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Ethiopia's starting states that previously had 0 infrastructure continue to have an effective 95% movement speed penalty. Units are limited to 1.00 km/h, even though it appears as though the negative speed modifier is 25%. This can be verified by starting the game as Ethiopia and moving a division in the state Hararghe.

I think it is not a bug with the infrastructure level, but a bug with the state modifiers specific to Ethiopia's BoP mechanic. Prior to this patch, increasing the infrastructure in those states did not remove the effective 95% movement penalty.

Also, I think this movement bug was introduced when Paradox fixed the bug in which the state modifiers specific to Ethiopia's BoP mechanic did not have full effect. It may not have been noticed because the infrastructure was 0 and there was a 95% movement speed penalty for that level of infra that masked the state modifier bug.
 
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Which does next to nothing, recon is a pretty useless stat, light tank recon (and paratrooper light tanks) are way better bc of the stats you get from them, armored car recon is a bad support company
Well thats 2 fold, 1 because from god knows how far back when the HOI4 team decided to change tactics from every 12 hours to every 6 hours basically nerfed recon into the ground, roll bad on a tactic? lul who cares wait 6 hours and it goes away usually 90% of the time. the 2nd is that tactics themselves don't add enough to the battle at hand. Make tactics add more effect and last much longer then having recon suddenly becomes much more useful.
 
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When the Baltic countries start a civil war to become communist and become a puppet state of the ussr there is a bug that is not cool at all, and that is that if the ussr has a civil war at the same time, the national side annexes the Baltic vassal when the civil war in Russia is over. And in the end there remains for example a piece of Russia where the rest of Lithuania should be.
 
Am I the only one to notice that with the recent changes to light tank IC cost now there is even fewer reasons to build them? They are now even more expensive than medium tanks because of the battalion equipment numbers now with the most basic light tanks costing around 4 IC, medium tanks may cost 4.8 IC and remain the same in price on battalion level and have better stats. Going even with slightly advanced light tanks at 7 IC, medium tanks may cost 8.4 IC and again maintain price parity

P.S. I went to test it in the game and it is actually even worse than I thought, a decent light tank (486 IC) costs almost more than a heavy tank (568) now, adding even slightly more stats will result in heavy tanks being just better in everything. I also didnt get armored cars buff, it literally changed next to nothing, they are still useless adding next to no value to division being worse than motorized infantry almost in everything


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Buff mass assault, it's the worst doctrine
It is actually the best doctrine with the least use in single player, it lacks infantry organization buffs in the start to survive until -0.3 infantry width but after fully finished it is very strong because of -20% supply demand and -25% org loss also dont forget +10% HP spirit which conserves both your manpower and IC allowing to be way more aggressive than the other doctrines allow you to. Being buffed any further would mean it will be actually the best offensive doctrine for mid-late game which for now it has competition with the planning doctrine with the latter being better in many situations like your country not being a major nation
 
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German RKs should get 25% Compliance on creation but only gain half of what the tooltip says (12,5%). This and the fact the RK AI is wasting their limited manpower on divisions instead on fighting resistance and some building plaines and arty while have no guns for garrison is explained in this Thread.

10% less resistance target is a step in the right direction, but the others are actualy more important

Non the less its awesome that paradox realy focuses on fixing bugs

 
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Generals!

Welcome to our latest War Effort.

Operation SHOULDER, 1.16.3 Checksum a433

But first, a word from @Wrongwraith .

Hi everyone,
I’m Thomas, the Design Lead on Hearts of Iron.

It’s time for another War Effort, and it’s a big one.


Our primary focus for this War effort has been bug fixing — we’ve addressed a wide range of issues across the game to improve stability and polish. However, we’re not just fixing bugs; we’re also delivering balance tweaks, gameplay adjustments, and other enhancements.

This time around, from a balancing point of view, we’ve mainly looked at Armored Cars and Tanks. The reasoning behind this is that we felt that, as many of you have pointed out, it was usually better to make a cheap light tank than to use Armored Cars. While this is not entirely wrong from a historical point of view, it was a bit too much.

So we adjusted a few things with armored cars to make them slightly more viable. They now benefit from improved techs for Artillery, anti-tank, and anti-air. We also upped their starting Organization and Strength.

Then, we also had what we felt were too cheap tanks (especially light tanks) when using the tank designer. So, in accordance with that, we have modified the costs a bit for tank chassis and some of the modules.

