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War Effort - Operation Capital [1.12.8 OPEN BETA]

Hello there Generals!

We have begun the final preparations for Operation Capital, and we now reveal our plans for you all! Below you will find a set of patch notes that are now live on an open beta branch. Feel free to give us feedback on these planned changes in this thread, or in our Discord!
Operations-Roadmap, Capital open beta.png


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######## Hotfix 1.12.8 "Avalanche" ######### - Edited on the 13th of January with new changes
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##################################
# 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- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)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 0.8 to 0.6
- 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 encapsuling 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 i 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.

To end this, we thank you for an amazing year, and keep your eyes peeled for 2023 as we got exciting things on the way for the Hearts of Iron Brand!

/Katten
 
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Hello Devs, I have recently started trying to understand the modding process for AI for Hearts of Iron 4. I have two issues I would like to mention.

1) Recently since update 1.12.7, with what I would assume would be the change "AI now puts more weight on advisor competence rather than advisor cheapness, contrary to modern business practices," nearly all the AI prioritize assigning military advisors, even those that no longer give experience, over political advisors. Early game, I think this is usually disadvantageous, as most countries need to industrialize a bit. However, I cannot find anything in the code that would suggest a high value for ai_will_do when hiring these military captains/advisors -- in fact the values should be low. The only success I have had in AI prioritizing political advisors (or upgrading to War Economy early on) first is when I jack up the ai_will_do values over 100. But prior to 1.12.7, I had lower values such as 50, 25, etc., and the AI would still appoint the political advisors first. I would assume some back-end changes have been made that affect the AI logic, but I do not know if it was intentional to this extent. It is just unclear how the AI is using the ai_will_do values of the military advisors, which are low, and coming out with those as the dominant first picks. Now, the only way to get something like a Silent Workhorse or Captain of Industry early on is by a high value for ai_will_do, typically over 100.

2) I do not recall the specific update in which port supply was nerfed, but it was in the war effort patches. Since then, some AI (primarily Japan) will clog up their production lines building ports, unless you write a specific strategy that forces the AI to build civilian or military factories (but even in some cases they will still try to build ports). This issue for most is not a big deal, but for the Japanese, who starts with a bit of a slower industry, the AI wastes production output on these naval bases for seemingly no reason, in some cases even assigning 9 to be built on one tile, which takes a LONG time. My guess is the algorithm that governed this was not changed after the nerf to port supply, so the AI may be evaluating that it needs to build some to keep a healthy navy, but too early and too many are really handicapping its industry. (This is mostly Japanese AI issue -- the main one I have noticed so far. Italy has done it a few times, but usually not a whole lot).
 
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2) I do not recall the specific update in which port supply was nerfed, but it was in the war effort patches. Since then, some AI (primarily Japan) will clog up their production lines building ports, unless you write a specific strategy that forces the AI to build civilian or military factories (but even in some cases they will still try to build ports). This issue for most is not a big deal, but for the Japanese, who starts with a bit of a slower industry, the AI wastes production output on these naval bases for seemingly no reason, in some cases even assigning 9 to be built on one tile, which takes a LONG time. My guess is the algorithm that governed this was not changed after the nerf to port supply, so the AI may be evaluating that it needs to build some to keep a healthy navy, but too early and too many are really handicapping its industry. (This is mostly Japanese AI issue -- the main one I have noticed so far. Italy has done it a few times, but usually not a whole lot).
Welcome to the forums :)

Yes, that annoying issue with some AIs going overboard with port building has been encountered/reporte quite a few times, e.g. by @Gort11 earlier in this thread and the previous patch release threads.

Still thank you for bringing it up once more - as it reminded me that I want to turn this it into a bug report with screenshots&saves already a while ago. I did now, so everyone thinking that this should be fixed ASAP feel free to upvote:

 
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- 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
Love to see NAV bombers getting a buff but the problem they face is that ships with high AA just shred them by the hundreds. Not sure if the wiki is still accurate but it says 1 point naval AA equals 1% of NAV bombers attacking that ship being shot down (if successful). The chance to shoot down NAV bombers is 27% - agility*0.1%. So even with 100 agility, the most you can lower that chance to 17%.

A Battleship with full AA guns easily gets 40 AA so it will mow down scores of nav bombers. But maybe the increase in damage will help with at least dishing out more damage in return. I doubt that the agility change will have a big impact.
 
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Nationalist Spain is accepting accept embargo Italy

this make no sense,
the event that trigger embargo italy choice for various nations should be polished, to exclude nationalist spain.
 
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Devs, hope you had nice weekends and great Cristmas holidays.
Here is som feedback related to particularly to this beta and current game state.
##################################
# Major Bugfix
##################################
- Fix all events related to Soviet Paranoia (value was always 0)

Paranoia fix is great. Now I really can play as Trotskiy and create the Fourth International. However, there are some unclear and bugged moments moments:
1. I observed 5 games with historical focuses from 1936 till 1942-43. All times when happend random "Great Purge" and a designer was purged - it was Yakovlev air design company. I am so lucky, or it is hardcoded?
2. When USSR ends paranoia focuses, it has some debuffs, related to war academies and officers purged. AI never removes these debuffs, even while joining the war. But it restores air design company (seems like it is in the same cathegory of decisions), which it does not use. Maybe some changes to priorities?
3. If you play not as Stalin but as left or right opposition, you can not remove debuffs from purges after the civil war ends. And you will have this debuffs till the end of your party. This is quite gamebraking and this issue exists since NSB release!

##################################
# 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
Fix with relations between USSR and Romania is also good. Soveits performance from 1936 till the end of 1938 is much better than in 1.12.7. But after researching Excavation and Construction technologies and completeng related to Agitprop focuses Soviets AI start to spam useless agitprops like "Golden Idol of the Capitalism", "More Metals" when it does not need more metals and spams descisions to improve or excavate resourses while having a good surplus with them. Excavation descisions also use quite a lot of factories, so AI lacks them for construction.

