[HO] Hearts Of Iron IV

1, 2, 3
@Ivam

Yo te estoy hablando de anexionar. Lo que pasa es que no se como va en el IV. En el II Francia caia facilmente en uno o dos mese y saltaba el eevento de Vichy, pero seguía teniendo sus territorios africanos y americanos dando por saco por mar y aire. Hasta que no conquistabas sus provincias con puntuacion alrededor del mundo no la derrotabas completamente.

@sdsoldi

Si conquistas gibraltar y el canal de suez no le cortas el paso de los barcos al mediterraneo?
@Menkure Pues no había caído en eso. Porque gibraltar sigue siendo dominio de inglaterra. El canal de suez lo tengo controlado.
Entonces si les quito gibraltar ya no pueden pasar barcos enemigos por el estrecho?

Con respecto a francia, ya me ha tocado algo. Cuando se forma la francia de vichy y se reparte francia con alemania, esto es instantáneo. Pero siguen estando en áfrica y dando por saco. Y si que intentan reconquistar muchas zonas como si estuviesen a la desesperada.
sdsoldi escribió:@Menkure Pues no había caído en eso. Porque gibraltar sigue siendo dominio de inglaterra. El canal de suez lo tengo controlado.
Entonces si les quito gibraltar ya no pueden pasar barcos enemigos por el estrecho?

Con respecto a francia, ya me ha tocado algo. Cuando se forma la francia de vichy y se reparte francia con alemania, esto es instantáneo. Pero siguen estando en áfrica y dando por saco. Y si que intentan reconquistar muchas zonas como si estuviesen a la desesperada.


En el II seguro, en este no sabria decirte.

Cuando empezaba una campaña con Alemania de las primeras cosas que hacia era quitarle Gibraltar a los ingleses y luego con los italianos mas algunas tropas alemanas tomar el norte de Africa. Con el mediterraneo bajo control y defendiendo las playas del norte de europa ya podia ir con todo a por Rusia.
Si no cierras el Mediterráneo, Italia es indefendible. Y conquistar toda África lo mismo, por que luego usa y algún menor como México te van a obligar mantener muchas tropas en defender zonas de África que no aportan nada.

Sin olvidar que Alemania necesita tu ayuda contra Rusia, si acudes tarde y le hacen brecha caes tu también. Si no apoyas a tu aliado en sus frentes y abres otros, al final OS entrarán.

Yo suelo avanzar hasta irak, y depende como vaya Alemania en el frente ruso presiono también por la zona norte de irak, o si va mal paro en los pozos pretriliferos y le ayudó hasta la caída de moscu mínimo.

Pero lo más importante es cerrar Mediterráneo, una vez cerrado toda la industria centrada en infantería, naval ya no necesitas y la aviación en Rusia la pone el alemán, y en el África no hace falta una vez expulsado los británicos del norte

Con Italia anexiones comon las de yugoslavia, gracias, Turquía, aportan mucho más que todo África y son sencillas.

En este hoi4 francia es la que más descalabra todos los planes, en una partida freno aleman, a mi en los Alpes, y mientras se anexionó la España Nacional ...
Si, la verdad es que Francia en el Hoi IV es demasiado fuerte. Antes de que te declaren la guerra puedes haber completado toda la linea de maginot...
Ivam escribió:Si, la verdad es que Francia en el Hoi IV es demasiado fuerte. Antes de que te declaren la guerra puedes haber completado toda la linea de maginot...


En mi partida, que he empezado en 1936 y con varios cambios históricos, Alemania se carga a Francia, Bélgica, Luxemburgo y Suiza (eso en el frente occidental) en 1939. Los únicos que aguantan son Holanda. De hecho, les he tenido que salvar el culo con España porque si no Europa estaba perdida para la causa. Eso, y que Holanda ha resistido como una campeona y que Suecia ha entrado en la guerra (?) y en 1941 había movilizado 100 divisiones, que no sé de dónde las han sacado los suecos, pero ahí están.

Pero vamos, Francia ha caído como un castillo de naipes, con el primer soplido.

Lo malo de mi táctica es que me olvidé, antes de cambiar comunismo por democracia para unirme a los aliados, de invadir Portugal. Tener toda la Península para mí me hubiera dado un poquito más de potencia. Pero vamos, reconstruir España después de la Guerra Civil (sobre todo si ganas con la República) es una tarea ARDUA.
Han publicado un diario con algo de stats y futuros planes.

Top nations played:
Germany - 35%
Italy - 13%
Soviet - 10%
USA - 10%
United Kingdom - 4%
France - 3.5%
The most played minors seems to be China, Poland and Turkey.


Changelog de un Hotfix que ya está publicado en Beta y que será público el Lunes:
We have been working on a hotfix patch for solving some performance issues and crashes that have popped up. It is still an optional beta patch, and I expect we will make it available for all on monday. If you have issues listed below and want to try it out go here to check things out early: https://forum.paradoxplaza.com/forum/in ... ch.945139/

Changelog for that is:

Stability & Performance
Fixed several rare CTDs.
Late-game performance optimizations.
Large peace conference resolutions are now faster and also properly indicate that they are active to non-participants.
Added GUI scaling option for people with very small or very high resolution displays (experimental).
Added a max framerate limiting system (defaults to 75 fps) to help people with the combination of bad cooling, great graphics cards and very high screen refresh. If you are one of these with heat issues I would love to hear if this solved it (changing max_fram_rate in settings can let you remove its effect by making it higher, or go lower if you still have issues)

Gameplay
Fixed an issue with deploying troops during spanish civil war when continuing savegames.
Can now zoom in and out using PgUp and PgDown buttons on keyboard.
Stopped an exploit where player could redirect a naval transfer into an invasion without preparation.
Fixed a case where fleets who found themselves outside base range would be instantly deleted.
Fixed some highlighting issues in tutorial.

Content
Added 9 new unique nation leader portraits.
Improved some VP/state names in China.
Improved a lot of alternate ideology nation names and party/leader names.
France can now send volunteers to Spain if they choose the Support Nationalists focus.
Fixed many localization issues, both in english and other languages.


Here are some cool portraits @Sideburnout has been adding to the patch to flesh out minors:
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Y futuros cambios para Julio
Right now we are working on the first proper patch that we plan to release just before vacation in july. You will get more detailed info in coming weeks but the main focus will be:
- AI
- Air warfare balancing
- Making sure invasions are harder to pull off, easier to defend against and more cleverly done by AI
- Improving peace conference scoring
- Quality of life interface improvements
- Bug fixing



Fuente: https://forum.paradoxplaza.com/forum/in ... -1.945562/
Me alegro que mejoren el rendimiento en la parte final del juego. Cuando hay muchas unidades desplegadas se hace prácticamente injugable.
¿A vosotros no se os hace muy enrevesado el sistema de guerra aérea?. Yo no consigo gestionarme... en el III cogías una división, la mandabas con click hasta cierta zona y te aparecía el alcance de la unidad y el territorio que iba a vigilar.

Después los desembarcos no los entiendo. Hago lo que dice el tutorial y estando en guerra Yugoslavia (yo) contra Turquía, me dice que no puedo ir a esa provincia ¿?¿? en tooooda la costa.

Y lo que da mucho por culo es cuando las unidades se crean ad-infinitum por defecto y se te va la olla gestionando otras cosas... luego te piden mogollón de material y te preguntas que coño pasa. [qmparto]

¿Y el mapa?, no se ve claramente cual es tu país, solo se ven los bordes y al menos yo cuando intento hacer un embolsamiento hay lugares que las provincias son pequeñas y no se distingue nada de bien.

De momento tengo sensaciones encontradas. Ha sido un acierto quitar los teatros de operaciones que me parecían un lastre y poner el sistema nuevo mucho mas digno.

Yo le doy un 7/10. Con un tutorial demasiado basico.
Buenas, ya había jugado a otros juegos de paradox como EUIV, Victoria II, o CK2, pero el HOI nunca me ha llamado la atención, ahora ha salido el nuevo y estaba interesado en pillármelo, pero nose si me gustará ya que veo que solo se centra en la segunda guerra mundial y las batallas que se produjeron. A mi me gusta también la gestión del país, no solo hacer fabricas y construir tanques y barcos, para la guerra, me gusta el comercio, la diplomacia y demás y nose si este juego es importante o solo se centra en la guerra y en atacar. Me gustaría que me resolvierais esta duda y a ve si me lo compro o no.
@gome88 Pues así de primeras te puedo decir que se centra en las batallas.

De gestión del país no tienes mucho más que construir fabricas, defensas, astilleros y refinerías para el petroleo (cuando desbloquees en investigación)

Tema de diplomacia, en mi única partida lo e visto básico. Puedes mejorar las relaciones, generar un golpe de estado, declarar objetivos de guerra, hacer un prestamo (regalar armas, tanques, etc...)

Y comercio. Hay 6 recursos básicos que yo recuerde. Cada país produce algunos y creo (todavía estoy muy verde) que no puedes hacer nada por producir otros recursos que no sea conquistando. Cuando tienes superavit de un recurso, se exportan automáticamente. Creo que nunca se almacenan. Y cuando tienes deficit de un recursos lo puedes pedir a un país. Por cada recurso importado "pierdes" una fábrica civil. Y necesitarás barcos convoy para transportar los recursos (cosa totalmente automática)


Todo esto te lo cuento de lo aprendido de una única partida que todavía sigo jugando :) Seguramente en algo esté equivocado y si es el caso, que alguien me corrija y así me aclaro yo también jajajaj
Gracias, pues creo que entonces esperaré un poco a que baje de precio.
Ayer dí por terminada mi partida con Italia.

Se me hace muy muy pesado el tema de los desembarcos. Teniendo el norte de Sudamérica bajo control no había forma de pasar por el estrecho e ir subiendo hacia EEUU.

