Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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Update: Jan 11 @ 12:39am

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- Added some Italian Scientists
- Blockading Venezuela now also blockades Axis Minors
- Changed Canadian Polymer Focus to give Rubber refineries instead of Oil ones
- Added a Dam to Saint Lawrence
- Reworked the Canadian Army Tree into one that should provide options for an Infantry Canada out of the box a bit better as an alternative to the standard tank Canada.

Update: Jan 9 @ 11:14pm

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- Pack Arty 1/2/3 Soft Attack reduced from 16/19/22 to 14/16/18
- Land cruiser IC 400 -> 150, but now requires 3 per division
- Self Propelled Super Heavy Artillery now requires 10 equipment instead of 3
- AI Nations should no longer decommission all of their templates, and Germany should now build troops to (eventually) do the Sudetenland. Also moved the Anschluss focus earlier in their AI Order
- Removed Stupid AI from Luxemburg so it makes equipment that Germany can steal
- Fixed a bug where Greek core debuff didn't go away on capping
- Fixed a bug where Greece couldn't do their focus for Cypress after capping
- Fixed some new states in Europe not being part of the State of the Pacific modifier
- Fixed the port building debuff in the Egypt mountains
- Fixed issue where Albania was using the Austrian-Hungaian joint basic tree instead of the standard one (it meant less factories)
- Fixed an issue with the naval calculator where it was claiming Carriers had 6 cap instead of 8
- Fixed the bug where capping 2 majors as Germany wouldn't let you do the "Supreme Leader" focus
- Fixed a bug where the UK needed far too many convoys to trade with Iraq and British Malaysia
- Fixed a bug with the Shock and Awe doctrine capstone where it was giving Hard Attack for Helicopters instead of Soft Attack

Update: Jan 6 @ 12:00am

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1) Re-Added the Greek Focus tree, with a small Post-Cap tree and some slight modifications. May do something more expansive in the future but starting with this. Note that their gameplay pattern should include getting Cypress from the UK, so they still have land even if Crete gets taken. Up to hosts wether to roster this or not but it should be very low on the list. They also have the ticking debuff that Poland has when holding where every week until capping they gain greater and greater debuffs to combat
2) Removed a bunch of extra leader traits that were duplicated in the traits file, which meant that some characters had old/outdated traits, most notably being the 5% weekly stab for the Bulgarian Advisor instead of .5% weekly Stab
3) Tweaked the wording of the "Strike the West" timer stuff to be more clear
4) The 3 Naval Invasion Capstones are now mutually exclusive, attempting to do more than one at the same time will simply remove the buffs from the others and you end up picking the lower of the 3 techs
5) Japan's "Strike The West" focus will now auto-bypass if already at war with the allies


6) A new tool has been added for hosts. In it, you can set small buffs or debuffs to specific countries or factions based on a number of preset stats provided. This servers a couple purposes.```
a) If your server has a meta and balance opinion that differs significantly from the mod, you can apply some targeted buffs/nerfs to countries/factions in order to balance your game for your lobby better
b) If a major balance issue occurred in a recent patch, you can use this to compensate while a new patch is being created, so you aren't subject to upload schedules for quick fixes.
c) If there is a major disparity in player skill. For example, if you have a new player on the Soviets, you could give them some small number of buffs to help make sure the game is a bit healthier. Its not the most "competitive" choice, but it will help produce a lobby that is hopefully healthier. Alternatively, if there is someone who is very very good on a specific nation, you can apply a debuff to that player in order to even things out. For example, if you had a M*ta player on the soviets because it was the only way to get the lobby started, you can simply apply a debuff to them in order to smooth things over.

This tool is largely inspired by the AI Control Panel from Black Ice, and permission was received before using it as a base for the creation of this tool. Note that it can be adjusted in game at any point in time, and not just on game start. It can be accessed by clicking the gear in the top right corner as a host.

