Hearts of Iron IV

Hearts of Iron IV

Old World Blues
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Update: Oct 26, 2022 @ 5:25pm

-- Update 4.1.5 --

### Major Features
- Changed many factors for war score and peace conferences in an effort to improve their functionality. Note that some issues players have found with them can only be fixed on Paradox’s end. Furthermore, keep in mind that these are relative to the current version of OWB which already had changes made compared to vanilla. The changes are listed in detail below.
- Lowered the cap for peace action costs
- Cut the rate at which the cost of contested bids increases in half
- Increased the total amount of war score distributed between the victors
- Dramatically increased the war score gained from casualties taken and enemy manpower killed from sinking ships to accommodate OWB’s much lower manpower values
- Increased the war score gained from strength damage inflicted upon the enemy
- Increased the war score gained from capturing provinces for the first time
- Increased the cost discount for taking core states
- Increased the cost discount for taking a puppet’s core states on their behalf
- Increased the cost discount for taking claimed states
- Increased the cost discount for taking states that you occupy
- Reduced the minor cost penalties on people nations for taking states and puppeting to be mostly negligible
- Slightly reduced the cost penalty for taking cores of another peace conference participant
- Added a cost penalty for taking states claimed by another peace conference participant
- Adjusted some cost modifiers relating to major status to grant a smaller increase or reduction
- Reduced the AI’s desires to annex exclave states considerably
- Slightly increased the AI’s desire to puppet exclave states
- Slightly increased the AI’s prioritization of nearby states
- Increased the likelihood for the AI to fold when contesting the bid of a player

### Added
- Added a new effect to the “Burying the Hatchet” focus for New Vegas so it is no longer blank following the removal of the Great Khans
- Added Heavy Lifter Robots, CnC robots and many industry and engineering techs to Tlaloc on gamestart
- Added more of Tlaloc’s factories onto their starting production lines for guns and robots
- Added 3% Attack and Defense and 0.5% more Conscription to the starting Attis Army remnants national spirit
- Added an unique luchador model for Culto al Sol
- Added a new focus for the Free Fighters, that gives one of four formables based on who your country leader is
- Added an AI weight for New Vegas under Mr. House to send volunteers to the Mojave Territories when on good terms with them provided the NCR treaty still exists

### Changed
- Changed the sizes of all air wings from 100 to 50. We will continue to monitor this and make further adjustments or targeted reductions to specific aircraft if needed.
- Changed the chance for divisional air attack to land a hit on enemy aircraft from 4% per engagement to 3% per engagement (Average of ~0.22 hits per day -> ~0.17 hits per day for each combat. Note that one hit can shoot down more than one aircraft)
- Changed Lone Star to now be unable to call allies into wars or join them of their own volition until removing the Fatigued Lawmen national spirit after their civil war
- Changed the effects of many focuses in the Hand Warband path of Lone Star’s tree, including buffs as well as some additional effects and polish to outdated effects
- Changed many of the advisors for Lone Star’s Hand Warband path to be stronger
- Changed many focuses in the New Vegas tree, primarily House’s path or shared paths, to be stronger, more varied or other quality of life improvements
- Changed many of the advisors for New Vegas to be stronger
- Changed New Vegas to have the Open to Traders law and 5% more stability on gamestart
- Changed the New Vegas Robotics Genius spirit to grant double the Energy Cell Capacity
- Changed the New Vegas Jewel of the Mojave Spirit to grant 5% less conscription penalty, 5% more caps gain, 5% less trade deal opinion, 3% less resources to market and 2% more consumer goods
- Changed two Rio Grande advisors to be slightly stronger
- Changed King Gunn I name to King Gunn II and his description
- Changed faction leadership takeovers to be harder to achieve and require a larger manpower difference

### Fixed
- Fixed a consistent crash caused by an event for Vault City
- Fixed the NCR event for Kimball which annexes New Reno from accidentally turning the NCR into a puppet of one of New Reno’s previous subjects under certain circumstances
- Fixed an exploit allowing multiple nation paths to be taken at once under certain circumstances for Old Country and Rotpurgers
- Fixed a malfunctioning event for Grozdan in Old Country meant to autocomplete one of two focuses
- Fixed an oversight causing most effects that added either level of Super Heavy Robot equipment to the national stockpile to not function correctly
- Fixed some achievement icons not showing when unavailable
- Fixed Flat China achievement not working
- Fixed Lanius not becoming a country leader if you pick his option upon Caesar's death

### Technical Changes
- Added a new AI template for pure support robot divisions, meaning nations without combat robots will make proper robot templates