10 Divisiones de EEUU aguantan sin retroceder el ataque de 30 divisiones por tierra.

Si envío pocas divisiones, no aguantan medio día sin retirarse. Si envío todas estaré en el 80% y ganando la batalla, pero la organización cae muy rápido y se retiran. Si intento un desembarco bastante cerca, me suponen 100 días de preparación y con que el defensor tenga 3 divisiones, los míos se retiran.


Ahora estoy jugando con la república y ya he ganado a la España franquista, y también he declarado la guerra a Portugal. Evidentemente Inglaterra, Australia y algún otro país me ha declarado la guerra. La península es mía.

A principios del 38 francia se une a los aliados y me ha empezado a atacar con muchísimas divisiones de infantería y blindados. Y gracias a aguantar y replegar consigo aguantar la línea durante un año, eso sí, retrocediendo poco a poco hasta el ebro. Luego Hitler ya declara la guerra a Polonia y ataca Paris.. En menos de un mes Francia se rinde y me salvo XD XD


Lo que sí tengo es una duda. Puse mi objetivo de guerra (creo que se llamaba así) contra Portugal para conquistar Lisboa. Luego al llegar la fecha declaré la guerra y conquiste Lisboa. No debería dar opción de terminar la guerra?
Imagen

Alguien me puede explicar porque 17 divisiones no pueden contra 2? Empieza en verde como en la captura... pero la organización baja en un suspiro y dejan de atacar...
@sdsoldi

Quieres que te cuente una cosa? He usado un trainer el otro día porque me aburría y le veo cosas que no me molan nada. Y cojones, 100 divisiones en verde contra 23 que están casi al rojo del desgaste de tanta batalla y no había huevos a tomar la puta posición.
sdsoldi escribió:Imagen

Alguien me puede explicar porque 17 divisiones no pueden contra 2? Empieza en verde como en la captura... pero la organización baja en un suspiro y dejan de atacar...


Hombre, si pones una screen del detalle del combate podría explicarlo :)
@Ivam Ok la próxima pongo captura de la batalla. Pero me está pasando mucho últimamente.
@quimico2008 Muchas gracias!

Ayer sacaron un nuevo diario de desarrollo con información del nuevo parche y DLC.

Al parecer van a meter una nueva característica que está dando mucho de que hablar. Se trata de un nuevo plan de batalla llamado 'Blitz'. Hasta aquí todo estupendo pero el problema es que se trata de una característica del DLC y por lo tanto de pago.
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Y también van a meter otra cosilla, pero esta característica ya es gratuita. Configurable Garrison Order
Se trata de cuando quieres proteger un territorio ahora te saldrá un menú para elegir lo que quieres proteger. Esto vendrá muy bien para cubrir las zonas costeras en caso de desembarques, puntos, puertos o zonas de resistencia.
Imagen

La verdad que el nuevo update pinta bastante bien.
Más info: https://forum.paradoxplaza.com/forum/in ... 16.973797/
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Mañana sale el nuevo parche y el nuevo DLC

Lo que trae el DLC [14,99€]
#######################################################
# Together For Victory Expansion
#######################################################
- New focus trees, generals, and ministers for Canada, Australia, New Zealand, South Africa and India including alternate history paths.
- 19 New 3d models for commonwealth infantry, planes and equipment as well as accompanying 2d art
- New Autonomy system where a nations autonomy can move between Annexed, Integrated puppet, Puppet, Colony, Dominion or Free with different effects.
- Masters can recruit subject forces
- Masters can build in subject territory
- Continuous National Focuses are new focuses that give running bonuses (basic ones included in patch)
- A Land Battle Log giving you history and statistics of combats for a theater (basic history list included in patch)
- A new Spearhead batteplan command where units will aggressively take only marked provinces (great for encirclements using BP tool)
- Ability to request lend lease from other nations
- A technology sharing system where members of the commonwealth or factions can benefit from each others technological advances
- You can now release a nation as puppet and decide to continue playing as it
- 3 new commonwealth themed music tracks by composer Andreas Waldetoft
- Voice over sound for infantry units in: German, French, Italian, British english, American english, Spanish, Russian, Mandarin, Japanese, Danish, Finnish, Norwegian and Swedish languages.

Contenido del parche gratuito
###############################
# Free Features & Important
###############################
- Theaters now indicate number of attacking and defending combats with color for status
- Can now configure garrison order for what to guard.
- Can now edit existing lend lease details
- Added cosmetic tags for european states that are puppets of Germany
- Added cosmetic tags for east-european states that are puppets of the Soviet Union
- Added cosmetic tags for a number of British colonies (including a former one)
- Added a new type of equipment design company (support units)
- Added Manchukuo to the game. May God have mercy on us all (also a bunch of other nations!).
- Added achievement viewer
- Added a music player
- Added outdated equipment alert
- Added outdated and new production indicators for production view
- Added several new generals
- Enable player to call subjects to war even if the player isn't war leader
- Buildings can now increase in cost for each level. Forts and naval forts now ramp up in cost the higher the level
- Interesting countries screen can show more interesting countries with special national focus trees
- Air attack (from AA battalions) now counteract enemy air superiority effects in combat and for movement
- Warscore system now uses combats instead of just taking provinces (these give a lot less) to reward nations
- Added 12 new achievements

Otros cambios
##################################
# AI
##################################
- Tweaked up base AI research factor for mechanized and lowered top lvl infantry weapons a little
- Moved Weserubung focus to be taken earlier in historical ai focuses mode
- Prevented ai from researching technologies more than one year ahead of time
- AI now takes research bonuses into account for picking techs
- Fixed casting errors in AI that could make it assign troups to a non-optimal front, and also cause overflows leading to random madness
- AI no longer ONLY saves all its nukes for punishing the enemy taking their own cities
- Improved AIs ability to adhere to supply limits.
- AI now attempts to recover when units are unable to reach desired front location.
- AI now attempts to detect and react to many encirclement opportunities, both against itself and against enemies. Includes evacuating dangerous areas and cutting off bottlenecks.
- Tweaked prio for what AI considers "weak enemy" to avoid attracting too many units.
- Added contininent prioritization for the AI with high scores to Europe and the Pacific, but low to Africa.
- Fixed bug where AI would keep swapping a fighter with land equipment at the top of the list for all eternity
- Various fixes and tweaks to AI naval invasions.
- AI should now be capable of using rockets.
- AI sets up a couple of fleets to be used for special missions.
- Tweaked AI research desires.
- Tons of AI front balancing work. AI randomly abandoning fronts should no longer happen, among many other things.
- Removed block from AI preventing it from adding more support than columns of regiments.
- Various bugfixes and improvements to AI template design.
- Made AI capable of making % of production LL and should increase their production accordingly
- Made AI threat assessment properly include faction members of countries they are about to enter war with
- Made sure that AI does not completely block itself when having multiple invasion orders against the same area but being unable to cover the regions for all of them at the same time
- Made AI better at supporting naval invasions by focusing on the next one to complete preparation.
- Tweaked naval invasion priority to make them more inclined to take islands (particularly with air bases) and home region
- AI no longer ends up in strange state where they are assigned to a root order but not a following attack order.
- Split up AI garrison order in two: home area and other areas.
- AI is no longer using all types of garrison locations
- Made AI invasions scriptably more unpredictable.
- Made sure that a factor of 0 in tech script blocks research, and that it can not randomly get a negative score when picking tech.
- Fixed strange bug in AI order assignment that left units assigned to a group but not an order.
- Scary fix makes AI actually consider all target areas of enemy, in stead of one at a time. Should set pacific area ablaze when the time comes, and keep the invasions rolling.
- Made sure AI is capable of calling subjects into wars even if they are not in a faction.
- Fixed crazy random bug in AI that could randomly reassign units to one front before recovering over the next few days
- Tweaked crazy production AI that lead to air fields in very bad places waaaaay too early
- Fixed problem that caused garrison order to not garrison forts even when it was selected
- Made sure that coastal defense garrison order prioritizes ports over empty coast if not enough units to cover entire coast
- Made sure AI no longer ends up switching between mutually exclusive techs even when halfway through.
- AI no longer spams trucks like they were some kind of war winning superweapon.
- AI countries now will always call subjects who cannot decline into war.
- Fixed AI leaving military factories unassigned.
- Improved AIs capability of determining if ready for war as well as AIs ability to ask again.
- Made AI able to remove regiments in template design under certain circumstances.
- Made absolutely sure that the AI uses military factories, even if it does not want to build more air planes.
- Rebalanced AI desire to produce infantry equipment.
- AI does not trust countries in other factions even if they have a NAP with them.
- Unitcontroller does not consider provinces empty when a division is fighting its way out of it. Should reduce front shuffling.
- Stabilized AI invasion prio scores. Should result in invasions not swapping units around as much and randomly getting canceled.
- Blocked the AI from swapping the last support battalion int template design over and over.
- Added AI strategy to tweak desire for modifying templates.
- Fixed overflow that cause some countries to not build planes causing USA to end up with 0 strategic bombers.
- Made sure released AI countries don't get stuck building nothing.
- added a naval base in northern China to try and encourage Japan to engage in China
- adjusted ai weights for Germany to allow non-historical Germany to actually decide to go with China instead of Japan
- adjusted Soviet historical focus list slightly to account for focus requirements
- Germany will no longer try and befriend Japan if Japan is already in faction with them. Germany doesn't l-like Japan or anything!
- Garrison orders logic was significantly improved
- China no longer accepts puppeting with historical focuses on unless Japan is comically strong. China accepting now also adds World Tension
- Added system of scripable ai areas for ai prioritization
- Fixed bug in unit controller that would lead to provinces not getting any units.
- improved italy's minister picking AI
- increased priority on some early industry techs for AI
- Fixed a problem with naval invasions getting destroyed upon execution for AI
- Fixed an issue with AI's old templates becoming honeypots for updates
- Improved German production AI strategy
- Marked equipment as correct type for AI to avoid it getingt caught in truck vortex
- Tweaked german idea selection for chief of air force
- Fixed bug where ai strategy for template upgrades would pick wrong target
- Tweaked japan starting strategies for divisions, less trucks for the truck throne
- Tweaked japan target infantry template to try and keep their costly madness down
- Tweaked chinese tech ai
- Tweaked minsiter selection ai for japan
- Tweaked minsiter selection ai for germany
- Tweaked minsiter selection ai for france
- Tweaked trait evaluations for AI
- Fixed issue where AI always thought negative modifiers were bad, even when they were good (bad ai! no I mean good ai!)
- AI is now blocked from putting CAS on naval bombing missions. Should help GER and JAP
- Japan will no longer approach Germany for an alliance if Germany is not leader of a faction
- AI should no longer be able to cancel unit movement that is retreating.
- Further improvement to unit balancing between fronts
- AI should no longer leave civilian factories unassigned


