Hearts of Iron IV

Hearts of Iron IV

Old World Blues
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Update: Oct 10, 2023 @ 9:28am

### Major Features
- Mod updated for compatibility with the new Hearts of Iron IV DLC: Arms Against Tyranny.

### Added
- Added AI scripting for Las Granjas to provide minor support to Baudelio Ranchers when they’re attacked by the Legion


### Changed
- Changed the organizations market Caps prices for Demolitions equipment and Sophisticated Fireteam equipment to be higher and changed the prices for Basic and Intermediate Fireteam equipment to be slightly lower.
- Changed the Centurions unique tech’s organisation bonus from 5 to 3.
- Changed the first Cult of Mars spirit for Caesar’s Legion and Lanius from -3% conscription factor to -5%.


### Fixed
- Fixed some state-targeted decisions across the mod not highlighting said states on the map properly.
- Fixed an oversight causing a completed Eureka news event to not be triggerable when intended.
- Fixed a support decision for Hayes’s NCR campaign instead acting as if it were an enemy campaign mission.
- Fixed Calhoun’s tiered spirit for NCR not providing its intended Medical Chems Support bonus properly.
- Fixed Redding’s “...And New Tricks” focus not providing the first Energy Weapons tech as intended.
- Fixed an NCR puppet tree focus not properly fortifying the nation’s capital in its effect.
- Fixed Vault 37’s spirit “Vault-Tec Workers Council” not providing its intended Support Robots bonus properly.
- Fixed Standing Rock’s spirit “Historians Presence” not providing its intended modifiers properly.
- Fixed New Canaan’s spirit “Poor Only in Spirit” not providing its intended Political Power bonus properly.
- Fixed New Canaan’s “Drop the Pretense” focus not always promoting Jeremiah Rigdon properly.
- Fixed the second option for MacArthur’s “Warriors For the Working Day” not also applying its coring cost reduction to the states of Ruminators as intended.
- Fixed Metis’s “The Northern Congress is Called” news event not always showing up for nearby countries as intended.
- Fixed an event for Troll Warren’s puppet tree not correctly providing the intended bonus for its Betty option.
- Fixed an error causing Caesar’s Legion to lack one of its intended naval techs for players without the Man the Guns DLC.
- Fixed the Eighties’s Sac City focus not properly firing its event for exchanging the state if an ally controls it.
- Fixed a Lanius war preparation focus for the Diana tree not properly enabling for allied control of New Apache.
- Fixed some resource decisions for MacArthur not enforcing their resource checks properly.
- Fixed several Paullus focuses checking his favor not performing said checks properly.
- Fixed some decision for Paullus’s Warband not enforcing their manpower checks properly.
- Fixed Paullus’s “Australi Vento” and “Alamo Blueprints” spirits and “Coffee Baron” leader trait not providing all of their intended bonuses.
- Fixed Wishmaidens’s “Working With the Girls” decision not properly adding its intended national spirit.
- Fixed Chained Choir’s “Thralls into the Mines” event not properly including all the intended effects for its second option.
- Fixed the Boomers not properly receiving their starting units when spawned via custom gamerules.
- Fixed many division templates created from foci, decisions and events not adding all their intended support units properly.
- Fixed Eagle Rock’s Operator Ross general not receiving the Charismatic trait as intended.
- Fixed focus description for The Day of the Jackal not displaying properly.
- Fixed typo in the Free Folk Victorious in Navarro event.
- Fixed several typos in event A Knock at the Door.
- Fixed typos in the Shut Down the Navarro Probe focus.
- Fixed Daniel always having the Wild Wasteland Portrait.
- Fixed typos in some Tierra de los Tzotzil events/ideas.
- Fixed some localisation using a localisation function that doesn't exist.

### Removed
-


### Technical Changes
- Fixed a large amount of previously undetected bugs or codebase errors. Some of these fixes that are not readily apparent to players have been omitted from the list of fixes above for brevity.

Update: Sep 11, 2023 @ 7:29pm

-- Update 4.2.8 --

### Major Features
- Updated our Credits in the Pip-Boy, and on the Steam Workshop and Paradox Plaza pages to better represent current and previous Dev team members and honor their contributions
- Made minor balance touchups to Demolitions and Fireteams following the previous patch’s changes as well as a quality of life change to Automated Warfare. The specifics can be found here: https://pastebin.com/Es5GtDxQ

### Added
- Added 30 S’lanter focus icons
- Added a new trade node in Calgary
- Added the ability to remove a punishing Mojave Territories idea through the Oliver Civil War focus tree.
- Added decision category text to "Lost Hills Diplomacy" to provide background to the NCR/BOS tension system and display the current tension.
- Added 7 new regional news events for the West Coast, and 1 for Texas
- Added new events to notify when a nation has rejected or accepted territorial dispute demands
- Added addition checks to limit the Ironmonger declaring war when puppeted
- Added Ghoul Paratroopers to the Last Patrol
- Added Ghoul Paratroopers to the Spec Ops upgrade techs
- Added Ghoul Paratroopers to the Sniper trait
- Added New Canaan access to Generic Settled medals


### Changed
- Changed Caesar’s Legion’s conscription laws to have appropriate caps and factory maluses and strength ratio requirements
- Changed Caesar’s Legion’s Dale Barton and Guillermo Rossi advisor traits slightly
- Changed the Legion Denarius currency’s flat caps income from 8 to 7
- Changed the “A Legion with a State” modifier to have marginally higher penalties on its second and third stage
- Changed the Legion’s second starting event options to be marginally weaker
- Changed some Caesar’s Legion central economic branch foci to be slightly weaker
- Changed the Legion’s post Baudelio Ranchers focus to grant 1 less civilian factory
- Changed Caesar’s Legion to start with 2 less civilian factories
- Changed Caesar’s Legion’s Aureus and Eternal Empire foci to be slightly weaker
- Changed nations using the appropriate doctrines to now utilize firebases in infantry templates
- Changed Lanius' Legion to get all cores of LAC to prevent instant capitulation upon the start of civil war.
- Changed the “Settlement Raider” generic advisor trait’s modifiers
- Changed the generic tribal advisor traits “Scoundrel” and “Crusher” to be stronger
- Changed the shared Attis Army “Mutant Sized Tools” idea to grant 5% less efficiency cap
- Changed Unity of Austin’s sterility spirits to raise factory output rather than efficiency cap
- Changed the effects of the shared mutant Slaving Bastard advisor
- Changed some Troll Warren economic advisors to be cultural
- Changed some Troll Warren advisors to be smaller or have slightly altered effects
- Changed Troll Warren to no longer start with pre-agriculture and resource generator techs
- Changed some miscellaneous early Troll Warren foci and events to be slightly stronger
- Changed the scaling for Troll Warren’s conscription law, ending in slightly lower research speed and slightly higher combat buffs
- Changed Cartel "Gente Support" idea by nerfing surrender limit increase by 15%
- Changed Navajo’s Wanamingo idea to grant 2.5% less attack
- Changed three Free Fighters doctrine and medical tech buff foci to be slightly stronger
- Changed NCR idea "Victory in the Mojave" granted by MOT to be temporary
- Changed Eureka to only be allowed to join the NCR after 2279, and declare on ARR after 2278 to prevent premature NCR intervention.
- Changed “Honouring the Maxson Elders” to only be available for John Maxson
- Changed Sisters of Steel focus “Cross-Hearted” to not bypass when the Cult of Liberty is conquered
- Changed the Arroyo/NCR event “A Bribe” to remove Fourways from the NCR faction
- Changed USA Pipe Guns to no longer be called M1 Garands
- Changed several Tribal Focus Tree buffs to apply to Ghouls on top of regular infantry
- Changed Arroyo to no longer be able to join the NCR while at war
- Changed ~30 generic icons
- Changed every unique TAA icon
- Changed TAA Flag
- Changed Todd Howizter’s portrait to better suit flag change
- Changed Eureka Flag
- Changed Withered Dogs Flag
- Changed Scorpion's Bite Flag
- Changed Eureka Territories Flag
- Changed Arroyo Flag
- Changed Timekeepers Flag


