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Dev Corner | Reinventing Faction Dynamics (Part 1)

[h3]Generals![/h3][p]Continuing from where we left off last week, we have another briefing from Command. Find a comfortable chair, settle in, and read on.[/p][h3]
[/h3][h3]Briefing: Reinventing Faction Dynamics (Part I)[/h3][h3]Written by: Wrongwraith[/h3][p][/p][p]Hey all,[/p][p]Dev corners are back. What are they and how do they differ from the Dev Diaries we normally do? The key difference is probably the scope. Dev corners are usually shorter. Here we discuss things that are sometimes very early in development, whereas Dev Diaries are usually about describing and explaining the new features that come with an expansion. So less details, and also a lot less pretty screenshots. And above all, a lot more Work in Progress - the things we talk about here might not even make it into the game in the end - at least not in the shape they are presented.[/p][p][/p][p]But enough of that, on to what I was supposed to talk about. Today’s subject is Reinventing Faction Dynamics…[/p][p][/p][p]Not much has happened to factions since release, so we figured it was time to take a look at them. The main difference is that there are more of them as more countries can, and do, create factions now. But in general they are all very similar, and you don’t feel any difference playing as the Axis as opposed to the Allies, the Comintern, or the Chinese United Front - for example. The goal here is to change that. To make factions feel more unique, and immersive at the same time. [/p][p][/p][p]Before we continue I should reiterate that this is very early stages - so not much in terms of final UI is implemented, sometimes you can’t do things except by commands, and in general things are constantly changing - so don’t expect pretty pictures![/p][p][/p][p]But look at it from the bright side - you get to see very early UX mock ups - and some beautiful “coder art” :) [/p][p][/p][h2]Core Concepts[/h2][p]Today I will try to run you through the core concepts of what we are doing with factions. Later on I will dive deeper into details, but for now, I’ll try to keep it relatively high level and give you the big picture of what we are working on for this feature.[/p][p][/p][h3]Faction Manifest[/h3][p][/p][p]Early mockup of Faction Window Header - showing the Manifest, the Faction Icon, and the Faction Power Projection[/p][p][/p][p]Each faction has a manifest. The manifest is about what the faction wants to do. Conquer new land, Stop the spread of fascism - or similar longer term purposes. 
[/p][p]Each manifest will have a percentage of fulfillment - that can go up or down during gameplay. If the fulfillment is high enough, some bonuses will unlock - depending on the type of manifest.[/p][p][/p][p][/p][p]In-game view of the Faction header with manifest for the Allies - this is as raw as a screenshot will get. Placeholder art, no tooltips, no graphics added, and no attention to placement or final elements. But it is there, and it is working, and as the Allies, we want to defend democracy[/p][p][/p][h3]Faction Goals[/h3][p]In addition to the Manifest each faction will have shorter or longer term strategic goals. These can be things like conquest of specific territory or control, or instigation, of resources..