Hopefully, this combined will make armored cars a bit more viable and make Tank Designer-designed tanks somewhat more similar to other tanks.

We’ve also made some other tweaks, like adding sub detection to a few ship hulls (and other things :) ), as you can see when you look through the list.

Anyways, I hope you like this War Effort and all the changes it contains.

/Thomas



Balance

Armored Car Balance Changes

  • Armored Car Battalion Organization increased from 10 to 20
  • Armored Car Battalion Strength increased from 2 to 5
  • Artillery Equipment Technologies now provide bonus to the Armored Car Battalions; +10% Soft Attack from Artillery, +10% Hard Attack from Anti-Air Artillery, and +10% Piercing from Anti-Tank Artillery
  • Inter-War Armored Car Production Cost Reduced from 4 IC to 3.5 IC
  • Basic Armored Car Production Cost Reduced from 6 IC to 5.5. IC
  • Improved Armored Car Production Cost Reduced from 8 IC to 7.5 IC
  • Anti-Tank Armored Car Production Cost Reduced from 9 IC to 8.5 IC

Tanks and Tank Modules Balance Changes
  • Inter-War Light Tank Chassis Production Cost Increased from 1 IC to 2 IC
  • Basic Light Tank Chassis Production Cost Increased from 1.25 IC to 2.35 IC
  • Improved Light Tank Chassis Production Cost Increased from 1.6 IC to 2.7 IC
  • Advanced Light Tank Chassis Production Cost Increased from 2 IC to 3 IC
  • Light One-Man Turret Production Cost Increased from 0.5 IC to 1 IC
  • Light Two-Man Turret Production Cost Increased from 0.75 IC to 1.25 IC
  • Light Three-Man Turret Production Cost Increased from 1 IC to 1.5 IC
  • Light Superfixed Structure Production Cost Increased from 0.75 IC to 1 IC
  • Inter-War Medium Tank Chassis Production Cost Increased from 2.5 IC to 3.5 IC
  • Basic Medium Tank Chassis Production Cost Increased from 2.5 IC to 3.75 IC
  • Improved Medium Tank Chassis Production Cost Increased from 3.2 IC to 4 IC
  • Advanced Medium Tank Chassis Production Cost Increased from 4 IC to 4.25 IC
  • Medium One-Man Turret Production Cost Increased from 1 IC to 1.25 IC
  • Medium One-Man Turret Soft Attack and Hard Attack Penalty reduced from -10% to -5%
  • Medium Two-Man Turret Production Cost Increased from 1.5 IC to 1.75 IC
  • Medium Three-Man Turret Production Cost Increased from 2 IC to 2.25 IC
  • Inter-War Heavy Tank Chassis Production Cost decreased from 10 IC to 9 IC
  • Improved Heavy Tank Chassis Production Cost increased from 10 IC to 11 IC
  • Self-Propelled Anti-Air Artillery now benefits from Anti-Air Upgrade Technology, providing +15%/+10%/+5% Air Attack per perspective technology

Ship Hull Balance Changes
  • Light Hull 1 - Submarine Detection increased from 1 to 2.5
  • Light Hull 2 - Submarine Detection increased from 1 to 3
  • Light Hull 3 - Submarine Detection increased from 1 to 3.5
  • Light Hull 4 - Submarine Detection increased from 1 to 4
  • Cruiser Hull 2 - Submarine Detection increased from 1 to 1.5
  • Cruiser Hull 3 - Submarine Detection increased from 1 to 2
  • Cruiser Hull 4 - Submarine Detection increased from 1 to 2.5

Doctrines
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Armored Car Recon Company
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Motorized Recon Company
  • Mobile Infantry Doctrine now also provides +15% Max Speed for the Cavalry Recon Company
  • Breakthrough Priority Doctrine now also provides +5% Breakthrough to Mounted Infantry

Other
  • The Spirits of the Army "Bayonet Strength" and "Overwhelming Firepower" now also affect the cost of Bicycle Battalions
  • Added leader traits to Estonian alternate-ideology country leaders, and fixed the name of Johannes Käbin
  • Decreased the chance that Sweden refuses request for resource rights from Germany
  • Nerfed princely subjugation, it removes compliance faster than before and gives less boost to resources and factories
  • MIO Tank Manufacturer - Standardized Production Trait Production Cost Reduction Increased from -3% to -5%
  • Added policies to the Submarine and Assault Gun MIOs
  • Added the Assembly Line Optimisers Policy to most materiel MIOs
  • Britain's starting Tank, Plane and Ship production now has MIO designers assigned
  • Reichskommissariat subject type now reduces Resistance Target by 10%
  • Congo is now actually able to gain compliance when having Pierre Ryckmans as their leader, provided that they use civilian oversight

