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War Effort - Operation Capital [1.12.8 - Checksum 9d51]

Greetings Generals and Happy New Year!


To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!


Steam Event Header Operation Capital.png

You can find the patch notes (unchanged from the Open Beta version) below:

Balance

- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)
- Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 8 to 6
- Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets

UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
- Improved Tank tech tree layout

AI

- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
- AI military spirit selection is less deterministic

Modding

- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing.
- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsulating country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- Add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- Add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- Add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights

Art

- Added portraits for political advisors in Spain and Portugal

Bugfix

- Fix all events related to Soviet Paranoia (value was always 0)
- Fixed issue where researching a new hull, chassis or airframe would not create the default variant if any variant of that type already existed.
- Fixed issue where variants created through focuses etc. would get unexpected modules and upgrades as a result of there being no default variant.
- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets in Balkans on historical via decisions.
- Decaying opinion modifers (for instance from improve relation diplomatic action) will not disappear after loading a save anymore
- Fixes to how AI selects target templates for upgrading
- Combat log tooltip now shows correct naming for losses breakdown
- Admirals can no longer erroneously gain the politically_connected general trait
- Fix bug with usage of pc_is_state_outside_influence_for trigger in ai desires
- Fixed issue where 'No Councilor' mission would complete right away.
- Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.
- AI no longer forgets top-most production line when reducing excessive factories
- Fixed Thrust/Weight issues in some plane designs after latest air rebalance
- Fixed not considering manpower casualties in the air combat.
- Unite Polynesia decision category now shows the appropriate decision category picture.
- Stalinist AI should now be more inclined to kill Trotsky.
- Cruiser Submarine icon will now be properly shown on the researched technology pop-up.
- Fixed Chinese general showing up with blank portrait when Nationalist China integrates Guanxi Clique army.



Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
 
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Somethings I would like to see in future updates is some focus on the pacific theater, ever since the new Chinese war modifers that came with BBA were introduced Japan just stalls out so hard they it cant even do a pacific war correctly. They just get steamrolled by the USA with no resistance and the Chinese can easily just walk over indo-china.
what changes were made to the china war?
 
what changes were made to the china war?
1674227531454.png

Two things primarily. One is this modifer which basically means if China owns a non-coastal state they get no penalty but if Japan takes a non coastal state they get a permanent 35% malus to supply on a province level. Since the AI already doesnt expand rail networks nor do they like to do naval landings in china they need local state supply to keep going, now they get further punished for that.

1674227764383.png

2nd one is this new decision. Basically floods the yellow river and the AI china will not hesitate to use it. It makes it impossible to move through or around the yellow river area (NE China) and further destroys whatever is left of local supplies. It completely stalls out the AI japan for two years while its active.
 
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View attachment 940143

Two things primarily. One is this modifer which basically means if China owns a non-coastal state they get no penalty but if Japan takes a non coastal state they get a permanent 35% malus to supply on a province level. Since the AI already doesnt expand rail networks nor do they like to do naval landings in china they need local state supply to keep going, now they get further punished for that.
I think the Japanese AI is quite happy to do naval landings, it just has a special modifier which prevents it from doing them to China until 1939.

The way my observer games usually go is Japan slowly creeps down from the North and maybe conquers Shanxi, then a few months into 1939 they do a naval landing near Nanjing and China goes into panic mode and gets pushed out of the entire Eastern half of the country. There's then a grinding war of attrition forever, with neither side having enough of anything to win. (Japan probably would if it didn't spend all it's resources on more ports)

Then WW2 never ends because neither Japan or the USA know how to build carrier planes, and the USA doesn't build bombers capable of carrying it's nuclear bombs.
 
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Hi,

Don't know if it's a bug or what but why do I as Germany cause massive world tention when winning a defencive war against SU.
When SU capitulates it causes tention and when I liberate countryes it also causes tention. Before this version of the game it was vice versa.
Liberating countries lowered tention.
 

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I played unmodded HOI4 for the first time in awhile on the current patch, so I'll leave some feedback before going back to playing with mods.

This is from a February 1942 save of a Japan game I played. I only used console commands once, to get Siam to join my faction in December 1941 - the generic event triggered by the "Alliance with Siam" focus doesn't always result in Siam joining the faction. The war progressed almost entirely historically with Germany invading Poland, Western Europe, Denmark/Norway, Yugoslavia and the Soviet Union roughly on schedule. I invaded China in late September 1937 and declared war on the Allies and the United States in December 1941.


Many of these issues seem like they could be remedied with some simple tweaks to AI logic:

  • The AI puts way too many armies in army groups (I’ve seen as high as 13)
    • Anything higher than 9 armies per group is always suboptimal (field marshals receive -100% to their effects at 10 armies per group)
    • If nothing else, there should be a hard cap of 9 armies per group for the AI
  • Germany garrisons the Baltic coast after taking Denmark
    • This is wasteful unless Germany thinks there will be a Soviet naval invasion (unlikely)
    • After taking Denmark and Norway, Germany should ideally be mining the Upper Baltic and Eastern North Sea zones to keep Soviet/British ships away
  • Hungary takes Grand Battleplan even when it takes the Mobile Warfare focus path
    • This isn’t necessarily a bad thing, but it’s a little strange for Hungary to take the focuses Mobile Focus, Develop Tanks, and The Botond, yet not choose the doctrine the flavor of that branch implies it should
  • Small AI countries are far too eager to import oil
    • I’ve seen Oman do it a week after game start in 1936 despite having no units that consume fuel
    • In my save, Montenegro was importing oil from Romania despite having no units that consumed fuel
      • Montenegro at least had a tank division template with tanks/motorized in it, but no military factories with which to build tanks and no training queue for that division
  • AI countries don’t prioritize imports from allies and friendlies enough
    • In my save, the UK was importing 64 oil from the Netherlands (which had capitulated) and 48 oil from Venezuela (a fascist country not in the Allies)
    • Meanwhile, the United States had 1450 oil remaining for export; had more use for the civilian factories than the Netherlands; and was in the Allies and at war with the Axis and East Asian Co-Prosperity Sphere, unlike Venezuela
  • Sea zone avoidance produces weird effects
    • The UK had the English Channel set to yellow/avoid, which caused convoys setting sail to/from London to go around the UK via the Eastern North Sea, Norwegian Coast, Norwegian Sea, and Denmark Strait before continuing to the South Atlantic and the Cape of Africa
    • I’m not sure what the reason for this was
      • The North Sea wasn’t marked avoid and had no German naval presence, whereas the Eastern North Sea was marked avoid and had a German naval presence
      • Intuitively, the British convoys should at least stick to the North Sea instead of traveling close to Germany
    • Convoys departing from Plymouth proceed to the Bay of Biscay from the English Channel
  • Capitulated countries probably shouldn’t want to occupy states they don’t have cores or claims on, particularly if it those states don’t have factories
    • This mainly happens with Free France, which I’ve seen run out of manpower/equipment for its garrisons in its remaining colonies while occupying formerly Italian territory in Africa
    • Capitulated countries should automatically offer control of states which they have no core or claim on to either their faction leader or to another faction member controlling a neighboring state
  • Democratic nations are also bad at occupations
    • In my save, both the United States and United Kingdom were running Military Governor in all their occupied states despite having high compliance in most places
      • Compliance would have continued rising with Local Autonomy despite both being at war
    • Democracies should always use Local Autonomy when they’re at peace, and probably always use it in states with high compliance
 

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One small thing you might consider for these patches is the missing 2D train art. There's unique 2D artwork for majors in the research menu, but when you build trains the production screen will use generic art. Seems a shame to have such detailed artwork hidden from the player most of the time.

Bug report for anyone interested.
 
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The 1950s modern airframes is missing in the tech tree, is this a bug or WID?

Currently you can only research until 1945.
If you mean Modern aircraft that require Jet Engines, then I can see them when playing with BBA.

Are you playing with BBA or not?
 
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Hi maxref.

You can report an Issue, Bug etc. in the Bug Report Part for Hoi 4 (see above in the Choose-Main-Line). There is an Explenation from the Devs, what it have to contain.

I read that you have all DLCs and maximum Updates. That answers your next Question too. You have to wait until the Modders have adjusted their DLCs to the latest Version or writing that the Mods work on new Versions too (like 1.11-Graphic-Mods, General Limits). But most of them (like Historical Focusses etc. with bigger Changes) have to be adjusted to the new Base-Game-Version (atm 1.12.x) first, which get done from the Modders if they have time. Some are faster, others slower.

For the Player means that: You have to patient and wait.
 
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Hi maxref.

You can report an Issue, Bug etc. in the Bug Report Part for Hoi 4 (see above in the Choose-Main-Line). There is an Explenation from the Devs, what it have to contain.

I read that you have all DLCs and maximum Updates. That answers your next Question too. You have to wait until the Modders have adjusted their DLCs to the latest Version or writing that the Mods work on new Versions too (like 1.11-Graphic-Mods, General Limits). But most of them (like Historical Focusses etc. with bigger Changes) have to be adjusted to the new Base-Game-Version (atm 1.12.x) first, which get done from the Modders if they have time. Some are faster, others slower.

For the Player means that: You have to patient and wait.
I understand. Is that correct that modders have to change a txt file which says to launcher for which version of the game is made the mod for? It was so for HOI3.
 
Is that correct that modders have to change a txt file which says to launcher for which version of the game is made the mod for?
Yes, at a minimum.
You could go in and make that change yourself, but that wouldn't necessarily make the mod work, depending on what changes the mod introduces to the game.
The more changes the mod introduces, the more it will usually have to be updated.
A mod that introduces a small change may only need the .mod file updated to make it compatible with the current version.
 
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Correct GothiousRex. Better I couldn´t explain it too.

Maxref I tried to make light Mods too, but I give it up (esp. for the German Gamers about the Overlapping in Newspapers etc.). But for every new Version the Game get, you have to upgrade your Mod continually (small and medium ones).

And if an big Version come up with big Changes (like Navy, Army, Airforce) you have to change a lot to bring it Up-to-Date. And that you have to do very fast. About 95% of the Mods are in English. If you get lucky you get it with 2 or 3 more Languages. About 5% are in differnt Languages.

Short said: No free Time, continually looking that the Mod is Up-to-Date and if you don´t want anymore looking for someone which will continue your work. Many Mods from Hoi 4 don´t get done for longer and are to old.

That Mods which were good, are either integrated in big Mods / the Game directly / get Upgrades from the original Modder or his (her) Successor.
 
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A series of bugfixes and improvement to the backend code for characters caused a cascading bug which broke the scope used to evaluate the paranoia reduction, causing the skill variable to return the default value (0)
OMG, I once thought value(0) was not a bug, but a new feature, seriously, for this bug had existed for a kinda long time...
 
Any idea to fix the AI port spamming? Japan, UK, and US pay everything to build mega ports on random islands on the Pacific for no reason. And I watched German AI transport all it's Norway campaign units around the British isles to form D-day wall? The Axis should take naval transport to minimum.
 
Any idea to fix the AI port spamming? Japan, UK, and US pay everything to build mega ports on random islands on the Pacific for no reason.
It is on devs' radar, as this report of it got confirmed with the message that a fix is being worked on:

 
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