Hearts of Iron IV

Hearts of Iron IV

Rise of Nations
ShadowBlade9 10 Apr, 2021 @ 9:32pm
Liberia Play Through Comments and Concerns
So after being challenged by my friend to take over the US with Liberia, I thought this would be the best mod to accomplish that. I first started a war with Portugal, took them over and then formed an alliance with Russia. Russia and I then took country after country from there until I reached my goal. I like the idea of this mod so I wanted to let (Hopefully) the developer(s) know the things I saw during the playthrough. I played from 1900 to 1960 and I used a few other utility mods(nothing I think would cause any issues I list). 1: So to get into it, the first thing is a pretty annoying bug(im sorry if this was already fixed). During WW1 the event "US condems unrestricted sub warfare" and maybe some other events spammed its message 20+ times in a few second period. This made the game unplayable till they load and you close the messages. 2: The flamethrower support company seems to be bugged. It has no icon when used in the template builder and once a template has this support company selected, you cant remove it. 3: I found that by the end of ww1 I had already eclipsed the rest of the world with my technology and by the the beginning of ww2, I was the only country with an airforce, or one that wasn't using ww1 planes. I think a good fix to this issue is timed free techs for AI countries (major countries at minimum should have this to keep up the difficulty) 4: During my conquering of the world, my biggest setbacks was the transitions of the eras. Era transitions would reset or create new nations. This mechanic would screw up my puppets or steal my territory. It was really annoying to reconquer France every time an era ended. I really think this country creation or reset should be based on focuses or decisions. 5: I noticed that post ww2 there is a marine tank division and an Amphibious tank division. The amphibious tank divisions require amphibious tanks, but the marine divisions require modern tanks and is a complete upgrade from the amphibious divisions. Why would I devote production and research to the amphibious tanks if I get more bang for my buck with modern tanks? 6: There is a complete lack of naval modules for the progression of naval units. I can understand if you want to keep the mod files simple by having only 1 base module, but the naval models need to progress more than they do. I couldn't use battleships or battlecruisers later in my playthrough because they were going 1/3rd of the speed of my aircraft carriers because they didn't have new engines. 7: If you do a playthrough from 1900, you are likely to stack tons of national spirits and after a few eras you aren't going to know where you got half of them and why they are causing your stability to have a max of 50%. I think that the national spirits gained in each era should be removed at the end of an era or they should be given time limits(years). I think if the spirits stay from each era the stacking of each spirit will have a horrible effect on balancing in later eras. 8: There seems to be a obsession for the AIs to mass produce artillery and Id say most of the division templates I saw AIs use always had at least 50% artillery divisions. Maybe preset division templates for AIs might fix this. 9: Naval Jet planes(carrier torpedo bombers) don't seem to be able to enter aircraft carriers. Its probably a bug. 10: The miscellaneous traits that can be earned by commanders like the WW1 combat badge didn't seem like it was working. I tried for a few in game years to earn the artillery expert badge with no success. 11: this last one is more of a recommendation. I think you should put in some more game mechanics, like your own peace deal options(this would go well with your mod because you shouldnt be able to start a war in 1905 and have it last until 1920 becuase you cant kill eachother) Another mechanic should be more coring decisions. I was able to core using one or two focus and the unite africa decision, but I feel like there should be more options added. Lastly i think the resistance in non core territories(maybe especially ones far away from your capital) should be increased. If I own half the planet, I should not have as much control over each individual piece of land as I had. There was no challenge if everyone just stays in line. If anyone reads this, thanks for taking the time. I think this mod is a cool idea and I wanted to give what little input I could provide.