Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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Update: Jul 6 @ 10:38pm

b982 Checksum

UK Changes

Eco/Political
- "Focus on our Home" and "Focus on our Empire" Political Power reduced from 100 to 75
- Focuses to remove Great Depression completely on both Eco branches now requires 5% world Tension or Jan 1st 1937
- Left Side Eco "Imperial Defense Conference" Now only needs either of the 2 parent branches complete instead of both
- Left Side Eco UK "Invest in the Colonies" ticks now take 70 days instead of 90
- Middle Eco UK no longer has the "Invest in Construction" and "Expand Industry" focuses
- Middle Eco UK now will be able to do both "General Rearmament" and "London Aircraft Production Group", but its locked behind 15% tension
- A bugfix which *should* prevent the Investing to try to happen in core states not owned by the country
- "Shadow Scheme" Idea Civ to Mill bonus reduced from 30% to 25%, and construction bonus moved from "Shadow Scheme" focus to "Dispersed Factories" focus
- Removed the 2 options of "Factory Modernization" and "Build New Factories" for now. May re-add later```

Navy/Army/Def:
- Expand Repair Facilities (Right side UK Navy) no longer gives 3 Dockyards
- "Modern Torpedo's" Torpedo Hit Chance 7.5% -> 5%
- "Perfect Cruiser Designs" no longer gives 2.5% positioning
- UK Homeguard now spawns with 100% equipment instead of 60%
- Re-tooled the "Fortify the Mediterranean" sub-branch to once again have the Fortify Malta and Fortify Egypt focuses, though the order is tweaked
- Focus to spawn forts on El Alemain once again will spawn on the southern tile```

Air:
- "Increased Research Funding" (2nd UK Fighter Research Focus) now grants the MIO Research Bonus to *just* supermarine instead of all MIOs
- "Improve Systems Integration" (1st Uk Fighter Stats Focus) Ace Generation Chance reduced from 10% to 5% for picking it as a secondary path
- "Streamlined Design Bureau" and "Standardize Production Lines"(1st and 3rd Uk Fighter Production Focus) now gives +3% Air Agility each for fighters in the Primary Path instead of 5%
- "Supermarine Production Subsidies" (2nd UK Fighter Production Focus) now only gives 1k funds and 10% funds gain instead of 1.5k and 15% if you pick the tree as a secondary tree
- "Standardize Production Lines"(3rd Uk Fighter Production Focus) no longer gives 5% air Agility when picked as the secondary path
- "Strategic Bombing Campaign" (1st Uk Strategic Bomber Focus) now will give 5% Air Range and 10% additional Air Range to Strat bombers instead of a flat 15% global air range for it as a Primary path
- "Strategic Bombing Campaign" (1st Uk Strategic Bomber Focus) now will give 5% Air Range and 5% additional Air Range to Strat bombers instead of a flat 10% global air range for it as a Secondary path
- "Tactical Bombing Doctrine" (1st Uk Tactical Bomber Focus) now will give 5% Air Range and 5% additional Air Range to Tac bombers instead of a flat 10% global air range for it as a Primary path
- "Tactical Bombing Doctrine" (1st Uk Tactical Bomber Focus)now will give 5% Air Range and 5% additional Air Range to Tac bombers instead of a flat 10% global air range for it as a Secondary path
- "Establish Fleet Air Arm" and "Adapt to a Changing Landscape" (1st and 3rd UK Naval Bomber Focus) now give +4% Naval Attack and Targeting factor instead of +5% when picked as a secondary branch
- "Establish Fleet Air Arm" and "Adapt to a Changing Landscape" (1st and 3rd UK Naval Bomber Focus) Flying Boat Cost reduction reduced from -10% on the first to -5% on the first and -5% on the second when picked as a secondary branch
- "Establish Fleet Air Arm" and "Adapt to a Changing Landscape" (1st and 3rd UK Naval Bomber Focus) Flying Boat Air Defense reduced from +5% each to +4% when picked as a secondary branch
- "Establish Fleet Air Arm" (1st UK Naval Bomber Focus) Air Range is now increased by 4% when picked as a secondary branch
- "Adapt to a Changing Landscape" (3rd UK Naval Bomber Focus) Air Range for Flying Boats decreased from 10% to 8% when picked as a secondary branch