As for AI weights: well, now at first AI tries to hire the most expensive chiefs, when advisors and only after that spends PP to something else. These leads to following situations:
1. AI ignores type of experience (army, navy, airforce) it needs more. Just hires the most expensive chief. Also, many times it hires Airforce chief and after that takes a command sprit, which reduses Airfirce command cost: -75%. And never uses the result of this split, never hires any other related to airforce advisors and never replaces this spirit. However, it can save up to 150 PP for one advisor if the priorities would be different.
2. AI prioritises chiefs to changing it`s economy law. This leads to situations when AI switches to more efficent economy after 1-2 years when it had first opportunity to do this.
3. AI should consider that it`s war support can be slightly reduced to avoid following situations: USSR reaches 50% war support, switches to War Economy, it drops to 49%, immideatly demibilises it, after a mounth reaches 50% one more time and once more switches to war economy. Just wasting 150 PP.

I never mentioned that majors AI tries to appoint Captain of Industry advisors. Even Germany with discounted Hjalmar Schacht does not appoint him. Looks like this point needs more investigation.

P.S. Can you also view this bug: https://forum.paradoxplaza.com/foru...the-soviet-volunteer-group-is-broken.1563987/ ? Looks like Soviet Descision "Dispatch the Soviet Volunteer Group" is broken for four reasons because of many related mechanics have changed.
 
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That might be ignored but anyway:
Shouldn't armored aa/at/arty be buffed in some way that makes them relevant? Maybe adding armored support companies would help.
 
Hi team - QoL questions for future updates...
- One of the great QoL improvements was the ability to move the Divisions designed up and down so you could prioritise them easily when you are working out build queues. Is it possible or considered to do the same thing with the build selection screen for planes, tanks, etc? I.E. shifting my favourite naval bomber to the top, and my most hated inter war scout plane to the bottom for example?
- We can see how many ships we have lost, and we can see our equipment losses by checking in theatre details - but the only place we can see plane losses is currently in the area we have active planes in, and then it is only as an abstract graph. Is it possible to show what planes have been lost over time, to accidents, attrition, and in the air, for example? That would be very interesting!
-Is it possible to add the modifiers information to plane wing details when looking at squadrons? at the moment we know we have x interwar tac bombers and y basic tac bombers in a squadron, but not what the actual ground attack stat works out to be, for example. I tend to only use one plane type squadrons for this reason, but it could be helpful.

Of course these are only nice to haves, but thought I would offer the suggestions if its easy, or you felt they could add value...Thank you for the thought!
 
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Can y’all fix the flag for National Socialist Chile, can y’all bring back the old one with the yellow blue white and Red considering it’s the historical flag of the MNS of Chile… being the more historical flag for VPS Chile
 
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Can y’all fix the flag for National Socialist Chile, can y’all bring back the old one with the yellow blue white and Red considering it’s the historical flag of the MNS of Chile… being the more historical flag for VPS Chile
Can this be modded? I've modded new flags for countries in many of my games
 
Having played around with these changes a bunch with others in the MP community, these may need some additional changes to make them work.

The previous vanilla MP "Meta" Tank design was a Basic Medium tank chassis with the most advanced AT tech line gun, a 3 man turret, 2x small cannon, the most advanced radio and one module as a personal preference. Engine/Armor picks vary, but usually 8km/hr minimum to keep up with mech, and any armor for breakthrough only - riveted being the only real choice. If you want to boost armor, its far more effective to add a single heavy TD with maximum armor than to boost the armor of the division overall.

In the open beta, there are some positives. First off, Small Cannon being more expensive means that cheaper designs may compete against them on cost alone. Radios are now more of a niche option, and can give less crazy breakthrough values.

However, the tank meta is still likely to remain very static. Armor on your main tanks remains a joke, exacerbated by partial piercing. Heavy Tanks still struggle to compete stat-for-stat with Mediums with their best guns being almost immediately made obsolete by Improved Medium Cannons insane effficiency. Meanwhile Light Tanks and Amphibs are hit hard by the Extra Machine Guns nerf.

I would ask to have a look into armor now partial piercing is a thing, to reward more than one division with super-high armor values. Maybe buff armor values across the board (especially for Heavy Tanks) and make it an average rather than the current weighted towards the highest div.

I'd also consider making Light Tanks more cost effective. Currently, the only Lights worth using are Light TDs due to their 50/battalion rather than 60/battalion size, which makes no sense!

Also, please consider improving SPGs. Our community is currently theorycrafting counters to an oppressive dominance of Mass Mob right side stalling out every front with guerrila tactics, almost guaranteed reinforce rate, and massive recovery rate buffs. We're trying to make absurd GBP soft attack tanks and quickly concluded it was far better to classify a 70 SA tank with an improved howitzer as a tank, rather than an SPG due to the arbitrary increase in combat width. SPGs need more buffs to be worth using at 3 combat width
 
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I don't know it is me but when I am fighting in Africa near Congo as Italy and selected Balanced cohesion there are always some gaps due to division speed and distance. Only when I selected loose cohesion then the divisions move to the proper places.

For example, the blue army ends up in the north side of the frontline due to initial push. However, their frontline in the field marshal frontline is at the south but they are at the north that is too far away from their designated frontline, so they just chill at the north while leaving the south defenceless.
 
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See the thing is idk how to mod… and after years of playing Hoi4, I’ve learned that I really don’t like mods
Go back to 1.10 in betas, grab the Chile flags (there are three in gfx\flags), and revert to the current version then make a mod in the launcher and put those flags in
 
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