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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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Actually I don't think that is true. I recall a thread a few years back (maybe in the e4 forums) that was kicking off about this data collection. In that thread it was said that the data collected and sent independently of steam. I don't remember it very clearly but if people are interested I guess they can ping a dev.
I know it isn't anything important really but things like that make me rather uneasy.
 
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.
 
The MEFO bills stays until you go to war 1939, so if you start building MIC in 1937 this means you still get to use it for 2.7 out of the 3.7 years preparation for war. ( With historical Danzig ). So even with a bit of Civilian buildup it would be a big boost, not a liability/punishment.

So first year you are loosing PP progressively more and more for no benefit. Then for a year and a half you are loosing much more PP for finally catching up to what position you would have been at, had they not removed the 12 MiL (you have to build 72 MiLs with 20 percent construction bonus for it to amount to the 12 MiLs taken from you to balance the MeFos and that does not even take into account the lost production during the time you did not have them). So the final 1.2 years you actually are getting the 20 percent benefit for all the lost PP, which by now is literarily hundreds of PP. By now I am missing X advisors and their buffs I would have had, had they not taken my PP. Where BTW some of them give +10 construction speed for MiLs, which I will now not be able to get. Sorry, if this is not a punishment, then I do not know what is.

Furthermore, even if you go MiLs from the start, you still loose as you are now producing less of them as you did not build any CiVs. You also have less of CiVs for trade to use the resources for your MiL's slowing your MiL production off even more. So the 20 percent will barely if at all compensate these losses. And you are just paying PP to then be in the same place as you were before the patch.

Your poposition railroads you as Germany into only making MiLs if you want to use your "benefit", which is a liability due to the lack of CiVs. This gets much worse if you do not. It removes your options and punishes you for a different strategy than the one you advocate. Sorry, I do not believe this is desirable.
 
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Hello, want to report a possible bug with peace conferences. In my war against SU as Turkey i cleared the Caucaus, lost 60k manpower got %10 war contribution, in the resulting peace conference i recieved 0 land, it just opened with Germany Japan already having annexed all land, i pass pass still no option to take anything. Also after SU capiulated Spain became their war leader, i naval invaded and capitulated them also. I am guessing Spain continuing a bit more caused some AI confusion. This never happened before you could always get some land scaled to your war contribution.
 
So first year you are loosing PP progressively more and more for no benefit.

Sorry, but your thinking that Germany has too little PP?? That's completely ridiculous!

Even in 1939 with 3 years of MEFO behind me Germany can get more daily PP then most other majors can get.

In 1936-37 then PP is not even a competition. Between Rhineland and double +15% PP ministers available as well as the crazy PP bonus from Herr H I literally am swimming in PP, and will be able to get any given bonus I prioritize as fast if not faster then anyone else can.
 
Sorry, but your thinking that Germany has too little PP?? That's completely ridiculous!

Even in 1939 with 3 years of MEFO behind me Germany can get more daily PP then most other majors can get.

In 1936-37 then PP is not even a competition. Between Rhineland and double +15% PP ministers available as well as the crazy PP bonus from Herr H I literally am swimming in PP,a nd will be able to get any given bonus I prioritize as fast if not faster then anyone else can.
Are you purposefully changing the topic? Why are you reacting only to one chosen sentence taking it completely out of context?
Yes, Germany has more PP than other nations, but that was so already from before the patch. So Germany was balanced around that fact. So now you are saying Germany's PP gain was imbalanced before the Patch and should be reduced? Because if not, then I do not see what relevance this has to the thread. I would rather have the extra PP + the 12 lost MiLs than the MeFo bills if they are +20 MiL percent construction. I can get more out of it and it does not railroad me into a specific build.
 
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Something really needs to be done, for me the MEFO seems way to strong.

I just played a game going civ until mid 38, when i started switching to Mil and by around june -39 to refineries. in august -39 I have no free slots anywhere in Germany and the last few refineries are being built, 11 at the same time!
(Trading with portugal, hungary and turkey will then give me all the resources I need)

Edit:
Another big issue is that I also, at this time, have 14 refineries and by end of november the remaining refineries should all be finished (all slots full basically), some 30+ refiners making me self sufficient in oil and rubber. A very big balance issue imo.

