Hearts of Iron IV

Hearts of Iron IV

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Sheep's Mod - Hearts of Iron IV Discord's Specially Designed AI
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44.652 MB
11 Jun, 2024 @ 12:29pm
4 Oct @ 12:10am
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Sheep's Mod - Hearts of Iron IV Discord's Specially Designed AI

In 1 collection by Sheep of Latrobe [COOK]
Sheep's Mod
4 items
Description
04/10 Update:

- Removed inaccurate modifiers causing generic AI to not join war even though they are already in faction

Embrace the experiments

Are you tired of having to excessively buff the AI to no end, or simply dislike freely spawned units that have impact on your gameplay?

Are you tired of having to excessively nerf yourself through various mods or actions, solely to be on an even playing field?

Are you tried of stupidly useless allies that don't even coordinate technologies or give you license ahead of time?

Would you like to catch a glimpse (however little it may be) of how hardcore MP players can get with their tech rushing?

Would you like to feel the sheer size of D-Day (assuming you are either the Allies or have failed to Sealion, or decided not to)?

Or just want to playtest a more hardcore AI mod that might actually work on non-historical for once?

Why don't you lend us your knowledge and experience to build a new AI mod that is up to date, that may one day achieve what you desire?

===========================
Then it is time to feel the AI in pAIn.
===========================

We are a team of experienced players, from both singleplayer and multiplayer background, based in Hearts of Iron 4 Official Discord (but no, we are not official devs), and we are looking for playtesters from any background to give the mod a try and if possible, give us some feedbacks on how the AI should better utilise their resources, or how the mod should be balanced, or whether it is even fun at all ( :skull:, we don't have a difficulty setting yet). Any improvements will contribute towards the most peak AI where nobody needs to cheat and you can die in all fairness (or most).

Therefore, we proudly introduce to you the strangest ahh AI mod we can currently bring out that remains within the realm of physical possibility, designed with balancing and certain degree of fairness (except we have not fully updated for 1.14.6, therefore official balancing is currently not in place).

Join our Discord[discord.gg]


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Notable improvements over vanilla that have had significant impact on their viability:

  1. Britain and its allies ARE really going to defend Home Island in most cases (Sealion may still succeed as per usual, but Allies will actually try to hold without relying on freshly spawned troops out of thin air)

  2. More up-to-date templates that are tailored for the need of AI (in many cases, very different from what a player should do), as well as equipment designs (German tank divisions will be slow ass for now because fast tanks get nowhere anyway)

  3. Hard fixed some MIO trait priority as well as MIO selection for some AI (you will be shocked to know how badly AI MIO trait taking priority was designed by official devs)

  4. Massive rework over AI's technology selection, allowing the players to ask for licenses from allies, potential allies, far ahead of time for certain technologies, as well as giving the AI the ability to ask for license between one another (prepare for the cheese)

  5. Added improvement in AI's civboosting through resource trade.

  6. Slightly improved AI supply consideration (still sucks)

  7. Coordinated, massive D-Day (will still suck a little because I have not fixed AI CAS strategic region allocation) preparation as well as execution. D-Day (regardless by player or AI) will be coordinated with Soviet AI in many cases to ensure a massive offensive where possible.

  8. AI factional coordination through doctrines and lend leasing options.

  9. Reorganised Barbarossa push for Germany and counteroffensive for the Soviet Union as well as D-Day landing inland push.

  10. No longer excessively useless Italy. Their navy will still implode within days but they will try their best to hold on the ground. Italy will also receive a slightly changed focus tree if they lose to Ethiopia.

  11. Molotov-Ribbentrop becomes more mandatory, Soviet AI might retaliate if certain conditions are met.

  12. Added event post-Sealion and decision to help crossing the Atlantic/Pacific after Fall of Europe/Asia for European/Asian major powers if source countries are at war with an American major. Peace events will automatically happen after some time.

  13. Added event for American countries to either side with the US or side with the emerging hegemony in Europe, or simply stay neutral.

  14. Balance for production where Germany and France/UK will get Swiss Gold Trade/Swiss Trade Agreement while the Soviet Union gets their own things.

  15. Balance for certain MIO from different countries.

  16. Balance for fort combative maluses and construction cost.

  17. Balance for Japan infantry equipment production and infantry experience gains/losses

  18. ETC. too many, I actually forgot, might need Q&A.

  19. Tweaked Non-Historical AI a little.

Jokes, the mod isn't actually 100% balanced. There are event options at the start specifically worded to make sure players pick the worse options. Tee-hee!

To be honest, the mod is probably relatively easy as most nations since everyone gets better anyway.
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Major Contributors:

Sheep - og modder

j0nathan800 (j0ngaming) - general playthrough testing, mechanics testing, debugger

Seb (rotecly) - template testing, France playthrough testing, debugger

Topazand (cultural-soup) - template, general playthrough, debugger

Shrimp - Soviet playthrough, mechanics testing, and many others

Skrillicon, Shadykobold (punpun?), Morningstax, Fortebarko, Aulus Flavius - general AI fix recommendations and some testings

The Chemist, Sir Arthur Wellesley - general playthrough recommendation

Special thanks to: Soup, Shyy, gonzito (steam), flamenpanzer (steam), iceicles, icecream, and a great many others for playtesting and recommendation (gonna need a longer credit in-game).

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Popular Discussions View All (7)
6
14 Aug @ 6:14pm
Is this R56 compabilitble?
Architect Decoa
4
6 Sep @ 1:44pm
UTTNH_2.0 compatibility
СУХАРИК ЕМЕЛЯ
2
23 Aug @ 7:16am
is it Millenium Dawn compatible?
pumpkinator
1,243 Comments
xxkibskyxx 4 hours ago 
damn really gave me an challenge :steamthumbsup:
Nightshade 9 hours ago 
Playing Soviets I finished Germany in 1940 by rejecting the pact and declared war on them when they started around Maginot, encircling their about armor=70 tank divisions.
K.P official 18 hours ago 
is it eaw compatible?
HappyMan 22 hours ago 
Hello to developers! I have spoted next bug. If USSR anex Japan in 1939 - 1940 - there is no any fabrics or war plants in Japan. Fix this bug please!
Elengal 2 Oct @ 11:47am 
Hello to the developers))) Please add the keys to the test events. I'm tired of writing them in every update for the Russian translation.
songjacob768 1 Oct @ 7:39pm 
Played historical germany, after annexing soviet union in Dec 1942, tag usa to see how is ai doing, they got like 80 tank destoryer divisions, but most of them are green.. why they are not properly trained? They did D-day like a year ago, but got destoryed by my tank divisions, and i even gave usa a small buff
.b 1 Oct @ 6:57am 
I have been trying to survive as Poland for a long time, but I noticed some strange thing. Britain and France just won't send me their air force to help even when I have free airports. It would be nice if you add some "Directive" button for player, so AI would know how to help player. I can stand German push, but their air is killing me even with forts.
UND781 30 Sep @ 9:05pm 
где перевод баля
inni001xxx 30 Sep @ 12:21am 
Is this mod only suitable for vanilla ? I would like to play with it in Road 56.
NikiTOs 29 Sep @ 9:02am 
=7Cav=CPL.Mulholland.J
I figured out the load order priorities and the problem was solved. The mod is awesome.