Hearts of Iron IV

Hearts of Iron IV

Expanded National Laws
Greatexperiment  [developer] 16 Dec, 2016 @ 11:11am
Balance Feedback
Please post any feedback regarding balance issues here.

Also, please keep in mind that the point of this mod is not to freely enable extreme ideologies. Rather, it is meant to provide a broad set of options that mostly make sense, with appropriately large negatives to balance it out. Moderate choices should result in more moderate penalties, with that ramping up as bonuses increase.

In other words, choices are meant to be strategic and require thought on the part of the player with regard to balancing pros and cons of certain decisions.

Thanks!
Last edited by Greatexperiment; 16 Dec, 2016 @ 1:17pm
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Showing 1-7 of 7 comments
Mellennium30405 18 Dec, 2016 @ 6:15am 
poop
:steamfacepalm:
BHunterSEAL 16 Mar, 2017 @ 7:48am 
I like the added flexibility this mod provides, but to use it effectively in addition to the other essential official / law changes @ 150 PP each creates a huge drain. The only time I've ever filled out my cabinet, high command, companies roster and national laws was playing as Germany with leader's PP bonus, both the +15% PP ministers, a +.10 PP minister and the + PP National Law. Even then, it took until about 1942 or so to do so--despite making ~2.5 PP/day over and above the 1 going to focuses.

The Hearts and Minds mod has a great system where in addition to providing the player with a variety of laws and ministers to spend PP on, it periodically generated events where laws could be changed for free or small increments of +25 PP gained. (A number of those events lead to ideology drift which the AI can't really cope with--great for randomness but things get a little crazy with the volume of civil wars happening.) Crucially, many of the added options only cost 50, 75 or 100 PP, while certain laws worked on a 'slider' similar to vanilla conscription where skipping 'steps' in progression cost incremental PP.

I'd recommend either buffing PP income with events (which help break up early-game speed 4 monotony) or lowering the cost of using the added national options--balance-wise, since all but one choice in a particular area is a mixed-bag of bonuses and penalties, these shouldn't cost as much as a purely-beneficial personnel change.

I'd also suggest deciding on a 'default' set of laws for each ideology (with maybe a few differences thrown in for the Majors) so that players don't need to dump a ton of precious early-game PP in to get a basic setup.
Nikitian 28 Mar, 2017 @ 7:45am 
"Lessons of History" war mentality seems slightly lacking, as well as feels a bit... boring/lackluster (in the number and variety of its effects, compared to other options). Could it perhaps be buffed a bit, and also given the thematic penalty of increased war justification time?
Casper 31 Mar, 2017 @ 2:20pm 
Hey, just to preface this, this is one of my favourite mods, and playing without it is a nightmare, that being said i have one issue with one of the laws, that being the "balanced approach" in the law enforcement section. The weekly national unity seems very overpowered because it completely nulifies nukes, whereas nukes usually help you take people over easily, if they have balanced approach it seems to break the cap so to speak. What happens is when you nuke someone, their national unity doesnt go down, as it is above the maximum and it seems, at least in one of my playthroughs EVERY SINGLE NATION PICKED IT, and for a couple i had to walk over everysingle tile they own. This is compounded in the fact that france can get out of its poor national unity situation in the first year and get the maximum O.O Anyway, i'd like to know if this was intentional or if you have any plans to adjust this in the future. Thanks for taking the time to read this half rant :D. Keep up the good work!
Drink Pepsi 18 Jun, 2017 @ 10:57pm 
Originally posted by #1Canadian:
Hey, just to preface this, this is one of my favourite mods, and playing without it is a nightmare, that being said i have one issue with one of the laws, that being the "balanced approach" in the law enforcement section. The weekly national unity seems very overpowered because it completely nulifies nukes, whereas nukes usually help you take people over easily, if they have balanced approach it seems to break the cap so to speak. What happens is when you nuke someone, their national unity doesnt go down, as it is above the maximum and it seems, at least in one of my playthroughs EVERY SINGLE NATION PICKED IT, and for a couple i had to walk over everysingle tile they own. This is compounded in the fact that france can get out of its poor national unity situation in the first year and get the maximum O.O Anyway, i'd like to know if this was intentional or if you have any plans to adjust this in the future. Thanks for taking the time to read this half rant :D. Keep up the good work!

Very much this. Just played through a game and I had to walk through Germany, Italy and Russia completly before they surrendered. WAY too overpowered, imo there shouldn't be something that adds national unity weekly its just too broken maybe if it was changed to a national unity buff instead.
Last edited by Drink Pepsi; 19 Jun, 2017 @ 11:31am
Originally posted by #1Canadian:
Hey, just to preface this, this is one of my favourite mods, and playing without it is a nightmare, that being said i have one issue with one of the laws, that being the "balanced approach" in the law enforcement section. The weekly national unity seems very overpowered because it completely nulifies nukes, whereas nukes usually help you take people over easily, if they have balanced approach it seems to break the cap so to speak. What happens is when you nuke someone, their national unity doesnt go down, as it is above the maximum and it seems, at least in one of my playthroughs EVERY SINGLE NATION PICKED IT, and for a couple i had to walk over everysingle tile they own. This is compounded in the fact that france can get out of its poor national unity situation in the first year and get the maximum O.O Anyway, i'd like to know if this was intentional or if you have any plans to adjust this in the future. Thanks for taking the time to read this half rant :D. Keep up the good work!
100% agree. I love this mod as it makes things more complex, but not overwhelmingly so, and this is the only major issue I have at all. Great mod anyway however!!
It seems that AI is completely uncapable doing any tradeoffs, so it will always pick same six laws... Weekly 0.2% national unity bonus should only be option after '44 or first dropped nukes becaus other way every nation will have 90% (and I believe it actualy goes beyond that)
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