Hearts of Iron IV
by Paradox Development Studio · 6 Jun, 2016
1,492 downloads
About the Game
Hearts of Iron IV is more than a historical simulation. Alternate historical paths open up with almost every decision you make, from small ones such as where to launch your attack to crack open Fortress Europe, to large ones, such as whether to re-establish democracies or long forgotten monarchies.
In Hearts of Iron IV, you can plan the military strategy almost down to the rivets, as you design division templates for your armies, research new modes of production and means of destruction, set out factory instructions and pursue political objectives. Almost no part of the war goes untouched as you guide a nation of your choice through humanity’s darkest hour.
This purchase comes with the Hearts of Iron IV base game as well as three expansion packs:
- Death or Dishonor: focuses on eastern and central European middle powers
- Together for Victory: focuses on British Commonwealth nations
- Waking the Tiger: focuses on China and Japan
Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
The Decade
A decade. It still feels strange to write. Hearts of Iron IV turns Ten this month, and somehow the most unbelievable number in our telemetry isn't the millions of techs researched or wars declared, it's this one: 39% of the people who started playing HoI4 back in 2016 are still playing today. Ten years on. Another is that HoI IV has been going on longer than WW2 actually took: 2194 days for WW2, 3652 (and counting) for HOI IV.
The game has changed enormously since launch: most mechanics have deeper experiences, focus trees are very different and much more exhaustive, the AI plays the game better, and we are able to keep closer to the historical timeline than ever before. But the core vision, as described 12 years ago, still holds true. One thing we did not necessarily foresee, even if it was a core part of the vision at the start, was the adaptation of mods to the degree we see today. We’ve also seen two Game Directors transition to new internal projects, and we will talk about who will take over on June 18th!
“Our hope for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history. Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.” - Dan Lind, 2014
The Patch
This anniversary's War Effort patch leans heavily into Naval AI, picking up the threads 1.17.4 left hanging. We extended the open beta longer than usual, specifically so you could help us. This anniversary patch also brings a wealth of late game performance improvements, fixing some of the worst offenders, and a rebalancing of the naval gameplay we trialed earlier in the year. With the release of Thunder at Our Gates next week, another large free update will be released as well!
We have some cool stuff planned:
- 11th of June - Thunder at Our Gates release 🥳
- 18th of June - Anniversary “behind the scenes” video + teaser of what is coming up next.
I also wanted to give a shout out to both our multiplayer and youtube community. Our youtube channel has grown over the years, and is one of the biggest ones we have compared to our other Paradox titles! It’s a, perhaps unusual, source of additional insight into our players minds. Then not to speak about all the great content creators making great videos about HoI IV.
HoI 4 multiplayer is really fun to play, we play it every week at the office, but it's also really fun to watch crazy 60+ people multiplayer games. And I just wanted to mention that we are aware of some of the problems we have with lobbies/hacking, and we are working on this at the moment.
We'll keep the post-release support going up until our Swedish-mandated Summer holiday, and pick straight back up as needed once we're back.
To every player who has shaped this game over the last ten years, and to every developer past and present who has poured themselves into it: Thank you. Here's to the next decade.
/Niels Uiterwijk - Studio Manager
What have you all been up to these years:
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Where players have been sending their boats these last years
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Interestingly (maybe?) we have a short animated version, but the variance is so low that it basically looks exactly like the static image above.
PATCH NOTES
(1.18.3.0.7709 (d7cc))
Ship & Navy Balance
- Reduced Naval Minimum Chance to Hit from 2% to 0.5%
- Set Naval XP Gain for the following mission types: Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping to 0.2, and Strike force to 0.05
- Navy Mastery gain for Strike force missions increased from 0 to 0.05, and for Convoy Raiding increased from 0.2 to 0.3
- Supply Consumption of Carriers reduced from 1.2 to 0.8
- Supply Consumption of Battleships reduced from 0.8 to 0.56
- Supply Consumption of Battlecruisers reduced from 0.48 to 0.32
- Supply Consumption of Heavy Cruisers reduced from 0.4 to 0.24
- Naval Reform Spirit changed from +15% Naval Experience Gain to +10% Naval Mastery Gain
- Naval Sub-Doctrine Coastal Mine-laying Clearing Procedures reward no longer applies bonus to mine sweeping to the Submarines, instead the effect on Destroyers has been increased from +20% to +25%
- Long Range Submarines Sub-Doctrine Ocean Patrols reward now also applies +10% bonus to the surface detection to the Nuclear Submarines
- Long Range Submarines Sub-Doctrine Improved Dive Protocols reward now also reduces Surface Visibility of the Nuclear Submarines by 5%
- Long Range Submarines Sub-Doctrine Support the Surface reward now also applies +10% bonus to the Torpedo Attack, and Naval Speed to the Nuclear Submarines
- Removed Resource Cost from most of the naval modules (guns, deck armor, hangar decks), Armor Schemes as well as Anechoic Tiles will still have resource costs associated with them.
- Cruiser Armor Scheme Resource Costs changed from resource cost of 0/1/1/2 Steel to 0/0/1/1 Steel and from 0/0/1/1 Chromium to 0/0/0/1 Chromium
- Battleship Armor Scheme Resource Costs changed from resource cost 1/1/2 Steel to 1/1/1 Steel. Chromium Costs unchanged.
- Early Destroyer Naval Range increased from 1500 km to 2000 km
- Basic Destroyer Naval Range increased from 1800 km to 2500 km and service manpower reduced from 325 to 300
- Improved Destroyer Naval Range increased from 2000 km to 3000 km and service manpower reduced from 400 to 350
- Advanced Destroyer Naval Range increased from 2500 km to 3500 km and service manpower reduced from 500 to 400
- Advanced Destroyer Hull cost decreased from 4 Steel to 3 Steel
- Naval Dominance Factor for Advanced Destroyers increased from 40 to 42
- Light Ship Engine III - Fuel Consumption lowered from 10 to 9
- Early Cruiser Hull cost increased from 1 Steel to 2 Steel
- Improved Cruiser Hull cost increased from 2 Steel to 3 Steel
- Advanced Cruiser Hull cost increased from 3 Steel, to 3 Steel and 1 Chromium
- Improved Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 1200 to 1000
- Advanced Cruiser Naval Range reduced from 4500 km to 4000 km and service manpower reduced from 1400 to 1200
- Cruiser Ship Engine I - Production Cost reduced from +15% to +12.5% and increased Naval Speed from +20% to +25%
- Cruiser Ship Engine II - Production Cost reduced from +17.5% to +15%
- Cruiser Ship Engine III - Production Cost reduced from +20% to +17.5%
- Cruiser Ship Engine IV - Production Cost reduced from +22.5% to +20%
- Pre-Dreadnaught Hull Naval Range increased from 2250 km to 2500 km
- Pre-Drednought Ship Hull cost changed from 1 Steel 1 Chromium to 2 Steel
- Torpedo Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 960 to 900
- Panzerschiff service manpower reduced from 1800 to 1200, IC cost for the hull reduced from 3500 to 2800, surface visibility from 22 to 18.
