Hearts of Iron IV

Hearts of Iron IV

Naval AI Production
46 Comments
Riekopo 23 Oct, 2024 @ 2:54pm 
Big Germany update/DLC coming soon.
KingStance  [author] 10 Feb, 2024 @ 2:24am 
Never checked but if the mod changes or alters any vanilla navy file then I assume that its not compatible. But feel free to try.
Riekopo 9 Feb, 2024 @ 10:25pm 
How does this mod interact with the Vanilla Navy Rework mod?
TriggerMaru 12 Dec, 2023 @ 12:39pm 
Saw this mod featured on the forums, glad to hear its compatible with expert AI
KingStance  [author] 5 Nov, 2023 @ 7:38pm 
1939 start is not supported because the AI only decision to add back the cancel ships is not meant to be on the 1939, if so then it would create double the amount of ships it originally has.
Riekopo 5 Nov, 2023 @ 3:50pm 
The AI still cancels its heavy ships in the 1939 start doesn't it?
KingStance  [author] 5 Nov, 2023 @ 1:38am 
The naval buff is present for both game starts. But only ships via decisions is for 1936 start to give AI more time to finish the ships.
Riekopo 4 Nov, 2023 @ 8:40pm 
Is there a reason there's no 1939 version?
KingStance  [author] 11 Oct, 2023 @ 4:52pm 
Its already updated
Riekopo 11 Oct, 2023 @ 3:12pm 
Does this need update for new AAT DLC?
KingStance  [author] 25 May, 2023 @ 7:33pm 
Added an AI only decision that gives them Fighter CV and Naval Bomber CV.
Riekopo 25 May, 2023 @ 1:50pm 
Was there an update?
KingStance  [author] 6 Dec, 2022 @ 8:11pm 
It should work. This mod is a decision based mod. So its should be compatible most of the times regardless of updates, unless they revamp again how ship building works.
Riekopo 6 Dec, 2022 @ 7:44pm 
Not sure if the mod needs a new update or not? There's a beta patch right now.
TheMac 2 Oct, 2022 @ 8:32am 
Thanks for the mod!
KingStance  [author] 2 Oct, 2022 @ 8:27am 
Updated.
Riekopo 27 Sep, 2022 @ 7:03pm 
Awesome! No rush.
KingStance  [author] 27 Sep, 2022 @ 4:40pm 
I'll update it when I have some spare time. I'll have to play some too and check changes made on navy.
Riekopo 27 Sep, 2022 @ 3:43pm 
New DLC released today. Any update plans?
Riekopo 30 Dec, 2021 @ 9:06pm 
RT56 as far as I know adds a few Ship Techs and that's it.
KingStance  [author] 29 Dec, 2021 @ 9:47pm 
As far as I know RT56 has a naval overhaul so no, its not compatible.
Riekopo 29 Dec, 2021 @ 5:54pm 
Is this RT56 compatible?.
KingStance  [author] 26 Dec, 2021 @ 9:14pm 
Fixed and adjusted some capital ships limits.
s_frackowiak 26 Dec, 2021 @ 2:28pm 
Great mod. I noticed a problem...the spirits won't fall off if two capitals complete at the same time and push the number over the cutoff. Say ENG completes capitals #35 and 36 at the same time, spirit sticks around.