### Fixed
- Fixed Territorial Dispute Decisions disappearing after 24 hours, and a situation where owning part of a disputed territory would not allow claiming the rest of it
- Fixed a caps event which would show a blank node
- Fixed raids being able to target impassable states
- Fixed mismatched SHI Navarro intervention event effects
- Fixed Provisional Republic of Texas' leader not updating from "Provisional Congress of Texas"
- Fixed Umbra’s navy starting in Eureka territory
- Fixed grammar and spelling in “Stoppen or Die Young Stumpy!” event
- Fixed a number of issues with Kimball NCR's "Great Basin Campaign" decisions
- Fixed Vault City Gecko renovation decisions not showing up properly
- Fixed Reservation decisions to sell to Caesar’s Legion working when the Legion was dead
- Fixed being locked out of the Shared Cartel tree when Gente Del Sol is dead
- Fixed Free Fighters being locked out of war with Caesar when puppets border Caesar
- Fixed "Treaty of New Vegas" idea persisting when Vegas no longer exists
- Fixed many missing tooltip localizations for Moore's NCR Civil War Path
- Fixed many ideas which were missing pictures, particularly for the NCR
- Fixed a tiered New Reno idea for the Chimeran Consensus that was not upgrading as intended
- Fixed many, many instances of incorrect capitalization, punctuation, grammar in localization.
- Fixed every instance of "rather then" to "rather than"
- Fixed Unity of Austin not transferring units or unit leaders to Provisional Republic of Texas upon integration
- Fixed the New Victoria Achievement “Canadian Royalty” not firing
- Fixed Shale’s portrait for Caesar and Paullus
- Fixed Eagle Rock’s decision to buy Gauss weapons
- Fixed Santa Anna getting stuck in his tree if Itza loses bordering states
- Fixed the NCR focus “Lost, But Not Forgotten” from being completed twice via event
- Fixed the Sinaloa Cartel to properly recruit a General added via event
- Fixed missing Colorado Mutant Support unit icons
- Fixed minor error of there being two calls in the Free Market Contracts description for NCR.
- Fixed focus in White Legs tree that was missing interface definition
- Fixed Sonora, Ranchers and Las Granjas failing to join the NCR faction after Allgood releases them as puppets
- Fixed an error in Dale Barton’s advisor description for the Legion


### Removed
-

### Technical Changes
- Added NCR AI strategies to use air more often in Arizona, not naval invade when it is physically impossible due to the Hoover Dam, assist FFI/RRG when both at war with the Legion, not take foci that grant large wargoals while it is in a war (to prevent NCR declaring wars while it is losing).
- Added Texan BoS AI checks to make it less suicidally aggressive
- Added research weighting for Texan BoS and changed research weighting for NCR to more heavily prioritize infantry techs
- Changed White Legs AI plan to prioritize going to war with the Clockkeepers and Tar Walkers early
- Changed Rio Grande AI to take decisions to puppet and annex Las Granjas and Pecos Colony.
- Changed Rio Grande AI for Guerra to now take foci to attack Caesar’s Legion at the end of its tree.
- Changed Unity of Austin AI to now actually build divisions
- Changed the 3 loc keys for coring_button_label_name_scripted_loc to be actual localisation keys to allow for proper translation.
- Fixed Timberline Leader names not being proper Localisation keys.
- Updated the link to open the wiki to the new wiki page

Update: Aug 5, 2023 @ 12:18am

-- Update 4.2.7 --

### Major Features
- Made several adjustments to the pacing and structure of Lanius’s main tree, starting situation and campaign progression. Changes include focuses no longer locking from tree progression, 2 added focuses and several spirits returned from an older version with adjustments, slight focus rearrangement, some new effects and many weak focuses adjusted to be more powerful. More significant balance changes not directly tied to the tree are detailed further down in this changelog.
- A round of tech balance changes focused most on air and support weaponry. This includes nerfs to CAS, changes narrowing AA’s floor and ceiling of strength, buffs to Militia and Behemoths, significant changes to Fireteams and Demolitions including unit width changes and reworked naval hull production costs. Full details can be found here: https://pastebin.com/AbeJPcPM

### Added
- Added back Lanius’s old “Mustering Cohort” spirit at gamestart with upgrade stages in his tree
- Added political party names to The Last Redoubt
- Added a new description for Grant C. Hayes upon winning the NCR election
- Added an animated portrait for The Immortal
- Added a new focus icon to Standing Rock’s first focus
- Added 2 new advisors to Vault City
- Added 2 Heavy Ships and stronger initial ship variants to Shi at gamestart
- Added starting Recon tech to Gente Del Sol
- Added several additional starting naval techs to Baja State
- Added a bypass to the first stage of the Mojave Chapter’s operation chain