- Panzerschiff Hull cost increased from 3 Steel to 3 Steel 1 Chromium
- Coastal Defense Ship service manpower reduced from 1800 to 1000. IC cost for the hull reduced from 3500 to 1500. Base Steel Cost reduced from 3 to 2. Surface Visibility reduced from 20 to 16. Naval Range increased from 1500 km to 2000 km.
- Coastal Defense Ship Hull cost decreased from 3 Steel to 2 Steel
- Coastal Defense Ship Max Strength (HP) increased from 100 to 110
- Basic Heavy Hull service manpower reduced from 5200 to 4300
- Improved Heavy Hull service manpower reduced from 6000 to 4650
- Advanced Heavy Hull service manpower reduced from 6000 to 5000
- Modern Heavy Hull service manpower reduced from 6000 to 5000, IC cost for the hull reduced from 4000 to 3600
- Early Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 3 Steel 1 Chromium
- Basic Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 3 Steel 1 Chromium
- Improved Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
- Advanced Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
- Modern Heavy Ship Hull cost changed from 6 Steel 3 Chromium 2 Tungsten to 5 Steel 2 Chromium 2 Tungsten
- Early, Basic, Improved, Advanced Heavy Ship Hull Fuel Consumption reduced from 67 to 60
- Early Heavy Ship Naval Dominance Factor increased from 300 to 325
- Modern Heavy Ship Hull Fuel Consumption reduced from 80 to 72
- Heavy Ship Engine I - Production Cost reduced from +17.5% to +12.5%, increased Naval Speed from +20% to +25% and increased Fuel Consumption from 20 to 22
- Heavy Ship Engine II - Production Cost reduced from +20% to +15% and increased Fuel Consumption from 25 to 28
- Heavy Ship Engine III - Production Cost reduced from +22.5% to +17.5% and increased Fuel Consumption from 30 to 34
- Heavy Ship Engine IV - Production Cost reduced from +25% to +20% and increased Fuel Consumption from 35 to 40
- Super Heavy Hull service manpower reduced from 9000 to 7000
- Super Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 5 Steel 2 Chromium
- Super Heavy Ship Hull Fuel Consumption reduced from 75 to 68
- Basic Carrier Naval Range increased from 3000 km to 3500 km and service manpower reduced from 4500 to 4000
- Improved Carrier Naval Range increased from 4000 km to 4250 km and service manpower reduced from 5000 to 4500
- Advanced Carrier service manpower reduced from 5500 to 5000
- Modern Carrier service manpower reduced from 6500 to 6000
- Basic Carrier Ship Hull cost increased from 3 Steel 1 Chromium to 4 Steel 1 Chromium
- Improved Carrier Ship Hull cost increased from 4 Steel 1 Chromium to 5 Steel 2 Chromium
- Advanced Carrier Ship Hull cost increased from 4 Steel 2 Chromium to 6 Steel 2 Chromium
- Modern Carrier Ship Hull cost increased from 5 Steel 3 Chromium to 6 Steel 3 Chromium
- Converted Battleship, Basic, Improved and Advanced Carrier Ship Hull Fuel Consumption reduced from 87 to 70
- Modern Carrier Ship Hull Fuel Consumption reduced from 90 to 72
- Improved Carrier Ship Hull Naval Dominance Factor increased from 300 to 325
- All Carriers Surface Detection Reduced from 26 to 20 and Sub Detection from 5 to 1
- Deck Space Carrier Detection Values increased from +5 Carrier Surface Detection and +2 Carrier Sub Detection to +8 Carrier Surface Detection and +4 Carrier Sub Detection
- Carrier Ship Engine I - Naval Speed reduced from +30% to +25% and increased Fuel Consumption from 12 to 16
- Carrier Ship Engine II - Naval Speed reduced from +40% to +35% and increased Fuel Consumption from 16 to 24
- Carrier Ship Engine III - Naval Speed reduced from +50% to +45% and increased Fuel Consumption from 20 to 32
- Carrier Ship Engine IV - Naval Speed reduced from +60% to +55% and increased Fuel Consumption from 24 to 40
- Cruiser Carrier Conversion Naval Range reduced from 4000 km to 3000 km
- Battleship Carrier Conversion Naval Range reduced from 4000 km to 3000 km and service manpower from 5000 to 3500
- Converted Cruiser Ship Hull Fuel Consumption reduced from 87 to 60
- Escort Carrier IC cost for the hull reduced from 1500 to 1250 and service manpower reduced from 2500 to 1500
- Escort Carrier Ship Hull cost changed from 2 Steel 1 Chromium to 3 Steel
- Escort Carrier Deck Space Carrier Detection Values increased from +2 Carrier Surface Detection & +5 Carrier Sub Detection to +5 Carrier Surface Detection and +7 Carrier Sub Detection
- Escort Carrier Ship Hull Fuel Consumption reduced from 87 to 50
- Ice Carrier Ship Hull cost increased from 5 Steel 2 Chromium to 8 Steel 2 Chromium
- Ice Carrier Ship Hull Fuel Consumption reduced from 95 to 90
- Ice Carrier Deck Space Carrier Detection Values increased from +6 Carrier Surface Detection and +3 Carrier Sub Detection to +10 Carrier Surface Detection and +4 Carrier Sub Detection
- Reduced SUBMARINE_HIDE_TIMEOUT from 20 to 8 and SUBMARINE_REVEALED_TIMEOUT from 16 to 12. This means that revealed submarine in battle will hide after 8 hours, and if the submarine taskforce was attacked they will stay revealed for 12 hours at the start of the combat.
