Hearts of Iron IV

Hearts of Iron IV

Better Laws for Road to 56
119 Comments
Hey author
I suggest you remove all restrictions and conditions for the submod for Kaiserredux
because the given conditions that you made do not correspond to the madness of the mod
remove all conditions, give the players the freedom to set the laws they want
megs 11 Jun @ 10:17am 
Error log complains about wrong idea for Industry Manufacturing

common/ideas/ip_economic_base.txt:216: has_idea: neutrality is not A valid Idea

Probably meant this to target the ideology?
smokeybowl7488 1 Apr @ 9:59am 
some of the laws are not usable, i click them but they don't get added, as for the rest i think everything is fine
Reddichpflanzer 27 Mar @ 12:46am 
Why? I cannot see a problem.
Gajus Julius 14 Mar @ 6:39am 
Great mod, but it sadly doesnt work with RT56
Frieren.Plush 10 Mar @ 5:30pm 
Doesn't work at all, doesn't show up.
Tamatiesop 8 Mar @ 1:23pm 
a weird question but it seems like the german ai is using all its pp on the Better Laws and not on their " economy of conquest " so their consumer goods stay high 24/7 early-mid to mid game. is there a way for you to make it that the gemrna ai prioritise those decisions of their economy before your laws?
Trafulgoth 18 Jan @ 6:21am 
@GarbatyZawodnik I had the same issue. It turns out that this mod requires the Better Laws and Policies mod (as is shown at the top of this workshop page), but the hoi launcher does not enforce that requirement, or even warn you about it. Just add the required mod and it should work. I also noticed that the default load order is alphabetical, which seems diabolic and insane to me.
GarbatyZawodnik 10 Jan @ 5:54am 
dont works for me. It shows only national character laws
Kieran514 17 Dec, 2024 @ 1:07pm 
Can you make this compatible with Road to 56 RP?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1875414471

As stuff from "National character" and "Government Policies" are the same thing, and can stack to OP levels.
Pirate of AE 27 Nov, 2024 @ 10:24am 
would love to see some idea expansions though :)
SassyCrissy  [author] 16 Nov, 2024 @ 2:57pm 
@Chihiro Cyrille This mod won't need to be updated unless RT56 makes radical changes to the politics UI.
Chihiro Cyrille 15 Nov, 2024 @ 12:48pm 
Update soon?
Theta-6 5 Nov, 2024 @ 3:56am 
@lelkr Try Doing what Sassy Said to Shotty, Try Disabling all Mods and Adding them One by One. If the Events Breaking are From a Specific Mod start with That Mod.
lelkr 2 Nov, 2024 @ 2:16pm 
I don't understand how this breaks my events? Is this my fault? The events are blank and unable to be exited? Is it this mod or another?
Aven Oul 26 Oct, 2024 @ 12:40pm 
@4388_naz!beaver bruh this isnt the main rt56 mod
4388_naz!beaver 26 Sep, 2024 @ 3:21am 
Pls make more content for Germany pls. This country has very small Focus tree. I`d like to see more SS units and focuses for permit, Anehnerbe, some focuses for post-war Germany. Now its very very poor..
Shotty Man 30 May, 2024 @ 6:25pm 
You're right, it was an issue with Expert AI. Didn't think it would mess with the game since it ran fine alongside Road to 56 before, not sure why this mod in particular makes it crap itself.
SassyCrissy  [author] 30 May, 2024 @ 6:19pm 
@Shotty Man This mod only replaces a few graphic elements, this isn't the cause of your issues. You should try disabling all mods and adding them one by one, or in groups if there's a lot of them, to test which one's problematic.
Shotty Man 30 May, 2024 @ 6:17pm 
There's an issue with the tech tree. I don't know what causes it, but the Road to 56 tech tree is partially replaced with the base game research tree. Only part of it that's still there is the Special Research Division. Everything else, especially the mechanized tab, is busted.
Shotty Man 30 May, 2024 @ 6:15pm 
Doesn't work
ArchiveRat 9 May, 2024 @ 7:44am 
Update please!
The Devout 2 May, 2024 @ 11:18am 
oh
thank you SassyCrissy
SassyCrissy  [author] 1 May, 2024 @ 3:14pm 
@The Devout Precisely. As I said, you want CG to go down, not up. The CG % is basically what % of your factories goes towards civilian production (light industry,etc). The higher your CG % the less factories you as the player can allocate to construction or projects. TLDR: Exactly how you wrote it. Lower CG % = more factories | Higher CG % = less factories
The Devout 1 May, 2024 @ 1:59pm 
so low tax = less consumer goods / more factories to use
& more tax = more CG / less factories to use?
The Devout 1 May, 2024 @ 1:46pm 
thanks for the quick reply @SassyCrissy
but if less taxes means less resources demanded/levied then should low taxation mean less consumer goods?
or am i missing something here?
SassyCrissy  [author] 1 May, 2024 @ 8:34am 
I hope you aren't confused about how consumer goods themselves work. The higher the consumer good value the worse for you since they take up factories, so less means more factories.
SassyCrissy  [author] 1 May, 2024 @ 8:32am 
@The Devout HOI4 doesn't have an economic simulation like the Victoria games, so consumer goods are basically the closest thing to finances in this game. Obviously, more taxes means more resources levied and the other way around.
The Devout 1 May, 2024 @ 8:14am 
does anyone know why low taxation gives you 20% consumer goods?
and high tax. gives you -20%?
im not an echonomist so can someone explain that?
SassyCrissy  [author] 22 Apr, 2024 @ 5:51pm 
@Kingdom of Yugoslavia This mod only changes a few graphic elements in RT56. It will always work if you have all the required dependencies installed.
Kingdom of Yugoslavia 22 Apr, 2024 @ 6:52am 
Doesn't seem to work for me, though I use many mods along RT56
SassyCrissy  [author] 18 Apr, 2024 @ 11:50am 
@AyberkDark It works fine, doesn't need updating.
AyberkDark 18 Apr, 2024 @ 11:49am 
Are you going to update to mode the latest version of hoi4 for road to 56?
SassyCrissy  [author] 17 Apr, 2024 @ 9:52am 
@Torres You're right, the stats are reversed and this isn't intentional. The brutal ones are supposed to increase the damage to your garrisons, following the pattern of vanilla hoi4 occupation laws.
Torres 17 Apr, 2024 @ 1:43am 
Really makes no sense that policies such as Merciless code of ethics instead of lowering target resistance they up it... makes literal no sense that instead of lowering compliance it raises resistance, who's resisting when you have brigades on the street executing people?

