Hearts of Iron IV

Hearts of Iron IV

Hearts and Minds
Showing 21-30 of 31 entries
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Update: 26 Dec, 2016 @ 6:32am

Fixes:
- Removed useless Naval and Aircraft Manufacturers showing up as the Materiel Designers
- 'Foreign Investment' event option to gain an extra civilian factory should now always actually produce the factory

Graphical / UI:
- Now supports Russian, with translation from Kulac the Greatest (Visit his modding site: https://tbmods.ru/?p=3839)

Update: 23 Dec, 2016 @ 11:37am

Updated to work with 1.3.1, and some small changes.

Fixes:
- 'Corruption Unearthed' event option to ignore the corruption correctly reduces national unity by 2% instead of 0.2%
- Added a hidden event that should clear out residual war spririts, such as Rationing, when there is no war

Gameplay:
- Boost party popularity diplomatic action now boosts at a base of 0.2, up from 0.1
- 'Hard Recruiter' minister now boosts your conscription law's effect by 5%, rather than add a flat 0.5% conscription factor
- 'Likes the Cane' minister now boosts your conscription law's effect by 5%, rather than add a flat 0.5% conscription factor
- 'National Healthcare', 'Basic Income' and 'Corporate Subsidies' now modify your conscription law instead of provide a flat bonus/negative

Update: 16 Dec, 2016 @ 1:59pm

Small update, mostly to fix some things with Together for Victory, but including the few things I've had time to do over the past few weeks.

Fixes:
- Updated to work with Together for Victory's additional manufacturers, theorists and military staff (hopefully, untested as I don't own the DLC)
- Fixed an issue where a 'War of Aggression' event could trigger after the war has ended, and so apply a negative national spirit that will never be removed

Graphical:
- Added unique icon for Food Crisis national spirit

Events:
- Added 'Foreign Diplomats' events for neutral countries, that helps you to move towards an ideology, or stay neutral
- Added 'Influence Questioned' event for neutral countries which allows you to reverse the course of ideological drift chosen through the former events or focuses

Update: 22 Nov, 2016 @ 7:50am

Fixes:
- Fixed a bunch of bugs with events, mostly regarding the AI
- AI will no longer get stuck on Volunteers Only and Civilian Economy

Update: 21 Nov, 2016 @ 7:55pm

Fixes:
- Fixed incorrect string and picture on the 'Food Shortage' and 'Food Crisis' events
- Can no longer get 'Factory Strikes' event while you are already suffering the effects

Graphical / UI:
- Now has a mod logo in the top left corner of the main menu to let you know what version you are running. Numbers will start now from 1.0

Gameplay:
- Countries that use the generic tank manufacturers now get three choices, Light, Medium and Heavy that provide different modifiers
- Countries that use the generic naval manufacturers now get two extra choices, and all three provide modifiers
- Added Oil Company industrial concern for minors that reduces the research time of synthetic refineries
- Added Excavation Company industrial concern for minors (miners, geddit) that does not provide a research bonus but increases resource production efficiency
- Materiel designers now also reduce the production cost of the equipment they focus in, hopefully creating more incentive to use these and a stronger choice in what you want to focus on

Events:
- Added 'Cabinet Purge' events that fire during a civil war, allowing you to clear all non-correctly aligned Ministers. This also helps the AI not fall straight on course for another civil war
- Added two neutrality exclusive events, one of which offers an additional civilian factory at the cost of political power

AI:
- AI will now further priorise ministers of their own ideology without Historical AI set, however still not as much as with Historical AI enabled to allow for more variety
- Fascist ministers will be chosen at about the same rate as others

Update: 20 Nov, 2016 @ 8:00am

- Fixed bug where War Exhaustion stacked
- Fixed several typos in event descriptions

Update: 19 Nov, 2016 @ 4:07pm

Fixes:
- Fixed minor graphical bugs with the ideas categories icons
- Fixed Hard Recruiter and Youth Recruiter Ministers conscription bonus not actually being applied correctly (seemingly... the way it works is quite mysterious)

Graphical / UI:
- Altered the Policing, Social Welfare and Party Propaganda icons to match better the original games icons
- National Healthcare icon adjusted, now correctly featuring the Staff of Ascelpius
- Changed icons for War of Aggression, War Exhaustion and War Recovery to be somewhat more suitable (totally new icons may come later)
- Altered text of some responses in the War of Aggression event chain
- Added several new event pictures
- Reduced costs of Military Command to 100pp (150 for the specialists)

Gameplay:
- Science & Technology: Made the Naval Enthusiast a Nationalist. (The intent is to have even ideological representation, there were three Revolutionaries)
- Economy Laws now also drain political power per day to upkeep, starting with Low Military Mobilisation. This should help balance countries with a huge manpower pool who can use Total Mobilisation without a sweat.
- Party Propaganda will now return to None if you run out of political power
- War Recovery idea now recovers national unity and provides a bonus boost to political power gain
- Low national unity now increases the chance of Democratic, Communist or Fascists launching a coup if they have sufficient support
- High national unity now reduces the chance of certain political events from firing
- Nerfed the broader High Command traits for generic countries, such as infantry attack & defence down from 10% to 5%

Events:
- 'War of Aggression' event chain now gives Anti-War Protests idea instead of War Exhaustion. You also now get the option to arrest all protestors for the duration of the war, for a large PP cost but a bonus until the war is over
- Neutral nations now also get a second option in the 'War of Aggression' event chain
- Added High Command officer with artillery bonuses
- Added a series of events that fire when you are low on political power, providing the option to reduce your laws
- Added a number of events that fire when you are running a deficit of political power. The deeper the deficit, the bigger the problems your nation will face.
- Neighbouring Influence event now only boosts the ideology by 2.5% instead of 5%
- Added 'Our Nation is Under Attack' event chain that occurs when you are in a defensive war
- Added 'War Exhaustion' event chain that occurs when you are in a war. Over time war exhaustion will increase, putting strain on your nation.
- Added several events that occur when you are at war
- Added a few events for fascist nations that allow for a selection of bonuses
- Added two events for communists that provide a random bonus / negative

AI:
- Will now weight Ministers depending on their ideology if historical AI is on, prefering those of their own or Conservatives. Neutral nations will still pick any
- Will now upgrade their Policing and Social Welfare laws and make use of Party Propaganda

Update: 13 Nov, 2016 @ 5:48pm

- Fixes missing ideas (because the icon art was not uploaded).
- Default ideas set instantly, instead of using an event to trigger it.

Update: 13 Nov, 2016 @ 3:52pm

- Fixed typo of 'Marshall Law' to 'Martial Law'

Update: 13 Nov, 2016 @ 3:49pm

- Added thumbnail (still working out how to use Steam workshop properly!)