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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- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)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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Tank models still needs a bit of tweak I think as Light and Heavy tanks are not that useful right now. I think they need their main strenght buffed a bit on all tech levels, ie Light tanks needs to be a little bit faster and Heavy tanks needs a little bit more armor. That way if you need a fast or well armored tank the easiest way would be to pick the Light or Heavy tanks.
 
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Since this patch
That's a significant game change, then, and hardly belongs to mere bugfix section. I'm away from HoI4 atm, have you tested it? I.e. what the casualty rate is, compared to service manpower?

For ships, it's way too high and I wonder whether shooting down a single-seated fighter indeed kills 15-19 men, similarly to ships (as per this old thread, which is likely to be still valid).
losing a ship ingame normally means losing 75-98% of its service manpower.
 
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That's a significant game change, then, and hardly belongs to mere bugfix section. I'm away from HoI4 atm, have you tested it? I.e. what the casualty rate is, compared to service manpower? For ships, it's way too high and I wonder whether shooting down a single-seated fighter indeed kills 10-15 men, similarly to ships.
I wonder if there is a way to find out how high the losses are for ships and now eventually planes? Unlike the land combat logs, the air and naval statistics are silent about this aspect. The only reference I find for ships in the game in this regard is are the naval modifier "shark-infested waters" and "artic water", which increase crew casualtiey by 60% respectively 20%. In my understanding this is hinting on the "standard" number of naval casualties caused by a sunken ship not being much higher than 60% of the crew at maximum, as otherwise the case with sharks would bring casualties above 100%.
 
I wonder if there is a way to find out how high the losses are for ships and now eventually planes? Unlike the land combat logs, the air and naval statistics are silent about this aspect. The only reference I find for ships in the game in this regard is are the naval modifier "shark-infested waters" and "artic water", which increase crew casualtiey by 60% respectively 20%. In my understanding this is hinting on the "standard" number of naval casualties caused by a sunken ship not being much higher than 60% of the crew at maximum, as otherwise the case with sharks would bring casualties above 100%.
Read the linked thread, it contains all the details you need. TL;DR: losses are 75% minimum, damage overflow ups that further and podcat-infested waters (he regrets nothing) inflate that up to 98% because reasons.
 
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I wonder if there is a way to find out how high the losses are for ships and now eventually planes? Unlike the land combat logs, the air and naval statistics are silent about this aspect. The only reference I find for ships in the game in this regard is are the naval modifier "shark-infested waters" and "artic water", which increase crew casualtiey by 60% respectively 20%. In my understanding this is hinting on the "standard" number of naval casualties caused by a sunken ship not being much higher than 60% of the crew at maximum, as otherwise the case with sharks would bring casualties above 100%.
I really wish there was a Combat Log for air and naval battles the same way there's a Combat Log for land battles. The current UI is not great and it's also inconsistent. I don't find the air battle graph system to be very useful. I'd really like to know how my aircraft and ship templates are performing like you can see how your Division templates are performing. I also find the lack of a detailed ship battle breakdown (hour by hour actions) to make it virtually impossible to understand what happened in the battle and how to adjust your ships/fleets.

@Arheo
 
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I really wish there was a Combat Log for air and naval battles the same way there's a Combat Log for land battles. The current UI is not great and it's also inconsistent. I don't find the air battle graph system to be very useful. I'd really like to know how my aircraft and ship templates are performing like you can see how your Division templates are performing. I also find the lack of a detailed ship battle breakdown (hour by hour actions) to make it virtually impossible to understand what happened in the battle and how to adjust your ships/fleets.
Agreeing...I also posted some observations and considerations, when the topic which statistics are available at all popped up a few days ago here:

 
That's a significant game change, then, and hardly belongs to mere bugfix section. I'm away from HoI4 atm, have you tested it? I.e. what the casualty rate is, compared to service manpower?

For ships, it's way too high and I wonder whether shooting down a single-seated fighter indeed kills 15-19 men, similarly to ships (as per this old thread, which is likely to be still valid).
Manpower losses in the air are so small as to be insignificant. I believe it's 2 men per fighter lost.
 
played with a few mods and noticed the naval spirit that supposed to give + extra skillpoints to admirals never worked. dont think i can be this unlucky.
 
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played with a few mods and noticed the naval spirit that supposed to give + extra skillpoints to admirals never worked. dont think i can be this unlucky.
You are refering to Instilled Aggression, Calculated Restraint and/or Signals Training? Keep in mind that all of them have a pretty low chance of firing (20%) compared to the equivalent spirits for Generals (50%)...but of course that doesn't rule out an issue with them; can't contribute a lot from my experience here, as I tend to avoid them (either sitting at "Best of the best" to hire new admirals from time to time or picking the one allowing to get traits speedier)
 
Can you please fix the sprites when from purchasing license agreements? Bought a PBY Catalina from the US as New Zealand - and the sprite is only using the (woeful) singular option offered to NZ...

20230110205739_1.jpg
 
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played with a few mods and noticed the naval spirit that supposed to give + extra skillpoints to admirals never worked. dont think i can be this unlucky.
Haven't played 1.12.8, but those have definitely worked up until 1.12xx, that's for sure.

Level 8 admiral normally has 4+7*3 = 25 skill points in total. The one at the bottom is +8 to that - because of Signals Training.

b09nrT6.jpg
 
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The Hearts of Iron.... Brand? Interesting. Does that mean we're getting more than just HOI4 DLC next year? It's too early for HOI5, sooo.... maybe a console port?
Be careful with what you wish for... Starting in 2023 anyone who gets all achievements AND awards will get branded on their right cheek!
 
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I appreciate the update the beta has received today, though with the new changes not separated in the changelog it is not so easy to immediately spot what got added.

I'm though pretty sure that neither the Trotzki fix for soviet AI nor "AI no longer forgets top-most production line when reducing excessive factories" (which could be a fix to this issue: https://forum.paradoxplaza.com/foru...-produces-equipment-it-does-not-need.1563135/ ) were part of the initial beta version :)
 
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I appreciate the update the beta has received today, though with the new changes not separated in the changelog it is not so easy to immediately spot what got added.
Diff is as follows:

Code:
# Balance
+ Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
+ 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

Code:
# UI
+ New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
+ Improved Tank tech tree layout

Code:
# AI
+ AI military spirit selection is less deterministic

Code:
# 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.
+ AI no longer forgets top-most production line when reducing excessive factories
+ Fixed Thrust/Weight issues in some plane designs after latest air rebalance
+ 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.

Code:
# Modding
- Fix the way character variables in script are stored (use unique ID specific to character rather than character token) - this fixes a lot with variables, temp variables, event targets, temp event targets, arrays, scripted loc text etc...
- In effects and triggers using character scope, remove unnecessary dependency on country in scope
- 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
- Fixed instances of add_advisor_role for roles with triggers in Soviets, Italy and Switzerland
- Make sure to not use a reference on non existent database advisor template
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command (last 2 are arrays)
- add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- 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 !

+ 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
+ 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.
+ Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
+ 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 effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block

(might contain mistakes of mine, particularly in the modding section)
 
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What is the rationale for the changes to the NAVs?

- 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)
 
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Code:
 - 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

"armor_tech_2" is in the correct position of the tech tree (@1938) but still has "start_year = 1936". The same is the case for engine_tech_2. Probably unintentionally?
 
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