Gameplay
  • Italy now gets an event warning them in advance when getting closer to their leaders deposition in the Balance of Power
  • The Chilean focus "Protect Easter Island" now only targets independent nations
  • The Netherlands now inherits the puppets of Belgium and Luxembourg if annexed through the Benelux Unification decision
  • Countries at war only with Government in Exile countries can no longer call to arms, or be joined in war
  • Carlist Spain can now select the Habsburg pretender as their king if playing with Götterdämmerung enabled
  • Reworked the "Greater Indonesia" formable nation
  • Reworked the Arabia formable
  • Added Supersonic Jets, Motherships and Intercontinental Bombers to MIOs
  • Infrastructure level 0 now gives -25% movement speed penalty instead of -95% movement speed penalty
  • Electrification of Ethiopia decisions for Italy can now be taken in parallel.

UI
  • Added text icons for airborne light armor, jungle pioneer supports, long range patrol support and winter logistic support
  • Many more Formable Nation categories now have unique pictures and descriptions
  • Fixed tooltip for the achievement Woman in the High Castle
  • Adjusted several focus icons to show the right flags and country borders
  • Added country flags to player names in the in-game chat in multiplayer
  • Fix certain UI elements in the country selection menu being off-screen on high resolutions
  • Added information of how the number of allowed Air Wings are calculated to the Send Air Volunteers tooltip


AI
  • Add tiebreaker for peace conference contests between AI countries
  • AI Portugal no longer gets into a civil war when going down their Monarchist path
  • AI countries will now start researching Super Heavies somewhat later
  • The Danish AI will now switch government earlier when going down their Monarchist strategy plan
  • German AI will create a few divisions with flame tanks if you have No Step Back and Assault engineers if you have Götterdämmerung
  • Germany no longer gets stuck with von Mackensen as their leader when set to go Monarchist

Modding
  • Add a check to detect duplicate province building blocks overriding each other in state history files
  • Add front_role_override for division templates which lets you customize which type of front it gets assigned to
  • The load_focus_tree effect can now copy completed focus from an existing country with the copy_completed_from parameter
  • Fixed the index when removing added resistance targets

Graphics
  • Uruguay and Paraguay now have their own unique Army, Navy and Airforce National Spirits
  • Fixed problem with missing 3D models on DirectX9