I would suggest less than 3 refineries /are or another tactic.

Perhaps it is the entire trade system, and lack of separate oil/fuel supply mechanic that is at fault and makes balancing industry difficult. A big issue for the for most countries but Germany especially everything basically during ww2 was supply logistics both fuel and other materials. Both for the industry AND the army/air/navy.

Solving this would for example remove the stack of doom issue for Naval units, since it was mainly logistics that hindered this. Ships were waiting in port while small groups were scouting and intercept was the keyword. Maybe a complete realism will get boring gameplay wise, but stack of doom and no worry about supply logistics in a real sense is troubling.

Balancing everything without this is probably a factor in what is giving us these snowball effects for the industry, for Germany.
 

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Something really needs to be done, for me the MEFO seems way to strong.

I just played a game going civ until mid 38, when i started switching to Mil and by around june -39 to refineries. in august -39 I have no free slots anywhere in Germany and the last few refineries are being built, 15 at the same time!
Also, at this time I also have 14 refineries and by end of november they should all be finished and all slots full basically, some 30 refiners making me self sufficient in oil and rubber. Also a very big balance issue imo.

You have one free slot in Memel, you liar! ;)
 
If MEFO are supposed to speed up buildup to war of Germany, it would make sense for them to give discounts on CIC, Synthetics, MIC/NIC.

If -20% bonus is too strong, reduce it to -10%, but making this more restricted makes little sense. Not only would it rail-road Germany into specific strategy, it will also make no sense. If a government is running a debt pyramid to fund something, that something can be anything, restrictions make zero sense.
 
Are you guys going to change the achievements "Awake and Angry" "The people have stood up" and "Battlecry" so that you don't need to own the ports held by the UK, France, and Portugal? It pretty much turns into a world conquest if you are going for those achievements.
 
Yes, Germany has more PP than other nations, but that was so already from before the patch. So Germany was balanced around that fact. So now you are saying Germany's PP gain was imbalanced before the Patch and should be reduced?

No Germany's PP gain was not balanced before. Not even close. WHY do you think MEFO has a sizeable PP cost if not to bring Germany's PP a bit more into balance?

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, so this is totally besides the point.
 
If MEFO are supposed to speed up buildup to war of Germany, it would make sense for them to give discounts on CIC, Synthetics, MIC/NIC.

If -20% bonus is too strong, reduce it to -10%, but making this more restricted makes little sense. Not only would it rail-road Germany into specific strategy, it will also make no sense. If a government is running a debt pyramid to fund something, that something can be anything, restrictions make zero sense.

Yes, but having factories producing no consumer goods (0% CG) makes absolutely no sense. Or when you also get sale of planes, you can go to -5%. People are producing consumer goods in their houses so they can be later sent to factories or what?

General construction speed boni would be much better IMO. This way you're still taxed by Consumer Goods, and get's less of a snowball effect, and doesn't limit options or railroads into one strategy.
 
Yes, but having factories producing no consumer goods (0% CG) makes absolutely no sense. Or when you also get sale of planes, you can go to -5%. People are producing consumer goods in their houses so they can be later sent to factories or what?
It depends on how do you define CIC. In case this is largely construction/appliance/heavy machinery industry, yes, 0% CG is possible.
General construction speed boni would be much better IMO. This way you're still taxed by Consumer Goods, and get's less of a snowball effect, and doesn't limit options or railroads into one strategy.
General construction bonus makes little sense, because factories don`t get magically cheaper, because government runs some loan scheme. If goverment can reduce consumption by taking away people`s money in some loan scheme, it does free up industrial capacity for other things, you can build more, but individual item takes just as much.

I don`t see how this has "less" of a snowball effect, effect is precicely the same, the steepness of your CIC exponent will only depend on how large the construction bonus is. Same effect would be achieved with just MEFO bills discount figure adjusted.
 
It depends on how do you define CIC. In case this is largely construction/appliance/heavy machinery industry, yes, 0% CG is possible.

Show me which real country that successfully runs with 100% taxation, which is basically was this means ( 100% of the budget and industry devoted to the will of the state & military ), and I might believe you.

