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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


################################################################
######## Hotfix 1.12.8 "Avalanche" ######### - Edited on the 13th of January with new changes
################################################################


##################################
# 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- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)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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when unused tsar Vsevolod, tsar Stalin and Aleksandra kollontay content since they had been unused in the game for quite some time alongside things assigned to the white exiles and whatever kuban and don Cossack republic leader?
The cossack leader is used by two realsables if you put the Cossack-king in charge of Poland
 
Thanks for the continuous improvements/fine tuning (tanks welcome), but I was hoping to see more updates on Focus trees. I'm still looking for minor updates to France's in particular (better logic behind French Union, more bypass after Free France episode...).
 
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Just doing a run through as Poland. Tried the Romanian path, and became very powerful - certainly able to hold the front line against Germany. Also tried a Commonwealth run and that isn't quite as good. The problem remains, and I'm not sure it's a bug, but it's annoying none the less. The Soviets justify against the territory that the baltic states own, even if they don't exist. Germany justifies again Slovakian territory, even if that doesn't exist. It means that Poland is always facing a losing battle on two fronts - and I know people will say that you can take Germany early etc etc, but I don't like to play that way.
 
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Thanks for the continuous improvements/fine tuning (tanks welcome), but I was hoping to see more updates on Focus trees. I'm still looking for minor updates to France's in particular (better logic behind French Union, more bypass after Free France episode...).
Please don’t forget about how half of France’s generals are *still* generics.
Even old Charles Maurras still uses a generic!
 
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When can you realize sloped armor and the armor type are the same modifier type with upgrade? even the new sloped armor only equivalent to 3 armor level. Do you think this worth 10% cost?
BTW Soviet focus is really shitty, there's nothing worthy for me to risk myself to go on the five year plan. And other focus problem, too many and too weak
 
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I don't remember too generic generals, they seemed to me quite historical. But I have all DLC, maybe we don't have same content.

You have these four from when France was updated.
1671999853146.png
 
Yes, but these one were historical, with Olry a contested personality, to say the least. Not so generic considering their traits.
Yes, I am not saying they are made-up.
The problem is that we're getting on to the game's SEVENTH year, and a major country, still have generic *portraits*.
 
Yes, I am not saying they are made-up.
The problem is that we're getting on to the game's SEVENTH year, and a major country, still have generic *portraits*.
Of the 4 officiers portraits you mentioned in your post, all the pictures are genuine (save maybe Freydenberg: can't find a portrait yet on google images).
 
Through the left side of the tree, you can get 1943 tools by late 40/early 41. The third five year plan is what turns the Soviets into a true powerhouse.
You mean the powerhouse with +5% consumer goods? Come on, the really big prizes are the focuses after fourth five year plan. But you HAVE TO end a great war to get access to it, even you finished third five year plan peacefully. Does Soviet need a war to get enough undead to push fourth five year plan?
And Soviet have to spend a lot of time on political tree and military tree to get rid of the horrible debuffs. Most of them take standard time(70 days). What's more, many of them are really... pointless. Like (+5% org &+10% training time),(+5% cavalry attack & speed),(+5% production efficiency cap & -5% efficiency growth),(-10% efficiency retention & -5% efficiency growth & +5% efficiency cap),(+5% org &+3% core attack & +50 cp & -10% org recovery). They are either useless or it's hard to say they can bring positive effects.

But that's not my point, as long as i play other country, the focus tree can't bother me any more. However, I can't ignore tank designer in the whole game whatever I play. You reminded me, heavy tank chassises are as expensive as Joseph Stalin drives every IS-2 in person. And why fixed turrent's price is near the common one? They still need rotation mechanism?
 
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- Fixed not considering manpower casualties in the air combat.
You mean it's actually a thing now? How much manpower loss per plane then? All allocated?

Dunno when you last played, but a bunch has changed regarding resistance fairly recently. The rule I follow is "enact the most lenient (IE: compliance-generating) law that keeps resistance at 10% or less".

The rule the AI follows is "Local Police Force, no matter the casualties"
But are casualties with local police force actually that bad? Sure, with 30% resistance you get 3 times as much damage compared to 10%, but it also gets a pretty large reduction compared to harsher laws.
 
Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.


Thanks for making this fix- now I can finish my couple of shelved Switzerland runs before New Years ( I hope).