These goals, once completed, will give the faction members rewards that they can use to modify their faction in various ways - as well as more standard rewards like Army Experience. [/p][p][/p][p]Together with the Manifest, the Goals will give the faction a direction. A direction you need not follow if you don’t want to, but if you do you will be rewarded.[/p][p][/p][h3]Faction Types/Templates[/h3][p]All factions are based on a template. So when you create a faction you pick which type of faction it is from those available, and then you get a set of rules and goals etc to go with that. Factions created through a focus or event will have their type pre-defined. So setting up a faction shouldn’t require many more clicks than previously, but still give you a few options. And most importantly result in different experiences based on what you play as.[/p][p][/p][h2]Rules[/h2][p]Each faction comes with a set of rules. These generally relate to a specific action type. Like for example who can join the faction or who in the faction can declare war.[/p][p][/p][p]Some examples: [/p][p]A rule for joining can be based on the ideology of the joining country. For example, the rule might state that only non-fascist countries can join. (It won’t prevent a country from turning fascist later though). Another Joining rule can be based on Geography, saying that only countries from a specific region can join.  [/p][p][/p][p]Other types or rules relate to things such as: [/p]
  • [p]Peace Conferences - Giving you bonuses to certain types of actions[/p]
  • [p]War Declaration - Who can declare war and what are the requirements[/p]
  • [p]Call to war - Who can call to war, just the faction Leader, anyone, or Just Majors etc[/p]
  • [p]Dismissal - When can you kick someone from the faction[/p]
  • [p]Contribution - What are the minimum requirements for contribution to the faction[/p]
  • [p]Leadership Challenge - What are the requirements for taking over leadership  [/p]
[p][/p][p]There will probably be a few more, and some of these might not make it, but you get the general idea. [/p][p][/p][p]These rules can be changed during gameplay, if the Faction leader, or any other member country, has Faction Initiatives available to do so.[/p][p][/p][p][/p][p]UX mockup for changing your Rules (in this case the Join Faction Rules) [/p][p][/p][p]Speaking of Faction Initiatives - lets move on to:[/p][p][/p][h3]Faction Initiatives and Goals Rewards[/h3][p]Initiatives are what you use to change things in your faction. These Initiatives are gained from completing Goals. Most goals will give one Initiative to the faction leader when completed. Some might give to other members as well. And if you have an Initiative to spare, you can change a rule. Or you can remove one. Or add one - it is basically up to you to decide what to spend your Initiative on, and how to modify your faction. But choose carefully, for initiatives will be few. (Which also means you won’t be spammed with decisions to make - which is something we want to avoid.)[/p][h3][/h3][h3]Other ways to spend Initiatives[/h3][p]Apart from just changing the rule set for the faction, you can add specific upgrades to your faction to make it more unique. [/p][p][/p]
  • [p]Example of upgrades you will be able to do are: [/p]
  • [p]Adding or improving Research Sharing [/p]
  • [p]Adding or improving Military Doctrine Sharing [/p]
  • [p]Adding a Faction Supreme Commander[/p]
  • [p]Start up joint research sites[/p]
[p][/p][p]UX mockup of the research part of the Factions screen.[/p][p][/p][h3]Influence and Contribution[/h3][p]The last thing I want to talk about today is Influence and its close relative; Contribution. [/p][p][/p][p]Each member Country has an Influence rating in the faction. This is basically an internal power level - how important a member are you within the faction?[/p][p]Countries with high influence get more things from goal completions. Meaning they will also have a say in how the faction evolves - as some of these rewards can be Initiatives. [/p][p][/p][p]Additionally, in order to take over leadership of a faction you need to have a minimum level of influence. [/p][p][/p][p]You gain influence by War participation, Contributions, Industrial might, and from “Events”. Events can be various things depending on the faction and the content - but can include things such as executing daring Raids, or from focuses or decisions. [/p][p][/p][p]Of these, Contribution is probably the most interesting to talk about. Basically whenever a country delivers something to the faction, or to other faction members they gain “contribution score” - which is directly reflected in their influence rating. Whenever someone receives contributions, or “withdraws” from the faction pool, they lose contribution score - thus lowering their influence. [/p][p][/p][p]This means that Influence will build up and fluctuate over time. [/p][p][/p][p]Another use of influence is in peace conferences. When your faction is on the winning side, all member countries will pool some of their war score, and this will be given to the most influential countries in the faction. Similar to the game setting where the Faction Leader can get part of other members’ scores. But here it is not just the faction leader, so if you are an important part of your faction, you will get more say in the peace deal even if you are not the faction leader. [/p][p][/p][p]What are contributions then? [/p][p][/p][p]Generally they are things you can do to support your faction or your faction members - such as sending expeditionary forces, pooling manpower for use by the faction, producing industrial goods, Lend lease to faction members. Those kinds of things. Some of those we already have in the game, but the goal is to streamline them a bit. Others are new - but regardless of whether they are new or old, they will contribute to your contribution score - thus making you more (or less) important in the faction. [/p][p][/p][h3]Some Final Words[/h3][p]Another thing we want to add when working with factions, is the ability to tell your fellow allies where you want them to focus their efforts. Similar to how you can create pings to multiplayer allies, you should be able to tell your AI allies that I want you to focus on this region. It shouldn’t mean that they abandon everything else, but rather just increase their attention here.  [/p][p][/p][p]That was all for this time. I am looking forward to hearing your thoughts, and I’ll do my best to answer questions, but do bear with me, I won’t be able to answer everything - party from a time perspective, but also based on the fact that there are quite a few things that are as yet undecided, or at least relatively untested - so I might not know what the end result will be. If it doesn’t play out fine, or smooth - things will change. But I will do my best. [/p][p][/p][p]Additionally, I hope to be able to give you a few more details in a few weeks time - because as you can see I if you look at the draft schedule presented earlier, I do have yet another slot for this. [/p][p][/p][p]And as I said, what you have seen here will most certainly differ from what will eventually make it into the game. It takes many iterations, and a lot of feedback to get a feature completed. But I hope you enjoyed this little peek into what I/we are doing at the moment. [/p][p][/p][p]/Wrongwraith[/p]