- Penalty from Positioning to the Submarine Visibility reduced from +200% to +100%
- Reduced Shallow Waters effect on Submarine Visibility from +100% to +33%
- SUBMARINE_REVEAL_DETECTION_MULTIPLIER reduced from 0.075 to 0.065
- Early Submarine Sub Visibility reduced from 25 to 22 and Strength increased from 10 to 15
- Basic Submarine Sub Visibility reduced from 22 to 20 and Strength increased from 20 to 22.5
- Improved Submarine Sub Visibility reduced from 20 to 18
- Advanced Submarine Strength increased from 35 to 37.5
- Submarine Carrier Hull cost increased from 3 Steel to 4 Steel
- Submarine Ship Engine II - Now reduces the Submarine Visibility by -3.5%
- Submarine Ship Engine III - Submarine Visibility Reduction increased from -5% to -7% and reduced Fuel Consumption from 10 to 9
- Submarine Ship Engine IV - Production Cost reduced from +20% to +17.5%
- Submarine Nuclear Engine - Now reduces the Submarine Visibility by -15% and increased Naval Speed from +10% to +20%
- Naval retreat rebalanced: BASE_ESCAPE_SPEED increased from 0.045 to 0.05, SPEED_TO_ESCAPE_SPEED reduced from 0.95 to 0.5, ESCAPE_SPEED_PER_COMBAT_DAY increased from 0.01 to 0.015, MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION increased from 0.15 to 0.5, ESCAPE_SPEED_SUB_BASE increased from 0.08 to 0.1, ESCAPE_SPEED_HIDDEN_SUB increased from 0.18 to 0.35, and capital ships and carriers now retreat at half their usual strength threshold (CAPITAL_SHIP_COMBAT_RETREAT_MULT added at 0.5).
- Convoy production deficit boost is now capped to avoid starving warship production
- NAVAL_STRIKE_CARRIER_MULTIPLIER increased from 10.0 to 12.0
- CARRIER_COMBAT_DAMAGE_STATS_MULTIPLIER increased from 0.35 to 0.5
Other Balance
- Heavy MG Fighter armament costs more IC (2x +20%, 4x +30%) and 4x mounts (light & heavy) take -2.5% reliability
- Nationalist China: Reduced focus time from 70 days to 35 days for 21 focuses across the Industry, Army, Air, Navy, and Politics branches
- Nationalist China: Construct the Banqiao Dam moved earlier in the tree; The National Sun Yat-sen University takes its previous prerequisites
Gameplay
- A new, very challenging achievement: "Steiner!": As Germany, after June 22nd 1941, reach more than 30% surrender progress while at war with the Soviet Union, France, and England. Afterwards, control Moscow, Paris, and London.
- Carrier Sortie Settings now only apply to the first 24 hours of Naval Combat, instead of being tracked for 24h per Carrier - even when they were reinforcing an already ongoing battle
- Screening bonus now scales with screening efficiency: partially screened formations no longer receive the full screening bonus against capital fire
- Strike forces are now able to target combats that are already in combat, while they exit their own combat
- Strike forces with a valid strike target will now ignore active combats on the way (no more being distracted by pesky subs!)
- Quality of Life: Buying equipment on international market now selects the maximum by default, and auto sets the minimum acceptable civ count
- Made lendlease default to max amount for 'once' and to 100% for 'percentage' modes
- Lendlease has better UI logic and will default to maximum amounts that the receiver can handle with their convoys
- Updated supply tooltip to show more careful where all supply is coming from
- An event will now be fired to all the signatories of the Nine-powers treaty when China gets attacked
Stability & Performance
- Use static_cast instead of dynamic_cast in CConstRef release builds. The debug path already validates the cast via assertion, making the RTTI overhead in release unnecessary. Improves performance for all ref pointer dereferences.
- optimized navalhq calculations
- Added a sound pool system, which keeps sound effects in memory for up to ~20 seconds, which should reduce file system access and thus reduce stutters
- Micro optimizations to supply system
- _NavalNodesByBaseSupply is now just a flat array rather than a weird 2d array
- Removed linear search for dirty tracking, instead do a direct lookup
- Added caching to root & fallback orders, significantly speeding up unit code
- Improved performance when having a large army selected
- Batched ability refresh on reinforcements arrival. (Now happens atmost once instead of twice)
- Trade is now calculated per resource, as most calculations are done per resource, which saves performance
- Naval objectives don't get recalculated all the time anymore, instead they are recalculated every X days
- Added a pre-pass for ai theatre distribution, cutting down massively on the number of options looked at
- Fixed leaking of sound effects, causing a slow down in longer game sessions.
- Equipment variants processing speed up significantly
- Calculating fuel requested for airplanes is 90% faster
- Airwings accident chance has a pre-roll now, skipping tens of thousands of calculations late game
- Fixed memory leak that caused late game performance problems for AI
- Parallelized airbase status updates
- Equipment data will be compacted once per year, reducing late game performance problems
- Fixed performance in very large scale naval battles (1000+ ships)
- Reduced math operations from doing a full 4x4 update to just do a vector2f and a single scale float
- Added a landmass detection, stopping world wide pathfinds
UI
- Tooltip updated to indicate that control ratio required for having dominance in a sea zone is 60% instead of 66%
- Added Hit Profile 'Stat' to be displayed on Ship Designer as well on the Ship Cards. Minelaying/Minesweeping will be displayed only if their respective value is above 0.
- Added ability to filter divisions based on their type in the division overview window
- Repair-now button will stop the current mission so the fleet can focus on repair
AI
- AI naval ship templates for Italy, England, USA, Japan, and the generic fallback reworked: most ship classes now follow a four-tier scheme (early / basic / improved / advanced) tied to historical classes as close as possible. AI fleets are now better-equipped at each tier and progress through them more reliably.