I just ran a quick game as Italy, and I can confirm that the opinion modifiers from Improve Relations are now working as they used to before the BBA patches.

What an unexpected gift getting a new beta patch on Dec 22... like when a long delayed present arrives just in time for Xmas morning!
I second that.

Having painted the map gray hundreds of times over the years, well decades, of HOI, I appreciate how very re-playable the game is because of the continued work in modeling interesting historical/near-historical situations with these minor nations. While we're quick to point out issues we find as a community, the devs should take heart in the fact that we're all playing so many hours of their game, a much better indicator of how their work is valued/appreciated.

Time once again to unify the world under the benevolent rule of the Alpine Protectorate ...
 
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Not sure if this has always been there, but I found a bug with a focus on Ethiopia's Communist path.

The focus "In the Name of the People" promises to create 5 elite units upon completion, but the units that show up are only at the "Trained" level of experience, not Elite.

eth_comm_elite_units1.png




I looked at focuses on other trees that do actually deliver units, and I think I found a typo. Here's the code for a similar focus ("Royal Hussars") on the Poland Habsburg tree:

Code:
    focus = {
        id = POL_royal_hussars
        ...
       completion_reward = {
            add_ideas = { POL_royal_hussars_idea }
            division_template = {
                name = "Królewska Dywizja Husarii"
                priority = 2
                division_names_group = POL_CAV_01
                regiments = {
                    cavalry = { x = 0 y = 0 }
                    cavalry = { x = 0 y = 1 }
                    cavalry = { x = 0 y = 2 }
     
                    cavalry = { x = 1 y = 0 }
                    cavalry = { x = 1 y = 1 }
                    cavalry = { x = 1 y = 2 }
     
                    cavalry = { x = 2 y = 0 }
                    cavalry = { x = 2 y = 1 }
                    cavalry = { x = 2 y = 2 }
                }
            }
            random_owned_controlled_state = {
                limit = { ROOT = { has_full_control_of_state = PREV } }
                prioritize = { 94 }
                create_unit = {
                    division = "name = \"1 Królewska Dywizja Husarii\" division_template = \"Królewska Dywizja Husarii\" start_experience_factor = 1.0"
                    owner = POL
                }
            }

This code creates the unit with start_experience_factor = 1.0, and the units are spawned at the Elite experience level. The similar code on Ethiopia's "In the Name of the People" focus have this code instead: start_experience_factor = 0.1 Full focus code is below:

Code:
    focus = {
        id = ETH_in_the_name_of_the_people
...
        completion_reward = {
            country_event = {
                    hours = 1
                    id = BBA_ethiopia_communist_events.05
            }
            division_template = {
                name = "Black Lions"
                is_locked = yes
                priority = 2
                template_counter = 60
                regiments = {
                    infantry = { x = 0 y = 0 }
                    infantry = { x = 0 y = 1 }
                    infantry = { x = 0 y = 2 }
                    infantry = { x = 1 y = 0 }
                    infantry = { x = 1 y = 1 }
                    #infantry = { x = 1 y = 2 }
                }            
            }
            custom_effect_tooltip = EHT_in_the_name_of_the_people_tt
            hidden_effect = {
                random_owned_controlled_state = {
                    limit = {
                        is_capital = yes
                    }
                    create_unit = {
                        division = "name = \"Black Lions Division\" division_template = \"Black Lions\" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1"
                        owner = ROOT
                    }

Here's what the units look like once the focus completes. They are only trained, not Elite as promised:

eth_comm_elite_units2.png



I created a bug report. Please upvote if this is an issue that you think needs fixing. Thanks!


 
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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!


##################################
# Balance
##################################

- 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%


/Katten


Thanks for the improvements in armor.

Well done, team!

Another thing for the game designers to possibly take a look at is the bug with Heavy Armor breakthrough.

Credit to @PorkchopSandwiches247 for pointing out the following math error (numbers error) with heavy armor breakthrough:
1672172002677.png
https://forum.paradoxplaza.com/forum/[URL unfurl="true"]https://forum.paradoxplaza.com/forum/goto/post?id=28696720[/URL]


Again, credit to the team for their improvements with various armor variables.
There is certainly a lot going on with tanks and lots of opportunities to make tank design and tank gameplay even better.
 
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