Hearts of Iron IV

Hearts of Iron IV

V's OWB Overhaul
 This topic has been pinned, so it's probably important
Vaeringjar  [developer] 31 Oct, 2020 @ 12:11pm
Full notes
###########
# New Stuff / Mechanics / Features / Content


# Tech Advancement (Player & AI)
> When a nation advances tech level, they receive a debuff to represent the work needed to adopt and adapt at a societal, military, and industrial level.
--# This debuff is reduced monthly at a flat rate. Debuffs stack. Max debuff is capped, but overflow carries over. One tech advancement takes 12 months to fully recover from.
> Overlords may now learn tech levels from subjects, as well as teach them. Only one of each can be done at a time. Beware, it affects autonomy.
# Note that a subject must have +30 opinion of you, or they won't teach you.
> More ways of advancing tech levels are #TODO


# Resource Abundance (Player & AI)
> Each country receives a dynamic bonus based on surplus resources
--> Water increases population growth, and scales to the number of controlled states
--> Energy increases military factory output, and scales to the number of such factories
--> Metal increases construction speed, and scales to the number of civilian factories
--> Composites reduce attrition, scaled to the number of fielded battalions (Abstracted as using surplus quality alloys instead of basic metals)
--> Circuitry increases factory efficiency gain, and scales to military factories
--> Advanced Components increase research speed, and scale to the number of research slots
--# Bonuses are capped for balance, though reaching the cap requires lots of resources per scaling


# Subject autonomy & integration (Player & AI)
> When annexing a subject "TAG":
--> If TAG's capital is cored, you gain a core
--> TAG's core states, if claimed by you, you gain a core
--> TAG's core states, if not claimed, you gain a claim and high compliance
--> TAG's non-core states, you gain low compliance
--> TAG's caps are transferred to you
--# Note that compliance will take an hour to apply. Claims on owned states can be seen in the coring button's tooltip as a cost modifier.
> Autonomy gain/loss rebalance (WIP) (@Defines)
--# Of note, autonomy from lend-lease will be disabled at some point in development. As is it's a dumb exploit, just lend-lease 40k support equipment and bam, integrated!
> Leaders are now transferred to overlord. (and assigneable traits are reset)


# Robots aren't People (Player & AI)
> Robot divisions now have a trickleback of ~100%, meaning that when a robot dies, you don't lose manpower.
--> The system is restrictive, in that only pre-made templates are allowed, and they must be spawned by decision. And robots cannot be used in custom templates.
--# When disbanded they return manpower, thus they require manpower in order to spawn. Dead robots don't drain MP, but they will require MP reinforcement, but trickleback means when a robot-MP dies, a new one is spawned in the manpower pool.
--> Since the templates are locked, some support techs now apply to robots too.
--> "This is great!" - Mr.House


# Unit leaders: (Player-only)
> Made it possible to dismiss land leaders. This way you can keep rolling them and only keep those you like.
> You can now reset a leaders' assignable traits.
# Note that the above works through traits, so it'll require the leader to have a spare trait slot. 15 command power is refunded.
> Chance of gaining a SPECIAL on level up. With 0 SPECIAls chance is 50%, and then lower the more SPECIALs the commander has.
--# Note that this is only processed at the end of the month, only during wartime, and at max one level up per month.
--# Newly created leaders process level ups at the end of the month, in bulk and regardless of war.


# Misc (Player & AI)
> Added 5 new continuous focuses for: pop growth, manpower, energy, stability, and war support. AI code included.
> Added some terrain-like traits from vanilla HoI4.
> All nations start with 200 political power
> Nations now start the game with some techs based on their tech levels, and 2 land doctrine research bonuses.


###########
# Tweaks / Edits / Overhauls


# AI
> Added difficulty bonus modifiers for AI and removed player debuffs.
----Difficulty shouldn't come from nerfing the player nor from giving the AI ridiculous bonuses.
----The buffs given are tailored to compensate for specific AI weaknesses and inefficiency.
> Small balance tweaks that help the AI more than the player. (for example, training and strategic redeployment's org penalty has been reduced)
> AI tweaks in Defines.