##################################
# UI
##################################
- Focus trees now remember their position when closed. Resets when looking at other trees
- Diplomacy window 'sort by our opinion' now handles reverse sort
- Proper highlighting of 'add new command group' button
- Fixed overflow on long nation names in trade
- Subject view, manage occupation and idea subwindows in politics view are now mutually exclusive and wont stack on top of each other
- Added new icon to division modifiers in combat to highlight AA support
- Setting up lend lease no longer says convoys are needed always even when they arent
- Trade interface no longer incorrectly states that you need convoys when you dont
- Amount of convoys indicated in trade interface now takes ones actually already used on route into account when displaying deficiencies
- strait mapicons no longer eat dragboxes and zooming
- added cool canadian motto to loading tips
- Fixed war view so ally does not wrongly show up in both member and uncalled sections.
- Now dangerous naval invasion alert disappears correctly when enemy invasion fails
- Dangerous naval invasion alert now disappears in max a month after success instead of next hour
- Added In the Field and In Training to Manpower tooltip in top-bar.
- Changed some equipment names. Fixed a lot of typos.
- Added glorious manchuria leader Henry Pu Yi for benefit of all
- Map icons don't merge naval and land ones now, yay
- Added flags for ANG BOT COG MZB KEN and ZIM
- Added mr Orde Wingate, FOR TEH ORDE
- Added 4 new indian generic leader portraits
- Added 4 new african generic leader portraits
- Around 60 new focus icons added
- Around 34 new national spirit icons added
- Added 108 new report and news event pics
- Added training indicator for armies in theater list
- Added custom backgrounds and glow to show new and out of date items in production view
- Made selected unit and wings sexier and easier to see (thanks Roflbinflood)
- 'Received' and 'Given' military access relations are displayed with different icons in diplomacy view
- Always pause for peace conferences in mp when a human player is involved
- Longer range now supported for "mutually exclusive" national focus indicator
- Resources now always shown in peace conferences
- Option slider for setting volume of ingame voices
- Clarified tooltips for breakthrough for attacks in combat view
- Improved tooltip for "dismantle faction" button
- Fixed misleading tooltip for naval invasion order
- added DEF names for cosmetic tags ("The <country>")
- Fix for missing generic military theorist pictures in country technology view
- Fixed localization issue with Jet tactical bombers
- Fixed a number of legibility issues with certain events and country names
- Fixed soviet motorized equipment being invisible when in production
- Fixed an issue where unique motorized icons were not showing in production menu
- Fixed a proper endline to collapsing deploy entries
- Fixed bug that prevented AI from rebasing its airwings
- Fixed a display bug in news.228 event
- Added tooltip to show total manpower of selected divisions in division list
- Map colors and stripes are now properly refreshed in the building constructions view.
- Fix for incorrect party popularity value in 'Stage a coup' dialog

##################################
# Modding
##################################
- Added num_tech_sharing_groups trigger to count active tech groups for a nation
- Focus.AutoComplete now no longer closes focus screen or does a popup
- added num_subjects > x trigger
- "-hands_off" start flag now set max speed automatically unless another speed is set on command line (enjoy fire and forget go home support)
- Changed the modifier send_volunteer_size to add to volunteer cap.
- Added send_volunteer_factor to modify current allowed divisions.
- Attrition from heat and extreme heat in provinces is now separate and called heat_attrition.
- Added new graphical culture commonwealth_2d.
- Added if-else trigger. Syntax: if = { limit = {<condition for trigger_a>} <trigger_a> else = {<trigger_b>} }
- Added else to if effect. Syntax: if = { limit = {<condition for effect_a>} <effect_a> else = {<effect_b>} }
- Made add_building_construction effect able to take some really special ugly input, that makes it easier to place province building. Use at your own peril.
- Added modifiers cost of military leaders. military_leader_cost_factor, army_leader_cost_factor and navy_leader_cost_factor.
- Added possibility to set unit cap on field marshalls.
- Added new way of naming countries. <TAG>_ideology_<autonomylevel> <TAG>_ideology_subject <TAG>_<autonomylevel><TAG>_subject. Can use OVERLORDNAMEDEF and OVERLORDADJ to insert name/adj of overlord in own name. <TAG>_<OVERLORD TAG>_ideolog.. etc etc.
- Added add_ideas command to console
- Added on_release_as_puppet on_release_as_free triggered from the manage occupied territories menu
- Added 'set_cosmetic_tag' effect wich allows to dynamically change country's appearance: name, flag, map color, names & portraits pool
- Added 'on_subject_annexed', 'on_subject_autonomy_level_change' and 'on_subject_free' onaction events
- Added 'add_to_tech_sharing_group', 'remove_from_tech_sharing_group' effects
- Fixed CTD for reloadtechnologies command
- It's now possible to script a message for the white_peace effect
- Fixed bug that made it possible to really break AI production through script
- Fixed diplomatic on_action scope set wrong
- Added swap_ideas effect that will show the difference between bonuses of the two ideas. Syntax: swap_ideas = { remove_idea = <idea> add_idea = <idea> }

##################################
# Database
##################################
- Maintenance Company tech no longer belongs to armor company, which caused AI to waste tech bonus on it
- added lvl 1 port to Labrador so that supply works there if canada/UK goes to war
- Maracaibo now has correct name
- Added Stanley Baldwin (thanks to tom_jones for base artwork!)
- fixed bug in Italy National Focus tree (Capital ships focus now actually gives the naval XP it promises)
- Japan can no longer create the Indian National Army if Raj is fascist or Japan is not at war with them
- Japanese Battleship name "Yamato" no longer used for first battleship Japan builds, reserving it for future battleships (including super- and space-battleships)
- Changed names for some political parties to be more accurate
- Newsevent for “Eastern Poland to the Soviets” no longer shows two options if Soviet and Germany in same faction (there is a reason it is called “unholy”, guys)
- added localisation for mountaineers_tech, cat_trade_interdiction and cat_battlefield_support
- All ground forces in the Dutch East Indies are now under control of (colonial puppet) Indonesia. This should reduce the amount of Dutch units in Europe while keeping the balance of forces in the DEI roughly as it was before.
- Added Pakistan as a releasable country
- Added Angola, Botswana, Congo, Kenya, Mozambique and Zimbabwe/Rhodesia as releasable countries
- added several hundred flavor names for equipment to a number of countries
- Added British Malaya as a puppet of UK.
- Added heat_attrition and heat_attrition_factor modifiers for both country and unit leaders.
- Added Belarus as releasable country
- One Australian land province is not wrongly marked as coastal anymore
- Added Windhoek as VP to South-West Africa state
- Added two additional flavor names for Japanese tanks
- Restored Port Arthur to its proper historical significance, a decision that was not in any way related to AI performance and any such allegations are lies
- Added tech sharing for Tizard mission events (if you have TFV)
- USA no longer eligible for generic election events before 1948
- Fixed a number of inconsistencies and errors in the French and German naval OoB for 36 and 39 starts
- Fixed an issue where de Gaulle could be replaced as a leader of Free France for no good reason
- Added colonial governor as official leader for Malaysia and Indonesia (retire on breaking free)
- Added Yemeni merchant marine (5 whole convoys!)
- Added a number of cosmetic tags for certain constellations of puppets
- Added Italian generals Emilio De Bono, Italo Balbo and Radolfo Graziani. Added French generals Charles Huntzinger, Henri Giraud and Philippe Leclerc (Thanks to Sleight of Hand for this and other things ported from the Vanilla+ mod!)
- Added cosmetic flags for German dominated UKR and BLR
- British colonies now always use British equipment names and pictures if no unique ones exist

##################################
# Balance
##################################
- Increasing custom difficulty levels now also lower attrition units takes from that nation
- Moved mechanized tech levels down one year, so first is unlockable in 1940
- Increased hardness to 80% for light tanks from 70%
- Increased hardness to 50% for light tank variants from 40%
- Increased hardness to 90% for medium tanks from 80%
- Increased hardness to 65% for medium tank variants from 55%
- Increased hardness to 95% for heavy tanks from 90%
- Increased hardness to 80% for heavy tank variants from 70%
- Increased hardness to 99% for super heavy tanks from 95%
- Increased hardness to 90% for super heavy tank variants from 80%
- Added +10% hardness to motorized from first level mechanized tech
- Bomber and CAS aces now use better bonus modifiers for attacking
- CAS attacks now scale properly with active planes rather than whole wing when looking at ace bonuses
- Added hard-cap for nations to become majors, 35 factories are needed. (should avoid wars dragging out into whack-a-mole-the-new-major as you blob)
- Reduced air superiority boost for offensive formations (doctrine) from 25% to 15%
- Reduced air superiority boost for logistical bombing (doctrine) from 25% to 15%
- Added air superiority boost for combat unit destruction (doctrine) at 10%
- Reduce base free repair from 0.5 IC to 0.3 IC
- Reduced agility of Naval bombers to 30-35-40
- Reduced agility of Close Air Support planes to 35-39-44
- Reduced air attack of Close Air Support planes to 6-10-14
- Reduced air attack of Naval bombers to 6-10-14
- Brought carrier plane agility in line with land based versions
- Carriers can no longer reinforce with fresh planes while in combat
- Added a small amount of threat to more imperialist parts of US foreign policy focus tree branch
- Nerfed Raj tech level at start
- Reduced chinese civilian start ic by 1
- Nerfed French starting armor equipment in 1936 into the *bleep* ground
- Germany no longer allowed to pull Turkey into their faction after they have capitulated. No fun allowed.
- Warscore system now uses combats instead of just taking provinces (these give a lot less) to reward nations
- Air attack (from AA battalions) now counteract enemy air superiority effects in combat and for movement

