Hearts of Iron IV

Hearts of Iron IV

MTG Expanded (Not Updated since v1.11.1)
523 Comments
TY 24 Feb @ 2:49am 
In that case, I'm going to use parts of this mod as part of my own bigger mod. Thank you for your service, comrade.
RyansPlace  [author] 24 Oct, 2024 @ 12:01pm 
Sure, it's open domain. I'd be interested to hear any improvements you make to mtgx assets you use. I may borrow them back in the future.
anonymousanonymous 24 Oct, 2024 @ 9:49am 
Hey I'm thinking of doing a submod or submods for Road to 56 to expand the IJN and add in new techs and focuses and potentially some "extras" for other countries, would any of you devs be willing to let me use assets or chat to get some direction for the submod? thanks
Counter Culture 11 Oct, 2024 @ 3:12pm 
Sounds good, as soon as I saw some of the stuff this new DLC is adding I was pleased to see stuff from this mod making it into the actual game in some form, and glad to hear you would scale this mod accordingly.
RyansPlace  [author] 11 Oct, 2024 @ 7:39am 
A quick communique: I'm busy with the military and have not had time to work on this mod. Having said that, the latest dev newsletter announced adding a lot of features found in this mod and some features I wanted to add here, but couldn't figure out how to code. The devs also announced that niche naval technologies previously limited to specific nations will now become available to everyone which was also previously addressed in this mod. So future work on mtgx will scale to what is included in the next game update. I firmly believe, the more they add the better. So here's a list of whats been announced so far:
- Cruiser Submarines
- Midget Submarines
- Air-Independent Propulsion module
- Anechoic Tiles module
- Ship and submarine launched missiles (not in mtgx, but was attempted)
Major König 8 May, 2024 @ 1:10pm 
This mod is a must have.
Torres 13 Apr, 2024 @ 8:08am 
Hey the Super Heavy Battleship 2 is not deploying when finished, in fact when placed in the naval line you cannot select the province of deployment it reade "undeployable" and once it finishes building it just disappears.

I'm using this mod with the Road to 56 expansion patch and of course RT56
testierlime 2 Apr, 2024 @ 10:01am 
the things that this mod adds paradox cant compete so yeah id love to have it back with maybe even more content but bro you're going through waay more stress then any of us so come back when you can to update it but don't bother with the idiots spamming not many of us have to deal with a war situation
SpongeX 2 Apr, 2024 @ 9:38am 
we need this mod bro, pls update it!
RyansPlace  [author] 2 Apr, 2024 @ 5:36am 
To be fair to the update spamsters, i've been preoccupied with the war. I'm heading back to the states now so might have a bit of time to work on it. Though, i'm wondering if this mod still necessary with the changes Paradox made to the naval system?
testierlime 30 Mar, 2024 @ 9:05pm 
the brother is working to update it you idiots spamming update aren't gonna make that any faster so stop
SpongeX 15 Sep, 2023 @ 4:04am 
update?
Riekopo 8 Jul, 2023 @ 6:10pm 
mod ever being updated?
Dankuser 18 May, 2023 @ 1:09pm 
hey if your looking to play a working version of this mod, mine is still updated https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870612700
eliezer1245 6 May, 2023 @ 9:05am 
spam update to force bruv to update
eliezer1245 6 May, 2023 @ 9:05am 
update
Xedrio 13 Mar, 2023 @ 1:17am 
will the mod be updated for 1.12? I loved this mod before but now, the "Naval Support" tab research tree are not showing and the whole submarine tech tree is not showing as well...
Counter Culture 12 Feb, 2023 @ 9:50pm 
Hope everything is going well for you, your upcoming ideas in the change notes have kept me around this long and I'll wait as long as necessary. This is one of the few mods I almost always play with, hoi4s navy just pales in comparison to the master craft of the mod created here.
Riekopo 4 Dec, 2022 @ 3:45pm 
{LINK REMOVED} check this out
John Fortress II 19 Nov, 2022 @ 12:16pm 
Pls bro, i want my uber flagship again
TY 18 Nov, 2022 @ 5:02am 
If someone would create a new version of this mod, that'd be great
Lazy Invincible General 17 Oct, 2022 @ 2:08am 
thanks for the update ryansplace, hope you have a nice trip (or at least it isn't because of something bad)
Dankuser 2 Oct, 2022 @ 2:37pm 
Sidewardvirus420 1 Oct, 2022 @ 1:06pm 
Game Crashes when using with Millennium Dawn
Dankuser 29 Sep, 2022 @ 3:53pm 
hey I made one of the submods, would you be interested in me helping update the mod since I'm doing so on my own.
killdog9876 29 Sep, 2022 @ 10:42am 
same i can't wait
Admiral Welsly 29 Sep, 2022 @ 1:31am 
can't wait for the update to the new version
Barry Bee Benson 12 Aug, 2022 @ 1:09am 
best of luck with the events currently affecting your life, man
CursedAuroran 11 Aug, 2022 @ 1:22pm 
I did in no way mean to give that idea, so sorry if it came across that way
RyansPlace  [author] 11 Aug, 2022 @ 12:39pm 
I get a sense I am being yelled at. I'm sorry, I have been busy with RL events that has me traveling where internet, warm food, civilization in general are not readily available. Apologies for the disappoints, but I wont be able to work on this for awhile.
CursedAuroran 10 Aug, 2022 @ 6:57am 
what are the plans with the mod? currently it is blatantly broken with multiplayer, causing constant desyncs early on in the game
Elite Rice Farmer 5 Aug, 2022 @ 2:34am 
@Licarious Fenrir

I already created a patch for MTG Expanded as I use it all the times.

