Hearts of Iron IV

Hearts of Iron IV

Armory: Money Mod
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Update: Oct 22 @ 1:18pm
by Wulf

Patch Notes v1.0.3.5

Fixes:
- When increasing QPP, the PP cost will be deducted.
- Fixed a bug where the calculation script didn’t refresh when a territory’s owner changed.
- Fixed a GUI bug where the tax display appeared in the wrong place if the rate exceeded 10%.
- Fixed a bug in the construction cost script that could cause negative construction costs.
- Missing (new) ideologies have been added to the scripts.
- Fixed a bug with the naval base calculation script where it sometimes didn’t refresh.
- Fixed a bug in Construction Support and State Development, where the wrong effect and duration were applied to a state.
- Fixed incorrect tooltip values for gold/silver coins and paper cash.
- Construction now uses the Innovation Fund as its cost source instead of the treasury.

Balance:
- There is no longer a limit on how much gold you can have. (The bank script and decision have been removed.)
- The negative effects caused by corruption have been reduced from -0.06 to -0.03.
- The starting level of corruption has been nerfed. The higher your country's stability, the lower your corruption level will be.
- If you are a subject, you can now create the Anti-Corruption Council.
- Removed the following resources from the trade market: gold/silver coin and paper cash.
- Removed the bankruptcy event and its dynamic modifier.
- When you annex or capitulate another country, all their stored resources can now be transferred to your storage.
- The maximum minister level has been increased from 25 to 28, and the corresponding UI has been updated.
- Buffed the Initiation of Additional Political Negotiations decision effect: 0.15 → 0.25.
- In the demonstration event, there is now a 50% chance that your party support will decrease.
- Innovation gain is now broken down to show exactly where each value comes from.
- The base unemployment value has been increased from 85% to 100%.
- Gold/Silver ingot casting no longer requires coal.
- When increasing budgets, there is now a 50% chance that your party support will increase or decrease.
- Minister's level-up chance: 50%→25%. Education budget can increase this value to 40%.

New features:
- Changing the difficulty settings (at the start of the game) now applies unique modifiers that make the game easier or harder (e.g., innovation gain, starting corruption level, expenses and income, starting loans and treasury, starting food, and investment food).
- Starting population and factory tax are now determined by the ruling party’s ideology.
- Added the agriculture and famine system.
- Added four new resources to the trade market: food, tractor, combine, and implements.
- If famine occurs, corruption will have a higher chance to spread.
- The GUI now displays the chance of corruption growth.
- Within the economy decisions, agriculture now has its own icon filter.
- You can now send food to another country via the country decisions menu.
- Added an Agricultural Minister and related perks to the innovation menu.
- Added new political laws.
- Added the Innovation Fund.
- Added new events.
- The AI now buys food, uses construction interactions, and utilizes national interest.
- Reintroduced the Industrial Investment event. The higher your National Security Index, the higher the chance for this event to occur.

Rework:
- The depletion chance for mining has been adjusted. The higher your excavation tech level, the lower the depletion chance.
- The currency change shortcut has been changed from Shift+E to Shift+C.
- The treasury can no longer go into negative values, instead, the missing amount will now be converted into a loan.
- Modified some event titles and descriptions.
- Removed the requirement for Excavation Technology as a base prerequisite for mining.
- Adjusted the required manpower trigger for mining.
- When an event occurs that increases corruption, 10% of your investment fund will be deleted.

Trade Market:
- The market stock quantity is no longer visible. Instead, it shows how much you personally have in storage.
- Prices for resources now change by 0.01 (multiplied by the unit price) instead of percentage values.
- The minimum price for any resource is now 1.00.
- All resources now have short descriptions.

The Anti-Corruption Council has been split into two decisions:
- The first can be created without an agency and at a lower cost.
- The second allows the agency to share information, helping reduce corruption more effectively in your territories.