##################################
# Bugfix
##################################
- Fixed issue where some rocket sites would not show up on map
- Fixed issue where small damage to aircraft would be ignored
- Fixed issue where a command group icon was sometimes not selectable
- Fixed issue where CAS ace would actually have a detrimental effect to damage done in land combat
- Can no longer use console after resynch in MP
- Nukes now impact owners national unity, not controller
- Fixed wierd scaling issue with main menu bg
- Fixed manpower not being returned from fleets
- Fixed the issue when relations could be transferred wrong in civil war
- Now lend lease has the highest priority in equipment distribution
- Added cap for the factories going negative in multiplayer after very fast clicking
- Now units that doesn't have supply path to the capital will count as encircled while disbanding them
- Fixed the issue when division view was not showing air attack
- Added fallback if ship names were not properly scripted in the database
- Fixed the bug when player could call to arms country which was already at war in the war overview
- US focus Defense of the Pacific is no longer blocked by Japan having the same ideology as Japan.
- Stopped Japanese cloning program (Removed one of the Matsuis ).
- Added category tags for some technologies. engineers_tech recon_tech mountaineers_tech military_police_tech hospital_tech logistics_tech signal_company_tech maintenance_company_tech.
- Removed highest level artillery high command for most releasable nations. Replaced with lowest.
- Fixed civil wars not spawning if revolter only has 1 state.
- Winter_attrition now does more than nothing for unit leaders.
- Save games now store enabled DLC bitmask which is checked. UI doesn't allow to load save game if some of DLCs are missed.
- Map mode is no longer switched for secondary coop player if host player assigns/un-assigns naval mission
- Releasable countries list is now correctly refreshed after player releases any country
- Countries aren't displayed as if they capitulated twice in world tension log
- Fixed issues where exp.forces could stay in wrong countries after a peace conference.
- More small air wings is no longer better than less large air wings.
- Air Accidents now happens equally fair regardless of how many different air wings you have.
- Fixed corrupted theatres and fronts after the peace deal.
- Fixed issues in unit naval transportation mechanics causing sometimes a unit to not leave it's port, and AI could not do anything about it.
- Minor fixes in the supply systems - There is no longer created an invisible naval route from the capital state to itself. (No player could spot it. We found it while debugging the code).
- Battleplans "estimated execution" province stripes are now correct when the source and destination are both 1 province long.
- Fixed exploit where a player could avoid loosing most of the equipment in combat by doing save and reload right before the combat was over.
- Nukes are doing now the real damage to the units, by reducing the manpower and equipment, not just str/org bars!
- Player can no longer trade with factories gained from other trades. Tooltips was saying that, but nothing blocked the interface from doing so.
- Fixed some possible gui issue after peace conference
- Fixed issue with calculating losses from manpower
- Fixed issue where river crossing would not impact breakthrough of attackers
- Expeditionary forces now use the manpower pool of their origin country
- Fixed an issue with Burma road focus not giving rewards unless Britain actually owned india and parts of China (Britain owning India and parts of China would probably not want to help China anyway)
- Fixed bug where some lakes could remain controlled by the enemy, and there was no way to conquer it.
- Puppeting either the Soviet Union or Germany voids the MR-Pact
- Neville Chamberlain resigning through event no longer forces fascist or communist leaders to resign
- Removed exploit where the SOV Great Patriotic war could become permanent

###############################
# Stability & Performance
###############################
- Fixed potential CTD in num_faction_members trigger
- Added some safety agaisnt CTDs when doinh really broken saves with mods
- Fixed a savegame reading bug leading to broken saves
- Fixed potential CTD in trigger checks for home areas
- Fixed rare order-related CTD.
- Fixed CTD in automated handling of units in fronts.
- Fixed CTD in unit map icon.
- Fixed more divs by 0 than you can shake a stick at.
- Made exiled units move to the area closest to them in stead of their capital.
- Fixed CTD when player eventually clicked on the sea province in the construction mode
- Fixed CTD in lend lease view, when player closed the view while having acceptance tooltip
- Fixed memory leaks in political and unit stats view
- Fixed CTD - AI referring to a deleted front.
- Fixed CTD - Extremely rare and difficult to reproduce crash regarding the multithreading.
- Fixed CTD - Caused by the division by 0 when a certain naval combat took place.
- Fixed CTD - Rare crash when going back to main menu.
- Fixed CTD - When trying to access a garbage memory data (regarding the supply naval routes) when loading some savegames.
- Fixed CTD - When trying to access some data of deleted unit that was sent as a volunteers.
- Optimized by ~70% super heavy performance spike after the peace deals.
- Fixed OOS with peace conferences where not all human players were involved
- Fix almost guaranteed OOS in mp for AI white peace
- Fixed potential OOS on save load and some units were encircled
- Fixed OOS due to multithreading issue in air superiority calculations
- Very rare CTD fix (framerate dependent), when clicking CONTINUE to load the recent save
- Fixed malformed map texture in low-detail gfx settings. Enabled some basic lighting that solves the tiling problem, which improves the look, but makes the shader a tiny bit heavier.
Ya pequé comprando el HOI 3 de salida, hasta que éste no esté bien pulido ni lo huelo.
karatfur escribió:Ya pequé comprando el HOI 3 de salida, hasta que éste no esté bien pulido ni lo huelo.


Pues yo me lo paso genial en MP.
En SP la IA comete muchos errores, aun que en este ultimo update corrigen varios.
Ivam escribió:
karatfur escribió:Ya pequé comprando el HOI 3 de salida, hasta que éste no esté bien pulido ni lo huelo.


Pues yo me lo paso genial en MP.
En SP la IA comete muchos errores, aun que en este ultimo update corrigen varios.


Juegas con conocidos o te metes en el lobby que caiga la suerte? Algún día me gustaría probar el mp.. pero ando muy jodido de tiempo para probar el mp
@sdsoldi juego en las partidas que se organizan en los foros de paradox
Ivam escribió:@sdsoldi juego en las partidas que se organizan en los foros de paradox



Yo suelo leer los AAR que se publican allí.
Nunca hay que comprar un juego de paradox hasta que no han pasado 24 meses desde su lanzamiento.

Los que llevamos mas de 15 años jugando a sus juegos ya lo tenemos asumido, xDDD

Con decir que mi grupo de vicio todavía jugamos al primer HoI xDD
Están sacando diarios del próximo parche para el hoi4. Pongo un pequeño resumen con las cosas que me parecen más importantes a mi parecer.

La eficiencia no subirá de manera lineal sino muy rápido al principio e ira perdiendo intensidad. En esta imagen queda claro
Imagen


Van a cambiar también el coste de construir la industria. Costará menos cuanto mejor sea la infraestructura. Penalizando así el coste de construcción.

Los bienes a entregar cuando una nación / imperio capitule serán también modificados. Será un porcentaje de los bienes almacenados en el momento de la rendición.

También van a cambiar el sistema del cálculo para cuando no tengas recursos suficientes. Ahora es siempre un -80% de producción a todas las líneas de producción. Ahora cambiará por prioridades y puede llegar a ser hasta incluso el -100% (vamos no producir nada si no se tiene recurso)

Cambios menores en la interfaz entre los cambios ahora se avisara de que tienes divisiones sin asignar. Dicen que esto será útil cuando te llegan tropas expedicionarias.

Cambios en la IA y en el rendimiento en el late game.

Diario 1: https://forum.paradoxplaza.com/forum/in ... -1.998693/
Diario 2: https://forum.paradoxplaza.com/forum/in ... -2.999782/
Ya está disponible el update 1.3.3
################################################################
########### Patch 1.3.3 "Torch" ###########
################################################################


