Hearts of Iron IV

Hearts of Iron IV

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Expanded Decisions +
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16 Jan @ 2:45am
18 Jan @ 2:19am
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Expanded Decisions +

Description
Decisions+ Mod Overview

The Decisions+ Mod is a comprehensive overhaul designed to enrich the vanilla Hearts of Iron IV experience by expanding the decision system. It introduces new decision categories and mechanics that enhance nation-building and strategic gameplay, especially for minor nations.

One of the core objectives of this mod is to empower minor nations to develop faster and effectively challenge major powers. To maintain balance, most new decisions are exclusive to minor nations and are unavailable to majors. Each decision comes with unique icons and detailed localization.

Below is a detailed explanation of the newly introduced categories and decisions:

---NATIONAL DEVELOPMENT---

This category focuses on accelerating the development of minor nations. By spending political power and fulfilling additional resource requirements, you can:

Manually construct factories (civilian or military).
Increase building slots.
Gain additional manpower.
Obtain vital resources like steel, aluminum, and tungsten.
Unlock extra research slots.

The mod eliminates the need to wait endlessly for civilian factories to finish or for focuses that provide minimal industrial gains. These decisions are particularly beneficial for resource-scarce nations, allowing you to compete on a more equal footing with larger powers.

---NATIONAL FINANCE---

This category reflects fiscal and economic policies that nations adopt in real life. From this category, you can:

Take out loans to temporarily boost consumer goods availability and construction speed.
Increase national stability by investing in social welfare programs.
Make high-risk, high-reward investments in foreign markets.
Adjust taxation levels (increase or decrease) to influence revenue and public opinion.

---NATIONAL MOBILIZATION---

This wartime-focused category unlocks when your nation is at war. It provides decisions that simulate the total war efforts of a nation, such as:

Enacting austerity measures to prioritize military spending.
Seizing arms factories or civilian-owned weaponry.
Purchasing guns and aircraft to address equipment shortages.

"Superdecision" Mechanics:

National Militia: Form and deploy militia divisions during wartime. The number of divisions depends on your civilian factories (1 to 15). However, you must demobilize them during peacetime or face severe penalties.

The Last Stand: Rally your people to fight until the very last province. This high-risk decision sacrifices political power but grants unique bonuses for nations making their final stand. Perfect for players who thrive on challenging scenarios.

---ARMY HIGH COMMAND---

This category allows you to shape your military's strategic focus temporarily. In exchange for command power and experience points, you can improve your army’s:

Offensive capabilities.
Defensive strength.
Logistics and supply efficiency.
Planning and organization.

---BEATEN, BUT NOT DEFEATED---

If your nation capitulates and you establish a government-in-exile, this category activates. It offers critical decisions to:

Increase manpower availability.
Purchase weapons and equipment.
Secure factories on allied soil to maintain production.

---GLOBAL AIRCRAFT MARKET---

This category enables you to strengthen your air force by purchasing aircraft from major powers that maintain a favorable opinion of at least +30 toward your nation. You can buy a variety of aircraft, including:

- Fighters.
- Close Air Support (CAS) planes.
- Transport planes.
- Tactical bombers.
- Strategic bombers.

Eligible nations include global powers like Germany, France, the UK, Italy, the Soviet Union, the USA, and Japan. As their air technologies advance, new and improved airframes will become available for purchase.

Mechanics

Costs: Each transaction consumes a significant amount of political power and utilizes civilian factories as payment.
Stockpile Additions:
Fighters: +30 per delivery.
CAS: +30 per delivery.
Tactical bombers: +25 per delivery.
Transport planes and strategic bombers: +20 per delivery.

This system spares you from the need to divert your limited military industry toward producing high-quality aircraft, which could take an impractically long time with an underdeveloped economy. Instead, it offers an efficient alternative for bolstering your air force, ensuring your nation remains competitive in the skies.
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I've run some tests with the mod, it should work fine. But if you still encounter with any errors you can always write it down in the comments. I will try to be active. Apart from this, I don't know how compilable mod is with ironman or any other non-vanilla mods or mods that alter decisions.

Have fun, and if you enjoy feel free to give a thumbs up.
52 Comments
The Conformer 13 Jul @ 3:55am 
Wish this mod worked with KR or KX, the base game must of overrided the mod
Dragunov 29 Jun @ 11:02am 
Sadly, mod is not compatible with kaiserreich \ kaiserredux.
Мне лень писать через переводчик, посему....
Я сделал перевод вашего мода на русский. Я не особо шарю во всем этом мододельском, но хотел сообщить если что. Если захотите интегрировать мой механический перевод в свой мод я буду рад!
GHOST 20 Jun @ 8:53pm 
I meant invalid trigger type
GHOST 20 Jun @ 8:52pm 
if you run this in debug mode a list of errors appear for the "has_building" on the limit saying this is an invalid type?
michaelinfante81 21 Apr @ 12:27pm 
please update
Alkotol 16 Apr @ 8:18am 
May i have authorisation to integrate these decisions into my mod? All credits given
Diegonan8824 12 Apr @ 6:07pm 
this mods is GOD in the paper but, i no played this mods for this slow updates and want an update, incredible the description but, is not updated now. good luck
1heaven 17 Mar @ 6:22am 
can you update the mod please?
Muşlu 16 Mar @ 1:50am 
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