### Changed
- Changed the unifier system to now infuse small amounts of world tension monthly for each unified region to help compensate for decreased natural tension sources
- Changed many ideas and advisors to affect node income, rather than the tariff rate
- Changed NCR post-legion focuses to only require owning some core Legion territory, rather than all of it
- Changed the Vault Tec Calling decisions no longer rename provinces of faction members
- Changed the “Frontier Runner” trait used by Tribal and Vault City advisors to also grant +5% recovery rate
- Changed Lanius’s starting research slots from 4 to 3
- Changed Lanius’s starting military factory count to from 12 to 11
- Changed Lanius to no longer start with Tribal Tech Tree access, instead receiving it from “A Bitter Truth”
- Changed the bonuses of Lanius’s infantry army chief
- Changed Lanius’s starting army to have slightly less chariot battalions and infantry starting equipment
- Changed Lanius’s “Beast of the East” spirit to a permanent starting one with different modifiers
- Changed Lanius to receive less manpower and send more caps to the Legion via his Dog City timer spirit
- Changed Lanius to start with 5% less war support and on a higher economy law
- Changed Lanius’s “Monster of the East” to grant 5% less attack and garrisons reduction
- Changed starting stability and/or war support to be slightly higher for Archidocese of Santa Fe, Baja State, Blue Rose Society, Mescalero Nation, Summers Federation and Sun Dogs
- Changed some of the starting armies, spirits and leader traits of Lanius’s 5 early targets to be slightly stronger over all
- Changed the Legacy of Centurion Paullus spirit to inflict slightly smaller army penalties
- Changed some events and foci for Summers Federation to be slightly stronger and have more consistent lengths
- Changed Hangdogs’ focuses remedying their “Limited Salvaging” debuff to each have an additional, unique minor effect and slightly more flexibility with their order
- Changed the length of a few Hangdogs foci slightly, with a marginal net decrease in length
- Changed Hangdogs’ “Sharper Teeth” to provide a 75% coring cost reduction rather than free cores
- Changed some Hangdogs foci of the “Old World Salvagers” and “Riches of the Box” branches to be slightly stronger
- Changed Hangdogs’ 2nd event option for factories to be weaker
- Changed Hangdogs to start with 1 more civilian factory
- Changed the strength of some Hangdogs advisors slightly
- Changed NCR’s starting NCR Economy caps income from -10% to +0% and Mama Van Graff’s initial caps malus from -10% to -5%
- Changed NCR’s “Mechanized Bull” Power Armor foci to be altogether stronger
- Changed NCR’s “New Necropolis” and “The Bear Roars” foci to take 15 less days and changed the latter to give 5 less army xp.
- Changed NCR’s “Across the Great Divide” for Kimball to bypass if Mojave Territories dies
- Changed NCR’s Kimball’s “The Chop Shop”, "Open Up the Navarro Reservation" and "Lessons of the Baja Campaign" to have stronger or more flexible bonuses
- Changed NCR Moore’s President General trait to swap from weekly modifiers to flat value equivalents via focus "Moore Victorious"
- Changed some NCR/Lost Hills diplomacy decisions to cost slightly less
- Changed some focuses for Baja State and the shared NCR puppet trees to be slightly stronger or faster
- Changed Mojave Territories’s Mojave Pacification spirit garrison damage malus to be 5% lower
- Changed the Mojave Territories to start with militia as their garrison unit
- Changed Mojave Territories’s Warden Nathan advisor to reduce--rather than raise--resistance as intended
- Changed New Reno’s available conscription and manpower for Thradd to be higher
- Changed the Twin Mothers focus “Meeting A Legend” to bypass if Lanius dies early, enabling the “A Legend’s Early End” path
- Changed Caesar’s Legion’s decision to attack Nipton to no longer remove a core if the Mojave Territories or the NCR have cored it. Will now damage the state instead
- Changed Caesar’s Legion’s Wave Tactics tech to be granted by the start focus of the Mojave victory/loss branches rather than a focus which would not trigger if against Mojave Brotherhood
- Changed Caesar’s Legion spirit “Centurion Glory Idea” to “Centurion Glory”
- Changed Shi’s “Engineers of Our Time” focus to grant 1 more research bonus
- Changed some Rio Grande Guerra foci to be stronger and added a spirit to "The Home Effort"
- Changed Rio Grande’s ally integration decisions to also transfer troops
- Changed Rad Hazards’s starting spirit slightly for balance and granted them a unique caps law
- Changed Troll Warren’s Ice Jaw advisor and "Overrun the Armoury" focus to be slightly stronger
- Changed the generic brotherhood tree to grant slightly higher power armor research bonuses but slightly lower production cost reductions
- Changed Washington Brotherhood’s “Dark Foundries” focus to grant 1 less military factory
- Changed Washington Brotherhood’s final Troll Warren decision to require less battalions from Warren
- Changed some autonomy laws of Enclave nations and Washington Brotherhood to grant less industry
- Changed MacArthur foci “Snow It Goes” and “Snow Days are canceled” to reflect the removal of the Snowmads
- Changed the Safehaven leader bio and spirit description to no longer mention Nordikon
- Changed the Mirelurk Tribe focus “Offer Muttfruit for the Rib-breaker Coast” to mention the Willamette River rather than the Columbia River
- Changed the Two People’s spirits “White Moon” and “Red Moon” Political Power reductions from 100% to 50%
- Changed Ouroborus event “Dae’s Challenge” to no longer reference poisoning a blade instead of a healthy breakfast
- Changed the music player UI slightly
- Changed Rio Grande decision so it can now invite TWO and GDH to Mexico without completing a focus that requires owning them, which previously rendered the decision useless
- Changed NCR focus so that NCR will no longer annex New Reno while it is at war

Check Discord or https://pastebin.com/QE1khwzY for the full changelog

Update: Jul 14, 2023 @ 11:18am

-- Update 4.2.6 --

### Major Features
- Major overhaul to the Canadian regions of 5.0. Read this dev diary for details:
https://www.reddit.com/r/OldWorldBlues/comments/14z1e5t/owb_2023_dev_diary_50_geographical_update_and_news/
- Changes to states and provinces to support 5.0 overhaul
- Large revamp to the UI, fixing numerous issues and improving older tabs.
- Made a round of balance touching up some systems and improving disparities between tech levels or techs that are power outliers. Changes include adjustments to compliance gain, the moving of some Sophisticated Robot tech to Intermediate, tweaks to robot stat curves along with early game tanks and more. The full details can be found here: https://pastebin.com/VhxnJNE2

### Added
- Added a new loading screen
- Added a gamerule option to disable the Lone Wolf trait on generated unit leaders
- Added 3 new development decisions in starting cores of Gente Del Sol and Tlaloc
- Added 24 more news events tied to developments on the West Coast, which all nations in California, Nevada, Arizona, and Oregon receive
- Added a new spirit reward to scavenging that boosts resource gain
- Added many more temporary or permanent opinion modifiers to nations mapwide
- Added a minimum Economic Development requirement for nodes to upgrade to level 9 or 10
- Added texticons to many decisions with costs besides political power
- Added a new starting spirit to Desert Rangers and a second debuff spirit removed via their tree
- Added a new starting spirit to White Legs tied to literacy which can be swapped for another via the related early focus
- Added a new temporary starting idea for NCR tied to the gold reserve
- Added a new spirit to a Hayes focus for NCR with bonuses to robot divisions
- Added an effect to the NCR focus "Roaring Economy" to remove their existing negative state modifier to the Boneyard and Dayglow economic nodes
- Added 3 new spy operations for the Legion
- Added an effect to Navajo’s tree allowing New Navajo to become a caps node
- Added a new leader portrait and description for the Vipers
- Added Pathfinders reward technology to Shoshone Nation at game start
- Added starting Maintenance, Motorisation and Multipurpose Equipment tech to Montana Chapter
- Added starting Resource Generator tech to Ouroboros
- Added starting Mobile Recon and Chems techs to New Canaan
- Added starting Fireteam tech to Tlaloc
- Added a starting agency for Stormmongers
- Added 1 level of outpost to all 3 of TV Town’s starting provinces
- Added 2 more starting units to TV Town and returned their infantry to 4 battalions from 6
- Added new cultural advisors to Maximillian, Moctezuma and Zapata
- Added 25% enemy justify time increase to the Tlaloc Guarantees idea
- Added 15% Trade Opinion to the first tier of Hangdogs’ Scrap Metropolis idea
- Added an additional starting buffer of fuel to Warden on spawn
- Added bios for Ellen Santiago, Eloi Steele, Warlord Hand, and the Broken Bow Council
- Added more options for Canada, Cascadia, Nebraska and Mexico Unifiers
- Added new victory points to the Mojave and Southwest Arizona
- Added starting templates for Combat Robots and Warhounds
- Added several more starting techs to Paullus
- Added Paullus getting a core on Rio if he burns it
- Added Paullus losing some of his starting spirits once he wins against Rio

