Hearts of Iron IV

Hearts of Iron IV

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Cheaper Recruitment of Generals (The Road to 56)
 
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Jul 20 @ 12:48pm
Jul 20 @ 12:50pm
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Cheaper Recruitment of Generals (The Road to 56)

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Description
Now Compatible with The Road to 56!

The year is 1944, your minor nation playthrough (yes, even Poland counts) has gone much better than expected! However, you have now realized that you have waaaaay too many armies and not enough generals to man them all.
No problem! Just recruit more generals...but wait...it's gonna cost you 70 political power? And the next one 75?! You only have enough for one! What if the only one you can recruit--and now have to rely on--has disappointing traits? You can't wait for your slow Political Power gain to try again, you're ready to strike now! Besides all this, you have conquered a decent swab of the earth! Surely men of a general's caliber should be begging to join your army, not the other way around!

Have you encountered this situation with a minor or even a major nation? Then this mod is for you!

*Mod Features
-Reduces the cost of recruiting generals and admirals by 60% based on however many generals (or admirals) you already have (e.g. you start the game with 6 generals, recruiting your first additional one will cost you 14 Political Power. The next one will cost 16, and so on and so forth)

*Mod Compatibility
-This mod is completely dependent upon and will only work with The Road to 56.

*Links to my other CROG mods:
-Vanilla: https://steamcommunity.com/sharedfiles/filedetails/?id=1441159385
-Kaiserreich: https://steamcommunity.com/sharedfiles/filedetails/?id=1442082475

If you enjoy this mod or even like the concept, please leaves a thumbs up/favorite so that other people can discover this mod!
Thanks!
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10 Comments
Qui-Gon Jake  [author] Jul 22 @ 3:12pm 
true dat, well I will get started on working on making a seperate mod for ya! :)
FireStorm Jul 22 @ 1:20am 
Maybe make that a separate mod? I did some research on what each mod does, that may conflict, and I could not find anything concrete.

The "normal" user may not be using 56, Expert AI 4.0, and CROG. But I bet you there are a few that do use 56 and Expert AI 4.0, or would like to, but didn't try when they seen there was a conflict. If that mod allows them to work, and just so happens to also work well with yours in the mix to...

I like long winded explainations, others may not.
Qui-Gon Jake  [author] Jul 21 @ 9:24pm 
Bit of a long-winded explanation, my apologies lol you probably didn't crave to know the exact details. Again I cannot promise anything. However, based off of what I have read thus far combined with my limited modding experience it could be possible to make these mods work together yet. :)
However there could be more that could be compromised by tweaking the .mod file that I cannot foresee. Nonetheless, please let me know if you would like me to proceed.
Qui-Gon Jake  [author] Jul 21 @ 9:22pm 
OK so I checked with Expert AI 4.0 and the developer himself posted that the mod was not compatible with any overhaul mods such as, "Kaiserreich", "Black ICE", "Great War", "Road To 56", "Vanilla+, etc" and that "using any of these mods will break the game."
That being said, not to get your hopes up but it might, MIGHT be possible for me to engineer a work around. Fundamentally what I would be doing would simply be to add on Expert AI 4.0 as a "dependency" within the .mod file itself. Theoretically, this could give CROG56 permission to override whatever bug is causing Expert AI 4.0, CROG56, and The Road to 56 from not working together by being higher on the mod loading order.
FireStorm Jul 21 @ 5:30pm 
I did what I should have done to begin with, I tested each mod, to find the conflict.

The conflict is 56, with your mod above, and Expert AI 4.0 which their page says doesn't work with 56 itself. As such, when using all three, it appears to break everything but Expert AI 4.0, even though they (56 + Expert AI) worked together before.

I bet there was "issues" with 56 + Expert AI, but I didn't notice anything wrong before.

Regardless, I don't believe it is your mods fault. I am looking at a replacement for Expert AI itself (if needed, 56 may have something built in).
FireStorm Jul 21 @ 5:08pm 
I am not using any of those specifically, just the 56 itself, which has those 3 included within.
Qui-Gon Jake  [author] Jul 21 @ 10:07am 
https://steamcommunity.com/workshop/filedetails/?id=703940878
These mods are the three "Expanded" mods that I had enabled when the crashes happened
FireStorm Jul 21 @ 3:07am 
The thing is, the game doesn't crash, it just looks like 56 gets disabled. What do you mean by "Expanded"?
Qui-Gon Jake  [author] Jul 20 @ 8:56pm 
OK the first time I tested this mod's compatibility it also crashed. I found out that I had the three "Expanded" add-on mods also enabled which caused the game to crash every time I tried to open the research tab. Do you have them enabled too? Apparently they are integrated into the mod and aren't necessary. Once I disabled them everything worked like it was supposed to :)
FireStorm Jul 20 @ 7:14pm 
To update you, this breaks the road to 56. Namely my first indication was the national focus tree of China is back to default game, as is the research.

Further checking shows that Italy and Soviet Union are also broken, going to their default focus trees, and no additional research that 56 provides.

If no one reports such issues, I can give my mod list, and try to narrow down a conflict.