Bugfix
  • Multiplayer: Fixed CTD when trying to Join Game through Steam
  • Multiplayer: Fix the Ready button being unclickable after loading a save file (forcing you to switch back and forth to another country)
  • Multiplayer: Fixed an issue where players would be unable to send chat messages in the lobby if their DLC configuration differed from the host
  • Fixed an issue where merging airwings could cause XP to be lost
  • Fixed issue where reaching end game screen in multiple games in a row would cause a CTD
  • Fixed an issue where resuming into a deleted Ironman save game would cause a non-functional Back button in the load game window
  • Fixed calculations for unit leaders cost regarding spirit Academy Scholarships
  • Added bypasses for multiple German focuses in case France does not exist
  • Fixed CTD when loading a game for a country that does not exist in current game
  • Fixed portrait for field marshal disappearing for volunteer forces
  • Greek focus "Realign with the Central Powers" is now properly blocked when GTD is not active
  • Fixed issue with equipment temporarily losing stats when a game was loaded
  • Fixed decreased air accident chance modifier not being applied correctly
  • Germany can now select a Local Collaborator for Reichskommissariat Großbritannien
  • Fixed a bug where troops could be withdrawn over frontline
  • Fixed specialization and trait icons being offset on experimental facility card
  • Fixed an issue where dismissing certain Special Project notifications could prevent future notifications of the same type from appearing
  • Fixed a flickering issue when starting a new Ironman game
  • Fixed privacy page not being displayed on Linux
  • Fixed issue where division commander would change portrait if sent as volunteer
  • Legacy of the Naval Arms Race gets removed if other participants do not exist
  • Removed Esc as the keyboard shortcut for Details in the Focus Completed pop-up
  • EU leaders now have to be faction leaders to propose federalization or invite to faction via the "Development of the European Union" system
  • Hungary can now take "Partial Mobilization" if it has either taken the focus "Secret Rearmament" or removed the "Treaty of Trianon", even when AAT is disabled
  • Fixed broken localization string in requirements for Bulgarian advisor Georgi Ivanov Kyoseivanov
  • The British decision "The Macdonald Proposal" can no longer be taken repeatedly
  • National Spirit "Colonial Returns" is now removed from Belgium if Congo is no longer their puppet
  • Removed misleading tooltip in "Gain Schutzbund Support" when taken as a democratic nation
  • Licensed equipment can no longer be assigned MIOs
  • Fixed a typo in the UK focus "Expand the Secret Intelligence Service"
  • Removed reference to Jim Corbett from the British Raj focus "Rally The Indian Left" (he is actually unlocked by the focus "Lobby Parliament")
  • Denmark will no longer get any generic Election Event, with the one exception of "Wartime Exception" which can now trigger the ordinary Danish election event
  • Fixed an issue where the Soviet army focus "Military Political Advisors" was broken when playing as Monarchist or Fascist Russia
  • Fixed German advisor Franz Seldte's name in the Japanese version
  • When Democratic Germany is in a faction and takes the focus "Shared RnD Programs", the research bonus immediately increases based on the number of faction members, and Germany won't lose any research bonus until the total amount of faction members are below 10
  • Germany will now start with Westwallen constructed with level 2 forts in the 1939 Scenario, and forts have also been removed from a province in the Westwallen decision, since that province does not border another country
  • Fixed multiple instances where the EU decision system could become locked
  • Removes an errant "c" in the MIO trait Anti-Vehicle Landmines
  • Congo can now bypass the focuses to seek German and Soviet support if none of the countries exist
  • Fixes broken logic in Argentina's "Arma Maravillosa" which prevented effects from firing
  • The Additional decisions unlocked for East Africa no longer disappear when Latin Africa has been formed first
  • Gdynia is included in “Integrate Poland” decision for monarchist Russia
  • The Italian focus "Italian Irredentism" now correctly targets the state Var instead of Asir-Makkah
  • Added the missing South Sudetenland to the effects of the non-Götterdämmerrung focus Restore Austria-Hungary for Hungary
  • Added some missing states to the effect of the event from "Rekindle Imperial Sentiment" when Austria-Hungary is reformed through it
  • Request Austrian Occupation now gives fascist Switzerland control over south-eastern Austria
  • Bulgaria can now access the Treaty of Craiova focus through the new Second Vienna Award event
  • The Japanese focus "Exchange the Exiles" now properly displays what will happen if Manchukuo accepts the trade
  • Belgian decision to Boost Factory Worker's Unions now give proper production modifiers, also fixed a minor typo in decision name
  • The Congolese Evolue events will now also happen if it was Belgium that completed the focus "Chefs Coutumiers"
  • Diversify Elite Forces decision now works correctly when Trial of Allegiance or Götterdämmerung are disabled
  • Fixed CTD that could occur due to invalid division template
  • Added missing localization on Guided Missiles and Nuclear Missiles
  • Himmler will now complete the Inner Circle Focus Strengthen the Waffen-SS in the 140 days as stated in the Focus
  • Naval Arms Race achievement now only triggers when being Germany or in faction with Germany
  • It will no longer be possible for Germany to have both "Economy of Conquest" and "Recovering Economy" National Spirits at the same time
  • Rocket Propelled Bombs module now properly adds 12 weight instead of 2 for Port Strikes
  • Sweden's decision to blow up the mines now has a visible trigger that targets the correct states
  • Added missing victory points to Western Indian States, Qandahar and Maymanah
  • The German focus "First Vienna Award" can now be bypassed if Hungary is either Democratic or Communist
  • Fixed a false start up error by changing the order for raid database loading
  • Fixed incorrect Soviet Tree offset when NSB is turned off
  • The Congolese Independence War now works as intended if Congo has switched ideology before declaring it
  • Helicopter MIO traits Tandem and Single Rotor are now in the right columns
  • The German leader trait "The Supreme Leader" will no longer reduce your own autonomy, but instead reduce your puppets'
  • Fixed portrait for Belgian advisor Leon Degrelle to fit in his frames
  • Removed non-functional Production Efficiency Gain modifier from one of the traits for the Finnish Crichton-Vulcan Naval MIO