Update: Jan 4 @ 11:30pm

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- NKVD Tech now applies to Motorized Military Police as well as Regular military Police
- Motorized MP Org 10 -> 80
- Motorbike IC 1.5 -> 2.5
- Assault and Armored Engineers now have Metropolis and Town modifiers
- Helicopter Transport Supply Consumption Factor mitigation increased from -10% to -15%
- Helicopter Transport Supply Needed Helicopters and Motorized 10 -> 20
- Helicopter Logistics Supply Consumption mitigation bonuses from the Support Company Tech decreased from 12% to 10%
- Helicopter Recon needed Helicopters 20 -> 40
- Armored Signal Company bonuses now grant Org and Recovery late like other signal companies
- Armored Signal Company Max Org 20 -> 80
- Armored Signal Company support equipment needed 15 -> 20
- Armored Signal Company armored support vehicles needed 20 -> 25
- Most Doctrines should now also apply to Helicopter Recon, Armored Signal Company's, and Helicopter Field Hospitals where applicable respectively
- Soviet Demand Bessarabia focus should now work even if someone else owns Bessarabia
- Soviet no longer get 1 more Air Volunteer from Operation Zet
- Soviet Air focuses increased from 21 days to 28 days
- Soviet "Long Range Aircraft" focus now also grants 10% Range
- Railway IC 170 -> 150
- Strongholds IC 20k -> 16k
- Strongholds attrition Penalty Removed
- Strongholds now grant 30% Pillbox/Bunker construction speed instead of 10%
- Strongholds give -5% local intel to enemies
- Strongholds now increase effectiveness of Land and Naval Pillboxes/Bunkers by 25% (IE Each bunker brings a 25% stat debuff instead of 20%)
- All buildings are now visible in the construction tab even if you can't build them at all times
- Reduced Strat Bombers lost in the V3 Raid
- Reduced time to prepare the V3 raid from 90 days to 60 days
- Increased the damage dealt by a partial success in the V3 Raid from 15% damage to 40%
- V3 Project Nerf
- Minor note, its now impossible for the Spanish Civil War decision to show up for other countries for people making submods/forks
- Finland can no longer join the soviets
- Denmark, Norway, and Belgium have been added to the bookmarks at the start of the game

- All Majors start with the 3 Research Facilities, and the USA Nuclear focuses have been split in 2, with the first one granting a Nuclear Research Facility for the USA in Los Alamos in early 40, after they get Atomic Research, or after UK does the Tizard mission. Note that France's Naval Facility is in the south of the Country in land that Vichy will probably own, and then eventually Italy if they take land

- Incorporated some slight updates from Lennard for the Topbar Resource (Thank you Lennard!)
- Added a new GUI to the Construction Screen telling you your production bonus modifier to that specific building, based on the original one from "Yes, Paimon's", then updated for the DLC by "Kaarlo" then tweaked for TFB by me
- A new Game Option has been added that is an alternative for the Consumer Goods Dockyards, where it instead decreases your Dockyard Production Speed by 2% each for Majors and 10% each for minors

German Updates. In general, some QOL updates and bug fixes to Germany, as well as a significant buff to making puppets. Probably still more buffs are needed but this should make it a bit better. Dockyards are now included in what is being plundered.

- Swiss Gold path now gives 5% Expected Consumer Goods instead of 10% factor
- As Germany you should now be able to loot countries that other people in your faction have capitulated, provided that country isn't Portugal, Spain, or Vichy
- Germany should no longer be able to loot Vichy land if they case anton them, in order to prevent no Vichy player providing a major benefit
- German "Operational Planning" decisions now only cost 15 Command Power instead of 25
- German "Operational Planning" decisions now have a decision that will show the 45 day cooldown until you can click the next one
- Bonuses given by the German puppets have quadrupled (now 2% Consumer Goods Factor, 4% Mill output, 2% Mill Build Speed)
- German Compliance when creating their puppets increased from 25% to 40%
- All areas Germans can reduce Consumer Goods now correctly don't include Military Factories in the looting (Note that this means Dockyards can now be looted
- German Puppets now grant 40% Civ and 30% mill or 20% civ an 20% mill industry to Germany instead of 20% Civ and 15% mill or 10% civ and 10% mill depending on whether you did German Puppet or Collaborationist respectively
- German "Supreme Leader" focus now only requires you to capitulate 2 major nations instead of 3
- "Face of Czechs" middle path where Hungary and Germany split the land now correctly reduces consumer goods from Bohemia and Moravia for the Germans, though all paths now set compliance to 25% instead of 50% (except the middle path which didn't do any and now also gives 25%

Naval Invasions. Naval Invasions have been made to be a bit harder earlier in the game, but become easier later in the game. Naval Invasion Techs have been had a 4th capstone tech added with one of 3 options. This pushed some of the other techs forward a bit in time and thus they were made weaker overall. Note that the 3 techs are not currently mutually exclusive but were meant to be and will be fixed in the next patch.