### Changed
- Changed focus descriptions in Three Rivers, MacArthur, Stormmongers, Strathcommune, and Montana Chapter to support the tag changes in Canada
- Changed more nation paths to be affected by the “Historical Focuses” option, but in the form of paths being more or less likely rather than guaranteed on or off
- Changed caps node income to be lower over all, particularly from Trade Value and non-core nodes
- Changed Oliver’s leader portrait
- Changed the Main Node Development Income bonus to 50%, from 150%
- Changed Stimulus decisions to allow investing into nodes which are already Level 10
- Changed some categories of development decision to be cheaper
- Changed Economy Laws to also affect Node Trade Income
- Changed Tribal Conscription to raise research speed less
- Changed the Greasers power armor manufacturer to be stronger
- Changed some puppetmaster idea stages to be slightly weaker
- Changed some strategic regions in Nevada, Utah and Idaho to prevent certain unintentional wars from claims
- Changed more sea zone rivers in Mexico to have better crossing placement
- Changed the penalty on trade opinion from distance to be lower
- Changed forming Steel Rangers to no longer require the NCR being at peace
- Changed the NCR sphere law to cancel when at war with NCR
- Changed the NCR Mojave branch Reserve spirit to be slightly weaker and its victory foci to be slightly stronger
- Changed the Mossman Doctrine NCR focus to send its targets less units
- Changed NCR’s Gammacore units to be split into 2 templates rather than a joint one
- Changed NCR’s start event trade opinion penalty option to caps income
- Changed the balance and AI logic for choices in the Baja Conference event chain slightly
- Changed Old Country to not become led by the Wardens if they are in Washington Brotherhood’s faction
- Changed Old Country and Rotpurgers to no longer remove the other’s cores after their war
- Changed a handful of Vault 100 foci and Shared Vault tree events to be weaker
- Changed the free cores on Washington, The Cause and Heaven’s Gate for Wishmaidens in Rotpurgers to core cost reductions
- Changed some leader traits for Jacksons, Yellowstone, Old Country and Rotpurgers to be slightly weaker
- Changed advisors for Old Country to have named traits and slightly adjusted balance
- Changed some Utah pantheon mechanic gods and their decisions to be stronger
- Changed some sources of special forces cap from MacArthur to be lower
- Changed MacArthur’s start spirit and laws to have slightly higher penalties
- Changed MacArthur’s targeted modifier against Montana Chapter from focus to be weaker
- Changed the requirements for MacArthur’s foci granting unique support tech to be harder
- Changed the caps bonuses from some MacArthur foci to be lower
- Changed Montana Chapter’s top right branch to grant stronger bonuses to vehicles and their top left to be slightly stronger over all.
- Changed many foci for Standing Rock to be stronger
- Changed 45 days focuses for Arroyo to 30 days and changed some to also be slightly stronger
- Changed some foci for the Shared Wyoming tree to be slightly stronger over all
- Changed some right path foci for Ouroboros to be slightly stronger
- Changed some foci for Eagle Rock to be slightly weaker or have adjusted length
- Changed Navajo’s post conquest foci to be slightly stronger
- Changed Navajo’s ceiling on attack and defense bonuses to be slightly lower
- Changed the Legion/Lanius denver idea pair to also modify caps income
- Changed the Legion to get slightly less army intel on Mojave Territories
- Changed the Legion Wave Tactics tech to be granted by the autocompleted post dam battle focus rather than Tip of the Spear
- Changed the balance of some foci in New Reno’s left shared paths to be more internally consistent
- Changed some Lone Star start event options to be stronger
- Changed the trees of Tlaloc’s sons to be stronger and adjusted some effects to accommodate changes to tech levels of robot techs
- Changed slightly Tlaloc’s wartime bonuses and the temporary penalties given to his sons
- Changed Cypher Warband’s recurring event options to have adjusted effects and balance
- Changed some of New Canaan’s early foci and templates to be improved
- Changed the Washington Enclave to use the Settler generic tree rather than the Raider one
- Changed civilizing for Mirelurk Tribe to take slightly longer
- Changed the Oregon Coastals tree to add less infrastructure to stop it from exceeding the max

Check Discord or https://pastebin.com/1AHLG4Gk for the full changelog

Update: Jun 2, 2023 @ 10:35am

Update: May 29, 2023 @ 9:49am

-- Update 4.2.5 --

### Major Features
- Restored Lone Star’s Hand Warband path’s previously incomplete Legion events and decisions. The additions from this include access to a small number of wargoals, a modest branching chain of new events and decisions for marching to Castra Sol Rubrum, the alternate ability to join Lanius’s Horde should Lanius form the Eastern Legion and the choice to serve as a subject rather than being annexed into Lanius or the Legion proper should Lanius be alive and loyal to Caesar.
- Made a round of touch ups to tech balance. More significant changes include melee equipment buffs, Knight and Scribe changes, small adjustments to many industry techs. The full details can be found here: https://pastebin.com/aUdD7DPU

### Added
- Added several new character bios to Baudelio Ranchers, Guardians, Iron Alliance and Slags
- Added unique pictures to some downfall events
- Added 2 achievements “Judgement Day” and “Through the Fire and Flames”
- Added Mojave Territories back to the West Coast bookmark
- Added a leader description to Jack Vickers in Baudelio Ranchers
- Added 2 additional crossings between Rapids and Tohono Nation
- Added starting coastal forts, outposts and bunkers to parts of southern NCR and western Legion states
- Added a line of forts to NCR’s focus “The Crimson Caravan Routes” and two different lines to “Protecting the Boneyard”
- Added a line of forts to the Legion’s focus “Uniting the Wastes”
- Added a starting debuff to Washington BoS and The Cause lost when one annexes the other
- Added an army buff spirit to Hand Warband’s “The Masters of Texas” focus
- Added a spirit to the Legion’s “Legionary Training”
- Added a tech reducing Infantry Combat Width to the Legion’s “The Tip of the Spear”
- Added a starting timed debuff for Vault City tied to the 2275 Selection
- Added 10% starting stability to Vault City to partially offset the above
- Added a starting idea debuff for Shi which is gradually lessened by and related to the debates
- Added a temporary idea given to Shi by their early Navarro news event
- Added war support to the options for Shi’s Navarro Intervention event
- Added starting -10% Construction Speed to the NCR Economy modifier in exchange for -1% Consumer Goods
- Added 5% starting war support to TV Town
- Added 5% starting stability to Nuevo Aztlán
- Added 5% starting stability and war support to Tlaloc
- Added 5% starting stability in exchange for 10% war support to Shi
- Added 15% starting war support in exchange for 5% stability to Petro Chico
- Added starting Tool Procurement, Resource Production and 5% war support to Stormmongers
- Added more building slots and resources to a handful of Legion states
- Added a starting radar station to Weather Monitoring Station
- Added starting ports to: Ocotillo in Rapids; Needles in Mojave Territories; Dry Wells, Kingsman and Poston in the Legion; Tacna in Tohono Nation; and Santa Rosa plus both islands in Valle Bandits
- Added Reservation to the Legion research group at gamestart
- Added 1 military and civilian factory; 5% war support; and slightly more resources, infrastructure and building slots to Baudelio Ranchers at gamestart
- Added 1 starting civilian factory and slightly more resources, infrastructure and building slots to Cowboy Country and Tohono Nation
- Added 1 starting dockyard to Cowboy Country
- Added 1 starting anti-air and radar station to Rusty Hooks
- Added 1 more level of Air Base to Flagstaff, North/South Phoenix and San Antonio
- Added 1 starting outpost to New Canaan and New Jerusalem
- Added 1 starting outpost to Arroyo’s victory points
- Added more starting forts to Monterrey
- Added starting Scout Kit and Anti-Tank Rifle tech, 5% war support, +10% trade opinion,
Wasteland Militias law and 250 manpower to Arroyo
- Added additional influence and coercion for Arroyo as AI
- Added starting Anti-Tank Rifle tech and 3 more Naval Module techs to Gente Del Sol
- Added Asymmetric Warfare tech, Assault Canoes and a Spec Ops template to Navajo at gamestart
- Added Industry Planning, Construction Basics, Crowd Gear, the Wasteland Survival Training law, slightly more building slots and 10% stability to Iron Alliance at gamestart
- Added Mobile Maintenance Crews and more fuel to Two Sun at gamestart
- Added starting Power Armour Frame Hardening tech to Heaven’s Gate
- Added starting Lightweight Metals tech and more energy to Eagle Rock
- Added starting Caravan tech to Standing Rock
- Added 1 military factory, 10% war support and 450 manpower in exchange for 8% stability to Mad Trains at gamestart
- Added 1 starting military factory to Two Sun and Withered Dogs
- Added 1 division, full division equipment and the Funding the Army law to Scorpion’s Bite at gamestart
- Added starting Slashing Melee to Cypher’s Warband
- Added a scientific tech research bonus to NCR Hayes’s first expansion focus
- Added starting production to Californian Way and Baudelio Ranchers
- Added descriptions to Ejército Mexicano’s Cartel and Militia Blues spirits
- Added positive AI strategies for Arroyo and the choice in their 3rd event
- Added AI scripting for Mojave Territories to prepare for the First Dam Battle better
- Added localization for “Anti Air Weaponry Research Speed”

