Hearts of Iron IV

Hearts of Iron IV

Overall Bonuses
47 Comments
leviathan  [author] 28 Mar @ 7:42am 
@MrButBut Ok, I should've integrated all the changes, I'll double check later but you are welcome to report if you see any issue.
leviathan  [author] 28 Mar @ 6:52am 
Oh I'm sorry, I didn't noticed that they made some changes to the doctrines (some minor bonuses to the land doctrines from a first check), I'll update it as soon as I can. Otherwise if no balance changes are made, the mod works even if the support patch doesn't match.
MrButBut 28 Mar @ 2:59am 
This mod should be in base game, is completly impossible to follow track of overall bonuses unless you spend a huge amount of time doing it on paper. Thanks, I hope you update this mod someday
leviathan  [author] 27 Nov, 2024 @ 7:26am 
@Peanut: I'm late, but now the mod is updated to patch 1.15.1.
leviathan  [author] 13 Jun, 2024 @ 9:51am 
@Peanut: sry, I haven't updated it yet for the new patch. I need to find some time check the new files and update the mod.
Peanut 13 Jun, 2024 @ 7:19am 
Will the mod still work now?
Apothic 13 Jan, 2022 @ 8:56pm 
ah, i completely misunderstood, i thought they were like late game buffs for the doctrine you chose
leviathan  [author] 13 Jan, 2022 @ 7:25pm 
@Apothic what does that mean? Are you sure you are not misunderstanding what this mod does? It simply adds icons in the doctrines tabs that summarize all the bonuses of each path, so that you can hover them and see the overall bonuses at glance. If you see those icons in the doctrines trees, then the mod is working. Those icons are "locked" as intented, since they will actually stack those buffs on top the vanilla ones if unlocked. If you want to do that for some reasons, then use the console command "research_on_click" and click on them (remember to do it while pausing the game and to disable it afterwards).
Apothic 13 Jan, 2022 @ 7:09pm 
@leviathan: no it does not, only gives the option of having to research it
leviathan  [author] 13 Jan, 2022 @ 1:25pm 
@Apothic: this mod was already updated for Barbarossa and it's compatible with No Step Back. Does it not work for you?
Apothic 13 Jan, 2022 @ 1:06pm 
you need to re update the mod, cant use this if you have the no step back dlc
Gbrille 21 May, 2021 @ 11:00pm 
Ah that explains a lot! Thank you! Yea i shall wait then for the update but there is no rush take your time. :)
leviathan  [author] 21 May, 2021 @ 12:52pm 
@Gbrille this mod shouldn't be compatible with RT56 so if you are using them together then that's the issue. You might think that RT56 doesn't change any doctrine tree and therefore it should be compatible, but unfortunately all tech trees are in the same file. Since RT56 has custom techs, it modifies that file and therefore create an incompatibility.

Land doctrines are going to be separated/removed/rewored in the next patch, so hopefully, after I update the mod, that will make it compatible with RT56 (since they don't mess with doctrines, they have no reason to edit the new doctrines).
Gbrille 20 May, 2021 @ 6:21pm 
This was breaking my tech tree and makinhg it unable to open for a while now when paired with road to 56 and a few other mods not editing any tech files. Unfortunate but i think i will have to abandon it until it is fixed. To describe the issue. Everytime i went to open any of the free tech slots it automatically close the tech window and back to the slots.
leviathan  [author] 4 May, 2021 @ 12:04pm 
@ReflexDMOG I'm sorry, I do not understand, is the problem solved now?
Zeonski 4 May, 2021 @ 7:31am 
@leviathan
Yes, that was my problem, formation fighting and other Aerial doctrine bonuses.
Anyways, i now see how complicated is updating to be working with RT56,so i wont make you update it or smth, thank you!
leviathan  [author] 4 May, 2021 @ 6:39am 
@ReflexDMOG I'm sorry, but I do not understand the issue. Which values, exactly, are wrong? If you are talking about the "battlefield support" doctrine, it seems to me the values of "formation fighting" are included.

As for RT56, I saw they used vanilla doctrines, so while that would be easy to implement, the issue is that the whole research gui (both vanilla and mod) is a giant single file. In order to mod that, it is necessary to replace it and therefore you have to keep it updated for every change RT56 does to its research tree.

