• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

PDX_Per

Community Manager
Administrator
Paradox Staff
Moderator
QA
Oct 1, 2024
58
903
Generals!

Welcome to our latest War Effort.

Operation SHOULDER, 1.16.3 Checksum a433 -> After Hotfix, it is now Patch 1.16.4 Checksum 639e

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"

Hotfix Manoeuvre CHIRO
  • You can now once again retreat to friendly controlled provinces even if they are not owned by friends


Our recent, and still incoming, updates
HOI-War-Effort-Roadmap-2025-2025.03.27.png
 
  • 47Like
  • 23Love
  • 2
  • 2
  • 1Haha
  • 1
Reactions:
Reserved for developer replies~

PDX_Danne replies:
Great patch! I love the Armored Car changes.
Also, I want to point out one thing.
On Historical, every time Germany invades Denmark and Denmark submits, Germany always immediately takes the decisions to force the government change and annexes Jutland.
This is based on their opinion toward each other. Pretty sure this varies a little bit from playthrough to playthrough. I'll look it up though

PDX_Gorion replies:
I appreciate the bug fixes but handicapping light tanks is a little lame. I’m going to again state there needs to be a couple of devs in here communicating for a little bit as comments roll in, and please allow an ability to sue for peace without having to capitulate everyone
We do read all the comments in this thread (and read many other threads :D)

sue for peace without having to capitulate everyone
we have no plans currently for this, maybe in the future

Zwirbaum replies:

I like that you do something about armored cars. But seriously, to me it seems you guys absolutely don't understand the underlying issue with armored cars.

Armored cars and light tanks have an identical suppression value, and both units cost 60 pieces of equipment and 500 manpower per unit in a division template. So, the difference between both comes down to production costs, hardness (equipment losses basically), and the research slot bottleneck.

Let's see, loaded up a game to compare production costs and hardness, both MIOs are fully upgraded:

View attachment 1272458
Cheap light tank vs basic armored car, nevermind it's 2 Steel vs 1 Steel!

As you can see, the light tanks are still not only cheaper, but still offer better hardness. The best armored car I have, with 70% hardness, after researching almost half a dozen tech, now costs 9.3 IC to build, which is more than three times the costs of the still superior basic light tank here.

And a quick word on the research slot bottleneck: lately, with the inclusion of new tech, we lost the liberty to research random stuff on the side. There's no good reason to ever research armored cars, when almost every nation out there already starts with light tank tech, which - as I've shown - is superior to even lategame armored cars.

Proposed solution:
It's ok if light tanks are better combat units, but they should be worse garrison units. Make armored cars considerably better at being in a garrison. Here, that is what you ought to change:

View attachment 1272460View attachment 1272461

And for the love of all that is good, turn up the suppression value for armored cars, so it's not identical to light tanks.
That would make it economically way more feasible to use armored cars and mass produce them for your garrison.

Click to expand...
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 :)

I appreciate the bug fixes but handicapping light tanks is a little lame. I’m going to again state there needs to be a couple of devs in here communicating for a little bit as comments roll in, and please allow an ability to sue for peace without having to capitulate everyone
As Gorion wrote, yes, we are reading the thread(s). And also I will try to reply to comments as much as possible. :)


On the topic of tank balance, do you have any plans in regards to tank chassis balance as a whole? because currently there is 0 reason to use anything beyond the initial tank chassis due to a few factors, here's one example
View attachment 1272515
140% eff cap on heavy TD's here, produced from the start of the game in typical USSR macro
Then, i switch the production lines, which causes me to lose almost 100% of my eff cap in return for what? I get a bit more reliability which doesn't matter, a small increase in armor, which isn't that important, and a speed increase...... in return for nuking my production, why would i ever want to do that?
View attachment 1272517
Honestly speaking, depends on how you define 'plans' :D

If by that you mean I have set specific date (e.g. NEXT MONTH) to look into it and rebalance, then unfortunately at the moment no.

If we define plans as something less concrete: "like - yes, I would love to look into chassis balance, costs, module allowances, like secondary turret limits on tanks at some unspecified point" - then yes. :)

First, thanks for the insight. Second, this continues to cement my belief that the plane and tank designers were not good additions to HOI4. The ability to optimize more than the AI and the added burden of this sort of balancing is not worth it for me.

Why are non-nsb designs so much more expensive in comparison? What is on these tanks that we don't put when we use the designer?

Just give me more variants pre-designer.

Unfortunately, due to how our tank designer and 'legacy-tank designs are setup, maintaining legacy version (non-NSB) is a somewhat of a pain. As Tank Designer module/chassis were adjusted and balanced many times over those last couple times, non-NSB versions didn't keep up with those changes.

I would love to adjust that at some point, but finding time for it is just a bit tricky at the moment.

May I ask? Why we can design tanks but we cant design armored cars?

I think the simplest answer to this right now is that they are just different DLCs, LaR was for Armored Cars, while Tank Designer was in NSB.

