Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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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

Update: Jun 27 @ 7:58am

checksum 86af
- Norway and Brazil start with squad weapons researched since they already have access to them
- Fixed some issues with Unit Stacks
- Base Land Equipment Conversion IC Cost Factor 5% -> 20%
- Fixed an issue in the second scenario where Italy didn't start at war with Ethiopia
- SH Railway gun back to being medium complexity

Update: Jun 26 @ 9:41pm

checksum 8cd4

- Incorporated more visual terrain changes, most notable mountains vs hills like you can see in Morocco
- Minimum Land Equipment Resource Conversion Resource Cost Factor 0.05 -> 0.2 (This kills Constant Conversion)
- Iran, Switzerland, Iceland, Latvia, Lithuania, Estonia no longer have a blank tree since they make factories that can be taken
- Fixed Siam cores in Burma
- Raj now correctly loses Pakistan cores when Pakistan goes free
- Removed 1 tile of impassible terrain between Mongolia and the RAJ so if it loses Pakistan there is still a connection to Mongolia via land
- Manchukuo Focus to expand the opium trade now reduces Stability by 10% flat instead of keeping it down with the spirit. Additionally the Consumer Goods Reduction Factor is increased from -5% to -7.5%
- Canada can now use Ford after they complete the focus for Ford. Additionally, their MIO will be set to the same level the American Ford MIO is at the time they do the focus
- Super Heavy Railway Guns now require the second Railway Gun researched, and only give 25% of a gun complete instead of 50% when researched
- Fixed the Icon for AG Brigades
- Made AG's and Tanks use the same supply
- Light Assault Gun Supply consumption 0.3 -> 0.28, Supply Consumption Factor 0.6 -> 0.6
- Medium Assault Gun Supply consumption 0.35 -> 0.45, Supply consumption Factor 0.7 -> 0.65
- Heavy Assault Gun Supply consumption 0.4 -> 0.5
- Riveted/Cast armor now only give -0.5 and +0.5 HP instead of -1 and +1 respectively
- IC Cost multiplier for cast armor 12.5% -> 15%
- Modern Turret IC Cost 17 -> 15
- Modern Turret Hardness bonus 2.5% -> 5%
- Removed the Commonwealth Comet tank from getting access to the Medium and Light turrets, now just has the modern
- Added to the Commonwealth Centurian tank getting access to the Medium turrets, in addition to the modern
- Generic Advanced Medium 3 Chassis no longer gets access to light tank turrets
- German E50 now gets access to all medium turrets in addition to the Modern turret
- French AMX4 now gets access to all medium turrets in addition to the Modern turret
- AST/NZL Sentinel Tank now correctly can use Medium Turret 2's
- Design Company for Hungary and Manchuria now gives 100 steel instead of 10
- Design Company for Hungary and Iraq now gives 200 Oil instead of 20
- Fixed a few issues with localization for German Propaganda
- Changes the traits of a Mexican Navy Chief and Air Chief to be ones that will grant XP
- Naval, Air, and Army Facility cost increase per Facility built reduced from 5k to 2.5k
- Nuclear Facility cost increase per facility built reduced from 7.5k to 5k, but initial cost increase from 15k to 16k
- Helicopter Special Project Complexity increased from Medium to Large (more events)
- Helicopter IC 9 -> 10
- Helicopter Piercing 11 -> 10
- Helicopter Armor 4 -> 1
- Helicopter Breakthrough 8 -> 6
- Helicopter Reliability 70% -> 65%

Update: Jun 24 @ 10:37pm

Quick Patch 01e5

- Updated to 1.16.9 Paradox Patch
- Thanks to Hasukika, the map will now better display the various towns on the map graphically.
- Made Quebec City a town tile

