Hearts of Iron IV

Hearts of Iron IV

Powerful Land Doctrines
220 Comments
291291.mshk Jun 11 @ 5:34am 
軽歩兵ドクトリンの2回目の分岐の左、「高機動攻勢」のバフの対象を、
水陸両用中戦車だけでなく、水陸両用重戦車等にも広げていただけないでしょうか?
初雪  [author] Jun 6 @ 9:15pm 
Research Axis Path pls. MSC unlock with this path.
violenthippy Jun 6 @ 8:54pm 
How do I get Maneuver Support Companies? I can't seem to work out which tech makes them.
Marius.Servius May 8 @ 11:03am 
Hello, I like the idea of this mod! Can you make a version with vanilla doctrines only?
Endsieg May 2 @ 10:55pm 
okay, maybe you are right, i will test your mod in mp kaiserredux game
初雪  [author] May 2 @ 4:48pm 
@Endsieg

It's actually not that unbalanced.
The Air Superiority effect, fundamentally, is a debuff of up to 35% applied to the defense or breakthrough stats of divisions on the side that lacks air control.

Moreover, the Air Superiority bonuses granted by doctrines are applied multiplicatively, not additively.
In the vanilla game, the bonus is +20%, but what this really means is that the 35% debuff cap is increased by 20% — in other words, from 35% to 42%. That’s a very minor effect.

If this doctrinal path were to be made competitive with other stronger doctrine branches, I believe it would be reasonable to give it something like +100% Air Superiority effect (raising the cap from 35% to 70%).
Endsieg May 2 @ 2:02am 
wtf left branch in second land doctrine, +100% air supremacy, it's imbalanced
TSっ娘を愛している Mar 14 @ 10:30pm 
ありがとうございます!
初雪  [author] Mar 14 @ 1:54am 
日本語化modを修正しました
TSっ娘を愛している Mar 13 @ 3:18am 
わかりました。
それとC4Iの文字列を確認したのですが、確かにそちらも文字化けしていました。
一応報告しておくと、この現象は独自フォントを使っているKRで起こりました。
初雪  [author] Mar 12 @ 12:39am 
ごめんなさいね。日本語化modがあると、日本人利用者の割合がどれくらいかがひと目で分かるので、今も残してる次第です。分かったところで何か意味があるわけじゃないけどね。極めて個人的な興味です。はい。
NATOの文字化けは何のmodです。多分NATOが半角じゃなくて全角なのを、海外製のフォント改変modが認識できてないのが原因でしょう。これが原因ならNATOドクトリン最終段の「C4I」も文字化けしているはずですが、どうでしょうか?
TSっ娘を愛している Mar 11 @ 10:39pm 
NATO総合ドクトリンのNATOの四文字がmodによっては文字化けしてしまいます。
それとこれは個人的な要望なのですが、日本語化ローカライズを別modからこっちに統合してほしいです。理由は陸海空を併用した際のプレイセットの見た目がいい感じになると思うからです。
yahaha Mar 11 @ 9:20am 
Always love to see the mod being updated. Is it 1.16 patch only?
初雪  [author] Mar 11 @ 7:52am 
Update
noriman_kane Feb 12 @ 2:32am 
こんにちは。
以前、民兵、非正規歩兵の戦闘幅の縮小を提案した者です。
実装してくださり、ありがとうございました!
楽しませていただきます!
通常3倍のスピード Feb 10 @ 7:06pm 
Hey, do you know if the kaiserreich AI preferentially choses different doctrines based on their country? I know they do in vanilla but I am not sure about kaiserreich. for example, does kaiserreich russia and china use mass assault preferentially?
初雪  [author] Feb 2 @ 5:31pm 
There is also a strategy that relies on resistance to wear down the enemy, but the countries that would realistically need such a doctrine are usually small nations with limited territory. A resistance movement covering only a few states cannot meaningfully impact the course of a war.

If resistance were buffed to the point that even a small-scale movement could significantly influence the war, major nations would inevitably exploit it. For example, the Soviet Union could adopt a resistance-based doctrine, lure German forces deep into its territory, and defeat them using resistance alone. This would completely break game balance.
初雪  [author] Feb 2 @ 5:31pm 
I don’t see the necessity of distinguishing militia-type units from infantry and creating separate doctrines for them. While there may be flavor differences, in terms of pure gameplay mechanics and roles, I consider them functionally identical. Besides, militia units can fully benefit from the Mass Assault doctrine (such as reduced combat width, improved organization, etc.). If I were to go even further, I don’t understand why RT56 includes a doctrine dedicated specifically to irregular warfare. It seems to serve no purpose beyond flavor.