Hearts of Iron IV Anniversary week & Developer Corners!

Generals!

Not only is our nine year anniversary happening today, but we've got a lot of content for you all to read through so make sure to continue reading. We've got Developer Corners starting up again, HOI4 Anniversary Giveaways every day and the Multiplayer Mayhem happening in the 2025 Community Cup!

But first, a word from our Commander in Chief Arheo.

Greetings all,

As the oft-quoted Eisenhower stated, "In preparing for battle, I have always found that plans are useless, but planning is indispensable”. In the spirit of this, we thought it would be time to take a look at the long-term roadmap for Hearts of Iron. It has been around three years since our last formal Hearts of Iron Roadmap, and while plan have changed and evolved, this statement of intent has been largely what has guided our development process up until the release of Götterdämmerung.

Our mainline intended innovations, when this was written just after No Step Back, included the following:

  • Improvements to Frontline Stability (Progress in NSB, more to come)
  • Strategic and Tactical AI improvements
  • Battle Planner Improvements


Götterdämmerung included a lot of improvements to the AI including Force Concentration: a feature designed to simulate tactical pushes and armor concentration. This has been an interesting one: when released, we saw a lot of players taken by surprise by the AI using this approach, and a lot more discussion over players being defeated or losing to the new AI behaviour. However, most of the community seems to have adapted fairly quickly to this change. To me this is a positive thing: while having a broad playerbase with varying levels of skill means we need to be gradual about how and if we increase overall difficulty when playing against AI, the existence of community “meta” and learning materials gives most players tools to catch up. In short, there’s no reason not to continue iterating on AI features that may increase average difficulty or required skill levels.

On a related note, we’ve fixed a bunch of issues with frontline stability, but battle planning remains a tool that has a stark divide between how new and veteran players utilize it. We’ve done some quite deep user research into this particular area, but this resulted in few actionable results beyond handling edge cases better and improving frontline integrity.

[h3]Long Term Goals and Strategies to Guide AI (Progress in NSB)[/h3]
Most of this is “under the hood”, but we’ve made a lot of progress adding tooling to interpret and direct how the AI performs long-term planning. This area of the game is notoriously opaque and it’s taken a fair while to get to the point where we have enough analytical insight into the mechanical decision-making process of the AI, but, we’re more or less there now. This has meant improved tooling such as AI strategies, imgui debug tools that modders also have access to, and better integration with existing mechanics that previously existed “on top” of the game without interacting much with the AI. This is of course a goal that has no defined end-point, but compared to where we were three years ago, much has improved.

