Hearts of Iron IV

Hearts of Iron IV

225 ratings
Additional Effects: RE-loaded
   
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29 Apr, 2023 @ 9:21am
7 Mar, 2024 @ 1:35pm
11 Change Notes ( view )

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Additional Effects: RE-loaded

Description
This time with more ammunition!

Implemented new ideas and balance changes, as well as included support for people with AND without DLC's.

Feel free to leave feedback about further changes and balance tweaks as this is a mod that is actively used during our play sessions.

This mod is compatible with everything since it doesn't modify any existing game files. Or at least it should be.

Credits for making the original mod obviously go to the original creator.



Changelogs:
1.0.7.1
  • Updated to 1.14
  • Changed Undefeated Duelist: Changed Air superiority agility factor to Air superiority efficiency due to the agility factor bonus being removed
1.0.7.0
  • Adds support for the latest game version
  • Changes to Master of Propaganda:
    • Weekly stability decreased from 1.00% to 0.10%
    • Weekly war support decreased from 1.00% to 0.10%
    • Monthly population increased from 5% to 7.5%
    • Daily political power use increased from 0.10 to 0.15
1.0.6.2
  • Add a game option to disable research decisions
1.0.6.1
  • Updated the Russian localisation.
1.0.6
Note: The Russian translations this patch have not been updated yet, once they are I'll update the mod to include them.
  • Added two new National Advisors, one for special forces (Grizzled Instructor) and one for Industry (Revered Auditor)
  • Changes to Undefeated Duelist:
    • Air accidents chance to -10% from -5%
    • Added Air superiority agility +10%
  • Changed Airframe Research Initiative to cost 100 Political Power and to stay enabled for a full year.
  • Added description to Airframe Research Initiative
  • Changed the naming of Airborne Advancement Directive to Aerial Components Improvement Program and added a description
1.0.5
  • Added Russian localisation (Thanks BooshedeN)
1.0.4
  • Fixed up most of the Manufacturing not applying to DLC owners of No Step Back & By Blood Alone
  • Fixed up the following modifier tags not working on the following:
    • Research modifier on National Levels
    • Tank defence modifier on Elastic Defence
    • Tank attack modifier on Armored Spearhead
  • Patched up some other small issues that were causing errors.
1.0.3
  • Added option to disable National Levels through the custom game rules.
38 Comments
Skidex880 22 Oct, 2024 @ 1:37pm 
road to 56 version ?
vanomorodellefake 24 Apr, 2024 @ 10:25am 
% of factor consumer goods should be much increased (5% -> ~20%), because it started work by another way new versions of hoi 4
UXO843 21 Mar, 2024 @ 10:50am 
hi, I created a variant of my mod thx for great work!
Trident 21 Oct, 2023 @ 7:54am 
They nerfed my boy so much(((
:steamsad:
STRIKER  [author] 20 Oct, 2023 @ 7:11am 
@MT7
By national spirits you meant national advisers? Which ones are you having the most trouble with?

For research bonuses I have a few ideas planned.
Daredpickle10 9 Oct, 2023 @ 3:31am 
very nice mod but the master propagandist is op af since its basically 100% stability and war support all the time
MT7 30 Sep, 2023 @ 1:06am 
This mod is great and the army/navy/air focuses and the national advisor are perfect.

But wow that national spirit decision(s) is probably the most overpowered and broken feature I’ve seen in a mod that’s not a cheat mod. It needs heavy balancing or the axe. (AKA turn it off if you’re playing this mod).

For the research bonuses, I think Voyager (guy below me) is on the right track for using relevant force XP and political power/command power to get the bonuses. You would be using the XP gained in the field to “improve your equipment in the lab.”

Love this mod and will have it permanently in my mod list.
Voyager 15 Sep, 2023 @ 1:39pm 
@Teammate Remover Thanks for adding the disable option! Regarding the research decisions I do have a few ideas (I might make a personal version with these changes, assuming I find the time lol). Perhaps the research decisions could have their costs more varied and relevant to their bonuses. For example you could also decrease production efficiency growth for economic research bonuses, cost command power and/or relevant XP for Army/Navy/Air research bonuses, and then just a 5% consumer goods debuff for other miscellaneous research bonuses. These debuffs could last perhaps 90 to 120 days? That's the one part I don't have too much of a solid idea on.
Archangel  [author] 14 Sep, 2023 @ 1:28pm 
@Voyager @Pillowesque @Boss of this Gym I've not exactly had time to push a new update, but in the one I pushed just now I've included an option under game rules where you can modify if you want to have these decisions or not, as default I've left them enabled (As Additional Effects initially shipped with them too)

We've been intending to rework these decisions for sometime, however we're not quite sure where to go with these at the moment.. Might be possible that these just become disabled by default in the future, not entirely sure on that yet as they can be too powerful too quickly with little PP requirement or too useless with a high PP requirement but with a meager research boost.
matthewboneo 6 Aug, 2023 @ 12:32pm 
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