Other:
- German Medium Tank MIO "MAN" Custom "High Velocity Armaments'" Trait Soft Attack, hard Attack, and Piercing all reduced from 5% to 3%
- MAN "Infantry Support Tanks" trait now increases cost by 2%
- MAN "Long Barreled Gun" Trait now increases cost by 3%
- MAN "Specialist Shells" Trait now increases cost by 5% instead of 2%
- MAN "Armor Steel Working" Trait Armor decreased from 10% to 5%
- MAN "Sloped Side Armor" Trait now increased cost by 7% instead of 5%
- Armored Car 1 Tech now also gives you the tank engines
- Fixed an issue where the "Casting Specialists" Policy couldn't apply to motorized MIO's
- "Armor Welding Specialists" MIO Policy no longer gives 5% armor and an extra 5% armor and -5% reliability to heavies since it could be exploited. Now gives a flat 7.5% armor for -4% reliability
- Italy now starts with the Beretta Infantry Equipment MIO, and the focus just gives it 1 level, a 10% research bonus and a 10% funds gain bonus
- Added a 1940 Tech of Half Track Tank Destroyers (Mech TD). Will likely expand this in the coming week

Update: Jul 4 @ 7:36am

checksum 6256
Hotfix is up to fix the AC3 issue for real this time?
Also changed the 50% fuel capacity of 5%

Update: Jul 4 @ 7:16am

cd6e
- Armored Car Recon use Fuel
- AC3 has an engine slot

Update: Jul 4 @ 7:03am

checksum 829d
- ALL submarines are now blocked from using naval mines instead of just standard ones
- Flying Boats can also do Naval Patrol
- Fixed Tooltip for Foreign Exiles to show 6 instead of 12 divs
- Removed Italian states from german Reichskommissariats
- USA "Home of the Free" spirit gives 1 Stability for 'Murica day
- Armored Cars now have a slot for Engines
- Armored Car Recon wont use Fuel, but Armored car line battalions will
- AC turrets cost 1 IC and 1 steel less (3/4/5 -> 2/3/4, 5 -> 4)
- AC IC Cost reduced by 1 from 7/9/11 -> 6/8/10
- AC Reliability 80% -> 85%
- AC Line Battalion changed from the "Mobile" category to the "Armor" category, and so should apply like any of your servers tank rules
- AC Line Battalions should have the correct categories for tanks as well to benefit from doctrine, including any Light Tank benefits
- AC Line Battalion Org 8 -> 10 (Matches other tanks)
- AC Line Battalion Recovery .25 -> .3 (Matches other tanks)
- AC Line Battalion HP .8 -> .95 (Less than light tanks still)
- AC Debuffs in urban/Metropolis/town changed to buffs```

College changes from last night I forgot to mention:

- Pack AT Max Speed 4 -> 4.5
- Special Forces leg infantry use special forces equipment as their "transport" type
- Support Weapon MIO Speed upgrade buffed, and now applies to Special Forces equipment instead of Infantry equipment
- Redesigned German Light Tank and Medium Tank MIO

Update: Jul 3 @ 10:05pm

checksum fdd5

- CV Fighters, CV Cas, CV Nav Bombers, and Spy Planes can now do Naval Patrol
- Added Camels (Iraq, UK, Italy, and SAF exclusive)
- Added Armored Cars as Line Battalions
- Fixed some console errors for the UK
- Left side UK Eco development will now stop ticking the consumer goods for nations completely developed. IE, the 3% CG Base will go away after all 3 New Zealand States get developed

Swimmy Changes:
- Tank/Air/Equipment MIO's now have a cap of 3 instead of 5, but for each level up until you hit level 6 you will gain +1 cap
- Naval MIO's now have a cap of 10 instead of 15, but for each level up until you hit level 6 you will gain +1 cap
- Naval Mines re-added
1) in line with vanilla but with less impact on naval supremacy
2) Deep oceans nerf mines more than vanilla, but shallow ocean buff them more than vanilla.
3) Flying boats are able to drop and disarm mines
4) Regular Submarines are not able to mine, for gameplay reasons, only cruiser
- Naval mines are a 1939 tech, and only Flying Boat 2's and later can do mine missions
- UK Focus to kill Heydrich is now an operation
- Heydrick trait resistance grown -5% -> -10%, civilian and army intel to others reduced from -20 to -15
- Canaris trait now gives 5 army and civilian intel to others
- UK focus to fortify Gibraltar now includes 2 Fortresses, and puts 300 naval mines around it
- Germany starts with Wilhem Canaris as an advisor
- UK homeguard focus removed, all units moved into the UK Homeguard Decisions
- UK Foreign Exiles count halved from 12 to 6
- UK Foreign Exiles now grants a spirit for 1 year granting 20% army training speed