  • Fixed several instances where the German Navy's name wouldn't change despite the nation's ideology having done so
  • The German focus "Effective Operations" now modifies the National Spirit "Intelligence Wing" without La Resistance
  • Fixed CTD that could occur when attempting to spawn railway guns
  • Removed the Gradual War Escalation mission for Italy when BBA is disabled, since the effect is only intended to work when the DLC is enabled
  • Spanish Field Marshal Máté Zalka now uses the correct portrait
  • Norway can no longer invite countries' subjects to their faction, and can no longer join factions through focuses while being a puppet of another nation
  • Peacefully annexing Poland as Germany will no longer trigger sabotage events
  • Fixed an issue where the focus "The Steel Lions" would give a tank template with tanks that didn't have any main armament
  • AI Italy can no longer go down two land doctrines at the same time
  • Fixed a typo in the German Politburo national spirit
  • Germany's "The Blitz" AI strategies will now activate as intended
  • Fixed an issue where Slovakia would not get their tank template in the Fate of Czechoslovakia event
  • Expand Regional Control decisions in Ethiopia are now available if Ethiopia's host isn't in a faction
  • Fixed an issue where the German focus "Embrace Democratic Institutions" was not granting the correct effect
  • Fixes missing ship silhouettes for Modern Battleship and Modern Carrier
  • Super Heavy Battleship Armor now is properly highlighted in the Ship Designer View
  • Added missing focus description to the Swiss focus "Fly over the Mountains"
  • Removes a redundant "the" in the Canadian focus "Spirit of the True Revolution"
  • Added missing states to the formable nation decision "Unite the Turks"
  • Removed Ethiopia flavored event if you're not playing Ethiopia
  • Fixed an issue where the Yugoslav national spirit "Armed Neutrality" didn't have a functioning icon
  • The Romanian focus "Force Abdication" no longer tries to remove a National Spirit if it isn't present
  • Fixed an issue where a few character names and surnames did not start with a capital letter
  • Removed a duplicated trigger in the "Will Abort if:" section of the British mission "Trade Unions Demand Minister Appointment"
  • Fixed an issue where a paratroop invasion could draw a map arrow around the globe
  • Italy will no longer Balkanize themselves after their civil war
  • Fixed Bogdan Filov's name being "Bogdar" in Russian localization
  • Salvador Abascal can now be chosen in the 1940 election for Mexico
  • The events from the Polish focus "Enforce Baltic Socialism" are now sent to all Baltic states, instead of just one
  • Fixed an erroneous tooltip in the Turkish Chester Concession event chain
  • Fixes focuses in the Baltic states to avoid factions being created or joined while the Baltics are subject states
  • Iceland no longer get a war goal against themselves if their claim to Greenland is rejected
  • Fixed a typo in the New Zealander focus "Rule Them All"
  • Fix unlocalized string for Bomber Command focus doctrine bonus
  • Changed localization in Swiss focus to work for country selection screen
  • The Danish focus "Side with the Unions" no longer has a doubled effect if Denmark is communist
  • The tooltip for the Swedish advisor Birger Furugård is not duplicated anymore
  • Fixes duplicated localization in Russian focus "Capital of the Tsars"
  • Balancing Act focus and decisions will no longer mention subsidies with AAT disabled
  • Fixed several instances where countries with focus trees from Götterdämmerung could join or create factions while being subjects
  • Lindolfo Collor can't be both a country leader and advisor at the same time
  • The Shared Chinese focus "Experimental Mechanised Unit" now only gives a subsidy towards the supporting nation, and not both the Soviets and the Germans
  • Translated the names for Polish Monarchist Parties to Polish to better conform to the rest of the party names
  • Greek Staunch Monarchist trait description improved
  • Removed empty space in the Political Instability National Focus displayed on Nation Selection Screen for Greece
  • Mexico's Triumph of Synarchism now sends an event which lets the recipient choose to accept or counteract the influence
  • Assault Aviation Theorists now reduce cost of Naval Strike Torpedo Tactics
  • Fixed multiple instances where incorrect models and icons would be selected for Generic and German airplane designs
  • Fixed an issue where a newly added construction item could not be dragged in the construction queue
  • Tooltip for creating a Military Advisor updated to specify you can have one and not multiple traits
  • Abebe Aregai has correct trait when not running La Resistance
  • Focus "Specialized Military Equipment" now gives the correct equipment with No Step Back enabled
  • Added missing module and highlight for the Anechoic Tiles in the Ship Designer Window
  • Fixed an issue where War Reparations from peace conferences could be lost on reloading a save
  • Fixed a bug with some MIO windows showing connection lines for non-existent traits
  • Removed duplicate AI rules for India, and hid Together for Victory ones if you have GoE enabled
  • Fixed an instance where if the UK decolonized at the same time as the Mughals broke away they would instantly white peace with the other RAJ
  • The event "The East Coast joins the Rebellion" now moves the capital to Richmond
  • Fixed some typos in Army spirits
  • Fixed incorrect mention of "armies" in Commander traits, where it should be "divisions"
Our recent, and still incoming, updates
View attachment 1272232
Since you do read all the comments in these threads, I am stating this here again:
-I know that I'm gonna sound like a broken record here and since you are already reworking stuff:
Please make Austria(as A-H/Austrian Empire) have a decision to be able to core southern Poland(Historical Galicia and Bucovina), add this decision to Hungary as well, as why would a decision during an event, made by a another country, make u lose your cores?
-Same goes for Silesia(+ zaolzie) as Im pretty sure that as Hungary, even when you annex Puppeted Czech Kingdom with Silesia(which are its cores), you do not core it.
--------> You can also just fix this problem by adding these states from Germany and Poland to the decision - Reintergrate the Empire or seperate decisions.
- And also, add the Habsburg Spain/Mexico focuses Hungary has, to Austria's Focus tree as well. That would make Austria's focus tree perfect.
(And maybe, add the decision to restore the HRE without giving power to lichtenstein?) + Considering that now Spain can pick the Habsburg King, maybe add in a few secret focus trees to create a Habsburg faction/core and invade the benelux or a benelux puppet(Spanish Netherlands et.? or even to invade the Americas...)

