Hearts of Iron IV

Hearts of Iron IV

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[MD] Ebby Tweaks
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3.867 MB
20 Oct, 2022 @ 3:33pm
30 Aug @ 10:23am
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[MD] Ebby Tweaks

In 1 collection by ebcott
Millennium Dawn: A Modern Day Mod - Modlist
36 items
Description
Overview
Submod for Millennium Dawn: Modern Day

Some minor tweaks to satisfy my personal HOI4 experience. Not entirely designed to be purely focused on balanced, but just a bit more fun and strengthening some areas of the game that I felt was lacking. Making it public for others. Open to changes and ideas.

Pictures may be outdated. Changes are listed below:

CHANGES
GENERAL
  • Added changes from my mod [MD] Difficulty Tweak.
  • Increased the importance of ideology in general.
  • Increase in base stored XP and command power (9999).
  • Slight buff to divisional commander XP.
  • Removed mutual exclusivity on army and navy leaders (because its more fun).
  • Improved some leader traits.
  • Modified Air Cavalry Leader XP gain from 'has_combat_modifier = paradrop' to gaining XP whilst commanding over 60% of air cav units.
  • Replaced the Collaboration government effect at 80% compliance with a simple core.

UI & COSMETIC
  • Increased the amount of plane types available in quick deploy.
  • Remove 'hull type' from localization leaving just ship variant name.
  • Added TerraNova's [OUTDATED] Brigade-Level Division Names to this mod and added additional namelists available to all countries (ex. Garrison Brigade, Air Defense Artillery Brigade, Panzer Brigade, Legion, Praetorian Guard, etc).

WAR & PEACE
  • Peace conference war reparations extended by 5 years.
  • Created new idea that upon capitulation changes AI's desire to both call and join ally to -10000. Idea is removed upon peace.
  • Countries now annex nations much more instead of puppeting them.
  • Increased the total number of points available to everyone at peace conferences.

DIPLOMACY
  • Increased volunteer capacity with Foreign Intervention Law.
  • Increased air volunteer capacity with Foreign Intervention Law.
  • Modified Resource Export Multiplier on Trade Laws matching resource export percentage (excluding closed economy):
    • Consumption Economy - From 4% to 20%.
    • Semi Consumption Economy - From 8% to 40%.
    • Mixed Economy - From 12% to 50%.
    • Export Economy - From 16% to 65%.
    • Globalized Trade Economy - From 20% to 80%.

AIR
  • Slight increase to base ace generation chance.
  • Changed land based wing sizes to 25 for all plane types.

NAVY
  • Greatly increases AI desire to build navy.
  • Increases carrier stack penalty to allow up to 5 carriers in a task force.
  • All ship production can now use 10 dockyards (even capitals).
  • Lowered the refit cost on carrier flight decks and updated plane capacity from 8 to 10 for easier management.
  • Slight increase to ship repair speed.

MISSILES
  • Added changes from my [MD] Faster Missile Production mod.
  • Added and 'fixed' air_agility and air_defense for missile equipment.

ESPIONAGE
  • Increase to base intel from recon planes (to make more useful given cost).
  • Increased base intel when both passively and actively decrypting ciphers.

PRODUCTION & CONSTRUCTION
  • Slightly increased overall production cost of land and naval equipment.
  • Greatly increased the lack of resource penalty per factory.
  • Increased Base max efficiency for factories from 50 to 75 to help counteract increase cost of equipment.
  • Implemented naval and air changes from mod [MD] Recycle IT! as the air portion from that mod is not updated. Can better convert naval and air equipment.

AI
  • Increased AI importance of planes and air superiority (defines changes only).
  • Increased AI strategy to build more heavy ships and fighters.
  • Increased AI factor to research carriers & LHAs (Both MTG & Non MTG).
  • Increased AI strategy to build planes and greatly increased chance to build CV aircraft.