Update: Oct 22, 2022 @ 1:30pm

-- Update 4.1.4 --

### Major Features
- Compatibility with Hearts of Iron IV Patch 1.12
- Disabled the old achievement system and converted over to the new one provided by Paradox
- Setup division commander mechanic to function for owners of BBA (Notes: the division unit details menu portraits are not all configured yet. We will add more portraits over time)
- Setup functionality for Unit leader medals. (Notes: They currently use vanilla GFX, names, and stats but we will introduce Fallout themed medals over time)
- Significant optimizations made to some code to improve performance. Should see a rough 20% reduction to CPU usage in the early game, but results may vary between different sessions and hardware
- Expansive general balance changes to not only units and tech but also many of the game’s overall systems, in part to accommodate By Blood Alone. The full list can be found here:
https://pastebin.com/qYmfNWHw

### Added
- Added GUI elements for the new Career Profile and Friends menus
- Added a new flag and name for Suneater revolt in Gente Del Sol
- Added political party names for Arroyo and TAA
- Added Basic Ballistic Weaponry to Iron Alliance at gamestart, in part to fix related bugs.
- Added Basic Melee and Ohm’s Law techs to New Vegas at gamestart
- Added Radio Detection to Mojave Chapter at gamestart
- Added more custom NCR generic portraits
- Added extra weighting to certain peace conference actions for the AI based on factions or nation types, such as the Enclave and Brotherhood not puppeting or liberating one another
- Added some new focus icons for the Free Fighters (W.I.P.)
- Added event pictures to all Free Fighters events
- Added an unique Luchador model for Free Fighters
- Added unique advisors portraits for Free Fighters advisors
- Added a new flag for the Lanius Legion
- Added a new formable and a flag for Lucius’ Cult of Vulcan path
- Added a defender tactic for the Seize Bridge combat phase, which mistakenly lacked one
- Added unique dog cosmetic tech for supermutant nations
- Added a new national spirit combination for Lanius and Caesar at gamestart
- Added 2 Civilian Factories, more state population and 500 flat manpower to Lanius at gamestart
- Added unique unit icons for the behemoth units

### Changed
- Adjusted the proportions of some UI elements to accommodate 1.12’s new features and menus
- Changed Mr. Fantastic to now be available to the Mojave Territories also and not just the NCR, granted that Mojave Territories control Helios One
- Changed many advisors and modifiers which mistakenly used Occupation Cost Reductions to grant alternate effects related to resistance or compliance
- Changed the New Vegas Jewel of the Mojave National Spirit to give less of a conscription penalty alongside slight increases to some of its positive modifiers
- Changed Robot City’s starting modifier to give a slightly larger penalty and lowered the bonuses of some modifiers within the focus tree
- Changed Robot City’s starting units to have one less Support Robot Battalion
- Changed Robot City to have slightly less War Support at gamestart and 1 less civilian or military factory from the respective options of one of their starting events
- Changed NCR’s focus to peacefully annex New Reno to also transfer New Reno’s subjects, turning them into the NCR’s subjects instead
- Changed Far Son’s research advisor to grant a bonus to all doctrines instead of only Conventional Warfare
- Changed Cerberus’s AI to now prioritize annexing states far higher than other peace actions
- Changed some focuses for Navajo for balance and quality of life purposes
- Maxson Expedition is less suicidal now
- Each Legion Civil War member now creates his own faction
- Lupa isn’t dumb now, and sends volunteers only to Lanius enemies

### Fixed
- Various crashes from Avalanche Update
- Fixed the State View GUI, now all the buttons fits into the window and the whole window is visible
- Fixed two pre-existing crashes related to units loaded by Caesar’s Legion and Eighties respectively
- Fixed some instances of missing localisation and typos
- Fixed many bugs with older achievements which prevented them from triggering properly
- The Last Patrol ideas “All or Nothing” and “Together as One” now returned to research boosts for doctrines
- The Plaguelands shouldn’t be a M’lyeh claim
- State Funded Radio Programming now gives stability weekly, rather than improving any existing weekly gain of stability by a percentage
- Fixed a bug causing some custom AI behavior for Tlaloc, ChicoNet nations, the Cartels and some Utah countries to not apply properly
- Fixed many nations starting with incomplete ship variant designs and added some mistakenly missing techs as part of this fix
- Fixed the Learning Machine character for WARDEN not being available due to a faulty trigger
- Fixed the Shale’s Army advisors Battle-Masta and Thumbface not applying their modifiers properly
- Fixed Crusher not properly becoming the country leader of Crusher’s Army
- Fixed the tourism season reward event for New Reno and New Vegas not properly increasing economic node development
- Fixed an event for Port Maw not giving its reward properly
- Fixed the corresponding event for Bonedancers’ focus “Land for the Crusade” transferring the incorrect states
- Fixed Broken Hearts not starting with equipment in their stockpile upon spawning as intended
- Fixed the capitals for Northern Plains Reclamation Army Depot and The Sanitizers being set improperly
- Fixed Fireteam and Demolitions support companies not receiving bonuses to the broader Fireteam and Demolition unit categories used in some techs
- Fixed the Warden Remnants design company available to some nations in and around Cascadia not granting its reduction to enforcer equipment production cost properly
- Fixed an Eagle Rock focus to no longer display the same focus as a prerequisite twice
- Fixed Rogue Rangers not having Basic Power Armor tech despite having the Intermediate level at gamestart
- Fixed generals with the Lone Wolf trait being promotable to Field Marshals with a high enough maximum command power
- Fixed one Standing Rock Focus incorrectly being 7 days instead of the intended 45 days
- Fixed flags for Vulpes and Lucius Legions not showing up properly
- Fixed two focuses for Eureka which granted units of an invalid template to now work correctly
- Readded the missing Beatrice character for Troll Warren and fixed every mention of her
- Fixed incorrect state names all over the map, also added a couple new victory points here and there

