Hearts of Iron IV

Hearts of Iron IV

EU4 Style Ideas
613 Comments
LimonenZitrone  [author] 6 Jul @ 7:36pm 
@Blazer: Never tested it. It probably won't crash, but there most likely are incompatibilities.
Blazer 6 Jul @ 7:44am 
Dose this work with MD
Amanfreed 9 Jun @ 9:15am 
Great! Thanks!
LimonenZitrone  [author] 7 Jun @ 6:23am 
@Amanfreed: The AI decides mostly based on vanilla game rules for the ideology idea groups for whether it should keep them or not. I added a game rule to disable the AI being able to remove idea groups now.
Amanfreed 1 Jun @ 4:00pm 
Would it be possible to turn off the A.i.'s ability to deselect/refund ideas in the game rules? I noticed that the A.i. makes some questionable decisions when playing with Kaiserredux, and attempted to fix them, but as soon as I went back to the nation I was playing I found that it had refunded all of the ideas and used the political power on decisions and government appointments instead.
LimonenZitrone  [author] 15 May @ 5:58am 
@ИعşŞ: I dont know how the loading of game rule saves works tbh, but can't you just select it in-game? If it was saved without this mod, I assume the game rules from it get the default settings.
Ness 15 May @ 4:32am 
@LimonenZitrone how I can change the game rules if I have a game_rules.txt in my Document\Paradox Interactive\Hearts of Iron IV and I want to apply to my save game.
Szuter 24 Apr @ 7:29am 
Please update to World Ablaze mod. You can choose ideas but they don't add any stats.
Wuzzle 23 Feb @ 3:29am 
A small thing that I would really like is a Kaiserreich version of this mod with traditions, national ideas and formables more fitting for the countries in that mod (So maybe the MinGan Ins would have increased resistance at first, Germany could have reduced consumer goods to deal with Black Monday, the US factions could all get their own nat ideas and so on)
Dark Star 20 Feb @ 1:16pm 
It is working as advertised. Mega-kudos to you for adapting this to accommodate this request! I Think 2x/year at 9 ideas per national idea is the right tempo!
Dark Star 20 Feb @ 11:16am 
testing!
LimonenZitrone  [author] 19 Feb @ 4:13pm 
@Dark Star: Alright, game rules should be in now. Of course you need to start a new save game for any changes there to apply, though on going save games should also still work (with the previous settings used).
Dark Star 19 Feb @ 6:02am 
Sounds good, i'll look for your notice of an update. Excited to try this with 2/year!
LimonenZitrone  [author] 18 Feb @ 10:14am 
@Dark Star: Separate version probably not. But I can see if I can make it a game rule.
Dark Star 18 Feb @ 5:30am 
@LimonenZitrone - would it be easy to release a 2idea/year varient of this, then? Tag me whenyou do and i'll prioritize playtesting it. I think something as simple as 2/year would feel much more satisfying (with the number of ideas neededto unlock each nationalidea scaled to 6 or 7...). I appreciate the response!
LimonenZitrone  [author] 17 Feb @ 2:41pm 
@Dark Star: Those are variables, set in on_startup in common/on_actions depending on the date you start in and selected game rules. Actually looking at the code again, it seems a bit easier to make 2 unlocked groups per year work than I thought originally.
Dark Star 17 Feb @ 6:55am 
Been fishing around in the mod files, and it looks like you have a dynamic date set to trigger unlocking each one "global.unlock_date_for_idea_group_1.GetDateStringNoHour", 2, 3, etc. Where are these unlock_date's defined? The above is from the scripted_triggers.txt but I searched every other file in the mod and there is no other specified place. Was looking to make my own little submod trying to have:

Two starting idea groups in jan1 1936, and 2 unlocked each year. The only other thing to balance the number of ideas selected per national idea unlocked. Probably scale that down to 5-6 ideas per national idea unlocked.