Update: Jul 2 @ 4:53am
by Wulf

Patch Notes v1.0.3.4

Balance:
- The base unemployment rate has been increased from 65% to 85%.
- The unemployment limit has been changed from the previous 5–85% to 0–100%.
- Unemployment costs are no longer calculated separately, but are now merged into the internal affairs costs. For example, if UCR is 50%, it increases internal affairs costs by 50%.
- Unemployment effects no longer only mean extra costs, but also nerf the effects of all internal affairs categories. For example, if unemployment is 50%, then only 50% of the education effects will apply to your country, and this will update dynamically.
- The Minister of Service now reduces unemployment by -0.50% per level.
- Civil demonstrations will now only appear if the country’s stability is below 75%.
- Starting loans have been adjusted due to new national spirits.
- The amount of nuggets and raw resources needed to produce bars has been rebalanced.
- The value of coin currencies has been rescaled to millions (for optimization).
- When appointing a minister, the initial level will now determine the education budget.
- If for some reason the currency type stays at 0, then the base inflation is set to 50%.
- The factors influencing unemployment are now shown inside the Internal Affairs UI.
- When changing currency type, money is added both to the treasury and into circulation.
- Gold sell price: 350 → 320
- Silver sell price: 80 → 64
- Diamond purchase price: 0 → 1,000
- Diamond sell price: 0 → 800
- Coal sell price: 0 → 50
- Now, if you increase wages and lower product prices, the country’s costs will rise, but living standards will improve.
- Gold/Silver minting now requires bars instead of nuggets.

Fixes:
- When Economic Cooperation is broken between two countries, the opinion and trade modifier are now correctly removed.
- Purchasing territories and the related event now function normally.
- A few missing tooltips have been added.
- Fixed a bug where increasing the civil service level did not refresh the interest rate.
- Fixed a faulty script which potentially broke several other scripts.
- A faulty tooltip at the Minister of Infrastructure has been removed.
- The tooltip in Gold/Silver Coin Minting has been corrected.
- Fixed an overflow bug that occurred when constantly switching currency types.
- Fixed an issue where after triggering the bankruptcy event, selecting the money printing option did not start the related decision.
- Fixed a bug that ignored the trade, mobilization, and conscription national spirits, which sometimes caused them to have reduced or no costs.
- A major bug in the National Security script has been fixed, and it will now always refresh properly when needed.
- Several small bugs have been fixed.
- Fixed a shortcut conflict between innovation and internal affairs.

New Features:
- The Minister of Budget’s impact is now shown directly on the inflation screen.
- When introducing a new law, internal affairs costs and effects are now updated automatically.
- The Internal Affairs UI now displays everything on a unified screen, without switching pages.
- The Unemployment Aid Act is once again available for enactment.
- The Internal Affairs and Unemployment scripts have been optimized.
- New DLC national spirits have been integrated which affect the scripts (trade, conscription, mobilization laws).
- The AI will now use enactable laws, innovation points, and national interest.
- The Minister of Infrastructure’s UI has been unified.
- When the inflation event appears and you choose to let your minister handle it, the success depends on the minister’s level. The same applies to the counter-inflation measures decision.
- When a new country spawns, its currency type will automatically switch to type 3.
- There are now average wages and product prices.
- Raw material locations and amounts are now randomized per state, rather than being fixed.
- Mining now requires 1,000 manpower instead of factories (manpower is returned after the decision ends).
- Each raw material now requires its own extraction tech from level 1–3.
- You can now prospect for raw materials in any area where resources exist, but the success chance is very low.
- New raw materials have been added: diamond and coal.
- The Trade Market and the Trade Mark have been added.
- Territory purchases now clearly display why a purchase cannot be completed.
- Influencing factors are now shown in the living standards view.
- A new law has been added: Pregnancy Aid Act.
- For decisions that spend extra money to get extra output effects, the effect strength now depends on your developed industry tech (concentrated industry 1–5 or dispersed industry 1–5).
- If you have an anti-corruption council, and the corruption spread event triggers, there is now a 50/50 chance to reverse its consequences, depending on your military police tech. This event also received a new description.
- In the 1939 start date, all countries will now get innovation points based on their total factory count.
- The paper money icon has been recolored from gray to green.
- The Gold/Silver nugget icons have been updated.
- Now, when you change the currency type, money is also injected into the market circulation.
- When hiring a minister, their starting level will affect the education budget.
- Resource locations on the map are now randomized each game.

Update: May 21 @ 9:07am
by Wulf

Hotfix.

Update: May 21 @ 8:09am
by Wulf

Patch Note v1.0.3.3

Fixes:
- Trade law and mobilization law were previously bugged (they always used the highest factor instead of the correct one).
- In the Economic Decisions UI, the icons have been moved slightly to the right and closer together. A currency filter was also added.
- The bankruptcy idea was bugged. Instead of being replaced, it kept stacking.
- The Minister of Finance used to reduce inflation by only 5%, even above level 5.
- Several bugs have been fixed in the Bankruptcy Crisis script.
- New icons have been added for gold-related decisions.

