilization missions into two separate decisions, to fix an issue with strikes spirit getting stuck.
- Manchukuo "Five People Armies" - spawned divisions are no longer locked.
- Fixed some XP gain problems for unit leaders. Multiple leaders can gain XP from same combats now and XP gain does not depend on number of units in army (it depends only on number of units in combat) which should increase overall XP gain.
- Fixed command_power_gain modifier (which are currently being used in inflitration) behaving unexpectedly and causing too much effect on daily command power gain.
- "Expand Civil Support" and "Expand Military Support" decisions, are now removed when a civil war starts, even if still active.
- JAP, RAJ, SAF, ITA, and SOV revolters will no longer get their 'old' focus tree back if they miraculously win the civil war, because it broke many things.

##################################
# Stability & Performance
##################################
- fixed an OOS that is caused by triggering same event twice
- added CTD safety checks to deployment destruction to avoid random crashes
- Prevented using the Continue button to load an old save from a previous and incompatible save version.
- Possibly fixed new game launch crash with modded initial state where it tries to instantly peace out countries at war
- Better handling of error messages from the DirectX function calls (so now if something goes wrong with rendering, we see what is it about).
- Fixed CTD when selecting planes on a non-owned carrier after a civil war.
- Fixed CTD related to the new division names system.
- Fixed CTD in our code responsible for parsing (searching) the folders and files.
- Fixed CTD when using event add_ofssite_building when it would put the building level below zero.
- Performance improvement caused by add_relation_modifier (seen especially when played with specific mods that use it a lot).
- Added extra safety checks to prevent potential CTDs when joining to a MP session.
- Filtered out superficial unit and country leader values when calculating checksum, to avoid false positive OOS.
- Fixed possible OOS cause when client and host have different sets of leader portraits or names (DLCs and MODs may cause that each player in the session has different portraits/names).
- Added hotjoin and error code details to telemetry for OOS events, which will help us with tracking OOSes that happens to the players.
- Fixed potential OOS if only some of the players are using mods with unit names (related to the ace generation).

Its always interesting to see what people play and like in the new expansion, so we took a look at some telemetry:

What paths do people pick?
Germany:
Rheinland - 55%
Oppose Hitler - 45%

Japan
The Unthinkable Option - 9.5%
Purge the Kodoha Faction - 65%
Support the Kodoha Faction - 16.8%
Strengthen the Civilian Government - 8.7%

People Republic of China
Marxist Orthodoxy - 9.8%
Agrarian Socialism - 81.5%
Social Democracy - 8.7%

Manchukuo
Assertivness - 89%
Obedience - 11% (I guess you guys arent very obedient ;D)

Nationalist China
They dont really have a top level choice like the others, so no data here.

Its early days so I expect these numbers to look different in a week or so :)
 
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Havn't played Waking the Tiger so much, I guess I just played HOI IV too much so I'm a bit tired of it. But I must say I like it. To my suprise I find that the generals and their skills is a thing i really like, first when I heard about it I thought, "ok, i guess thats fine."
The Aircraft attachement is great but, I the UI should be better. I find it sort of a hassle to find which and what Aircraftdivisions is attached to what general. Its a bit confusing to know and se what Aircraftdivision is where and what army it is attached to. Not that you have to change it that much once you have set up your forces, but when you have to it's not that clear.

AI invasions seams to be a lot better.
 
The answer or any evidence supporting your claim of Germany being unbalanced due to PP before patch is nowhere in your post. I did read it.


Your Question: Why introduce a whole new mechanic for that?

My Answer: MEFO or no MEFO Germany's PP gain pre-war when they can't spend it on occupation was in dire need of a big Nerf.

Detailed Answer: Germany needs alot extra PP compared to most other nations to be able to enact harsh occupation policy of occupied lands 1940 and later, both for gameplay reasons ( to be stronger and survive until 1945 ), and for historical reasons ( an immersive historical game should have Germany choosing harsh/harshest occupation ). This means that unless they gain alot more PP later on ( and they don't ), they are stuck with too much PP early one... UNLESS some new mechanic ( like MEFO ) is introduce to keep this down.

Are you justifying balance adjustments and a claim that a nation in a game is unbalanced in that game by referencing a history book on reality? Are you sure you are not mixing game balance and historical accuracy?

The developers have added decisions to the game mainly based on history books ( no need to point out that MEFO bills existed in reality I think? ).