RAIDS
  • Rehauled and standardized the success/disaster chances for cruise missile, air, drone strike, nuclear and naval raids.
    • Changed define settings:
      • Low risk success modifier: changed from 0 to 0.1.
      • Medium risk success modifier: changed from 0.1 to 0.2.
      • High risk success modifier: changed from 0.25 to 0.3.
      • Low risk disaster modifier: changed from 0 to 0.1.
      • Medium risk disaster modifier: changed from 0.1 to 0.2.
      • High risk disaster modifier: changed from 0.25 to 0.3.
    • Standardized base success chance for all raids success, critical and disaster to '0.1' (10%).
    • Doubled the importance (the game calls it 'weight') of radar advantage (air_agility) success chance.
    • For cruise missiles specifically, lowered the reference on cruise missile strike raids from 200 to 150.
    • Increased the importance of air defense from 0.4 to 0.5 (The "reference is '125' (MD Dev value).
    • Increased the importance of radar to counter a raid from 15% to 50%.
    • Increased the importance of fighters tasked with interception role of the AOR (Area of Responsibility) from 20% to 100%. NOTE: MD has set a reference value of 100 (and I have not changed it). This means that if you have 100 fighters tasked with interception in the AOR, the raid chance is modified by a value of -100% instead of -20%. (Again, this is designed to allow the player more control in defending raids. If you know a raid is going to hit an area (and the AI should know this too, as it is a game mechanic), you would naturally increase air defenses and put fighters in the AOR to help thwart and mitigate attacks. My goal is to reward the act of preparation and not have RNG (random number generator) be the primary emphasis on success/fail mechanics. Adding more than 100 fighters does not increase the success chance.
    • Slightly increased the role of intel on a raid's success chance by removing the 'start_weight'. At 100% intel, the raid receives a 50% increase in success chance.
    • Slightly increased the role of experience on a raid's success chance by removing the 'start_weight'.
    • For cruise missile strikes raids specifically, since I can't add "maximum_speed" as a 'modifier' to influence success chance, changed 'start_weight' from 1 to 0.5.
    • Fixed typo for some drone strike and naval raids where "start_weight" was typed in as "weight", thus having two "weight" attributes completely offsetting the intended weight (MD devs, please fix this. It's been an issue in your mod since you added raids).
    • Added 'destroyer' as a starting point for many raids
  • Slightly increased the amount of damage a raid can inflict.
  • Accidently removed..oopsScaled the political power cost based on raid outcome. Before, it was a flat cost of 100 or 300 political power.
    • Failure = -100.
    • Limited Success = -75.
    • Success = -50.
    • Critical Success = -25.

  • Removed the research hit on sanctions from raids. Instead, added a -25% hit to both resource export revenue and return on foreign investments.

Updated for: MD v1.12.X // HOI4 v1.16.X || Last Updated on 8/30/2025
117 Comments
ebcott  [author] 13 Sep @ 5:15pm 
@EXEshik - havent looked. I'll let you know
EXEshik 13 Sep @ 9:40am 
compatible with director cut?
Deathwing 9 Sep @ 1:27pm 
I haven't played your mod in a while, and now I just did.

Is it possible to play with Recycle It mod ? (as what you have (from your description -if it really works) doesn't convert 100% to my current weapon production line)

Or will it crash my save if it overlaps with your mod ? (as I'm just in 2003)
ebcott  [author] 23 Aug @ 10:22am 
@Zardoz - I don't have that issue and I'm running 30 total mods. The only change to destroyer equipment I've made in this mod is adding values to the "can_convert_from" line which allows ships to convert to another. And it was made to every ship. What other mods are you running?

@Схуяли - I'm unfamiliar with those mods
Zardoz 23 Aug @ 5:42am 
Still blocks destroyers from being deployed for me.
Схуяли 23 Aug @ 5:17am 
compatible with wow md modpack poggers?
SaberRattler 23 Aug @ 4:19am 
Thank you sire!
ebcott  [author] 22 Aug @ 7:28pm 
@Sapsan-san should be?

@SaberRattler ok
Sapsan-san 22 Aug @ 11:36am 
Nice job, bro! This update is compatible with save game?
SaberRattler 20 Aug @ 3:20am 
Sidenote in future updates could you list changes in made per update in changelog?