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Generals! Thanks for all of the feedback we’ve received over the last few days. We’re hard at work addressing as much of it as possible and plan to incorporate more into another patch that will happen later down the line. The main issues we wanted to address were the country selection screen being broken in several mods, as well as an exploit regarding ‘Force Attack’. Both of these issues are fixed now alongside a bunch of other bug fixes and balance changes. Besides letting us know what to focus on, I’d also like to ask if there are any changes people would like to see regarding the patch notes. For example I’ve bounced between using country tags and full names for highlighting purposes. I’d like to know if there’s a preference. /Batya
Blockade Runner admiral trait requirement reduced from 37 to 32 knots to allow for support and repair ships.
The Grand Assault milestone 'Forward Command Posts' supply reduction was reduced from -0.05 to -0.01
INS/HOL: Significantly reduced the factories required for the focus 'The Industrialized Colony'.
INS/HOL: Significantly reduced the factories required for the focus 'The Soetardjo Act'.
INS/HOL: The focus 'The Republic of Indonesia' no longer requires a minimum number of civs, mils, and dockyards, and instead only checks your factory count, regardless of which type. Also reduced the factories required to take the focus.
INS/HOL: The focus 'Economic Integration' now requires a minumum of 50 factories of any type, instead of 45 civilian factories specifically
AST: Changed focus length from 70 to 35 for several focuses, and swapped a few icons.
AST: Tweaked the values of Decisions and National Spirits for the Fascist branch.
AST: Locking default advisor to die in Air Crash event.
AST: Fixed a bug with the small portrait of John Lavarack showing the wrong portrait.
AST: The 'Governor General' Advisor Trait has had a balance tweak lowering the Democracy drift from 0.10 to 0.05 and adding -5% consumer goods factor.
AST: Rebalanced Australia's various population growth modifiers
AST: Democratic branch autonomy gain has been increased from 0.1 to 0.3.
AST: Fascist autonomy gain has been increased from 0.1 to 0.3.
AST: Edited advisor Richard Dixon available check, added leader trait to focus Eastern Focus, and tweaked prereqs of focus The Pacific Pact
AST: Toned down the tech rushing capability through 'Lee-Enfield No.1 Mk III*' and 'Owen Gun' focuses.
AST: Added MILS to fascist focuses 'Walls Like Uluru' and 'Crush the Gates' + spirit National Defense modifier tweaks
AST: Decision Call On Fascist now has a dynamic cost.
AST: Upgraded the focus 'Coastwatchers' with Air Wing Experience Loss When Killed reduction, and Naval Auxiliary Patrol with Casualties on Sink reduction to represent the many airmen and sailors saved by these two organisations.
SIA: Slightly increased the probability that asking for the return of territories goes in Siams favor
SIA: German Tank Studies now grants +5% piercing bonus instead of a -10% build cost reduction.
SIA: American Tank Studies now only grants its attack bonus instead of -5% build cost reduction as well.
ABDACOM focuses are now mostly 35 days (first and last are 70 day).
SIA: 'Asian Democratic Compact' now only counts non-puppets that are in your faction.
SIA: Unconventional Tank Construction now grants -15% build cost instead of -20% and -10% reliability instead of -15%.
INS: Militia unit upgrades now increase the success chance of Indonesian raids.
INS: Indonesia now gets events after finishing a militia base decision.
INS: Clarified an Indonesian tooltip in the declaration of independence focus.
AST: Rebalanced AI weight to focus a little more on air.
AST: Tweaking Democratic and Communist volunteer focus effects.
AST: Australian Communists no longer need to deal with the Cabinet Trust following the Canberra Air Disaster. Their government has already changed.
AST: Refunding UAP/ALP advisors when they're removed; Counting completed Castle Crumbling mission as election win; Adding party votes modifier to Castle Crumbling mission fail
SIA: 'Army of Siam' is now a dynamic modifier instead of a National Spirit to reduce spirit bloat.
SIA: Added decisions to Develop Northern Malaya and Eastern Burma.
SIA: Finishing the 'Triangular Defense network' now gives a flat +10% Compliance boost to any occupied territory.
SIA: Kedah is now renamed to Syburi if cored by Siam.
SIA: Recover Indochina and Demand the return of lost territory are no longer mutually exclusive
SIA: Thailand is now evil red instead of blue when Siam turns to Thailand.
PHI: Added Sergio Osmena as a country leader option after Manuel Quezon's death.
Shift + Clicking a Commander while assigning to an Army will now also automatically start deploying them in the field with an HQ.
AST: Added mission to Australia First Movement decisions to visualize and keep track of the insufficient funds timer.
AST: Tooltip for locked Air Crash advisor to show he's available only if Canberra Air Disaster hasn't happened.
Pending Commander now shows up as a smaller portrait when re-assigning them to another army.
Allow queuing the HQ deployment of en-route Commanders.
Armies with deployed HQ can now change Commander, who will wait for the HQ to be withdrawn.
Indonesian AI will be heavily encouraged to switch to a different leader after completing the focus 'A Democratic Indonesia', if Indonesia's leader is still a governor general.
Fixed a bug where the AI could be over-eager with their lendlease offers, they will now keep in mind the amount of available convoys you have in their offer.
Add impassable_ignored_links for impassable states, a list of state IDs that will be ignored when computing the owner and controller of an impassable state
Added a few common math functions pow, sqrt, cos, sin, tan, exp and log
INS: Fixed several incorrect equipment names for Indonesian mechanized and armored cars.
INS: The mission 'Moestopo demands promotion for his efforts' no longer gives +2 levels without the relevant skill increases.
INS: Fixed a broken modifier added by the Indonesian 'Arm the Students' focus.
INS: Fixed a broken command power modifier given by the Indonesian 'Laskar Rakyat' focus.
INS: Indonesia can no longer use demorcatic elections (which dont work) after forming the Netherlands-Indonesia Union.
INS: The focus 'A Democratic Indonesia' will no longer reset the country leader to Cornelis even if Tjarda was chosen to replace him
INS: The Netherlands-Indonesia Union will now transfer all characters, including advisors.
INS: Indonesia can no longer access the Volksraad when independent.
INS: No longer display an inacurrate icon for the M23 Vickers
INS: Fixed unlocalized string in Indonesian democratic elections tooltip.
INS/HOL: Fixed a missing icon in Dutch spirit 'Agricultural Taxes'.
AST: Setting and clearing flag in Vichy territory requests for decisions Vichy Out of Africa.
AST: Removing effect for focus Under the Rule of Canberra that gave puppet to puppet; instead it annexes the states that are owned by an AI player
AST: Applying A Sound Voice trait which failed earlier in the decision A Sound Voice
AST: Adding a is_coastal check to several focuses that gave coastal forts
AST: NCNS disabled fallbacks to focuses giving Faction effects
AST: Australia now must own Nauru for The Phosphate Commission focus.
AST: Australia now has a level 2 rail connection all the way from Canberra to Alice Springs if they complete both 'Standard Gauge Line to Darwin' and 'Alice Springs' focuses.
AST: Changed Naval Engineer (Percival McNeil) icon to be more relevant.
AST: Added TAOG/Non-TAOG DLC checks for Custom Game Rules / AI Behavior to prevent displaying a double set
AST: Fixed a bug where communist Australia had a hard time ending civil wars.
AST: Hidden Australia's prospect decisiosn which were TAOG only (they never worked, but showed up in the list).
SIA: Fixed a bug that would cause Yellow Dossier events to fire after 'Spring the Trap' was completed.
SIA: Fixed a bug where you could get a wargoal against yourself if you controlled parts of Indochina while asking France to return it.
SIA: Pridi now gets his Civilian Wing Leader correctly when completing Secure the state.
SIA: Replaced an inappropriately themed focus icon.
Tooltip for maximum command power now correctly shows the name of the advisors.
Added missing spriteType entry for event picture and switched out two event pictures.
Sir Mohammed Iqbal and Agha Khan III will now be unhired when Pakistan starts existing.
Load and continue buttons in main menu now correctly displays cosmetic flags
Fix a bug where deployed Generals were able to be deployed as Field Marshals.
Fixed a bug where Command Abilities cost was affected by a general's planning skill
Fix an issue where Czechs puppets would trigger the Sudetenland Crisis.
Fixed a missing localisation string (Mt. Isa Mines).
Fixed a bug where Special Forces doctrines were shown to everyone, even if you didn't own the relevant DLC. (AAT or NCNS).
Fixed a bug where Commander Ability cost was determined by number of divisions instead of number of battalions
Fixed an issue where dynamic countries could be created without valid Army HQ templates, causing a crash.
Generals!
We’ve just released a small hotfix (1.19.0.1) to address two of the issues that we’re seeing right now.
There was a particular crash related to the Spanish civil war kicking off into a four-way civil war and the new Army HQ feature.
There was an issue where the TaoG DLC icon in the main menu wasn’t lighting up properly if you have the DLC unlocked.
Both of these should now be fixed. Crashing and MODs
We also can see in our reporting telemetry that most other crashes players are experiencing right now are related to playing with mods. If you do crash, and you are 100% certain that you’re NOT playing with mods, please submit your crashes in the crashreporter tool so we can look into fixing them.
Balance and stat bloat
We hear your concerns with balance & stat bloat, and we’re looking into this. We also see the complaints about command ability cost being affected by the general planning skill, causing in rare cases the ability cost to be pretty much free. This was unintentional and will be reverted in 1.19.1.
More patch
We’re already working on Patches 1.19.1 and 1.19.2.
Our aim is to release the former (early) next week, and 1.19.2 should be not too far after that.
PATCH NOTES
Stability & Performance
Fixed a CTD when Army HQ units were destroyed in combat under specific conditions (risks happening in, for example, a 4-way Spanish civil war).
Bugfix
Main menu icon for TaoG now correctly shows ownership.
Generals! Tomorrow at 18:00 CEST we’ll be releasing Thunder at our Gates. It feels like only two months ago that we brought you Peace for our Time. Accompanying this release we’ll bring you Patch 1.19.0 and, just like the recent Anniversary Patch, it’s another beefy one.
Added new Focus tree for Australia and a new Democratic Election system.
