Hearts of Iron IV

Hearts of Iron IV

End of a New Beginning Redux (1857 - 2050) ~ Official Steam Edition
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Update: Dec 21, 2024 @ 3:17pm

Update: Nov 18, 2024 @ 3:49pm

Hotifx:

Crashfix

Update: Nov 17, 2024 @ 11:52am

## Ars Bellica Patch Notes (November 16th, 2024)

_Kaiser 1.15 Compatibility Patch_

*Fumes arise above the peaks of Manchester; smokestacks rippling along rooftops. On the ports of Norfolk, Navy men amount Agars, preparing for a virgin summer voyage. Finally, at the desolate steppes beyond Baku, the dawn of a new sort of gold is just being realized… It is time to break ground.*


### Content:
- The first couple generations of Torpedo Boats should now work, and have unique designs possible (for MTG)
- 47mm available for most ship types
- More decisions and focuses give eco buildings
- Artillery and Cavalry Doctrines now give added stats in addition to added equipment cost
- Many nations will now spawn with basic army doctrines they deserve
- Mexico has had its pre-reform war content expanded and enhanced, should now better reflect history
- New tax laws added to reflect nations which did not use income taxes (i.e. US, MEX)
- New events to reflect the events of the Comstock Lode
- Additions to unified Italian tree
- Added the Grito de Yara (Spain v Cuba)
- Added the search for the Spanish king
- A new backup event for the Franco-Prussian war for the situation when the Spanish succession crisis does not spark a war
- More Democratic Sextenium content
- Cochinchina invasion improvements
- Spanish setup for the 1870 start date
- The Spanish civil war will now start
- Starting localisation in sequence with start date.
- Starting the implementation of elections
- Completely reworked the Victorian Era generic focus tree with brand new political, industrial, and military sections, doubling the size of the tree whilst adding plenty of decisions and unique choices.
- Modernized Prussian content to work with the economy system
- AI will now use tariffs
- Added a tooltip to the markets so you can now see the market size and who is in each market
- Added highest producing/consuming states to the supply/demand tooltips in the market screen
- Added construction of Civs/Mils/Dockyards via the eco
- Naval components and ship hulls separated into their respected tabs.

### Balance:
- AI will now garrison less when at war
- Russia will no longer be starving in its own country supporting its historically sized army
- AI should now produce more capital ships
- All nations should now spawn with a small amount of cavalry equipment to reflect horses existing
- Improved Spanish AI
-Increased maximum and minimum prices of goods, making tariffs functional (so instead of applying a 10% tariff and losing all of your trade, you can apply a tariff and actually receive some money from it)
- Increased wood output & decreased fiber output of subsistence farms
- Pops now consume less wood
- Slight adjustments to the tools PMs
- Added some additional wood input reduction for tool PMs in the tech tree
- Starting building size adjustments across the UK and US

### Fixes:
- AI will now research naval techs more intelligently (accurately evaluating if it is a major power or not)
- US should be at less risk of a hyper-war post ACW if foreign nations get involved
- Prussian Naval Expansion more feasible with extra build slots in Wilhelmshaven
- AI will now research eco techs more reliably (tech weights issue)
- Franco-Prussian War will now finish correctly even if Prussia doesn't presently control Alsace-Lorraine
- Russian Translation updated
- Treaty of Aigun now correctly fires
- National Crises are now updated to react to Legitimacy (when applicable)
- Fixed crashes involving several missing referenced technologies
- Central Asia and Middle East Map Fixes
- Motorized and Artillery Fixes
- Tech Category Fixes
- Some GUI updated to new aesthetic
- Fixed some market bugs regarding maximum and minimum trade value
- Britain now starts with proper electrics & instruments techs
- Infantry tab techs moved to better align with dates.

### Optimizations:
- Naval Production AI should now calculate faster

Update: Jun 11, 2024 @ 10:49pm

Update: Jun 8, 2024 @ 5:13pm

Fixed issue with unit models, economy UI and tooltips, fixed eco bug concerning foreign debt being unpayable, and gave UK 1857 lineships

Update: Jun 7, 2024 @ 9:25pm

Update: Jun 7, 2024 @ 8:43pm

https://github.com/Team-EoaNB-Redux/EoaNBR/wiki/(0.3.9)-Ars-Bellica-Patch-Notes

Update: Mar 8, 2024 @ 4:49pm

Fix for 1.14

Update: Jan 19, 2024 @ 1:02pm

Bug fix push:
Fix for Prussia unlocking the wrong focus after winning the 7ww
Fix for institutions not giving the benefits they should after being unlocked
Fix for US tax law
Another fix to make sure the german constitution unlocks correctly

(and more)

