Hearts of Iron IV

Hearts of Iron IV

The Great Sandbox Mod
Showing 1-6 of 6 entries
Update: 8 Jan @ 12:50pm

-Updated old stuff in accordance with the Götterdämmerung DLC. Added minor new stuff such as a generic helicopter company.
-Reverted some technology trees to vanilla.
-Multiplayer bug fixed. Yes, multiplayer now finally works. Or it should at least, you never know with this game...
-Squished some bugs.
-All countries now have appropriate namelists. No more Jonathan Bingchiling ruling Congo or whatever.
-Implemented a soft AI alliance range limiter. AIs should no longer be as supportive nor inclined to ally one another at great distances. This distance is based on the location of the nations' capitals. The distance limit roughly equals the distance from the English Channel to the Black Sea.
-AI nations now get an ammunition bonus since they simply suck at managing it.

Update: 20 Mar, 2024 @ 6:43am

-Updated map for latest dlc.
-Updated some modifiers that were changed in vanilla.
-Starting nation "Mississippi" changed into "Louisiana" (requested by a player).
-Bugfix: Inability to recruit ministers while having an ideoloy advisor active should now be fixed.
-Bugfix: AI nations should no longer collectively drift towards any certain ideology.

Update: 13 Dec, 2023 @ 10:33am

Hotfix:
This is an unfortunate hotfix that I had to make because of a bug that appeared once I uploaded the update. I have no clue why it worked 100% before I uploaded it but not afterwards. Anyway, this sadly means that multiplayer mod is not supported at the moment. Very sorry about this. I will try to find a new solution when possible.


-Domestic Factions & Political Party Decisions should now no longer be grayed out.
-MULTIPLAYER NOT SUPPORTED.

Update: 13 Dec, 2023 @ 6:33am

So, a large portion of this massive update is of course the political overhaul. Now, how do you create a system which is complex yet not micro-intensive, impactful yet unintrusive, fun to play yet not entirely unrealistic? Quite frankly I have no idea, but I am pleased with the end result at least. If I succeeded or not I'll let you decide for yourself.

Update Acknowledgements:
-The political overhaul system is not ideal for dictatorships. Vote for the military junta? Coalition governments between stalinists and monarchists? Sure thing bud.
-Some country adjectives sound a bit awkward.
-Soft cap on multiplayer games is now 12 players, due to a soft game limitation with the Balance of Power. I chose 12 because it's a highly composite number.

-MASSIVE political tab overhaul!
-Create your own government in the new Cabinet category of advisors. There are 4 minister slots (Defence, Finance, Justice and Internal Affairs) plus the head of government slot. The head of government slot will always be occupied by your current country leader, who is unfireable as long as he has enough party approval - another new system we will get into later. All ministers can be aquired for free, but will cost a whopping 300pp to replace. All minister posts are however emptied upon a new election, allowing you to form a new cabinet for free and giving some advantage to having elections allowed.

-Parliament & Domestic Factions interface. On the political tab, you'll surely notice this new interface. Here you can click whatever political party or domestic faction to either see them on the political compass or interact with them through the Balance of Power decision menu. Domestic factions are the influential or representative groups of your civil society. They each have an influence and loyalty meter. These two factors will determine the strength and direction (+, 0, -) of the modifiers.

-Political Compass: Based upon your tax and social order policies, you can view where your country is on the classic political compass. If you're outside your own party's preferred area, you'll lose internal party approval. If you're inside another party's or domestic faction's area, more cooperation interactions become available.
Now, I'm by no means a political expert. I've just tried to put the respective political ideologies where I believe most people would put them. Some are quite arbitrarily placed though. They are also quite generous in terms of size for gameplay reasons. Lastly, no ideologies share the exact same areas since I figured that would be boring.

-All political characters have now received 1 affiliation, either to a political party or a domestic faction.

-Balance of Power: Your nation will now track the internal party approval of your country leader. Displease the party too much and they will sack you, forcing you to change subideology. Negative Balance of Power may be gained from supportive domestic factions interactions. This risk correlates with your current amount of parliament seats divided by 2. This means the more parliament seats you have, the rowdier the party will be. Negative interactions with domestic factions have a guaranteed effect of increasing party approval. Does it make 100% sense? No, but I believe it works for gameplay.

-New events: 10 new hidden events now litter the non-political part of the focus tree. They each have a 30% chance in appearing once their required focus is completed. This is intended to give a sort of semi-random system in how your civil society reacts to your political efforts. So far there are only 10, but I imagine it will get better as more are added.

-Challenge/Casual mode for the political system: Do you think all of this sounds like garbage? Don't worry, turn on casual mode and all of these systems won't matter the slightest.