Added new Focus tree for Siam.
Added new Focus tree for The Dutch East-Indies.
Updated states in South-East Asia.
Added new VO for Australia, Siam, and The Dutch East-Indies.
Added 6 new Music Tracks.
Added 50 new and revamped airplane models
Added 4 new and revamped ground vehicle models.
Added 21 new and revamped tank models.
Added 3 new infantry models.
Added 14 Army HQ commander models including 3 generic cultural variants.
Introducing Army HQs which allows for the deployment of generals into the field to provide additional support to their army.
Deployed Army HQs can be assigned to specific orders and buff troops accordingly.
Added 11 unique HQ support companies that allows for tailoring Army HQs to different needs.
Added 5 new commander abilities that are unlocked through HQ support companies.
Added Dispersed Operations doctrine for Thunder at our Gates, focusing on hardening logistics & reduce the effect of enemy air power.
Added Ship Captains to Naval vessels and the ability to grant them medals and promote them to become Admirals.
Added 8 Historical Ship Captains in both bookmarks for all Major countries (and Australia!).
Added a new row for Regimental Support to the Division Designer.
Added 12 Regimental support companies that are unlocked through techs and synergise with the doctrine system
Added the new Doctrine system for Special Forces.
Added 3 revamped Infantry models, and 2 Artillery models for the Commonwealth
Added 2 revamped tank models.
Added 4 revamped ground vehicle models.
New Zealand received several new Focuses, Advisors and Industrial Concerns.
The Pearl Harbor raid now has a lower base success chance, but it is improved by taking the focus 'Form the Kido Butai'.
Command powers daily costs now scale with amount of battalions affected.
The negative effects of failing the 'People's Trust' mission as the PRC are now better displayed in the tooltip, and have been merged into one National Spirit.
Split the Japanese Home Islands airzone into Northern, Central, and Southern Japan.
Manchukuo: Improved the trait the leader gains when completing the focus 'Claim the Mandate of Heaven'.
The UK is now less likely to select a faction rule that reduces the tension needed to guarantee other nations when playing on historical.
Commercial Nuclear Reactor will now contribute 0.01% Daily Breakthrough towards 'Physics/Nuclear' category. (As it already contributed to the production of the Nuclear Bombs, it will now also be listed in the respective tooltip).
Iran no longer gains redundant research bonuses when going down the Negotiate with America / Establish the Iranian Nuclear Program focuses, instead getting breakthrough points.
Rejigged the Mexican AI strategy plans so that they build up and prepare more before they eventually go to war with the USA and the Allies.
Supervised States can now decline being called into a war, to represent the difference between regular puppets and democratized governments.
Continuous Offensives: All armour additionally gains +10% breakthrough.
Self-Sufficient Battalion: Armored signal battalion_mult on tank destroyers nerfed: AP attack reduced from +20% to +10%.
Artillery Groups: Support artillery now also benefits, gaining +5% soft attack and +10% breakthrough.
Pakfront: Anti-tank brigade +20% defense moved to Emplacement Rotation & +20% soft attack moved to Weakpoint Studies
Multirole Support Vehicles: Moved all SP-vehicle bonuses to regimental-support equivalents.
Shoot and Scoot: All three SP categories had max organisation reduced from +10 to +5 and recovery rate from +20% to +15%. SP artillery additionally gains +5% soft attack; SP anti-air additionally gains +5% anti-air; tank destroyers' hard attack reduced from +15% to +5%.
Integrated Support Batteries: Support artillery soft attack nerfed from +10% to +5%; anti-tank and anti-air support companies now also benefit (+20 max organisation, +5% AP and +5% hard attack for anti-tank, +5% air attack for anti-air).
Breaking Out: Army-wide soft attack nerfed from +20% to +15%.
Combined Arms Integration: Removed +4 max organisation for tanks; removed +10% air attack for anti-air support company (migrated to anti-air battery).
"Quick Decision Offensive Warfare" Militia now gets 1.5% Initiative bonus instead of 1%
Added in more critical states for ships: Leaking Pressure Hull, Leaking Battery, Jammed Torpedo Tube, Broken Diesel Engines, Broken Bilge Pump, Shortcircuited Radar, Leaking Fuel Tanks, Reactor Coolant Loss, and Fire Direction Breakdown.
Inflexible strategist is now Stubborn Defender.
UK: Reworked the Fortify East Asia focus tree branch.
Clarified tooltip for Dominions on effects of accepting Imperial Federation.
UK: Changed 'Blackshirt replace dominion government' decisions to send event instead of changing dominion ideology unilaterally.
Fascist China now has access to the Sino-German Technical Mission tank MIO after approaching Western Powers.
Iraq forming the Hashemite Arab Federation will now annex any subject included in their newly gained core territories.
Brazil: Pedro Gastão can now take over the throne when his father dies.
Portugal: Added focuses regarding the Asian colonies to the colonial branch.
The two Japanese focuses locked behind having Yamakawa Kikue as the country leader can now also be taken if she is hired as an advisor, which she can be if her husband is the country leader.
Added the ability for all releasable nations within the British Raj as well as Nepal and Bhutan to unite the Indian subcontinent into a formable nation.
Raid units are now sorted on success rate rather than distance to raid source.
When sending multiple armies as volunteers, they will be preserved instead of combined into one.
Torpedo Mountings and Anti-Ship Guided Missile - they are considered one family, and as such Upgrade Option in the Plane Designer will upgrade them Torpedo Mounting I -> Torpedo Mounting II -> Torpedo Mounting III -> Anti-Ship Guided Missile
Reduced save file size from provinces.
Trade system now use more cores.
Optimized Naval HQ calculations & reduced pathfinding for Army HQ.
Tweaked the Ship Details window: moved manpower, display fuel consumption, removed Terrain tab.
Move the Naval HQ button to the Navy Overview screen.
Shows en-route duration on generals in 'Select Commander' window.
Added the ability to Shift+Click on a template icon to open the division designer for that template from the Army List view and Unit Details view.
Added filters to the Country Selection Screen for unplayed countries and the various continents.
Added arrows to the Italian BoP decision names to indicate which direction they will push the Balance in.
The Indian focus 'Princely States Policy' now shows the effects of the unlocked laws upfront, and if taken by an ai the Independent Rule law is now automatically applied.
Map Arrows that are too short will now display the arrow head anyway.
Hovering a province will now show the information about the province control instead of the state's.
Added a small optimization for borderwars where the AI tried and failed interacting with it while technically not allowed to do so. (AKA: Made the AI stop trying (and failing) to cheat in border wars).
Added script support for changing Taskforce ship target settings.
Updated the Japanese AI to be more willing to attack islands to their south when they are going historical.
Stop AI continuously exchanging Army Groups Field Marshals while they are in combat.
Stop AI creating Frontlines they cannot reach (because of a demilitarized zone for example).
Made the AI verify that they don't have access to special research facilities before building another one of them.
Made United Kingdom more competent at defending egypt and attacking Tripoli, and Iraq.
Germany will produce slightly more light tanks, and produce less trains overall.
Italy will use its airforce more in Africa and keep a strong presence in North-Africa, even when its attacking Yugoslavia, and Greece. They also no longer will reinforce mindlessly in the Sub-Saharan region.
AI is more keen on training their Air Wings.
Added basic infantry template to Iraq.
Added early tank destroyer variants to Soviets, USA and Germany.
Soviets and Germans have updated AT and armored templates. The AI will also more likely prioritize templates that need updating.
An AI hosting governments in exile no longer stops upgrading its own division templates as a side effect of refreshing exile templates.
The UK is encouraged to help with air in north africa if needed.
AI is better at filling their carriers with airplanes, even if they can't field the best, they will reuse old equipment.
Increased UK naval dominance in the Mediterranean for better naval invasions.
Add support for subdoctrines being assignable to multiple different doctrine track types.
Add allow_in_multiple_tracks property for subdoctrines, which determines whether one subdoctrine can be added to multiple tracks simultaneously (default is no).
Decision's war_with_on_remove/timeout/complete are now scoped variables.
reduce_focus_completion_cost now correctly localizes dynamic text in its description.
Add unlock_subunit effect which unlocks a subunit for a country.
Add ship_modifiers to medals.
Add captured_army_leader as a raid target type.
Implement xor property for subdoctrines which makes subdoctrines mutually exclusive between separate tracks.
Add officer_xp field to unit medals.
Removes support for 'add_temporary_buff_to_units' and adds new 'unit_modifiers' to cover these use cases. All Army HQ abilities now use 'unit_modifiers'.
focus_count command now also shows you a summary of the focuses and the days it takes to complete them.
Add modifier for casualty_trickleback.
Add avg_unit_entrenchment_ratio scripting scope.
Added ai template weighting to imgui show ai_templates.
Add is_leader_visible trigger to check whether the given unit leader is visible for its owner.
Add ai_min_success_chance raid type property to override AI launch threshold.
Add max_distance raid type property capping source-to-target path length.
Fixed an issue where multiple Pacific releasable tags were missing generic military advisors.
Fixed some timing issues with decisions.
UK: Fixed Dominions getting event to leave Commonwealth when UK goes fascist/communist even if a dominion has the same ideology.
Chile: Fixed an issue where taking the focus 'Treading the Straight Line' would break Ibanez' small portrait.
PRC: The MIO Dalian Shipbuilding Company now properly requires control of Dalian rather than Liaoning.
Romania: Fixed a broken AI weight in the event King Carol's Lifestyle - 'King bans critical book'.
Added missing unit namelists for new Chinese Warlord states.
Fixed an issue where the Japanese AI would sometimes puppet or liberate states out of its own core territory at the end of their Civil War.
Fixed an instance where the Brazilian monarchist civil war triggered by Portugal would cease 1 day after.
Nils Flyg can now join the German Reich again, let the reddit confusion continue!
Fixed an issue where some warlord leaders wouldn't be promoted through the Personal Leadership focus.
Fixed an issue where Iraq could become permanently locked out of their decisions to invite nation to the Hashemite Arab Federation if they ended up at war with them or they disappeared while the targeted decision was still ongoing.