In this game, defensive strategies fall into only two categories:

Static Defense (Grand Battleplan) – relying on strong entrenchment and fortifications to prevent enemy advances entirely.
Elastic Defense (Mass Assault) – using high reinforcement rates and recovery speed to absorb enemy attacks and sustain prolonged resistance.
StemPunkAngel Feb 2 @ 3:07pm 
I know, but their is no rule saying you can't be offensively defensive. And besides the mass assault and its mass mobilization is more infantry centered not militia/irregular centered. However I do understand that although a defensive more insurgent doctrine tree would not mess well with the mod, but it would work well for nations that are under siege and are forced into a defensive war.
初雪  [author] Feb 2 @ 12:40pm 
@StemPunAngel
To win a war in this game, you must occupy the enemy's Victory Points (VPs). In other words, a doctrine that focuses solely on resistance and defensive bonuses, only aiming to hold onto territory, will never lead to victory.

In a war against the United States, you need to capture Washington. In a war against Germany, you need to take Berlin. A purely defensive doctrine is far from practical and cannot be considered viable. It simply does not align with the direction of this mod.

The militia-style doctrine you have in mind would, if anything, be best represented by a combination of the Mass Mobilization branch of the Mass Assault doctrine and the NEUTRAL Path in this mod.

By reducing the combat width of infantry and militia, significantly increasing reinforcement rates, and mitigating encirclement penalties, this setup allows for a highly tenacious defense against invading forces.
StemPunkAngel Feb 1 @ 10:09pm 
Honestly I'm surprised you don't have a more asymmetrical warfare that focus more on irregular/militia forces. I know that the light infantry path is for low manpower, industrial, and resource countries. But what about countries that in retrospect in backwaters and the lands they inhabit are absolute pains to fight through and don't directly adhear to standard doctrine in regards to warfare. Or in simple regards a insurgent styled doctrine path, that is more focused on making do with little and making it a pain to invade while not giving any really standout-ish offensive bonuses.
初雪  [author] Feb 1 @ 2:08am 
Changes have been made to the Mobile Warfare doctrine. The existing Desperate Defense branch did not align with the characteristics of mobile warfare and had become an unused, meaningless path, so it was boldly removed. In its place, it has been replaced with the Operational Control branch, which focuses on the air force and mechanized infantry.
Additionally, minor improvements have been made to the Modern Blitzkrieg branch, AXIS PATH, and WPO PATH.
yahaha Jan 28 @ 10:07am 
Hey thanks for updating the mod. Been loving the change on 9th tier of Mobile Warfare-right. I'd like to suggest for the utilization of the change notes tho, would be great to know what's changed via that instead.
初雪  [author] Jan 25 @ 12:45am 
I found in the doctrine that Terrain Penalty Reduction is not working (it is a variable that only worked as a commander traits), so I fixed it.
初雪  [author] Jan 17 @ 1:38am 
Are you talking about the Hardness bonus?
That one is working correctly. The mod changes the cavalry's bare hardness to 1%, so the +600% buff multiplies the 1% by 6, raising the bottom line to 1+6=7%.
ZeeDesertFox Jan 16 @ 8:50pm 
Are the Calvary doctrine bonuses applying correctly or do they just suck?
nukky0921 Jan 10 @ 5:00pm 
返信ありがとうございます。
互換パッチ入れたらちゃんと反応しました。
申し訳ございませんでした。
初雪  [author] Jan 10 @ 7:37am 
@nukky0921
サブスライブエラーじゃないでしょうか。パラドのランチャーはポンコツなのでよくあります。
1回全部外してサブスクし直してみてください。
nukky0921 Jan 10 @ 7:11am 
このドクトリン追加modシリーズ(陸海空全部)と日本語化mod入れても全然ゲームに反映されないんですがどういうことなんですか?
Shorsedcolour Jan 10 @ 1:34am 
All right then. Thx for the mod
初雪  [author] Jan 10 @ 1:29am 
Use with other mods at your own risk.
Shorsedcolour Jan 9 @ 6:35am 
mod is still incompatible with TNO GUI ;) Could you plz try to fix it? Arigato
初雪  [author] Jan 8 @ 8:05am 
@noriman_kane
ご要望ありがとうございます。今回のアップデートであなたの意見を取り入れ、大量突撃ドクトリンは民兵系大隊の幅を減らすようになりました。
初雪  [author] Jan 1 @ 6:10am 
Are you using some other mod in conjunction? Or is there an error in the subscribe process?
ItzMmot Jan 1 @ 12:18am 
doesn't work for me
vishu Dec 16, 2024 @ 6:02pm 
ok thanks
初雪  [author] Dec 15, 2024 @ 8:16pm 
I haven't checked, but maybe; I've made the file structure of this mod more compatible with the ver1.15 update, so maybe it will work.
vishu Dec 15, 2024 @ 11:57am 
is this compat with kaiserredux?
初雪  [author] Dec 13, 2024 @ 10:40pm 
@gayonedb
Yes
iplaygames5 Dec 13, 2024 @ 6:37pm 
can the ai use this
noriman_kane Dec 10, 2024 @ 9:01pm 
初めまして。いつもこのMOD楽しませてもらっています。
素敵なMODを作ってくれてありがとうございます。