I mean the III Reich had some spikes in resistance because they were monsters and people weren't openly resisting but they were absolutely non complying in terms of not doing the production quotas and such.

Also why division attack? you should apply reduced supply consumption from pillaging the civilians in occupied territories why would it give better combat performance to have to mercy?

it's just effing up the roleplaying I had to set in to normal because resistance is eating me alive while I control all of Europe and even my spies are deployed trying to lower resistance to no avail -_-
SassyCrissy  [author] 22 Mar, 2024 @ 4:03pm 
@Queen In Yellow Yes! Ignore the warning.
Lady Blackfyre 22 Mar, 2024 @ 2:54pm 
does this still work it says its outdated i just wanna make sure
SassyCrissy  [author] 15 Mar, 2024 @ 3:43am 
@mnk_ It obviously varies by country, countries hit hard by pp maluses will naturally do worse in this mod. I would say anything below 1 is abnormal. We averaged around 1.8+ in the play-tests iirc

You can min max a bit if you're behind in pp and start exclusively picking pp beneficial policies for the start, even with negative (pp) policies you should easily end up above 2 daily gain in late game, after you get rid of any negative spirits of your nation.
mnk_ 15 Mar, 2024 @ 3:15am 
How much PP do you get on average? I get something between 0.8-1.6 most of the time
maybe some other mod is interfering
SassyCrissy  [author] 15 Mar, 2024 @ 2:53am 
@mnk_ That's absurd, my slowest playtester got them all around in 50-51, earliest 45-6. Make sure you use the planning stage policy and balance the amount of pp negative laws you pick.
mnk_ 14 Mar, 2024 @ 7:55pm 
Is there any recommended way to play this? I can never get all the laws to unlock, maybe if I play until the very end (1956) then yes, but...
SassyCrissy  [author] 14 Mar, 2024 @ 4:30pm 
@e4w6 Too bad! If it works it works, you'll have to wait till i get around to changing it.
e4w6 14 Mar, 2024 @ 2:12pm 
@SassyCrissy no, but it is quite unsatisfying to see in the launcher that it is not updated for the current version
SassyCrissy  [author] 12 Mar, 2024 @ 5:34am 
@mnk_ Yes. There's a required items list in every workshop page. Infact, the first time you try to download a mod without having its items you'll get prompted to download them.
mnk_ 12 Mar, 2024 @ 3:53am 
Do I need the main better laws and policies mod too and load this one after that?
SassyCrissy  [author] 11 Mar, 2024 @ 10:26am 
If you're talking about the yellow triangle in the launcher, ignore it. Most non-overhaul mods work fine when behind a patch if that patch hasn't messed with the actual mod itself.
SassyCrissy  [author] 11 Mar, 2024 @ 10:25am 
This mod is just a graphical front end to connect my mod and RT56, unless RT56 adds new gfx elements in the areas I have then it doesn't need to get updated.
SassyCrissy  [author] 11 Mar, 2024 @ 10:24am 
@e4w6 Why? Is there an issue?
e4w6 11 Mar, 2024 @ 8:48am 
update?
SassyCrissy  [author] 22 Feb, 2024 @ 4:00am 
@Nyarlathotep Reading the description would solve a lot of people's problems. "The AI has been tuned to be sensitive to changes in gameplay and pick laws accordingly." Yes, they use them.