> Added AI code for:
--# generally, the AI will ignore what it can't use effectively, and situationally prioritise that which it can make use of
--> Unit leader traits
--> Continuous focuses
--> Overlord decisions
--> Occupation laws (AI will use the minimum required for compliance, and prioritise coring)
--> Military laws and some undesirable laws (basically a priority order)
--> Backstory events: NEW NCR legion lanius TBH vault_city vegas khans settler(generic) tribal(generic) brotherhood raider(generic) warren

> Added/Tweaked/Improved AI code for:
--> Decisions: Followers of the Apocalypse
--> Decisions: Caps
--> Decisions: Generic


# Balancing - Industry
----# The bottleneck to a military should primarily be the amount of equipment available, and not manpower. It doesn't feel very much Fallout to me when even the AI is able to produce 10 times more power armour sets than how many people they have.
> Slowed down ridiculous Industrial growth (construction tweaks)
> Reduced output per factory
> Tech: Reduced most industrial bonuses to decrease exponential growth from tech. Power generator tech now increases "fuel" gain.
> Lowered base slots from state category
> Buildings have been tweaked:
--> Infrastructure:
----> Cost scales with level. Total cost for building 10 levels is the same. Level 1 costs half of level 10.
----> Construction bonus from infrastructure halved.
----> Infrastructure now provides a 1% recruitable manpower bonus, a 2% bonus to building slots, and +0.1 to base building slots. (+10%, +20%, +1 at level 10)
----> Max infrastructure level is now based on construction tech.
--> Industry now all cost the same (10k), and conversion cost has been reduced.
--> Electricity generator now provides bonus fuel per hour. (like vanilla refineries)
> Nations now get one offmap MIL and 2 CIVs.
> Rebalanced equipment costs.
--> The difference in cost between low-tech and high-tech equipment has been increased very significantly.
> Tweaked economic laws (see balancing)


# Balancing/Tweaks/... - Misc
> Some XP cost tweaks. (I hate having to train my whole army for 10 years in a row just to be able to finish up the 5 templates I use)
> Decisions:
--> Followers: Encourage Settlements:
----> Now adds infrastructure instead of industry. Requires and only applies to a state with less than max infra. Population growth bonus doubled. Decreased Follower's influence gain.
--> Followers: Agriculture:
----> Requires and only applies to states with no water. Water found is randomised between 4 and 8. You won't see the AI spamming infintie amounts of water any more ^_^
--> Caps: Signing bonus: Removed manpower requirements
--> Generic: Halved cost & benefit from stability/war support decisions. Lifted maximum stability/war support blocker.
-----> Ballot Draft & co: 50 manpower per controlled core, rather than a fixed value. And reduces local population by as much.
> Tweaked some TAG's starting laws
> Laws:
--> Economic: (low mobilisation now has benefits too)
----> Added continuous political cost/gain, and population growth. Rebalanced industrial benefits. Increased consumer goods and caps impact.
----> Removed conscription modifier from total mobilisation. (AI is inherently unable to handle it effectively)
----> Remade requirements, focused on a TAG's regional situation rather than only world tension and enemy industry.
----> Is free to change, but will revert if requirements are not met.
--> Changes to trade laws, such as political power gain and consumer goods impact.


# Balancing - Tech
> All techs are now of year 2275, so there are no ahead of time penalties. However, tech cost increases significantly the more advanced the tech is.
> Industry tech: Added a few inter-dependencies. For example an industrial tech may require a construction tech, and an agricultural tech may require an industrial tech. The player won't be able to rush industry as fast vs the AI anymore, but it should still be immersive.
--> Reduced conscription factor from general tech line. Increased conscription factor and population growth from agriculture.


