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War Effort - Operation Tungsten [1.12.6 - Checksum a6ba]


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Greetings all!

As I indicated a few weeks ago with the launch of the open beta for 1.12.6, the Hoi4 War Effort initiative is well underway. To recap, this will take the form of a consistent series of monthly updates containing smaller content additions, bugfixes, and quality of life improvements, primarily targeting nations that have older (perhaps outdated) content.

Today we're launching the first of these updates to the live branch. You can find the patch notes (unchanged from the Open Beta version) below:

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# Balance
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- India now has access to a new focus and series of lengthy decisions which allow the offset of the Agrarian Society national spirit
- Imperial Associates can now become spymaster of their faction
- Manchukuo focus 'Hoankyoku' now grants a free Spy Agency if unbuilt, and a national focus granting +1 free operative slot
- Two new one-use war support decisions added, which simulate the effects of radio and film industry propaganda
- One new focus added to Romanian air section: 'White Squadron'
- Air supply mission cp cost has been reduced by 75%
- truce period after kicking a country from faction increased to 60 days from 30
- Hungary's Support Urbanization focus now grants one civilian factory in addition to the three building slots. Institute for Industrial Techniques now requires one of the prerequisites, not both.
- Hungarian spirit 'Invite Foreign Investors' now grants 10% research speed in addition to previous effects.
- Hungary now receives 2 uses of the 25% doctrine cost reduction from the 'Mobile Corps' spirit, from 1
- Default occupation law is now set to Military Governor, from Civilian Oversight
- AI is somewhat less likely to blow the suez canal without reasons
- Soviet NKVD advisors are no longer omniscient beings - enemy spy detection chance reduced to 0.2% base from 5% base
- Italian 'Air Innovations' focus now grants a 50% research bonus, from 75%
- Italian focus 'Reggianes Exports' now grants 1x 50% bonus, from 2x 75%
- Italian Focus 'Citta del Aria' now grants 4x 25% bonuses, from 3x 75% research bonuses
- Italian focus 'Standardization' now provides 1x 75% research bonus, from 2x 75%
- Italian focus 'specialization' now grants 2x 50% research bonuses, from 3x 50%
- Italian focus 'Incrociatori Leggeri' now provides 2x interdiction cost reductions, from 3
- Italian focus 'Incrociatori pesanti' now provides 2x 75% cost reductions for fleet in being, from 3x 75%
- Italian Cruiser Sub and Midget Sub focuses now grant 1x 50% cost reductions, from 2x 75% cost reductions
- Italian focuses 'Navi da Battaglia' and 'Caccia... Cacciatorpprs... never mind' now provide 2x 50% cost reductions, from 2x 75%
- Italian focus 'Redirect Alfa Romeo production' now grants 2x50% research bonuses for light aircraft, from 2x 75%
- Italian focus 'thermojet research' has been made less powerful
- Czech Communist focus 'Communism with a Human Face' now grants 3% Recruitable Population from 2%
- Czech focus 'War College' now grants -100% Field Officer Promotion Penalty
- Czech focus 'Air is Our Sea' now grants -15% fighter production cost, from -10%
- Czech focus 'Equal Access Guarantee' no longer reduces heavy tank production cost, but reduces light tank production cost by 15%, from 5%
- Czech Fortification focuses (left side) now grant significantly more army experience (10-30 each, from 5 each)
- Czech Hungarian Line and Polish Line focuses now take 35 days to complete, from 70
- Ethiopia: Cost to invite to executive council reduced to 100pp from 150, cost to integrate is now 3% stability, from 150pp
- Indian Focus 'Rhani of Jhansi' now provides a commander of level 5, from 3 (with associated skill increases)
- Indian focus 'Navy Funding' now provides 50 naval xp, from 20
- Indian focus 'British Army Support' now grants 2 uses of the 100% research bonus for support technology from 1 use, and 30 army experience, from 20
- Indian focus 'Lions of the Great War' now provides 30 army experience. The spirit granted by this focus now also provides 5% war support
- approximately 2 million people have been returned to Mozambique
- Romanian focuses 'Invest in the IAR' and 'MALAXA' now grant 3 of their respective factory types, from 2
- Romanian focuses 'Ground Support' and 'Air Defense' now grant 2x 50% doctrine cost bonuses, from 2x 25%
- Romanian focus 'Air Superiority' now grants 2x 50% cost reduction bonuses, from 2x 25%
- Romanian focus 'The Armored Division' now grants 2 armored units, from 1
- Warscore from taking a province for the first time increased by 50%
- Garrison Manpower lost per resistance attack reduced slightly
- Small Bomb Bay now has -15 agility, from -20. Bomb Locks now have -20 agility from -15
- Several ai modifiers have been added to the 'Protect Czechoslovakia' triggered event in the Hungarian focus tree, and a tooltip has been added to indicate what you can do to make it more likely to succeed
- Non-strategic materials module now decreases production cost of airframes by 7.5%
- Manchukuo focus 'The Two Emperors' now reduces the Low Legitimacy malus by 20% war support and stability
- Slightly reduced manpower requirements again for lower tier occupation laws
- Timed peace stackables (resource rights + war reparations) now only cancel when at war with the receiver, rather than when at war with anyone.
- The USA now has a significant peace cost reduction for puppeting Japan