I assume this one would be trickier to change, but one reason I see why NSB light tanks are even able to be so cheap in the first place, is that hardness is the only stat that determines "combat" effectiveness on garrison duty. A garrison-optimized light tank is effectively a Bob Semple tank (slow-moving, barely armored and barely armed) while the armored car pays for speed and firepower which it doesn't need for garrison duty. In reality, the armored car would be a much better choice for garrison than this tank design.

Including more stats in the garrison equation might even make higher tier armored cars a valid garrison option, at the moment they offer virtually no benefit over the interwar model.
Yes, the fact that 'hardness' only matters in this case, is part of this issue - when it comes to balance tanks vs armored cars (or in general anything when it comes to garrison duty).

Yes, introducing more stats could into what matters for the garrison could technically help in this matter, but I am not sure if that would be the right choice for it, as that could make the whole suppression/resistance/garrison losses even more arcane to less experienced players. I just got an idea though from this message :)

Any chance we might see some cost and Stat reworks for tank modules? I've always felt that Meta designs should somewhat mimick IRL tanks, but instead if I want to optimize my tanks, I have to build weird no armor medium tanks full of secondary cannons. Secondary turrets should be great for stacking soft attack but shouldn't be the best option for tanks by mid ww2.

I'd also like to see the turret costs reworked, it feels weird that the 1 one turret is only 0.25IC cheaper, when the advantage of a 1 man turret is that they're supposed to be significantly cheaper

Yes, there is always a chance. :) (Or in other words, NO PROMISES, but I would personally like to take a crack at it at some point)

Armored cars were used in large scale, they should be at least equal or better than light tanks for recon.
Advanced light tanks were not common IRL. The Germans and the Soviets dropped light tank development in 1942/1943. The USA did make M24 Chaffee, which became the only advanced light tank of WW2. Light tanks had very few pros and many cons compared to mediums from 1942 onwards.
Well, recon wise Armored Car Recon Company has recon value of 2 vs Light Tank Recon Company recon value of 1 :)
"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.

Click to expand...
*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)
 
  • 5Like
  • 2
Reactions:
Few things worth mentioning here for the future hotfixes(Copied from my previous post. I may edit this comment to add more notes so feel free to reply to my comment to have your issue added here):
  • Iran: Jafar Kavian and Ghulam Yahya Daneshian are now gated behind the Communist focus branch <- The focus "United Progressive Parties" should mention Jafar Kavian and Ghulam Yahya being available as generals in its focus description.
  • In the focus "The People's Army" for Communist Iran, is it really necessary to add "Politically Connected" traits to generals Ali Akbar Derakshani and Jafar Kavian? Iran already starts with lackluster conditions for communism path, and I think the trait is completely unnecessary.
    • Also description for the same focus mentions Ahmad Amir Ahmadi in its description despite not being available as a general for the communist branch.
    • General Fazlollah Zahedi should NOT be available for Communist Iran, since historically he was a pro-Axis collaborator and was exiled to Palestine by the British.
  • South Azerbaijan released as puppet by the focus "Appease the Separatists" has tag of the Northern Azerbaijan (tag:AZR) instead of period accurate Azerbaijan People's Government. New country tag (I propose the name - AZG or APG for the new tag) should be formed with the Azerbaijan People's Government's respective flag and leader, with retaining the cores of Azerbaijan Democratic Republic(AZR) in its north. Especially looks goofy if Soviet Union still exists, because it makes 2 North Azerbaijan republics exist at the same timeline.
  • Jafar Kavian should be available as Grand Battleplan Expert or Military Theorist role for Iranian Communist Authority.
    • Ideally, generals Jafar Kavian, Ghulam Yahya Daneshian and Ali Akbar Derakshani, alongside admiral Ghulam Ali Bayandor were of Iranian Azerbaijani descent, therefore naturally transferred to Azerbaijan People's Government tag, as historically they had separatist sympathies and later persecuted by the Pahlavi regime (except Ghulam Ali, he was KIA in 1941 during Anglo-Soviet Invasion).
  • FIXED: For Communist Iran, "People's Revolutionary Air Force" and "People's Revolutionary Navy" should not be mutually exclusive. Much better alternative is to execute "Plan West" and "Plan East" mechanic of Poland, where you need to fully complete one branch of the tree so the other is unblocked.
  • You forgot letter "h" in the achievement title "Oil Sheikhs" - currently it is spelled as "Oil Sheiks".
  • For Democratic Iran, name of the "Feminist Minister" FakhrAfagh Parsa has typo in her name - [Fakhrafagh Parsa] is the correct version.
  • FIXED:"Unite Arabia" decision for Iraq still needs rework, as it should be split into smaller sets of decisions.
  • Soviet Union still cannot CORE provinces of West Azerbaijan; East Azerbaijan; Gilan and Khorasan if they successfully finish Operation Countenance against Iran under 30 in-game days, as it was originally intended back in No Step Back days
  • Iran has no unique weapon icons, despite the weapons like vz.24; ZB vz. 30; PPSH-41 already having their icons in-game. (This applies to both DLC and non-DLC minor nations as well, such as Mongolia, Tannu Tuva, Chile, British and French colonial states and etc.)
  • Ottoman Empire formable is broken because it cannot core reworked Iraqi territories after the release of GoA.
 
