Hearts of Iron IV

Hearts of Iron IV

!!!outdated!!! OWB Research and Doctrine rework
Commodore Calculus  [developer] Feb 23, 2018 @ 8:32am
BALANCE
BAAAAAALAAAANCE suggestions here please.
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Showing 1-11 of 11 comments
Holy Doggo Feb 24, 2018 @ 4:12pm 
the quality side to Automated warfare should increase construction time but boost attack and defense. while automation should have some light attack boosts, take away hard attack, and keep the decrease to the production cost
Last edited by Holy Doggo; Feb 24, 2018 @ 4:13pm
Commodore Calculus  [developer] Feb 24, 2018 @ 4:46pm 
But that would make the quality side by far the better one. Why have the quanitity in the first place then if one is clearly better? (Edit, misread your post, thought you meant building construction speed, not higher costs. will think about it)
Last edited by Commodore Calculus; Feb 24, 2018 @ 4:49pm
Commissar Feb 25, 2018 @ 6:51pm 
As a note with the Purity side of the Elite Army doctrine, it gives -2% reinforce rate which will make your units incapable of reinforcing if you don't get Radio. Maybe replace it with like -5% recovery rate instead? Also what are your plans for the Super Mutant doctrine that I saw last time I played?
Commodore Calculus  [developer] Feb 25, 2018 @ 9:43pm 
I added stats for the super mutant thing in the last patch, basically some general basic stats, but you gotta pick and choose which ones you want. Theme is centered around the SPECIAL system. And I will think about it, though it does make sense that an elite army might require radios to function. I plan on adding tech requirements to some of the doctrines, like basic robots needed for the automation tree.

Recovery rate makes less sense, since elite soldiers are usually quicker to get back on their feet, they just don´t recruit new ones as easily.
Helix34 Feb 26, 2018 @ 5:21pm 
Through using the super mutant doctrine, I lowered my supply use to the point that my super units used -.1 supply and thus could no longer function

By no longer function I mean they imediately begin dying from attrition no matter where they are stationed.
Last edited by Helix34; Feb 26, 2018 @ 5:22pm
Commodore Calculus  [developer] Feb 26, 2018 @ 5:38pm 
I know, a bug that has been reported twice already and is fixed in the newer version. Haven´t uploaded that one yet though, because im still working on more stuff for it.
CrazyEight Feb 28, 2018 @ 3:02am 
I would call the the "Grand Army" tree "Old World Army" Based on how the NCR wants to emulate pre war america.
Commodore Calculus  [developer] Feb 28, 2018 @ 5:52am 
Yeah, but the issue with that is that half the tree has nothing to do with Old World Army. Given that old world army in fallout context means power armour and motorized infantry with air support.
Pau Feb 28, 2018 @ 10:55am 
Improvised Tools vs Scavenged Tools - As a Civilized nation, Scavenged Tools (short-term intent) still work out better at 21% increase max as opposed to Improvised (long-term intent) that maxes out at 20%. The only way Improvised Tools is better long-term is if I'm playing as an Advanced nation.
Commodore Calculus  [developer] Feb 28, 2018 @ 1:07pm 
I might have to add another made tools reserach for civilized then. Would actually fix this discrepanty that happens because of options. Will think on it.
Commodore Calculus  [developer] Feb 28, 2018 @ 1:08pm 
I mean, the difference is minor, but right now scav seems to be the best option regardless. Given that the benefits are kinda minor in contrast to additional research time. Either another tech with another bonus, or a slight buff to improvised bonuses. More leaning towards the former though.
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