- AI is able to swap better quality ships into current task forces
- AI is better at picking a homebase that can reach all regions
- Added logic for the AI to decide that it is losing the battle too hard, and go for a full retreat instead of a slow retreat
- Introduction of AI buffering ships, this should result in the AI keeping a reserve fleet on hand for reinforcements
- Large lendleases will no longer be accepted if they would take too many convoys to ship
- Ai will be more aggressive with advantageous naval invasions
- Navy AI now considered scripted fleets separately for the case of building its required & optional task forces
- When naval objectives overlap, they will consider that and reduce request for patrols due to that
- Coastal defense will prioritize assignment based on number of VP's being defended
- Germany will build more submarines and fewer surface ships, matching historical doctrine
- Multiple invasions into the same sea region will share a single defense objective
- Naval dominance strategies with negative values will properly suppress objectives
- Coast defense will only ramp up when enemy presence is detected
- Rebalanced AI weights for naval research
- Introduced CV Fighter / Naval bomber equipment progress for England
- The AI will now train their troops more often
- The AI will no longer train divisions that are next to the enemy
- The AI will try to train their fleets a bit more opportunistic
- The AI will be a bit more sensible with picking a homebase for its standby fleet
- If there are no more patrol fleets available, the AI will use Strike forces as patrols instead
- Added logic to prevent the AI from assigning too many patrols to support naval invasion
- AI now reserves more dockyards for repair (thank you forum feedback)
- The AI will now repair until critical damage has been repaired (thank you forum feedback)
- The AI will now use their escort fleets in regions, even if the region is blocked due to convoy raiding
- Italy commits fewer units to the Alexandria push and holds Africa longer. Slightly reduced England's Alexandria defense buffer.
- UK builds up North Africa port more if its needed to push to Tobruk
- Convoy danger now decays quicker with time
- AI signatories of the Nine-Power Treaty now always agree to abandon it when Chiang Kai-shek leads China (unless allied with Japan)
Modding
- Introduced naval_invasion_support_priority to direct the naval AI more
- AI objectives will respect blocked naval regions now and not consider them for naval mission assignment anymore
- Fixed a bug where the AI was not using fleets if the ships did not require any fuel
- Equipment role debug view shows raw matching score
Bugfix
- Fixed a rare crash that happened due to order invalidating
- Fixed a bug where taskforces could be in two naval combats at the same time
- Fixed a bug where ships were partially considered for supply need
- Fixed a bug where a strike force sometimes gets stuck on an invalid target and stops working
- Fixed a bug where wrong snow modifier values were shown + fixed a bug where the leader snow adjuster didn't work as intended
- Snow attack penalty is now shown on the move-arrow tooltip
- Removed legacy plane techs from BBA-enabled starts for 36 minor nations
- RI Bolzano in the 1939 OOB now uses the correct ship_hull_cruiser_2 (Bolzano Class)
- Convoy raiders won't join or reinforce a combat unless there are enemy convoy's to shoot at
- Fixed a crash related to carrier airplanes being deployed
- Fixed bug where emergency convoy demand would scale infinitely
- Fixed a bug where a ship would gain strength through doctrines, on reloading a save they would be damaged
- Fixed a bug where planes destroyed by other sources than air to air combat did not count to war participation (as an example: static anti-air or destroyed planes in a raid)
- Raj: Fixed "Mixed Economy" giving resources on all owned states rather than starting states and added coal.
- Raj: Fixed "The riches of the Raj" to check for synthetic referinies as well
- Raj: Fixed "Acquire new Resources" so it gives the resources to the correct state
- CTD that could occur with scientists in late game
- Fixed a bug where a naval supply tooltip would show a much larger number of convoys required then was actually needed
- Fixed OOS related to trade routes
And lastly we’d like to let you know that we have a special Hearts of Iron IV Ten Year Anniversary Store and it’s live now!
{STEAM_CLAN_IMAGE}/9948323/3ab9cf7c0bb2339c8b254d3df973dea5f6fa03ca.png
Batya here with another patch.
The focus is around Czechoslovakia’s content that was recently released with Peace For Our Time. Besides that there have been a few crashes that were fixed and included in this patch. I also want to extend a special thanks to the wonderful team behind Peace for our Time and all the balance changes, bug fixes, and other additions that they made since release!
This is currently the last planned patch focused around the release of PfoT, but any additional issues will of course be picked up in future patches. We hope that you will enjoy these changes and as always let us know what you think and if you find any other issues do let us know!
As a final note, the team added a little secret and wanted to provide a little hint so here is my (maybe not so) cryptic hint: A.E.I.B.U.
Happy hunting and see you on the Sudeten front!
Patch Notes
Gameplay & Balance
- When Czechoslovakia uses the Austria-Hungary reformation decision, they now get a unique cosmetic tag called Great Moravia.
- Changed the flag for the Bohemian Kingdom so it still includes Slovakia.
- 'Integrate Hungary' is now 'Integrate Former Austrian Lands', and can grant the integration idea to more puppets than just Hungary.
- Certain Czech characters now go into exile to some countries sometime after the 'Fate of Czechoslovakia' baring conditions are met.
- Slightly tweaked the balance of a few advisors.
- The option to demand land in return for joining their faction that Hungary and Poland get when invited now has a tooltip about what happens if CZE accepts the counteroffer event.
- Some of the Balance of Power Decisions reappearance times have been rebalanced slightly.
- Overhauled late-game industry and Peace For Our Time branch ideas to use idea swaps to reduce the amount of ideas displayed.
- Added conscription/training & militia bonuses for the army spirit to some focuses.
- Added two new division name lists: Rangers & State Defense Guard.
- Germany can no longer start ‘Fate of Czechoslovakia’ if CZE still owns the Sudetenland, they will get a wargoal instead.
- Added a slight color change to Czechoslovakia when it starts its monarchist or fascist branches.
- Two Polish MIOs (Naval and Tank) can be gained by Czechoslovakia depending on completing a focus or having a core related state.
- Added tooltips to a few focuses when they don't have any targets (faction members/puppets) yet to make clear what they do.
- Added some extra visual and focus effect flavor in the fascist branch.
- The Ready for Anything decision to remove the BoP now has slightly more forgiving requirements.
- Czechoslovakia no longer uses the Balkan Union cosmetic tag, using a new Pan-European one instead
- Completing the Czechoslovakian focus 'Lessons of War' now removes the BoP modifier 'Threatening Neighbors'.