# Misc
> Achievements' on_daily = {} loop is now on_weekly = {} (@\on_actions\) # Which actually works well, as before the achievement thingy in the corner would vanish before I could look at it, and now it stays until whenever the weekly tick is.
Last edited by Vaeringjar; 5 Nov, 2020 @ 10:34am
< >
Showing 1-5 of 5 comments
Arcimbaldo 9 Nov, 2020 @ 4:34am 
have been enjoying the mod so far - some good changes! why is it that the robot units need to be spawned by decisions?
Arcimbaldo 26 Nov, 2020 @ 6:20pm 
Some feedback, having played this quite extensively:
  • the surplus resource bonuses & law changes feel extremely good. adds some important missing options & creates some genuinely painful choices - choosing between construction speed vs population growth is often excruciating!
  • changes to industry feel good at first, but i think has some issues. definitely feels better having more equipment scarcity vs manpower scarcity, I think. industry snowballing in the base mod was definitely ridiculous & needed fixing imo
  • however, i wonder if you've overcompensated a bit. building construction feels a bit excruciatingly slow at the moment especially
  • very specific problem: slow building construction makes some of the trading company events impossible to complete (sometimes they ask you to construct X military factories in a set time period, but the construction speed's just far too slow)

My biggest issue is here: the combination of slower tech, slower civilian construction, lower military production means you're more incentivised to just mass produce huge amounts of low-tech infantry equipment instead of more specialist equipment.

this does make some sense, but i think it also just ends up making the game much less interesting.

it was already the case that there tended to be less variety in OWB vs vanilla HoI - most nations being lower tech, tanks/artillery/anti-air being removed/simplified, aircraft being much rarer & less significant, naval combat being almost irrelevant - and these are significantly exacerbated with your changes.

the result is you end up being much less likely to use anything besides basic infantry, and particularly much less likely to use aircraft or naval forces. in regular OWB it was very rare to see the AI produce any aircraft beyond gliders but i think this makes it much worse

I would definitely recommend toning down some of the industrial changes, but at the very least I'd change the relative production costs of infantry equipment vs aircraft
Last edited by Arcimbaldo; 26 Nov, 2020 @ 6:52pm
Arcimbaldo 26 Nov, 2020 @ 6:28pm 
also, it looks like you've reduced the base equipment capture rate & increased the base equipment attrition rate. personally I feel like the changes should be in the opposite direction, as imo a proper Fallout feel should emphasise the importance of salvaged equipment over new production, whereas higher attrition/lower capture rate does the reverse - e.g. eroding the value of national focuses which give a one-time cache of high value equipment
Vaeringjar  [developer] 27 Nov, 2020 @ 3:06pm 
Hi, I've made lots of changes just didn't get around to releasing it and finishing the changelog for it, and am without my desktop for a few weeks now. It's all kinda WIP but the update should be pretty good, and has loads of AI work too. Also adjusted aircraft IC costs (they're vanilla in current version) and made the AI build planes other than gliders. I lowered tech costs a tad bit as well, plus fixed some 2 or 3 instances of broken tech AI that harmed them a huge deal.
Don't think I've increased the attrition rate though, would have to check that.

I do appreciate the interest and feedback, will have another look when at the desktop again.

Ah, the robots are spawned by decision due to the manpower tricleback they have. Their locked templates have a unique support unit that gives them ~100% trickleback, meaning that robots don't drain manpower. Great for high IC low manpower robot nations, and immersion imo. Player still needs manpower to spawn them as otherwise there'd be a manpower exploit when disbanding.
Last edited by Vaeringjar; 27 Nov, 2020 @ 3:07pm
Unit171 27 Nov, 2020 @ 11:14pm 
Been enjoying this mod quite a bit so far, does wonders to slow down the massive weapon bloat that base OWB suffers from.

Not sure if its possible, but you should consider separating the tabs for dismissing and spawning robot divisions. Nothing more frustrating than accidentally dismissing your entire army when trying to spawn robots.

Cannot wait to see the next set of changes in action, keep up the great work!


< >
Showing 1-5 of 5 comments
Per page: 1530 50