Update: Jul 2 @ 10:18pm

checksum 3848
- Fixed some console errors (most unrelated to UK rework)
- UK "Focus on our Home" and "Focus on our Empire" are now 70 days instead of 35
- UK "Expand Industrial Plants" and "Invest in Construction" are now 35 days instead of 21
- UK "Convert Factories" gives 15% Civ to Mill conversion instead of 20%, and 2 mills instead of 4
- UK Appeasemnt branch "Bohemian Weapons" gives 3 civs instead of 4
- UK Appeasemnt branch "Free Trade" gives 4 civs instead of 6
- UK Eco Right side "Dispersed Factories" Civ to Mill speed reduced by 10%, and 4 mills instead of 6
- UK Eco Right side "John Laing" Industrial Concern Build Speed 10% -> 5%, and Industry Research Bonus 15% -> 10%
- UK Eco Right side research bonus to eco from "New manufacturing Methods" no longer gives ahead of time bonus of 0.2 years to each
- UK Eco Right side "Recover from the Depression" gives 2 less mills
- UK Eco Left Side is now -3% expected consumer goods instead of -4% per nation picked

Update: Jul 1 @ 11:36pm

checksum d6a2
- Replaced the flat 20% Consumer Goods for "Invest in the Empire" with instead 4% consumer goods *per nation* you choose to develop. Commonwealth players should take care not to piss off their overlord
- UK "Build New Factories" in right side eco gives 5% less mill builds speed and 5% less Efficiency Gain
- UK "Invest in Construction" Bonus for right side eco changed from 10% mill build speed for 1 year to 10% civ build speed
- Investing in Canada will now give 1 mill 1 civ 1 steel mill instead of 1 steel mill 1 civ 1 infra
- Investing in Raj will now grant 2 civs 1 mill instead of 2 civs 2 mills
- Starting the Colonial Investment as the UK now only takes 7 days instead of 14
- Focus to start investing in a specific country is now only 3 days instead of 14
- Ending the investment now takes 35 days instead of 21
- Fixed an issue with the torpedo trait on right side UK Navy not applying
- UK "Containment" focus now reduces stab by 5% instead of 10%, but its -50pp to Germany has been moved to "Protest Anschluss"
- UK "Protest Anschluss" also now only reduces stab by 5% instead of 10%
- UK "Embargo Germany" focus now will cause the Dutch and Dutch East Indies to have maximum negative regular and trade relations with Germany
- UK "Prepare for the Inevitable" is now once again locked behind Anschluss being complete
- UK "Appeasement to Action" can be taken at 15% world Tension instead of 40%

Update: Jul 1 @ 9:30am

- Moved the ability to remove "The war to end all wars" from "Protest Anschluss" and moved to "Bohemian Weapons"
- Fixed it so UK can also do their "Together" propaganda on both sides instead of eco instead of just commonwealth