### Removed
- Removed the Slaver law in the Undesirables category for all nations except Port Maw who start with it
- Removed Three Rivers’ starting core on the Neutral Zone as it is meant to be acquired in their tree
- Removed many old effects or modifiers related to the now deprecated Slavery system
- Removed Vault 27’s claims on Black Canyon’s land as it resulted in an early suicidal war

### Technical Changes
- Fixed many innocuous errors for the purpose of cleaning the error log
- Changed some old advisors that used variables and tooltips to grant coring cost reductions to now use the appropriate modifier instead
- Fixed Robot City’s history file trying to recruit a non-existent character
- Fixed Duchy of Landenburg receiving two of the same tech twice in their history file
- Fixed some nations not being considered Canadian nations, Brotherhood nations or Mutant nations properly for certain effects or triggers when they should be
- Changed New Reno’s AI strategy intended to temporarily prevent wargoal justification while joining the NCR to now work on all justifications rather than only targeting specific tags
- Fixed Baja State not having caps and other OWB functionality initialized for it properly when spawned

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

Update: Sep 26, 2022 @ 7:46pm

-- Update 4.1.3 --

### Added
- Added two new decisions and one event for WARDEN

### Changed
- Rebuild Tibbets Prison Decision is now technically possible to complete thanks to one of the new decisions.
- Localization tweaked on several events and decisions to be more consistent with possible gameplay outcomes or just flow better.
- Rare Event for Diana to promote Colossus to be in charge of Hangdogs territory now uses the new dynamic tag, enabling the puppet to use some, but not all of the decisions.

### Fixed
- A lot of typos. I shouldn’t have copied “Colosssus” so many times.
- Colossus is now properly transferred so the decision to restore it correctly make them a leader, fixing bug reported earlier today

### Removed
- WARDEN Doesn’t ruin Twin Mothers forever now. That was just a little too dark and mean spirited for me, and doesn’t make sense with Doki’s focus tree.

Update: Sep 25, 2022 @ 6:31pm

-- Update 4.1.2 --

### Added
- Added global news events about the results of the NCR elections
- Added Nordikon claims on subminds lands
- Added leader descriptions for Shale, Juggernaut and Keats
- Added Vault-Tec Calling decisions for Rotpurgers and The Old Country
- Added a new portrait for Goddard
- Added Paullus to Mexican nation, so he now can freely declare war on them
- A Whopping 26 new decisions and around 13 new events relating to WARDEN to explore its origins and start recruiting the people of Colorado
- Added new Ending event to Chained Choir focus “The Palace” to add a bit more of a proper ending.
- Added New Track that plays upon completion of Chained Choir focus “The Palace”
- Added a Dead Horses war goal in the Timekeepers tree
- Added quality of life changes to the Timekeepers

### Changed
- Reduced the cost of Redding focuses that remove Sheriff/Worket uprest from 150 pp to 50pp and made it free for AI
- Changed KLA and IMO starting leaders to be in charge of all parties, instead of generic leaders
- Adjusted Cult of Lupa volunteers (scream at Sentro, if it’s not working properly)
- Paullus Warband now uses generic legion portraits for unit leaders
- Changed Maxson chapter puppeting Lanius through a focus to puppeting Blue Rose Socitety instead
- WARDEN now inherits several advisors from the Hangdogs on peace deal if they win
- WARDEN’s starting units now have CNC robots, so their organization shouldn’t be quite as pathetic
- Added a little easter egg victory point to Colorado in its accurate geographic position
- Motorized implants now affect Motorized Enforcers as well, affecting all nations with Implant access
- Gaius Magnus now becomes a unit leader upon arriving to Paullus Warband, instead of later in the tree
- Edited descriptions of Chained Choir starting ideas to properly represent current lore.

### Fixed
- Fixed Hangdogs not annexing WARDEN properly
- Fixed Paullus not having caps
- Fixed missing icon in the shared vault branch
- Fixed missing loc and effects for Metis decisions
- Fixed a few issues with Robot City foci regarding WARDEN and Lanius. Hopefully. (ping Violet if you find anything else)
- Robot City can no longer join the Texan Economic Union if they are already in a faction
- Fixed Dead Horses Impassable Terrain bug

Update: Sep 19, 2022 @ 6:42pm

-- 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 @ 2:53pm

-- 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 @ 11:59am

-- 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 @ 11:03am

--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 @ 12:28pm

-- 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 28, 2022 @ 5:54pm

-- 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