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Installed beta and started a new game. By 1938 I saw Portugal releasing as puppet Angola and Zimbabwe. France puppet Syria and Marocco. Italy puppet Libya. In 1300 hours playing HOI4 never seen AI releasing puppets. Only thing why they do it is because of resistance being to high so fix it by puppet.
 
HOI4 Husky 1.9.1 BETA hotfix [checksum: 9a9b]

Ironman, USA, Feb 1938, the decision "Invest in shipbuilding in New York" failed, even though I actually built two (2) dockyards there.
 
Installed beta and started a new game. By 1938 I saw Portugal releasing as puppet Angola and Zimbabwe. France puppet Syria and Marocco. Italy puppet Libya. In 1300 hours playing HOI4 never seen AI releasing puppets. Only thing why they do it is because of resistance being to high so fix it by puppet.
The exact same thing happened in my game.
 

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Installed beta and started a new game. By 1938 I saw Portugal releasing as puppet Angola and Zimbabwe. France puppet Syria and Marocco. Italy puppet Libya. In 1300 hours playing HOI4 never seen AI releasing puppets. Only thing why they do it is because of resistance being to high so fix it by puppet.
I think that's intentional, though for AI colonial powers it doesn't make sense. AI colonial powers shouldn't make collaboration governments in their colonies so willingly.
 
fascist countries can only "liberate" puppet countries, I had played as Italy and tried to release ethiopia as a puppet, but in the end, it was a democratic country. It also happened with Japan and Germany. This problem didn't exist in 1.9.0
 
As much as I enjoyed the first beta patch and had a pretty okay experience, this new beta patch suddenly renders the game unplayable for me with all the colab governments. zzzz
 
Im eagerly awaiting next version. Meanwhile, guys, its in the title - problem reports should be bug reports in the appropriate forum. Mentioning them in here wont put them in line to get looked at.
 
Hey, guys, can you fix this uncorrect Belarusian (BLR tag) division names and replace them with the ones in the list:

"%dya Belaruska Strelkovaya Div." --> "%dya Belaruskaya Stralkovaya Div."
"%dya Belaruska Kavaleriyskaya Div." --> "%dya Belaruskaya Kavaleryiskaya Div."
"%dya Belaruska Motorizovannaya Div." --> "%dya Belaruskaya Motaryzavanaya Div."
"%dya Belaruska Tankovaya Div." --> "%dya Belaruskaya Tankavaya Div."
"%dya Belaruska Motostrelkovaya Div." --> "%dya Belaruskaya Motastralkovaya Div."
"%dya Belaruska Div. Morskoi Pekhoty" --> "%dya Belaruskaya Div. Marskoi Pyakhoty"
"%dya Belaruska Gornostrelkovaya Div." --> ""%dya Belaruskaya Gornastralkovaya Div."
"%dya Belaruska Vozdushno-Desantnaya Div." --> ""%dya Belaruskaya Pavetrana-Desantnaya Div."

I hope that you notice it and fix it for improving of Belarusian national identity)

This has been fixed!
 
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Seems to be a lot of general weirdness going on right now. Aside from the AI releasing colonies as collaboration goverments left right and center I had Italy suddenly jump ship midway into Barbarossa to join Japan's Co-Prosperity Sphere in my game as Monarchist Portugal all of a sudden.
 
10 operatives is now the cap? We need more operatives, not less! It's hard to run operations if you only have 2 operatives in your country, because it takes a lot of days to rebuild the spy network.
 
Not a serious issue, but I am surprised that Slovakia is not a releasable nation yet, it can only be created by the Occupy Czechoslovakia focus for Germany.

If there are plans to do it, perhaps Czechoslovakia's default tag name should be Czech Republic while Czechoslovakia is a cosmetic that applies while it holds Slovakia.
 
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Please, fix the Anti-Stalinist Communist Spain having incorrect game rules! The game thinks they are anarchist, so it won't let them boost ideology anywhere! I want to get the coup achievement as them :c
 
Something I've been thinking about with the Spy Agency and Illusive Gentlemen, unless you are the Spy Master for a faction your total amount of spies is capped at 2, correct? With only 2 spies, any time you do any kind of subversive operation since the vast majority require 2 spies to complete you lose the entirety of your intelligence network and need to spend months rebuilding it before you can do further operations.

To both maintain a network as well as run operations you need 3 spies at minimum, doesn't this make the Illusive Gentleman a near must have if you intend to invest into you spy agency? Doesn't that put a huge divide in efficiency between those who have one or not? As far as I see it, after you have your 3 spies you need at minimum to focus on a single country and both maintain a network and do activities, everybody else is pretty much a bonus, but just getting that 3rd spy feels like such a crucial treshold to cross. Wouldn't it be more fair to increase the base cap by 1 so you at the very least at minimum can do operations without losing your entire network without needing an Illusive Gentleman but him rather just being a convenient bonus?
 
10 operatives is now the cap? We need more operatives, not less! It's hard to run operations if you only have 2 operatives in your country, because it takes a lot of days to rebuild the spy network.
10 is a perfectly acceptable cap, if not even big. For one country to run operations and keep the network, 4-5 are enough. This means you have strength to operate in 2 countries at the same time. Given that last patch as UK I had some 30 operatives, and the lag that ensued, I now understand why 10 is good. While 2 isn't, going from one extreme to the other isn't good.
 
10 is a perfectly acceptable cap, if not even big. For one country to run operations and keep the network, 4-5 are enough. This means you have strength to operate in 2 countries at the same time. Given that last patch as UK I had some 30 operatives, and the lag that ensued, I now understand why 10 is good. While 2 isn't, going from one extreme to the other isn't good.
Yeah, thinking that way, that's a good point. Besides, I think that non-spy masters countries should have more operatives, maybe.
 
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