Pretty sure you can fix it by changing "size = x" to "size > x".
KingStance  [author] 23 Dec, 2021 @ 3:07am 
yes, its compatible.
Riekopo 23 Dec, 2021 @ 3:04am 
Would this be compatible with Expert AI 4.0?
KingStance  [author] 22 Dec, 2021 @ 5:47pm 
It should be compatible since that mod only modifies the naval production to all players. But be aware that this mod also have a boost for the AI. So you might see a month production of certain ships for them.
Venger 22 Dec, 2021 @ 12:20pm 
Is this compatible with "Historical Naval Production"? If you want both bigger player fleets -and- proportionally larger AI fleets. Thanks!
14th Apostle 21 Dec, 2021 @ 3:19am 
Nice mod
TheMac 10 Dec, 2021 @ 9:33am 
Oh. Well, this just gets better and better! Thanks again. :)
KingStance  [author] 9 Dec, 2021 @ 6:58pm 
Yes its updated and should be future-proof since this mod gives AI buffs and ships through decisions and doesn't modify any game files.
TheMac 9 Dec, 2021 @ 6:23pm 
I've enjoyed the mod prior to the release of the new DLC and updates. Is this mod compatible with the new content and updates? Thanks!
KingStance  [author] 10 Jul, 2021 @ 3:19am 
Unfortunately this mod doesn't change any AI strategy regarding to its naval buildings. Because this mod aims to be compatible with most of the mods out there. And changing the AI strategy would most likely be with conflict with other popular mod. Plus i'm not interested in making my own AI strategy because of time constraint and I also play with EAI which change majority of the AI strategies.
kwl26 9 Jul, 2021 @ 3:36pm 
I am just wondering if this mod will have the ai actually choosing to build more capital ships, and ships of better quality in general? I am asking this because in vanilla the ai just build outdated light ships, so am curious if they will actually take advantage of the heavy ship production buff, and use better hulls and modules.
TheMac 10 Jun, 2021 @ 6:38am 
I understand now. My apologies, I'm a casual player and though I've played on an off for a couple years now I'm still learning some of the nuances of the game. Yes, I understand National Spirit now. Germany has "Bitter Loser, General Staff, and MEFO Bills" as their 1936 National Spirit traits.
TheMac 10 Jun, 2021 @ 6:37am 
Here's a screenshot of the mod working correctly, in case anyone is interested. https://www.dropbox.com/s/n3iv6x7qtu88vez/screenshot%20%28234%29.png?dl=0

Note that the National Spirits are not present at game start, but they do show up within the first week or so of game play.
KingStance  [author] 10 Jun, 2021 @ 5:12am 
For example you can see the AI Japan if they have Carrier Production Boost and Capital Ship Production Boost III meaning that the mod is active. These two national spirit is caused by this mod. You can see in the description of the mod what the mod does to the naval nations and its respective national spirits.
TheMac 10 Jun, 2021 @ 4:43am 
Thank you! I subscribed to your mod and I noticed on the launcher that your mod indicated it was installed. Looks like I'm good to go. BTW, would you mind helping me understand what you mean by "unique national spirits" on each naval power? Will I see different icons or something? How will I know in the early game that the mod is working? I know in later games that I'll be facing larger fleets with newer ships and that I'll certainly notice a change in that department. Thanks!
KingStance  [author] 9 Jun, 2021 @ 9:05pm 
Just add it into the playset in the launcher before playing. Then you're good to go. You can notice the mod if its active if you can see unique national spirits on each naval power controlled by the AIs.
TheMac 9 Jun, 2021 @ 8:38pm 
Thank you. That's fantastic news. Thanks for taking the time to put this mod together. I've never used mods on Steam before, is there a YouTube video that shows me the steps to take to enable the mod? I've subscribed to your mod and I'm downloading the game in the background. Is there something on the launcher maybe that allows me to choose which mod to load?
KingStance  [author] 9 Jun, 2021 @ 8:21pm 
If you're playing as Germany then don't worry because as stated these buffs are only for the AIs, players can't see the decisions so they can't use it. Only AIs can use it.
TheMac 9 Jun, 2021 @ 8:11pm 
Hello. I just saw your mod mentioned on the Paradox forums. I like to play historically as Germany and I'm wondering if the player has a choice of which Capital Boost Production to use? I would love to play a game as German without any boost to my naval production. Thanks.
KingStance  [author] 9 Jun, 2021 @ 7:42pm 
Either ways, it should work because all of these are made via decisions that only AI would take.
FindFloppies 9 Jun, 2021 @ 6:00pm 
Does it only work with Historical AI on, or works either way? Just curious.
moxica 4 Jun, 2021 @ 7:17am 
nice, thank you for making this!