Fixed an issue where the 'Manchuko People's Army' and 'People's Liberation Army' National Spirits didn't give any Recruitable Population Factor.
The British Raj will now drop their 'Raj' cosmetic tag at the end of a peace conference if they are either independent or a subject of a different nation than the UK.
Re-added an airbase that had been accidentally removed for the 1939 scenario and fixed an issue where the Warlord focuses 'An Autonomous Tibet' and 'Conquer Tibet' wouldn't properly bypass.
Fixed an issue where the Republic of Congo focus would not bypass if Congo was at war.
Fixed an issue where the available tooltip would appear twice for the Radio Propaganda decision if not playing as Brazil or Afghanistan.
Fixed two instances where the Stresa Front could be ratified while Italy was a subject of a foreign power.
Japan: If the pressure Siam focus isn't available due to them being in another faction, Japan will now pivot to their focus Occupy Siam.
Fixed 700+ typos across the game.
Fixed fascist Latvia decision to incite civil war in Estonia, Lithuania, and Poland.
Fixed an issue where the visual representation of the Naval HQ range did not match the range of the buff.
Fixed an issue where Afghanistan would be forced into a faction with Germany despite being in its own one when completing either 'Into the Plains of the British Raj' or 'The Red Threat'.
Fixed an issue where the Japanese focus 'Hasten the Integration of Taiwan' wasn't bypassable.
Fixed multiple instances of VPs being scripted in the incorrect states.
Raj: Fixed an issue where the Mughals could puppet existing countries when having the Princes Revolt against British India if they held a core of theirs. Also fixed a few characters not being correctly recruited, who are now available for the path.
Fixed Balance Of Power transferring to new country after reusing a dynamic country tag.
'And the Snake Smoked' achievement now requires you to be in the Allies, and requires germany to be capitulated or no longer exist.
Nordic support collaboration tech now correctly reduces experience loss instead of increasing it.
Fixed a bug where Canadian & Italian focus tree still referred to 'medium gun batteries'.
Fixed an issue where the decision 'Diversify Elite Forces' checked for an implicit 'and' instead of 'or', causing it to not show up correctly.
Added missing upgrades and MIO trait support for amphibious mechanized equipment.
If Sweden joins the Winter War as a result of the Finnish focus 'A Cry for Help', it is no longer considered an offensive war.
Axel Pehrsson Bramstorp and Gösta Bagge no longer keep the trait 'Minority opposition party in power' after being re-elected in the 1936 general election.
Fixed an issue where in the Swedish focus, 'The Åland Issu', Finland would refuse to cede Åland if Sweden was much stronger, contrary to what the focus describes.
Transport Plane 3 Technology - now has the same 1945 Year for both BBA and non-BBA technology.
Take Control of the Executive Yaum now properly updates autonomy of Warlord Puppets.
Nuclear Production Tooltip now counts all the buildings with nuclear_reactor = yes.
Fire Concentration Subdoctrine will now properly provide +5% Defense Bonus as well as +5 Organization to the Line Artillery Unit Category in the Initial unlock.
Change Mountain Gun tech localisation to reflect that it is not only Indian.
Fixed an issue where the Indian focus 'Kingmaker' would grant two non-functioning rules changes.
Fixed an issue where the Faction Research panel flickered on hourly ticks.
Afghan focuses granting foreign ideological influence now mention that the ideas will last for 1 year.
The Indian focus 'Varunas Armor' now has a name assigned to the tech bonus it gives.
Fixed an issue where the event chain from the Iranian focus 'Push for Negotiations' was missing descriptions.
RAJ: The Focus 'Constitution for the Masses' now also has a Political Filter.
The Iranian focuses 'The Iranian Socialist Revolution' and 'Force Abdication' now properly inform the player that a civil war can be avoided if certain conditions are met.
Afghanistan: The 'Eliminate dissent' in a state decisions under 'Shadows of the King' are available again if the decision got canceled without completing the decision.
Fixed an issue where Navy leaders could be assigned to multiple Naval Headquarters after saving the game.
Fixed a crash that can occur when opening the production window.
Fixed various issues and inconsistencies with the decolonization game rule for Asia, Africa, Oceania and the Americas.
Fixed exploit where you could gain more manpower from leaving and rejoining your faction.
Fixed an issue where subjects could impose a naval blockade on their overlord.
Fixed various issues where Syria and Lebanon could escape from war and territorial losses when Vichy France was created by siding with them or declaring independence, and made it so they properly peace out enemies or not depending on their choices in the event chain. The now also gain historical flags and leaders when becoming Vichy puppets.
Sir Mohammed Iqbal and Agha Khan III will now be unavailable if Pakistan has broken free from the Raj.
Only bordering states will be transferred if taking the 'Swear Fealty to the Invaders focus'
The focus Propose Syrian Unification can now be taken if Syria is independent.
Fixed an issue where Commanders gained through focuses would not gain XP for their traits.
Fixed a bug where single lend leases could send 1 or 0 equipment.
The Achievement 'The Juannines' now only requires the Philippines to control and have cores on Spain's European states.
Fixed an issue where the Unruly Tribes in southern Iraq were referred to as Shia despite being Sunni.
India is now more likely to annex Princely States that try and break free from them, rather than puppeting or liberating them.
Fixed a crash that could occur during peace conferences when co-oping in multiplayer.
The Famine state modifiers will now be removed if the owner of the state is not RAJ or a puppet of theirs.
Fixed an issue where a few states were missing from the decisions unlocked by the Afghan focus Kabul Conference.
Raj: Fixed an issue where Shubhas Chandra Bose was still available as an advisor and general while hiding away.
Fixed an issue where the achievement 'En Svensk Tiger' did not work if No Step Back is enabled.
Fixed a broken decision category image for exile governments.
Corrected the starting population of Tajikistan and Kyrgyzstan.
Fixed multiple issues of mismatches between small/medium/large flags for countries.
Fixed an issue where Reza Shah Pahlavi would show up incorrectly in multiplayer if one player had GOE and the other didn't.
Fix 'Enemy Raids' alert shown when an ally raid is executed and gains control of the province.
Fixed an issue where the Iranian focus 'Reach Out to Separatists' did not properly apply the opposition-control state modifiers to the western regions.
Fixed an issue where Germany would fail to go down their democratic path when it was randomly chosen when historical AI was turned off.
Fixed an issue where two street fighting tactics weren't available.
Fixed an issue where the Soviet Union would sometimes reject communist Iran's request to join their faction.
Fixed an issue where Iranian decisions to Plant Resistance Cells granted effects upon completion instead of removal.
Fixed an issue where fascist Norway would be locked out of the focus Norwegian Reichsprotektorate if the democratic side ceased to exist.
Game is now literally playable after fixing Typo in the Belgian Focus about Re-establishing Belgian Navy. Navy and game is now literally playable.
'Improve Cross Border Rail Connections' focus will now also include subject nations when adding connections to bordering countries.
Sweden can now bypass the focus 'Narvik Crisis' if Narvik and surrounding area is controlled by Sweden.
Kurdish uprising instigated by Iran will no longer have the UK automatically join Iraq.
Remove incorrect focus filter in the Raj focus 'Stop the Japanese Threat in Central Asia'.
Controlling the correct states should now bypass the focus 'Unite the Sami'.
Fixed an issue where Japan and Germany could be unable to send volunteers to Afghanistan or the Soviet Union despite promising to do so due to ideology and world tension.
Fixed an overflow in the event items in the decisions tab.
Fixed an issue where several Indian events had pictures not relevant to the region.
Raj: Added correct focus filters to 'Break the Zamindars' and 'Five Year Plan'.
Fixed an issue where the PRC could repeatedly demand Manchuria from Japan and leave their faction despite being a puppet of theirs.
'The Juannines' Achievement won't instantly be completed if Nationalist Spain loses the Civil War.
Raj: Added correct focus filters to 'Royal Indian Navy Mutiny', 'Quality Training', and 'Soviet Indian Industrial Cooperation'.
Raj: 'The Peoples Liberation Army' national spirit was missing an apostrophe in its name.
Fixed 'The Fall of Cairo' events targeting the wrong state, and allowed them to also be triggered if Egypt owns the state but is in a faction with the UK.
Fixed an issue that caused Swedish advisor Per Edvin Sköld to never be visible.
Assyria can now restore Mesopotamia.
Fixed a crash on MacOS that can occur on peace conferences.
Afghanistan: Fixed 'Extend a Hand to Tokyo' - Faction name is missing in focus' effects.
Afghanistan: Fixed 'Unify the Islamic World' - Faction name is missing in focus' effects.
Fixed getting effects from recompleting goals by dismantling and recreating your faction.
Wargoals gained from 'Return To Delhi' and 'Reclaim Transoxiana' do not show the correct states.
Saadabad: 'Expand Road and Rail Connections' - Focus tooltip displays empty Bypass Effect.
Invite to Hashemite Arab Federation decisions will now highlight the whole country.
Iranian events from the focuses Demand Iraqi Territory and Demand Afghan Territory will now properly mention the name of Iran.
Fixed an issue where some Indian design companies would become invisible when their civil war started.
Poland: The focus 'Institute Royal Guards' now creates a valid division template. Also it is now slightly buffed (instead of 2 Division 7 Infantry 2 Artillery it is now creating 2 Divisions of 8 Infantry 2 Artillery, Polska Gurom)
Warships of the Pacific: Fixed so only Commonwealth and ENG get Commonwealth ship icons, not all faction members of ENG which led to France getting defaulted to British ships.
Fixed an issue where the New Zealand decisions to demand Polynesian states wouldn't give all those that were demanded.
Belgium will no longer get a puppet war goal on Congo if they handover Congo through the German focus "Carve up Congo" and is then released as a puppet of Germany.
Fixed an issue where you could switch country by being able to click on the map on ironman save file screen.
Fixed an issue where France had 3D models for TDs and SPGs assigned incorrectly when playing without No Step Back.
Mandatory Palestine won't answer that they stand with the rebels opposing them.
Fixed an issue where you could not assign Commanders to an army when having multiple armies selected.
Fixed crash that could occur after resyncing from an ID OOS.
Fixed an OOS that would occur due to railway guns and rockets.