I am arguing that it would be great if the effect of these decision was similar to what their historical effect was ( boosting Germany's Military rearmament for example ), rather then something completely different and opposite ( like boosting Germany's long term civilian industry growth ).

Prove that CIC+MIC+NIC = 100% GDP first, or quit comparing apples to oranges.

Yes, I don`t know why you bothered writing this. As I said, If current MEFO version is imbalanced, it is easier to adjust numbers down, it will have same effect.

If you want to argue balance of MEFO, just say it loud and clear : German CIC exponent is far outside of normal CIC exponent other countries have, hence needs to be toned down. I don`t see any need to argue "gdp growth is unrealistic in a wargame".

You can also even go ahead and calculate by how much should MEFO be adjusted, and people in the thread could argue if your version is better or not.

What I am trying to argue ( again ) is that MEFO should do the same things ingame that it was historically doing, which is give a bigger bonus to Germany's rearmament and Military industry, then it does to their Civilian Industry.


I do agree with you that exactly how much they should boost Germany is totally up for debate, and it's possible the +20% MIC production I suggested as a starting point for discussion is not enough to warrant the cost for you (-12 starting MIC and the PP cost ).

But do keep in mind that according to the development diary "A New Germany" and developer answers to it MEFO was not intended as a huge buff to Germany, only as a historical flavor decision to assist their Military buildup.
 
"Updated leader promotion message to clarify that the decrease in skills will be temporary" -- Oh, I do not know if this is a change, but yeah, sounds good. I will check that out when I REVISIT this super great game. I say "revisit" because Surviving Mars will be released by the time I get home from work.., so that will probably wreck my life for about a week or so..., but I always come back to HOI 4 which is the greatest game in the universe.., I just wish I were a better player.
 
"My Answer: MEFO or no MEFO Germany's PP gain pre-war when they can't spend it on occupation was in dire need of a big Nerf.

Detailed Answer: Germany needs alot extra PP compared to most other nations to be able to enact harsh occupation policy of occupied lands 1940 and later, both for gameplay reasons ( to be stronger and survive until 1945 ), and for historical reasons ( an immersive historical game should have Germany choosing harsh/harshest occupation ). This means that unless they gain alot more PP later on ( and they don't ), they are stuck with too much PP early one... UNLESS some new mechanic ( like MEFO ) is introduce to keep this down."

Answer 1: Unless you are a dev, I will refrain from taking your comment as a reason for why MeFo's were introduced. If indeed what you are saying was the case, and I doubt that, the PP situation of Germany could have easily been solved by a focus in the Focus tree, which would allow additional PP when it was needed. It could have followed for example the annexation of Czechoslowakia or be an addition to Danzig or War focus. No need for a new MeFo mechanic. I do not believe devs are so stupid as to spend time to fix something if they could have done it in a fraction of the time needed with a simple adjustment. So no, I do not believe you are correct. Again I would like to respectfully conclude (and I do mean it) that you do not provide any evidence that Germany was imbalanced before the patch. I again state that other majors receive a lot of PP from focuses in the beginning (no issue with that when I play as USSR I love the additional PP from focuses and take them as first thing). You do not explain why this is a problem for Germany but not for the other majors.

"The developers have added decisions to the game mainly based on history books ( no need to point out that MEFO bills existed in reality I think? ).

I am arguing that it would be great if the effect of these decision was similar to what their historical effect was ( boosting Germany's Military rearmament for example ), rather then something completely different and opposite ( like boosting Germany's long term civilian industry growth )."

Answer 2: What does the reason for something to be in the game, even if the reason is historical accuracy, has to do with how it is balanced in game terms? Nothing. So again, your reference to a history book is irrelevant to the actual numbers MeFos get in the game. As stated above, they could have balanced your perceived claim of PP imbalance in many different ways so the reason why they chose MeFo bills in my opinion has nothing to do with the need to reduce PP for Germany. Plus again you do not provide any evidence that Germany was imbalanced before due to PP gain. Just your statement.


"What I am trying to argue ( again ) is that MEFO should do the same things ingame that it was historically doing, which is give a bigger bonus to Germany's rearmament and Military industry, then it does to their Civilian Industry."