### Changed
- Changed the icons for vehicle techs Mobile Assault Weaponry and Improved Turrets
- Changed the localisation and icon for Wasteland APC’s to Great War APC’s
- Changed the localisation and icon for Wasteland Bus to Wasteland APC’s
- Changed maximum and minimum opinion from +/-100 to +/-200
- Changed high stability factory and dockyard output from up to +12% to up to +15% and mobilization speed from up to -20% to up to -15%
- Changed high war support mobilization speed from up to +100% to up to +50% and Core Attack and Defense from up to +8% to up to +10%
- Changed base monthly population gain from 0.016 to 0.015
- Changed base suppression needed per 1% resistance from 0.38 to 0.35
- Changed the wartime building destruction cooldown from 25 to 20 days
- Changed the scale of land unit experience gain from 0.07 to 0.06
- Changed the maximum shore bombardment bonus from 0.25 to 0.3
- Changed base damage output in Air Combat to be 25% higher
- Changed maximum planes in air combat simulation from 500 to 750, making the peak lethality of air combat higher
- Changed enemy bombing war support penalties to have a lower cap (60% to 50%), but scale 33% faster
- Changed the base enemy air superiority penalty from -18% to -20%
- Changed outpost and coastal fort construction cost from 700 to 800
- Changed Naval Base construction cost from 3000 to 2500 and added a per-level cost of 500
- Changed the modifiers on some industry techs slightly
- Changed the base coring cost from 25 to 30
- Changed “Large Territorial Administration” factory output from +10% to +5%
- Changed Trade Law levels to give +5% less Trade Tariffs
- Changed decision State Funded Radio Programming’s effect slightly
- Changed the start caps for established organizations from 50k to 25k
- Changed the AI to produce more aircraft under some conditions
- Changed the Scorched Earth operation to be cheaper
- Changed Reno and Vegas tourists to add 1k more caps and 2k more bonus
- Changed traits Fortification Expert and Fortification Engineer to be weaker
- Changed trait Armaments Organizer to be stronger
- Changed effects of some Settler and Raider start events to be weaker
- Changed NCR, Shi, Valle Bandits, Three Rivers, Vault City and Washington BoS starting resources to be slightly lower
- Changed some Arroyo crisis events to occur slightly sooner
- Changed Tlaloc and Diana’s “God from the Machine” to be slightly weaker

Check Discord or https://pastebin.com/qjGPf3tz for the full changelog

Update: May 12, 2023 @ 9:04am

-- Update 4.2.4 --

### Major Features
- Added 5 new focuses for Lanius’s Legion path
- Added a radio station for music from Fallout: Tactics
- Added leader descriptions to a large amount of leaders which previously lacked them
- Made changes to the Unifier layouts for Cascadia, Gate Area and Canada including splitting the Canada Unifier into Canada and Montana/Wyoming/Dakota
- Removed the Neutral Zone, Stained Backs, and Forgehold of Gimli from gamestart and modified the Three Rivers tree to compensate
- A round of minor balance change refinements made. Changes include caps decision standardization and law adjustments, changes to occupation and select autonomy laws, minor tweaks to Robots, Power Armor and Asymmetric warfare and changes to some country unique reward techs. The full details can be found here: https://pastebin.com/iut1FYzE

### Added
- Added a maximum duration of 45 days to Caps Raiding border wars
- Added missions notifying the attacker and defender of caps raids of the remaining duration for the raid
- Added a 5% bonus for attacker damage and 20 additional combat width to Caps Raids
- Added Intermediate Construction Tech to Caesar’s Legion at gamestart and changed focus effects adding it to instead add Intermediate Industry Tech
- Added tooltips to some Legion focuses which grant events to other nations which show their effects
- Added an additional operative choice to the Legion’s starting Legion Training spirit
- Added Dog technology and 3 more agency upgrades to the Legion at gamestart
- Added a new spirit buffing Tank equipment to Two Sun’s Caesar’s Hammer focus
- Added an Air and Navy Chief with new portraits and traits to the shared Super Mutant advisors
- Added Motorisation and Pre-Construction tech to New Reno at gamestart
- Added starting production and more starting building slots to Standing Rock
- Added starting production and starting Anti-Tank tech to Stormmongers
- Added 5 more starting circuitry to a state in Two Sun
- Added slightly more of all starting resources to Arroyo
- Added Warrior Training, Scout Kit tech and starting production to Iron Alliance at gamestart
- Added 75 stockpiled guns and more unit equipment to Desert Rangers at gamestart
- Added 1 starting Military Factory and minor AI focus weighting to Carthaginians
- Added 3 additional units and 7% more war support to Baudelio Ranchers at gamestart
- Added 2 starting dockyards to Bismarck