##################################
# AI
##################################
- Italy AI should now be better at picking proper units to fight in Ethiopia.
- AI is now inclined to ignore non-dangerous fronts while at war.
- Battle plan AI should no longer "forget" units assigned to attack order.
- Made AI better at dynamically evaluating level of preparation to attack based on expected enemy strength.
- AI should no longer be able to give units ridiculously long retreat or move orders while they are in combat.
- The AI should now be a lot better at handling a surrounded enemy capital.
- AI is less spammy with call to arms and join war requests.
- Battle plan AI unit distribution should now be more stable (though even further improvements would be good).
- AI will no longer declare wars on countries that control no territory, even if they technically exist in a limbo while their faction have not lost a war.
- The AI should now be managing its theaters better.
- AI will now start considering buildup of military constructions after a while, even if peaceful and not directly threatened.
- Naval AI will now attempt to use strike fleets to aid in coastal land combats if they are not on a mission to aid in a naval combat.
- Some minor AI optimizations.
- AI occupation policy is now scriptable, though no scripts for this has been added.
- Repaired a mistake in AI diplo for offering someone to join their faction. Threat from wrong side was used when looking at acceptance.
- Made sure AI considers org when performing naval invasions.
- Eat your vegetables before you get dessert: AI will no longer be declaring wars or justifying claims while in a losing war.
- The AI can now build any scripted building that is a part of an established building category.
- Made sure AI can not send parts of equipment. Half a ship is not particularly useful.
- Fixed a serious issue where AI would never counter resistance with area defense orders, completely ignoring conquered territory.
- AI is now less nervous about neighbors fighting a common enemy and not losing.
- Purged unit_base, as it did nothing apart from making scripting harder. unit_ratio is now the end all an be all of unit production in the scripting, and setting it to anything but a positive value will make the AI NOT build it.
- AI will now remove deployment lines for types it has reached its wanted number for.
- Improved the code behind AI template design, so the scripting should make more sense now.
- Minor tweaks to terrain prio when drawing fallback line which should make the go for mountains more.
- Battle plan AI is now capable of finding more complex paths to front position.
- Some balancing to construction AI focused on improving military industry production.
- Made AI better at calculating supply use when deciding how many divisions it can field.
- Made sure AI is not blocked from researching, even if only crap is left. Script can still set AI desire to 0 to block it.
- Improved naval AI region evaluation and made it better at reacting more efficiently to changing situations.
- AI now considers reinforcement priority for volunteer theater.
- Improved deployment AI to manage lines better and improved calculation of desired number of divisions.
- Added ai_strategy type 'support' that can be used to manipulate a countries desire to send lend lease to another country.
- Added will_lead_to_war_with when Germany demands Sudetenland. Makes AI prepare for a possible war.
- Improvements for air AI airwings picking and distribution
- Now air AI considers AA while prioritizing strategic bombing and defense operations
- AI should no longer be so happy on naval construction over military when it had also alot of civilian industry (hello USA)
- AI can now reprioritize production lines in a few cases to deal with resource lack
- AI us now makes use of more civilian factories when needed for trade
- fixed a case where AI would get sidetracked when designing divisions of specific country type and instead attempt to make generic ones
- added "ai_priority" on battalion types that get calculated by template, ai uses these rather than the visual representation to manage its divisions
- AI is now able to send old equipment as lend lease not just its newest
- AI can now cancel lend leases it can no longer afford or with nations it no longer make sense
- made AI more careful with its stockpile and who to lend lease to
- improved logic for AI's lend leasing
- fixed issue where a big difference in scoring of combat width could make AI refuse to upgrade its divisions
- USA should now lend lease soviets when they are in trouble if they have sufficient spare stockpile
- "support" ai strategy now lets nations lend lease away some of their stockpile buffer too
- fixed a case where AI would fail to deploy its main invasion protect fleet completely if some of the areas were out of range
- fixed AI invadability evaluation sometimes failing on naval path checking
- fixed a case where AI would try to split off fleets when it was not valid
- fixed a case where AI would spam invalid naval moves
- added equipment_stockpile ai strategy that lets you affect how much stockpile ai feels it needs
- all nations with many divisions will now attempt to accumulate bigger stockpiles for safety
- Fixed several cases where overflow of calcualted priorities could make AI do the opposite of what it wanted to do
- Now air ai calls recalculation of air priorities on joining a war
- fixed an issue where air AI would fail to assign mission if the only acceptable one was interception
- fixed a case where Japan would ASK to join germanys wars despite doing badly with china
- nations with restrictive modifiers for joining factions (japan) now super careful about accepting calls to arms to majors (soviet) when still at war with major neighbors (china)
- ai should now no longer get stuck on super large trades and better fulfill its needs (basically skipped the full-trade logic)
- AI now looks for trades in priority order of biggest lack
- AI now prefers trade with closer nations if naval transport required
- AI now likes trading with nations with neutral foreign policy more as they are stable
- lend lease now automatically cancels when war ends for the receiver
- AI is now MUCH better at looking at the equipment cost for switching more templates than just one at a time
- AI cares about infrastructure way more when placing consctruction
- AI should no longer go as happy on naval construction over military (was counting ratio also using civilian so got disproportional large naval part)
- AI us now allowed to trade using more civilian factories
- Ai should now be much better at going for medium tank divisions. Fixed issues with width being off as well as wrong template being used when evaluatign fitness for changing out lines
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- AI should now show greater interest in researching excavation tech.
- Tweaked templates a bit for majors to avoid getting trapped in subpar targets
- Allied AI will no longer guarantee Finland if Soviet justifies war on their claims, while Germany is the biggest threat.
- fixed an issue where some scripted ai strategies would not work after updates (it was order dependant)
- added an AI sanity check to the War with the USSR focus for Germany
- Reduced AI research randomness and improved info in AI research log message
- Made sure AI considers convoy count and possible delivery route before sending lend lease
- AI will now leave potentially hostile nations alone for guarantees until they have generated some actual threat giving you 1-2 smaller wars before you are sucked into the ww2 vortex (makes some minors a lot more playable)
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- Improved AI trade law logic selection
- AI now has a can_upgrade_in_field trigger on templates to give it hints on when to stop producing light tanks and switch over to medium for stuff


##################################
# UI
##################################
- Battleplans are now hidden during the peace conference to not obstruct the view.
- Players lagging behind message in multiplayer, is now replaced with an alert (tooltip shows who and how much).
- Added alert about having unassigned divisions.
- Added loading progress bars.
- When selecting a division(s), the list of all divisions automatically scrolls to show it.
- It is possible to hide ALL map counters except your units. Hotkey 'M'.
- All the message popups that doesn't require the player choice (yes/no/etc), automatically hides after timeout, to not fill the screen with hundreds of windows. Useful when running the "hands-off" observing game.
- Building constructions and conversions now can be added at the top of the queue by holding ctrl and click.
- Made save game name text field longer.
- Added stockpiling amount to production screen. Changed text to icons.
- Added tooltip to US "Destroyers for Bases" focus to make it clear who gains certain territories
- Fixed a tooltip for the Australian focus "A Deal with Japan" to account for different options of territories transferred
- Fixed legibility issues in event news.199
- Fixed a tooltip issue in the SAF focus tree
- Added dockyard output modifier icon in the production screen
- Fixed wrong division flags in the combat screen
- Missiles now count as bombers in the region air screen
- Fixed issue when multiple army groups was not shown in the volunteer theater groups
- Multiple fixes for trade influence issues with not matching numbers
- Tooltip in the research screen does not show ahead of time penalty if player has 100% ahead of time penalty reduction bonus
- Minor fix for army group leader tooltip, to match numbers when penalty for too many units applied
- Arrows now gets hidden while editing the orders
- Now top bar tooltip for factories also shows damaged ones
- Missiles are not shown in logistics screen anymore
- Fixes for fear trade modifiers being applied in wrong direction
- Now clicking on not existing country in the managing occupied areas screen you won't go to diplomacy screen
- Fixed the bug when plan evaluation numbers was not matching
- Fixed the bug when capital icons were not correctly shown
- Fix for the tooltip on return territory
- Added clarification on non-progressing training by reason of lacking equipment and manpower
- Now Pass button gets disabled in the peace conference if no actions left to take
- Combat log screen now will be shown on top of other screens
- Now load game button disable at the same time as continue button
- Clarified tooltip for opening multiple info windows in the tech and focus tree screens
- Political cost now is hidden when the law is taken
- Fix for the switch to next autonomy level glow (now it is actually hidden)
- Fixed warscore not being calculated properly while war without majors on one side
- Now invalid leader picking screens disappear as army group gets deleted
- Disabled icons while in deployment mode
- Fix for the rules not being updated on savegame load
- If national focus not changing tooltip doesn't show weekly change anymore
- Fixed factory conversion button flickering while non-paused gameplay
- Fixed the bug when techtree was broken after switching country
- Added ability to toggle fog of war map effect on/off
- Tooltips existing lend leases for equipment now show type as well as national flavor name when these differ
- Releasing nations with a lot of states no longer massively overflows popup window
- Multiple rows of division types now possible to be shown in army overview
- Tweaked gradient borders for strategic areas so there is no weird gap between areas (more visible with mods)
- Air wing reinforce limit window now has the +50/+100 buttons jump to closest multiple to avoid clicks for neat sizes, steps are also +5/+10 for carrier parked wings
- Can now increase/decrease queued up ship production faster with ctrl/shift click (ctrl=10 at a time, shift=100 at a time)
- Indian National Army focus now has correct effect description
- Fixed overlap of text in options with certain languages
- Changed shortcut for closing a bunch of production items as ctrl+click it’s easy to miss-click with other shift+click nearby
- Fixed centering of trade scrollbar
- Achievement entry header now highlighted in orange
- Achievement window now movable
- Resistance tick indicator now doesn’t show VP stuff in states where there can’t be resistance
- Clicking rightmost side of savegame edit box no longer deselects editing
- Spelling fix of Trotskyist
- Added tooltip to icons displaying used combat width in the combat window .
- Added tooltip to research button explaining the 30 days grace period.
- Added province tooltip if there is an air base or rocket site present.
- Added state name when hovering over a naval base.
- Renamed "Small arms research time" to "Weapons and Equipment Research Time"
- Explained conditional effect of why we fight focus in tooltip
- Entrenchment tooltip only shows days left when unit is not fully entrenched.
- Fixed rounding issue in resource mapmode
- Made separate production tooltip for naval items, reflecting they don't retain efficiency.
- Added war requirement to lend lease tooltip.
- Armies view: Improved consistency across the different tooltips. Added penalty to the groupview in the bottom of the screen. Moved penalty explanation to delayed.
- Added delayed tooltip to production line filter explaining Shift+click mechanic.
- Removed "Support" header from division icon tooltip when it has no support.
- Changed production line tooltip to no longer lie about total output and resource efficiency to the player.
- Maximum amount of slots is always stated. Factor modifiers not shown if slots < 0. Wasteland is now displayed in same way as other categories.
- Changed "Trade Bonus" modifier to "Overlord trade cost" and made it a negative modifier.
- Added "Stop" button to continuous focus detail screen.
- Added bypass button for focus if they have are mutually exclusive with another, automatically locking players in a branch.
- Moved the disband button, manpower and equipment numbers around for unit details view
- A bunch of tooltips readability improved. Various changes, typo fixed, decimal points changed, etc.
- added ability to toggle fog of war on/off
- Changed efficiency tooltip growth to show daily values instead of weekly