Fixed an OOS that can occur due to a character losing their advisor role.
Fixed an OOS that could occur when sorting Air Wings.
Raid auto launch success probability dropdown is now properly clickable even when running at high speed.
Fixed a crash that could occur from assigning faction scientists.
Fixed an OOS that would occur instantly after hotjoining.
Fixed an issue where not all resources would fit in the state view.
Fixed the inconsistent convoy count after reloading.
Fixed effect description for 'Embrace Stalinism' focus.
Fixed a crash that could occur during resync when playing with mods.
Fixed a crash due to accessing invalid controller area.
Fixed a bug where ships unable to escape the harbor as the province gets captured would get stuck in limbo. They either flee or scuttle the ships.
Fixed a bug where the Union of Soviet Workers could get the world to help them and 6000 divisions would arrive.
Corrected gender (localization) for Chinese characters (Li Zhen among others).
Joining a faction now clears all naval blockades with faction members.
Fixed a relation related CTD on MacOS.
Fixed a bug where Heavy Fighters were not correctly filtered as aircrafts when requesting license production.
Fixed an OOS from unsorted army requests.
Fixed an OOS related to Country Controller that would occur on hotjoin.
Fixed a few bugs in sub doctrines where a modifier was shown as a multiplication instead of an addition.
Fixed a crash caused by the career profile.
Fixed an OOS that could occur on mac with subject production lines.
Fixed an OOS that could occur if 2 AI's had the same peace conference score.
Fixed an OOS that would occur because of navy not being cleared out.
Coming soon: We mentioned that we’d be adding the formable Australasia nation. Right now that is planned to be included in patch 1.19.2.
(Edited to add a missing patch note under free features.)
Greetings everyone and welcome to the Art’s Developer Diary for the upcoming DLC Thunder at our Gates! We are looking forward to showing you what we’ve been cooking up behind the scenes. We’ll be showing off a selection of:
Fresh Focus icons
Gorgeous Portraits
Awesome 3D assets
A different spin on the Loading Screen
And, of course, giving you a sneak peak of the Achievements waiting for you on this DLC.
Some of our favourite Focus icons. Australia Indonesia Siam
A few of our Lovely Portraits Australia Indonesia Siam Ship Captains
A new campaign begins the moment the loading screen fades in and this one sets a new tone. Usually, HOI4’s Loading Screens are very dynamic, action-filled battle scenes. While those are very exciting, for this one we decided to try something different. This illustration takes inspiration from the Battle of Milne Bay and depicts a brief and rare break where the young soldiers can be found resting and posing for a photo that will one day be part of history books.
Hello, Slurpen_paradox here again to give you a look at some of the 3D art that has been added for the release of Thunder at our Gates! Let’s start off by highlighting some of the soldiers for the feature countries. Australia has received a completely reworked infantry model with new weapons to go along with it as well! Siam now has its own unique 3D model.The default Indonesian model has been uprezed and they also have a new unique militia model! Here are some pre-rendered images to give you a closer look at what they look like: There are plenty of planes this time around as well! During World War 2 the Australia air force was quite a juggernaut so there are plenty of planes added to reflect this. With that said Indonesia and Siam will have plenty of new airplane models to choose from as well! Since Indonesia was a Dutch colony at the time, it makes sense that there would be some overlap in what types of planes would have been used. Because of this, both The Netherlands and Indonesia will receive new planes. The Indonesian planes can be differentiated by the differences in camouflage that have been befitted to most of the planes. The old Dutch plane models have received a bit of a face lift as well! I don’t want to come off like someone who has his head in the clouds all the time, so let’s have a look at some of the more grounded additions now: Now it’s time to have a look at the 3D assets that have been added for the Army Headquarters! We have a diverse group of generals that will appear depending on the country you choose to play. Each general also sports his own pistol of choice! That’s a look at most of the 3D art that we have in store for you this time around! As a bonus, I will end this part of the Dev Diary with a screenshot of the unique Dam that can be seen in Australia with the new DLC. It’s the lovely Cataract Dam! Slurpen_paradox signing out!
And we’re back once more… because what’s a new DLC without a fresh batch of Achievements to conquer? Some will be a victory lap, others might push your grand strategy skills to the absolute limit. Which ones will you breeze through, and which will have you restarting at 2 AM? There’s only one way to find out — go claim them all! Disclaimer: Names and Descriptions of how to get the achievements may have been changed on release A Bridge too Far As the UK, have Bernard Montgomery's Army HQ take Rotterdam. A Succulent Chinese Meal As Australia, own and control a Chinese core state. ANZAC As Australia or New Zealand, have an Army HQ in Greece and ensure that Greece doesn't capitulate before 1945. Et Tu, Paulus? Capture a field Marshal. From Rags to Admiral Stripes Promote a Ship Captain to Admiral. Grand Siam As Siam, capitulate 4 nations within one year. Hail to the King As Siam, form Greater Thailand before King Ananda is 15 years old. Hunt for the Desert Fox Capture Erwin Rommel. Java-Script As the Dutch East Indies (or Indonesia), research the Advanced Computing Machine while your capital is on the island of Java. Maphilindia As Indonesia or the Philippines, form Maphilindo and control all Indian core states. No One Will Notice the Difference As Indonesia, station Gustav Adolf Ilgen in Stockholm. Old Zealand As New Zealand, control and own the states of Brabant (Zeeland) and Sjaelland (Zealand). The Rightside Up As Australia,control Jan Mayen. Saving Private Bryansk Capture a General in the state of Bryansk. Thai Fighters As Siam, have 10 aces. ThaiTanic As any nation, sink Siam's pride of the fleet. The 7th State As Australia, integrate New Zealand The Man of Medan Sink 100 convoys as Indonesia. Waltzing Matilda Deploy 25 Heavy Tank Battalions as Australia.
Generals!
To celebrate the 10th Anniversary of Hearts of Iron IV, and based on your feedback from the community merch survey, we have partnered with PrintClever to bring you the official Hearts of Iron IV Merchandise Store.
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Sawasdee khrap! Today we will go through the focus tree for Siam, today known as Thailand.
Before the start of the game Siam had lost territory, mainly against the French but also against the English. Large portions of Indochina were under some form of control from Bangkok, either as tributaries or under direct control. Still Siam remained unconquered, a stark contrast to the other Asian nations. Part of it can be attributed to Siam's efforts to Westernize, an effort to show the great powers that they weren't a nation to be conquered, but perhaps the most important factor was that Siam acted as a buffer zone between France and the UK. In 1936 Siam had just come out of several years of instability. The ruling party, the Khana Ratsadon, is a fragile alliance between different military and civilian cliques. This party had overthrown the absolute monarchy in 1932 via a bloodless coup. One year later the prime minister was overthrown, and barely a month later a royalist coup led by the prince Bowardej cast the country in chaos. While the government eventually prevailed, the country remained unstable, and by 1936 the government was divided between civilians led by Pridi Banomyong and the military clique, led by different generals, but mainly Plaek Phibunsongkhram (Phibun).
The Khana Ratsadon is the main antagonistic force when playing as Siam. It is the only party in the country, and in game they are divided into the Civilian and Military clique. The two different cliques has their own opinion of you, the player, depending on what choices you make in the tree. For example if you hold a military parade you make the military clique happier while making the civilians annoyed. It is essentially their relation with you, regardless of who is in charge; of course putting a military dictator in power will make the military happier, as an example. If you piss off either clique for too long they might decide that they've had enough, and they will try to coup you You will have a certain period of time to remedy the situation before escalating into a full civil war. I decided to not use the Balance of Power for this because it only moves on one axis and is better suited when there is a push and pull between two things. I wanted this to move two independent clique opinions of the players actions, rather than what the BoP is supposed to represent. You start activating the Khana Ratsadon. This is the entrypoint of the tree, separated into two main parts, one that is generally pro-civilian clique and one that is generally pro-military. Some of these focuses will either appease or piss-off one or the other clique. If one clique gets too angry it might be wise to take some actions to make them a bit happier.