### Changed
- Changed many river crossings across Mexico to form more cohesive frontlines with one another to reduce the amount of tedious frontline management they require
- Changed the Cities: Skylines requirement to 15 decisions, down from 30
- Changed AI logic for occupation laws and handling resistance to be more detailed and sufficiently intelligent
- Changed the AI to produce more Fighters and CAS once reaching sufficient tech and factories
- Changed New Reno’s AI path chances for Van Graff and Wright to 20%, up from 15%, and for Bishop to 45%, down from 55%
- Changed Shi’s AI path chances for the brotherhood to 25%, up from 20%, and for the NCR to 55%, down from 60%
- Changed the default chance of the Legion AI not healing Caesar upon taking Vegas to be 20%, down from 50%
- Changed the Tourism Profits mechanic for New Vegas and New Reno to be dramatically more efficient
- Changed Green’s Reservation focus removing Sub-Level 2 to instead reduce its modifiers only partially
- Changed the Legion’s Mother Shaman, Total War Tactician, Phoenix Merchants and Fox’s Cunning advisors to be slightly weaker
- Changed the Legion’s Navy/Air Chief and Praetorian Prefect advisors as well as both Carmine and Bares-His-Teeth traits to be slightly stronger
- Changed the strength of some focuses, mostly via buffs, for the Legion’s Uniting the Wastes branches, Tip of the Spear branch, Dam Battle Loss branch, Mutant Branch, Vulpes branches, Malpais branches and some other minor foci
- Changed the Legion’s Caesar, Son of Mars focus to 7 days instead of 30
- Changed the Lanius’s Legion branch’s The Western Sea focus to grant claims on all of California instead of only 3 NCR states
- Changed some Legion or Lanius targeted operations to be stronger and visible upon starting an intel network rather than a war
- Changed Flagstaff’s starting node development from 0 to 0.25
- Changed Castra Sol Rubrum’s starting node development from 1 to 0.25
- Changed some Lanius advisor outliers and the Beast of the East spirit to be marginally weaker
- Changed Lanius’s early war focuses requiring 20 Command Power to 25 Command Power
- Changed Lanius’s Butcher’s Peace and Let Us Use The Roads focuses to be weaker
- Changed Lanius’s Conqueror of Colorado focus to grant less compliance, but also grant the effect for Iron Alliance if they are in your faction
- Changed Iron Alliance’s starting Flat Caps bonus from +20 to +5
- Changed some of Two Sun’s advisors, starting events and some miscellaneous focuses to be slightly stronger
- Changed the stages of Two Sun’s Masters of the Motor spirits to be stronger
- Changed Two Sun’s final Great Race focus to also grant 150k caps
- Changed some focuses in New Reno’s Thradd and Van Graff paths to be slightly stronger
- Changed some of New Reno’s army advisors, some starting event options and their caps income spirit to be slightly stronger
- Changed New Reno to start with 50k more caps and 25 Chop Shop opinion
- Changed Eureka’s starting Enclave units to have slightly weaker equipment
- Changed Eureka’s Navarro Intervention path Arroyo wargoal to be blocked until 2277
- Changed Eureka’s Plasma Schematics focus to grant a smaller research bonus
- Changed Vault City’s Republic Advisors spirit to be weaker
- Changed Vault City’s The Land that I Love Best focus to also grant 10% stability
- Changed the research groups for Vault City and the NCR to grant a 3% bonus, down from 4%
- Changed the NCR’s Navy/Air Chief, Followers and Gun Runner advisors to be slightly weaker
- Changed the NCR’s First Recon, Van Graff and Industrialist advisors to be slightly stronger
- Changed the NCR’s Military Theorist to grant a smaller bonus in exchange for affecting more than just Conventional Warfare
- Changed the NCR’s Lost, But Not Forgotten focus to grant a new temporary idea for the Republic Reserve rather than upgrading their economy law
- Changed the NCR’s Gun Runner debuff spirit to also grant a 10% penalty to Infantry and Support tech research speed removed via the same branch as the other debuffs
- Changed NCR Kimball’s Incipient Industrialization focus back to being the last in its sub-branch
- Changed the strength of some focuses, mostly via nerfs, for the NCR’s Hayes Main Branch, Hayes Motion Branch, Primary Allgood Branches, Post-Election Kimball Branch, The Bear’s Roar military branch and the first half of the Mojave branch
- Changed NCR’s Mechanized Bull PA branch to be slightly stronger
- Changed NCR’s Loaded for Bear focus to be available to Hayes
- Changed NCR’s early Mojave victory focuses to be slightly stronger
- Changed two more of Allgood’s NCR post-election focuses to reduce the desire of the Followers to make demands
- Changed a handful of weaker NCR post-election focuses to be slightly stronger alongside the previously mentioned nerfs
- Changed NCR’s Hub Crisis modifier to be slightly more penalizing
- Changed NCR’s Roaring Economy focus to be marginally weaker and take 45 days, up from 30
- Changed NCR Moore’s recruitment law to grant 4% more conscription
- Changed some NCR Moore focus modifiers or effects to be somewhat weaker
- Changed NCR Calhoun’s Core Defense bonus to a universal Defense bonus
- Changed NCR’s starting infantry to have marginally less experience
- Changed Mojave Territories’s Support from Shady Sands spirits to grant targeted trade access and cost modifiers to the NCR

Check Discord or https://pastebin.com/tN0b1kEw for the full changelog

Update: Apr 30, 2023 @ 5:30pm

-- Update 4.2.3 --

### Major Features
- Made rather substantial balance changes, quality of life improvements and bug fixes for many trees or nations in Utah, Idaho and Mexico. The specifics of these changes are summarized throughout the list below. As an aside, thank you to all who responded to the recent survey. Your feedback played a significant role in the changes made.
- A round of high-confidence tech and unit changes. This includes a new assignable leader trait for Motorized, buffs to some weaker or neglected units, adjustments to some air values, doctrine tweaks and more. The full list can be found here: https://pastebin.com/vsC9QDP6

### Added
- Added a new alternative method for opening the organization market via a button at the top of the organization relations decision menu
- Added a counter to the organizations top bar tab to track the number of organizations you’ve not had a recent transaction with
- Added a tooltip on hovering over an organization’s name in the market GUI which shows whether or not they are available for another transaction
- Added 10 new achievements for some select nations in Utah, Idaho, Mexico or Texas
- Added substantial AI logic to focus and event choices for Idaho and Northern Utah countries to make their nation interactions be handled more intelligently and be a higher priority if a player is on one or more of those nations
- Added modifiers to Zomak’s previously blank trait choices in the Vault City renewal path
- Added a new trait to Jonathan Maxson upon being cured for Lost Hills
- Added 3 new advisors for Lone Star, 2 of which are available for the Republic of Texas
- Added a custom tooltip for Strathecommune focuses that give militia
- Added Organization boosts to Implants for Power Armor for standardization
- Added Warrior Training and the first Asymmetric Warfare tech to Jackals at gamestart
- Added Dog tech to Broken Coast and Vipers at gamestart
- Added 5% Stability, Reckless Aggression tech and two naval module techs to Broken Coast at gamestart
- Added 4% Stability, Basic Industry tech and Pre-Construction tech to New Hammond at gamestart
- Added more resources to several states of Broken Coast and Sorrows, and one or two states of New Canaan, New Hammond and Eastport at gamestart
- Added 2 more factories, slightly more population and slightly more resources to High Chapel’s states at gamestart
- Added Sail Navigation tech to Shi at gamestart
- Added Combat Language to New Canaan at gamestart
- Added Scout Kits, Pre-Agriculture tech and the first Naval Module tech to Eureka at gamestart
- Added the first two Infantry Perks, Pioneer Kits, Scrapbots, Fission Batteries tech and a slightly larger power armor and caravan equipment stockpile to Lost Hills at gamestart
- Added Supply tech and slightly more unit xp and equipment to Guardians at gamestart
- Added slightly more crossings to Idaho’s Snake River to better combine the frontlines of existing crossings
- Added 5% more stability to both cartels at gamestart
- Added Support Equipment, Ohm’s Law and 1 offmap Civilian Factory to Vault 37 at gamestart
- Added a new idea to the Slags tree which is included in their later merged idea
- Added Maximilian as an advisor for Ejército Mexicano after defeating him and changed the modifiers and costs of the Zapata and Moctezuma advisors slightly

