Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-naval invasion coordination: a change that may or may not make the state targetted invasions work better
-Allies should send a couple of divisions at most to Greece/Yugoslavia during the initial blitz.
-Workaround fix to an extremely frustrating bug that broke the ratios of divisions the AI wants to build. The AI may not necessarily build a lot more divisions in general after the fix but it should be queuing the right types in the right ratios at least. If you use difficulty settings to boost a country, it might make a big difference however.
This is actually a much wider issue that leads to AI strategies behaving weirdly, including things that affect naval production (causing issues such as nations not producing the right amount convoys leading to massive issues later, not building the right ratios of ships), air production (incorrect amounts of factories assigned to things like navs and transports in particular), equipment production and a lot of other AI strategy related things potentially.
For now I implemented workarounds for division, air and navy production and adjusted some strategies so that they do not trigger this bug. (by the way, this is the sort of bug that also resolves when you reload a game and returns after a while, explaining some of the wild AI production changes when doing so)
-Improved GER/Axis blitz strategies for France, Denmark, Norway, Balkans.
-Fixed a case of Japan declaring war on Sinkiang on historical.
-Added some strategies to make Japan more aggressive in the Pacific and hold off on Raj.
-Japan should go for the killing blow on China when it has pushed inland and China is very weak, instead of standing around for no reason.
-Added reserve manpower sanity checks in addition to the fielded equipment ratio checks to AI strategies that make the AI push aggressively.
-Adjustment to AI naval invasion system that might improve where AI targets its invasions.
-Fixed some cases of AI improving relations too much when trying to send an attache to Spain.
-AI should prioritize war propaganda decision that counters bombing effect so that it can get women in the workforce
-Fixed AI not building maritime patrol if enabled for it.
Overhaul of the outdated AI's law selection logic in the mod. Most importantly:
-when the AI should go for total mobilization without causing manpower issues, factor in whether it can get women in the workforce after
-when to downgrade to war economy to free up manpower if it doesn't have / can't take women in the workforce
-GER should use free trade early on
-when to upgrade conscription law, wait mobile warfare conscription techs before going for more expensive laws
-Made sure the majors prioritize air regions near its core territory.
-France should guard its capital/coast more heavily
-Added a number of generic strategies for most important capital city locations so that the owner makes a separate garrison army that only occupies that state which makes it more likely to have divisions there.
-Fixed ITA not sending volunteers to Spain.
-Implemented some more strategies for the invasion of normandy and operation torch to perhaps help the AI target the right areas (however UK really can't protect its convoys so unless you boost its convoy production, Allied invasions will likely be lackluster).
-AI again properly switches its mobile warfare doctrine to the manpower branch when needed.
-Stopped most minors around the poorer regions of the world from maxing out their infrastructure (in most cases) for immersion.
-Added some air xp prioritization checks so that the AI makes at least some type of design it can build before dumping xp on doctrines or plane types that are less important.
Cliff notes:
-fighter: added cannons, armor plates
-cv fighter: same and added self sealing fuel tanks
-heavy fighter: added armor plates
-cas: added anti-tank guns, armor plates, dive brakes
-tac: added armor plates, anti-tank guns, bomb sights
-strat: reduced bomb bays, added self sealing tanks, air to ground radar, radio navigation, armor plates
-cv nav: added self sealing tanks, armor plates
-maritime patrol: added air to ground radar, self sealing tanks, armor plates
Boosted AI's willingess to use XP on air and naval designs by a lot.
-AI should always use flexible cohesion now as it seems like the other settings might be causing strange unit stacking behavior for the AI.
-Added strategies to make Allies strategic bomb Axis homelands if they are fielding strategic bomber, as the AI was reluctant to use them.
-If things get very desperate manpower-wise, the AI will risk crisis events by raising conscription law.
-Adjusted AI plane designs to work with the new patch changes.
-Possibly fixed a case where China abandons a front against Japan.
-Italy does not create a puppet out of Albania.
-Restored invasion of Iran.
-Removed anti-tank infantry role from the AI (caused problems with the AI, templates were outdated, the AI generally never built them, their effectiveness was very questionable and they existed mostly for variety).
-Increased the amount of motorized battalions in all tank templates.
-Tech prioritization fixes.
-fixed GER creating VIC on aggressive GER setting