Hearts of Iron IV

Hearts of Iron IV

End of a New Beginning Redux (1857 - 2050) ~ Official Steam Edition
Showing 11-20 of 33 entries
< 1  2  3  4 >
Update: Oct 21, 2023 @ 10:10am

Fixed a few issues including for research window

Update: Oct 20, 2023 @ 3:57pm

Bugfixes for Russia & Doctrines

Update: Oct 19, 2023 @ 7:59pm

Compatibility Patch for 1.13.4

Fixed issue relating to saves getting corrupted

Update: Oct 15, 2023 @ 10:04am

Compatibility Patch for 1.13.3

Crash Fixes for Galician Conference

Update: Oct 11, 2023 @ 4:09pm

Compatibility Patch for 1.13.2

Update: Oct 10, 2023 @ 8:52pm

Compatibility Patch for 1.13.1

Update: Aug 5, 2023 @ 7:41pm

-Hotfix to prevent economy buildings from not hiring people, and wealthy strata from having negative earnings from profitable factories

Update: Aug 5, 2023 @ 1:00pm

AB v0.3.2

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.

--Features & Gameplay
-(Techs)
-Began work for non-MtG naval techs
-Began adding unprotected/protected/armored cruisers for their historical roles
-Added/rehauled dozens of new technologies for infantry, support, armored, transportation, social-economics and projects technologies
-Colonization techs have been completely rehauled to new standard in preparation for 0.4 Fine et Fide update
(Mapmodes)
-Updated icons and shading for Spheres, Cultures, Religion, Institution & Markets Mapmode
(Japan)
-New decision mechanic for the Ministry of Public Works for Japan
-Formosa Expedition is technically completed as it can be started and finished, though not escalated
(Prussia)
-Dreyse Needle Gun Mechanic, giving historical malus to production of advanced firearms for several years into the game integrated into decisions and focuses
(New South Wales)
-Added Railway Projects System
--Balance
(Economy)
-Profits from buildings now go to the owners
-Countries are no longer using imports which are impractical in the new econ system
(Brazil)
-Brazil now starts with better technology
-Brazil starts with a weaker labor market
(Institutions)
-Futa Jallon no longer begins industrialized in 1857
-Many african tribals will no longer begin with centralization. Others will now begin with centralization, for better historic accuracy
-Changed terrain modifiers for units, making cities and rugged terrain a larger obstacle to divisions
--Stability & Performance
(Economy)
-Changed how wages are calculated to a state-by-state basis, making every building in a state pay the same wage across the state.
-Optimized the economy through backend changes, making economic ticks 103% faster
--(Other)
-Gameplay should be smoother while having decisions window open for all countries
-Improved backend calculations for quicker weekly tick (including political stability, demographics, etc.)
--Art
(Techs)
-Lots of icons added for dozens of technologies
-Many folders have new background art and era containers
(Imperial Japan)
-New decision and focus icons
(United States)
-US AI should now perform better during the ACW
(Piedmont & Papal States)
-Many new portraits and idea icons
--UI & Graphics
(User Interface)
-Updated decisions, progress, diplomacy, and production tabs to new theme
-Cleaned up outdated gui pieces and formatting in many windows, including ship designer, production lines and more.
-Layering fixes for main meny
--AI
--Bugfixes & Improvements
(Techs)
-Added localisation to many technologies
-Countries with screw propeller technology should now accurately spawn with oscillating engines and earlier techs
(Map)
-States and populations in the Great Britain, Caucuses, Siberia, Central Asia, Manchuria and Peru have been updated for better historic accuracy
-Terrain/Impassables in Arabia, the Sahara, the Himilayas and Manchuria have been updated for more realistic combat
-Emirate of Herat, Northwest Territories, Saudi Arabia and Batswana have been removed for backend logistics
(Japan)
-Removed Riots of Rights for causing errors and incompleteness
(United States)
-US should no longer be trapped in a forever war with Columbia after the ACW
(Piedmont)
-Added many new general traits
(Other)
-Localisation errors for Nicaragua, Sepoy Rebellion, Garhjat, and many chinese warlords and african tribals have been fixed
-Many new loading tips!
-Many new localisations for country bookmarks
-Fixed localisation for supply, intelligence agencies and crises
Known issues
(Economy)
-Capitalists often accrue wealth too quickly (even by Victorian Era standards)