Bugfixes
- Fixed a crash that can occur when a rocket silo's 'Surface-to-Air' mission is set to a naval region.
- Fixed a crash that can occur on Mac during peace conferences.
- Radola Gajda now has a Militarist trait.
- Removed two army leader cost reductions as together with unremoved ones they could accumulate to -125% army leader cost and make promoting division leaders cost 0 CP.
- Unifying with Poland now grants their unit leaders.
- Buffed the monarchist integration idea from -1 daily autonomy for Hungary to -2.
- Added a new cosmetic tag for Czechoslovakia's (integrated communist) puppets so they don't stay blue while CZE isn't.
- Fixed Galicia's default capital being in the Sudetenland.
- Fixed two Slovak navy chiefs having the same idea token.
- Fixed communist path overlapping with democratic paths if a democratic path was chosen with the gamerule to show normally auto-hidden branches enabled.
- Fixed multiple scope mistakes in the new special project.
- Czechoslovakia no longer loses cores on Slovakian and Ruthenian states with the historical event chain.
- If Czechoslovakia is puppeted by a non-aligned nation, Hlinka is now automatically replaced by Emil Hacha as leader for the non-aligned party.
- Fixed an issue where the Industrial Concern Apollo would become available unintentionally through an upgrade focus linked to the concern.
- Fixed an issue where Skoda's industry company required an extra focus after being upgraded.
- Swapped around two victory point names that were misplaced on the map. (The tiles have 0 VP points so the name is only visible in bottom left when selecting the province).
- Integrated some community feedback on localization for naming and usage of the correct characters.
- Fixed typo in Hácha's name.
- Fixed an issue which cancelled the focus 'Fortify the Crossroads' if Slovakia exists.
- Multiple cosmetic tags achieved after doing the autonomist path no longer disappear when reannexing Slovakia through the autonomy system.
- Fixed Peru having access to a Czech Industrial Concern.
- Fixed broken Visibility conditions with some Czech MIOs for Germany and Poland.
AI
- Slovakia is now more likely to fight on the Eastern Front when they are a German puppet.
- Increased the chance that Germany does its new raid on Czechoslovakia.
- Hungary is now more encouraged to take part in Operation Barbarossa.
- Germany's historical plan will cancel if the Czechs annex Austria.
- Kommisariat Böhmen-Mahren is now more likely to assist Germany. Either support in the war, defending territory, or lend-lease.
- Fixed broken allowed statements in a Polish naval and tank MIO making them show on every country when PFOT is disabled.
- Added a lot more detail to a bunch of AI event considerations.
- Germany was given an even stronger nudge to do the Berlin-Moscow Axis when faced with a strong Czech faction under certain circumstances.
Art
- New advisor portrait for navy chief František Placák.
- New advisor portrait for air chief Jaroslav Kejla.
- New idea art for Leveraged Sokol.
- New focus icons for: Compromise with the Veteran Agrarians, Powerhouse of Europe, Leverage Sokol, Forgive Trading Debts, Deepen Ties with Trademen, Bolster Domestic Construction & Trinec Ironworks.
- New flags for CEF (Central European Federation) formable.
- Removed all uses of USSR GFX CCP focus icons, replaced the one on Industrial Relocation with a new icon.
- Certain Focus icons in the Czech tree will be switched for different ones depending on ideology.
Here’s your first update since we released Peace for our Time last week. Fire up HOI, annihilate your enemies, get your puppets under control and connect with your allies. Then, let us know your thoughts, and, should you find any more bugs, remember to drop them in the HOI IV Bug Reports forum.
Gameplay
- The Bohemia formable now uses a golden colour
- Poland now has a small branch that gives them access to Czech MIOs/Concerns
- Swapped several focus icons from the CZE political communist branches that used mismatching art from the Soviet 2D art pack
- Added a new focus to the Czech tree - "Wielding the Hammer" which gives a new idea
- Added a new focus to the Czech tree - "Emergency Measures" which gives a new idea
- Added a new focus to the Czech tree - "Demand the Czech Corridor" which allows Czechoslovakia to demand land from Austria
- Completing "Contact the Czech and Slovak Legion" now gives a number of aces
Bugfix
- Fixed a bug where "End the Oppression of the Hungarian workers" required the wrong state (León, Spain instead of South Transdanubia, Hungary)
- Fixed an issue where the Skoda tank MIO would by default be assigned to your Armored Car when creating a variant and producing it
- Fixed several typos in names and descriptions
- Fixed an issue where the Protektorat Bohmen-Mahren could reach 7 research slots in the 1939 bookmark
- The "I Didn't Hear No Bell" achievement can now be unlocked after changing cosmetic tag
- Fixed an issue where puppet Slovakia changing overlord from CZE to GER would not correctly update their cosmetic tag
- Fixed an issue where the "Divided Nation" spirit would not disappear if the very last decision was interrupted
- Fixed an issue where two Slovak Navy Chiefs had the same Trait, used the same generic portrait, but had varying costs
- Fixed the tooltip for the focus "Demand a Corridor to the Soviets"
- The Skoda inlay window should no longer overlap with some focuses when going down a specific political branch
- Correcting small mistake in what Czech word for "Daddy" was used for Tatíček Masaryk
- Replaced modifiers for Czech special projects that were not working
- Corrected the year in the localization of a focus from "Revert the 1926 Anti-Military Laws" to 1927
- "Realize the Polish Czechoslovak Confederation" now requires Poland to be at war with the same nations Czechoslovakia
- Rebalanced Slovakia Army Idea
- The event to demand Katowice from Poland now uses the correct option text
- Corrected the localization for a Japanese MIO to use correct special text characters
- Corrected the localization for the "Tatíček Masaryk" focus and "Ceské Slezsko" state name
- Fixed a typo in "Smaller Air Plants" focus
AI
- Adjusted German AI to produce enough transport planes
- Added new AI strategy for Slovakia so they will help Germany with the Eastern front
- Fixed some inverted ai_chance blocks when puppeting Hungary
- Add some more granular AI chance modifiers to a number of Czech events
Generals!
Now that you’ve watched your entertainment; the first order of business: The 1.18 Patch Notes that we posted yesterday, read them. Want to roll back a version? You’ll find those instructions there as well.
