Hearts of Iron IV

Hearts of Iron IV

ERX Broken Arrow
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Update: 21 Dec, 2023 @ 5:29am

Chunk 2 QOL changes and bugs

Bugs
Escape event gives equipment to Enclave instead
-Siezing The Apparatus of State, #note: typo there, need to fix -> seizing not seizing

Changes
loot stash houses unlocked after starting from scratch focus
Our new city focus requires the war against arroyo to be finalized
-Sack the city: +5% War support +50pp -2 levels of damage
-Benevolence has its rewards: -5% War support -25pp +5% stability +1500 manpower
Mercenary work -5 stability, +5 party support, 30 days to be available again
cleaning house(decision) -50 Political power +1 Party support weekly for 30 days, +Refresh 10 days after effect expires or 40 days after clicking the decision.
-Essentials of Civilization, -25 Political Power, -25% Consumer goods for 1% Party population weekly for 30 days, +Refresh 10 days after effect expires or 40 days after clicking the decision.
-Loot Stash Houses, only one time use: -75/100pp, give you 150 PA, 400 Infantry equipment, 100 support equipment, 75 explosive, 75 anti tank, 75 machine guns
->Enough for a full PA division and another infantry Division
afterwards you get a small idea titled "Stash Houses for 100 days which weekly gives, +5 PA , 20 Infantry equipment, 5 support, 10 Machine guns
War plan Green, Attack/Defense pushed down to 5%, Radioactive weaponry changed to 65 days, changes to instant war declaration to account for time based effects
War Plan Black, remove organization bonus from death to the tyrants, this is personal changed to expire after 30 days, changes core territory attack bonus to 10%, Enclave brutality -5% Sbability weekly +5 War support for 60 days, instant war declaration to account for time based effects,
War Plan Violet, Attack/Defense bumped down to 5% it can stay as war goal for now
War Plan Bronze, ->A bit special since it should interact depending on the play choice during an event talking about their stance against the NCR, based on their choice the effect should be different:
->Neutral stance/Non-interference: Reduce -5% Stability and -5% War support
->Hostile: +5% War support, 5% attack/defense bonus
->Pit them against the Sierra Enclave: No effects.
Statewide broadcasts, Political power gain bumped down to 10%,
Anti communist propoganda, anti communist trait, War Support bonus +5%, Political power bonus +5% or 0.10 daily, -5% stability
Changes #2
Lock every other focus branch behind "Mayflower" for balance. that way you have to at least get chaos
-’It’s not worth the trouble, their lives are more important’: reduce APA to 200, Infantry equipment to 400, manpower to 2000, stability +10%, war support -5%.

-”Rain hell”: reduce APA to 100, Infantry Equipment to 200, manpower to 1000, stability -5%, war support +5%.
->”Complete Chaos” should give some debuffs representing the hastily retreat from Sierra Enclave base, such as stability hit of -20%, war support -20%, daily political gain -0.5pp.
-A Surprisingly Warm Welcome (20 days): Stability +5%
-Arcata Company (20 days):+30 Special Forces Capacity
-Back in Business (30 days):
->Long focus time should be justified considering it removes the starting debuff of Complete Chaos.
->>Nerfing stability to +5%, remove war support buff
-Cleaning House (20 days): +5% war support, -5% stability
-American exceptionalism (30 days), ->Buff Surrender limit to +20%, +5% is too small.
->Weekly manpower should be removed, instead replaced with extra +1% recruitment pop.
-The first brick (25 days)
-Broken Glass & Cracked Pavement (25 days): infrastructure + building slot buff for Eureka State. Adding +2 building slots and +2 infrastructure levels to Eureka State.
-Internal security (20 days), 10% construction speed for bunkers also.
-Prepare Expansion (20 days)

-Break The Tribe (30 days)
-Civilization is Nonnegotiable (20 days)
-The Oregon Trails (30 days)
-Anguish & Mourning (20 days)
-War plan Gold(30 days)

-Our New City (20 days):
+Sack the city: +5% War support +50pp -4 levels of damage
+Benevolence has its rewards: -5% War support -50pp -5% stability +1500 manpower +5% legitimacy
->Since Arroyo has a dark past with the Enclave in general, showing mercy should cost more than just outright brutal revenge.
all 5 days
+Memories of the Revolution
+Remember the Alamo
+A Nation Divided
+Remember the Maine
+The War to End All Wars

-The rest of the focus segment should all be 20 days.
+Men Who Froze:
->Valley Forge: Supply consumption -5%, -10% Winter Attrition, +10% Cold Acclimation
->Crossing the Delaware: River crossing speed penalty -10%, Invasion penalty -5%, Amphibious invasion speed +10%. Should incentivize players to do more naval invasion.
+Still that army met it foes: Remove the extra Army Org Regain
+Prussian Ingenuity: Division org +3%, Training time -10%, Supply consumption -3%
+Legacy of Yorktown: Militia +5% attack/ defense, Surrender limit +10%
->Empowering the role of the Militia, how it could take on another professional army with proper training and the spirit of never giving up till victory.
+Legacy Of Gettysburg: reduce defense bonus to +3%
+Sherman’s March to the Sea:->Reduce legitimacy lost to -5% only, shouldn’t be too heavy
->5% Breakthrough, 3% division speed, encirclement penalty -10%, -3% supply consumption
->keep 10% resistance growth and 15% resistance activity chance
->+10% strat bombing
->Reduce fort damage from combat to 5%, 25% usually just delete the forts in a few days
+Custer’s Ranks: Kinda like a last stand - defense kind of thing
->Reduce cost of Last Stand by -25%
->Cavalry/Motorized attack/defense +3% (attribute to the 7th cavalry regiment)
->Encirclement penalty -10%
->-3% supply consumption
->No defense bonus, instead replacing using the last stance.
+Domination of the Gulf: naval invasion buffs
->Invasion penalty -5%, Amphibious invasion speed +10%, Amphibious invasion preparation speed +5%

+San Juan Hills, ->3% attack/ 3% defense for Infantry Division
->3% movement bonus on land (attribute to it being an cavalry division)
->Interesting, don’t seem to have the hot climate modifiers in OWB.


+Defense in depth: +3% division defense, 10% outpost construction speed increase ( note: only for outposts, not bunkers, cheap defense can easily be built in many layer simulating the tactic)
->Division recovery rate +3%
+Day of Infamy:->5% attack/ defense against Yakuza
->3% war support
->A 33% research speed increase for AA and another for Radar
+The Axis of Evil:
->3% attack/ defense on core territory
->3% war support

+Patton’s Tanks:
->motorized attack/defense +3%
->mechanized attack/defense +5%
->Tank breakthrough +5%

Update: 19 Dec, 2023 @ 5:30am

added intermediate air force tech to the U.S.A.F Focus
Added basic robotics tech to robotics lessons
added tier 2 robotics tech to American/Californian manufacturing
advisors fixed and added
extra government laws fixed
checks added to the local expansion branch
fixed localization for the continental army
fixed localization for war plan green
band-aid fix for suspicion

Update: 18 Dec, 2023 @ 2:35am