Hearts of Iron IV

Hearts of Iron IV

Leader's perks
25 Comments
Kiltwearer4  [author] 8 Jun @ 6:30pm 
@Mr.Mushrooms

I would reccomend the person who inspired this for this, and this wasn't built for a ww2 playthrough, it's for old world bluers
Mr.Mushrooms 8 Jun @ 4:49am 
can i use this mod for a ww2 playthrough?
Zam138 15 Jan @ 4:05pm 
Ah, there were two cases where I put my own spin on things, as neither Cowboy nor Hoarder had descriptions, if that's okay
Zam138 15 Jan @ 3:54pm 
@kiiltwearer4 here's the files, if you'd like to look it over: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406542441
Zam138 15 Jan @ 3:19pm 
Oh no no, don't get me wrong I'm not doing gameplay effects changes, nor do I want to be messing with your vision of what this does, I was just fixing code formatting to get things to work as intended, spellchecking/editing descriptions for more "natural" english flow, that kind of thing, but thank you for the permission!
Kiltwearer4  [author] 15 Jan @ 2:47pm 
@Zam138 sure.....all i ask is you post credit..btw..if you need input or ideas..let me know
Zam138 15 Jan @ 2:17pm 
Hi, I went through the code and did some bug and cleaning fixes, would you like me to send you the files for your perusal or is it fine if I post an "unofficial update" to this mod?
Thirsk 13 Mar, 2023 @ 4:34am 
Medic 3, 4, and 5 all have one too many closing brackets, after the category_non_combat_support. Removing one of those brackets fixes it.
Kiltwearer4  [author] 19 Feb, 2023 @ 4:13am 
@mistung Bungus JUDGINg by the reactions of fellow players and notes..I do have to side with you on this. I selected 400k caps cause 4000 was the amount needed in NV..but I see that yeah, I have been wrong on that assesment.
Mister Bungus 18 Feb, 2023 @ 7:32pm 
I think that the implant perks are way too strong; 25 percent division attack is huge, as is 15 percent combat weight. 400k caps sounds like a lot, but it doesn't take that long to save up if you have a decent caps income and the bonuses are massive.
Tal'Raziid 18 Feb, 2023 @ 1:46am 
Also, is it intended that AI nations will take the Implants and all that?
Tal'Raziid 17 Feb, 2023 @ 7:22pm 
Is there a limit to how many of the traits you can take?
Kiltwearer4  [author] 18 Dec, 2022 @ 1:09pm 
@jonnyblade38 I will look into it
jonnyblade38 18 Dec, 2022 @ 11:33am 
I think the Lawbringer perk might not be working correctly. I didn't get any weekly change in war support from it.
Granite 24 Nov, 2022 @ 7:22am 
I'm not sure if the negotiator perk is strong enough and the trait that requires caps is one time use so countries that change leaders would have a bad time, also when playing Lonestar the traits you put on Cho Bang don't get transferred to him in the provisional republic. Something to help nations who switch leaders could be a refund system where you remove traits in exchange for political power(Maybe at a loss)
Kiltwearer4  [author] 21 Nov, 2022 @ 6:28pm 
@d12, we may have it be based on endurance and how many 1 person can take. Implants are also available to a lot of nations who don't have implant technology IE new vegas,. Though you are giving me ideas for some cash sinks
Riggle 21 Nov, 2022 @ 5:20pm 
In a future update, it may be good to limit who can get the implant perk since it is just that good but pretty much anyone with a major or multiple amount of trade hubs are going to get it within the first 4 years (especially with events for caps). My suggestion would be to cap it to only nations who have Implant Technology unlocked.
Kiltwearer4  [author] 19 Nov, 2022 @ 9:03am 
@imperator762 the green part of recruitable population is the precentage bonus to the recruit-able population factor. also. expect something big and nice to come up either today or tomorrow.
imperator762 19 Nov, 2022 @ 8:37am 
Love the mod, but I have a question. For the Warlord perk, the fifth rank gives Recruitable Population twice, one in yellow for 9.00%, and another in green for +10.00%. Is the second supposed to be Recruitable Population Factor, because I'm not sure what it's for currently.
benedu3095 28 Oct, 2022 @ 8:29pm 
Impressive mod, even more so for countries without a proper tech tree and advisors, 10/10.
Kiltwearer4  [author] 27 Oct, 2022 @ 10:49am 
@PanzerHundCZE coming from you, it's an honor. Hope you get some ideas from some of these perks
PanzerHundCZE 26 Oct, 2022 @ 12:47pm 
This mod is :winter2019coolyul: good job :cozybethesda:
Kiltwearer4  [author] 26 Oct, 2022 @ 8:32am 
@The Shah of Iran Sneering Imperialists is already a perk for combat. The perks chosen are ones that are not going to happen
The Shah of Iran 24 Oct, 2022 @ 7:52pm 
Sneering Imperialist should be a perk which decreases the autonomy of subjects over time. Increases non-core manpower. But simultaneously increases resistance within occupied territories.
PanzerKrieg 23 Oct, 2022 @ 8:32pm 
10 out of 10 would recommend