### Changed
- Changed the Military Signing Bonuses caps decision to require less manpower to use and have a marginally adjusted modifier and cooldown
- Changed the scavenging decisions for Eureka as well as some of the focuses in the initial tree to be stronger
- Changed many Vault City focuses for Maier, Gordon and the Brain to be slightly stronger, faster or otherwise altered
- Changed Arroyo to now have their “Exerting Influence” idea replaced with another with no debuffs upon resolving all 5 crises
- Changed Arroyo’s early army buffs to grant additional bonuses to Infantry Defense
- Changed many Arroyo focuses for the council branches to be stronger or altered
- Changed the modifiers granted upon the Chosen One’s return for each council member’s years in charge to be stronger and properly scale linearly
- Changed the Merrymen events for Arroyo triggered by Dmitri’s path to occur much more often
- Changed several Lanius focuses to be blocked by the focus “To Dog City” rather than “Towards Dog City” to avoid being cut off by an automatically occurring bypass
- Changed several Lanius advisors to be slightly stronger
- Changed Lanius’s Beast of the East spirit to give more conscription
- Changed some of Lanius’s optional early or post Hangdogs focuses to be stronger
- Changed the Chiconet coring mechanic to cost less energy
- Changed many focuses or traits for Tlaloc’s sons and Nuevo Aztlán to be stronger or have additional effects
- Changed shared focuses for Tlaloc’s sons which previously gave robot research bonuses to instead add some sophisticated robot technologies up to Assaultrons and Sentry Bot Mk1’s
- Changed Tlaloc’s sons to all start with an added offmap military and civilian factory
- Changed the unique branches for the trees of Tlaloc’s sons to now all be 30 day focuses
- Changed some shared focuses for Tlaloc’s sons to take 45 days instead of 60
- Changed a large amount of focuses for the cartels to take 45 days instead of 60
- Changed a majority of Costa Cafeinada and Petro Chico focuses to take 50 days instead of 60
- Changed a small amount of Free Fighters focuses to take 45 days instead of 60
- Changed a few focuses for the cartels, Costa Cafeinada, Petro Chico, Tlaloc and Free Fighters to be stronger or have additional effects
- Changed the Flower Wars Izta/Aztlán spirit to grant more army experience
- Changed many Nuevo Aztlán advisors to be slightly stronger, or on some outliers weaker
- Changed many focuses for the second and third acts of New Canaan’s tree to be stronger or have additional effects, including two new capstone ideas
- Changed most of the shared branches for Utah and Idaho generics to have stronger, added or adjusted effects alongside general fixes and improvements
- Changed the events for many Utah or Idaho nations to be slightly stronger or altered
- Changed the unique trees for Heaven’s Gate, High Chapel, Murtaugh Reformers, Lord’s Anointed and New Hammond to be stronger or otherwise improved
- Changed the unique decisions for New Hammond and the Southern Idaho nations to be slightly stronger on average and function more properly
- Changed New Hammond to start with a higher conscription law
- Changed the Lost Hills/Alamo Chapter isolationist trade law to grant more stability
- Changed many focuses all across the tree for Lost Hills to have additional or raised effects
- Changed Lost Hills’ starting events to grant a tiny bit of political power and one more underground construction slot
- Changed Lost Hills’ plasma schematics focus to also give a substantial research bonus
- Changed Lost Hills’ focuses for council reform and for curing Maxson to cost less political power
- Changed some Lost Hills’ political decisions and the dig deeper decision to cost less
- Changed Lost Hills’ top left branch focuses to grant smaller but permanent buffs to infantry and power armor equipment instead of timed buffs
- Changed the NCR/Lost Hills appeasement/support rally decisions to cost less
- Changed many options for focus events and some direct focus rewards for Shi to be stronger
- Changed New Reno’s Van Graffs path focuses to be slightly stronger or altered
- Changed many Slags focuses to be stronger or have various quality of life improvements
- Changed some Slags and Modoc modifiers to be slightly improved
- Changed Two Sun’s Will Faster general to be slightly weaker
- Changed some Two Sun focuses to be slightly stronger
- Changed some Roach King focuses to be slightly stronger

Check Discord or https://pastebin.com/trPwuQ08 for the full changelog

Update: Apr 16, 2023 @ 5:31pm

-- Update 4.2.2 --

### Major Features
- A wide collection of additions or changes to the Eighties. This includes minor structural adjustments, new advisors, 3 new focuses for Flagman’s path, various new effects for existing focuses and decisions, and many quality of life or balance improvements for the paths particularly to lessen the punishment from the split with Thunderbirds. The more significant changes are also mentioned throughout the patch notes below.

### Added
- Added six new focuses to Guardians, primarily made up of tame effects for flavor
- Added three new focuses to the Eighties path for the Utah Road War
- Added or adjusted advisors and generals for Eighties and Thunderbirds
- Added many more spawnable raider bands to the Thunderbirds when conquering the NCR
- Added Recon tech, Anti-Tank Rifles and Tyre Profile tech to Eighties at gamestart
- Added Bike tech to MacArthur at gamestart
- Added Recon tech to Montana Chapter at gamestart
- Added a small increase of resources to Montana Chapter at gamestart
- Added the first Asymmetric Warfare tech and 5% Stability to Vipers at gamestart
- Added the two intended leader traits to one of the Vipers’ events
- Added starting production and slightly more starting building slots and resources to Eighties’s states at gamestart
- Added slightly more starting resources to New Canaan, New Hammond and Eastport states
- Added a battalion to Eighties’s starting motorized template
- Added Fireteam equipment to Reservation at gamestart
- Added a net increase of 300 manpower to Reservation’s starting pool
- Added a tooltip to the Reservation Sub-Level 3 progress cap icon
- Added tooltips to the Reservation's decisions removing sublevel-produced equipment
- Added tooltips to Born Ghoul recruitment effects explaining where to find their assignment GUI
- Added an event early in the Reservation tree to help explain some of the mechanics involved
- Added a description to the Reservation Sub-Level 2
- Added a new leader trait to Willem Clark in Reservation
- Added 5% more production efficiency gain and 5 more flat caps to Reservation’s starting spirits
- Added an effect to three NCR post-election Allgood focuses to lower the threshold for demands from the Followers
- Added bypasses to "The Sierra Army Depot" and "Honorary Americans" if Eureka already annexed New Reno and Vault City respectively
- Added a field marshal role to Patrocolus for Montana Chapter at gamestart
- Added another military factory to Binary Counts at gamestart
- Added a support robot template to Reclamation Army Depot at gamestart
- Added a new flag for the Texas Chapter formable

### Changed
- Changed the Packers Arroyo crisis to begin 30 days later
- Changed the generic Air Theorist to be stronger
- Changed the values of some generic ideology, raider, settler and BoS advisor traits for balance
- Changed some Tribal or Raider unit leader traits to be slightly stronger
- Changed some Troll Warren advisors to be slightly stronger
- Changed Eighties to start with one less research slot
- Changed the Sacred Garage Eighties spirit to be stronger
- Changed many Eighties focuses, particularly in the lower paths, to be stronger or have additional effects
- Changed the focuses starting off the bottom Eighties paths to grant some offmap factories and overall stronger effects to help compensate for the split
- Changed some early Eighties focuses to be faster
- Changed the Thunderbirds to receive the rest of New Hammond’s states
- Changed Thunderbirds to start with 5 automatically appointed advisors made up of the ones not chosen by the Eighties after their early conquests
- Changed Reservation’s exchange decisions to be slightly stronger
- Changed Nuclear Nellie’s strength damage to be slightly higher
- Changed some of Reservation’s latest focuses for Willem to grant additional, adjusted or generally stronger effects and modifiers
- Changed Reservation’s Horatio advisor to be stronger
- Changed Reservation’s military exercises decision to have a shorter cooldown
- Changed some Reservation focuses granting manpower or population to give marginally more
- Changed the MacArthur focus “We’ll Bring the Fireworks” to grant the Red Glare Rocket Launcher since they already have Sophisticated Support tech
- Changed MacArthur focus "A Better Future for a Better Nation" to grant bonuses to Exploitation techs since they already have Sophisticated Exploitation tech
- Changed MacArthur’s Chicago School advisor to grant a small political power malus
- Changed MacArthur’s starting research speed penalty to be slightly higher
- Changed 3 early MacArthur focuses to grant slightly less XP
- Changed MacArthur’s starting Gauss Rifles to Mass Drivers
- Changed MacArthur’s "Right to Bear Arms" spirit to instead lower infantry equipment cost
- Changed White Legs’ Happy Trails Caravan to be slightly stronger and to also be available to Eighties and New Canaan via focus
- Changed Reno’s New Reno Arms and Renesco’s Pharmacy companies to be slightly stronger
- Changed New Reno Arms and The Chop Shop to be available to Thunderbirds via focus
- Changed Montana Chapter’s starting Militia template to be larger and no longer have Anti-Tank
- Changed the experience of Montana Chapter’s starting units marginally
- Changed Montana Chapter’s Theorist to give a greater doctrine research bonus
- Changed some Patrocolus focuses and events in Montana Chapter to be stronger or altered
- Changed some main branch Sisters of Steel focuses very slightly for balance
- Changed the Storm Mongers focus “Divine Assistance” to grant tech boosts since they already have Intermediate Support tech
- Changed some NCR Moore focuses and her economy laws to be slightly weaker
- Changed a small amount of NCR Calhoun focuses to be slightly stronger
- Changed a handful of NCR factories near Shady Sands to areas around Dayglow
- Changed some Desert Rangers focuses to grant slightly less manpower or equipment
- Changed some focuses or events for Vipers, Heaven’s Gate and Troll Warren to be slightly stronger or have additional effects
- Changed The Last Patrol to get additional Power Armor and Infantry research bonuses
- Changed Santa Anna’s army modifiers to be slightly stronger and no longer remove the +10% conscription factor from Combined Armada
- Changed the Chiconet Nation Automated Warfare theorist to be stronger
- Changed New Canaan’s “Peace Through Arms” and “Rebuild and Regroup” focuses to be stronger
- Changed New Canaan’s caravans spirit to grant 5% more trade opinion
- Changed New Canaan’s first Jeremiah Rigdon focus to be 7 days like its counterparts
- Changed the Legion focus "Rebirth of Phoenix" to require actually owning North and South Phoenix
- Changed NCR focus “Treason! Treason!” to now kill General Drummond as well as Kimball
- Changed Costa Cafeinada’s event for the NCR, “The Lease of Two-Harbour”, to refer to the current NCR leader dynamically to account for if Allgood is dead
- Changed some of New Reno’s top-leftmost focuses to take slightly less time to complete
- Changed one focus in the Shared Nevada tree to have a different icon