Really loving the vibe of your mod, but wish it was possible to get more like 6-8 ideas unlocked by 1940 instead of just 3-4. Ill keep looking. Cheers!
Dark Star 9 Feb @ 11:18am 
@limonenZitrone - after several play-throughts, I think there is a real pacing problem. You have a fantastic idea here, but the actual chance to utilize a full idea group by 1939 when PP is in competition with so many other things is very, very low. The chances you'll finish a war by 1944 and never had the chance to use a policy or two is also high.

I think you need to have 2 ideas per year unlocked, and you need to start them in 1936. I think you also need to have an option that they cost 25 PP each. The combinations are powerful, but even at 50 as a player its impossible to finish a full idea and still be playing the game with all the other things PP costs.

I'd be happy to playtest this variant, but as it stands its not particularly impactful unless you're playing rt56 and skipping the action in 1939 for some bigger war in 1942-1944. I love your mod, and I could imagine several other policy combinations.
Dark Star 24 Jan @ 5:18am 
@limonenZitrone, thanks for the reply, really respect your perspective on the amount of work. Ill give it some more play testing and look around in the guts of the mod. Cheers.
LimonenZitrone  [author] 23 Jan @ 5:07pm 
@Dark Star: The reduction of policy cost shouldn't be too complicated, since I already made a game rule for that just not with those values. But the other is quite a lot more work, because everything is set up to 1 idea group per year. Changing that to allow more would be too much work imo.
Dark Star 23 Jan @ 4:51am 
Fantastic mod @limonenZitrone - i wonder if the following might be possible:

Option to have two or three idea groups available each year, instead of one
Option to reduce policy cost to 40, 30, and 20 Political Power.

With the above reductions, balances to require 5 or 7 complete ideas per national idea, so that most are still being finished in the early-mid 1940-1942 era. I looked in the mod files if there was an easy Define to edit the above (the way there is in eu4 for such things) but it didnt leap out at me. Thanks again - really fun mod!
Autocrator 10 Jan @ 4:20am 
You should add a game rule option that doesn't allow the AI to choose the scientist advisor. It seems to be the AI's first choice of advisor and prioritizes it over other ones.
LimonenZitrone  [author] 7 Jan @ 3:28pm 
@Moonman: If you have suggestions for national ideas, sure, do tell.
@Mr.Manga: Those are not generic advisors that everyone has, so not sure how good that would be as a reward for every country (potentially).
Moonman 7 Jan @ 11:31am 
hey man , any plan of expansion? i can help with examples (not to use word ideas)
Mr.Manga 6 Jan @ 11:38pm 
For the extra ministers you get from the end of the minister group, would it be possible to add quartermaster general and financial expert?
LimonenZitrone  [author] 31 Dec, 2024 @ 4:32pm 
@رضا شاه روحت شاد: It should theoretically work. Might be that some modifiers don't work with R56, depends what they add, change or remove. But most stuff should work.
رضا شاه روحت شاد 31 Dec, 2024 @ 11:10am 
Is this meant to be R56 compatible or not?
Simon Windfowl 28 Dec, 2024 @ 11:53am 
@LimonenZitrone Thank you sincerely friend, I'm on my way to the Discord now! :)
LimonenZitrone  [author] 28 Dec, 2024 @ 11:32am 
@Buford: There were a few changes over the time, e.g. PDX adding loc string inserting without scripted loc. So if you use the current version on an old game version like that, you may not see any idea effects in the tooltips. And then some modifiers have changed over the years as well, mainly naval ones but also stuff for resistance. If you join the discord server and ask there, I can send an older version for 1.8 there.
Simon Windfowl 28 Dec, 2024 @ 11:03am 
@Lazy Invincible General Hey thanks for the feedback! I'm not really knowledgeable when it comes to modding this game so I'm a little out of luck on that point... I appreciate the feedback though! Hopefull the mod author can give us some insights soon as I would really like to use this mod again!
Lazy Invincible General 28 Dec, 2024 @ 10:28am 
but then again I don't check the code every update so take my words with a grain of salt as limonen probably knows better than me
Lazy Invincible General 28 Dec, 2024 @ 10:28am 
I don't think theres been any major changes since then, so you probably would only have to edit any idea that touches carriers (pdox changed the modifier since then for deck size)
Simon Windfowl 27 Dec, 2024 @ 1:48pm 
Is there anyway I could get a version of the mod when it first came out in 2019 to run on my 1.8.2 Fork server with friends please? :)
LimonenZitrone  [author] 1 Dec, 2024 @ 8:26pm 
@yonihakam: You can use the set_position_idea_open_button console command to reposition it, if you want. You type that followed by a number in the console, that number will be how many pixels the button will be moved from its original position, so e.g. -50 for 50 px to the left. Alternatively you would want to edit the position of the open_ideas_window window.
yonihakam 1 Dec, 2024 @ 7:58pm 
Hi, I would like to move the window_idea symbol (the light bulb) to another location on the screen.
it interferes with another mod's symbol.