##################################
# Modding
##################################
- AI occupation policy is now scriptable, though no scripts for this has been added.
- The AI can now build any scripted building that is a part of an established building category.
- Purged unit_base, as it did nothing apart from making scripting harder. unit_ratio is now the end all and be all of unit production in the scripting, and setting it to anything but a positive value will make the AI NOT build it.
- Improved the code behind AI template design, so the scripting should make more sense now.
- Added ai_strategy type 'support' that can be used to manipulate a countries desire to send lend lease to another country
- Dynamic state, country and global flags effect. set_global_flag = test_flag_@ROOT.
- Added triggers for date days and value to flags.
- Added has_resources_amount trigger.
- Added trigger has_tech_bonus. Works with specific technology or category.
- Added can_join_factions rule.
- The AI is no longer quite as emotionally attached to modded ideas. Will now consider changing non-hardcoded ideas if the ai_will_do value is higher than the existing idea.
- Added has_country_leader trigger.
- Clearing script flags now removed them completely instead of setting value to zero.
- Added modify_global_flag modify_country_flag modify_state_flag effects.
- Tooltips for is_core_of and is_claimed_by now work with any_state triggers. Removed state name from tooltip. Country name now uses def version.
- Added an on action for on_annex. Fired from both effect and peaceconference.
- Console command: add_party_popularity <ideology group> <value> - ideology group has shortcuts d f n c for vanilla HOI groups.
- Console command: set_ruling_party <ideology group> - ideology group has shortcuts d f n c for vanilla HOI groups.
- Added timed script flags. Example: set_country_flag = { flag = GER_drunk_scientists days = 30 }.
- Added local_non_core_manpower state modifier.
- Added has_army_experience has_air_experience has_navy_experience triggers.
- Added trigger has_full_control_of_state.
- Added scope support as right side argument for is_subject_of and is_puppet_of.
- Added trigger to technology folders. Will hide tab and disable research for techs if trigger is not met.
- Added on_startup to onactions.
- Added count_triggers. Will return true if _amount_ of triggers in the scope is true. Same as calc_true_if on other projects.
- Added set_state_name effect.
- Added reset_state_name effect. Resets state name to original.
- Added trigger is_staging_coup.
- Added trigger has_focus_tree = <id>
- Added has_template_ai_majority_unit trigger that uses the new ai priority instead
- Production line efficiency gain is now capped at zero for negative values so modders can zero out efficiency gain if they want
- Added effects for setting and resetting province names for victory points (set_province_name = { id = <province id> name = <string> } and reset_province_name = <id> )
- Split up factory modifier into a new industrial_capacity_dockyard so dockyards get their own progression
- Split up MAX_FACTORIES_PER_LINE define by type to MAX_CIV_FACTORIES_PER_LINE, MAX_NAV_FACTORIES_PER_LINE, MAX_MIL_FACTORIES_PER_LINE allowing different factory counts for different kinds of production/construction lines
- Added new num_divisions trigger to check actual number of divisions regardless of strength etc
- pp console command can now take negative values
- ai_dump command now also lists all active strategies for a nation to help with debugging
- Added define to modify threat requirement for joining a faction when at war. JOIN_FACTION_LIMIT_CHANGE_AT_WAR.



##################################
# Database
##################################
- Missing portrait for Xhemal Aranitasi of Albania. Buffed to skill 2.
- Removed duplicate destroyers from GER OOB.
- Afghanistan now uses generic arab leader as country leader instead of asian continent fallback.
- Moved Brest Naval base to be in the Bay of Biscay instead of English Channel
- Moved rubber from Uganda to Stanleyville
- Moved naval base in Belgium to VP province
- Nudged and moved Naval bases for ITA based on beta feedback. Moved navies start position to relevant naval base.
- Replaced Mao with Zhang Guotao as communist leader of China.
- Nudged Reykjavik VP, unit pos and naval base.
- Added rubber to states in Africa. Equatorial Africa - 4 rubber | French West Africa - 2 rubber | Gabon - 1 rubber | Central Congo - 5 rubber | Angola - 1 rubber | Portuguese Guinea - 1 rubber | Liberia - 7 rubber | Uganda - 4 rubber | Nigeria - 3 rubber | Tanganyka - 2 rubber.
- Changed Cape Verde, the Azores, the Canary Islands, Bermuda, Jamaica, Cuba, Galapagos, Comora and Socotra from desert to mainly hills or plains.
- Removed naval base from 6749. 11707 naval base level 1=>2.
- Changed color for D02 civil war tag.
- Changed icons for generals and advisors for a lot of countries, to avoid duplicates where possible. New icons used are: "generic_army_asia_7", "generic_army_asia_6", "generic_army_asia_5",
"generic_army_asia_4", "generic_army_african_6",
"generic_army_african_5", "generic_army_african_4",
"generic_army_south_america_5", "generic_army_south_america_4", "generic_political_advisor_europe_6", "generic_political_advisor_europe_5", "generic_army_europe_6", "generic_army_europe_5", "generic_army_europe_4".
- Flavor names for transport planes
- some updates to German air oob, using historical variants
- Fixed an issue with localisation of event germany.118
- Added flavor names for Romanian and Yugoslavian trucks
- Added events to rename Stalingrad and Leningrad
- Fixed wrong naval prefix for HOL
- Changed Romanian starting politics to better represent historical reality
- Added Colorado-class Battleship variant to US starting OoB
- Some minor adjustments to ENG and GRE air oob in 1939
- Changed prefixes for Italian ships based on forum feedback (newly constructed ones only for the time being)
- Some minor adjustments to Romania 1939 air oob
- Added sanity checks to Italian "War with Greece focus" (Greece not a puppet, Italy not currently at war with Greece)
- Added name list for Indonesia, enabled Dutch namelist if puppet
- Changed ideology for Serbia in 1939 to make it consistent with 1936 (unless someone can prove that Serbians were significantly more fascist in 39 compared to 36)
- Fixed wrong name for Dutch fascist demagogue
- Added a number of historical plane variants to starting OoBs, including foreign-bought planes for a number of countries
- Changed Yugoslavia starting OoB and technology
- Fixed two cosmetic tags for Lithuania and Latvia
- Added a cosmetic tag for Czechoslovakia if Slovakia also exists (i.e. Czechoslovakia is really only the Czech republic)
- Changed name for state 457 from Arabian Desert to Eastern Desert to better reflect reality
- Added cosmetic tag to Franco-British Union event
- Fixed a minor issue with a Japanese cruiser being the wrong class
- Added news event for Chinese United Front forming
- Some adjustments to Hungarian flavor names based on beta feedback
- Fixed two cosmetic tags for puppeted Poland (Poland now actually quite lost)
- Fixed issue with duplicate generic design companies for TfV countries
- Removed a General that somehow got copied over from Ethiopia to a number of other countries
- Removed a lot of cores from countries with overseas territory.
- Added shipnames for Malaysia
- Gave advisor Franco his proper portrait
- Changed name for puppet level SOV puppets after forum feedback
- Restored name changes for fascist France, using Vichy France for the German puppet state
- Changed some focuses in SOV tree. SOV will now no longer pick anti-capitalist or anti-fascist propaganda if they are democratic or fascist. The relationship penalty will also only apply to the major powers if they are not communist
- added two more on actions to add the Czech-only cosmetic tag
- Changed autogenerated portraits for Middle Eastern countries.
- Added artillery to ENG starting templates in 1936/39
- Added 5 convoys to Manchukuo
- Added armored division template to Hungary and Sweden
- fixed an issue with a portrait missing for TfV owners
- fixed an issue with the portrait of a Canadian admiral
- fixed a misstranslation in German localization (implied that you saved XP when creating a variant)