It’s time then to roll back the date to 1936, and experience the dark days leading up to the Second World War; welcome to Czechoslovakia!
Features of Hearts of Iron IV: Peace for Our Time include:
New Czechoslovakia Focus tree:
- Democratic path: Balance the needs of various political factions and help the Allies ensure they will honor their commitment to protecting Czechoslovakia. Or strike out on your own path to defend Central Europe.
- Communist path: Choose between the factions of Köhler, Gottwald and Zapotocky and either pursue Stalinism and align with the Soviet Union or pursue an independent course, while also forming and then expanding a Czechoslovak Union
- Monarchist and fascist paths: Establish an authoritarian government to lead the country, either under a king or the military and enlarge Czechoslovakia with former Bohemian lands in Austria, the Balkans, Silesia and Poland, or cooperate with Germany, establishing a smaller sphere of influence under their protection
- Shared paths: Strengthen the 1935 Czechoslovak-Soviet pact or intervene in the 2nd Soviet civil war if it happens, form the Little Entente with new cooperation options and countries to ally with. Continue a focus on fortifications and moving the arms industry away from the border, or abandon these policies
- Army industry Management: Use a new focus tree GUI to dynamically prioritize sectors of your armaments industry; the boosts this provides are further strengthened by doing focuses, and your prioritization also unlocks certain focuses
- Army Readiness Balance of Power: Keep your army at peak readiness, or indulge in the benefits of sidelining rearmament for industrial benefits
- Divided Nation Decisions: Alleviate stresses in Czechoslovak society by investing in education and industry in areas that feel underemphasized
Other additional content includes:
- Destroy Forts with ease with a new Special Project and related technology
- Take up the mantle of Vodca with new generals, country leaders, and a 3D unit model for Slovakia
- Integrate Czechoslovakia Equipment Designers into the Reich’s war machine with a new National Focus for Germany
And here is an overview of the DLC Content.
Peace for Our Time
Added a new focus tree for Czechoslovakia:
- Monarchist branch: Establish a Bohemian empire under Karel VI Schwarzenberg.
- Fascist branch: Work with Italy against Germany, or capitulate to German demands and work with them.
- Communist branch: Choose one of three communist factions and expand the Czechoslovak Union with neighboring countries.
- Democratic branch: Try to get stronger backing from the Western powers or look to your neighbors and assemble a Central European confederation.
- Two new and one reworked tag mechanics: Army Readiness BoP, Industry focus GUI and Divided Nation decisions.
- Added new Slovak generals and country leaders with unique portraits.
- Slovakia has been given two new startdate National Spirits.
- Reworked over 60 Czechoslovak equipment icons.
- Added a new national focus for Germany that gives them Czech-related MIO/Concerns.
- Added 2 new Landmarks.
- Added 2 new music tracks.
- Added 2 new 3D unit models.
- Added 1 new Special Project.
- Added 1 new Paratrooper Raid for Germany.
- Poland, Austria, Ethiopia, Hungary, and Slovakia will get access to certain Czech MIO/Concerns if certain conditions are met.
- Hungary will be able to do a border war with Slovakia if the circumstances permit it.
Gameplay (Non-Peace for Our Time)
- Czechoslovakia has a new focus: “Healing a Divided Nation” in its democratic branch.
- Czechoslovakia was given 4 new Political Advisors.
- Czechoslovakia was given 1 new Naval Commander.
- LaR: Czechoslovakia was given an Armored Car MIO/Concern “Ringhoffer-Tatra”
- GD: Czechoslovakia was given a helicopter MIO/Concern “Praga Aviation.”
- South Sudetenland was given a start date dam.
- Czechoslovakia's air theorist Alois Vicherek has been given a Chief of Air Force role.
- Czechoslovakia now has a brief window in which they can release Slovakia upon game start.
- Slovakia starts with ‘Branná moc Slovenskej’ (Slovak Army) National Spirit.
- Germany now has an option for “The Fate of Czechoslovakia” event to set up both the Protektorat of Bohmen-Mahren and Slovakia as puppets.
- Bohmen Protectorate exists from game start in the 1939 start date.
- Protektorat Bohmen-Mahren was given various Czech Concerns and MIO’s.
- Added 2 generals to the Protektorat Bohmen-Mahren.
- Romania now gets an event when Germany finishes the national focus “Demand Sudetenland" that allows them a chance to revoke their Guarantee on Czechoslovakia in a majority of circumstances.
- BBA: Ethiopia was given “CKD-Praga” as an Aircraft Designer Concern to match the country already having the MIO version.
- GD: Belgium has a new Industrial Concern.
Adjustments
- MIO/Concern ‘CKD-Praga’ was switched to a Multi-Role Aircraft Designer
- MIO/Concern ‘Skoda Armor’ was switched to a Standardized Production Designer
- MIO/Concern ‘Aero’ was switched to being a CAS Aircraft designer
- Czechoslovakia's starting naval advisors have been replaced with some figures historically linked to the Czech Army’s Naval forces.
- 1 military factory was removed from Bohemia and added to Czeske Slezsko.
- Czechoslovakia’s start date political party popularity has been changed.
- Some of Czechoslovakia's national spirit modifiers have been adjusted and/or given additional modifiers.
- Edvard Benes was given ‘De facto Leader’ country leader trait to reflect his role in leading Czechoslovakia despite not being the de jure leader of the country.
AI
- Fascist Germany AI is far more likely to want to ally with the Soviet Union if faced with a very strong Little Entente.
- German AI will be more inclined to try to break Czechoslovakia’s defenses in South Sudetenland and Western Slovakia if they’re stalled out in a war with Czechoslovakia in certain circumstances.
- German AI shouldn’t demand Slovenia or the Sudetenland if they are outnumbered by the Yugoslav/Czech faction, until they get allies or get an army that can compete.
- German AI will now delay acting on a war goal against Czechoslovakia until after August 1939 if it senses that the faction Czechoslovakia is in is relatively strong and could give Germany trouble before that date.
- Fascist Germany AI will be less inclined to ally with fascist Czechoslovakia just because they’re fascist.
- France and England will be way less likely to guarantee Czechoslovakia again if they previously threw them under the bus during the Munich Conference.