Answer 3: Frankly I do not agree due to balance reasons. I would then prefer a different solution to MeFO as I believe such effects would be detrimental to gameplay for the reasons I provided and you did not address. You rather chose to change the topic and make it about PP. If the need for removal of PP was the reason to introduce MeFos, as you claim, then you agree with me then that MeFOs are not a bonus for Germany but a penalty. As you yourself are stating that they are here to take away Germany's PP. No Dev ever said this would be their intended purpose as far as I am aware.

"I do agree with you that exactly how much they should boost Germany is totally up for debate, and it's possible the +20% MIC production I suggested as a starting point for discussion is not enough to warrant the cost for you (-12 starting MIC and the PP cost )."

Answer 4: Finally I can agree with you as this was the point I tried to make initially. Either you make the boost from MeFo different and not just +20 percent MiL production or you remove MeFo's and revert to previous patch build. We have an agreement then.

"But do keep in mind that according to the development diary "A New Germany" and developer answers to it MEFO was not intended as a huge buff to Germany, only as a historical flavor decision to assist their Military buildup."

Answer 5: So now you are contradicting yourself. First you say that MeFo's are here to reduce Germany's PP as they were imbalanced before the patch - so in effect they are supposed to be a penalty - a malus. In this point, suddenly it is supposed to be a buff and purely a historical flavour decision? This I showed would not be the case if they operate with the bonus you suggest. So I am confused now. Which one is it, I can not argue with two different and opposite positions.

To conclude: I am sorry, I think we are a little hijacking the thread to discuss something not so relevant or interesting to all other people concerned. I believe we both made our positions clear in our posts, so I will leave it at that, even though I am sure I will be tempted to reply to any of your future replies :). I really hope that your suggested change in MeFos does not happen as I am persuaded that this will not help but harm the game. I hope that Dev's come with another solution or remove MeFos and revert the change to Germany's MiLs.
 
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I were just thinking Im going to miss the developement diaries every week, then Podcat comes to the rescue with this:)
We wil lhave a break at some point but while we work on patch I figure we can keep you updated with changes etc :)

@podcat You guys noticed the problem with the peace conference now? It seems like I can't form the Iron Curtain anymore, as Poland appears as "Poland is untouched by any of the winners, no demands can be made against them.", even though they are in the defeated tab and I overran their entire territory on my way to Germany as the Soviets.
Did you report this with a save in bug report forum? I hadnt heard about this. Please do that if you can, will help us a lot.

Is there method you use to determine whether a branch is unpopular because it needs further development vs. unpopular because people don't want to use the option generally? Something like the Manchukuo obedience tree seems like the latter, for example.
I sit down with a cup of coffee and discuss it with people generally. Some are just generally going to be less popular. usually the ones where you are less powerful, they are harder or more restrictive (remaining subject longer).

So, was 1.5.1 already released, or it is still in open beta?
Stil in beta. we just updated it. We are doing testing on it so it might still go live later today. There will be a post if so.

I find the data on what paths people pick fascinating, though I'm curious what nations have been played the most in the expansion so far. Is Nationalist China more popular than Communist? What about the Warlords? Is the new Germany tree drawing more people than the new Japan tree? This last seems likely since most people are still playing historical Japan it seems, and Germany has pretty much always been the most popular nation to play as from what I have heard.

I didnt have time to grab that in time for the diary, but I can do a report next week. PRC is a bit more popular than regular china though actually :)

Rejected title for this diary: In the Wake of Waking the Tiger
awww, I forgot to do rejected titles

Also why are so many people playing Rhineland? I thought the new Imperial Germany focuses were one of the best things in the new DLC
the data is covering everyone tho. Not everyone owns the DLC yet and they can only pick rheinland. We also added a bunch of cool stuff for historical germany so imo its more fun now too
 
To conclude: I am sorry, I think we are a little hijacking the thread to discuss something not so relevant or interesting to all other people concerned. I believe we both made our positions clear in our posts
Agreed

Although to be honest all I hear when I read your answers is "Nooo, Nooo don't take away my OP MEFOs, I am addicted to MEFO bills" :rolleyes:
 
I just completed a playthrough as Imperial Germany, getting the two achievements - and everything went really smoothly. Although I had been a little cautious about non-historical paths, the Central Powers set of choices worked very well, and it was fun to see Austria-Hungary recreated! :)

There were just two minor issues in the focus tree.

