Hearts of Iron IV

Hearts of Iron IV

Old World Blues
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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

Update: Apr 7, 2023 @ 1:19pm

-- Update 4.2 --

### Major Features
- Added the complete expanded MacArthur focus tree
- Added Stormmongers focus tree
- Added The Reservation focus tree
- Added new overhauled focuses based on country leader to the NCR Roaring Economy branch, including new focuses for Kimball, Allgood, Hayes, Moore and Calhoun
- Added new focus tree branches to the Mojave Territories focusing on the NCR Civil War and its aftermath
- Added Free State of Mojave nation and tree which can be formed by Mojave Territories
- Added a new additional focus tree branch to the Eureka Navarro Enclave path following the conquest of the NCR
- Added 3 brand-new Air Doctrines focusing on the many challenges involved in building an airforce in the wasteland and encompassing themes of speed and aggression, self-preservation and safety or disruption and asymmetric engagement respectively
- Significant changes to the Naval Designer in order to fix its many GUI bugs or issues, bringing with it reconfigurations to naval module slots and designing ships
- Various minor quality of life changes to technologies, including Naval tech adjustments, minor Spec Ops and Support Company tweaks, small Enforcer tweaks and more. The full changelog for these can be found here: https://pastebin.com/9De5q1DS

### Added
- Added some new loading screens and restored the Lanius Planning art from 3.0 as a loading screen
- Added Anti-Tank Rifles to the Gun Runners caps organization market
- Added a leader description for Cho Bang in Lone Star
- Added two cosmetic techs for Metal Mouths in Enforcer gear
- Added tooltips to Vault City Gordan path foci needing specific country flags
- Added Industry Planning technology to Dam Busters at gamestart
- Added Recon tech, Logistics tech and the first Asymmetric Warfare tech to Standing Rock at gamestart
- Added one offmap Military Factory and the second Anti-Tank technology to Santa Anna at gamestart
- Added one offmap Military Factory to Vault 37 at gamestart
- Added a single outpost to the Dam Busters capital at gamestart
- Added slightly more demolitions equipment to 215th’s starting stockpile
- Added 5% War Support to Rio Grande at gamestart
- Added various improvements to Texan Brotherhood’s AI behavior
- Added scripting disincentivizing, decreasing or under the right conditions removing the likelihood of hostile interactions between Rio Grande and Texan Brotherhood should Rio have elected Guerra or Rosado
- Added AI scripting incentivizing Rio Grande and Texas/Texan Brotherhood to assist one another with lend lease, volunteers or other resources should Guerra or Rosado establish diplomatic ties with them
- Added AI scripting improving Texan Brotherhood’s focus choices and handling of their early wars
- Added AI scripting incentivizing Mojave Territories to assist the NCR in their wars against Rapids and The Divide if Operation Sunburst is over and other conditions are correct
- Added adjusted AI scripting to the southern Nevada nations to accelerate their wars slightly
- Added a victory point, Puerto Libertad, to the Suneater uprising to help give them a fighting chance
- Added an additional +50k caps to the Money is Power focus for Lanius