- Czech AI will be very willing to license equipment to certain countries that they were historically trying to sell or sold to in 1936/1937, and tags that share the same ideology with, and that the Czechs have a high enough opinion of, after they complete the national focus “Keep the Focus on Weapon Exports.”
Graphics
Czechoslovakia now has unique medals!
- LaR: Czechoslovakia now has a unique spy agency icon.
- Germany’s “Demand Slovenia” national focus has a new icon.
- Improved a few Spain and Yugoslavia-related focus icons.
Bugfixes
- The event sent by fascist Germany’s focus to integrate Czechoslovakia will no longer annex Czechoslovakia, even if they refused it.
- If the USSR cedes Western Poland to Germany when Molotov-Ribbentrop has been signed, they can no longer cede a Slovakia owned by their faction member.
{STEAM_CLAN_IMAGE}/9948323/74e49bec5e379845744c0a2d5ebc07b023e4ecda.png
To check out Expansion Pass 02, click HERE or the image above for more information!
Here’s a small hotfix for Warships of the Pacific, 1.17.5.2
Patch notes:
Bugfix
- Fixed issue causing only a single support model to be shown in division designer
- Fixed a bug where AI or other players updating division templates would be affecting your template updates (UI only)
- Added several missing tank pools for various tank models so they show up correctly
- Fixed an issue where a debug 3D model would show after disabling equipment in the division designer
Here’s a small hotfix for Warships of the Pacific, 1.17.5.1.
Patch Notes:
Bugfix
- Fixed incorrect ordering of some infantry models which caused some nations to display the generic 3D model
- Fixed an issue where the M24 Chaffee (USA) model shows up first in the list for Great War tanks if you have NSB disabled
Welcome to the release of 1.17.5, Warships of the Pacific.
In this release we focused on improving the immersion of the game. Based on feedback from previous releases, the team had many ideas on how to push the content even further. Last time we drew inspiration from the many strange and experimental inventions of World War II. With the Pacific and Asia as our theme this time, we instead looked at the remarkable stories of the ships that operated across the Pacific theater.
In last week’s Dev Diary you can see some of the history that inspired us, and how it helped us make these ships look better than ever.
This release also gave us the opportunity to revisit the model selection screen, allowing for a more immersive experience when choosing equipment. As a side effect, this work also helped us fix a large number of smaller bugs related to equipment beyond ships. The new system is easier for us to maintain and build on in the future. We already have more ideas for further improvements, such as bringing back historical equipment names rather than labels like Light Cruiser III (and we appreciate the suggestions we got in the above Dev Diary thread), but for now that work was outside the scope of this release.
Accompanying the DLC we also have a patch for everyone that focuses on smaller bug fixes, balancing and AI improvements. We continue to work on this in every release, and soon we’ll be back with our first Focus Pack, Peace for our Time; created in collaboration with veteran modders.
As a final note, we’ve been super happy with the feedback we’ve been getting on our dev corners for Thunder at our Gates and I hope you can see the results of that in the final product.
PDX_Gorion
https://store.steampowered.com/app/3796270/Cosmetic_Pack__Hearts_of_Iron_IV_Warships_of_the_Pacific/
https://store.steampowered.com/app/3796240/Hearts_of_Iron_IV_Expansion_Pass_2/
Now onto the Patch Notes:
Warships of the Pacific
- Added 30 new 3D models for Naval vessels for: USA, Japan, The Commonwealth, The Soviet Union, and the PRC
- Added 30 2D icons corresponding to the new 3D models
- Added new SFX, VFX, and Animations for specific ship models
UI
- Implemented a simple equipment category dropdown and reset button in the model selector of the division designer
- Updated equipment model sorting so that special projects are always are at the top
- Implemented a more flexible pool priority system for equipment model sorting (and removed sorting cohorts)
- Added more functionality to control group management
- The Division Designer now uses the same model prioritisation as on the map
- The model selector UI now fits 5 list entries instead of 3
Balance
- Fixed an "airforce" typo and increased Lindberg's leader trait for air range to a more meaningful 5%, from 1%
- Reduced the mastery gain debuff France gets from "Victors of the Great War" to -15%
- Updated "Fund the Navy" focus to take 35 days instead
- All Puppets now get penalties to faction influence gain, ranging from -10% to -75% depending on their type
- Rebalanced faction influence gain from various sources: Increased for Warscore and Lend Lease, decreased for Scientists, also slightly increases passive initiative gain
Gameplay
- Broke out Nevada and Tennessee Class ships from Pennsylvania Class in USA naval OOB. Created separate classes
- USA: Carrier Primacy now gives Essex Class carrier when the tech is unlocked
- USA: Convoy Tactics now gives Casablanca Class escort carrier design when the special project is unlocked
- Japanese Carrier Submarine special project now creates I-400 design.
- Added Leander and County class cruiser designs to Australia to reflect active designs.
- Added Coastal Defense Ship tech to UK.
- Added Erebus-class Monitor design to UK (based on Coastal Defense Ship hull).
- Added HMS Erebus and HMS Terror to Britain's Reserve Fleet.
- The state of Banat is now included in the option "All of Transylvania" in the Second Vienna Award event chain
- Added starting paratrooper template to Japan
- When a fleet decides to repair, it will favor dockyards with more repair slots more strongly now
- Added British Monitors namelist for ships.
- Added Erebus-class 1939 refit design for Britain's 1939 bookmark.
- Changed "I-400 Class" name to the Japanese "Sentoku Class".
- While in the model selector grid, it now shows thumbnails of models
- Successfully imposing naval blockade should no longer restrict your access to trading through blockaded regions
Performance
- Fixed issue where 'RepairNow' button spams pathfinding calculations
- Made adjustments to how the game handles large lobbies to smooth out that experience.