-Removed the weekly stability modifiers from all economy laws. I think it was a good idea on paper, but bad in practice due to the game's lower limit on weekly stability changes being too high.
-Big improvements to the gamerules regarding player starting ideology - You can now choose precisely which sub-ideology you want. The AI ideology randomizer has also been improved in general.
-Changed/added political nomenclatures (Republic, Empire, Commune etc,) for ALL nations and ALL sub-ideologies. These will change if you switch sub-ideology! That means each country has 16 variations that the country name can change into.
-Added subject nomenclatures for all nations AND ideology groups (Governorate, Protectorate, Autonomous SSR, Dominion).
-All countries start with unique taxation, social order and cultural policies, depending on sub-ideology.
-Cultural policies modifiers have been slightly tweaked.
-Added a new game rule allowing to change the starting technologies a bit. Helps the AI a bit maybe, idk.
-Added an AK47 weapon model (from Millenium Dawn) to the last infantry model.
-Added a new game rule allowing to change starting military experience levels.
-Updated Designer Companies into MIOs. Expansion decisions now increase funding instead.
-Improved political party names depending on your sub-ideologies.
-Some focus effect tweaks/changes.
-Focus 'Army Effort' now has a dynamic icon depending on your ruling ideology group and the focus 'Public Sector Expansion' has a dynamic name depending on if your social order policy is authoritarian/libertarian. These are purely cosmetic. :)
-2 new focuses: 'All Tanks Forward!' and 'Long Range Desert Group'. Also changed name and location of the Arboreal Combat Training focus, which is now called 'Rangers Lead the Way!'.
-Added some more focus descriptions.
-Changed some starting nation names. Most notable is Rome renamed to Latium and Byzantium to Marmara.
-New formables: Caucasia, Siberia, Poland, Yugoslavia, Balticum, Spain, Iberia, Brazil, India, Maghreb, Arabia, Turkestan, Indonesia, Austria-Hungary, Ireland, Byzantium, Western Rome, Rome.
-Some starting border changes. West Papua is replaced by Iceland, Orenburg is replaced by Khazaria.
-Added 26 new loading screens, all from various WW2 games (or random pics I found online) with similar art styles. I've cut many images a bit since hoi4 wants them to be 1920x1440 and they look better unstretched. I've also processed them to reduce image noise (less grainy images). Depending on your screen size, they might look somewhat zoomed in though. Rip ultrawide screen users, myself included lol. Want to view/add/delete them? They're all stored in the folder gfx/loadingscreens.
-AI nations will now only create formables which are 'related' to their original country. For example, starting AI nations in German states will only try to form Germany and not some other formable like France or Poland. All formables are accessible to the player regardless of starting nation though.
-Added 12 achievements.
-Changed party colour of non-aligned parties to green on the pie chart in the political tab. (Looks better on the parliament seats interface.)
-Added support for cultural names (for advisors and generals etc.) to the all nations of Europe, North and South America, as well as China, Korea and Japan.
-Changed the requirements for the second research slot focus since I felt it was way too easy to get. It now requires you to control a core state with the metropolis or megalopolis state category.
-Rewrote the main menu bookmark descriptions to be more flavorful.
-Added a lot of descriptions to many advisors. They are a mixture of historical quotes, pop culture references or just suitable stuff I've made up. Which one is your favorite? (some quotes have been modified to fit into the HoI4 setting). If you find them annoying, you can delete or edit the mod file localisation/english/world_at_war_characters_I_english.yml without any other consequence.
-Added 2 new political advisors and 2 research scientists.
-Decreased amount of ideology drift gained from advisors.
-Many many other undocumented bugfixes because this list is too long.

Update: 28 Apr, 2023 @ 9:04pm

V 1.01

- Added event descriptions for the doctrinal expertise and ideological commitment events.

- Added 4 new sub-ideologies with new flags (1 per ideology group). That brings the total number of possible flags up to 160 (16x10). Btw - if you turn on debug mode there's a decision menu where you can choose flags.

- Changed the sub-ideology centrism to be part of the democratic ideology group. Also made some changes in the non-aligned group. The complete list of sub-ideologies accessible is now:
Democratic: Socialism, Liberalism, Conservatism, Centrism
Non-Aligned: Stratocratism, Corporatism, Despotism, Theocratism
Fascism: Nazism, Fascism, Falangism, Ultranationalism
Communism: Marxism, Anarcho-Syndicalism, Totalism, Internationalism (last two here are basically Stalinism and Trotskyism but renamed for alt-history purposes)

- State integration stability loss now scales with state category level. In general, this will result in a cost reduction.

- AIs now have different personalities, one for each doctrine. In other words, 4x3x3 = 36 possible combinations. AIs will prioritise research and equipment production depending on their personality combination accordingly. So far, this concept is only implemented on a very basic level, but will be further built upon in the future. It should still be enough for the AI to produce some airplanes and ships though.

-AI improvements in regards to national focus, advisor and decision choices.

-Reverted general division cap from 12 to 24. T'was a silly and evil idea :)

-Army/Air/Navy experience now caps at 2000 like political power. Made numbers above 999 more visible as well.

-Added more ideology dependent names for countries (National State of X, Republic of X etc.)

-Added a couple of formable nations: France, Germany, Britain, Italy, Russia, Norden, China, Japan, USA. More will come in later updates. The decision is visible once you control 25% of the required states, and available once you control 50% of the required states. There are 2 new game rules for this; by default you only gain claims on these states, but there's also an option to get cores.

Update: 21 Apr, 2023 @ 11:58pm

Version 1.0

Initial upload.