Update: Jul 1 @ 8:25am

checksum 1577
- Task Capacity for navy increased to 15
- Democracies can't do Harsh Quotas
- Fixed UK Localization for Wiltshire
- Commonwealth can do their "Together" Propaganda on both UK eco paths
- UK "Expand Existing Factories" no longer reduces factory base or gain
- UK "Invest in Empire" Debuff on left side gives 20% consumer goods base instead of 45% factor
- UK Fighter Production Path now gives 2.5% IC reduction for 2 focuses instead fo 5% if done as the weak path
- UK Fighter Stats Path increases the Air Superiority Effeciency by 2.5% for the middle option on strong path so there is a difference between strong and weak
- UK "Modern Torpedos" focus no longer gives 5% torp cooldown (it doesn't work anyway)
- P&0 Design Company Dockyard Build Speed factor 15% -> 10%
- P&0 Design Company Dockyard Output 10% -> 5%
- P&0 Design Company Naval Base Build Speed factor 20% -> 10%
- Uk "Subsidize Vauxhall" now gives bonuses to the correct Vauxhall MIO
- UK "New Designs" in the cas path now gives the MIo bonus to the CAS instead of the TAC mio
- UK "New Transports" Ahead oof time reduction reduced to 1.5 instead of 2 years
- UK "Mechanize Infantry" no longer gives 50% ahead of time reduction
- UK "Mobilize the Tanks" now can only be taken at war
- UK Air Research bonuses for Fighter 2's for main path reduces from 75% with 50% reduction to 50% bonus with 25% reduction
- UK Air Research bonuses for Fighter 3's for main path reduces from 75% with 50% reduction to 75% bonus with 25% reduction
- UK Air Research bonus for Fighter 2's not as the main path reduces from 50% bonus to 40% bonus
- UK "Cutting Edge Designs" Nav Bomber Branch gives 50% ahead of time on 2 uses instead of 70% ahead of time on 3 on the main path
- UK "Divert Airforce Funding" In Battleship path gives a 25% ahead of time on BB Tech in addition to the 50% bonus
- UK "New Carriers" bonus reduces from 75% bonus and 50% ahead of time reduction to 50% bonus and 25% ahead of time reduction
- Fixed some tooltips on Cruiser/Air UK
- Removed "Never at a disadvantage" Focus from Uk Naval tree
- UK Embargo Germany focus no longer has the dutch Embargo them
- Swapped the "Preapre for the inevitable" and "Appeasement to Action" focuses from the Apeasment and Countainment trees
- UK focus to remove the Great Depression on Let side Eco no longer gives 2 Civs
- UK Right side eco "Early mobilization" now can be taken at 20% war support and no longer removes 5% stab

Update: Jun 30 @ 11:44pm

checksum b51c - MIO's and a UK Rework

Other:
- Fixed a bug with the Canadian Ford MIO where it was getting the wrong amount of MIO levels
- You can no longer make Speer/Todt the Fuhrer and get the other one into the Inner Circle
- Armored Support Vehicles no longer start with stat upgrades like pre NSB Tank Designer
- Fixed a number of console errors
- SLOWEST_SPEED 3 -> 2 (Should in theory help with issue of not needing horse equipment in the division
- Nuclear Reactor Speed Bonus to researching Nuclear and Thermonuclear bombs 5% -> 3%
- Heavy Water Reactor Speed Bonus to researching Nuclear and Thermonuclear bombs 3% -> 2%

MIO Task Capacity:
- We are implementing a disabled Vanilla Mechanic called "Task Capacity" to MIO's.
- Task Capacity represents the maximum number of Researches or Production Lines an MIO Can be on at the same time.
- This is done for a few reasons, but the primary one is that people were abusing 2 different types of mechanics:
1) The first is Constant State Conversion, which this will continue to make less optimal, as you can only have so many lines with the same MIO on it
2) Additionally, there is a Cap to the level of MIO Progress you are supposed to be able to gain daily. This is to prevent Majors from finishing their MIO's in 1940 while minors are still on level 3. People were circumventing this through using a large number of smaller lines
- This change should make both of those occur *less* often even if they don't eliminate it entirely
- Note that this cap doesn't apply to *designs*. Just Research and the active production line. See in this example how having a RSAF Enfield on the Infantry Equipment Production Line consumes one slot, but having both the Infantry Equipment and the Squad Equipment designed by Enfield doesn't
- Cap is set to 5 for non-naval MIO's and 10 for Naval MIO's. Numbers will be adjusted over time as I see some games played with it