The historical path follows Siams descent into fascism, modelled after the Italian state. After some scandals, Phraya Phahon (the current Siamese starting leader) resigned, and Phibun stepped into the power vacuum. After which the civilian wing got drastically less power, and Siam became more authoritarian. When Phibun comes to power Siam becomes fascist. The focus can be completed by either gaining enough fascism support via advisors, or by selling privy purse lands(the scandal mentioned) and letting the spirit time out. Either or will unlock his premiership. You can then proceed to suppress your opponents and turn on the propaganda, mirroring other fascist states like Italy or Germany. The Songsuradet rebellion (in reality a purge) will neuter your biggest military opponent, while the Thai Cultural Mandates are decisions that will influence Thai life, molding them after the state. This is also where Siam gets renamed to Thailand, a legacy of WW2 to drum up Thai unity. The first two decisions are free in this case, after which they start to cost political power. The Soviet style propaganda posters are also making a comeback, but this time as propaganda movies. The Sala Chaloem Thai Movie Theater was used for these means during Phibun's rule, and they work the same way as the Soviet version. I wanted to bring back an existing system that is familiar for players but tailor it specifically for Siam
Shared with the monarchist branch is the Pan-Thaiism branch. Driven by the loss of territories to the great powers, Siam had a large influx of irredentism during WW2. This path allows you to retake some of the territories that were lost while also peace out without it remaining a permanent war. One of the criticisms from GoE was that it was too hard to do early expansions without it escalating into WW2 instantly. Hopefully this will allow for an easier time doing so. To start it just click on the icon for the country, in this case France You now have X days to finish the limited war by occupying the targeted states. If you occupy them before the timer runs out the opposing country will sign a peace deal where you keep the states you conquered And if you are more than 20% towards capitulation you won' get annexed as normal, but you will get a penalty The hope is that it gives Siam an easier way to expand, either early on but even later after the big war kicks off. As a minor power it can sometimes be hard to field a large enough army early on, so I wanted to also have the opportunity to gain these territories after the big war kicked off. When you have gained your brand new territories you can develop them. Getting compliance high enough is important since it allows you to form the Greater Thai Empire, gaining cores on the territory
The absolute monarchy might have been overthrown in 1932, but Siam was (and still is to this day), a constitutional monarchy. Even though the princes did not exert the same amount of influence as before, they still had vestiges of power. After Prajadhipok abdicated and exiled himself to the UK, a new king, Ananda, was chosen as his successor. At the start of the game Ananda is only 10 years old, studying in Switzerland. Our divergence in this scenario starts with Field Marshal Songsuradet. He was a high ranking member of the Khana Ratsadon, and somewhat of a risk for Phibun, so historically he had Songsuradet exiled, during what was called The Songsuradet Rebellion. In this timeline Songsuradet realizes he is about to be purged and forms an alliance with the remaining princes to overthrow Phibun. This clandestine meetings results in the schemers contacting the exiled king Prajadhipok Using Prajadhipoks legitimacy, you can appeal for support from different cliques. Another return from the Swedish tree, but a bit expanded upon. In this version you do not just pay a pp cost to appease the cliques, but rather have to do something in the game. The industrialists expect you to build 2 civ-factories, because it is in their interest. The Absolutist Monarchists want a return to absolute monarchy (shocker), while the constitutionalists want a more moderate option, these two cannot exist at the same time, so if you want support from both, you will eventually have to disappoint one of the cliques. Prajadhipok can gather support from either Japan or the UK, framing the current administration as unstable. When the support is big enough the king can make his ultimate gambit. He will return to Bangkok, with the full expectation of being arrested by the government. This gives him the legitimacy the King needs, pointing towards military overstepping, and with the supporters standing by, a civil war erupts. After the Royalist win and Phibun is ousted the question of "who is ruling" becomes a bit complicated. Ananda is still king, but underage,Prajadhipok is terminally ill with congestive heart failure, which will eventually lead to a heart attack, which means that a Reagent must step in until Ananda is fit to rule. You can pick either Bowardej, the same prince that was exiled for an attempted coup a few years before, representing a more conservative, authoritarian version of monarchism. Songsuradet, the prime instigator, represents a middle ground between authoritarianism and progress with ties to the military. Finally Rangsit represents the constitutionalists who want to eventually return to democracy. Eventually Ananda will become of age. The game tracks his age, and when he is at least 15 years old he can ascend the throne. Being young you get to influence him by steering his studies, molding him to become what you need for that playthrough. Completing the focus To Forge a King, you get an event once a year where you get to dictate what he studies, influencing his trait. Don't worry about missing a year or two, if you do the game will automatically give you all missed events. What is cool is that he gets a title depending on which trait combinations you pick. In this case I picked two industrial traits and one research trait, thus getting the Pragmatic title. There are 18 different title combinations currently. If you seek strength, the rest will follow.
Siam during WW2 was sometimes called "the Italy of the East", referring to its low industrial output compared to its counterpart (Italy - Germany, Siam - Japan), however comparing Siam to Italy would be an order of magnitude difference in output still. Siam was mostly an agrarian country centered on Rice with a large population working in subsistence farming. It wasn't until after WW2 that Thailand started to grow massively in GDP, with some attributing the transformation due to the war itself. This led to Siam being unprepared for war, despite their posture after the fall of France. The industrial branch allows Siam to alter their industrial trajectory as compared to the past, while still keeping it grounded in history. There are two major branches, with some shared focuses in the middle
The left side follows a more aggressive expansion of civilian industry, mirroring the steps taken by Japan in the previous century to rapidly modernize. You start with looking to foreign expertise, sending your administrators abroad, tying the baht to a stable foreign currency and launching a foreign cooperative. This lays the foundation for the next step.. You can then launch a savings bond, giving bonuses depending on your conscription law. The lower you are the higher the bonus is, conversely the higher penalties you have to eat. The general ethos of the left path is that the bonuses are overall more direct in their power and allows you to reform the Thai Industry faster, but it also comes at a risk of collapse should something go wrong. The next focus doubles down on this. Eating the factory energy consumption is probably fine as long as you have access to enough energy. This particular focus was thought of as a kickstart focus which would help Siam get its industrial ball rolling quickly, as they start with quite a low baseline. You can then start to expand the agricultural base with a mix of modernization. This focus specifically acts as a gate, locking the other focuses. The requirements aren't meant to be super hard to achieve, but the player needs to plan for it. Putting one mil on trucks early on should be enough, but if not it might take a little more time. It goes back to the risk/reward aspect of this path that if everything goes as planned its not an issue but if it does it might take a little longer. You can also take out a loan for a short injection, and either pay it off immediately or have a long low-interest repayment. And at the end of the tree you get a massive boost to production, if you have the proper resources for it.
The right side is intended to be more of a slow burn compared to the left side, which is more aggressive, but is more resilient towards external perturbations. This is more closely modelled after Siam's historical situation, where their reliance on rice shielded them somewhat against the worst economic effects of the war.
Instead of forming the Bank of Siam, you form the Thai Rice Company, with more focus on Agrarianism and shielding the country when the war hits. As you can see, delicious Pad Thai is here, which is said to have been made during this time as a way to boost unity among the Thais, especially after a flood destroyed a large amount of rice. You are able to put some of your current output into a "rainy day fund", where you can release a large influx of output while at war, its length depending on how long you have saved for before releasing it.
This one I'm particularly happy about. This actually happened in real life, when the allies bombed Bangkok the government used the ships Thonburis engines as a backup power source to run the tram. And as others this ends in a powerful focus. This path also is a bit more geared towards military production than the other. The full path:
Taking a step back, to the democratic path. As mentioned before, Pridi was the main counterweight towards the military led by Phibun. Pridi wanted a more ambitious reform, called the Yellow Dossier. This sweeping set of reforms was decried as communist in nature by King Prajadhipok, and some argue that it was this that led to the Bowardej rebellion in 1933. Pridi would eventually lose the struggle for power against the military, only ousting Phibun via the Seri-Thai at the tail end of the war. In this alternative world however, he makes a play for power. In our alternative world, Pridi realizes that he isn't strong enough to challenge the military head on, so the civilians devise a plan. They will leak a new fake version of the Yellow Dossier to military affiliates, intended to be pushed in the general assembly, the military will overreact, denounce it to the public as communist (again), and when a more moderate version of the draft is presented, the military will be made to look like fools. In practical terms this means that when you trigger the focus "To lay the bait" the military will publicly denounce the actions of the player. The more you let the military criticize the fake plan, the harsher the blowback will be towards them, the higher support the player will actually get when the civil war to oust Phibun is triggered. It comes at the cost of some negative outcomes though. If the players total support (25% of it comes from democratic support, 75% from the militarys overreaction score) is over 80%, no civil war is triggered. After Phibun and the military is deposed, it is time to secure the state. Doing so means either purging the military (Stalin style) or putting them under close surveillance. You will also have to reach outwards to get global legitimacy. You then have the option of getting into the allies. This path is more fashioned at navy and marines, where you tackle an incoming Japanese threat Some of the issues that the minors without a strong starting fleet is that its very hard to catch up. So this tree is trying to alleviate some of the hurdles. While not having a massive fleet it should still be possible to get an ok navy up and going If navy isn't your cup of tea, you can join the Chinese united front directly in the land war against Japan When the fighting is over you have the option to be a kingmaker against either the Nationalists or the Communist. There is also the option to form your own democratic Bloc. While there aren't many independent nations around Asia at the start, you get the option to demand their release and invite them to the bloc. The bigger the block is the stronger your bonuses get. As the strength of the faction grows, so does everyone in it.
Siam wasn't exactly a willing participant in WW2, at least not in the beginning. Japan invaded Siam to get access to the Malaysian Peninsula, upon which Phibun, instead of resisting, joined the Co-Prospherity Sphere. At first it looked like a good deal, as the Japanese helped Siam get back land, but it turned out to be a devil's bargain. Japan demanded more and more from the Thai people, both in terms of resources but also currency, which could be converted to yen. Phibun was eventually deposed by the Seri-Thai, or Free Thai, a 50k strong force, partially led by his rival, Pridi. Siam would then switch to the allies and face little repercussions after the war as a result. The player gets the same choice. When you are first attacked by a major you get the option of either standing your ground, and fight the invaders. This gives lots of boosts for rapidly defending against an oncoming invasion. If you then decide to fold, you get either the choice of completely supporting the invader, or secretly planning to flip to the allies. If you support the invader (Japan) you will be expected to pay some of their occupation cost. This will increase slowly over time
However it can be ended by getting enough war score
Which will force Japan to repay you
If you are planning to not stay with Japan indefinitely, you can do a Romania and switch sides via the Seri-Thai path, which will eventually depose Phibunand join the allies
In the army tree you can decide what type of war you want to focus on, a long war, short war or an intermediate solution.
You also get to specialize in either artillery or a more specialized type of warfare The tradition of having a focus name for the DLC continues The tank part focuses on mostly light tanks, which is what Siam could afford, but one is more…controversial, whereas the other one is more traditional
And lastly the navy branch. It is divided into two main branches. One is a more classical path which focuses on building up the navy via dockyards and bonuses. What I did want to do however with this is that it also gives some bonuses towards the other industry, so even if you don't feel like engaging with the navy there is reason to eventually go down here. If you do not want to engage with the navy branch at all there is a shorter branch which basically sells of all the dockyards for some civilian industrial bonuses And with that I am done! That is what is coming for Siam in Thunder at our Gates. If you have any questions or feedback, I'll be reading them. Best regards,
Generals!
Before we head out on our 4-Day LOA we wanted to give you another OB update. Give it a try, leave us a lot of feedback here, and we'll be back soon to take it all in and make potential adjustments.
How to join this Open Beta:
This beta client is Case Green v1.18.1.0.9197 (01c8)
To install Open Beta client, follow the instruction below:
Right-click the game in your library
Select Properties from the drop-down menu
Select Game Versions & Betas
Select the beta branch called open_beta
If you are already on the Open Beta client, you should get an update automatically.
Finally, to report any issues you find, in relation to this beta, please use the bug report forum and make sure to include the version you’re using. That way our Jira won’t go nuts trying to figure out what bug report belongs to what.