However, I also replace existing namelist with custom, historical immersive names. So no 'Historical' Namelist and 'Imperial' but more a kin to 'Kaiserliche Marine Destroyers', etc.

That why I couldn't figure out how to make them compatible.
Licarious Fenrir  [author] 3 Aug, 2022 @ 8:32am 
@Elite Rice Farmer
The method this mod uses to add the new hulls to the name lists will work if you are updating existing list.
If you are adding new lists then here is the script that I use to ship lists that this mod uses.
https://github.com/Licarious/ShipNamesList
Elite Rice Farmer 3 Aug, 2022 @ 12:47am 
@Licarious Fenrir

I made a rename shiplist mod and I found out the two mods are not compatible. Any tips on how to fix this?
Starfleet74205 2 Aug, 2022 @ 8:57pm 
Everytime I run this mod, it doesnt work. the new hulls dont show up. I turned off all other naval mods and it still doesnt work. I've even tried deleting Paradox interactive files and then uninstalling the game, and tried reloading this mod. None of these things worked
devil040807 23 Jul, 2022 @ 6:30pm 
Ship! this is a great mod 9\10 because i love playing as italy and japan this realy improved a lot so thank you very much love it
Licarious Fenrir  [author] 23 Jul, 2022 @ 9:51am 
@Lord Wahu
As I expanded it to you back in October, perhaps you as someone who plays EaW would want to create the compatch.
Lord Wahu 23 Jul, 2022 @ 9:29am 
Any chance we can get a compatibility patch for EaW?
SMS Seydlitz 9 Jul, 2022 @ 1:47pm 
The primary reason for submarine-cruisers such as Surcouf was legal.
The WNT limited cruiser numbers, and they were a way to sidestep those limits with a vessel that was legally speaking not a cruiser. However, one of the things that the LNT did was explicitly close this loophole.
Mr. Reaper 2 Jul, 2022 @ 7:14pm 
No problem i appreciate the feedback
my assumption was you just make a Carrier group of them and the they would perform adequately in a raiding stance. an alternative to Torpedo heavy subs? unfortunately i haven't been able to try it out atm..
RyansPlace  [author] 2 Jul, 2022 @ 10:59am 
Reaper-

Apologies for the slow reply. I’m mid-move to Europe.

The Submarine cruiser (SC) was essentially a flawed design at its inception. It’s a fragile-hauled submersible vessel that’s intended to sacrifice its stealth advantage by using its gun batteries to duke it out on the surface with much tougher surface vessels. There’s a reason so few of them were made.

In HOI4, I generally use SCs for scouting by equipping them with aerial reconnaissance and radar modules to maximize their surface detection while minimizing their sub visibility with snorkel and anechoic tile modules. They're most useful in this configuration when assigning a pair of them to a dozen or so conventional attack submarines. The SCs will still die more often than other subs, but they’ll increase the likelihood of detecting targets. Otherwise, I haven’t found many other uses for them.

Hope that helps!
Mr. Reaper 13 Jun, 2022 @ 9:07pm 
I mean can they be combat effective, I've used you mod for a long time but rarely use the cruiser and carrier subs because i don't know how to use them.
Mr. Reaper 13 Jun, 2022 @ 9:05pm 
alright i'm confused how do the Cruiser Submarines work? like other cruiser, heavy, cruisers, and carriers?
Admiral Welsly 10 Jun, 2022 @ 8:00pm 
Thanks for telling me
Licarious Fenrir  [author] 9 Jun, 2022 @ 7:53pm 
@Kommandant Galileo
Eventually, if you want some now there are some basic Battle Carriers included in the RT56 patch.
Admiral Welsly 9 Jun, 2022 @ 6:39pm 
will you ever add Battle Carriers?
Counter Culture 7 Jun, 2022 @ 7:59pm 
Sounds good. Hope to be able to use escort carriers soon, they have been one of if not my most wanted feature in HOI4, so keep up the great progress.
RyansPlace  [author] 7 Jun, 2022 @ 10:36am 
@Counter Culture - i've read that dev blog. An MTG update is overdue. It's going to trigger a lot of change in this mod as the cruiser carriers are intended to closely match the stats of regular cruisers. Largely, their speed will be reduced, but there will also be a number of changes to spotting bonuses and battery stats. I do hope they add new tools to restrict what modules can be installed together and maybe update the naval ledger system. At this point we can only guess on details and will have to wait until the naval update is released before we can work an update.

Naval Ledger Suggestion: https://forum.paradoxplaza.com/forum/threads/add-a-naval-ledger-to-ship-details-history-tab.1474753/
Counter Culture 5 Jun, 2022 @ 9:04pm 
I love this mod, been using it for at least a year and almost always play with it on. With the recent "naval rebalance" developer blog, is there any foreseen changes that might alter how some stuff is done in this mod?
Dankuser 8 May, 2022 @ 2:00pm 
@Garuda117 yeah both of the two work together

my mod is a combination of both and a few other mods you might like though https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2711659589