### Changed
- Changed the penalty for low War Support to grant slightly less of a non-core attack and defense malus
- Changed TV Town’s starting infantry units to have 4 battalions, up from 3
- Changed some augments to be slightly stronger
- Changed TV Town’s starting Out of Supply penalty reduction reduce Supply Consumption directly instead
- Changed some early TV Town focuses to be marginally stronger and slightly adjusted Runner support bonuses to come earlier overall
- Changed a small amount of Santa Anna focuses to be marginally stronger or take less time
- Changed Santa Anna’s starting templates to be slightly better
- Changed the Spymaster settler advisor trait to grant other bonuses in place of the additional operative slot following the previously added caps decision as a means for every nation to gain another operative slot
- Changed various bonuses to motorized equipment which granted soft attack to grant different modifiers instead now that motorized equipment lacks a soft attack stat
- Changed the modifiers or cost of some advisors for the NCR, Eureka, and brotherhood nations slightly
- Changed the Legion’s Rejection of Automation spirit to also penalize Electronics Research slightly
- Changed the Legion’s modifiers from Legion with a State and their top right Army branch slightly
- Changed the Vault City event “Whistling the Rule of Change” to now grant a wargoal on New Reno if the Van Graffs are in charge
- Changed the NCR focus for The Divide to also work if its core land is owned by puppet or ally
- Changed several NCR puppet tree focus effects for balance
- Changed some Standing Rock focuses and Shappa Wagner’s Kit Fox Warrior leader trait to be stronger or have altered focus times
- Changed some Free Fighters focuses to be stronger or have reduced focus lengths
- Changed some miscellaneous Rio Grande focuses to be slightly stronger
- Changed Paullus’s raiding events on Rio Grande to start slightly later
- Changed the Roach King’s starting trait to give marginally more Recovery Rate
- Changed Reclamation Army Depot’s starting leader trait and spirits to be slightly weaker
- Changed Reclamation Army Depot’s starting Stability and War Support to be 8% less
- Changed the generic settler Bringer of Civilization trait to also grant +5% Planning Speed
- Changed the generic tribal nation spirit Sacred Lands to give slightly smaller bonuses
- Changed Santa Anna’s starting leader trait to grant +10% War Stability, up from +5%
- Changed 215th’s starting leader trait to grant an attack bonus and an organization malus
- Changed the Cartel Nation spirit to grant larger buffs to intel
- Changed the Dam Busters starting spirits to grant more conscription and less energy capacity
- Changed the TAA to start with one less Military and Civilian factory in their capital and one more starting offmap Civilian factory
- Changed Lone Star’s Establish Dominance over the I-10 focus to not be available until 2278
- Changed Hayes’s New Necropolis focus and Allgood’s Northern Shield, Brotherhood Diplomacy and Followers in Government focuses to be slightly stronger
- Changed the Guardians focus Outer Sanctum to be slightly stronger
- Changed some focuses for Texas Brotherhood and the Provisional Republic of Texas to be stronger, or on rare occasions weaker, and have reduced, or on rare occasions increased, focus times
- Changed the Texan Brotherhood’s restoration decision to grant smaller penalties and have a reduced time to complete and remove said penalties in exchange for an upfront caps cost

### Fixed
- Fixed the Ultra Luxe focus in the New Vegas tree was missing its shine
- Fixed the Lost Hills event about Navarro to no longer imply it fought a war with itself
- Fixed advisor localisation for Adonai of the Hangdogs
- Fixed Big Grass missing general portraits
- Fixed the Final Feast not having a name when that gamerule is activated
- Fixed Chained Choir’s music titles not being localized
- Fixed Robot City’s Child events having no names
- Fixed a couple Eagle Rock market decisions
- Fixed a custom tooltip for a Rio focus
- Fixed Packers to have tribal country flag
- Fixed some typos for Rio Grande, Texas and Eureka


### Removed
- Removed Implant technology from Eagle Rock

### Technical Changes
- Changed Standing Rock ai to pursue the left side of Asymmetric Warfare instead of Trooper Warfare
- Changed some NCR AI scripting to function better
- Changed the AI’s handling of robot templates to function better
- Changed some aspects of frontline AI to be more intelligent
- Changed the AI to prioritize certain engineering and support technologies slightly better

Check Discord or https://pastebin.com/yk7t2RQD for the full changelog

Update: Apr 2, 2023 @ 4:39pm

-- Update 4.1.20 --

### Major Features
- Reverted all UI changes from the April Fools patch (4.1.19) and other related sound effects or functions
- Changed all April Fools related gamerules to be disabled by default again. See you all next year!

### Technical Changes
- Fixed Skate Equipment lacking a scipted enum definition

Update: Apr 1, 2023 @ 11:12am

-- Update 4.1.19 --

### Major Features
- Added several major graphical and user interface improvements. We look forward to your feedback!
- Added trees in New Victoria and Port Maw to let two mortal enemies finally scrap it out (highly requested)
- Another round of minor tech and system balance changes mostly focused on targeted adjustments. The full details can be found here: https://pastebin.com/GLGnsf5m

### Added
- Added additional scavenging results for a new timed national spirit and new tech bonuses, as well as replacing some existing broad tech bonuses with two more specific bonus options
- Added additional crossings and ports in some southeastern Texas provinces
- Added a new unique leader trait and advisor role to Cho Bang for Lone Star and Provisional Republic of Texas
- Added leader trait Stout Defender to Cho Bang at gamestart
- Added Basic Ballistic Weaponry and 5% Stability to Lone Star at gamestart
- Added a new idea to one of Lanius’s first events which is removed after the first five New Mexico wars
- Added the first tier of Enforcer tech to Lanius at gamestart
- Added Basic Ballistic Weaponry, Bike tech, Logistics tech, 10% Stability and 5% War Support to Santa Anna at gamestart
- Added 10% Stability and 5% War Support to Rio Grande at gamestart in exchange for the Rio in Flames focus now granting -5% Stability instead of +5% Stability
- Added 15% War Support to Tlaloc at gamestart
- Added 5% War Support to Navarro Territories at gamestart
- Added Support Equipment and CnC Scrapbots to Arroyo at gamestart
- Added 200 additional manpower to Navarro Territories at gamestart
- Added the first tech from Asymmetric Warfare to Painted Rock at gamestart

