Hearts of Iron IV

Hearts of Iron IV

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More Government Depth and Options
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Oct 22, 2023 @ 11:12am
Mar 1 @ 3:08am
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More Government Depth and Options

Description
HUGE CONTENT UPDATE!!!

EXPERIMENTAL BETA PHASE

More Decisions to enhance your Game experience and add a little bit of flavor!

A way to never have too much political power, always useful buffs!

AI does them too.

Improves the experience for Minor Countries.

1.15.4
53 Comments
hello_moto2901 Jan 21 @ 10:02pm 
pretty cool mod
Nero Sima Dec 30, 2024 @ 5:36am 
You say is a beta
I say maybe one of the best mods of hoi actually
Dragunov Dec 23, 2024 @ 4:36am 
Is this mod vanilla-only, or it could be used with major overhaul mods, like Rt56, KR, and KX? Thanks.
nvht04111998 Dec 1, 2024 @ 5:08am 
Anyhow this mod turned into political screen, the long decision tabs with no option to fold/collapse makes scrolling down a nightmare
s1mple Nov 29, 2024 @ 1:53pm 
LETS GOOO ITS FIXED
silver  [author] Nov 29, 2024 @ 1:45pm 
thanks evil-wabbit and Swag, fixed it
Swag Nov 28, 2024 @ 7:16pm 
hovering the cursor over industrial research command crashes the game
evil-wabbit Aug 31, 2024 @ 9:47pm 
Other note: tax_income seems to be able to loop around past level 5. In the MGD.txt file of the decisions folder I found a couple errors in the tax_income scripting.
1) The final else_if statement has "20" and "90" for the percentages that either strikes or adding -0.01 stability happens. I adjusted this to "20" and "80" to be in-line with the other else_if statements.
2) After removing the tax_income4 idea you then add tax_income instead of tax_income 5 which is what allows the loop.

Also: The above issue of not having the 5 shows up in the district_attorneys_influenced idea in both the first NOT statement and the final else_if statement to remove district_attorneys_influenced4 and add district_attorneys_influenced 5
evil-wabbit Aug 31, 2024 @ 9:47pm 
Something I've noticed is that the traise taxes idea to reduce consumer goods amount shows up but then doesn't seem to apply. For example: I have tax income level 5 with expected goods of -15% and war economy with expected goods of 20%, the expected value would be 5%. If I have 100 mils & factories, and a 100% consumer goods factor, it will still say I need 20 factories dedicated to consumer goods rather than the expected 5.

I think the tax income is being put ahead of the economy expected value and are not adding together like the factors do, so essentially it is not having any affect.

I changed consumer_goods_expected_value to consumer_goods_factor in the ideas folder and MGD.txt file and have buffed the factor to a max -20% (-4% per level) to make this actually have an affect in my games.
s1mple Apr 16, 2024 @ 11:21am 
@kilofmanGAMES its just for the meme lmao, doesnt have any effect just fani