I would also be interested in examples of real countries achieving 70-90% growth of GDP per year ( similar to the rate that MEFO Germany can expand in HoI4 ).

I don`t see how this has "less" of a snowball effect, effect is precicely the same, the steepness of your CIC exponent will only depend on how large the construction bonus is. Same effect would be achieved with just MEFO bills discount figure adjusted.

Any bonus risks snowballing CIC, but you need much more then +10% or +20% CIC construction speed to get the same effect as -20% consumer goods and here is why.

-20% consumer goods increase the efficiency of any CIC by 1/0.8 = 1.25 and is calculated multiplicative with other effects for a straight of +25% boost. The higher CG your already paying the higher this effect becomes ( this was with 20% CG -> 0% ).

A bonus of for example +30% construction speed for CIC ends up being added on all the other modifiers (+15% from free trade, +20% from techs +10% from NFs and +10% from Advisor ) so in practice it's actual bonus is closer to 1.85/1.55 = 1.19 or +19% boost, much smaller then the -20% CG impact.

+10% CIC/Infra/Refinery construction and +20 or even 30% MIC construction should be pretty safe.
 
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No Germany's PP gain was not balanced before. Not even close. WHY do you think MEFO has a sizeable PP cost if not to bring Germany's PP a bit more into balance?

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, so this is totally besides the point.

Now you are changing the argument into Germany has too much PP that is why we need MeFos? So you agree it is a punishment not an advantage? Strange.

Anyway, you do not support in any way your claim that Germany was unbalanced before the patch due to PP. Neither can I find on the forum or on google a serious discussion where it would be claimed this was the case. The Dev's also in no way support or claim MeFo's as a way to remove Germany's PP.

It is ridiculous to claim something like that, as if this was the case, the easiest thing to do would have been to just remove Hitler's PP bonus. Why introduce a whole new mechanic for that?

To conclude, just because you claim something does not make it so. If you are correct, then remove the MeFo's and remove part or whole of Hitler's PP bonus. Then Germany is on the PP daily gain front on the same level as anyone else. Germany should then be offered to get the same amount of PP from focuses as anyone else to make it balanced. I am sure you agree? Give Germany 12 MiLs back as well from the start.
 
It is ridiculous to claim something like that, as if this was the case, the easiest thing to do would have been to just remove Hitler's PP bonus. Why introduce a whole new mechanic for that?

The answer to that question is in my post you quoted, had you bothered to read it, as well as in the history books surrounding Germany's historical rearmament and economy. I can recommend Tooze's The Wages of Destruction on this specific topic.
 
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The answer to that question is in my post you quoted, had you bothered to read it, as well as in the history books surrounding Germany's historical rearmament and economy. I can recommend Tooze's The Wages of Destruction on this specific topic.

I guess there is a misunderstanding. 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? Because I see no relevance of the recommended history book to a discussion on game balance in a game... Again, I repeat, you did not claim Germany was historically inaccurate, you claim it is evidently unbalanced in the game - stating that this is a recognised fact without providing any reasoning or proof that this is so.

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.
 
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Show me which real country that successfully runs with 100% taxation, which is basically was this means ( 100% of the budget and industry devoted to the will of the state & military ), and I might believe you.

I would also be interested in examples of real countries achieving 70-90% growth of GDP per year ( similar to the rate that MEFO Germany can expand in HoI4 ).
Prove that CIC+MIC+NIC = 100% GDP first, or quit comparing apples to oranges.
Any bonus risks snowballing CIC, but you need much more then +10% or +20% CIC construction speed to get the same effect as -20% consumer goods and here is why.

-20% consumer goods increase the efficiency of any CIC by 1/0.8 = 1.25 and is calculated multiplicative with other effects for a straight of +25% boost. The higher CG your already paying the higher this effect becomes ( this was with 20% CG -> 0% ).

A bonus of for example +30% construction speed for CIC ends up being added on all the other modifiers (+15% from free trade, +20% from techs +10% from NFs and +10% from Advisor ) so in practice it's actual bonus is closer to 1.85/1.55 = 1.19 or +19% boost, much smaller then the -20% CG impact.

+10% CIC/Infra/Refinery construction and +20 or even 30% MIC construction should be pretty safe.
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.