- Naval Invasions AMPHIBIOUS_LANDING_PENALTY debuff increased from 50% to 75% (It was 70% pre DLC but Paradox lowered it and I didn't notice)
- Naval Invasion Initial debuff to attack 20% -> 25%
- Naval Invasion Initial bonus to Breakthrough 50% -> 60% (Should help not get bounced by low inf high artillery port garrisons a bit)
- Now has the 25% Invasion Preparation time that was removed from the Landing Craft

Japan has had it's post China Tree updated, now they can weave back and forth between the different Short, Medium, and Long Term bonuses provided. The better the bonus, the longer you are delayed from doing the Strike the West focus. It matches the old time where doing only Quick War still starts you in Jan 41, but doing Late war starts you at December 1941. This does a few things,
1) It allows me to balance each individual bonus instead of the whole tree against each other, and
2) Makes the time Japan actually goes in a bit more Dynamic. Their focuses that grant immediate bonuses are slotted into the first 2, so they can still leave their last 2 focuses towards the last minute and decide if they are waiting and can just grab the 4 month delay for the added bonuses, or if they want to go in ASAP. This gives flexibility to Japan, and also prevents the Allies from thinking in the large chunk increments like they used to.

Now there should be more ambiguity on when things happen if allies aren't spying as well and should pin more of their divisions in 1941 in Asia.

France can now keep a larger percentage of its Navy and Airforce when Capitulating if they do the Naval and Air focuses. Starts at the Vanilla 15% for Navy and increased to 30% if you do them all, and increases from 0% Air up to 10%.

France can now keep a larger percentage of its Navy and Airforce when Capitulating if they do the Naval and Air focuses. Starts at the Vanilla 15% for Navy and increased to 30% if you do them all, and increases from 0% Air up to 10%.

The amount of Army and Stockpile they get to keep is also now related to their Legitimacy. For each 4 Legitimacy you gain 1% of the Army, with a minimum of 5% and a Maximum of 25% (originally it was 20%, so you need 80 Legitimacy to make it to what you were at.) For Stockpile its 1% for every 5 Legitimacy, with a minimum of 5% and a Maximum of 20% (Originally it was 20%, so you can only gain up to your stockpile back at 100 Legitimacy.)

In addition to ensuring France is paying more attention to what they are doing before capping, it also will prevent builds where people just abandon France in some servers without a fight to try to keep divs.

Update: Dec 27, 2024 @ 11:55pm

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- Supply Node Damage Factor 0.1 -> 0.05 (Harder to bomb)
- Railway Damage Factor 1 -> 0.1 (Harder to bomb)
- Fixed SAF Formable needing Portugal
- Shock Hardening Techniques Special Artillery Project Static Anti-Air damage factor 0.15 -> 0.1
- Shock Hardening Techniques Special Artillery Project Static Anti-Air hit chance factor 0.3 -> 0.15
- Variable Time Fuse Shells Soft Attack for Artillery and Motorized Artillery 20% -> 10%
- Naval Proximity Fuse Tech Anti Air Attack Factor 0.25 -> 0.1
- lotta_svard_tech (used in Finland and Left-Right Hungary Monarch path HP to Support Companies 5 -> 4
- lotta_svard_tech (used in Finland and Left-Right Hungary Monarch path Org to Support Companies 10 -> 5
- You no longer need the EarthShaker module on strat bombers in order to do the raid against V3's
- Fixed an Autarky bug where not all of the resources in the faction were counting towards the check to do Autarky (GUI was correct, focus checks were not)
- Hungarian "Airforce to be Reckoned with" gives 5% less Artillery Defense factor
- Hungarian "A Mobile Army" gives 5% less Armor Attack Factor
- Hungarian "Revenge for Brusilov" now grants 5% attack and defense against the soviets instead of 15% attack and 10% defense
- Can only declare war on Romania in the Hungarian Monarchist path if they are AI