Update: Apr 14, 2023 @ 5:55pm

AB v0.3.1 Hotfix

-Fix for Multiplayer, should no longer crash when starting a new MP session/game
-Fix for tribal doctrines, previously inaccessible, now should be in the regular land doctrine tab
-Rebalance for Russia, should now be easier getting enough political power
-Fix for USA FT, state modifiers now have tooltips
-Small optimization for decision categories
-Removed anachronistic resources like silicates, chromium, and much rubber from 1857 bookmark

Update: Apr 7, 2023 @ 8:49pm

## Ars Bellica Patch Notes (April 7th, 2023)

*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.*

### Features & Gameplay
- Introducing *the Economy*
- 6 new "Economy" Resources: Food, Raw Materials, Energy Materials, Consumer Goods, Luxury Goods, Industrial Goods, Services, and Electricity
- Entirely new Budget & State Economy Screens
- Reworked Trade Screen & new Trade System that uses a system of "offers" to trade both eco resources and normal HOI4 resources.
- Economy Buildings that produce eco resources used within the eco system and employ pops.
- Pops demand & buy eco resources using money that they earn from employment. This informs their "Standard of Living"
- Buildings have production methods that get unlocked via the Technology tree that progressively increase the output & input requirements of buildings while reducing employment requirements.
- You can build economy buildings on the State Economy screen. This includes Military/Civilian/Naval Industries. This uses Industrial Capacity and requires money acquired from taxes or taking on debt.
- The Debt system has been (temporarily) tied to the economy system via the new Budget tab.
- Tech Tree Overhaul: General rework of where technologies are located with several new tech tabs.
- Lacking Institutions will make researching later technologies progressively more difficult.
- Civilian Technologies up to 1900 grant economy-system-related bonuses instead of many asinine modifiers (oh man, I sure love my consumer goods factories modifiers).
- New Features for MTG boats including a new generation of naval weapons and a way to increment the speed of capital ships

### Balance
- Baseline economies added for Canada, the United States, Mexico, Brazil, Norway, Sweden, Denmark, the United Kingdom, France, Spain, Belgium, the Netherlands, Prussia, Bavaria, Italy, Austria, Russia, Serbia, Wallachia, the Ottomans, Egypt India, China, Joseon, Tokugawa, Dai Nam, Siam, Konbaung Burma, Aceh, Mindanuo, Brunei and the Dutch East Indies.
- Promoted Kuba, Luba, Buganda, Ankore and Nyamwazi to Kingdoms in 1857 Bookmark.
- Base Research speed has been decreased
- Removed Research Penalties for Tech Era (ie 65% for Tribal, 60% for Industrializing, etc.)
- Added several tech categories to modulate research bonuses.
- Increased several research/tech bonuses.
- Increased utility/bonus for many Construction, Industry, Refinement & Farming Techs
- All Countries will now passively increase Institution progress.
- Added dozens of new cultures for Russia, the Middle East, Sub-Saharan Africa & China
- Starting techs adjusted for over 100 countries in 1857 bookmark
- Reduced default military factory production
- Fixed non-MTG boats to be buildable, rebalanced slightly to better compete with AI ships
- Rebalanced Corvettes to no longer be the default choice, specifically their weapons will be weaker
- Rebalances for infantry and cavalry to make their gameplay more unique

### Stability & Performance
- Improved calculations of Crises, Coups & Legitimacy
- Reduced AI checks & backend triggers for hundreds of decisions
- Fixed crashes caused by Brazil & Japan
- Stability Improvements to MP
- Removed many underutilized game rules

### UI & Graphics
- Re-adjusted Front-End Launch Screens to better utilize larger resolutions
- New Focus Icons for Taiping Heavenly Kingdom, Joseon & the United States
- New Portraits for the Papal States, Austria, Mexico & the United States
- Readjusted Construction Tab for better accessibility for smaller resolutions
- Tech Research Screen Overhauled for better transparency for new Institutions system
- Dozens of new technology icons
- Added new tech/equipment icons for US and Japan ships, moved some icons for UK

### AI
- AIs will now understand how to improve and upgrade boats.
- Research AI has been greatly simplified. AI will be less likely to research ahead of time.

### Bugfixes & Improvements
- Improved tooltips for several diplomatic actions.
- Fixed issue where subjects will not be able to see their autonomy progress
- Added several tooltips for Institutions & the Economy
- Added missing Indian Culture Group
- Various fixes on unit model animations.
- Improvements to map in China, Russia, Ukraine & Arabia

### Known Issues
- Much of the economy system is not complete.
- Multiplayer will crash upon entering the first day of multiplayer.