Open Beta Update V Notes
Gameplay
Made lend lease default to max amount for 'once' and to 100% for 'percentage' modes
Updated supply tooltip to show more careful where all supply is coming from
Stability & Performance
Fixed performance in very large scale naval battles (1000+ ships)
Fixed a dx11 rendering bug
AI
Fixed a bug where England could not build improved battleships
Extensive rework of italian naval equipment
The AI will now train their troops more often
Updated generic taskforces so they are a bit more sensible
The AI will try to train their ships a bit more opportunistic
The AI will be a bit more sensical with picking a homebase for its standby fleet
Added logic to prevent the AI from assigning too many patrols to support naval invasion
Modding
AI objectives will respect blocked naval regions now and not consider them for naval mission assignment anymore
Bugfixes
Fixed a bug where ships were partially considered for supply need
Fixed a bug where USA was unable to build 1940 CVs
Fixed a bug where a strike force sometimes gets stuck on an invalid target and stops working
Fixed a bug where wrong snow modifier values were shown + fixed a bug where the leader snow adjuster didnt work as intended
Snow attack penalty is now shown on the move-arrow tooltip
Removed legacy plane techs from BBA-enabled starts for 36 minor nations
RI Bolzano in the 1939 OOB now uses the correct ship_hull_cruiser_2 (Bolzano Class)
Convoy raiders won't join or reinforce a combat unless there are enemy convoy's to shoot at
Fixed a crash related to carrier airplanes being deployed
As you were!
(And try to leave this place in one piece while we're out!)
G’day mate! From the trenches of game development, we, Punchrullar and Mordred Viking, finally emerge. The time has come for the land from down under to undergo its long-awaited revision, and for the nine year old Australian content to get a fresh coat of war paint. For those who have not yet proven their bravery down south, we hope this will give you reason to; for those who have, we hope this will improve the experience even more. Without further ado, let’s dig into Australia.
In 1936, Australia was like many other nations still licking its wounds from the Great Depression. The economic collapse did not only negatively impact employment and financial growth, but also population numbers. Poor fertility rates had been a concern for Australia's leaders ever since World War I, but now, with potential Japanese aggression looming, Australia’s small population became a particularly worrisome matter. Following Japan’s invasion into Manchuria in 1931, and later into China in 1937, fear of southward Japanese expansion grew. Along with the issue of its modest population, Australia had an underdeveloped military and was not at all ready for war. Even if Japan would stay within its own borders, another nation might yet force the Australians to arms; and not an aggressor, but an ally. With the Statute of Westminster still unratified, a potential British war would mean war for Australia too. After fighting for Britain in World War I and being led into the disastrous Gallipoli campaign, many Australians were hesitant about doing so once again. As civilians and veterans, ministers and military officials alike strained in different directions the war crept closer, and became, ultimately, a reality.
Australia’s historical path is about the balance between placating British demands, and prioritizing domestic needs; just like Australian leaders walked the tightrope in the 1930s, players will do so now. By promoting either the continued rule of the governing party, or the rise of their successor, players will through elections unlock focus clusters that represent the policies of one of the two democratic parties. The United Australia Party, representing conservative liberals, values British overlordship and will in government unlock actions that strengthens British cooperation. The Australian Labor Party on the other hand, representing the social democrats, seeks self-sufficiency, and will in government unlock actions that grow Australian capabilities and lessen its dependencies. Dynamically, throughout the game, players will be able to switch between clusters and parties and shape Australia how they see fit, and although a certain party is not in government at a certain instance, their previous time in government will still impact possible player choices. As an effect of this, elections will hold importance despite them not leading to a switch of ideology. To represent the elections’ importance and current status, Australia’s focus tree will contain a ‘Democratic Elections’ window. Besides displaying the ‘Expected Winner’ of the next election, and when that election will be held, players may launch a ‘Party Campaign’ for either party, that over time will raise popularity by the cost of Political Power. Other player actions, such as certain focuses and events, will indirectly also impact democratic party popularity. The unlockable focus clusters will be represented by a golden wattle focus frame, accompanied by the UAP or ALP logo. Below the focus text is shown how many wins a party must have had for the cluster to be unlocked. Once a focus has been unlocked, it can not be locked even if the governing party switches again, so you are never time-gated to actually complete these political focuses. As final objectives, players have three options. Of course, there’s the option of going fully historical with John Curtin as standard-bearer, and face aggression first when the situation allows nothing else. But, if players don’t wish for their army to scramble into their uniforms, they will begin preparations before aggressors start moving too far south. By seeking autonomy and realizing the importance of national defense policies early, players have the chance to build up Australia’s own military industry and army, that late-game will be able to make its own outward advances. And as final option, players may go all out British patriot and utilize their overlord for every possible advantage, until the line between who is the subject and not blurs enough that it turns frivolous.
The different democratic parties definitely had their own policies, but so did the different prime ministers. Although John Curtin, without doubt, holds a top spot on the list of Australia’s most prominent leaders, other figures contributed to leading the nation through World War II too. We’re happy to present — from left to right — all new playable democratic leaders: Joseph Lyons, Robert Menzies, Billy Hughes & Ben Chifley. And although we don’t intend to spoil the surprise of Australia’s new advisors just yet, we can’t help ourselves when it comes to these two. Please welcome the controversial Jack Lang, and the reliable coalition partner Arthur Fadden.
Leaving the strictly democratic content, there are a few historical matters that would impact whoever would have led Australia. And so, content-wise, they will. Starting off with one of the central systems for both democratic and non-democratic players: the ‘Cabinet Trust’ decision system. Following the Canberra Air Disaster, a tragic plane crash that killed highly respected military advisors, Australian politics got rocky. Support for the sitting government was already wavering due to failing trust in its war policies, and the loss of important war advisors did nothing to aid the situation. Historically, about a year after the Air Disaster, the sitting ministers were forced to resign by a non-confidence vote, and John Curtin’s government took their place. Players will have to face the same trial, and may choose to either let their government resign, or to have it weather the storm. By doing one or the other, players will gain certain benefits and make certain sacrifices, but the most impactful effect the system will have for the democratic player is that it counts as an election; new clusters of UAP or ALP focuses will unlock when it’s either completed, or the mission has run out. Democratic players will have a time slot where they can trigger the system themselves, before it otherwise triggers at the event’s historical date. Although the system always will force maluses on the player, the decision to trigger is about knowing when the maluses are best weathered, or when the unlocking of new clusters is necessary. In line with the feedback we received when touching upon the Canberra Air Disaster in a Dev Corner, we’ve decided to give players an opportunity to more cheaply replace advisors that they lose in the plane crash event. By the decision ‘Eminent Successors’, players gain a timed advisor discount.
Besides the common Industry and Army branches that will be elaborated on below, there will be an additional common branch: Populate or Perish. As mentioned previously, low birthrates had in 1936 long been a national concern. Not only did a small population negatively impact industrial and economic growth, but it also made an army more difficult to raise. Players can tackle this obstacle by altering immigration policies, increasing nationwide welfare, and repealing restrictions in military recruitment, resulting in an increase in both civilian and army numbers. We’re very happy to have the Northern Territory Recon Unit and the Torres Strait Battalion represented here. If it weren’t for your Dev Corner engagement, they wouldn’t be.
Moving on to the industrial side, we’ve done something a little different this time. Democratic and Fascist branches share one industrial branch, while the Communist side has their own. For today, we’re just going to be covering the former. To find out about the latter… well, you’ll just have to wait until Australia: Part 2! All ideologies will need to contend with the Great Depression, with reductions to the imposed penalties scattered throughout the centre of the branch, and the effects being removed entirely with the “Recovery” focus. The real question in this branch is which path to economic success do you take? Lang’s Plan, which focuses on domestic progress, or the Exports for Economic Recovery, which as you can likely infer by the name, relies on increasing economic exports abroad. To break them down into their basics, Lang’s Plan will give you more factories up front, provides construction and consumer goods bonuses. Both paths give you access to additional resource development, but the Exports path really doubles down on this, even letting you open up the Pitbara mines, providing an effectively infinite supply of steel. Speaking of resources, we’ve reworked Australia’s distribution of them. They now start with slightly fewer, but using the above decisions boost their resource output significantly in time. While they’ll never rival Indonesia in pure export capacity, it can certainly lean heavily on it, and of course are a more lucrative target for expansionist rivals. They also have a solid spread of industrial concerns available, with a handful which can be upgraded further. Here are a couple of highlights: Broken Hill : The big dog of the pack, this provides resource extraction, and can be further upgraded to a whopping 20% resource extraction gain. Mount Isa Mines : Provides a reduction in lack of resources penalties, in case you want to tap into the historical Australian aircraft production and run short on rubber and aluminium. Whyalla Steelworks : Provides a base line of steel, as well as dockyard output. Bradmill Denim Factory : Increases production of infantry equipment.
Since becoming a dominion with its own military, the Australian Army was centred around a militia force responsible primarily for home defence. When Britain called upon Australia to serve abroad, a separate expeditionary force would be raised for overseas service. In the case of the Great War, for example, Australia raised the First Australian Imperial Force (AIF), which served in North Africa, the Middle East, and of course Gallipoli. Outside of this, by law the remaining militia forces could not be deployed overseas. Australia therefore begins with significant obstacles to overseas action. However, as you may know, during the Second World War Australia became particularly well known for its combat tenacity across the globe. So how do we represent this shift? Expeditionary Forces. We’ve introduced a new general trait: the Expeditionary Leader. This trait provides a dramatic bonus to both attack and defence when fighting in non-core territory. It also comes with hefty penalties to command capacity, with a general only able to effectively handle 6 divisions instead of the usual 24, and field marshals limited to just 1 army instead of 5. In this way, countries like Australia can provide highly potent forces abroad, but only in limited numbers. As a side note, this trait is only granted through focuses, it cannot be assigned freely. Similarly, generals who receive it begin with it, so there is no risk of a high-level general suddenly being reduced to commanding only 6 divisions. Australia can also, over time, reduce its overseas penalties and become increasingly adept at fighting on distant battlefields. Manpower is another major concern for Australia, and something that will always be in short supply. Alongside a relatively small population, Australia cannot simply increase conscription at will. Instead, it must build the political will to enable it. Focuses such as the Second Australian Imperial Force include a small symbol indicating that they unlock an increase in conscription law by one step. It does not matter in which order these are taken, they will always increase the cap by one step, though you must still pay the 150 political power cost. The final part of the Australian army tree we want to highlight is the ANZAC spirit branch. The Great War, and Gallipoli in particular, became a defining aspect of the Australian national identity. The experiences of this conflict shaped not only the world’s perception of Australia, but also how Australians saw themselves. We wanted to highlight the distinctive attitude to war often associated with Australian forces, sometimes referred to as larrikinism. This is best described by the focus itself, and is one of the very few instances of a focus granting a flat bonus to organisation rather than a percentage. When Australians commit to a fight, they stick to it!