1. Romania. After the initial focus they wanted to join the Central Powers, but could not do so until WT reached 40% - which in this case did not happen until the fall of Paris and the French surrender (due to the "diplomatic path"). Since the same focus puppets both Austria-Hungray and Romania, I wanted to wait until Romania joined. Unfortunately, before that happened they decided to join the Comintern, as the AI did not seem to have a WT requirement. Perhaps one could adjust the latter - and in this case make it easier for Romania to join the Central Powers earlier than at 40%?

2. Getting a core on Alsace worked, but was kind of pointless, since at the peace conference later all French territories went to Bourbon France, which was your puppet - and you can't demand territories from your own puppet. Could the focus perhaps have an impact on the peace conference so that it is automatically transferred to Germany after the UK surrenders and the war is over?
 
Agreed

Although to be honest all I hear when I read your answers is "Nooo, Nooo don't take away my OP MEFOs, I am addicted to MEFO bills" :rolleyes:
Wrong. As I stated often previously (can be seen from my posts), I am more than happy if the situation goes back to pre-1.5. No Mefo Bills and MiLs back. It is you who said that MeFo's are needed to reduce PP of Germany. Just to make our positions clear.
 
What I am trying to argue ( again ) is that MEFO should do the same things ingame that it was historically doing, which is give a bigger bonus to Germany's rearmament and Military industry, then it does to their Civilian Industry.
I find the argument unconvincing. Rearmament consists of plenty of things, some of which I would put firmly under CIC. Then, It is illogical that $1 in MEFO will by more military capacity, than civilian one, compared to non-MEFO 1$.
I do agree with you that exactly how much they should boost Germany is totally up for debate, and it's possible the +20% MIC production I suggested as a starting point for discussion is not enough to warrant the cost for you (-12 starting MIC and the PP cost ).

But do keep in mind that according to the development diary "A New Germany" and developer answers to it MEFO was not intended as a huge buff to Germany, only as a historical flavor decision to assist their Military buildup.
Again, I see no contradiction between "assist their Military buildup" and building CIC until you have enough, then build MIC/NIC.

Alternative to simple adjustment of discount, would be to have MEFO bills directly buy you some MIC factories every time you extend bill, ramming German MIC up irrespective of what player wants to spend CIC, which would also be quite historical, I guess.
 
Could you make it so that when manchukou defects it isnt still at war with the chinese united front and it this is mainly because its annoying when you win and japan then decides hey im going to take all this territory after having done the japan surrenders with you so you then have to invade the home islands
 
- Removed max trait limit from unit leaders

I was having issues with leaders not gaining experience towards certain traits if they here not high enough level to add another trait. I imagine this fixes that?
 
I find the argument unconvincing. Rearmament consists of plenty of things, some of which I would put firmly under CIC. Then, It is illogical that $1 in MEFO will by more military capacity, than civilian one, compared to non-MEFO 1$.

Again, I see no contradiction between "assist their Military buildup" and building CIC until you have enough, then build MIC/NIC.

Do you also think that the US Military Industry in HoI4 during 1936 is the strongest in the game since they have the most total Factories ( by far ) if we include CIC under Military armament/capacity?

IMO it's clear CIC represents mainly civilian industry. ( Which can be used for some military purposes like building airfields, but not easily produce tanks at good efficiency anytime soon ).

Alternative to simple adjustment of discount, would be to have MEFO bills directly buy you some MIC factories every time you extend bill, ramming German MIC up irrespective of what player wants to spend CIC, which would also be quite historical, I guess.

This could be a pretty good solution, that also is much easier to balance.
 
Hi everyone! Last week on Thursday we released Waking the Tiger and it has been a huge success breaking our active user records and is our highest rated DLC on steam for HOI thus far! Thanks everyone who has bought and played it and given us feedback, its super appreciated and the team is really happy!

The plan now is to get the 1.5.1 patch out with the most important fixes we have done. That one has been in open beta since Friday (but updated a few times), so thanks those who have braved its waters and helped us with feedback there too. We just updated that one again as well just now. The plan is to check it for any issues and if it's ok we hope it can go live tomorrow After that we will focus on a more long-term patch where we will have time to address balance issues and more risky changes. That one will be 1.5.2 and will get a rolling opt-in open beta you can participate in until it's done (about 3 weeks or so to give you a rough timespan) which will get updated frequently with fixes/balance updates for those who want to help test.