##################################
# Balance
##################################
- Heavy tanks gain 10% attack bonus vs forts
- Heavy TD gain 5% attack bonus vs forts
- Super heavy td get 30% bonus vs forts (compare 50% for SH)
- Added bonus to dockyard output to difficulty sliders (20%)
- Maintenance company can no longer bring bonus so high that equipment becomes invulnerable (total bonus went from +40% to +20%)
- Concentrated and Dispersed industry techs now give same bonus to dockyard output (+10%)
- Super heavy TD's now match combat width of other TDs
- lvl 1 light TD now has same speed as lvl 1 light tank
- Added Soviet version of honoring the MR pact. From this version on it will suck to be Poland.
- Germany and Soviet will no longer hand out Polish territory if owned by player Poland in their faction. Poland is now playable again.
- Spread out repair speed over construction tech. All construction tech now give production_speed_buildings_factor = 0.10 industry_repair_factor = 0.10
- India focus tree: Naval Funding now unlocks Light Cruiser 2 tech if you don't have it completed. Added tooltip to explain the effect.
- Wargoal justification now adds extra threat depending on the industrial capacity of the target country.
- Added PP cost and time scaling to justifying wargoal. More justifications and wars => higher costs
- Changed naval production continuous focus to increase dockyard output by 20% instead of reducing prices by 20% (which was exploitable)
- Blocked ideology pushers (fascist demagogue etc.) based on completed focuses for SAF, CAN and NZL (to bring them in line with AST and RAJ)
- Moved Japanese cruiser Takao back to its original position after beta feedback. Another critical gameplay issue successfully resolved
- Changed one of the Sinkiang Captains of Industry to War Industrialist. Sinkiang now confirmed OP
- Now factories receive penalty for each next lacking resource across multiple lines rather than max out at 80% by line
- Infrastructure now adds construction speed to the buildings with shared slots
- Change: Total Mobilization economy law now has a 20% WT limit.
- Change: Increased Air Attack for Advanced Fighters to 32 and Improved Jet Fighters to 40.
- Change: Production techs have been rebalanced.
- Each level in the Production track now gives 10% Production Efficiency Cap.
- Flexible Line's bonus to Production Efficiency Retention has been reduced to 20%.
- Concentrated Industry now give 15% Factory Output bonus per level.
- Change: Production Efficiency Growth has been changed from being linear to slowing down as a line reaches max efficiency.
- Change: Defensive values for Medium Self-Propelled Artillery has been changed to be in-line with other Self-Propelled Artillery.
- Change: Changing a production line to a vehicle in the same family (Pz III to StuG III) now retains 70% of the production efficiency. Changing a production line from one vehicle model to another (Pz III to Pz IV) now retains 30% production efficiency.
- Change: Infantry equipment build costs changed to 0.4, 0.5, 0.6 and 0.7 IC respectively.
- Change: Soft attack values for artillery has been nerfed across the board.
- Artillery battalions has had their soft attack values reduced by 20%
- Rocket artillery soft attack has been reduced to 40 and 55
- Medium SP Artillery has had its soft attack values reduced to 56, 72 and 84
- Change: Medium and Light SP Artillery battalions changed to 36 vehicles each. Heavy SP Artillery changed to 24 vehicles each. Superheavy SP Artillery changed to 12 vehicles.
- World Tension from national focuses have been increased.
- Lowered world tension generation by about 50% for many actions.
- The national focus Italian Highways now provide one infrastructure per state instead of two.
- The national focus Metropolitan France now provides two infrastructure per state instead of three.
- The national focus Improve Railway Network for Soviet Union now gives higher priority to high population states.
- Soviet national spirit Home of the Revolution no longer reduces construction speed.
- Kiev, Kharkov, Stalingrad, Kazan, Perm, Chelyabinsk and Sverdlovsk have received 2 more infrastructure level to compensate for the infrastructure changes. Saratov, Magnitogorsk, Ufa, Zlatoust and Moscow have also received 1 more infrastructure level.
- Improved infrastructure for Japan. Kanto, Tokai and Kansai have had their infrastructure increased by 2. Chugoku and Kyushu have had their infrastructure increased by 1.
- increased infra NFs for south africa by one level
- increased infra NFs for india by one level
- Australian standard gauge railway focus should now avoid wastelands when placing infra
- Japan's infrastructure effort focus no longer places infra in invalid spots
-Added 1 extra infrastructure from generic focus tree infrastructure_effort and infrastructure_effort_2. Now gives +1 and +2 up from +1 +1.
- lowered price of synth refinery by 30% and increased its resource output by 40%
- The technology Streamlined Industry now provides 10% Production Efficiency Growth instead of 25%
- Reduced tension impact for soviets claims on baltic nations and justifying wargoals for legit claims

##################################
# Bugfix
##################################
- It’s now possible to directly declare war on subjects
- No longer get invalid "overseas" penalty to disbanding troops when enemy has taken some lucky provinces in your capital
- For Naval Superiority air superiority now works as a multiplier to your naval force rather than side by side. So you can’t get naval superiority through only a giant pile of planes anymore
- Fixed an issue where in civil wars the dynamic tag side would end up with no manpower in their divisions and get them disbanded
- Fixed an issue in civil war start where deployment lines did not transfer over manpower properly when balancing those between revolter and original
- Communist/Fascist minors are no longer tied to neutral tree in historical play.
- Reenabling elections for democratic nations when a civil war ends
- Changed Munich conference events to account for Little Entente. If Britain decides to support CZE while the Little Entente is active, the British commonwealth joins the Entente
- Fixed German puppets being allowed to refuse Anti-Comintern Pact and Anti-Soviet Pact
- Changed the "Test the Chinese" focus for Japan to bypass if the borderlands are not held by CHI, PRC or SHX
- Added additional checks to Japanese "Pressure Siam" focus to check if Siam is actually in any position to be pressured (not a puppet, not a government in exile)
- "improve national spirit" focus for Japan now continues if conditions are no longer met
- Repaired paradrop order
- Fixed GetNameDef not using cosmetic tag names.
- Country colors now update immediately when changing cosmetic tags.
- Changed UK NF for Turkey to take UK ideology into account.
- Engineer company tech now shows gain as +2.0 instead of +200%.
- Nationalist china can no kill itself slowly by picking the internationalism focus.
- Missing loc. Wrong modifiers. Wrong news event. Weird event pic. Wrong loc for options, etc etc for a german focus.
- Oster Conspiracy now only happens if a leader called "Adolf Hitler" is in charge of Germany.
- Added name to GER-SOV research treaty.
- News events stating that SOV or GER has taken control of east/west Poland now requires them to at least control a bit of it.
- Added choice for player INS to pick side when AST starts a civil war.
- Added ai modifiers for demand NZ event. NZL will have a chance to accept in certain situations.
- Added function to normalize party popularity if drift is only negative.
- Moved naval base in Sundra Islands state to a less interesting location.
- Our words are backed achievement is now valid even when India goes free later.
- Fixed NZL historical list pointing to ENG
- Added localization to original_research_slots trigger.
- Japan now creates own faction and adds New Zealand to it for befriend Japan focus.
- Fixed missing leader portraits for Libya
- Added check for PRC control of state where they are given troops in Chinese civil war.
- Tizard mission no longer available if ENG and USA has different ideologies or one of them no longer exists.
- Around Maginot will now bypass if none of the targeted countries exist.
- Blocked restarting Chinese civil war if CHI or PRC are puppets.
- France now becomes Free France if Vichy is created from the event.
- Fix for some germanmarchorder songs requiring germany to have completely given up before having high chance of playing.
- Fixed critical spelling error in name of "Philipines Division"
- Fixed an issue where Stanley Baldwin would return to British politics in 1940 if player starts in 39
- Fixed description of MAN (the idea, not the country)
- Added a check for the Japanese "strike the USA" focus to check if Japan is in faction with USA (it would be silly otherwise)
- Fixed a problem with the Stanley Baldwin resigns event that could lead to non-Baldwin leaders getting fired.
- Removed an unnecessary ai_weight modifier in event Germany.5
- Fixed an issue where France forming the Little entente before Germany remilitarized the Rhineland could lead to France getting removed from its own faction
- The "Southern Expansion" Focus for Japan will now bypass if Japan is allied with Britain and the Netherlands. When allied with only one of them, Japan will still gain a wargoal on the other
- Changed French challenge the Rhineland event to spawn a civil war even if France is communist (the democrats won't allow the communists to drag the country into another useless war!)
- Fixed communist on communist violence if communist France challenges the Rhineland (for real this time)
- Fixed text overflow in Canadian patriation news event
- Fixed a number of spelling errors in Italian shipname list
- Changed achievement "Once more mate" to point to correct state
- Fixed an issue where event usa.24 checks whether ENG is at war with itself (now checks if at war with US)
- Fix for fascist Indonesia not changing its flag when taken as a puppet from HOL in a war
- Fixed an unlocalized string in the South African focus tree
- Fixed a spelling error in Italian general's name
- Fixed Afghanistan using wrong 2d culture and incorrect picture for starting General
- Fixed air production continuous focus not affecting CAS and Jet strategic bombers
- Fixed an issue where Germany would take the Alliance with Spain NF focus even if Spain is already in a faction with Germany
- Fixed missing bypasses for war with Germany/England in Soviet tree
- Fixed an issue where swapping Slovakia for Danzig followed by the Soviet union attacking Poland after the MR-Pact would not transfer parts of Slovakia to Germany when the war ended, leading to very ugly borders
- Fixed lack of portrait for MZB leader
- Fixed a number of text overruns in flavor descriptions of British cruisers
- Fixed a number of typos in event germany.97
- Fixed Guanxi ideology pushers lacking portraits
- Fixed an issue with event news.37 sometimes showing two options
- Added cosmetic tag to Canada to give them their historic flag when not playing with TfV (as long as they stay in the Allies)
- Fixed an issue with missing text in event news.287
- Fixed an issue where "a deal with japan" would kick Australia out of any faction when it should only kick them out of the Allies
- Fixed missing localization for air_equipment
- Changed "Woo the US" focus in AST tree to require USA to not be a puppet, which should help to remove an edge case where US could gain full independence again by joining a faction with AST
- Fixed a number of typos in the RAJ focus tree
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked out of any faction it is currently in
- Fixed typo in Australian event tfv_australia.90
- Fixed critical issue with portrait path for Chilean general
- Fixed a number of missing event pictures for Canada and South Africa
- Fixed an issue where puppeting SHX as Japan before starting the war would backfire later
- Added cap on world threat
- Now nukes can be build by reactors on controlled territory
- Fixed the bug when sometime combat width during the combat could be overstepped
- Removed naval leader xp gaining for spotting while peacetime
- Fixed airwing alert not opening airbase while being clicked
- Fix for removed rocket sites not disappearing
- Removed the ability to delete rocket wings
- Fix for cosmetic tag not being cleared on resign
- Fix for volunteer forces able to perform invasion without actual proper naval superiority
- Fixed the bug when civil war split distribution depended on the amount of military deployments
- Fix for the negative population growth
- Fixed the bug when one country could start staging a coup against second country if any other country already was staging a coup
- Fixing clearing the trade in case of lost dependency
- Icons now ignore clicks while drawing battleplans
- Fixed the bug not being able to assign to the fallback line
- Removing templates now unavailable for your last true template
- Now can declare war on puppet
- Submarines now become harder to detect as their tech level increases, not easier.
- Unit movement arrows now looks good (smooth) again.
- Mil to Civ factory conversion now properly removes the military factory. Also the "instantconstruction" cheats converts properly too.
- Blitz command - The "order of conquering the enemy provinces" is now properly updated when the command is reshaped by human player.
- Naval invasion arrow is now exactly the same as the route the units goes.
- No longer possible to overwrite the country tag in ironman, by reloading the game from ingame as another country.
- Deployment is now allowed in locations where it supposed to, regardless if your capital state is not owned by you. (Solves issues that may popup in the civil wars).
- Now units can't stuck in the middle of the sea while naval transfering due to the lack of convoys
- Fixed the bug when on annexation expeditionary forces were returned after annexation and units of annexed country stayed on the map
- Nations in defensive wars can now be invited to factions at 50% tension (or lower if their own rules allow) as an effect of world tension now stickign around at lower totals longer
- Fixed an issue where threat could not be reduced
- Now units can't stuck in the middle of the sea while naval transfering due to the lack of convoys