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# UI
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- Hovered state highlighting is now used in construction and deployment mapmodes
- You are once again able to click and shift-click to set the priority on production line elements, using the priority frame indicator

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# AI
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- AI will now pick somewhat more interesting military spirits
- Slightly adjusted thresholds for AI using occupation laws, towards a more severe approach
- If Czechoslovakia is at war with Germany, Germany should now wait a while before declaring war on Poland
- improved air role ratios for countries AI
- Gave the AI an extra layer of though process behind taking states in peace conferences. Added several key areas of interest, and reduced their general interest elsewhere.
- AI contesting other AIs in peace conferences should now resolve their conflicts based on a combination of relative power and map aesthetics

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# Modding
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- Added pc_turn trigger for peace conferences

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# Bugfix
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- Italy can no longer claim territory or the subjugation through decisions of a Balkan country if they are in the same faction
- If Italy tries to join the Stresa Front and has any wargoals on a faction member, they will be removed before Italy can join the faction
- Prevent CTD for observer when someone hotjoins
- Fix crash when putting the focus on an Edit text box and closing the screen by using the Escape key
- World Threat will now correctly build and decay from the fabrication of claims
- Fixed inconsistencies with BoP impact in Italy when losing/retaking core states.
- Switzerland now correctly updates best democratic allies when another country changes governments
- Former Presidents of the Swiss Confederation are now available as Councilors again after 1950
- Generic versions of Switzerland generated through Peace Conferences don't inherit Switzerland's systems or Focus Tree anymore.
- Indian civil war will no longer give you 0 units if you complete a civil war focus while Free
- Herzegovina is now transferred to Croatia if the appropriate event option is selected by Germany
- Cairo is now required to form Arabia, and is appropriately cored by the same decision
- Forming the ottoman empire without BftB now grants a core on Cairo. Cairo is now required and cored for the respective decisions in BftB
- Constantinople and Amasya are now cored by the Form Persia decision
- Ticino is now cored by the HRE decision
- Forming Byzantium without BftB will now appropriately grant cores on Constantinople and Amasya. Victory in Egypt and Tunis now requires and grants core on Cairo
- Forming Macedonia now requires and grants cores on Istanbul, Amasya, Van, and Cairo
- Decision alert should now show again if available decisions are present

Soon we'll begin an open beta period for our next War Effort patch, so those of you who are keen on getting your hands on changes early - keep your eyes peeled.


Message from the Team

One of our primary motivations here is to work with the HOI community in greater depth for these updates. Suggestions are always welcome, ideas considered, and feedback, as always, is requested. While some ideas will always be outside the scope of the work we are doing for the War Effort, or at odds with the direction I see the game going, I'd urge those with strong opinions on how we can improve the game to leave feedback in one of the War Effort threads, or in the suggestions forum. Many items from the suggestions forum have already been appraised, and some implemented - this is a practice we will continue, so long as they make practical sense.


The War Effort Continues!

Our recon vehicles have spotted the way forward! We can now see the coming two Operations, but with reconnaissance, things can be quite uncertain so we will work hard on confirming these dates to make sure they are correct being sharing them with you all.
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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. To comply with GDPR, we've had to lock the access codes to these branches on our website. But don't worry, we made quick tutorial on how:

VIDEO TUTORIAL

TEXT TUTORIAL:
For versions released before the changes:

Get a code for the version you want:

  1. Go to https://accounts.paradoxplaza.com/games and log in (or create) your Paradox Account.
  2. Scroll Down.
  3. Find "Access Earlier Versions"
  4. Click "Show"
  5. See below to revert to older versions under passlock.