One thing which surprised us during our research into Australia is that by the end of the Second World War, the Royal Australian Air Force had become the 4th largest Air Force in the world. We wanted to reflect this in the design of the air branch, so Australia gains a fair number of free military factories and production bonuses down the right-hand side. When Britain was discussing the possibility of establishing the Commonwealth Air Training Plan, there was serious consideration given to basing it in Australia (it was ultimately established in Canada). In Australia, participation in this initiative became known as the Empire Air Training Scheme, and the centre of this branch explores a “what if” scenario in which Australia had been chosen as the primary host. As you can see, Australia receives a strong mix of production, effectiveness, and technology bonuses for its air force, allowing it to become a serious contender in the skies.
Australia is an island nation, so its naval power is naturally of great importance. During the Great War, the Royal Australian Navy was a significant regional asset. However, in the interwar years it was dramatically reduced in size, and the early part of the focus tree is dedicated to rebuilding it. There are also several unique elements included. For example, the Coastwatchers were a group of Australian personnel and local islanders who operated across the islands to the north, observing and reporting on enemy movements, particularly naval and air activity, effectively acting as an early warning system. Notably, Coastwatchers assisted in the rescue of future U.S. President John F. Kennedy. The “Scrap Iron Flotilla” is another notable historical element. This was a group of ageing destroyers deployed in the Mediterranean, derisively labelled by Nazi propaganda, but they proved highly effective despite their age. Finally, the capstone is HMAS Melbourne. Historically, together with HMAS Sydney, these ships made Australia the only Commonwealth nation besides Britain to operate fleet carriers.
Cheers for joining us on this one, guys! We’ll be back soon with another cracking Dev Diary. Next up, the alt-history paths for Fascism and Communism. Until then, take it easy, ya little rippers!
Generals!
Today we have an update to the open beta, including a sneak preview of the anniversary patch we have planned. This update includes quality of life improvements, bugfixes, gameplay and balance changes, naval AI improvements, and a sizable amount of performance work. It also includes the balance changes from the previous balance open beta.
Early next week we will be back with more news on Thunder at our Gates.
NAVAL AI
We’ve been looking at some of the key pain points behind the naval AI’s underperformance. One of the reasons was the way that the AI decided to use its strikeforces, and another was how it decided where to prioritize its navy.
Previous patches significantly improved naval AI compared to the NCNS launch version, but it still struggled to react quickly to changing situations. Here are some of the problems we’ve seen and how they have been addressed.
AI wasn’t making good use of new naval technology
The AI will still not build the absolute “best” meta ships, and this is intentional. We aim for historically plausible ship designs rather than fully optimized ones. After all, if you had been directing Japanese naval production in 1936, you probably could have defeated the US Navy by stacking light guns on fast cruisers. (Instead, you can do that in-game.)
That said, we’ve had a look at some of the problem areas and improved them. This is an area where we will continue to improve things in further updates to the game. The fix is around a combination of focusing on naval research and updating the ai_equipment targets.
AI wasn’t reinforcing fleets with newer ships
We’ve instructed the AI to occasionally scour the reserve fleet for upgrades to its current taskforce, this doesn’t have a huge impact, but it does allow the AI to fight with newer ships as they come available. Once war breaks out, this stops as it could cause lone ships to wander the ocean, ripe for picking by enemy submarines.
AI repairs were too passive
The AI fully relied on the automated repairing system and this was clearly not efficient. The AI will now manage repairs more similar to before, where it can decide to repair its fleet at a local dockyard, or retreat to a bigger dockyard further away. Together with this we also made it so that if it has capitals in the reserve fleet available, it can decide to swap them out, so the damaged capitals can safely repair, and the taskforce gets reinforced immediately.
AI response times were too slow
This was due to a 2 layered system where strikeforces would be the 2nd layer. This 2nd layer is now removed and each objective determines if it requires a strikeforce, that combined with improved priority calculations and better taskforce stealing logic makes it far quicker to react to threats.
MISCELLANEOUS
The AI would sometimes choose very strange homebases, and this essentially was because the logic was triplicated. This is now consolidated and is better at picking a homebase that also allows better region coverage.
Occasionally the AI would accept a very large lend lease, which would eat all its convoys, and it would trigger “build only convoys” mode. This caused the AI to not build any other ship, and it was sort of a downward spiral. Now there is a limit to this panic mode, and the AI will also now not accept such large lendleases anymore.
GAMEPLAY & BALANCE
This open beta has the full balance update that we had trialed earlier in the open balance beta, additionally it contains some changes to naval gameplay.
Strike forces will not join combats ‘on route’ to their intended strike target
It was a common way to stunlock a strikeforce, as they would get pulled into combat by submarines doing convoy raiding on convoys. This then caused the strikeforce to be late to reinforce or even worse, entirely miss the combat.
We also took the opportunity to nerf HMG’s in planes a bit, they are still the strongest air attack for IC, but not overly anymore. The 4x LMG/HMG slots now also come with a small reliability penalty.
While there’s still more work to do on naval AI, these changes should significantly improve naval responsiveness and fleet behavior overall. Naval engagements should happen more frequently, and the AI will be much more committed to defending its waters.
Please share your experiences of playing with the open beta in the thread, or make new threads with write ups. I am not promising updates to this open beta, but we do read almost all feedback and take that with us.
Thank you, and have a great weekend!
/Zwirbaum, Gorion and Batya
If you want to join the Open beta, but are unsure how to, check out the steps that are covered in the very first Open Beta announcement HERE
Open Beta Update IV Notes
Balance
Supply Consumption of Carriers reduced from 1.2 to 0.8
Supply Consumption of Battleships reduced from 0.8 to 0.56
Supply Consumption of Battlecruisers reduced from 0.48 to 0.32
Supply Consumption of Heavy Cruisers reduced from 0.4 to 0.24
Increased Naval XP Gain for the following mission types: Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping - to 0.2, Strike Force to 0.05
Reduced SUBMARINE_HIDE_TIMEOUT from 20 to 8 and SUBMARINE_REVEALED_TIMEOUT from 16 to 12. This means that revealed submarine in battle will hide after 8 hours, and if the submarine taskforce was attacked they will stay revealed for 12 hours at the start of the combat.
Reduced SUBMARINE_REVEAL_DETECTION_MULTIPLIER from 0.1 to 0.075. This reduces passive reveal chance for Submarines in combat
Increased SUBMARINE_RVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER from 1 to 1.1. This means that Submarines when firing torpedoes have a slightly higher chance to be detected, unless they have modifiers reducing Torpedo Reveal Chance.
Removed Resource Cost from most of the naval modules (guns, deck armor, hangar decks), Armor Schemes as well as Anechoic Tiles will still have resource costs associated with them.
Penalty from Positioning to the Submarine Visibility reduced from +200% to +100%
Reduced Shallow Waters effect on Submarine Visibility from +100% to +33%.
Naval Sub-doctrine Coastal Mine-laying 'Clearing Procedures' reward no longer applies bonus to mine sweeping to the Submarines, instead the effect on Destroyers have been increased from +20% to +25%
Long Range Submarines Sub-doctrine 'Ocean Patrols' reward now also apply +10% bonus to the surface detection to the Nuclear Submarines.
Long Range Submarines Sub-doctrine 'Improved Dive Protocols' reward now also reduces Surface Visibility of the Nuclear Submarines by 5%.
Long Range Submarines Sub-doctrine 'Support the Surface' reward now also apply +10% bonus to the Torpedo Attack and Naval Speed to the Nuclear Submarines.