- Some descriptions of some focuses still refer to Otto von Habsburg as being a King/ruling a Kingdom eventhough Austria never was a Kingdom and was a Archduchy ruled by an Archduke.
Yes this is a copy paste but please fix this(I will keep copy and pasting this until it is done.
 
Britain's starting Tank, Plane and Ship production now has MIO designers assigned

Cool, but I never knew Supermarine designed the Gloster Gladiator, or De Haviland the Bristol Blenheim...

I hate to nitpick, but Germany for example only starts with MIOs assigned to planes historically designed by the MIO in question. Since Heinkel is unavailable for medium airframes (that's another story), the He 111 starts without a MIO, not arbitrarily with Focke Wulf. That seems to make perfect sense for a historical start date, so can we please have the same treatment for other nations, or at least more consistency?

Nitpicking over; now I'm gonna take the game out for a rip.
 
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I'll give my perspective on the changes and adjustments made for the Armored Cars (and Tanks) for THIS patch. :)

Generally the fact that we made this adjustments now, doesn't prevent us from continue on working and making the future adjustments to the Armored Cars. I hope to make Armored Cars interesting unit that is worth considering as an option, instead of it being relegated to one of those categories:
NEVER USE or ALWAYS USE or GARRISON ONLY. This will likely take some time and more balance adjustments, but hopefully with feedback from players (and that of course includes You!) we will eventually reach that point :)

Yes, we have identified that one of the current issues when it comes to the Armored Cars balance problems is the fact that they are too expensive when compared with NSB Tank Designs. Without NSB the cost comparison looks somewhat better (non-NSB Tank costs start at 7 IC for GW Light Tank) - and I need to keep that in mind, when balancing the equipment across the DLC combinations.

So this set of the IC cost adjustments for the Armored Cars and NSB tanks is to make that disparity smaller. While I wouldn't mind making Armored Cars even cheaper, I don't want to make cost difference become a problem too much for tanks in non-NSB when comparing with Armored Cars right now.

Another step in this set was to introduce some combat stat changes (getting increased attack values from the Artillery Technologies, and also making their organization and HP higher) - to make them differ a bit more from Light Tanks.