New features:
- A tooltip effect has been added to the "Vacant" minister slot, so you can now see effects without assigning someone.
- The open/close icon for the money UI has been replaced with a larger one.
- Economic cooperation decisions now also factor in trade dependency between the two countries.
- It is now possible to increase your maximum gold storage capacity by constructing a bank via decision.
- Currency types have been added (Gold, Silver, Paper).
- The inflation stability factor now appears as 5 instead of 4. Stored gold has less influence on inflation than before.
- New decisions have been added that allow you to convert gold or silver nuggets into gold/silver bars.
- The money printing function now has two distinct modes.
- It is now possible to mine silver nuggets on the map.
- Gold mining now requires higher Excavation technology based on the amount of gold being extracted.
- The name and icon of the gold treasury have been changed. It is now called the Precious Metal Treasury.
- Gold and silver-related decisions have been moved under the Precious Metal filter.
- 8 new achievements have been added.
- Gold (or silver) mining now gives you nuggets instead of bars — these can be refined into bars later.
- The maximum level of each minister is now visible in the UI.

Balance:
- Trade law factors have been nerfed: x1.30 → x1.20, x1.15 → x1.10, x0.85 → x0.90, x0.60 → x0.80.
- Mobilization law factors have also been nerfed: x0.70 → x0.80, x0.85 → x0.90, x1.15 → x1.10, x1.30 → x1.20, x1.45 → x1.30, x1.50 → x1.40.
- Starting stability nerf has been increased: 15% → 30%, 30% → 45%. (Now, things like living standards and debt influence stability more significantly.)
- Budget category effect has been nerfed: 25% → 12.5%.
- The base inflation chance has been significantly buffed and now depends on many more factors.
- The more valuable the currency type, the more resistant it is to inflation.
- When reversing inflation through your minister, it now costs 100 million instead of 25 million.
- If you or the syndicate eliminate corruption, you now get 10 million refunded to your treasury.

If you’ve completed one of the new achievements, feel free to share it with us on discord!

Update: Apr 30 @ 11:45am
by Wulf

Patch Note v1.0.3.2

Fixes:
- The localization of the Frank has been changed to Franc.
- The amount used to pay off national debt now displays consistently and in line with your total income.
- The mod version number has been updated to match the official versioning.
- If the loan interaction UI is open and you close the money UI, the loan UI will no longer remain visible. (The same applies to internal affairs.)
- A decision that was added in the previous update has been temporarily removed until it works as intended.
- The level system shortcut has been changed: from Shift+L to Shift+I.
- A tooltip that was left in for testing in one event has now been removed.
- A timer has been added to territory purchases, preventing players from spamming requests before the AI responds. This should reduce annoyance for players.
- Some missing tooltips for the Yuan currency have been added.
- Starting national debts have been increased (by 25%) for the 1936 start date. For the 1939 start, existing or already fought wars are now taken into account (existing debt increased by 50%).
- The starting loan for countries that lost World War I has been increased by 50%.
- An unnecessary script chain has been removed, which should reduce lag in the game.
- A bug that prevented loans from being repaid correctly has been fixed.
- A bug where, if income was negative and the loan amount still significant, the repayment indicator would fail to show the due amount, has been fixed.
- Several incorrect currency tooltips have been fixed.
- Many tooltips have been modified or removed.

New features:
- From now on, when you click on a country, its treasury will no longer appear directly but instead under the civilian ledger.
- Other countries’ treasuries will only be visible if they have at least a 75 opinion of you (puppets' treasuries will be visible automatically).
- A new system has been introduced to expand minister bonuses and interactions. Certain bonuses are now unlocked through level-ups (the higher the minister's level, the more bonuses they provide in that category), replacing the previous free-level interaction.
- 4 new decisions have been added for minister interactions.
- 1 new event has been added. (TNL)
- Random rewards that caused category level-ups at the end of decisions have been removed. Instead, ministers can now level up through decisions, events, and construction interactions.
- The level system has been reworked and is now referred to as the innovation system. Its design and coloring have also been changed accordingly.
- Using the internal affairs budget increase interaction, the Civil Service minister can now gain a level.
- The base inflation levels, which were tied to stability, have been significantly buffed: 3% -> 5%, 6% -> 10%, 9% -> 15%, 12% -> 20%.

Known bugs:
- Sometimes the internal affairs script doesn’t refresh properly, resulting in a value of 0 (it does nothing with your treasury).
- The exact value of a state may not always be correctly displayed during a state purchase.
- China, India, and Greece have no loans at the 1939 game start.
- In certain tooltips where the partner's currency should be shown, your own is displayed instead.