[h3]Improving Peace Conferences[/h3]
By Blood Alone saw a contribution-based peace conference system added, with numerous narrative demand options. On reflection the design approach here was not super stable, and while the feature hit most of the key notes (contesting demands, earning defined contribution, rewarding better play), it fell into a similar trap to the old system when it came to AI antagonism. It took longer than it should have done for that behaviour to stabilize with tweaks and changes, but we’re in a better (if not perfect) situation now.

[h3]Update Core National Focus Trees with Alt-History paths alongside more Options[/h3]
We’ve had a couple of methods of doing this. First are the maintenance updates included in some War Effort patches. These tend to be quite minor, but we’ve added a fair few things to various focus trees over time.

Secondly, revisiting focus trees such as Germany and Hungary represents a greater investment into this. Overall, I’m happy with the dual-pronged approach to this; reworking focus trees comprehensively is a full expansion-cycle affair, and doing it outside of a paid release is not something we will ever be able to do. I feel the majority of the community understand this, and our roll-in approach to DoD, TfV and WtT has been for the most part welcomed.

[h3]Great Power Diplomacy[/h3]
I’ve spoken at length on this in a few other places. Fundamentally, design ideas for this one always ended up conflicting with focus trees. HoI4 is a war simulation with a superimposed latch-driven state-machine that drives the global narrative. It is unlikely we’ll change that approach. However, the process of working through design ideas for this has given us some avenues for further exploration.

[h3]Multiplayer & Social layer Improvements & Support[/h3]
The Career Profile and associated features hit the social layer note pretty well. Traditionally, these features are designed to increase player engagement: something which HoI doesn’t really have an issue with. However, the feature has proven to be unexpectedly popular amongst specific groups within the community, both for completionists and as a learning aid. While I don’t think we’ll be making any fundamental additions to this, it won’t be going away and we’ll keep adding content such as new medals and ribbons.

[h3]Economic Decision Making[/h3]
We haven’t made any great strides here. We still have medium to long term plans to expand the industrial economy elements of HoI, while taking care to avoid simulating too many pure economic elements.

[h3]Special Projects[/h3]
Götterdämmerung represents the culmination of this project. I’m pretty happy with how this turned out, though now that we’ve had some time to monitor the wider effects of special projects, it is about time to revisit balance and take a pass on the huge array of tech that was added in the Götterdämmerung update.

[h3]More Difference between sub-Ideologies & Government forms, Advisors and Internal Politics Improvements[/h3]
We didn’t really get here! This is quite a difficult topic to broach in a strategy game, and other things ended up taking precedence. We’ve had some minor changes to advisors, but nothing to write home about in the grand scheme of things.

[h3]More National Focus Trees[/h3]
Fairly Self-explanatory.

[h3]Make Defensive Warfare more Fun[/h3]
This is still a goal of mine, but we haven’t managed to tackle it yet. I think some of the fundamentals of HoI4 (ie, stuff we simply can’t/won’t change) stand in the way of doing this justice, though it also plays hand-in-hand with changes to doctrine and division design which are definitely in the works.

[h3]Adding Mechanics to limit the size of your Standing Army, especially post-war etc[/h3]
Definitely still planned, though not a major priority on its own - will have some words on this later. I don’t feel like this is something that has been glaringly missing for a game with a narrative of “crescendo to war”, though as we start to experiment around the fringes of that pillar (smaller regionally-focused conflicts and expansions), it will become more necessary.

[h3]Have Doctrines more strongly affect Division Designing[/h3]
We’ve had some success here with the changes to support companies and equipment streamlining. I wouldn’t go so far as to say this is “done”, though. We have short-medium term plans regarding doctrines though, and having them affect division design more strongly is one of the key pillars for this effort.

[h3]Immersion and Roleplay Elements, Optional tools for making your mark in a Game[/h3]
We’ve added a lot of things that touch on this: division medals, plan naming, deeper recruitment design, MIOs and industrial specialization being chief among them, feature-wise. I think these features do what they set out to do: letting you leave your own mark on the battlefield and the campaign narrative. As you may have noticed from recent war effort patches, we’ve also identified that we need to be better with streamlining how players interact with these types of features.