Apply the code in steam:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Enter the relevant code retrieved from Paradox Plaza and click “CHECK CODE”.
  5. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  6. 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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I would once again like to submit my request that, if Canada can get cores on the USA, the USA should be able to get cores on Canada.
 
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After waiting so long, I just want that Canadian Newfoundland Referendum decision for Canada, in 1945. Historically Britain wanted Canada to safeguard the Caribbean holdings and such.
 
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to guys with 1.12.16 beware of the change which now "Military Governor" is the default starting occupation law.

if u start with a country that already start with high compliance colonies, like Portugal(~70% compliance on all colonies), and u forget to change to civilian oversight, ur colonies will be losing compliance with military governor..

few additional notes:

- i didn't have time to test if this is specific to Portugal or other countries.
- i didn't have time to check AI countries in same situation behaviour about this.
- apparently(i clicked on states) UK colonies has set "local autonomy", i don't know if the AI auto changed it, or it already started with local autonomy.
 
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I've got two minor proposed changes for France:

1. This first one is one I've brought up before, but I'm persistent about it because I would like the borders for Vichy France to be accurate. It shouldn't be a very difficult change - the easternmost province of Pyrénées-Atlantiques simply needs to be transferred to the next state over to the east. When the Basque Country releasable nation was added, this province was moved to the Pyrénées-Atlantiques state, which means that the borders of Vichy France can never be historically accurate. I don't think this is a good change, because a releasable nation that will almost never see use in the game should not be prioritized over the historical borders of WWII administrative territories.

2. I think it would be cool if Saarland could become a state. The state would only contain one or two provinces, but it would be rich in coal and iron, as it was in real-life. Historically, France claimed this region after both WWI and WWII, but both times, the people of Saarland voted to remain with Germany. Franco-German disputes over this seemingly-insignificant territory helped lead to the creation of the European Union, so I think it is important enough to include in the game. In the game itself, France would have the option to core this state or release it as a special puppet (at the cost of a permanent reduction of relations with Germany) after WWII
 

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I would just like to see more states on the map so that certain historical borders would be possible to make. Additionally, it would also provide some opportunities for released nations to have a larger industry. States like northern-schleswig, jubaland, lethsoto (probably spelled it wrong), and eswatini would provide historical borders while improving the potential economic output of those countries.
 
There are national focus descriptions that say TODO in non-English languages, when will this be corrected?
Especially in Japanese (I play in Japanese), this has been going on for the past two months, since 1.12 was released.

Is the dev team going to not address this?
 
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Dev diaries announcing bugfixes are the very best kind of dev diaries! Thank you for the patch. Might get me away from V3 and into HoI4 again....
 
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The USSR had 220 Divisions on the Western Front at the outbreak of Barbarossa I think.
It had an entire military of 201 divisions last time I did a test game, so it's already 19 short there. Then take into account the large numbers of troops it puts guarding extremely safe and low-value things (EG: The islands between the USSR and USA, portless provinces on the East coast of the USSR, cities thousands of miles into the interior of the USSR) and you're left with more like 60 divisions on the German border at Barbarossa.
 
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I know it's possible to force them staying with Stalin but default ahistorical should not kill him all the time, that's the point.
I'd be surprised if it actually does kill him all the time on ahistorical. It's probably more that each outcome has a chance of happening, and there are eight outcomes the AI is programmed to pick between, so the chances that it picks the historical outcome are likely quite slim.

Again though, if you feel the game is ruined if Stalin's not in charge of the USSR, you need to force that outcome in the pre-game settings. It's unlikely that the devs would want to patch "Stalin never dies on ahistorical" into the game after they spent time making the other paths.
 
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Hi @Arheo,

here are certain things I suggested in the past:

* A "City Update" for Germany: Redistribution of Victory Points based mostly on city population and (to some extend) military and historical/symbolic importance. This also includes moving around some cities, as - for exampble - the city of Lübeck is ingame still located in Mecklemburg-Vorpommern in round about the area, where the city of Wismar is located. At least Lübeck should be moved correctly to Schleswig-Holstein.
* In this thread me and others talk about what Germany's crude oil production should look like. It also includes analysis of occupied and annexed territories (Austria, Czechia, Slovakia, Poland). I later made a thread which goes into more detail on Polish oil production.
* In this thread me and others talk about tungsten production. While It starts with tungsten mining in The Raj and Burma, I also mention the tungesten production in Germany, Portugal and Spain, and how it is way of.