Overall the release has been very stable, but looking at reports and feedback the things we are focusing on are:
  • Balance. There are several areas, but air involvement in land combat and general strength of spamming air power is a prio.
  • Desynchs in multiplayer. Telemetry data only shows a minor increase of 2% more people desynching, but we are still prioritizing this. 1.5.1 has a few potential fixes but it has proven very hard to nail down the exact reason. If your MP group runs into this feel free to tell us and test on the open beta.
  • Focus tree fixes. Germany not going fascist has had some unforeseen effects as well as other inter-country checks. Hopefully most of this have been taken care of in the 1.5.1 beta now.
The changelog so far on 1.5.1 is as follow:
################################################################
######## Patch 1.5.1 "Cornflakes" ########
################################################################

##################################
# AI
##################################
- "Desperate AI" improvements, ai know does not switch escape provinces as long as last one valid and fixed a case where it can try to escape a province that is also desperate
- fixed a case where armor divisions were being allowed in defense fronts

##################################
# UI
##################################
- Fixed positioning of add army portrait btn.
- Fixed Zaibatsus Challenged tooltip issue.
- Fixed balance, tooltips, and events for ideology switching decisions.
- Fixed border clash focus icons lost gfx
- Added infantry tech level 3 3D model. Copies lvl 2 version.
- Fix construction showing more building levels to be repaired than what was constructed.
- fixed naval production gui not updating when you switch equipment
- fixed ui scaling no longer breaking tooltips
- added tooltip that explains increased capacity for garrison orders
- Fixed battle plan tools going behind army list stopping you from training on small screens
- Danzig for Guarantees now mentions getting Poznan as well.
- fix for minimap positioning with UI scaling
- fixed drag and drop not working with ui scale
- Division Designer > Better layout, with instant preview when mouse over the edited battalion.
- Aligned division count on badge in theatre view to match army badge.
- Right click on an army group leader portrait while having unassigned divisions, will assign them to it's sub groups in a smart way.
- Added bunch of generic focus icons.
- Added icons for German CV CAS tech level 3, with a flavour names.
- Fixed icon for generic focus for tank production.
- Added icon for attack switzerland focus.
- Minimap is now working with scaled interface.
- Fixed a missing picture in a stability event.
- Adjusted trade window resource quantity label to be large enough to show more than three digits instead of wrapping.
- Updated leader promotion message to clarify that the decrease in skills will be temporary.

##################################
# Modding
##################################
- Added cancel_trigger to all types of decisions. cancel_trigger will not run remove_effect when true.
- Missions now use cancel_trigger to abort before completion and remove_trigger to remove and run remove effect if the decision stays in the interface.
- Added modifier army_org_regain
- Fixed "random variables" being broken with tooltips
- fixed an issue where mods were loaded in wrong order and couldnt overwrite DLC
- When using the effect add_offsite_building in a wrong way, the error log will warn about it.


##################################
# Database
##################################
- removed a focus from PRC 1939 start that caused an error
- Fix for two wrong division name lists in the 1939 start
- Event pictures "communists cheer" and "American hunger strike" now have interface entries
- unlocked Chennault as adviser for manchukuo and reduced cost for him
- Reenabled generic tank manufacturer idea for countries without
- Returned Samoa to its (then) rightful owner
- "Forced loans" decision is now repeatable.
- Assertiveness focus now bypasses if manchukuo is already free.
- Communist Japan can now only call for Soviet Volunteers once
- Unaligned Germany's Anti-Comintern Pact no longer invites India and China and other Asian minors that don't border SOV.
- Blow the Suez Canal event now has correct localisation.
- "Object to Attachés" decision is now more limited and its effects now depend on relative strength of nations.
- AST and SAF no longer locked out of Appeasement tree by Germany opposing Hitler.
- Adjusted bypass requirements for "Danzig for Guarantees", "Safeguard the Baltic", and "Support the Finns".
- "Schlieffen Once More" is now available in case of Franco-British Union.
- Added some missing (and fixed some existing) text translations to Russian.
- Political advisors unlocked from PRC/CHI focus trees, are now available to warlords that take over the government.
- Fixed some missing event pictures in Japanese border war.
- Added plenty of missing texts translations in various languages.
- Added bypasses to the "Japanese Non-Aggression Pact" focuses.

##################################
# Balance
##################################
- Germany should no longer lose 50% of its equipment upon starting the Oppose Hitler civil war.
- Communist Chinese focus tree, now get's some infantry equipment production bonuses, for better gameplay balance.