[h2]War Effort Updates[/h2]
I talked at length in the 2022 roadmap about the introduction of maintenance updates - something we ended up doing, and calling “War Effort” patches. On their own merit, these have been extremely useful for us, and have allowed us to iterate and introduce quite a lot of system updates and quality of life changes such as:

  • Persistent equipment designs
  • System Rebalances to designer modules and units
  • MIO streamlining
  • Some quite significant performance improvements
  • Over 1000 bugfixes
  • Mod support
  • Focus tree updates
  • Balance standardization of some systems (quite important for game health!)


One of the things we were uncertain of before we started War Effort patches was whether this would reduce the maintenance included in major updates, resulting in effectively just moving things around. With the exception of our approach to country packs (ie; not including maintenance updates at country pack release), it has not directly affected the size and impact of major releases.

The old Roadmap championed these as a method of updating older focus tree content. It’s fair to mention that this ended up not being a major focus of war effort updates. It became quickly apparent that developing focus trees is the majority of the work our Content Designers do; that’s not realistically something we can do in iterative updates.

So while there is success here, there’s also room for improvement. We will keep producing War Effort updates, but I want to try and find some form of structure to them, and a way of steering them in a way that more quickly addresses high impact community issues. Particularly, I would like to find a way to increase the visibility of our approach to handling community issues, though I will caution that this will require some time to achieve.

[h2]Next Steps[/h2]
Aaand that’s our retrospective.

That ended up quite a lot longer than I’d expected, but that’s ok - the future plans are at least a little more concise! I want to give you an updated roadmap for our next few years, though with the usual caveats. As you can see above, these plans are not super specific, they aren’t promises, and they don’t always work out. Nonetheless, the act of planning is extremely important, and communicating those plans perhaps even more so.

So what does the future look like for HoI4?

It will come as little surprise that South/East Asia is next, with content primarily focused on Japan and China, and mechanics to support this narrative, as well as reinvigorating the Pacific war. I don’t want to go into too many specifics here (tune in next time for more!), but the war in and around Asia as well as the Pacific has been left behind by our recent developments directed at the European elements of the conflict. To give some broad strokes here, we’re looking at developing the narratives that faction membership will give you, improving and streamlining elements of naval control, with a particular focus on the types of naval warfare that carried the Pacific conflict, and adding much greater strategic narrative (and a less opaque simulation) to the flow of naval conflict. This is not an exclusive list, and it’ll probably leave you guessing - but you won’t have to wait long.

In the longer term, we have some other areas that we’re keen to take a pass on:

[h3]Military Doctrines and Division Design[/h3]
These systems are quite old and don’t offer much ability to shape your gameplay. I would like to link these better, in order to have doctrines shape both how you compose and how you use your military.

[h3]Manufacturing and Inustrial/Economic Gameplay[/h3]
Watch this space.

[h3]Breaking the Snowball![/h3]
HoI’s “crescendo to war” that I mentioned earlier is extremely important to the main narrative of the war. However, as time goes on we have released more content focusing on the smaller players in this conflict. There are elements of the game that don’t mesh particularly well here, and I want to take a look at the way wars and war escalation are structured to make this more engaging and less disruptive when minor conflicts erupt.

[h3]Improving the Diplomatic Landscape[/h3]
“But you said you couldn’t do this!”, I hear you cry. And mostly you would be right. However, with the introduction of late game technologies in Götterdämmerung, there is even more reason to continue playing after the end of the war. I would like to keep developing how the world “falls out” after the conflict, producing more realistic geopolitical results as well as the potential for new and more systems-driven “what if” conflicts after the end of the war. Of course, any such changes would be multiplied in effect if they could also touch upon the pre-war landscape too…

[h3]Alt-History[/h3]
Well, that’s a broad category. This is one we’ve been looking at in quite a lot of detail. We see an increasingly stark divide within different groups of the community on how we (or even if we should) approach alt-history. For those that enjoy it, don’t worry, we’re not going to stop making alt-history content, however, I have asked the team to look, in the long-term, into ways of producing more structured, plausible alt-history content with clearer historically-adjacent narrative hooks. In addition, we have started to evaluate if it’s possible to create more deterministic global alt-history situations and produce some “semi-alt-history” ways of playing HoI - something that I think would capture the fun parts of the non-historical content we provide while also retaining the benefits of the determinism that the historical scenario imparts.

I have one, final note on the practical elements of what we release. We intend to continue releasing what we’ve previously termed “Country packs” and “Unit packs”, but we need to both be clearer about what is or isn’t included, and adjust the scope. We’re devoting some more resources to our Country pack development moving forwards, and we’ll be including mechanics and systemic changes in those the same way as expansions - albeit still focusing on “minor players” in the war.

Alright, I started writing this three hours ago and apparently I’m still going, so here I will force myself to stop. I’m here to answer questions.

/Arheo

Of course, these dates may be subject to change so keep that in mind!

[h3]Hearts of Iron IV's 9th Anniversary![/h3]
As apart of HOI IV's Ninth anniversary, we've decided to do another giveaway with a different prize each day including some fan favourites and some keys for the new Song pack for those of you who missed out on some of those banger tunes. To participate and enter for a chance to win some of these codes, make sure to reply in the announcement post on each day you want to take part in the giveaway.

Because of time zones, we've decided that each giveaway "day" will start at 14:00 CEST, so for example, if you want to take part in the Bonus Songs Pack giveaway on Tuesday, then you need to reply between 14:00 CEST on Tuesday and 13:59 CEST on Wednesday. If you reply on Wednesday 14:00 CEST, then you're taking part in the Wednesday giveaway, etc.

You can reply as many times as you want, on as many days as you want, but if we're looking through replies and have to choose between two replies, we will probably choose the reply that has some substance (vs "Just replying to take part") so be creative, engage, comment on the announcement or on others' replies.



[h3]Community Cup 2025[/h3]
We are back for yet another round of the Community Cup, hosted by Dankus. This year, the Teams are participating for a chance to win 5000 Euros! With Casters such as Dankus themselves, Mo and one of our own Community Ambassadors Fraser, the finals will be played June 7th at 17:00 CEST.

Make sure to catch all of the action over on Dankus's Channel, or the HOI Youtube Channel!

Operation Brainstorm | Prototype Vehicles Available Now!

Generals!

Welcome to Operation Brainstorm - File .: 1.16.6 :.

This is the release of the final part of Expansion Pass 1: Prototype Vehicles. All of these models were either blueprints or early prototypes that were created or designed during the war, but ended up never getting used, or even manufactured. Also, they’re all entirely optional to use. Everything in this Unit Pack is intended to add some flavour and doesn’t affect gameplay.

To facilitate and accompany this release we have included a War Effort patch, tweaking some balance, as well as fixing a bunch of issues.

I hope you enjoy this release! Our current plan is to be back in just a few weeks to give all of you more insight into what we are, and have been, up to.

-PDX_Gorion


[h2]Hotfix Patch 1.16.8[/h2]
[h3]Bugfix[/h3]
  • Germany: Fixed an issue where AI Austria would always reject Anschluss with historical settings turned off
  • Fixed an issue where MIO selection persists across different equipment windows, which allowed using MIO for unsupported equipment.


[h2]Hotfix Patch 1.16.7[/h2]
[h3]Bugfix[/h3]
  • You can once again upgrade MIO on basic equipment if you chose not to upgrade it automatically


[h2]Operation Brainstorm Patch 1.16.6[/h2]
[h3]Prototype Vehicles Pack[/h3]
  • New 3D models added for prototype vehicles for Australia, Belgium, Canada, Czech Republic, United Kingdom, France, Germany, Netherlands, Italy, Japan, Poland, Soviet Union, and USA. (Also, have a look here!)

[h3]Balance[/h3]
  • Non-NSB Improved Medium Tank, Advanced Medium Tank, Improved Medium Tank Destroyer and Advanced Medium Tank Destroyers now have hardness value of 90%
  • Close support gun soft attack reduced to 22 from 25
  • Self-Propelled Anti-Air brigades now have a baseline +15% air attack modifier
  • Self-Propelled Artillery brigades now have a +15% baseline soft attack value
  • Tank Destroyer brigades now have a +15% baseline piercing modifier
  • Tank Designer: Anti-Air cannon 2 now has 32 Air Attack from 36, and 18 piercing from 20
  • Anti-Air cannon 3 now has 24 piercing from 30
  • Auto-Loader reduced to 1.5 IC cost from 2.5
  • Dozer blade IC cost reduced to 1 from 2
  • Easy Maintenance module increased to a 10% cost reduction, from 5%
  • Upgrading MIO on equipment no longer costs XP. Choosing to upgrade equipment via the checkbox or by using the MIO queue will automatically update any production lines producing said equipment for no additional cost or production efficiency loss.
  • Easy maintenance reduced to -7.5% from 10% cost reduction

[h3]UI[/h3]
  • The redundant words "Chassis", "Airframe", and "Hull" have been removed from most instances of equipment designer templates. These classifications were already implied.

[h3]Bugfix[/h3]
  • Fixed GFX issue where airplanes crashing into ground would remain for a while
  • Fixed leader portrait not updating correctly in naval combat window
  • Fixed state tooltip showing buildings under construction
  • Fixed equipment design discount disappearing when saving and re-loading
  • Advisor portrait will be colored if available but not affordable
  • Fixed issue with 3D model selector for helicopters
  • PZL P.23 now has a proper GFX icon assigned to it
  • Fix issue where the AI would automatically deplete its stockpile of missiles
  • Fixed empty string in land lease notification window
  • Germany's Communist Influence sprit that it can apply to other countries will no longer cause a civil war when timed out if the amount of communist support in the country is insufficient
  • Fixed a crash when deleting units that would get reassigned to a fallback order
  • It is now possible to get the Shaken Not Stirred achievement
  • Construct Aircraft Carrier focus can be started without MtG
  • Ispettorato dei Mezzi Antisommergibili focus can be started without MTG
  • Grosskampfschiff Construction focus can be started without MtG
  • Soviet: Fixed spelling of acclimatization for adaptable army
  • Command power above define_max+1advisor will no longer be removed upon loading a savegame
  • Partial fix for RK resistance management and compliance: RK's now correctly get their intended 25% compliance as part of the leader installation event after they're created.
  • Integrating the Volkskommissariat now correctly adds compliance
  • Niche will now rest to the default niche for the chassis when loading an equipment design
  • India: Fixed the partition event triggering incorrectly when going down the Loyalty Branch
  • Fix equipment icon selection buttons sometimes not displaying correctly
  • Iraq now sticks closer to the actual dates for historical events (such as breaking the treaty)


[h2]Introducing the Expansion Pass 1 Last Chance (Dynamic) Bundle[/h2]


The Contents of this bundle include:
  • 20% Discount
  • Hearts of Iron IV Base Game
  • Götterdämmerung
  • Graveyard of Empires
  • Prototype Vehicles Pack

Because this is now a Dynamic Bundle you can get the entire package, but only pay for the content that you do not already own. (If you do not see a difference, make sure you are logged into Steam)

Note that the Expansion Pass 01 Instant unlocks are not included.

[h2]Also Introducing: The Hearts of Iron IV Bonus Songs Pack[/h2]


The Bonus Songs pack includes:
  • March of the Eagles
  • Katyusha
  • Bella Ciao
  • Säkkijärven Polkka
  • Carnaval Do Brasil
  • Ride of the Valkyries

The Bonus Song pack is designed for those that wish to grab some more optional content they may have missed out on earlier to add to their collection, with it being priced at $4.99/€4.99/£4.29 respectively.

Note that this Bundle is NOT Dynamic

[h2]Prototype Vehicles & Countries[/h2]
Here are a few examples of the Prototype vehicles, but if you want a longer list check out the table below!​


Country
Available Vehicles
Australia
Grasshopper Light Tank
Modra Revolving Light Tank
Belgium
Mk.VI 47 mm
Canada
Cobra LCCCV
OQF 3.7" AA on Ram Mounting
Czechoslovakia
Skoda SK 13
England
Alecto
Armstrong Whitworth A.W.52
FV4005 - Centaur
OQF 3.7" AA on Ram Mounting
Praying Mantis
France
AMX Chasseur de Char de 90mm (1946)
FCM 12t
Giacomini Tank
Jacquet Assault Train
Perrinelle-Dumay Amphibious Heavy Tank
Germany
Bachem Ba 349 Natter
Blohm and Voss Bv 141
Flakpanzer 341
Flakpanzer 8,8cm PaK 43 Steyr Waffenträger
Skoda SK 13
Netherlands
Marmon-Herrington MTLS-1G14
Italy
Semovente Moto-Guzzi
Biemmi Naval Tank
Culqualber and Uolchefit Tanks
Japan
So-to
Type 97 Chi-Ha with Bangalore Torpedo Rocket System
Poland
Automobile Gun Carriage
Soviets
GAZ-68 / KSP-77
SMK
Gremyakin's Medium Tank (STG)
2B1 Oka
Belyayev db-lk
Bolkhovitinov S (Sparka)
United States
T82 Howitzer Motor Carriage
3 inch Gun Motor Carriage t1
T43E1
M-V-Yoh
T52 Multiple Gun Motor Carriage
Northrop XB-35
Cobra LCCCV

Before Europa Universalis 5, get Paradox's finest grand strategy games cheap

When it comes to the top grand strategy games on PC, Paradox Interactive is a name you can trust. The developer and publisher has brought us many of the most rich, involved, and expansive tactical experiences around for a long time coming. Next on its list is the recently announced Europa Universalis 5 - but before we get there, you can catch up on its best works, including a few that branch out into other genres such as city builders and 4X games, at a big discount along with savings on much of their corresponding DLC.


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Paradox Publisher Sale!

Generals!

Following the announcement of Project Caesar Europa Universalis V, the Paradox Interactive Publisher Sale has begun with deals up to 70% off for Hearts of Iron!

This sale runs from now until May 15th


[h3]BASE GAME[/h3]
Hearts of Iron IV - 70% off Hearts of Iron IV: Starter Edition - 70% off

[h3]Expansions[/h3]
Hearts of Iron IV: Arms Against Tyranny 20% off Hearts of Iron IV: By Blood Alone 30% off Hearts of Iron IV: No Step Back 30% off Hearts of Iron IV: La Résistance 50% off Hearts of Iron IV: Man the Guns 50% off

[h3]Country Packs[/h3]
Hearts of Iron IV: Battle for the Bosporus 50% off Hearts of Iron IV: Trial of Allegiance 20% off

[h3]Music & Unit Packs[/h3]
Hearts of Iron IV: Songs of the Eastern Front 50% off Hearts of Iron IV: Eastern Front Planes 50% off Hearts of Iron IV: Allied Speeches Pack 50% off Hearts of Iron IV: Radio Pack 50% off Hearts of Iron IV: Sabaton Soundtrack 50% off Hearts of Iron IV: Sabaton Soundtrack Vol. 2 50% off Hearts of Iron IV: Allied Armor 50% off Hearts of Iron IV: Axis Armor 50% off