Last edited:
  • 14Like
  • 3
Reactions:
Great patch! I love the Armored Car changes.
Also, I want to point out one thing.
On Historical, every time Germany invades Denmark and Denmark submits, Germany always immediately takes the decisions to force the government change and annexes Jutland.
 
Last edited:
  • 2Like
Reactions:
Great Job so far.

I'm so glad Portugal and Germany's Monarchist AI pathing has been corrected. (In the sense that Kaiserreich is no longer stuck, and Portugal won't fall intol civil war they lose) I would add that Greece's Monarchist path needs adjusting in the sense that most of the time Monarchist Greece will lose the civil war and the other side gets the Genroc Focus Tree.
 
  • 3Like
  • 1
Reactions:
  • Carlist Spain can now select the Habsburg pretender as their king if playing with Götterdämmerung enabled
LOL based, You should add a decision for Mexico to go monarchist since it doesn’t have one but they can technically get one through the Hungarian focus tree. Just and idea.
 
  • 10Like
Reactions:
The Shared Chinese focus "Experimental Mechanised Unit" now only gives a subsidy towards the supporting nation, and not both the Soviets and the Germans

A good start for the shared Chinese focus tree but there are more rotten apples: Falkenhausen, CV Event, USA probs, mountainer template, Preference for China...
 
Last edited:
Great patch! I love the Armored Car changes.
Also, I want to point out one thing.
On Historical, every time Germany invades Denmark and Denmark submits, Germany always immediately takes the decisions to force the government change and annexes Jutland.
This is based on their opinion toward each other. Pretty sure this varies a little bit from playthrough to playthrough. I'll look it up though
 
  • 9Like
  • 1
Reactions:
The parallel electrification of Ethiopia will make the pacifying mission less annoying.

There are two German aces who’s faces don’t show up when you assign them to a wing. I forget their names.

Also, for the next round of patches, I think the AI should be more accepting of a faction leader requesting a state during war.
 
  • 1Like
Reactions:
I like that you do something about armored cars. But seriously, to me it seems you guys absolutely don't understand the underlying issue with armored cars.

Armored cars and light tanks have an identical suppression value, and both units cost 60 pieces of equipment and 500 manpower per unit in a division template. So, the difference between both comes down to production costs, hardness (equipment losses basically), and the research slot bottleneck.

Let's see, loaded up a game to compare production costs and hardness, both MIOs are fully upgraded:

Screenshot 2025-03-27 152542.png

Cheap light tank vs basic armored car, nevermind it's 2 Steel vs 1 Steel!

As you can see, the light tanks are still not only cheaper, but still offer better hardness. The best armored car I have, with 70% hardness, after researching almost half a dozen tech, now costs 9.3 IC to build, which is more than three times the costs of the still superior basic light tank here.

And a quick word on the research slot bottleneck: lately, with the inclusion of new tech, we lost the liberty to research random stuff on the side. There's no good reason to ever research armored cars, when almost every nation out there already starts with light tank tech, which - as I've shown - is superior to even lategame armored cars.

Proposed solution:

It's ok if light tanks are better combat units, but they should be worse garrison units. Make armored cars considerably better at being in a garrison. Here, that is what you ought to change:

Screenshot 2025-03-27 153618.png
Screenshot 2025-03-27 153622.png


And for the love of all that is good, turn up the suppression value for armored cars, so it's not identical to light tanks.

That would make it economically way more feasible to use armored cars and mass produce them for your garrison.
 
  • 24
  • 12Like
  • 3
Reactions:
  • Britain's starting Tank, Plane and Ship production now has MIO designers assigned
Thats great but can you do the same thing for Germany? Every ship starts with Blohm & Voss MIO. Submarines should be default to HDW as it is a dedicated Submarine Designer.
 
  • 2Like
  • 2
  • 1
  • 1
Reactions:
It would be amazing to do a QoL sweep over the excessive and increasing APM. Either add Vic 3-like queuing and/or a toggle to auto-apply to some of the following
- MIO's
- Medals (imo these should already be free and auto-apply)
- General Promotions
- Special projects
- Resources/Trade
- Focuses
- Agency
- Research

Other QoL suggestions:
Allow Shift-Click 'bottleneck' auto build railways to supply hubs in faction members, not just your own territory
Add function to auto build railways to closest railway/supply hub when placing a supply hub (ctrl+click, for example)
Garrison/fallback line setting to not retake lost territory
End of war report (losses, participation, etc - like a wikibox)
Fix UI Scaling
Change/Increase impact of agencies/spies
Setting to auto delete saves/logs
Add urban warfare (maybe make larger cities bigger, with small tiles making up the city with large debuffs for attackers)
Allow more than 5 factories to railway guns
Maybe add a research/doctrine to allow more support companies
 
  • 6Like
  • 2
Reactions: