Hearts of Iron IV

Hearts of Iron IV

Old World Blues
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Update: Sep 20, 2022 @ 1:42am

-- Update 4.1.1 --
### Added
- Added Missing Loc for Robot City Refugee events.
- Added missing bypasses for Maxson Expedition wargoals
- Added Description to Metis Leaders
- Added Unique Icons to CHC good path ideas
- Added Unique Icons to CHC Act 2 bad path

### Changed

- Nerfed the Wardens garrison idea. (consult your local Violet for cope)
- Nevada claims in the NCR tree were moved to Kimball
- Maxson “Hangdog Defeat” Idea is now removed in the focus where you claim Denver, to prevent it being bypassed and becoming unremovable
- Iron Alliance now leaves Caesar’s Legion when Lanius is puppeted by Maxson
- Changed starting claims on Elbo, they are no longer declared on.
- Changed Metis focus lengths from 60 to 45
- Changed Chained Choir Evil Path icons to updated ones

### Fixed

- Fixed an issue where players could not proceed in the Robot City tree if WARDEN won in Colorado.
- Fixed an issue where Colorado Republic path in Robot City would not properly change cosmetic tags.
- Fixed an issue where Diana was unavailable as a research advisor in Robot City after completing the focus ‘In Lieu of Paradise.’
- Fixed a few issues relating to the focuses in Robot City relating to the Hangdogs civil war. (Civil War Tags are hell)
- Fixed an issue relating to the cosmetic tag for Wardens of the White.
- Fixed a missing idea icon in the Wardens
- Fixed an issue where players could not proceed in the Wishmaidens decision chain.
- Fixed New Reno being forcefully added to NCR in the focus "Reno's Statehood"
- Fixed Sky Reavers not getting a proper event after Timekeepers complete "Friends in High Places" focus
- Fixed 2 Santa Fe divisions appear in Maxson Chapter territory
- Fixed WARDEN advisors not working properly
- Fixed Chained Choir not having access to Intermediate Construction Tech.
- Fixed Maxson's tendency to start wars while already at war.
- Fixed Erroneous claims on Elbo
- Fixed Sky Reavers alliance event not firing properly
- Fixed Misallocated Choir scream buttons on larger resolutions
- Fixed Maxson Decisions for the Iron Mercenaries giving extra equipment
- Fixed Maxson giving up Colorado territory to their New Mexico puppet
### Removed
- CHC scream visual elements until they can be made to work right in other resolutions.

Update: Sep 18, 2022 @ 9:53pm

-- Update 4.1 --

### Major Features
- Added Maxson Expedition focus tree
- Added Metis Congress focus tree
- Added Robot City focus tree
- Added Chained Choir focus tree
- Added Executives focus tree
- Added Old Country focus tree
- Added Eagle Rock country with new tree
- Added Timekeepers country with new tree
- Added Vault 27 with new tree
- Added shared vault tree to Vault 27, Executives, and Timekeepers
- Fixed and adjusted temperature patterns for every single region of the map
- Changed the formula for caps expenses to be partly flat and partly exponential, increasing them slightly for everyone but far more significantly for large armies
- Adjustments and refinements to the tech changes of the previous 4.0.x patches. This includes buffs to Agriculture and Resource Generators, tweaks to Fireteams and Demolitions, slight bumps to standard Infantry and Robots and general quality of life improvements. The full changelog can be found here: https://pastebin.com/LRd3ea0A

### Added
- Added 5 new development decisions to the map across Colorado, Utah and Montana
- Added a bunch of advisors descriptions for NCR and MOT by Wagoo#1489
- Added a focus to Rio Grande that allows Rosado to ally with Alamo
- Added a new event for Rosado in RRG, that allows them to ask Alamo for Santa Anna lands if they own them
- Added new unit leader tooltips for RRG
- Added some addition factories and bonuses to the early parts of The Den's tree and their starting national spirits
- Added recon companies to The Den at gamestart due to being used in some of their locked templates
- Added basic vehicle and robotics tech to Shi at gamestart
- Added a few more robotics techs to New Vegas at gamestart
- Added marginally more stability and bicycle tech to Lanius's Cohort at gamestart
- Added a trade route between Entrance and Red Deer
- Added slightly more circuitry and building slots to some states in and around Utah

### Changed
- Changed Rotpurgers Wishmaidens path
- Changed some modifiers for Caesar's Legion and the NCR for balance purposes
- Changed Tanks to cost more caps per battalion and changed Militia, Lawkeepers and standard support companies to cost less
- Changed Undesirable and Mutant recruitment laws scaling and bonuses/penalties to improve balance
- Changed Cowboy Country to now use ranger models
- Changed crossings on Choir-Scrappers border
- Changed state shapes on Maxson-Robot City Border
- Changed some effects in the Chichen Itza tree to give more accurate research bonuses
- Changed Chichen Itza's Royal Guard template to no longer be locked
- Changed the NCR focus following the fall of the Mojave to no longer advance their economy law multiple stages
- Changed the Followers of the Apocalypse to give slightly more monthly population
- Changed some effects in Santa Anna's tree to be stronger or slightly altered
- Changed a handful of focuses for Broken Coast and Rio Grande to be slightly stronger
- Changed the starting national spirit for White Legs to be slightly stronger
- Changed Ouroboros to gain more conscription from their focuses

### Fixed
- Fixed faction invites adding you to faction automatically
- Fixed Cascadia formable giving cores and claims on Montana
- Fixed Equestria gamerule not working
- Fixed focus icons in RRG being broken
- Fixed some currency tooltips not matching their actual bonuses properly
- Fixed the Vault City Nevada Pact news event giving 5% stability and war support to every nation on the map
- Fixed TV Town not having access to multiple conscription laws
- Fixed Sentry Bots having incorrectly low piercing

Update: Sep 2, 2022 @ 6:59pm

-- Update 4.0.6 --

### Major Features
- Massive optimization improvements
- A 4th, smaller round of balance changes focused mostly on refining previous patches alongside tweaks to some unique techs, many increases to research time, some tweaks to buildings and some new decisions unlocked by some techs. The full changelog can be found here: https://pastebin.com/ydBx8TxW

### Added
- Added links to OWB Wiki and Reddit in the pause menu, also updated the icons for buttons with links
- Added a new generic decision for spending command power and 3 new caps decisions unlocked via researching specific techs in industry and engineering
- Lupa and Baggers should now send volunteers to nations at war with Lanius
- Added a warning for Republic of Three Republic’s focus Stepping On the Roach to notify Roach King nation of war being justified
- Added a gamerule and ai weights for Rotpurgers
- Added sophisticated special forces tech to Pleasantdale.
- Added a few air-related technologies to Unbound and Storm Mongers at game start, alongside some equipment to boot.
- Added an option for Lynette to choose and alliance with the Bishops in her Reno focus
- Added air bases to Storm Mongers capital.
- Roach Nests now give half as much Radroach Equipment as they give manpower (1800 Manpower for example means you get 900 Roach Equipment!)
- Added a bunch of new OOBs for 5.0 region by Sentro
- Added a new starting general for RRG
- Added an event allowing Vault City to invite Shoshone to become their protectorate once they are no longer in danger of being killed by Bone Dancers and enough time has passed
- Added claims on The Stretch, Corroded Fields, Vernon and Matador City for Cypher Warband
- Added flavor events for Calhoun upon annexing the Legion
- Added slightly more factories and population to Broken Cost at gamestart and some bonuses to their starting idea
- Added slightly more population to the Montana Chapter at gamestart
- Added effects to some of Shi’s debate events depending on who is chosen to be supported
- Added 1 more military factory and slight bumps to the starting national spirits for Mojave Territories
- Added a trigger requiring Lanius’ Cohort to own Dog City before making it their capital
- Integrated "Old World Blues: The Bear Economy Uses Dollars" submod by Wagoo#1489
- Added industry and military branch to the NCR puppet tree
- Added focuses for NCR Puppets: Fourways, Baggers and Sky Reavers
- Added 1 more research slot for Reno on start


### Changed
- Changed infrastructure to give half the bonus to resources in a state and also slightly over double the bonus to fuel capacity
- Changed infrastructure to now affect the construction speed of Radar Stations, Anti-Air, Coastal Forts, Bunkers, Outposts, Supply Nodes, Naval Bases, Air Bases, and (for futureproofing) Railways
- Changed Coastal Forts to cost as much as Outposts
- Buffed Gold Hound and Lupa's national spirits
- Buffed some focuses and advisors for Rio Grande republic and adjusted some focus lengths
- Buffed some of the focuses and national spirits for Arroyo
- Buffed some of the focuses and national spirits for Ouroboros, as well as Hecate’s traits
- Adjusted some generic decisions and caps decisions for improved balance
- Changed exodus refugees to give a marginally higher stability penalty and cost marginally more to assimilate or send away
- Changed economy laws to now cost 150 political power
- Adjusted many of the generic army related laws to be more flavorful and balanced and attractive in the case of those which were not very useful
- Changed Three Rivers’ tree to be much shorter and nerfed some focuses to accommodate the faster pace of focus completion
- Changed caps wages ideas to cost slightly more political power and give a smaller bonus to special forces capacity
- Adjusted NCR’s and Caesar’s starting techs and modifiers and a decent portion of the NCR tree for balance and quality of life purposes
- Changed the penalty to Unifier nations to affect more modifiers and allow for gradual mobilization over a few months before the remainder of its penalties are removed
- Adjusted many of the focuses for NCR’s civil war paths for quality of life and improved balance
- Adjusted the Troll Warren garrison law to be more balanced
- Changed colors for Lanius and Vulpes Legion
- Changed New Reno to now be able to call in NCR to their wars after completing their main expansion branches
- Changed some ai weights to no longer be set to a default option with historical focuses set to on
- Changed the coring mechanic to scale less aggressively based on the country’s core population but have a higher base cost
- Changed Operation Sunburst preparation to give slightly less Reinforce Rate
- Changed Organization opinion to give a smaller discount or bonus to sell price
- Adjusted the amount of resources for many states primarily those in California, Oregon, Utah and Nevada
- Adjusted some of the major businesses slightly following previous changes
- Changed ‘Malstrom Air Force Base’ into ‘Malmstrom Air Force Base.’
- Unlocked Pleasantdale’s division templates.
- Changed the “Pacific States of America” formable for Hayes to the “New American Republic”
- Forming the Free States of Nevada now requires you to be independent
- Broken Brothers branch in Reno now blocks other political branches
- Changed starting Riperult units for ai
- Adjusted the starting units, tech and resources for Sons of Kaga for better balance
- Merged Biggar into Great Stampede
- Nerfed CES_vulcan_chariots_idea idea, which goes under then names "My Way or the High Way", "The Hammer and the Anvil" and "The Cult of Nas Spreads"
- Incorporated territory puppet law now gives 50% mils to the overlord instead of 75
- Changed the Rogue Ranger’s local leader trait to the ferocious loyalty trait

### Fixed
- Fixed infinite manpower and divisions to summers federation
- Fixed the NCR gamerule not working properly
- Fixed some NCR modifiers being given in both the Army of the Republic modifier and a separate national spirit at the same time due to an oversight
- Fixed issues with the Shi gamerule occasionally leading it to function incorrectly
- Fixed a bug allowing raids to target impassible territories for border wars
- Fixed a bug preventing the research of later tiers of horse equipment
- Fixed a typo in “Settle the Mojave” focus for NCR
- Fixed Strathcommune’s Six Front War focuses being occasionally inaccessible
- Fixed the scripted peace for Iron Alliance and Lanius vs Hangdogs not working properly and allowing Iron Alliance to take other states outside of what they’re promised
- Fixed the Apostles focus tree’s center path being blocked by a faulty trigger
- Fixed the Hubologists path in Eureka being available to all post-Navarro paths
- Fixed a typo in Indigestion event for Eureka
- Fixed Broken Coast’s New Victoria raiding units spawning in wrong locations
- Fixed several Modoc Magistrate triggers for Vault-City not working
- Fixed Tzotzil’s focus tree not showing up
- Fixed "No More Reservations" focus for Navajo being bypassed when it shouldn’t
- Fixed Caps Income mapmode not working
- Fixed the wrong name for the Arroyo State
- Fixed some ai flags telling nations to use certain doctrines and units not being set properly
- Fixed old Thradd formable still being available
- Fixed Moore being locked out of the “External Affairs” focus
- Fixed Lord’s Anointed being locked out of removing the religious schism
- Fixed Marrow Drinkers not having prerequisite vehicles tech
- Fixed Mojave Territories using old province IDs for effects
- Fixed NCR not getting claims on Oregon in its respective focus
- Fixed the Texas Arms Association from getting locked out of their left branch
- Fixed minor localization issues in the NCR focus tree
- Fixed Nightkin Future focus having no cost


See the Discord or this link for rest of Patch Notes: https://pastebin.com/w7HhaGX8

Update: Aug 8, 2022 @ 6:03pm

--Hotfix 4.0.5a --

### Main Fix
- Fixed a crash caused by AI strategies referencing deleted tags

### Additional Fixes
- Fixed Eureka “Sell Excess Convoys” not removing convoys
- Fixed capitalization for Implant Technology names
- Fixed NCR decision “Murphy Supports Workers” description to reference Murphy instead of Hayes
- Fixed loc typos in description of “City 318” focus for 215th

Update: Aug 6, 2022 @ 7:28pm

-- Update 4.0.5 --

### Major Features
- Added models for: Behemoth, Mirelurk, Sentrybot & more!
- Integrated Minor Nation Ideas submod by Commander_Vex#2255
- Integrated Wolf Queen's Rise submod by Commander_Vex#2255
- A third round of balance changes to tech and units, potentially the final huge one for a while. A summary of the changes can be found below and the full changelog can be found here: https://pastebin.com/WCKVkkQg
-Research Ahead of Time penalty increased from 0.6 to 1.0 and base research cost itself decreased by 15%. Some specific categories of techs given slight increases or decreases.
-4 New Units added: Motorized variants of Recon, Medical Chems, Logistics and Maintenance.
-Anti-Air and planes given huge changes. AA will be more effective at shooting down planes but less effective at reducing CAS damage without further upgrades or other sources of Air Attack. CAS missions and planes both made less effective at base, Strategical Bombers and Blimps given slight buffs.
-Breakthrough for Energy, Ballistic and Melee equipment made more comparable, Spec Ops and Power Armor given minor positive adjustments, enforcers given a handful of small nerfs to defense, breakthrough and speed.
-Increases to Hard Attack for Anti-Tank, Fireteams and Demolitions and decreases to organization. Some piercing values increased for dealing with high armor early on. Demolitions also slightly buffed. Power Armor Support also given more scaling into the late game.
-Small buffs to Dogs, Chems made to also grant recovery rate to divisions, Recon and Maintenance adjusted. Logistics equipment capture ratio replaced with Initiative to be a mix of normal logistics and base game signal companies.
-Small nerfs to Motorized Enforcers and buffs to Motorized Demolitions and Fireteams. Small buff to Tanks alongside nerfs to Vehicle in-between techs.
-Robots given higher reliability, recruitable population cost on efficiency techs slightly reduced.
-Miscellaneous adjustments to land doctrines as well as the Perks and Doctrine School for players with No Step Back. Includes additions of the Initiative and Coordination stats from No Step Back, quality of life changes to Radios and many fixes to malfunctioning doctrine effects.
-Adjustments to many minor techs. Communication techs now grant Coordination, Agriculture and Habitation techs made more effective, resource generation buildings such as Foundries given buffs to base production.


### Added
- Added a custom gamerule and detailed AI strategy and path weights for the New California Republic, New Reno and Eureka
- Added new advisors to the set of generic advisors given to Settler, Tribal and Raider nations by default
- Added two more options to make people angry in Redding
- Added more content for Eureka’s hubologist path
- Added proper support company units with custom icons for motorized maintenance, medical chems, logistics and recon
- Added unit icons for the 3 CnC attachments and tooltips explaining them for new and returning players
- Added a decision for Lonetree when Wild Wasteland is turned off that grants rewards for controlling certain states without granting the actual Longtree formable nation that is Wild Wasteland only
- Added a starting idea to Chemult Station as well as a unit leader description and a decision reward for defeating Bone Dancers
- Added a new in-between tech to the Air tech tree and changed Transport Gliders to only require Tribal Air Tech to unlock
- Added a portrait for Free Man (you fool!)
- Added a new flag and a cosmetic name for Van Graffs in Reno
- Added ideology icons for Sun Dogs, Van Graffs and Lambda Tribe
- Added a new cosmetic tag for TV-Town!
- Added scavenging to Lost Hills which can now be unlocked by completing a specific focus
- Added ability to get scientific industry for Lost Hills which can be unlocked by completing a number of focuses
- Added off-site civilian workshops reward to several focuses in Lost Hills tree
- Added sophisticated robot technology to the Reclamation Army Depot
- Added a military theorist to Vault City
- Added bypasses to a large amount of wargoal focuses so if you own the land of the nation you are taking it from it will bypass
- Added flags and cosmetic names for the Vault City puppets: Yakuza, Vipers, S’lanter, Slags, New Reno, Modoc and Jackals
- Added Moore as a field marshal when she takes power in the NCR
- Added a cosmetic name for Shi, when they join the NCR
- Added some missing puppet flags for the NCR
- Added a new unit leader in focus "Mutant Integration" for the NCR
- Added generic portraits for a Midwestern Brotherhood culture! Now in use in: The Cause, Washington Brotherhood, and Montana Chapter
- Added a new formable for Shi elites path
- Added an unique ideology icon for the Steel Rangers
- Added Basic and Intermediate Vehicle Tech to Highland Watch at gamestart as intended
- Added a decision for Max Sec to join the NCR if Arroyo doesn’t exist
- Added a leader for Regulators in Eureka
- Added formables for the Electorate
- Added cores on all of New Reno core states for NCR in "Another Seat in the Congress" focus
- Added to Lost Hills state’s starting industry
- Added implant equipment and caravan equipment to the Metal Mouths
- Added intermediate vehicle tech back to Caesar’s Legion
- Added a description to New Hammond’s glass production idea
- Added settler PA tech level to Bank End Bandits
- Added Arroyo and Eureka to the “Strengthen Nations” section of custom gamerules
- Added a script that makes many of the targets of Thunderbirds request and accept military access from each other when both at war with them
- Added a scripted focus order for MacArthur AI to make them act more intelligently
- Added supply nodes to states in Baron’s Eyrie
- Added more population and building slots to some states in Oregon, Nevada and the Rio Grande Republic
- Added 2 military factories to the Navarro Territories in the east at gamestart

### Changed
- Changed and overhauled the focus rewards for the NCR, including focus length changes, many buffs or quality of life tweaks and an unlockable 5th research slot from the focus The Bear Roars
- Changed and largely buffed many of the advisors for the NCR
- Changed Radio equipment in the Trooper Warfare section of the Conventional Warfare doctrine to be unlocked for production 2 doctrine techs before your units begin to require it
- Changed many focuses in the Heaven’s Gate tree to be stronger and more varied
- Changed a portrait for Keene in Jacobstown
- Changed the effects of almost all of the Design Companies, Major Businesses and Pre-War Businesses to be more balanced and unique
- Changed, and in some places overhauled, the effects of all the unit leader traits for balance
- Changed the effects of many of the generic advisor traits
- Changed many of the AI’s priorities for research and production to be more sensical and intelligent
- Changed ownership of some provinces in Colorado to make the borders of Withered Dogs look nicer
- Changed some of the effects and focus lengths for many focuses in the New Reno and Vault City trees as well as the NCR and Vault City puppet trees
- Changed the costs of organization equipment to be slightly higher and scale in discount from opinion much slower
- Changed the effects of some generic caps decisions and organization opinion decisions slightly for balance
- Changed non core manpower values for outsider laws
- Changed a few icons to remove image artifacting
- Changed the political power cost of Lost Hill’s political and paladin recruitment focuses to be half of what it was before
- Changed some focuses in the lost hills paladin branches to give slightly different rewards
- Changed TV-Town’s first few focus branches so that it’s easier to complete
- Changed paladins to use implants

Read the rest on our discord or this link https://pastebin.com/cQypAKYv

Update: Jun 29, 2022 @ 12:54am

-- Update 4.0.4 --

### Major Features
- Large, wide-reaching balance changes made. This includes refinements to last patch’s vehicle changes, stat overhauls to Robots, far more resilient infantry and balancing to their respective equipment types, changes to armor and piercing sources, and more. Once again, these are all likely to get adjustments based on player feedback over time. The changes are summarized below and the full changelog can be found here: https://pastebin.com/eiYLd2qE
- Increased vehicle research times to adjust for them being lower than intended
- Plane equipments all moved back one year, increasing the initial ahead of time penalty
- Support Robots granted greater defense, breakthrough and hardness. Bipedal and Thruster Robots given lower production costs, more varied stats and higher piercing/hard attack and soft attack respectively
- Combat Robots made slower but with higher defense, breakthrough, hardness, soft attack and cell usage
- CnC Robots made much cheaper. Stats adjusted to prevent them from decreasing divisions stats too heavily
- Super Heavy Robots given significant increases to stats and cost
- Infantry equipment granted higher defense, breakthrough and production cost. Energy weapons granted higher air attack and melee granted less piercing
- Decreased enforcer equipment cost and reliability and added defense
- Spec Ops Defense lowered slightly to accommodate above changes, alongside marginally lower armor and piercing
- Power Armor granted additional slight defense increases and much higher armor for the first few techs
- Significantly increased Fireteam and Demolition Piercing. Granted an additional 30% modifier to piercing on top of this to their battalions specifically as opposed to support. Adjusted the organization of Fireteam and Demolition Battalions from negative to 0
- Anti-Tank made marginally more expensive with greater hard attack
- Anti-Air granted slightly higher piercing, Dogs made cheaper, Chems and Logistics slightly improved
- Reduced base motorized speed and vehicle speed buffs from techs. Granted higher stat penalties to combat motorized variants
- Slightly increased Tank Armor and slightly decreased supply use, production cost and breakthrough
- Miscellaneous doctrine adjustments. Right side Automated Warfare will now make robots less reliant on CnC robots for org, instead using them a little more for their stats

### Added
- Added unit leader tooltips for New California Republic military branch
- Added gamerules for Vault City, Montana Chapter, Shi and Arroyo
- Added AI doctrine/unit type sets to every nation which lacked them
- Added custom AI path weighting and focus strategy plans for Vault City, Shi and Arroyo
- Added more ideology icons for New California Republic
- Added conscription laws to all the 5.0 nations which lacked some or all of them
- Added a new Communications tech category to top path engineering techs for use in AI research weights and future developer or submodder use
- Added a new CnC robot tech category for future developer or submodder use
- Added starting units for Baja State
- Added AI Strategies to Caesar and NCR which both encourage building more civilian factories early
- Added an AI Strategy to Hangdogs/Warden to encourage them to build more military factories after their civil war
- Added a new set of starting units for Loid’s Ministry, including tanks
- Added a second starting idea to Mad Trains which grants reinforce rate and less attrition
- Added 2 infrastructure to every starting Mad Trains state
- Added some icon and leader portraits for S’Lanter
- Added mini rework for Moore path
- Added a new flag for Allgood, after he wins the elections
- Added new law icons
- Added a hidden effect and tooltip to Big Grass at gamestart which converts manpower to robobrains on a monthly basis
- Added more starting factories and building slots to Big Grass, Whitecourt
- Added more starting manpower and units to Whitecourt, Iron Confederacy, Commonwealth Remnants and Vermillion-Wainwright
- Added the option to strengthen Desert Rangers, Guardians, 215th, Sons of Kaga and TV Town at gamestart
- Added +1.00% conscription and +2000 max fuel to Dam Busters starting ideas, as well as more population and the resource generation tech at gamestart
- Added stockpiled ballistic guns, 1 more military and civilian factory, a starting production line of Mass Drivers and more building slots to Bismarck at gamestart
- Added starting idea to Olympus Tribe for the first 3 months that prevents accepting volunteers
- Added 1 more civilian factory to a White Legs focus
- Added small buffs to some MacArthur, Montana Chapter and Heaven’s Gate focuses
- Added more starting industry techs, state population and factories to Heaven’s Gate
- Added a new flag for Navarro Territories
- Added an option for Calhoun to invite Navajo in his faction, if they revolted against Caesar
- Added Snowmobiles to Snowmads/Mad Trains
- Added West Coast Supermutant models
- Added Legion Special Forces model
- Added Midwestern power armour model to WBH and MNC
- Added Desert Ranger special forces and infantry model
- Added building slots and population to some states in Nevada
- Added a focus for Calhoun to ally with Graham's Canaan
- Added error checking for a clamp variable in the NCR election code
- Added starting units, factories and a starting idea to Protectron Security Hub
- Added a strategy path for the Shi to push them to join the NCR faster.

### Changed
- The Battle of Hoover Dam is Back, Baby!
- Changed Unifier nations to core all controlled states.
- Adjusted miscellaneous AI research weighting to improve their priorities when researching techs
- Changed AI Mojave Territories to always join the New California Republic Civil War
- Lanius now can’t become independent while at war
- Changed Montana Chapter AI to declare simultaneous wars on Metal Mouths, Havre and Storm Mongers far less frequently
- Increased the strength of some miscellaneous generic advisor traits
- Baja State now uses NCR puppet system
- Moore now attacks BOS faster and cheaper
- Nerfed some of Eighties’ early game national spirits
- Changed some of the focuses in the two mutually exclusive early-game paths for Eighties to improve balance between the two
- Adjusted the Uranium City starting idea to have more drawbacks and an inability to manually core states
- Adjusted the starting units, factories, ideas and AI behavior for Far Son/Highland Watch and Mad Trains/Snowmads to improve the balance of their respective starting wars
- Adjusted starting factories, units and techs for Old Country and Rotpurgers
- Buffed Calhoun ideas effects
- Buffed many Big Grass and Strathcommune focuses and their starting units
- Lowered the starting unit number and strength for High Chapel
- Changed a TV Town focus which granted a special forces bonus to instead give a doctrine bonus as they cannot make special forces
- Decreased the desire for some non-robot nations to research robots
- Changed NCR idea Protectors of the Wasteland to grant less volunteer capacity
- Changed NCR’s AI to prioritize industry research slightly higher and enforcers lower
- Buffed the surrender limit and supply consumption for Snowmads’s leader trait
- Changed stats of securitrons temporarily pending a rebalance
- Changed how the Ultimo decision checked if you had Malpais as a unit leader
- White Legs now must destroy Canaan, before joining the Legion
- AI Lynnete now creates puppets of her expansion targets

### Fixed
- Fixed the AI only producing gliders even after having unlocked better fighters
- AI hayes will complete dreams of old
- Fixed loc error for Brotherhood, NCR
- removed scientific tech from Rosado (it was obsolete)
- Macarthur fixes
- Fixed typos in Vault City tree

Full Changelog: https://docs.google.com/document/d/1wFx23UC4rywrOgnkbK3sY1-83OV9mbnQH3weDZVJ1vw/edit?usp=sharing

Update: Jun 7, 2022 @ 9:32pm

-- Update 4.0.3 --

### Major Features
- Added unifier gamerules - regions on the map can now be combined on game start to reduce lag and increase performance
- Very significant balance adjustments made to all vehicle and robot techs, units and equipment, as well as tweaks to doctrines. These adjustments are heavily subject to change based on player feedback and internal testing. The changes are summarized below and the full changelog can be found here: https://pastebin.com/VzdnrtTA
- Bicycles are much cheaper, and other motorized across the board have been granted defense and breakthrough, piercing, higher armor and hardness, lower speed and slightly adjusted production and resource costs. Motorized enforcers, demolitions and fireteams granted slight percentual debuffs to armor and defense respectively.
- Tanks have been significantly overhauled. Battalions are adjusted to take 20 equipment instead of 10, accompanied with double the manpower and half the fuel consumption to keep those values consistent per division.
- Tank Production costs reduced by 25%, breakthrough raised dramatically, defense raised moderately, soft and hard attack decreased slightly, reliability decreased slightly and hardness adjusted.
- Support and Combat Robot base organisation raised from 20 to 30. All support robot breakthrough and protectron/assaultron defense raised moderately. Heavy lifter and CnC Robot production costs slightly lowered.
- Unique Super Heavy Robots stats and production cost raised significantly
- Vehicle and Robot minor tech upgrades adjusted and largely buffed
- Robotics research times reduced, almost all by 20%.
- Non-equipment vehicle techs research times reduced to varying degrees
- Doctrines changed across the board to give less reinforce rate. Mechanized Warfare’s breakthrough reduced, cell usage reduction significantly raised and attack bonuses slightly raised. Automated Warfare changed to give slightly less CnC robot organisation bonuses.

### Added
- Added two new NCR icons by Timur (#8627)
- Added a post Sac City conquest formable for Thunderbirds
- Added many startup AI doctrine flags to 4.0 and 5.0 nations which lacked them
- Added Intermediate Robotics to Metis Congress at gamestart
- Added Ghoul Unit Technology to the Great Breach
- Added tech categories to support vehicles for their respective companies
- Added 2 additional fully-localized tech categories for Protectron/Assaultron techs and Mr Handy, Gutsy and Blasto techs and 4 for foundries, purification stations, power stations and fabrication laboratories respectively all for future dev and submodder use
Added Ferath as an advisor to Reno again
- Added custom ideas to Crow Creek, Great Breach, Dam Busters, Penance Seekers, Forlorn Union, Deadline, The Fringe, Binary Counts, Reclamation Army Depot, Belden Area Authority and The Order
- Added new graphical culture to KHA, MCX and EUR.
- Added Roach King formable
- Added icons for radroach divisions
- Added Lone Wolf gamerule
- Added triggers to stop AI Den from dying
- Added some missing caps triggers to New Reno focus tree
- Added two new loading screens
- Added Scrapped Power Armor to Yakama’s formable rewards
- Added cores to Olympus Tribe’s first formable and Yakama Nation’s formable
- Added new Uranium City country leaders and unit leaders
- Added some missing triggers to VLT tree
- Added an event for BOS that calls nearby Chapters to war with the NCR
- Eureka Van Graff decision added
- Friendly lending company is now a company, although it needs a picture
- Moore's lack of checks and balances now boosts ruler.
- Added an event for AI MOT to choose its leader instantly in CW
- Added a new portrait for Cowboy Kerensky by José Bíden#4476

### Changed
- Thunderbird, not the 80s, gets wargoals as he goes west.
- Made Sure Auld Lang Syne fires, you all only play enclave anyway.
- Moore now chases out the followers, fuck those guys.
- Joseph Dodge now requires permanent hub advisors
- Reno now gets a core on Chester if it breaks takes the slags
- Diana no longer autocompletes her victory focus - this was due to Lanius starting as a subject.
- Changed Brotherhood focus about Plasma, which confused players.
- Changed the structure and effects for Thunderbird path in the Eighties focus tree
- Changed Reno's United Houses portrait to yet another placeholder (thanks Tiddo!)
- Changed the names and localisation for some NCR focuses
- Changed portraits for NCR puppet leaders
- Changed requirements for Olympus Tribes formables to no longer require Port Maw or Yakama Nation
- Changed Yakama’s unique decisions tied to their formable to be tied to the formable itself as opposed to land owned
- Changed the Raider and Tribal graphical culture’s power armor to be more fitting
- Changed medical, logistical and maintenance support companies to have the same 80% penalties to stats as recon. In practice this only affects their motorized variants
- Changed support vehicle hp bonuses from 100% back to the intended 1000% as the base support companies have very low hp values

### Fixed
- Fixed Montana Chapter minor punctuation, spelling, and grammar loc errors.
- Fixed Tank battalions having 0 base organization instead of the intended 10
- Fixed Super Heavy Robot battalions having -20 organization instead of the intended 10
- Fixed Human Targeting Firmware in Automated Warfare only granting organisation to the first CnC Robot equipment
- Fixed the unique demolition and fireteam equipments being researchable by everyone
- Fixed Car, Truck and Tank tech categories not being assigned to their respective techs
- Fixe Combat Robots having the wrong tech category assigned
- Fixed general typo and loc issues
- Fixed state names missing their LOC
- Fixed most of Roach King’s focus tree/event typos
- Fixed two Shi focuses which had their length set to 7 and not 50
- Fixed Shi starting with 2 tech levels they are meant to gain in their tree
- Fixed Rogue Rangers Buff gamerule still being called Desert Rangers
- Fixed AI Vault City soft locking itself by not completing a decision
- Fixed States not having their localisation keys
- Fixed STC mining focus giving resources to the wrong states
- Fixed Keats being replaced with a generic leader in the CW
- Fixed Thunderbirds not getting researched tech from Eighties
- Fixed Paullus Warband having vanilla advisors
- Fixed Vault City event loading the wrong focus tree
- Fixed Battle-Master and Thumbface not working by using a workaround due to how vanilla no longer supports their original function. - - Please read the description of the advisors for more info
- Fixed an issue where Jacobia would persist as a unit leader in the Wishmaidens and Samson routes
- Fixed the Mojave brotherhood not being linked up properly to the rest of the supply network
- Fixed an issue that could result in a softlock regarding MacArthur’s status in the Sister path for Montana Chapter
- Fixed some Arroyo decision options requiring 4000% coercion
- Fixed some Arroyo decisions for the Packers being selectable multiple times
- Fixed inaccessible provinces in Caesar's Legion and the Deadline
- Fixed wrong triggers in the NCR expansion branch
- Fixed Gaius Magnus portrait not showing up
- Fixed node level up event subsequent fires not properly leveling node
- Fixed the fact that a few ideas for Den didn't show up in the game.
- Fixed the focus shines for the Enclave icons
- Fixed an event for the Den, that didn't give you states from NCR properly
- Fixed Thunderbird decision to spawn raiders
- Fixed Eureka’s graphical culture being set to Western European
- Fixed Twin Mothers Peace decision
- Fixed Redding not firing revolt event properly
- Fixed motorized unit model bugs
- Fixed Eureka convoy decision
- Fixed Strathcommune so the people's congress can take over
See here for full log: https://docs.google.com/document/d/13HTEEgzFgHq5JYljhPRK8pgTpi4J5zzgSwJDJOy0Y90/edit?usp=sharing

Update: Jun 3, 2022 @ 3:46pm

-- Update 4.0.2 --

### Added
- Added an effect to Shi tree, that lets BOS send volunteers to SF Chapter
- Added missing techs to the Legion
- Added proper and unique starting units for Baron’s Eyrie, Ant, Termite, Bumblebee, Wasp, Mosquito, Yellowjacket
- Added advisor icon for Ignacio Rivas
- Added a new national spirit with a written description for the Snowmads, Mad Trains and Yellowstone Park formables
- Added new leader descriptions for Yellowstone Park and Mooseketeers
- Added new descriptions for Yellowstone Park’s starting national spirits
- Added the unique Heavy Quadrupeds super-heavy robot equipment to a focus in Big Grass’s national focus tree
- Added bypasses for some NCR focuses which grant wargoals
- Added icons for the Military Heritage techs
- Added Loid Ministry’s Leader description
- Added Slag’s starting events and ideas relating to them
- Added two new formables to Olympus Tribe and a small set of decisions and formable to the Yakama Nation
- Gave Lynette two new puppet war goals on the Slags and Yakuza.