This leads me to a general resource balance issue: To some degree, tungsten and crude oil numbers in game represent the percental production an area or country had on the total world production. While this is certainly an approach to take, when you add new or increase existing resource depostits via event, national focus or decision, the whole math is now off, and logically you would have to readjust every number in the game accordingly, because the total world production now has changed. In some cases the production is also way off. In the last thread mentioned above, I make the following example:

At that time Poland produces 5 units of oil, which represents round about 5% of the world crude oil production. These 5 units represents round about 500.000 metric tons of crude oil Poland produced back then. Czechoslovakia, back then in the game, produces 3 units of oil, while they produced less then 30k tonnes per year in the period before WW2. So in one case 5 units represent a ration of 100k to 1 ingame unit, while in the other it represents 10k to 1 unit.

The same is true for tungsten: "E.g.: Portugal has 302 tungsten in 1936, which, applying a 10:1 ratio, reflect their yearly production some when between 1938 and 1939 (taken from the 1941 Mineral Yearbook, they produced 2810 tonnes in 1938 and 3815 tonnes in 1939). Germany on the other had produce 5 tungsten. The only tungsten production in Germany (as I know so far) was the Wolframitgrube Pechtelsgrün (Ger. Wikipedia), which produced some 2835 tonnes of tungsten between 1939 and 1944 (so ~ the same production Portugal made in 1938). This would apply to a yearly average production of 567 tonnes, which would mean 56 or 57 tungsten in game, when a 10:1 ratio is applied. Nonetheless Germany produces only 5 tungsten."

In other words - when this is not completely out of scope for the War Effort patches - maybe take a look on the resource distribution. Especially oil and tungsten is important, but also this like iron/steel is lacking in some areas, like Central and South America, which I noticed in the games I tried to play as Mexico.
 
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The new fixed airwing sizes make sending air volunteers as a small nation or to a small nation extremely difficult. Can the system be changed to make sending air volunteers easier?
 
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The new fixed airwing sizes make sending air volunteers as a small nation or to a small nation extremely difficult. Can the system be changed to make sending air volunteers easier?
I agree. Reducing the size from 100 to 50 would be a help and would also help with supply needs on those small strategic islands.
 
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I'd be surprised if it actually does kill him all the time on ahistorical. It's probably more that each outcome has a chance of happening, and there are eight outcomes the AI is programmed to pick between, so the chances that it picks the historical outcome are likely quite slim.

Again though, if you feel the game is ruined if Stalin's not in charge of the USSR, you need to force that outcome in the pre-game settings. It's unlikely that the devs would want to patch "Stalin never dies on ahistorical" into the game after they spent time making the other paths.

Have started quite a lot of handsoff runs and there was always a rebellion against Stalin which deposed him. Might be something wrong with the handling of paranoia.
 
Why are there no small airframe recon-focused aircraft any longer? Not wanting to sound sarcastic, but they were in the game until BBA and it's not like they weren't in use by every major power throughout the period covered by the game.
 
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Why are there no small airframe recon-focused aircraft any longer? Not wanting to sound sarcastic, but they were in the game until BBA and it's not like they weren't in use by every major power throughout the period covered by the game.
Now you can convert any plane in recon one. You have to research the camera module and apply to the plane. A direct recon plane if the module is in the main definition slot (first one in the up left) and a war period recon plane if you put it in other of the slots. Basically, you can have a recon plane based in each of all air frames that you can research. The only consideration is that small airframes can't strangely be pure recon planes.
It would be nice to have that possibility.
 
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Now you can convert any plane in recon one. You have to research the camera module and apply to the plane. A direct recon plane if the module is in the main definition slot (first one in the up left) and a war period recon plane if you put it in other of the slots. Basically, you can have a recon plane based in each of all air frames that you can research. The only consideration is that small airframes can't strangely be pure recon planes.
It would be nice to have that possibility.
I know all of that. For small-frame aircraft there is no recon slot available in the first slot. So you end up with 100 plane recon squadrons which is ridiculous. That is why I used the term "recon-focused".
 
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