そんな中、恐縮ですが一つ提案があります。
大量突撃ドクトリンの戦闘幅縮小を歩兵だけにとどまらず、歩兵系全般にしてみてはどうでしょうか?
KRの中国軍閥プレイが好きで、非正規歩兵をよく使っているのですが、ドクトリンによる戦闘幅縮小が歩兵だけに適用されているのが気になっています。
騎兵、砲兵、戦車系など、このMODでは様々な兵科の戦闘幅がドクトリンによって縮小されますが、歩兵系も非正規や民兵が縮小したら面白いのではないかと思いました。
次のアップデートの機会があれば、ぜひ検討していただければと思います。
よろしくお願いします。
図々しい提案で申し訳ありません。
Torres Dec 5, 2024 @ 11:14am 
If I remember correctly the NATO path gave you support helicopters, right? but I don't get them now so is this part of the new GOTTERDAMERUNG DLC?

Because as far as I know you can not research helicopters without buying the dlc and now I can't get them?
Shorsedcolour Nov 26, 2024 @ 11:11pm 
I ran a few more tests and found out that when enabling land doctrine the game wouldn't collapse but the mod wouldn't work. When enabling air/naval doctrine mod the game would crash directly.
Shorsedcolour Nov 26, 2024 @ 10:08am 
Hello thank you for the excellent mods, I've been a big fan of them. I encountered some compatibility issue that your mods (the army, navy, air, and patch ones) are not compatible with the mod TNO GUI (mod id 2843314783). The game crashes when clicking any technology icon, hope there is a way to solve this. Thank you so much! :)
初雪  [author] Nov 21, 2024 @ 8:31am 
Update for 1.15
初雪  [author] Nov 19, 2024 @ 9:17am 
@Bisharpthegamer
The mod mod modifies the file that describes the performance of the cannon (the cannon's movement speed is not defined in vanilla, so i override it to defined 4km/h ), so I think that is the reason. Thanks for letting me know. I will update soon and will fix it then.
Bisharpthegamer Nov 19, 2024 @ 6:43am 
Really enjoy the mod. There seems to be an issue with special project production with super heavy artillery with one of the improved doctrines mod. You can research it, but not produce it. No rush if a planned update is coming, just wanted to reveal really the only issue I see with this mod and the update
初雪  [author] Nov 16, 2024 @ 8:05pm 
@snake11
I am sorry, but you are right. The asymetric warfare Doctrine disappearing is a problem with the mod's file structure.
If you rewrite the code to use asymetric warfare Doctrine, the 5th doctrine field will be blank when RT56 is not installed. The interface would be broken.
If you make a dedicated compatibility mod, you can use asymetric warfare Doctrine and still enjoy the elements of this mod, but sorry Im too lazy to do that.
Snake11 Nov 16, 2024 @ 6:55pm 
Hello first of all i wanted to say i really love this mod its a very fun addition to my road to 56 gameplay, but i was curious was it intentional that the road to 56 unique land doctrine asymetric warfare gets removed by this mod? i really liked that unique asymetric warfare doctrine and would love to be able to use it along with your extended cold war tech trees. is there something im missing? perhaps i need to replace a file or something?