Anyway, it is rumored that doctrines will be reworked next patch, so doing anything right now is pointless.
Zeonski 3 May, 2021 @ 2:25pm 
Hey, i really,really REALLY like this mod, it would a pleasure to all players, but literally, to all players to make it Compatibale with RT56, if you have some free time, try to work on it, it would boost the experience for everybody.
I find one mistake, when i research the Fighter Doctrine, and i choose between Aerial Formations or Ace, i choose formations, and when i finish the doctrine, it wont really do the aerial bonuses, although mod is awesome, thank you!
💀Lore master💀 31 Mar, 2021 @ 6:53am 
Good job:steamthumbsup::Eagle_hoi:
leviathan  [author] 29 Mar, 2021 @ 8:46am 
@TiberiumDeath as I said before, I don't think I'll do that in the immediate future. I didn't mean to imply that I'll do that in the future, though, I currently have no intention of doing that, sorry. Maybe I'll change my mind in the future, but besides time, I don't want to make other mods that I'm not sure I'll be able to keep up to date.
ImperiumViking 29 Mar, 2021 @ 2:11am 
Any News On A OWB/Old World Blues Compatibllity Version?
nicole 26 Mar, 2021 @ 8:31am 
Finally a proper e-sports help mod, good one chief
leviathan  [author] 26 Mar, 2021 @ 4:16am 
@输了也要快乐 I don't think I'll do that in the immediate future. For overhaul mods, rather than making a simple compatibility mod, you would need to make a new version from scratch. Keeping it updated would also be a challenge since those mods often change more than vanilla.

Anyone is welcome to do so, though.
输了也要快乐 26 Mar, 2021 @ 2:48am 
can you make a KR compatibility version ?
Baller 25 Mar, 2021 @ 8:02am 
God bless you
leviathan  [author] 25 Mar, 2021 @ 3:28am 
@zxoeathustra I honestly don't know. Doesn't the game require everyone to have the same mods? I don't really play multiplayer... while this mod is effectively cosmetic, the "dummy" techs are still actual techs. So it's not just a UI mod. I would expect the game to not allow players to independently run such mods, but as I said, I'm not familiar with it.
zxoeathustra 25 Mar, 2021 @ 1:54am 
will this work in lobbies where other players dont have the mod?
leviathan  [author] 24 Mar, 2021 @ 1:12am 
@IVAN the techs cannot be normally researched at all by either player or AI (you can see that you will always be missing the requirements for it). A player could research it, though, with the console command research_on_icon_click (and mind you that if you do so, the bonuses will be applied and stack on top of default ones).

@[HoH]CHesTer_Stone745 if you are wondering if the AI has achieved self-awareness and could come up with an intelligent strategy, then I would remind you that it's a Paradox game. They are incapable of making good AIs. :lunar2019laughingpig:
3hunna 23 Mar, 2021 @ 8:00pm 
yea can a.i. read text and consume information?
Evolution 23 Mar, 2021 @ 5:32pm 
Does the A.I. use this tech or it's dumb enough to not to use it ?
DapperSpino 23 Mar, 2021 @ 1:48pm 
Quite a nice little mod, I wouldn't need it myself but I would fully support more like these.
SoakingDrop 23 Mar, 2021 @ 1:45pm 
most useful tool ever!!! thank you, please update constantly :)
Gbrille 23 Mar, 2021 @ 1:16pm 
wow nice!!
heloux 23 Mar, 2021 @ 10:21am 
This is actually really cool. It's very useful to be able to compare the land doctrines like this.
MR2 23 Mar, 2021 @ 7:25am 
How interesting! Thank you.
Vixen 23 Mar, 2021 @ 4:04am 
ok, thank you
leviathan  [author] 23 Mar, 2021 @ 2:59am 
@Vixen: no, for total conversion mods (Kaiserreich, Old World Blues...) or mods that change the UI of the tech tree, a separate version of this mod must be created or they will conflict with each other. If a mod simply changes the values but not the UI, then this mod won't create conflicts but simply be "wrong" since it does not dynamically change. It simply adds a separate dummy tech tree.

I doubt I will create such versions myself, but anyone is free to do so.
Virtute Dei 23 Mar, 2021 @ 12:22am 
It isn't compatible with RT56 ı guess. It's a huge problem :/
Vixen 23 Mar, 2021 @ 12:00am 
is it compatible with road to 56?
Wrath_of_Janos 22 Mar, 2021 @ 11:42am 
xd
GabesOfPower 22 Mar, 2021 @ 8:21am 
This is clever, i like this :steamthumbsup:
Shinelite 22 Mar, 2021 @ 12:44am 
One of the biggest problems of Paradox games is knowing what all your modifiers are and how they combine together. It looks like this tries to address part of that. Good stuff!
heyjrp 21 Mar, 2021 @ 3:27pm 
good job!
ReichVictor 21 Mar, 2021 @ 3:36am 
Yeah no way this causes lag lmao. I personally won't use this but it's a great idea for newer players, nice!
Vėf 195 20 Mar, 2021 @ 8:42am 
ok what ever
leviathan  [author] 19 Mar, 2021 @ 1:00pm 
@snaiper195ltu how can this create lag exactly? It literally only adds dummy techs. The major source of lag in-game is the number of units and countries in the world. Are you experiencing lag because of this mod? I haven't seen any difference while testing and I have a sub-potato pc.

I created this mod for myself because I was tired of checking tables and adding things up to see what exactly I was getting out of a doctrine or maybe to see which one would give me the most organization, hard attack, or stats for a specific unit. I won't pretend that this mod is necessary, but I thought others might find it useful as well.
Vėf 195 19 Mar, 2021 @ 10:40am 
why this just complicates allready compleks sistem and lag is inevetible