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there's a date when a decision suddenly appears, allowing you to buy a secondary 'specialism' in special forces. I thought this was Jan 1 1941, but that has come and gone. Has it changed, or am I misremembering?

It has not changed, but some countries gain their second specialism through a focus tree.
 
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WtT/LaR/MtG/NSB/BBA, GER, 2/9/1938. Just completed Fate of Czechoslovakia. Gave Slovakia to Hungary. Occupation tooltip says CZE has 13 civs, 11 mils, of which I am getting 37.5% = 9.0. Actually Bohemia and Moravia have 12/9 of which I am receiving 2/2 (net). 13/11 is the combined total if we include the two Sudetenland states. But those are GER cores and have been in my possession since 2 focuses ago. It appears that taking Boh & Mor has, in effect, "back-converted" S & ES to occupied status even though they are cores. S & ES do appear under CZE in the occupied territories list, although they are single lines with just their names, no drop downs for details of garrisons, resistance, etc.

I could confirm or deny this explanation if I could remove either the GER cores on S and ES or the CZE ones on Boh & Mor. But that console command doesn't work. I searched the save file for where cores are stored but could not find it.

So I have 3 related questions:
-Is my interpretation of what is going on correct?
-If it is, is it a known bug?
-What string does one search in a save file to find cores?
 
I withdraw my first two questions. I just needed to wait a day for the garrisons to fill up. (The match with # of factories in S & ES seems to have been a coincidence.)

Still interested in the 3rd question, though: How does one find cores in save files if you want to add or remove them?
Sort of related: I have figured out how to edit #s of buildings in states, but have not found where # of slots is stored. Anyone know?
 
Sort of related: I have figured out how to edit #s of buildings in states, but have not found where # of slots is stored. Anyone know?
The standard number of building slots can be found in this folder: \Hearts of Iron IV\common\state_category.

However, it is better to modify the \Hearts of Iron IV\history\states file such as 6-Belgium.txt which has, for example, "add_extra_state_shared_building_slots = 2".

EDIT: You may want to add an event/focus/idea and a trigger to make this happen. Also note that the \Hearts of Iron IV\common\defines file 00_defines.lua limits max building slots to 25 per N.Buildings.MAX_SHARED_SLOTS = 25 -- Max slots shared by factories. You may want to modify this also.
 
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Are my expectations too high or am I missing something?


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Finish: no difference.

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It might just multiply the damage resistance does to resources - however the zero resistance will do zero times X extra damage - which is still zero. Try it on a state with a much higher resistance.

Although it should really show a UI warning if there is zero resistance in that state, if it is a multiplier.
 
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All that mission does is change the targets for resistance activity once it occurs. It doesn't cause any sabotage itself.

Because my plan doesn't work. I wanted to test whether I could choke off resources in other countries during peacetime. So that I can, if necessary, paralyze the oil supply in Iraq and/or Iran. If I have to build up resistance 50% + first, it will be too expensive: weapon and days.

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Do any know the conditions for the free factory events?
Random after you pass a threshold on BoP, CIVs vs MILs selection is random as well. I haven't discovered where the entropy pool comes from but try random_seed console comman. I suspect it may happen to work unlike for commander traits or naval excercise damage.
 
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What is the efficient way to transition production lines? I always end up just eating the production efficiency reset.
If you have lots of small production lines (5-10 factories) then you can transition them in stages to minimise the disruption.

But you need to setup the small lines from the start - there is no way to split or merge production lines unfortunately. (that I'm aware of, not played in a while)

So you either have a long and unwieldy production screen, ready for the few times you transition lines, or you have large grouped entries which are much easier to manage - but have to take the hit on transitioning.
 
What is the efficient way to transition production lines? I always end up just eating the production efficiency reset.
Don't change production at every new weapon, at least wait one level, like change from gun 1 to gun 3, not 2.
Some weapon can be useful from level 0 to end of game, like basic guns can be used to train new troop, and used on garrison, so keep 1-2 MIL on them. AA1 is enough to prevent high CAS damage. Artillery 1 still receive new bonus from tech.. "Old" weapon still kill, the game automatic send the best weapon to divisions on high priority.

There is small efficciency hit when switch to variants of the same chassis, like:
- Light tank to light SP AA, SPG, light TD, light flame tanks.
- Old Medium tank to medium SPG with howitzer 3 is so good, SPG have free attack too.
- Old fighter chassis switch to CAS, saving the new MIL for new fighters.

For troops, avoid inventory shortage because they reduce strength too. A tank division lack small guns is not good because they have like 90% strength.
 
Random after you pass a threshold on BoP, CIVs vs MILs selection is random as well. I haven't discovered where the entropy pool comes from but try random_seed console comman. I suspect it may happen to work unlike for commander traits or naval excercise damage.
I found this. It is the Encourage Local development, the left branch give 2 CIV, the right local looks like give faster free factory but probably we need to keep balance of power not higher than Mekwanint Influence (Right side)

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It is the Encourage Local development, the left branch give 2 CIV, the right local looks like give faster free factory but probably we need to keep balance of power not higher than Mekwanint Influence (Right side)
  1. I've analyzed ETH almost two years ago so I don't remember specifics :( I strongly recommend to look into the code and get a detailed understanding of how ETH BoP works. Haven't gone through the code you'll end up in a silo of a certain strategy and never see alternative paths because alternative events will never fire. BoP and focus tooltips are useless, they provide zero information on what upside you can actually get. AFAIR there's minimal input from focuses but a multilayered interconnected web of decisions and events.
  2. When minmaxing ETH you need to first and foremost to decide whether you want to switch to a modern army or stay with guerillas. There's a limit on how much you can sway the balance "for free", by focuses. Then you'll start paying heavy price if you still want a modern army. So it makes sense to look into the code because you'll get probabilities for free CIVs, MILs and divs. Knowing them and having forecasted demand for equipment you can minmax. Because if you get too many random events you may need to turn some down.
 
Is this a new load bug? I have this problem with Japan and Germany when i accept the offer of airplanes but the shipment is never delivered. The message is every day: any time. Intresting that i have two land leasign contracts with Japan. The weaponcontractpart was finish. But why is the airplan contract then split? Later in the game i have the same prob with 92 Bf 109 from germany. Is it a two land leasing contract problem, a high priority reinfocment or a loading bug in combination with oen of them or have i wait to long to accept and the ai have no more enough Ki-27??

Juli offer:

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September probs: convoy probs is 1 day load bug. There are enough next day. He produce Ki-27 but he has not enough.

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