Update: Jun 7 @ 6:08am

checksum 149f - Tournament Changes

IF YOU NEED TO ACCESS YOUR OLD SAVES OR WERE MID GAME, USE TEB INSTEAD

https://steamcommunity.com/sharedfiles/filedetails/?id=2854106417

- Updated to the Paradox patches in May
- The Community Cup starting conditions are being added as a second scenario, which starts on Jan 2nd. It includes the Resource and State control changes, as well as the eco law changes for Japan and the Soviet Union, and the moving of China's capital
- A large number of tags were cut, reducing save size and improving hotjoin speed. This does however, ruin all saves you attempt to load from before this update. Please use TEB for now in order to view saves.
- Added a game-rule to determine whether wave 1 and 2 of china are Casualties AND surrender progress, or Casualties OR surrender progress
- Added a game-rule that Italy has to join the war in 90 days or 270 days instead of 180.
- Added a game-rule to enable the VP System added for the Community Cup, requiring 11/15 VP's to start a 500 day ticking timer to victory. Note that I may choose to change these VP locations, as they were not the ones I thought would be the best. (That being said, big thanks to Red Baron for allowing me to port this to TFB)
- Add game-rule to not require Manpower for German/Hungarian focuses
- Add game-rule to block denying Sudetenland/Fate of Czechs
- Add game-rule to force Danzig or War to auto-declare
- Add game-rule to determine if Soviets can send volunteers to China
- Add game-rule to share intel between the allied factions on game start instead of at Barb/StrikeTheWest
- Add game-rule to prevent Japan from leaving out the USA
- Add game rule to prevent people from warning others about the Naval Treaty
- Update Soviet Surrender Progress focuses to factor in when the CommunityCup flag is in place
- Add game-rule to prevent Anschluss from being denied
- Add game-rule to prevent Tangiers from being denied
- German AI should now go to war in mid-39 more consistently
- Minimap size increased 50%
- Soviets have +10% bonus production speed to railways and supplyhubs
- An Empty focus tree has been added for modders to use. Currently applies to more countries than I intend it to, will walk some of them back
- New GUI added to the paradrop/Naval Invasion UI to take you to that state (Thanks to Deversus for the code for this)
- USA and UK start with max trade opinion
- Resistance Activity against TFB custom buildings temporarily removed due to it not working correctly
- Admiral GUI moved to the center of the screen and made smaller for peasants who lack 4K monitors
- Radar Special Project is now hidden from view to prevent people from taking it since you get it from research
- Brazilian, German, and Siamese AI will now prioritize doing rubber tech
- TFB's assault Engineers no longer effect speed
- Expanded Host Tool with more functionality
- Carriers will no longer be built with 4 plane wings auto filling into them, so you don't have to click away to get your preferred composition
- Tweaked the location of the GUI for the Admirals for Command Limit, and have given a button to disable them completely
- Tweaked the GUI for State of the Pacific so when its disabled it wont show


New Submod called Their Competitive Bruh (TCB) With other 2025 Community Cup Tournament Changes. You will want that for the full Tournament Experience

https://steamcommunity.com/sharedfiles/filedetails/?id=3494757305

Update: Apr 29 @ 10:57pm

- Updated to 1.16.5
- Note that equipment saving for tanks probably wont work for the same reason presets didn't

Additional note, I will look in the future to incorporate the new RAJ path that stays with the UK into TFB, but not shortly. One of the downsides to the new RAJ tree and the reason I kept EIC in for so long is I wanted more than one RAJ path like how we used to have, now this tree fills that niche. No ETA for its inclusion.

Update: Apr 24 @ 11:16pm

checksum 7577
- Fixed a bug where Ethiopian Supply modifier wasn't falling off correctly after the timer expired
- Panay incident will trigger if it hasn't gone off by June of 1938
- Anti-air Equipment Defense changed from a flat 4 to 4/5/6
- Heavy AA Equipment Defense increased from 4 at all levels to 6/8/10
- Anti Tank Defense increased from 4 at all levels to 4/6/8/10
- AT Hard Attack increased from 14/18/22/26 to 14/19/24/29
- Pack AT Defense increased from a flat 4 to 4/7
- Pack AT 2 Hard Attack increased from 20 to 21
- Heavy AT Equipment Defense increased from a flat 8 to 10/14
- Heavy AT 2 Hard Attack increased from 38 to 40
- Dual Purpose Artillery Defense changed from a flat 8 to 7/9
- Heavy Artillery Defense increased from 4/4/5/6 to 6/8/10/12
- Heavy Artillery Breakthrough increased from 2/5/6/7 to 4/6/8/10
- German Artillery MIO Dual Recoil Mechanism now applies to more artillery types
- Artillery MIO "Stable Platform" defense increased from 3% to 5%
- Artillery MIO "Sliding Breechlock" 3% breakthrough changed to 3% Hard Attack
- Artillery MIO "Rapid Fire" 10% Soft Attack changed to 4% soft Attack
- Artillery MIO "Rapid Fire" 4% Air Attack changed to 8% Air Attack
- Artillery MIO "Light Weight Barrels" capstone no longer requires Mass Production
- Artillery MIO "Mobile Limbers" breakthrough increased from 6% to 10%