##################################
# Bugfix
##################################
- Prevented exploit of tech swapping military doctrines by starting level 2 tech in the current branch before switching to a different branch.
- Fixed Chinese Industry Relocation decisions to check for control of state.
- Changed remove_trigger to cancel_trigger for Political Struggle decisions to avoid sudden influx of points when someone claimed national leadership
- Reinstate Imperial Possessions no longer removes core for Alsace from France.
- Fixed not creating combats while moving into provinces that has combats that you can't join (where both are enemies)
- Made "Triumph for X" decisions non-repeatable.
- fix for double inflation spirit appearing under certain circumstances
- their cores are no longer lost when you puppet a nation (fixes soups in peace deals when AI cant liberate for example)
- Now guarantees can be mutual (fixes a path in japanese focus tree)
- Fixed frontlines around wastelands sometime disappearing.
- JAP nuke surrender decision now clears global flags
- PRC that takes over through political struggle will not inherit negative spirits from China
- added bypass checks for Confrontation with the warlords focus
- blocked taking national leadership if subject or leader is subject
- Fixed a case which could prevent nations from ever surrendering
- Manchukuo now loses Kwantung Veto when released through the Japanese focus tree.
- Changed local_org_regain to army_org_regain for communist china's spirits
- added bypass checks to Finish the Fight focus for japan
- Fixed planes being engaged in combat in another region than the one they are assigned to
- Added recalculation of support points if a state involved in the struggle changes controller
- Fixed an issue where states would show as being part of the strugle, though they were controlled by an enemy nation.
- Fixed female unit leaders being converted to males on save/reload
- Surprise Attack Plan idea for civil wars is now functional.
- Creating a Manchurian Airforce focus will now bypass if MAN does not exist
- Enabled increase Airlift decision for a China that is in the United Front
- Fate of the Imperial Family no longer requires Manchukuo to exist.
- Decision to escalate to a border conflict is now cancelled if in faction with the target
- Fixed issue where decisions updating decisions to remove could skip an element in the array if one was supposed to be removed
- fixed an issue where Manchuko's Assertiveness branch broke if Japan went with support Kodoha (lost Puyi, lost special autonomy level)
- Forcefully removing support for opposition in a state now properly reduces the gloabl support for the leader of China
- Added bypass trigger to Japanese focus Triparte Pact if either Germany or Italy is not fascist or Japan is at war with either of them
- Secret CIA reference now actually works (maybe. but thats CLASSIFIED)
- Removed max trait limit from unit leaders
- Fix for awake and angry achievement not working
- fixed a US resource decision pointing to the wrong state
- Adjusted Wilhelm II and von Mackensen minimum/average death dates.
- Fixed the never ending "connecting..." message when you fail to connect to a multiplayer session. The max timeout is 30sec, but now it will finally say "Failed to connect".
- Fixed attaches adding ideas twice on save/load.
- Fixed a double-Stalin-bug. If a player right click on a country with a leader, and then on your own country that is missing a leader portrait, it still shows the previous country portrait.
- Battleplans > Fixed bug in defensive orders being auto merged when painting them.
- Fixed a number of issues with Romania in base game without DLCs enabled.
- Fix for wrong event being fired from SAF decision.
- "Fall of Cairo" event now gives correct Italian leader
- Fixed "replace_path" not working for mods downloaded from the workshop.
- Socialism with Chinese Characteristics no longer creates a faction if player is already in one.
- Fixed missing occupying country name in the tooltip.
- Various generals generated from focus trees (or other effects) now has correctly scripted skill levels.
- Overall garrison order improvements.
- Fixed a bug where strikes from demobilization would be impossible to remove by restarting demobilization mission immediately on timeout.
- German focus to "align Hungary or Romania", now bypass if the country does not exist or is already a subject of another country. Effect from focus to integrate them now only gives factories to the country that becomes a puppet of Germany.
- It is now possible to bookmark with Ctrl+(1-9), not only a divisions, but also a selected province or a strategic region.
- Reverted Nazi Germany getting back their old focus tree if they won the German Civil War (because it broke a lot of things).
- South Africa now has referendum decision available if they went "South Africa First".
- "Test the soviets" decision should no longer require split-second timing for it to work.
- Poland now more inclined to ally Germany, and less inclined to ally UK, after giving up Danzig for guarantees.
- The amounts of air wings being sent as volunteers are now updated properly, and should no longer go negative.
- Fixed typo in the tooltip of command power description.
- Fixed some division names in German historical name list.
- Referendum decisions now have proper triggers, and will correctly display after Political Discourse is Opened, or ideology support is above 60%.
- "Test the Soviets" will now only execute a negative effect for Soviet Union if they actually lose.
- Splitted demobilization missions into two separate decisions, to fix an issue with strikes spirit getting stuck.
- Manchukuo "Five People Armies" - spawned divisions are no longer locked.
- Fixed some XP gain problems for unit leaders. Multiple leaders can gain XP from same combats now and XP gain does not depend on number of units in army (it depends only on number of units in combat) which should increase overall XP gain.
- Fixed command_power_gain modifier (which are currently being used in inflitration) behaving unexpectedly and causing too much effect on daily command power gain.
- "Expand Civil Support" and "Expand Military Support" decisions, are now removed when a civil war starts, even if still active.
- JAP, RAJ, SAF, ITA, and SOV revolters will no longer get their 'old' focus tree back if they miraculously win the civil war, because it broke many things.

