Hearts of Iron IV

Hearts of Iron IV

Naval Rebalance Betatest
19 Comments
KurdishTigers:The Big 🧠 Gamer 19 Jul, 2023 @ 4:25pm 
there is wayyyyyyyyyy too many naval techs and more often that not they just never get touched even by naval powers
KurdishTigers:The Big 🧠 Gamer 19 Jul, 2023 @ 4:24pm 
but i think something that would a a god send would be a compatibility with this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1757864066
KurdishTigers:The Big 🧠 Gamer 19 Jul, 2023 @ 4:23pm 
@Rikai it could encourage minor powers to go for more surface ships rather than just sub spam, idk its up to you
Rikai  [author] 19 Jul, 2023 @ 3:12am 
Huh, I never thought of that. How would that be beneficial?
KurdishTigers:The Big 🧠 Gamer 18 Jul, 2023 @ 3:23pm 
i think the only change id suggest is maybe lessen the cost of fuel for naval ships
Rikai  [author] 18 Jul, 2023 @ 10:55am 
Oh yea thx for reminding me that this exists. I guess i need to wait until 1.13 comes out, otherwise updating will be a pain. I totally lost sight of HOI4
KurdishTigers:The Big 🧠 Gamer 17 Jul, 2023 @ 7:54am 
i think just about every change is fantastic, i mean i guess it sucks to loose concealment expert but honestly fuck that guy ive lost so many usa mp games to that dogshit
KurdishTigers:The Big 🧠 Gamer 25 Nov, 2022 @ 8:21pm 
-Invisible Ships Exploit is gone
mod bad unplayable
Rikai  [author] 28 Oct, 2022 @ 6:08am 
Guys, I need help with updating this. I need to talk to someone. Anyone. It is so fcking depressing to updating this stuff on my own, nobody understanding what I am doing and people just flat-out rejecting playing with it "because muh vanilla". Can someone please just message me or comment here in order to help me?
Rikai  [author] 12 Oct, 2022 @ 5:36am 
Hey thank you for your praise! In fact, I had the same idea about doubling shore bombardment from 25 to 50 already. Thanks for reminding me to implement it.
I'm not sure about unlimited shore bombardment yet, because anything unlimited in pdx games tends to produce exploits. But the most that could go wrong is that every landing succeeds and that every battle on the coast will be won by the side witht he big navy. I will think about it.
KurdishTigers:The Big 🧠 Gamer 12 Oct, 2022 @ 4:26am 
Hey man I love your work take all the time you need, also what do you think about increasing shore bombardment? From like 25 to 50 Making having a navy vital to keeping your shores safe? or what if there was a way to remove the cap entirely so if you stacked massive heavy ships with massive guns your could get crazy shore bombardment and have that number scale with size of gun and level
Rikai  [author] 4 Oct, 2022 @ 9:15am 
Yes, but I will upload it as a new workshop item and leave this one as 1.11.
Link to update will be posted when I have done it. It will take a while. A lot has changed.
☆Egg.Vonel☆ 30 Sep, 2022 @ 9:37pm 
will this be updated to BBA?
Rikai  [author] 15 Sep, 2022 @ 8:54am 
All the more reason to be able to do it ingame :lunar2019smilingpig:
Mr_Player 15 Sep, 2022 @ 8:53am 
The same situation with armor, after replacing the boilers, a lot of space was often freed up where both additional equipment was installed and armor plates were built up, due to the fact that diesel engines weighed much less than coal
Mr_Player 15 Sep, 2022 @ 8:48am 
But in WWII ships was change their engines. USSR do it all time, and before war, because 50% of their fleet has been built in begin of 1900 and has coal engines, which changed on diesel
Rikai  [author] 15 Jun, 2022 @ 12:02am 
(2/2)

My original thought about restricting DDs and Subs were that I want the treaty to limit the amount of wildcard slots to 1 for DDs and to 0 for Subs, but the game won't let me. I can only do it via cost. So I went and had a look how much a ship costs that has all the bottom slots filled but not the top slots and tried to find numbers that work. What would you do, and how would you do it?

Thanks again for interest in my mod. :MM_beat:

(2/2)
Rikai  [author] 15 Jun, 2022 @ 12:02am 
(1/2)

Thank you for the feedback.

My current thoughts on this are 1. that I went *WAY* overboard with the submarines change, and that i might have taken the london naval treaty too far.
Especially the reward for cheating on it or getting escalator clause might be too low. The Farragut Class also came to my attention when testing, and I am not sure of whether that is a reason why I should change it. Sure, players can just increase the build queue to infinite if they want to build that ship but I dont think it is a good design, so they probably wouldnt wanna produce it anyways.

(1/2)
Dota_Lust 12 Jun, 2022 @ 6:36pm 
I think the refit cost reductions were cool. Making it so subs actually died to destroyers was interesting.

But I think you should look at the London Naval Treaty costs. For the USA, the base Farragut destroyer is over the London Naval Treaty. That is not the case in the base game and I don't think you meant that to be the case.