Update: Apr 27 @ 6:59pm
by Wulf

Patch Note v1.0.3.1

Fixes:
- From now on, if you make an economic deal with the AI, it will not terminate it immediately but only after a certain number of days.
- The chance for protests demanding increased budgets has been nerfed to a 15-85% probability.
- Some icons has been remade: Manually Change the State's Cost, Refresh the Worth of State, and Show/Hide Local Buildings.
- The State/Country decisions UI has been repositioned.
- The Show/Hide Local Buildings button now has a tooltip.
- Within the State/Country decisions UI, interactions with states and countries are now clearly separated.
- Construction and development are no longer possible in impassable states.
- The monthly level gain has been reduced from 0.30 to 0.15.
- In money-spending decisions, colorful currency icons are now displayed, always showing the currently active currency.
- The old money printing icons have been replaced with new ones.
- Several tooltips have been modified, corrected, or deleted.

New features:
- From now on, you can build universities on your states, which provide +1% research speed. Each university can be upgraded once, granting an additional +1% research speed.
- The effect of corruption in states has been buffed with three new effects: Chance of Sabotage Constructions, Local Supplies, and Max Factories in State.
- A new User Interface has been added, making the mod compatible again with any other mod or DLC.
- Certain decisions now allow the budget category within the level menu to level up.
- Support ideology decisions can only be used if you first hire a government official who influences the targeted ideology.
- If you reduce corruption in one of your states, it is now possible for the administration category within the level menu to level up.
- New currencies and icons: Dollar, Yen, Yuan, Lira, Franc, Pound.
- From now on, at the start of the game, certain countries will begin with their current national currency.
- From now on, text icons will be gold-colored instead of colorful.
- The amount of minable gold has been reduced, and the mining mechanic has changed: mines can now be mined repeatedly until they are depleted.
- If you reach the maximum storable gold amount (currently 50) while mining, the mined value will be stored as locked gold.
- If someone purchases a state from you while you have reached the maximum storable gold, the value of the purchase will also be stored as locked gold.
- A new decision has been added, allowing you to unlock the locked gold if you have enough place in your treasury.
- When you annex or capitulate a country, you can now also acquire their locked gold.

Update: Jan 2 @ 4:22am
by Wulf

Update: Jan 2 @ 4:11am
by Wulf

Patch Note v1.0.3.0:

User interface fixes for:

Basic:
- Air Selection View
- Navies View
- Unit View

Country:
- Construction View
- Decision View
- Deployment View
- Diplomacy View
- Doctrine Tree View
- Intelligence Agency View
- Logistics View
- Occupation View
- Officer Corp View
- Politics View
- Production View
- Technology View
- Tech Tree View

State:
- State View

Reworks:
- Gold can now be extracted from the mines as many times as desired, until the mines are depleted.
- The event reporting the result of gold mining will now indicate whether the mine has been depleted after mining or not.

Update: Sep 4, 2024 @ 1:02pm
by Wulf

Patch Note v1.0.2.9:

Balances:
- From now on: The overlord can also liquidate the corruption in the subject's states. The decision description will show how much gold you are storing in foreign banks or how much others are storing in your bank. The decision description will show from whom and how many government bonds you have purchased.

Fixes:
- Some localisation has been added/renamed/modified.
- A significant bug has been fixed, which caused the game to spam 10.000+ errors to the error.log and slow the whole game.
- A bug has been fixed, which caused to show effect tooltips in the Liquidate the Corruption in <State name> decision.
- A bug has been fixed, which gives you extra money, when you use the Print Money decision.
- The bug that caused the income from the government bonds not to be visible has been fixed.

New features:
- New decisions has been added: Invest in Organizations (45 million credit); which gives you: +15% Funds Gain. Initiation of Aditional Political Negotiations (15 million credit); which gives you: +15% Political Power Gain. Initiate an Economic Cooperation with <Country name> (100 million credit); which gives both of you: -2.5% Consumer Goods Factories factor and +5.00% Construction Speed. Break the Economic Cooperation Contract with <Country name>.
- New decision filter: Show/Unshow Economic Cooperation Decisions. 5 new events has been added (Economic Cooperation).

Update: Sep 2, 2024 @ 4:40am
by Wulf

Patch Note v1.0.2.8.1:

Balances:
- New effects to the warfare: Ship refitting speed, Equipment conversion speed
- Pay premium for overtime in the ship and basic industry decisions' modifier effects: Ship refitting speed: +15%, Equipment conversion speed: +15%
- The civil demonstration event will occur less frequently, and if your country is currently in a civil war, there will be a lower chance of this event appearing.

Fixes:
- Some localisation has been renamed/fixed.

New features:
- New How it works icon in the UI.
- From now on: The Economy UI is hideable/showable. The statistics menu will be visible in the Internal Affairs menu. The overall level of corruption will also affect the prices of decisions, and other stuffs you can purchase.