### Changed
- Changed Default Stability and War Support modifiers to now be oriented around 50% correctly, meaning debuffs start below 50% and buffs start above 50%
- Changed the modifiers for low or high Stability and War Support to accommodate the above
- Changed the max World Tension War Support impact from 20% to 15%
- Changed tension generation from state annexation and war goal generation to be lower
- Changed Consumer Goods reductions from generic Subject/Master decisions to instead provide flat amounts of caps
- Changed the Followers of the Apocalypse to grant 5% less Monthly Population now that their old decisions are restored
- Changed the modifiers of some design companies for balance
- Changed the values of economic law node income modifiers somewhat
- Changed the node caps income multiplier from node value to be reduced by roughly 17%
- Changed many miscellaneous starting spirits for nations to be weaker or slightly adjusted
- Changed starting leader traits for Santa Anna, Ouroboros and Big Grass to be slightly stronger
- Changed some focuses, modifiers or events for Alamo Chapter to be slightly weaker or altered
- Changed the EPA focus from Allgood’s first branch to grant a stronger overall effect
- Changed some focuses in the NCR’s Mojave and Vote of No Confidence branches to be adjusted for balance
- Changed the effect values and focus lengths for some NCR focuses in the first Allgood and Kimball branches
- Changed some NCR focuses for Hayes to take different times with a net focus time reduction
- Changed some NCR focuses for Hayes to be slightly stronger or adjusted in their effects
- Changed the Hayes focus requiring an ally with Sophisticated Air to also accept owning the land of the Shi as a condition
- Changed Lanius’s early conquest focuses to now require small amounts of command power to take
- Changed many early Lanius focuses to be slightly stronger or altered
- Changed some advisor traits for Lanius to be slightly stronger
- Changed the requirements for the Towards Dog City focus bypassing to be more specific to slightly reduce the frequency of locking oneself out of focuses due to the automatic bypass
- Changed some focuses and modifiers for TAA to be slightly weaker or altered
- Changed the TAA’s starting additional stockpile to be slightly smaller
- Changed starting resources for some Alamo, Ironmongers and The Persuant states to be marginally lower
- Changed one of the two starting modifiers for The Persuant to grant slightly more speed in exchange for a percentual entrenchment penalty
- Changed the Economic Knowhow character trait to be stronger
- Changed many focuses in Lone Star to have improved balance or effect changes for quality of life
- Changed many focuses for Lone Star and Hand Warband to be shorter and adjusted some Hand Warband focus effects to compensate
- Changed the starting production lines for Lone Star to be expanded
- Changed some Lone Star states to start with more building slots
- Changed the Field Medic generic advisor trait to be stronger
- Changed the New Reno Christopher Wright advisor trait, the Macarthur Markham advisor trait and the Vault Nation Vault Defender advisor trait to be marginally weaker
- Changed the Ranger unit leader trait to grant smaller Spec Ops bonuses
- Changed the Texas Economic Union bonuses to also benefit building slots
- Changed the Legion Office of Slavery business to cost 150 instead of 100 political power
- Changed the starting modifiers of Cypher Warband and the First Peoples nations to be stronger
- Changed some modifiers as well as the robot focuses for Ouroboros to be stronger
- Changed some Montana Chapter focuses in the top left branch and leader specific branches to be slightly weaker or stronger
- Changed the Supply Consumption reductions from Roach King’s modifiers to be greater
- Changed some focuses and modifiers for Rio Grande’s Guerra Path to be slightly stronger
- Changed some focuses in the shared Lynette/Maier Vault City branch to have altered, stronger effects including better buffs or incentives for Enforcers
- Changed the Vault City lynette focus unlocking implants to also grant 3 25% research bonuses for the technology
- Changed some specific country Justify Wargoal Time reductions to be smaller
- Changed two focuses in the central branch and several focuses in the rightmost branch for Hangdogs to be adjusted for balance, mostly including buffs
- Changed WARDEN’s capstones to grant slight additional effects
- Changed an option in one of Santa Anna’s starting events to be marginally stronger
- Changed Santa Anna’s unit terrain bonuses to also benefit defense somewhat
- Changed the starting units for Desert Rangers to have marginally less experience
- Changed the starting templates for Navarro Territories to be larger

### Fixed
- Fixed the Texan Economic Union accidentally starting with +2% to political power instead of -2%
- Fixed two MacArthur advisors mistakenly costing 10 instead of 100
- Fixed Desert Rangers starting with more Support Equipment than intended due to a coding error
- Fixed the Vault-Tec medical training advisor role penalizing monthly population rather than improving it
- Fixed the starting Four Fathers national spirit accidentally increasing stability instead of decreasing it
- Fixed some missing or erroneously assigned technology categories


### Removed
- Removed 5% Stability from Texan Brotherhood and Montana Chapter at gamestart
- Removed 10% War Support from MacArthur at gamestart
- Removed 3% War Support from Caesar’s Legion and Big Grass at gamestart
- Removed 5% War Support from Ironmongers at gamestart
- Removed Tool Procurement tech from Desert Rangers at gamestart
- Removed 1 starting Civilian Factory from a TAA state at gamestart
- Removed 300 of the 500 additional starting manpower from Lanius at gamestart

### Technical Changes
- Fixed minor oversights in the prior patch’s adjustments to AI behavior and made additional improvements, particularly to research and political power spending
- Changed some aspects of nation specific AI for Lone Star, Texas Brotherhood, Gente Del Sol, Tlaloc and Troll Warren to be improved

Check Discord or https://pastebin.com/7TedsnEF for the full changelog

Update: Mar 21, 2023 @ 10:05am

-- Update 4.1.18 --

### Major Features
- A round of balance passes have been done on many background parts of the game and unique units given the current health of tech and unit balance overall. Changes include quality of life for many unique units, minor adjustments for robots and changes for many background defines or values pertaining to industry or armies. Full details can be found here: https://pastebin.com/iu9S4UiD

### Added
- Added an event for Wild Wasteland allowing the Legion to acquire a certain, especially talented general after taking the Mojave
- Added a Melee Weapon Manufacturer and two new Air Designers for Fighters and Bombers
- Added a different trait for New Vegas’s Benny advisor for players without La Resistance
- Added Combat Language and the first Encryption tech to Navajo at gamestart
- Added the second tier of Naval Invasion tech to Last Patrol at gamestart
- Added an additional Augment slot to TV Town at gamestart
- Added supply caravans and recon company tech to TV Town at gamestart
- Added 5% more War Support to the NCR at gamestart
- Added 1% consumer goods and -5% caps income to the NCR at gamestart via their economy modifier
- Added +5 Maximum Command and +5% caps expenses to the NCR at gamestart via their army modifier
- Added additional scripting to the AI for NCR and Last Patrol to help with the handling of their early wars somewhat
- Added additional scripting encouraging a Vargas-aligned Desert Rangers to pursue joining the NCR much more quickly as AI
- Added an additional province to the railway in Sons of Kaga to remedy it being disjointed
- Added tribal visibility tech to the starting focuses of Legion paths that receive technologies from the tree, alongside explanatory tooltips and slight focus prerequisite adjustments
- Added a militia template to Far Son so they’re not managing the garrison with Spec Ops
- Added a tooltip for WARDEN to explain the Processing Power requirement for their final decision.
- Added basic vehicle techs to 39 nations.

### Changed
- Changed the “Cities: Skylines” achievement to instead require a finite amount of development decisions
- Changed Compliance Gain bonuses from occupation laws and a majority of country modifiers or advisors to be smaller or changed from flat to percentual bonuses
- Changed Compliance Gain to receive small flat increases both for being at peace and for having claims on the state
- Changed Resistance Target reductions from most occupation laws to be 5% less
- Changed the Resistance Target reduction for a state having a claim to be 5% greater
- Changed Resistance to demand slightly less suppression per percent
- Changed a majority of nations to start with slightly (or in the case of some outliers, significantly) less war support or stability depending
- Changed World Tension generation to be 20% less from all sources
- Changed unit Caps Expenses to be 8% higher
- Changed War Support to change Stability by up to -20% when at war rather than up to -15%
- Changed War Support to grant up to +40% Justify War Goal time when below 50%
- Changed the base value for production efficiency growth to be 10% lower
- Changed Army Leader XP gain to be marginally slower
- Changed Radiation Storms and Extreme Heat to penalize Supply Consumption less
- Changed many generic decisions, primarily stability or war support related decisions, to be slightly weaker, have higher cooldowns or be otherwise altered
- Changed volunteer capacity bonuses for some nations to be smaller
- Changed some miscellaneous focuses or events to grant off-map factories rather than factories in a state
- Changed AI Vault City to pursue the Lynette path slightly more often by default
- Changed some TV Town augments to grant slightly stronger or altered effects
- Changed some early TV Town focuses to have adjusted lengths or slightly stronger effects
- Changed TV Town to no longer start with advisors granting organization opinion
- Changed TV Town to start with flat maluses to organization opinion
- Changed the modifiers for TV Town’s starting spirit and Sandman spirit somewhat
- Changed the starting Power Armor units for Eureka to start with slightly worse equipment
- Changed the Research Site P-1 spirit for Washington Brotherhood to be slightly weaker
- Changed some advisors, focuses and national spirits for Maxson Chapter to be slightly weaker or otherwise altered
- Changed some focuses for the Malpais, Lanius and Cult of Vulcan Legion paths to be stronger or altered
- Changed some focuses for the Kings path in New Vegas to be stronger or have additional effects
- Changed some focuses for Navajo to be stronger or have additional effects
- Changed the NCR Dollar currency to grant 5% less of a bonus to Trade Tariffs
- Changed some focuses for the NCR’s Redding and California Way paths to be stronger or slightly altered
- Changed some states for the NCR to have less resources as well as less or more victory points in order to shift more VP’s from the southern parts of the nation to the northern parts
- Changed the first Shi focus for the NCR to give a slightly stronger effect
- Changed a handful of NCR focuses for Kimball, Allgood and Hayes to be marginally stronger to compensate for separate nerfs or marginally weaker as part of said nerfs
- Changed the NCR’s Roaring Economy focus to also grant 10% surrender limit
- Changed the NCR’s Mama Van Graff advisor to grant an additional -5% Caps Income on both her potential traits
- Changed some early news events for the NCR to grant small effects
- Changed the Hub crisis event for the NCR to also reduce the development of the state’s node
- Changed the Army Reform decision for Allgood’s NCR path to grant slightly more significant debuffs
- Changed some election decisions for the NCR to have slightly increased costs
- Changed the Maxson Chapter final Vault 0 event to grant less resources and building slots
- Changed Mojave Chapter’s starting “Elijah’s Determination” spirit to be slightly weaker
- Changed many aspects of WARDEN to be weaker and no longer have an overabundance of modifiers or techs. Changes are comprehensive.
- Changed K-9 Army to also apply to robots, allowing WARDEN to focus on its actual strong suit
- Changed Heavy Infantry bonuses for WARDEN to boost suppression and defense
- Changed WARDEN’s Processing Power research speed modifier to be weaker
- Changed K-9 army to now increase unit supply use, army training time and Dog equipment cost. Feed your dogs.
- Changed WARDEN to no longer have access to Cybernetics
- Changed WARDEN’s Robocop decision reworked for NEW man made horrors beyond your comprehension
- Changed WARDEN to no longer receive Power Armor beyond tribal or Vault-Tec variants
- Changed the rewards from WARDENS initial brotherhood decision to be split so infiltration rewards something different.
- Changed Colossus changes nations on the WARDEN civil war event now so people who cheat can still get it in charge, cheaters.
- Changed WARDEN to have slightly less access to advanced motorized technology
- Changed the population and building slots from restoring Denver to be lower
- Changed the Last Patrol’s starting units and production to include demolitions instead of fireteams
- Changed some focuses for the Hardin path for Operation Sunburst in Mojave Chapter to be slightly stronger
- Changed some focuses for Robot City to be weaker or slightly altered
- Changed Robot City to start with additional modifiers to justify time and enemy justify time
- Changed some focuses from the Shared Cascadia tree to be slightly stronger or weaker
- Changed Santa Anna to start with 5% more Conscription Factor via his national spirit
- Changed some of Alamo Chapter’s starting and wartime emergency focuses to be slightly weaker
- Changed Alamo Chapter’s Hardliners spirit to grant 5% less factory output

Check Discord or https://pastebin.com/Q2pcDAQf for the full changelog