Capital ships will retreat slower, staying in the fight a bit longer
Submarines are slightly harder to detect in combat
Navy XP & Mastery gain buffed
Carrier airplanes are ~20% more effective (vs air & ships)
Heavy MG fighter armament costs more IC (2x +20%, 4x +30%) and 4x mounts (light & heavy) take -2.5% reliability
Ships are able to retreat faster now, especially hidden submarines
All Carriers Surface Detection reduced from 26 to 20
All Carriers Sub Detection reduced from 5 to 1
All Carriers Fuel Consumption reduced from 87 to 70
Basic Carrier Naval Range increased from 3000 to 3500
Basic Carrier Hull cost increased from 3 Steel + 1 Chromium to 4 Steel + 1 Chromium
Basic Carrier Manpower reduced from 4500 to 4000
Improved Carrier Naval Range increased from 4000 to 4250
Improved Carrier Naval Dominance Factor increased from 300 to 325
Improved Carrier Hull cost increased from 4 Steel + 1 Chromium to 5 Steel + 2 Chromium
Improved Carrier Manpower reduced from 5000 to 4500
Advanced Carrier Hull cost increased from 4 Steel + 2 Chromium to 6 Steel + 2 Chromium
Advanced Carrier Manpower reduced from 5500 to 5000
Modern Carrier Fuel Consumption reduced from 90 to 72
Modern Carrier Hull cost increased from 5 Steel + 3 Chromium to 6 Steel + 3 Chromium
Modern Carrier Manpower reduced from 6500 to 6000
Ice Carrier Fuel Consumption reduced from 95 to 90
Ice Carrier Hull cost increased from 5 Steel + 2 Chromium to 8 Steel + 2 Chromium
Converted Battleship and Converted Cruiser Naval Range reduced from 4000 to 3000
Converted Battleship Manpower reduced from 5000 to 3500
Converted Cruiser now requires 1 additional Chromium (3 Steel → 3 Steel + 1 Chromium) and gains an override Fuel Consumption of 60
Escort Carrier Fuel Consumption reduced from 87 to 50
Escort Carrier Build Cost reduced from 1500 to 1250 IC
Escort Carrier Hull cost changed from 2 Steel + 1 Chromium to 3 Steel
Escort Carrier Manpower reduced from 2500 to 1500
Early Cruiser Hull cost increased from 1 Steel to 2 Steel
Improved Cruiser Naval Range reduced from 4000 to 3500
Improved Cruiser Manpower reduced from 1200 to 1000
Improved Cruiser Hull cost increased from 2 Steel to 3 Steel
Advanced Cruiser Naval Range reduced from 4500 to 4000
Advanced Cruiser Naval Dominance Factor increased from 130 to 150
Advanced Cruiser Hull cost increased by 1 Chromium (3 Steel → 3 Steel + 1 Chromium)
Advanced Cruiser Manpower reduced from 1400 to 1200
Torpedo Cruiser Naval Range reduced from 4000 to 3500
Torpedo Cruiser Manpower reduced from 960 to 900
Panzerschiff Build Cost reduced from 3500 to 2800 IC
Panzerschiff Surface Visibility reduced from 22 to 18
Panzerschiff Hull cost increased by 1 Chromium (3 Steel → 3 Steel + 1 Chromium)
Panzerschiff Manpower reduced from 1800 to 1200
Coastal Defense Ship Build Cost reduced from 3500 to 1500 IC
Coastal Defense Ship Hull cost reduced from 3 Steel to 2 Steel
Coastal Defense Ship Surface Visibility reduced from 20 to 16
Coastal Defense Ship Naval Range increased from 1500 to 2000
Coastal Defense Ship Max Strength set to 110 (override added)
Coastal Defense Ship Manpower reduced from 1800 to 1000
Pre-Dreadnought, Early, Basic, Improved, and Advanced Heavy Ship Fuel Consumption reduced from 67 to 60
Modern Battleship Fuel Consumption reduced from 80 to 72
Super Heavy Battleship Fuel Consumption reduced from 75 to 68
Pre-Dreadnought Naval Range increased from 2250 to 2500
Pre-Dreadnought Hull cost changed from 1 Steel + 1 Chromium to 2 Steel
Early Heavy Ship Naval Dominance Factor increased from 300 to 325
Early Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 3 Steel + 1 Chromium
Basic Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 3 Steel + 1 Chromium
Basic Heavy Ship Manpower reduced from 5200 to 4300
Improved Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 4 Steel + 1 Chromium
Improved Heavy Ship Manpower reduced from 6000 to 4650
Advanced Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 4 Steel + 1 Chromium
Advanced Heavy Ship Manpower reduced from 6000 to 5000
Modern Battleship Build Cost reduced from 4000 to 3600 IC
Modern Battleship Hull cost reduced from 6 Steel + 3 Chromium + 2 Tungsten to 5 Steel + 2 Chromium + 2 Tungsten
Modern Battleship Manpower reduced from 6000 to 5000
Super Heavy Battleship Hull cost increased from 1 Steel + 1 Chromium to 5 Steel + 2 Chromium
Super Heavy Battleship Manpower reduced from 9000 to 7000
Early Destroyer Naval Range increased from 1500 to 2000
Basic Destroyer Naval Range increased from 1800 to 2500
Improved Destroyer Naval Range increased from 2000 to 3000
Advanced Destroyer Naval Range increased from 2500 to 3500
Basic Destroyer Manpower reduced from 325 to 300
Improved Destroyer Manpower reduced from 400 to 350
Advanced Destroyer Manpower reduced from 500 to 400
Advanced Destroyer Naval Dominance Factor increased from 40 to 42
Advanced Destroyer Hull cost reduced from 4 Steel + 1 Chromium to 3 Steel + 1 Chromium
Early Submarine Sub Visibility reduced from 25 to 22
Basic Submarine Sub Visibility reduced from 22 to 20
Improved Submarine Sub Visibility reduced from 20 to 18
Early Submarine Max Strength increased from 10 to 15
Basic Submarine Max Strength increased from 20 to 22.5
Advanced Submarine Max Strength increased from 35 to 37.5
Submarine Carrier Hull cost increased from 3 Steel to 4 Steel
Repair Ship and Support Ship Naval Range increased from 3000 to 3500
Repair Ship and Support Ship Max Strength increased from 25 to 30
Improved Repair Ship and Improved Support Ship Naval Range increased from 4000 to 5000
Support Ship Sub Attack reduced from 1 to 0
Support Ship Sub Detection reduced from 1 to 0
ship_deck_space Carrier Surface Detection increased from 5 to 8 and Sub Detection from 2 to 4
big_ship_deck_space Carrier Surface Detection increased from 6 to 10 and Sub Detection from 3 to 4
ship_escort_deck_space Carrier Surface Detection increased from 2 to 5 and Sub Detection from 5 to 7
ship_armor_bb_3 cost reduced from 2 Steel + 1 Chromium to 1 Steel + 1 Chromium
ship_armor_cruiser_3 cost reduced from 1 Steel + 1 Chromium to 1 Steel
ship_armor_cruiser_4 cost reduced from 2 Steel + 1 Chromium to 1 Steel + 1 Chromium
light_ship_engine_3 Fuel Consumption reduced from 10 to 9
sub_ship_engine_2 Sub Visibility multiplier set to -3.5% (was disabled)
sub_ship_engine_3 Fuel Consumption reduced from 10 to 9; Sub Visibility multiplier increased from -5% to -7%
sub_ship_engine_4 Build Cost multiplier reduced from +20% to +17.5%
sub_ship_nuclear_engine_1 Naval Speed multiplier increased from +10% to +20%; Sub Visibility multiplier set to -15%
cruiser_ship_engine_1 Naval Speed multiplier increased from +20% to +25%; Build Cost multiplier reduced from +15% to +12.5%
cruiser_ship_engine_2/3/4 Build Cost multiplier reduced by 2.5pp each (0.175→0.15, 0.20→0.175, 0.225→0.20)
heavy_ship_engine_1 Fuel Consumption increased from 20 to 22; Naval Speed multiplier increased from +20% to +25%; Build Cost multiplier reduced from +17.5% to +12.5%
heavy_ship_engine_2 Fuel Consumption increased from 25 to 28; Build Cost multiplier reduced from +20% to +15%
heavy_ship_engine_3 Fuel Consumption increased from 30 to 34; Build Cost multiplier reduced from +22.5% to +17.5%
heavy_ship_engine_4 Fuel Consumption increased from 35 to 40; Build Cost multiplier reduced from +25% to +20%
carrier_ship_engine_1/2/3/4 Naval Speed multiplier reduced by 5% across all four tiers
carrier_ship_engine_1 Fuel Consumption increased from 12 to 16
carrier_ship_engine_2 Fuel Consumption increased from 16 to 24
carrier_ship_engine_3 Fuel Consumption increased from 20 to 32
carrier_ship_engine_4 Fuel Consumption increased from 24 to 40
Reduced Minimum Naval Hit Chance from 2% to 0.5%
Gameplay
Quality of Life: Buying equipment on international market now selects the maximum by default, and auto sets the minimum acceptable civ count
Strikeforces are now able to target combats that are already in combat, while they exit their own combat
Strikeforces with a valid strike target will now ignore active combats on the way (no more being distracted by pesky subs!)
Stability & Performance
Long sessions used to slow down significantly as the game state grew. Several leaks and accumulating costs have been addressed:
Fixed a memory leak that caused late-game performance problems for the AI
Fixed a sound effect leak that caused longer sessions to slow down over time
Equipment data is now compacted once per year, keeping its memory footprint stable
Air wing accident calculations now use a pre-roll, skipping thousands of late-game checks
Hitches and frame-drops during play have been reduced:
Added a sound pool that keeps recently played sound effects in memory for around 20 seconds, reducing disk access during gameplay
2D icon rendering is approximately 15% faster thanks to a new DX11 ringbuffer implementation
Optimized map icon update slightly
The simulation performance has been improved, especially in mid-to-late game:
Air fuel requirement calculations are 90% faster
Equipment variant processing is significantly faster
Optimized AI theatre distribution with a pre-pass that drastically reduces the number of options evaluated
Optimized Naval HQ calculations
Optimized supply system calculations
Optimized trade calculations by computing them per resource
Airbase status updates now run in parallel
Improved performance when a large army is selected
Cached root and fallback orders to speed up unit order handling
UI
Tooltip updated to indicate that control ratio required for having dominance in a sea zone is 60% instead of 66%
Added Hit Profile 'Stat' to be displayed on Ship Designer as well on the Ship Cards. Minelaying/Minesweeping will be displayed only if their respective value is above 0.
Added ability to filter divisions based on their type in the division overview window
Repair-now button will stop the current mission so the fleet can focus on repair
AI
AI can choose to disengage from disadvantageous naval battles
Convoy production deficit boost is now capped to avoid starving warship production
Large lendleases will no longer be accepted if they would take too many convoys to ship
AI will be more aggressive with advantageous naval invasions
Navy AI now considered scripted fleet separate for the case of building its required & optional task forces
When naval objectives overlap, they will consider that and reduce request for patrols due to that
Coastal defense will prioritize assignment based on number of VP's being defended
Germany will build more submarines and fewer surface ships, matching historical doctrine
Small tweaks to ENG/USA task force compositions
Better at picking a homebase that can reach all regions
Strike forces will skip regions already covered by coast defense and clean up faster
Multiple invasions into the same sea region will share a single defense objective
Naval dominance strategies with negative values will properly suppress objectives
Coast defense will only ramp up when enemy presence is detected
Naval AI fixes plus USA-specific build/strategy tuning
research weight tweaks
Introduced CV Fighter / Naval bomber equipment progress for england
Streamlined destroyer and escort designs for JAP, USA, ENG
AI will swap out higher quality ships from reserve into active task forces during peace time
USA will research radar earlier
Modding
Introduced naval_invasion_support_priority to direct the naval AI more
Bugfixes
Fixed a rare crash that happened due to order invalidating
stopped taskforces being in two combats at the same time
Efficiency is correctly applied to screening bonus
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Hearts of Iron IV, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Hearts of Iron IV statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.