### Changed
- Removed a broken arroyo decision tab.
- Fixed localization in an early NCR event.
- Changed the effects of the Snowmad, Mad Trains and Yellowstone Park formables, making them unique as opposed to all 3 simply adding the same tech levels
- Changed Nordikon’s starting units to 6 instead of 4
- Changed Eighties and Thunderbird so they will have more troops on spawning
- Change some focus icons in the Eureka tree
- Increased the diplomacy distance for Eureka, so they can send volunteers to far away nations
### Fixed
- Fixed tank equipment not properly unlocking the unit, which made tank units unusable unless the country started with them or gained them through an order of battle
- Fixed basic and sophisticated robotics techs all incorrectly requiring intermediate robotics tech instead of basic or sophisticated
- Fixed the first event in the Big Grass national focus tree not granting bunkers properly
- Fixed Yakuza division from spawning in Navarro territories
- Fixed the right Vault 37 path being unplayable due to a faulty availability trigger
- Fixed various LOC and typo issues
- Fixed bugs with the EUR and ARR war
- Fixed a bug where an EUR focus that said it would declare war on Arroyo didn’t actually
- Fixed ARR’s packer targeted decisions not being removed when the crisis ends
- Fixed a bug with weirdly named decisions in ARR/NCR fourways war
- Fixed a bug where Arroyo can end up with 500% coercion against fourways
- Fixed the BOS being able to retire the leader of any ideology
- Fixed NCR advisors not having the correct checks
- Fixed NCR focuses not having the correct checks
- Fixed nations getting intermediate PA tech without having basic PA tech
- Fixed the headers for some reward technologies not having localisation
- Fixed errors with the unique super-heavy robot’s localisation
- Fixed Helios Citadel focus referring to the wrong state
- Fixed Carson City existing in two places
- Fixed node upgrades not applying level correctly
- Fixed localization issue with trade node level up events
- Fixed a broken focus prerequisite in Big Grass
- Fixed an issue where Montana used settler portraits instead of Brotherhood portraits
- Fixed Gabrielle Keen still being an available advisor after she dies
- Fixed a broken loc key in Rotpurgers
- Fixed a bypassing issue in the Sisters tree regarding whether or not MacArthur existed
- Fixed Rogue Rangers advisors never being available
- Fixed BOS coronation focus retiring the wrong leader
- Fixed crash relating to the Appointing Elder decision
- Fixed Navarro Territories so they will accept NCR volunteers
- Fixed Macarthur not being able to recruit troops
- Fixed localisation issues for Eurekaclave events
- Fixed the Six Front War so it should now fire
- Fixed Lost Hills Chapter to properly switche High Elders
- Fixed a few typos in MOT event “Powering The Mojave”
- Fixed Nevada generics so they can no longer core TV Town without owning it
- Fixed turkey gamerule missing localisation
- Fixed minor typo in the 'The Greatest Gift is Friendship. The Next Greatest Is A Laser Gun.' event
- Fixed Roach King ideas referencing wrong equipment
- Fixed a loc error for Thunderbirds
- Fixed Eureka's Reuse Vertibird Engines not giving more planes
- Fixed a Territories focus requiring Baker
### Removed
- Removed the green filter from MOJ portraits
- Removed Olympus Tribe from the list of nations that could form Cascadia
- Removed a broken focus in Standing Rock that didn’t actually ally with the Great Khans (will return in 5.0!)
- Removed two custom tooltips from the NCR tree which caused confusion (Focus no Navarro and Hayes' Provoke the Brotherhood)
- Removed the cavalry buff from Eighties idea

### Technical Changes
- Intelligence agency title font switched back to the normal monofonto
- Moved the main menu version number left a few px to match the mod version number
- Removed a large amount of duplicate localisation strings
- Tidied up the error logs to make it a bit more readable
- Fixed errors in faction_tracking_trigger file

Update: Jun 1, 2022 @ 4:10pm

-- Update 4.0.1 --

### Added
- Added a leader description for Metis Congress’ leaders
- Added a handful of new ideas to Vault 37
- Added icons for the techs which were missing them in the doctrine, vehicle and robot tabs
- Added missing localisation and descriptions for many techs in the doctrine, vehicle and robot tabs as well as some miscellaneous techs
- Added icons from the new Petro Chico focus tree to their bookmark

### Changed
- Changed Claim Jumpers from Tribal to Raider
- Added a strait crossing from Tantalus’ Pain in Broken Coast to Golden Peaks in New Victoria
- Changed ‘Bellingham’ to ‘Koover’
- Changed The Dammed, Batford Brigade, and Prince Albert’s Privateers from settler to raider
- Changed Uranium City and Four Fathers from settler to tribal
- Changed the visual layout and prerequisites of the start of Vault 37’s tree slightly
- Changed many of the focus effects and conditions for Vault 37
- Changed some of the stats for robotics tech, including some values which were incorrectly set
- Caesar's Legion now starts with tribal industrial technology

### Fixed
- Fixed Deadline’s leader portrait showing feral ghouls
- Fixed Sergeant Granite’s portrait missing
- Fixed Lanius Cohort’s foci referencing nations that no longer exist
- Fixed Arroyo Border Guards decision not removing caps
- Fixed a large amount of missing focus and event localisation
- Fixed Montana Chapter being able to pick focuses from both paths
- Fixed Ouroboros focus relying on Twin Mothers being in Caesar’s Legion faction (now checks if Twin Mothers in faction with Lanius)
- Fixed TVT focus requirements making one path unplayable
- Fixed Reno tool tips for adding caps
- Fixed Roach King dying earlier than intended
- Fixed Vault 37’s missing or nonfunctional focus triggers
- Fixed the first unique Super-Heavy Robot tech being manually researchable
- Fixed “recruit_manpower_cost” missing a tooltip
- Fixed Arroyo's Eureka Proposes a Plan decision being unclear
- Fixed Eureka's Plan being bugged when siding with Arroyo
- Fixed Eureka moment only firing once
- Fixed a shader bug, which caused map to be bleak and in general broken for some players
- Fixed The Den focus to attack Redding softlocking if NCR is in the CW
- Fixed Redding getting states, unowned by NCR on CW start

### Removed
- Removed the Great Breach’s unfinished tree
- Removed BOS units from Navarro
- Removed DAM mission category

### Technical Changes
- Gave Uranium City the ghoul country flag
- Updated Gabba-Ghoul’s portrait to a more refined one
- Fixed custom game rules button font to be smaller.
- Replaced tiled menu overlays to a blank texture

Update: May 31, 2022 @ 9:11pm

-- Update 4.0 --

Major Features
Expanded the map to cover the Great Plains of North-West American and Western Canada

Map reworks in California, Southern Oregon and Colorado

A significantly revamped UI

Tons upon tons of new focus trees, nations & national flavour across the map

Fundamental reworks to previous titans of Old World Blues history, the New California Republic and the Lost Hills Chapter, as well as Vault City, New Reno, and more

Additions, Removals & Reworks
See the .txt below for significant changes

A whole host of minor changes and improvements Trees added / updated: ARR - Arroyo BGR - Big Grass BKB - Bank End Bandits BOS - Lost Hills CAR - The Carthaginians DES - Desert Rangers EUR - Eureka GRD - Guardians MCA - MacArthur MNC - Montana Chapter NCR - New California Republic NEW - New Reno PET - Petro Chico PLS - Paulus's Warband PRO - Far Son RCK - Roach King ROT - Rotpurgers SHI - Shi SIE - Highland Watch SLA - Slags SLN - S'Lanter SOK - Sons of Kaga STC - Strathcommune STR - Standing Rock TCA - The Cause TDN - The Den TOF - The 215 TVT - TV Town VIP - Vipers VLT - Vault City VTS - Vault 37 WPG - Republic of Three Rivers

Nations added: ARB - Arborg Junta ATM - Children of the Silo ATT - Ant BAT - Batford Brigade BGC - The Boggy March BGR - Big Grass BIG - Biggar Gang BIS - Bismark BKB - Bank End Bandits BRA - Kingdom of Manitoba BRE - The Great Breach BSF - San Francisco Chapter BTH - Ruminators BUM - Bumblebee COM - Commonwealth Remnants CPH - Fort Cap Hell CPK - Coal Consortium DED - Deadline DLN - The Langenburg March DMM - The Dammed DRA - Dramatae DUK - The King's Own Duck Mountaineers DUN - Dundurn ELB - Elbo EMB - Eastern Umbra ENT - Entrance EUR - Eureka FOU - Fourways FRG - Fairy Glen FRN - The Fringe FVR - Fort Verity GIM - Forgehold of Gimli GLC - Glow's Cradle GRD - Guardians HBC - Rupertsland Trading Company HST - Historians HVR - Havre IRC - Iron Confederacy LAP - Crow Creek LOI - Loid's Ministry MCA - MacArthur MET - Metal Mouths MJW - State of Moose Jaw MNC - Montana Chapter MOD - Modoc MRR - Marshall Republic MSQ - Mosquito MTC - Metis Congress MTR - Mad Trains MXS - Max Sec NAT - Navarro Territories NEU - Neutral Zone NIT - Niitsitapi NOR - Nordikon NUN - Nunavut OQZ - Beldan Area Authority OST - The Order PAC - Packers PAP - Prince Albert's Privateers PAS - Passkeepers PEN - Penance Seekrs PLS - Paulus's Warband PLT - Pleasantdale PRO - Far Son RAD - Reclamation Army Depot RCK - Roach King REH - Binary Counts RMM - Riding Mountain Mooseketeers RMT - Four Fathers ROL - The Old Believers ROS - Yellowstone Park RRR - Red Range Redoubt SAN - Forlorn Union SBR - Stratsbourg's Smashers SIE - Highland Watch SLA - Slags SLN - S'Lanter SNO - Snowmads SOK - Sons of Kaga SRG - Steel Rangers STA - The Great Stampede STB - Stained Backs STC - Strathcommune STM - Storm Mongers STN - Governate of Stoon STR - Standing Rock TDN - The Den TER - Termite TOF - The 215 TPA - Gateway Gang TPL - Two Peoples TVT - TV Town UNB - Unbound URA - Uranium City VER - Vermilion-Wainwright VTS - Vault 37 WAK - Wakaw WHC - Whitecourt WPG - Republic of Three Rivers WSP - Wasp WYR - Baron's Eyrie YLJ - Yellowhacket YRK - County of Yorkton

(BOS nations, not on map) BAP - Appalachian Expedition BGF - Gult Brotherhood BLS - Lyons' Brotherhood BMW - Midwest Brotherhood

Moved locations / removed from map: DAM - Dam Busters FIE - The Fiends KHA - Northern Khans PSH - Protectron Security Hub

Nations renamed: BEL - Bellingham -> Koover BOS - Western Brotherhood -> Lost Hills CYC - Cyclops Tribe -> Badland Buckaroos KHA - Great Khans -> Northern Khans PAL - Pale Folk -> Elko Posse

Nations removed: ANT - Antelope Tribe BAR - Baron's Republic BON - Boneyard BSU - Black Sun DAY - Dayglow DSL - Doushou Lu IRE - Ires HXL - Hexie Lu JIC - Jicarilla NMS - New Mexico State PHA - Pharaohs REC - Red Canyon SCR - Scorpions SMR - Santa Muerte SSS - Sunset Saloon THO - Mount Thorn TLO - Tierra

Trees removed: KHA - Great Khans