##################################
# Stability & Performance
##################################
- fixed an OOS that is caused by triggering same event twice
- added CTD safety checks to deployment destruction to avoid random crashes
- Prevented using the Continue button to load an old save from a previous and incompatible save version.
- Possibly fixed new game launch crash with modded initial state where it tries to instantly peace out countries at war
- Better handling of error messages from the DirectX function calls (so now if something goes wrong with rendering, we see what is it about).
- Fixed CTD when selecting planes on a non-owned carrier after a civil war.
- Fixed CTD related to the new division names system.
- Fixed CTD in our code responsible for parsing (searching) the folders and files.
- Fixed CTD when using event add_ofssite_building when it would put the building level below zero.
- Performance improvement caused by add_relation_modifier (seen especially when played with specific mods that use it a lot).
- Added extra safety checks to prevent potential CTDs when joining to a MP session.
- Filtered out superficial unit and country leader values when calculating checksum, to avoid false positive OOS.
- Fixed possible OOS cause when client and host have different sets of leader portraits or names (DLCs and MODs may cause that each player in the session has different portraits/names).
- Added hotjoin and error code details to telemetry for OOS events, which will help us with tracking OOSes that happens to the players.
- Fixed potential OOS if only some of the players are using mods with unit names (related to the ace generation).

Its always interesting to see what people play and like in the new expansion, so we took a look at some telemetry:

What paths do people pick?
Germany:
Rheinland - 55%
Oppose Hitler - 45%

Japan
The Unthinkable Option - 9.5%
Purge the Kodoha Faction - 65%
Support the Kodoha Faction - 16.8%
Strengthen the Civilian Government - 8.7%

People Republic of China
Marxist Orthodoxy - 9.8%
Agrarian Socialism - 81.5%
Social Democracy - 8.7%

Manchukuo
Assertivness - 89%
Obedience - 11% (I guess you guys arent very obedient ;D)

Nationalist China
They dont really have a top level choice like the others, so no data here.

Its early days so I expect these numbers to look different in a week or so :)
Hey thank you for all the update and work you guys do :). That said i have a question I been experiencing problem with my line since the new patch with my field marshals since whenever i use them my units seem to not shuffle correctly i was woundering if this is intended or i am missing something. Thank you :).
 
By the way, have anyone seen Germany going M-R Pact in 1.5.x? I usually use early war with Romania and/or Turkey for some free factories and more resources (and also reloading debuffs from the Purge). So, after that WT is pretty high (and go even higher when Japan starts own expansion in Asia) and Allies start guaranteeing everyone. At the same time Poland doesn't create own faction but join Allies and gets fully smashed by Germany 5/5 times, I tried this. But as Germans don't take Pact, I can't take part in this without intervening the big war.
 
I was having issues with leaders not gaining experience towards certain traits if they here not high enough level to add another trait. I imagine this fixes that?

I did a play through with France and made it to 1948 so far, defending the Germans attacking the Germans finishing the war vs Axis with 15% contribution (SOV had 33% in their war vs Axis) which took 1939 - 1944 if i remember correctly, then leading the charge vs the comintern and finishing that war with 20% contribution 1945 - 1947. Mainly with 2 main 24/24 Generals and the same Field Marshal the whole time and added ONE trait on each. I was a little disappointed lol