MIO Policy Changes:
- Also, if you didn't see, the recent Paradox patch tweaked some MIO stats, especially for Naval related air designers. Those changes were all rolled in a while ago but I didn't explicitly call them out
- Vanilla change: Naval Aircraft MIO archetype now actually adds Naval Attack / Naval Targeting / Sub Detection and Surface Detection to their planes.
- Cooldown to swap MIO Policies 180 -> 365
- "Ruthless Contracts" Policy now can be taken at level 4 instead of 6, and gives 20% funds gain instead of 10%
- "Experimental Development Teams" Policy now can be taken at level 4 instead of 6
- "Mechanical Genius" Policy can now be taken at level 5 instead of level 6
- Raj "Ordinance Board" Policy now needs level 6 instead of level 5
- "Armor Welding Specialists" Policy now no longer applies to Light Tanks, and will give an extra 5% armor, but -5% reliability to Heavies
- "Land Casting Specialists" Policy now gives 3% hardness, or 10% for Mech and Motorized
- "Heavy Gantry Cranes" Policy is now locked to Heavy Tanks, and no longer gives trains or railway guns 5% cap
- Fixed a bug preventing "Factory Applied Camouflage" and "Cutting Corners" from working on Motorized and Mechanized
- "Factory Applied Camouflage" Policy can now be taken at level 5 instead of level 6, and gives 5% defense and breakthrough instead of 2%
- "Cutting Corners" reliability debuff decreased from -5% to -2.5%


Additional MIO Changes Planned:
- Plan is to apply MIO's to all starting equipment shortly. I will pick the LARP option where multiple occur. People can always change to something else, but many new players aren't aware they can change the MIO Designer of their starting equipment
- You should also expect to see a chunk of work on MIO Stats soon, including making it require fewer funds for higher levels, a rebalancing of stats for all-in-one vs specialized MIO's to make the latter more appealing
- Potential new mechanics intertwined with the MIO system, but need to validate they work correctly first before sharing

**UK Rework:**
- The old UK Tree had a few different issues with it.
1) It was stale, being one of the oldest focus trees in TFB
2) It was very tall. By that I mean there weren't a lot of choices you could make at the same time, despite in theory having the need to juggle army, navy, and airforce at the same time
3) There were few if any meaningful choices *anywhere* in the tree
- This rework aims to eliminate all 3 of those points
- Balance is still a WIP, and I will be aggressively patching the first week or two to try to balance it as things are discovered

Navy:
- UK Navy now has 2 main paths it can go. A Battleship path, or a Cruiser/Carrier Path.
- Both sides can still get the ASW Tech

Intel:
- New small intel branch, you can get the choice between killing Heydrick or buffing your intel agency

Army
- Note that all Mills have been moved out of this tree and into the dedicated Eco Tree
- In theory should give some more wiggle room for UK's to focus on building an army as well
- Especially tanks, with a number of buffs to them

Empire Defense:
- Basically the same as it was

Eco/Politics:
- Now split into 2 branches, the Eco tree has a split on how you want to play the UK.
- Right side focuses more on directly building up your Eco, and is most comparable to pre-rework UK
- Left side focuses a lot more on buffing up your dominion at the expense of yourself
- The penalties on you are *heavy* for doing so
- The Eco mechanic on left side is that you will take a massive consumer goods penalty, and then begin to mark states in all of the commonwealth nations to develop them. Each nation gets its own slightly unique eco, and you will want to get these ticking early. However, the dominions won't actually *get* the industry until you close up shop and stop developing them. The longer you wait, the more eco they get, but the longer you are held on high consumer goods and the longer before they actually get those factories. How much do you want to greed?
- The Empire path in general will see a weaker UK than normal, but should make up for it by giving themselves a much stronger Dominion
- Additional note, for those who see everything here as a buff, the Research Slot the UK gets has been delayed, from 20% world Tension to being at war. This is a big change, but is counteracted by the monstrous bonuses to research that they now get in their tree
- This helps keep them at a similar power level early while letting them scale better late game

Air:
- A new mechanic has been added to re-vamp the RAF
- Now, you will have a number of branches you can pick from, but will designate a Primary, and 2 Secondary paths you can get buffs from. Want to go all in on fighters? You can do it, but you won't have any bonuses to your cas
- For example, going down the middle fighter path for research first grants a 1/2 year ahead of time and 75% bonus for a fighter, whereas doing it as a secondary tree only grants 50% research bonus
- On the other hand, doing the fighter cost path first will grant a much bigger bonus to your MIO, letting you crank out the MIO levels
- Still working on the best way to display all of the info, but for now it is in the description of each focus. Take some time to look at the different paths