Update: Apr 18 @ 9:44pm

Checksum 32c6
- Free France is now always guaranteed to git the Early Mobilization event if Italy is at war with Ethiopia instead of a 50/50 with "Communists in the government"
- USA "Not our war" spirits should now always fall off if the USA goes to war with Germany or Japan
- (potentially) fixed a bug where Iran was choosing to go a non historical path
- Heavy Cruisers Turret HP Multiplier 20% -> 15%
- Heavy Cruiser Turrets now grant -5% torpedo damage reduction and =5% change to getting crit by a torpedo
- Air Combat Damage Carrier Scale 12 -> 7 (Nerf to Carrier Fighters)
- Air Combat Disruption Factor Carrier = 25 -> 500.0 -- multiplier on disruption damage to scale its effects on carrier vs carrier planes (This doesn't seem to work but I updated it anyway)
- Torpedo Hit profile 125 -> 130
- Supremacy Per Ship Per Manpower = 0.08 -> 0.07
- Supremacy Per Ship Per IC = 0.008 -> 0.007
- Fixed a tooltip issue for the Washington Naval Treaty that wasn't working for Super Heavy BB's and CV's
- Fixed an issue where the decision to spawn vichy france in Single Player wasn't including Corsica
- Motorized MIO 3% Breakthrough bonuses increased to 5%
- You can now use the Motorized MIO to research Motorized/Mechanized AA and Motorized Rocket Artillery
- The 3 Researches in the Heavy Artillery branch that granted -2% damage from bombing have been changed to +5% Static Anti Air Damage

Update: Apr 17 @ 10:06pm

c19a
- Nuclear Bombs and ThermoNuclear Bombs now take 3 days to prepare instead of 7 and 30 respectively
- Nuclear Bombs and ThermoNuclear Bombs can now be used against the same target after 10 days
- Nuclear Bombs and ThermoNuclear Bombs now cost 10/20 Command Power instead of 20/50
- All Raids have no been standardized to have Air Superiority grant +75% at 100% air Superiority or -75% at 0% air superiority to success up from what was normally +25% to -25% at 100% and 0% air superiority in most cases
- Fixed a bug where Intercontinental Bombers needed Strat Bomber 3 instead of Strat Bomber 2
- UK Focus to embargo Germany will now actually Embargo Germany
- Decisions to annex AI countries should now no longer be visible if the country's don't exist
- Max number of days a border war will stay open if no one is there at the start reduced from 21 days to 7 days
- Disaster chance increase for Medium Risk operations reduced from 20% to 15%
- Soviet 'Greetings to the Fighters Against Fascism' focus should now more consistently pick Germany over Japan for the bonus
- Raj general 'Mohammad Usman' no longer starts with the Determined trait
- Raj "Tryst with Destiny" Experience Loss Factor reduced from -20% to -10%
- Raj "Tryst with Destiny" Experience Gain Army Factor reduced from 10% to 5%
- Raj "A Tiger Unchained" Special Forces Cap reduced from 4% to 3%, and Mountaineer Attack/Defense factor reduced from 10% to 5%
- Raj "Preamble to the Constitution of India" now gives 7.5% democracy instead of 15%, and 5% stability instead of 10%
- Raj "For the people, By the People" focus now grants its 75% bonuses to Infantry Technology AND Infantry Equipment
- Raj "Ammunition Factory Khadki" now gives 2 military factories instead of 4
- Raj "Indianize the Army" focus now will now grant 1 of Attack or Defense and 1 of Logistics and Planning instead of a wide range of possible options and levels

Update: Apr 11 @ 9:56pm

23a2
- Yugoslavia now must ask Italy if it does the path to take Albania, and can be denied it
- Japan now gains a Spirit when they do the Liaison Conference which gives them +400% time to wargoal justifications that will go away after they dec on the allies. This is to prevent doing Long War for the bonuses and then manually justifying
- Manually justifying on the Soviets as Germany no longer allows you to bypass having the missions to take German Cities. It will add them in all situations where the Axis are the aggressor for Barbarossa
- When Japan does Strike the West and includes the U.S. it will not auto remove the Neutrality ideas from them instead of making them click the decision
- RAJ EIC Path is gone