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It is possible I'm wrong, but I've been playing their games since HOI2 and I see no contrary evidence.

Companies in the era of late stage capitalism focus on short-term profits and not long-term sustainability/slow growth of a dedicated customer base.
Except you look across the aisle and you see Stellaris, it's contemporary, and how well off it is in comparison. Perhaps the hoi4 team is small, but if you look at the steam charts they have far more players than Stellaris, so you would naturally think that the devs of hoi4 would have more resources to develop for a more active player base, yet we have focus trees that have been broken for almost a decade, a prioritization on focus trees for nations largely irrelevant to the war, filled to the brim with whacky alternate history garbage and weak historical paths, and mechanics like air and naval which continue to be broken. You stuff like Norway where a dev stands by decisions on design that are unpopular with the player base and have made Norway less than enjoyable to say the least. Trotsky Norway? Yes. Royalist Norway? unrealistic. I think that I have personally have run out of patience with the hoi4 developers to say the least and it's a sad state of affairs when hobbyist-modders generate content that is superior to that of vanilla and that the games value is dependent on said creations.
 
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You're missing the biggest problem. The devs refuse to actually admit to many bugs (remember that whole thing with strat bombers?)

The whole thing with the strat bombers was that they were looking for the best way to balance it, but it took several patches before their fix was finally implimented, causing people to erroneously think it was being ignored

Mods can do it partially. While they do not have the polish of a full release, it's more than possible to do so.

As someone who does enjoy the mods that add Mechanized Infantry equipment to the tank designer, I'm still waiting for the mods that make engineering vehicles just a new module for tanks, motherships a module for heavy frame aircraft, etc. etc. etc. Do you know of any that have released yet?
 
The whole thing with the strat bombers was that they were looking for the best way to balance it, but it took several patches before their fix was finally implimented, causing people to erroneously think it was being ignored



As someone who does enjoy the mods that add Mechanized Infantry equipment to the tank designer, I'm still waiting for the mods that make engineering vehicles just a new module for tanks, motherships a module for heavy frame aircraft, etc. etc. etc. Do you know of any that have released yet?
Not that I know of.
 
As someone who does enjoy the mods that add Mechanized Infantry equipment to the tank designer, I'm still waiting for the mods that make engineering vehicles just a new module for tanks, motherships a module for heavy frame aircraft, etc. etc. etc. Do you know of any that have released yet?

what are the mods that add Mechanized Infantry to the tank designer? I'm tired of having to save hundreds of army XP to modify my mech.
 
As someone who does enjoy the mods that add Mechanized Infantry equipment to the tank designer, I'm still waiting for the mods that make engineering vehicles just a new module for tanks, motherships a module for heavy frame aircraft, etc. etc. etc. Do you know of any that have released yet?

If I'm remembering correctly the team said there was a reason they didn't include mechanized troop carriers in the final tank designer, even though vestiges were still initially in the files. I really wish when stuff like this happens they would explain the problem. That way modders could keep that in mind as they tinker.

My guess is the AI wasn't using it properly and ended up just not using mech at all but it would be nice to know for sure.
 
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The whole thing with the strat bombers was that they were looking for the best way to balance it, but it took several patches before their fix was finally implimented, causing people to erroneously think it was being ignored


I think a better way to frame it is that it wasnt prioritized for several patches (more than a year?). You could say that it wasnt ignored but rather put on the "backlog" to be fixed at some point in time when resources were "available", but it seems obvious that its a priority issue where creating new paid content is often prioritized above fixing what has already been paid for.
 
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The whole thing with the strat bombers was that they were looking for the best way to balance it, but it took several patches before their fix was finally implimented, causing people to erroneously think it was being ignored



As someone who does enjoy the mods that add Mechanized Infantry equipment to the tank designer, I'm still waiting for the mods that make engineering vehicles just a new module for tanks, motherships a module for heavy frame aircraft, etc. etc. etc. Do you know of any that have released yet?
lol they ended up making zero changes to how the bombers work. lot of balancing there. Also they could have released a beta fix for them.
 
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lol they ended up making zero changes to how the bombers work. lot of balancing there. Also they could have released a beta fix for them.
if you disagree @LordWahu , I would really be interested in your opinion on this. Strat bombers didn't work properly for over a year from the bug report. They clearly choose to not prioritize this fix. They could have released a beta much earlier with the fix and allowed real players to provide input.

My main argument is that they should have prioritized this fix given how important strat. bombers are to the game. They also should have a more transparent process regarding bug reports and they should release more betas if they need input on balancing.
 
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me autistic too <3 and yeah I often forget about things like starting spy mission (such as 1st collaboration government, those before auto repeat can do it) or I am overwhelmed by amount of stuff to do in short time like division designing, then there might be not enough ground xp to save template and everything has to be made again, I wish designs (both divisions and equipment) were persistent over games, with only xp cost calculated. And yeah I like ability to design templates, but AIs are so bad in using them, that I'd need to join a multiplayer game or use some mod (is there is even any) to have a proper practice rather than winning everything
Saving templates between games would be such a massive time-saver rather than having to design from scratch every single game and potentially forgetting something.

Having to do everything over again if I start a new campaign or even just go back a few saves is incredibly tedious.
 
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It is related to special projects. For each iteration, there is an event that may generate a reward or a setback. It is easy to miss because there is no popup.



This is the one that I use. Might be a bit outdated though
The newer version here
it works so far with my other mods. I have not tried to design mechs with it yet
 
Companies in the era of late stage capitalism focus on short-term profits and not long-term sustainability/slow growth of a dedicated customer base.
I'm curious, what time period for a video game would you consider to be "long-term sustainability/slow growth of a dedicated customer base"?

Purely in this era of "late stage capitalism", of course.
 
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I'm curious, what time period for a video game would you consider to be "long-term sustainability/slow growth of a dedicated customer base"?

Purely in this era of "late stage capitalism", of course.
I can't speak for him, nor do I care for any of the "-isms" they are talking about, but I think the golden standard for long term sustainability in genre is Stellaris.
 
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