I hope this will give at least a bit of reasoning behind those changes :)
One thing you might look at is increasing armoured car width. The one country I know of that used quite a lot of armoured cars (and not tanks) is Mongolia. Armoured cars could be a tank alternative for countries that are highly constrained by IC & research slots but not very constrained by combat width. Making armoured cars cheaper than light tanks, a little worse, with rough penalties in woods & mountains, and wider than tanks could give them a niche application for some countries but still make them bad for serious industrial war.
1743110593388.png
 
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After the patch i'm getting extra entries in error.log
With no mods installed, as well as with my own mod
I have Man the Guns, and no other DLCs
I've been doing some work on debugging my own mod, and these errors are new with this patch
like so:

[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_0_entity", associated with GER small_plane_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_1_entity", associated with GER small_plane_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_2_entity", associated with GER small_plane_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_3_entity", associated with GER small_plane_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_rocket_plane_1_entity", associated with GER small_plane_airframe_4
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_2_entity", associated with GER small_plane_airframe_2
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_light_plane_4_entity", associated with GER small_plane_airframe_3
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_3_entity", associated with GER small_plane_airframe_3
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_0_entity", associated with GER small_plane_airframe_0
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_fighter_equipment_1_entity", associated with GER small_plane_airframe_1
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_1_entity", associated with GER small_plane_cas_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_2_entity", associated with GER small_plane_cas_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_3_entity", associated with GER small_plane_cas_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_1_entity", associated with GER cv_small_plane_cas_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_2_entity", associated with GER cv_small_plane_cas_airframe
[18:29:18][no_game_date][equipment_graphic_database.cpp:59]: Entity referenced in equipment graphic database does not exist: "GER_CAS_equipment_3_entity", associated with GER cv_small_plane_cas_airframe
 
W changes, I'm glad problems from all over and not just GoE are getting fixed. Since they are, one bug I want fixed is Manchukuo's independence war.

The only way they themselves can peace out Japan is through capitulating them, which they shouldn't have to do. They can technically also get a peace out with Japan if they join the United Front and kick them off the mainland, but unlike the other Chinese nations, you don't get the land that Japan owns on the mainland, in fact Japan keeps everything and it goes back to 1936 borders.

Manchukuo shouldn't have to invade Japan or deal with the nationalist's bs peace event just to be free.
 
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"Added Supersonic Jets, Motherships and Intercontinental Bombers to MIOs"

THANK YOU!


"
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Armored Car Recon Company
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Motorized Recon Company
  • Mobile Infantry Doctrine now also provides +15% Max Speed for the Cavalry Recon Company"
What is the point of this? Support companies don't affect division speed. What's the point for adding speed onto helicopters? Please explain this, guys.
 
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  • 1
Reactions:
"Added Supersonic Jets, Motherships and Intercontinental Bombers to MIOs"

THANK YOU!


"
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Armored Car Recon Company
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Motorized Recon Company
  • Mobile Infantry Doctrine now also provides +15% Max Speed for the Cavalry Recon Company"
What is the point of this? Support companies don't affect division speed. What's the point for adding speed onto helicopters? Please explain this, guys.
They don't boost it, but they do LIMIT it. This just raises the limit.
 
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Reactions:
"Added Supersonic Jets, Motherships and Intercontinental Bombers to MIOs"

THANK YOU!


"
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Armored Car Recon Company
  • Mobile Infantry Doctrine now also provides +10% Max Speed for the Motorized Recon Company
  • Mobile Infantry Doctrine now also provides +15% Max Speed for the Cavalry Recon Company"
What is the point of this? Support companies don't affect division speed. What's the point for adding speed onto helicopters? Please explain this, guys.
*Most of the Recon Companies do not affect speed.

Recon Companies are one of those that do affect the speed (that's why there are various variants of them)

By affecting I of course mean that they have their own speed, and if rest of the division elements would move faster than them, they would be slowed down by the Recon unit.

As example Motorized Infantry and Motorized Recon both by default have 'trucks speed', and previously Motorized Infantry had +10% movement speed from Mobile Infantry Doctrine, division with both of those elements would move with the speed of Motorized Recon which was missing that buff. (So would move at 12 kph instead of 13.2 kph, assuming regular trucks)
 
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Have all the new British puppets have been integrated into the U.K.'s Decolonization decision? I played a couple of games with that rule turned on, and not once did any of the British Middle Eastern puppets become independent.
As I've mentioned before, U.K. decolonizing should make it easier to core all of the Middle East, but if the U.K. doesn't do that...