Update: Nov 27, 2023 @ 7:34pm

Balancing:
- Construction speed of building new eco buildings is now much faster
- Civilian, Military, and Naval Industries no longer produce eco goods.
- Consumer Goods now contributes money directly to your budget
- AI now manipulates its budget better. It will attain large surpluses to pay off debt, reduce its surplus when out of debt, and also use income tax.
- Redid a lot of laws to use budget effects, adding costs/revenue sources
- New content for 2nd War of Italian Independence in preparation for alt-history additions
- Italian and Austrian Generals have had traits rebalanced to be more historical
Prussia:
Rebelanced Dreyse Guns
Russia:
Rebalanced several industrial and political focuses and decisions
Canada:
The Province of Canada no longer needs to be at peace to form the Canadian Federation
Confederate States
Many new icons, focuses and events for the CSA
New leader portraits
Mechanics:
Released countries will now inherit institutions from the countries they were released from
Many changes and rebalance of infrantry arms and technology
AI:
AI will now be smarter and follow their ideological preferences in generic peace treaties

New Mechanics:
- Added effects for Military Spending & Research Spending in the budget screen. Now the economy system actually does more than just bankrupt you!
- Added Investment Opportunities, similar to projects in Victoria II that allow your capitalists and aristocrats to build and expand buildings
- Added Corporate Tax, which taxes the dividends that Capitalists and Aristocrats earn from building profits
- Removed artificial 25% taxation cap, added taxation efficiency and corruption, negatively affecting tax income.
- Added bureaucratic efficiency, which increases government spending
- Producing equipment now costs money through your budget tab.
Bugfixes:
- Military Resources (Basegame HOI4 Resources) no longer have weird price behavior
- Redid employment calculations so now employment is per state instead of per building. This is to help fix negative unemployment issues.
- "Green Line Go Up" achievement is now possible to get
Tech Tree:
New technologies for transportation and colonization
Updated many techs to now incorporate institutions & economic modifiers
Institutions:
Institutions will now give bonus modifiers and punish countries for being behind in era
Institutions will now be used to unlock research slots
GUI
Updated guis for settings and saves

New Nation Content:
- 8 GPs at 1857 start have had existing content tied into eco system, as well as Spain, the Ottoman Empire, and Spain
- Central and northern South America have had the initial economies added
- US Clayton Conspiracy content has been expanded and is more functional now
- US ACW content has been more integrated into Eco mechanics, accept the debt
- New MIOs for Sardinia-Piedmont
Prussia:
Added many focus icons
Sardinia Piedmont:
Added many new flavor events
Revised event chains and decision gui for Italian Second War for Independence
United States
New focuses and events for Gilded Age
New BOP mechanic for corporate monopolies
Misc:
New localisation/tooltip improves across the mod
Added texticons for many modifiers
Added icons to mapmodes


Quality of Life:
- Redid the whole Budget screen to look nicer. Still heavily WIP.
- Added a bunch of tooltips to the budget screen.
- Added Spending and Revenue piecharts to the budget screen, to see nicely where your sources of income & spending are.
- Added a national GDP graph (in the Pops & Eco Screen) and net budget graph (In the budget screen).
- Made the line graphs actually use lines
- Optimization of AI strategies has increased game performance
- New leader descriptions for neglected countries
-

Bugfixes:
United States:
Fixed Enforcement Act National Focus
Fixed bug relating to Reconstruction ft not loading correctly for Abraham Lincoln
Fixed issue where Bloody Kansas did not fire correctly
Fixed issue where CSA did not spawn with the correct militia in ACW
Many other bugfixes
Japan
Fixed several decisions and events for Japanese Imperial Industrialization
Japan will now integrate daimyo armies and navies when they annex their daimyos
Fixed issues where focuses did not fire the correct event
Many other bugfixes
United Kingdom:
Victoria will now be a subject under Great Britain for non-dlc players

Prussia:
Prussian reperations for losing the Brother's war will now cancel after a few years
Prussian Colonization events/decisions are now localized
Russia:
Russian Invasion of Bukhara will no longer start a border conflict with Japan
Spain:
A lot of new localisation for Spanish events and focsues
Fonts
Fixed several broken fonts
GUI/Maps
Fixed several outdated guis and tooltips
Fixed issues with tech trees not zooming correctly
Fixed localisation issues for Culture, Religion and Expansion Mapmodes
Changes to Afghanistan colorization
Subjects will now use their overlord's colors for non-dlc users
Rashidi Emirate is now renamed Emirate of Ha'il
Khiva is now renamed Khwarazm
Victory Points now use new vanilla icons
Other:
Fixed an issue where researching high phosphate fertilizer will crash the player's game
Fixed an issue where countries will increase their military spending to avoid bankruptcy
Compatibility fixes for Stella Polaris
Traits and MIOs will no longer crash the game
Changes icons for naval vesssels in fleet summary

Map:
Complete rework of European Russia, Romania, Anatolia, Caucauses, Iran, Afghanistan, and Central Steppes map
Additional changes to Ethiopia, Guinea, Morrocco and Australia

Known Bugs:
- Subsistence Farms are currently broken. They will not let peasants go to be hired at normal buildings. This will be fixed in the next hotfix
- The current custom trade system is slightly broken with weird behaviors. This will be fixed in the next hotfix.
- Trade is currently disabled for tribal countries. They will have the ability to do limited trade at some point.
- Pops & Econonmy Screen is heavily WIP