### Fixed
- Fixed some MacArthur events unintentionally firing more than once. Please report any we may have missed
- Fixed the Reservation project GUI’s progress bar not moving the right distance
- Fixed very many various bugs or oversights across many Eighties focuses or events
- Fixed the Colonel's Fate event to actually remove Ellen Santiago as a general if certain choices are made
- Fixed Eureka’s “Prioritize Army Training” decision from claiming to use 20 Navy XP but only taking 10
- Fixed a bug causing AI Mojave Territories to sometimes not take focus “Make Our Final Preparations”
- Fixed Navarro Enclave focus “Protectors of Civilization” from missing it’s focus icon shine

Check Discord or https://pastebin.com/WLzEnCKU for the full changelog

Update: Apr 8, 2023 @ 4:01pm

-- Update 4.2.1 --

### Added
- Added an effect to turn Missoula into an economic node to MacArthur’s Missoula Market focus
- Added Fission Batteries and CnC bot techs to MacArthur at gamestart
- Added starting production lines to MacArthur at gamestart
- Added a port to one of Coal Consortium’s states at gamestart
- Added Glider tech to Navajo at gamestart
- Added Glider tech to Shi at gamestart
- Added 5 additional Naval Module technologies to Shi at gamestart
- Added a 10% research boost to Light Hull research to Shi’s unique conscription law
- Added 3 additional ships to Shi’s starting fleet

### Changed
- Changed the thumbnail on all platforms to a higher resolution and quality
- Changed the Khans core on Bitter Springs to instead be owned by a new, separate “Mojave Khans” off-map tag, fixing many bugs resulting from checking for cores of Northern Khans or other interactions
- Changed the Ace Death chance factor to 0.05, up from 0.03, in line with Vanilla 1.12.12
- Changed Air Wing XP from air exercises factor to 0.125, up from 0.08
- Changed some trade nodes to start with slightly lower development levels
- Changed Arroyo’s trade node to start with a slightly higher development level
- Changed the Sub-Level 2 modifier for Reservation to grant 5% less Factory Output in exchange for 10% more Production Efficiency Gain
- Changed Shi’s unique Infantry Weapon designer, Red 888 Guns, to be stronger
- Changed some focuses for Shi to be slightly stronger
- Changed Shi’s Lo Pan Temple focus’s Special Forces research bonus to be stronger and also be usable on Power Armour
- Changed some focuses for the Portmasters, non-Intervention path in Eureka to grant stronger effects and army buffs
- Changed Portmasters Eureka’s The Fearsome Bear focus to be available far sooner (June 2277) in exchange for Against Goliath focus having the old date check (January 2279)
- Changed some early Navajo focuses to grant additional political power and stability
- Changed Navajo’s capital to start with slightly more building slots
- Changed the starting Stormmongers spirit’s production efficiency gain malus to be decreased
- Changed the starting events and Slave Artisans focus for Stormmongers to be slightly stronger
- Changed Stormmongers to start with 5% more Stability
- Changed Navajo to start with 5% more War Support
- Changed MacArthur to start with 5% less Stability
- Changed many focuses in the top half of MacArthur’s tree to have slightly altered effects or balance
- Changed MacArthur’s top left Air branch to grant stronger bonuses overall
- Changed many focuses in the Patrocolus branch, top left branch and top left branch for Montana Chapter to have slightly altered effects or balance
- Changed many MacArthur advisors to have adjusted costs and modifiers.
- Changed all MacArthur’s advisors with no trait to use a new trait for their modifiers
- Changed the localisation for MacArthur’s Anti-Brotherhood High Command advisor to use a custom tooltip in order to condense its modifiers
- Changed MacArthur to now have access to the War Propaganda decision
- Changed MacArthur’s starting research speed malus to be slightly higher
- Changed Yellowstone’s Illusion of Danger spirit to grant 5% more Core Attack

### Fixed
- Fixed multiple Air Doctrines being accessible at once under certain conditions
- Fixed MacArthur’s unique unit leader traits not being added to the Santiagos correctly
- Fixed MacArthur’s unique unit leader trait buffing division speed to use terrain bonuses condensed via a tooltip in order to properly function
- Fixed MacArthur’s The Call of Duty focus incorrectly checking for the awaiting orders flag
- Fixed MacArthur’s Winds of Wyoming focus requiring the NCR to be alive due to an error
- Fixed some focuses for MacArthur which granted air doctrine tech bonuses to correctly grant cost reductions instead
- Fixed a Reservation state modifier affecting monthly population which cannot be modified in states
- Fixed an event for MacArthur using the same option text twice
- Fixed a national spirit for Stormmongers affecting the state scoped conscription modifier
- Fixed Reservation idea description localisation to no longer have visible placeholder text
- Fixed NCR investment decisions to only fire once per nation and not fire for nations it's at war with
- Fixed an effect adding 40% compliance instead of 0.4% in MacArthur's focus tree
- Fixed the trigger on MacArthur Eyebot scripted GUI button
- Fixed a Eureka event that was supposed to add caps instead of remove them
- Fixed Special Agent Johnson not getting removed when MacArthur civil war starts
- Fixed MacArthur’s Jeffrey Sun advisor being a research advisor instead of cultural
- Fixed some NCR events being labeled as "major" and firing for every nation


### Removed
- Removed 1 starting Military and Civilian factory from MacArthur
- Removed Automation tech and Naval Communication tech from MacArthur at gamestart
- Removed a proportion of MacArthur’s starting Gauss and APA stockpiles

### Technical Changes
- Changed some focus orders for Montana Chapter’s AI strategy plans
- Changed Montana Chapter’s AI Strategy Plans to be separated in code to prevent interference between the two
- Changed AI to research some redundant equipment less often
- Changed Shi to take its Red 888 Guns designer more often
- Fixed various typos in MacArthur, Eureka, and Stormmongers
- Fixed some duplicate trait definitions