Update: Dec 16, 2024 @ 10:54pm

2b23

- AI Focus order for Germany/Austria/Belgium/Congo/Hungary should be less stupid
- Congo's Impassible Terrain is now only on the north/east side of the Jungle, instead of also blocking it from the south/west
- Fixed a bug where SAF wasn't getting the new UK state on taking control of the colonies
- Armored Maintenance Company grants 20% Reliability instead of 2%
- Belgium players will no longer trigger the Ghost AI Alert on game start
- Increased Starting Railway Level of the US to have a level 5 railway from DC to Norfolk (from level 3), and a level 3 from DC to San Diego (from level 1/2)
- Increased Starting Railway Level of the UK to have a level 5 railway from London to the next door port (from level 3)
- Increased the railway added by Italy's railway focus in 1 section to ensure a level 3 railway from Rome to Taranto (from level 2)
- Increased the railway from Berlin to Rostock to Level 3 (from level 2)
- Increased the railway from Moscow to Stalingrad to Level 3 (from level 1/2)
- Increased the railway from Tokyo to Yokohama to Level 5 (from level 3)
- Hungarian 'Seek German Contacts' Mills/Civs halved from max 4 and 8 to max 2 and 4
- Hungarian 'Mavag Army Division' Mills reduced from 8 to 4
- Fuher Leader Trait supply node range debuff -10% -> -5%
- Loyalty to the Fuhrer Special Project speed factor 2.5% -> 10%
- Loyalty to the Fuhrer Build speed factor 2.5% -> 5%
- Sweden can no longer deny the German Trade Treaty
- Some of Germany's events trigger quicker now instead of waiting 4 days (Paradox why do you do this?)
- Added 5 mills and 5 civs to Germany's starting Factories
- Added 5 civs and 1 mill to Austria's starting Factories
- Tweaked Austrian Focus Order to be more favorable to getting as many factories out as possible
- Lowered Autarky Steel from 36k to 30k
- Lowered Autarky Tungsten from 3.5k to 3k
- Lowered Autarky Chromium from 6k to 5.5k
- Consumer goods added by Establish the Reichswerke and Coal Liquefication reduced from 10% to 7.5%
- Establish the Reichswerke now grants 4 mills instead of 2
- German Accelerate the Rearmament Program now grants 5 mills instead of 4
- German "Concentrated Armament Program" now grants 9 mills instead of 8 (went from 4 2's to 3 3's)
- German "Establish Production Targets" now grants 3 mills instead of 2
- German "Form the Zentrale Planung" now grants 7.5% factory and dockyard output instead of 5%
- German "West Wall" can now be done regardless of if you do Heed Von Neurath's Concerns or Reorganize the Wehrmacht.
- Germany "Reorganize Secret Services" and "Subversive Infiltrators" can now be done regardless of if you do Heed Von Neurath's Concerns or Reorganize the Wehrmacht.
- German "Demands to Sweden" Now have Sweden Embargo everyone like the old Swedish focus used to, and give the large trading bonus back. (Note that its tuned so that when combined with the one from the eco tree its the same power as before)

Update: Dec 15, 2024 @ 12:43am

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- The GUI mentioned previously in the patch notes
- A fix for the Suez destruction decisions and the Mediterranean raiders requiring Tessarim instead of the East Suez
- Congo AI will no longer try to break free from Belgium
- Belgium no longer gets Entrenchment bonuses from their focus tree
- Special Project Research Gain slightly increased
- Torpedo Cruisers are now locked to Heavy Cruisers, are forced to use more of their slots on torpedo's and not have the ability to have AA in those slots instead
- Torp Cruiser surface detection 20 -> 18
- Torp Cruiser Reliability 90% -> 85%
- Torp Cruiser HP 140 -> 130
- Torp Cruiser IC 1700 -> 1800
- COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT = 17 -> 20 -- the above evasion hit chance is multiplied by X% if shooting with torpedoes. Torpedoes are slow, so evasion matters more.
- Swapped a number of files over to the UTF8 Encoding
- Tweaked syntax in a number different files including adding/removing a few brackets
- UK AI should be smarter about where its putting its troops
- Japan AI should ignore the soviets more
- Autarky now uses variables that are set in the German History file on game start to make it easier to manage, but will not be set for any game that happened previously so you wont be able to use it for older saves
- Autarky Rubber needs 5000 -> 4500
- Autarky Steel needs 38000 -> 36000
- Pillboxes (forts) can once again be built by faction members
- Railroad cost increase per level 130 -> 100
- Added a new game rule that is set to false by default that determine whether or not Belgium is allowed to do their fortification focuses on the left side. They are removed as Netherlands already has rules about no forts and no flooding before cap, and Belgium should be the same, so might as well hide the focuses. Can be re-added via game rule at game start
- Congo should no longer start a war with Portugal
- Belgian "Royal Military Academy" Max Planning 10% -> 5%
- Belgian "Defense Bill" war support gain 15% -> 10%
- Belgian "Defense Bill" org factor 10% -> 5%
- Belgian "Multi Language Courses" org factor 10% -> 5%
- Belgian "Department of Telecommunications" Imitative 15% -> 10%
- Belgian "Resist and Bite" Mountaineer research bonus 100% -> 50%
- Benelux Union focus removed
- Belgian "Broken Neutrality" will now no longer allow Belgium into the allies early and will instead give them the volunteer spirit
- Belgian "Corporate Responsibility" Efficiency Gain 10% -> 5%
- Belgian "Engine of the Economy" Efficiency Cap 10% -> 5%