Where can I find the values of X and Y in the mod folder?
thank you
LimonenZitrone  [author] 18 Nov, 2024 @ 9:14pm 
@Soviet Union: What exactly doesn't work? Does nothing new show up? Have you tried unsubbing and resubbing and then starting a new save with the mod active? Possibly also disabling and enabling it a few times in the launcher before starting the game, because sometimes it shows inactive mods as active.
Soviet Union 18 Nov, 2024 @ 11:13am 
some reason the mod doesn't work..I have the newest update and no other mods.
nicovallejos 14 Nov, 2024 @ 3:39pm 
Report! Gotterdammerung is now officially released!

There might be an update on this mod as well since Belgium, with its focus tree, is now included
9GB曙光九尾狐 8 Nov, 2024 @ 7:12am 
We need Chinese plz!!
LimonenZitrone  [author] 1 Oct, 2024 @ 5:50pm 
@fabio.speroni: There is a game rule for that. "No Time or Type Limit" option for the "Idea Group Limitations" game rule.
fabio.speroni 1 Oct, 2024 @ 4:39pm 
Beautiful Mod, but is there a way to unlock all the slots at the beginning of the game? maybe with cheat commands?
Lonadar 6 Sep, 2024 @ 11:08pm 
Hi LimonenZitrone! I've tested this with many other mods in my playset, and the only issue I have is with Road to 56. No matter what order or if I use other mods or not, R56 and this mod make the game crash during boot up. Any hopes for a compatibility patch? Really wanna use this mod in my ongoing campaign!
LimonenZitrone  [author] 24 Aug, 2024 @ 4:13pm 
@Immortal2: I think it does. But not 100% sure.
Immortal2 24 Aug, 2024 @ 9:34am 
does this mod work with The Great War Redux?
ethanszz 17 Jul, 2024 @ 7:19am 
I wish there was a way to change the once a year thing
Endie 6 Jul, 2024 @ 8:44am 
Thanks, @LimonenZitron
LimonenZitrone  [author] 29 Jun, 2024 @ 4:24pm 
@Endie: If I see that right, that applies the vanilla rule for being able to force government, which only fascists and communists were able to do back when I added it. Seems like by now every ideology can, which makes it a bit pointless. I'll see if I can replace it with something fitting.
Endie 29 Jun, 2024 @ 1:55pm 
@limonenzitrone Long time user, first time caller. Ace mod I've used for years, and amazing support.

For the first time I thought I'd try the influence ideas, but I cannot work out how to use the Ideological Expansion policy (influence + diplomatic). How do I actually enact the change of ideology on the target?
Maxene 18 Jun, 2024 @ 3:09pm 
There is so many things in this holy SHIT.

I like it but man it feels like way too much xD
Miki 11 Jun, 2024 @ 6:24am 
MD version pleaseeee