###############################
# Stability & Performance
###############################
- Fix for CTD while quitting to menu
- Improved the performance quite a lot. The most dramatic "spikes" where the game froze every 24th hour, was improved by a few hundreds %. And the overall performance got about 14-18% improvement.
- Now anyone can profile the ingame performance with using a "game-state-timer" command "gstimer on" and "gstimer off"
- Fixed CTD when production efficiency hits 0 (if no factories assigned to a line and being tooltiped)
- Fixed CTD when deleting all airwings then clicking unused planes alert when you had deployed carriers
- Fixed random CTD
- Fixed CTD when removing templates with game set to human_ai for observed nation
- Fix for a rare CTD in civil wars
- Fixed another potential CTD
- fixed a CTD when resigning from multiplayer lobby while using OpenGL on some drivers
¿El nuevo parche se instala sobre el anterior? ¿al instalarlo no te borra los dlcs? Por cierto, juegazo.
@birdmanradio El parche se baja automáticamente si así lo tienes configurado en Steam. Normalmente los mods suelen dar problemas al principio, pero suelen actualizarlos.

Ahora mismo desconozco si un save de la versión anterior vale para este. Pero desde Steam si que tienes la opción de seleccionar versiones anteriores para poder terminar las partidas.
Ok, gracias. Tengo 3 dudas en el juego:

1. ¿Como se puede vender recursos a otras naciones?

2. ¿Podrías recomendarme un número de fábricas civiles, militares, etc, y en en qué proporción, se construye cuando se empieza?

3. A veces si voy avanzando en una batalla y pongo una linea defensiva y luego le pongo la ofensiva no empiezan la ofensiva, se quedan pasados en la línea defensiva, ¿sabes porque puede ser? ¿porque la situación es desfavorable para atacar?

4 ¿Como hago para poner espías?
@quimico2008 Gracias!!

He pedido desarchivar el hilo para añadir la info de lo que han publicado en su último diario.

Básicamente trata del roadmap (Hoja de ruta) de todas las cosas que quieren implementar, cambiar y mejorar. Como bien comentan, ni es una lista final ni está en orden de prioridad. Y por supuesto no está exenta de futuros cambios. La lista pinta muy bien pero que no quita de que muchas de las nuevas funciones ya deberían haber venido con el juego base de salida.

* Las negritas son cambios e implementaciones que me parecen más importantes.
  • Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
  • More player control over naval warfare and fleet battle behaviour
  • A Chain of Command system allowing field marshals to command generals
  • A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
  • Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment)
  • Improve balance, feedback and mechanics for submarine warfare
  • Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players
  • Every starting nation has a custom portrait for historical leaders
  • A way for players to take dynamic decisions, quickly. Something that fits between events and national focuses.
  • Spies and espionage
  • Changing National Unity to something that matters during most of the game rather than when you are losing only
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan)
  • Wunderwaffen projects
  • Properly represent fuel in some way in the game
  • Add the ability to clean up your equipment stockpile from old stuff
  • Rework how wars work with respect to merging etc as its a big source of problems
  • More differences between sub-ideologies and government forms
  • More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
  • An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Allow greater access to resources through improving infrastructure
  • Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups


Le llaman la lista de los 5 años. Que no tiene porque ser así, pero dejando claro que todo esto no se verá en la próxima expansión.
Como esta el juego a día de hoy?

Sería mi primer hearts, y estoy dudando entre este y el civilization.
Mendrolo escribió:Como esta el juego a día de hoy?

Sería mi primer hearts, y estoy dudando entre este y el civilization.


Mañana sacan update nuevo

Aquí los cambio de mañana:
Imagen

https://forum.paradoxplaza.com/forum/in ... g.1076141/

La verdad que promete mucho. Si dudas entre los 2 te recomiendo que veas gameplays y te hagas al juego. Y tira a por el que más te pueda gustar.
@sdsoldi gracias por responder!

Creo que me voy a tirar a la piscina con el juego más los dos dlcs, que si no me tumba la complejidad y me engancho ya he visto mods para alargarlo.

El juego tiene tutorial o algún rollo de consejeros o me tocará tirar de youtube? Los gameplays que he visto van bastante por faena, explicando cosillas pero no a fondo.
Hola, alguien sabe porque jugando con España no me salta la Guerra Civil? xDD
kakarot88 escribió:Hola, alguien sabe porque jugando con España no me salta la Guerra Civil? xDD


Pues o es un bug, o simplemente lo has retrasado, porque yo nunca he conseguido evitarla aún habiendo conseguido dejar a cero a los fascistas en el Parlamento y teniendo una estabilidad de la leche.

Me ha llegado a saltar hasta un año después de haber empezado la segunda guerra mundial.
Celonius está baneado por "saltarse el ban con un clon"
Me lo acabo de pillar con los dlcs.
Gracias por desarchivar.
Notición del juego. Nuevo DLC de España!!!
Nuevo árbol.
Tiene pintaza

Imagen

Cambios en el mapa, en la guerra en sí que la han hecho más larga ya que según parece en el juego duraba unos dos años como mucho.
Imagen

Más información detallada aqui:https://forum.paradoxplaza.com/forum/index.php?threads/hoi4-dev-diary-%C2%A1viva-espa%C3%B1a-nationalist-spain-focus-tree.1249877/
@The_Reaper que contento sale Franco en las ramas de facción [qmparto]

Daba pena jugar con España, tanto Republica como Franquista, espero que añadan más generales en ambos bandos y la guerra civil más realista.

Me gusto las ramas, especialmente la Carlista, puedes reclamar hasta el trono de ¡Francia!
Sin paquito / Con paquito [carcajad] [carcajad]
A ver cuándo sacan un bundle todo guapo parecido al que han sacado hace poco del CK2 con todo el contenido hasta la fecha por 12 euritos...
Bueno, tras años desde que cree el post puedo decir que ya tengo el juego, me lo compré ayer por algo menos de 9 euros. Un precio cojonudo.

Lo instalé y nada más arrancarlo tuve un dejavu, estoy empezando a sentir la misma sensación de estar abrumado que cuando empezé a jugar al crusader kings 2. A ver si me voy haciendo y me engancho como al CK2.
Han dado más información sobre el dlc de España, el árbol de los republicanos, pedazo árboles, por lo que he visto en vídeos de opiniones la gente dice que va a molar mucho jugar con España.

Lo dicho, que mi primera hora ha sido trastear con los menús etc...

He empezado a jugar con los alemanes, hay algún otro país tipo Irlanda en el CK2 que sea más fácil para novatos?

Mira que he visto ya varios vídeos de tutoriales, y le parece todo super claro según veo, pero luego me pongo el juego y no se por donde empezar. Esto me pasó con CK 2 también
@The_Reaper Es complicado, la verdad en es que en este siempre empece a jugar con países difíciles, por ejemplo, Finlandia, es brutal, porque tienes la guerra de invierno contra la URSS, yo incluso conseguí a una dificultad moderada, conquistar Leningrado ( Que tiene tantos habitantes como Finlandia ), recibí voluntarios de todos los países nórdicos y pude sobrevivir hasta recibir apoyo alemán, luego empezó un conflicto en Laponia que acabo prácticamente con mi independencia, por una puñetera base que tenían allí los alemanes.

Cosas así, sencillos...cualquier pais de sudamerica diría que se uniran a los aliados pero no participara en el conflicto directamente si no quieres. Portugal...depende lo que quieras, normalmente: No conflicto -> Pais que ni pincha ni corta -> Te puedes tirar toda la partida sin hacer nada -> Cuando lo intentas, te barren.
Buenas, no se si habrá alguien dándole, pero he empezado hace poco y es un puto juegazo.

Un par de dudas.

Si Empiezas con otro país que no sea de los principales, es muy difícil avanzar y llegar a hacer algo no?
Aparte tienes que unirte a comunistas, fascistas o democracia si o si??

Con España llego hasta la guerra civil pero ahí ya dejó la partida, se vuelve una locura que de repente tengas una guerra, además todo lo que fabrico anteriormente hacia que grupo va? Al que eligo yo?

He intentando con China pero japon me barre literalmente.

Y con algunos de America del sur pero tardo 2 o 3 años en organizarme un buen ejército, e intentar conquistar pero con los motivos para ir a guerra cuanto se tarda? Y donde se puede saber cuánto te queda?

Un saludo y gracias
@Swanky Un buen país para empezar es Italia desde el 1936. Empiezas con una guerra en áfrica para ir cogiéndole el gusto y luego según lo focos que actives puedes ir hacia las distintas alianzas.
De todas formas puedes rechazar unirte a las guerras cuando te pidan unirte. Pero ten en cuenta el no entrar en una alianza.
@sdsoldi Vale gracias, y otra duda.
De que sirve asignar aviones a un comandante?, si directamente desde la base aerea pongo que den apoyo aereo a los que esten a su alcance, no se en que puede influir asignarselo a algun comandante.

Un saludo
133 respuestas
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