Update: Dec 12, 2024 @ 11:09pm

- Fixed a large number of errors that would happen in the console relating to states unowned by anyone. This should make the logs actually readable after games
- Consumer Dockyards Debuff now increases by 1% for every dockyard over the cap for minor nations.
- Left side German Eco path gets 10% less consumer goods reduction
- Left side German Eco "Industrial Expansion" doesn't give a 100% industry bonus
- Left side German Eco "Wirtschaftswunder" doesn't give a 100% industry bonus
- Left side German Eco "Build a Defense Industry" no longer grants 5% cap

Autarky:
- Autarky has been reworked a bit to improve the gameplay pattern of right side.
- First and foremost, there is a new focus added that is mutually exclusive with Autarky called "Partial Autarky". In order to take it, you must meet 4 of the 6 resource requirements. It will then lock you onto either 90% consumer goods factor, or your current consumer goods factor, whichever is higher. It can also only be taken after you are are war with the soviets, and will remove their 10% lack of resources penalty. The purpose of this side is to make right side slightly less feast or famine. It's still bad, but if you can get close but not quite there you can choose to cut your losses and take the locked consumer goods to prevent from completely debt spiraling. Exact values for this will need to be adjusted but this offramp will allow right side to get picked more while being more difficult to game the system.
- Second, the way the Autarky resources are calculate have changed. Before, it was counting whether Germany *or* one of its puppets met the threshold. Now, any resources owned by a German Puppet or Vichy will be counted as belonging to Germany. This should encourage it to use the puppet governments it can setup across Europe.
- Additionally, with the current setup the best route was for Germany to take every spec of land that had resources in it to the detriment of the minors. This led to a bad game feel for anyone in germany's faction during Autarky. To change this, we now are checking for **TOTAL FACTION RESOURCES** when looking to see if Autarky has been achieved. (We exclude Spanish and Portugese resources from this calculation so as not to influence neutral spain vs war spain vs losing spain)
- In order to keep the spirit of Germany needing to be aggressive and still greedy (Germany being greedy is a net positive for game balance), Germany must have the *most* of that resource of anyone in the faction as well. So if there is 5k Rubber, Germans would need to have more rubber than any other member in the faction *individually* not combined.
- To that end, the German tree has gained 3 more focuses, one to take Romanian Oil, one to take Hungarian Aluminum, and one to take Bulgarian Chromium. Everything else they need they should be trying to build or conquer from their enemies. And they will need to conquer in order to meet all of these requirements.


- Due to a skill issue on my end, the GUI that was meant to accompany this has not shipped yet (but is live on TEB). It tracks both the Faction's resources as well as your own resources to check to see whether you meet the requirements in a more tangible way. None of this data is something an enemy player couldn't figure out by looking at the trade window so Its okay that its in the focus tree for anyone to see. In the example here Germany has taken the UK and Norway but hasn't crossed the river line at Barb and has nothing in Africa.

Update: Dec 5, 2024 @ 10:36pm

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- Integrated the Paradox patch from yesterday which might include the Czech and Vichy MEFO fixes
- Fixed Heydrich giving -.2 % intel instead of -20% intel
- Hungarian decisions had their resources updated to TFB numbers
- Toldi decision no longer states you can get it off of Sweden
- Fixed the Assault Gun MIO to actually apply to Assault Guns
- Reduced Hungarian "Institute Corporatarism" mill factories form 8 to 4
- Reduced Hungarian "Expand the Lignite Industry" by 4 civs
- Reduced Hungarian "Allied Manufacturing Programs Mills from 8 to 4
- Soviets no longer get a Nuclear facility from doing their nuke focus
- Initial Radar Research no longer consumes a breakthrough
- Germany starting MEFO Consumer goods 10% -> 5%
- Germany starting MEFO Mill Factory Speed 10% -> 20%
- Left side German Eco "Build Defense Industry" and "War Production" each have gotten 5% cap back
- German Focus to declare war on Spain will no longer bypass if certain conditions are met, ensuring Germany can only declare war on portugal if Spain actually went allied.
- German Right and Left side Eco focuses had their consumer goods slightly tweaked
- Germany can no longer do "Befriend Czechs" if they went for the MEFO route of Eco.

Update: Nov 29, 2024 @ 8:51am