AI
- Tweaked German equipment production to better be in line with their templates, additionally improved decision making for: Convoy raiding, force concentration, and lend-leasing or selling equipment close to war breaking out
- USA: improved the AI's naval templates and their prioritisation of which to produce
- Japanese starting paratrooper template now has 3 paratroopers (instead of 2)
- The Ma Cliques will now not do their mutual guarantees focus until the late game, and the SIK ai will now not become a Soviet puppet unless they fully control all their owned states
- Update USA strategy so they fight better in the pacific
- Belgium now correctly unlocks its "Division d'Infanterie" unit
- Increased research weights causing various navy heavy countries to research more naval technologies
- The AI now uses 'fund the navy' and will wait more with naval doctrine selection until it has the bonus active
- The AI will now train their ships more than previously, if possible due to fuel restraints
- Tweaked AI research weights for Fire Control Methods
Modding
- Implemented support for sending chains of console commands using '&&'
- Show icon weights in icon selector of designers when debugging
- Adds support for SubUnitDefinition-based equipment pools for icons
Bugfix
- Fixed an issue where scavenged equipment caused infantry to wear uniform from another country
- Fixed decision timers not progressing
- Changed an icon for USA jet_strat_bomber and jet_tac_bomber to fix errors that occur without the prototype vehicles pack.
- Fixed floating geometry on the Big Bob super heavy tank for New Zealand
- Fixed tank scale for BfB and the same type of tanks in other DLC:s
- Fixed "Zuikaku" provided through a Japanese focus incorrectly being called "Zaikaku".
- Japanese Missile Submarine special project is now no longer incorrectly called "I-400-class Missile Submarine" - instead the "I-400 Submarine Carrier" name has been moved to the Japanese Carrier Submarine special project.
- Fixed a potential crash when a division template was being removed while you had exiled divisions in transfer
- Added triggers to the "Coalition of Liberty" faction goal, so that it isn't available and can get auto-completed if the right criteria isn't fulfilled
- Fixes typo in AST focus tree: 'Habsbugs' -> 'Habsburgs'
- Fix some timing issues with decisions
- Fixed the Maphilindo flag displaying upside down
- Fixed an issue where two Khotan Ma advisors became unavailable when forming China
- Japan - Fixed an issue where the decisions from the focus East Asia Development Board wouldn't properly provide the promised factories
- Warlords - Fixed an issue where the Reach out to X country focuses in the shared branch could be taken even if said country no longer existed
- Paraguay - Fixed an issue where the spirit Guión Rojo wouldn't actually give any manpower
- Fixed an issue where the Japanese tactic Grand Banzai Charge would be enabled from the start instead of being enabled by focus
- Soviet Union - Fixed an issue where giving a Sinkiangi puppet control of Pamir would lock the Soviets out of taking the focus Gobi Gambit
- Fixed an issue where Spanish general Enrique Líster wouldn't get Stalinist sympathies if Spain had completed the focus The Popular Front
- Fixed an issue where a Belgian advisor and two Italian national spirits were attempting to use state based intel modifiers on a country scope
- Austria: fixed an issue where Godwin von Burmowski would show up in the air chief role without giving air xp, he has been moved to a high command role
- France: Fixed an issue where the focus Grow the Empire would be unavailable if the states were controlled by a puppet Congo
- Tweaked the scaling requirements of the Faction Goal "Develop Joint Research Practices" to make it easier to understand, and faster to complete.
- Updated localization of british infantry weapons to use the correct whitespace
- Fixed a bug where auto repeat spy operations was not correctly persisted between save & loads
- Fixed a bug where screens without depth charges would try and keep fighting submarines
- Fixed a bug where submarine detection chance was not correctly calculated
- Fixed an issue where some models were incorrectly showing up or missing
- Fixed a number of typos and other small writing issues
Small update on No Compromise, No Surrender | Patch 1.17.4. Very recently we started receiving reports of certain Tech Bonuses stacking too much. We quickly looked into this and discovered that this was clearly not working as Designed. Hence, this small Hotfix:
Bugfix
Fixed a bug where research bonuses were no longer claimed (and thus always active)
Generals!
Since the first open beta release we’ve focused on a few areas to continue to develop, before releasing the update full.
Naval AI
We continued to look at naval AI and making them perform better, we are happy to say that they are in a much better place compared to 1.17.3. That said, we have a few more things to work on, which we will do through future game updates. For example, the AI can run out of screens, which means there could be no patrols out, and without patrols a strikeforce is useless. The AI might have some capitals left to defend against naval invasions, but they won’t today. Sure it’s costly and not very efficient to patrol with capitals, but as a last resort you probably should. We’ve been getting some excellent feedback from the community, of which we are super appreciative!
Air to Ground
Part of the 1.17 release was fixing a bug that plagued the game since NCNS, where it was quite easy to exploit CAS damage. This was fixed and it had all sorts of repercussions, through the feedback we’ve narrowed down some of the issues we were seeing, mainly due to the AI not being that effective with their air. We also took this chance to take a first stab at rebalancing divisional AA, and we plan on continuing to work more on that in the near future.
Historical AI balance
We had nerfed the Soviets a bit too much previously so we decided to take a deeper look at how the AI plays Soviets and made some improvements there. In the same vein we did for Germany & England, although less deep. A lot of these changes were made with your feedback in mind and we'll continue to keep an eye on it.
Patch Notes
Balance
France's "Victors of the Great War" national idea now has a 50% mastery gain penalty
The Japanese focus Finish the Fight now takes 35 days and no longer unlocks an obsolete decision
The Finnish AI is now more likely to pick subdoctrines that fit/work well for them
Added a new national spirit for the Guangdong and Guangxi cliques to incentivise them rushing the Liangguang Incident
Added a national spirit and focus for the Chinese Warlord States regarding Military Looting to slow down production in exchange for a slight military boost
The Qing Empire now has access to the warlord integration decisions to speed up the lowering of their puppets' autonomy
The Greater Iraq integration decisions now take 14 days instead of 30, and target controlled states instead of owned
The Falangist Spanish bonus Eliminate the Carlists now lasts for 90 days instead of 60
Finland now starts with its fifth submarine, the Saukko
Adjusted the modifiers granted by the Putschminister trait
Adjusted the location of some starting resources in Brazil, and adding a small amount of rubber production to Acre
Added one dockyard in Istanbul to represent the Taşkızak Naval Shipyard
Turkey - Moved the Turkish character Kamil Tolon to the political advisor slot
Turkey - Added two new starting ideas regarding the first five year plan and illiteracy. Added two new early-game focuses for utilising Sümerbank for more industry and tackling the illiteracy. Reduced the focus time for Ratify the Six Arrows to 35 days.
Japan - the missions for Naval Demands relating to building more ships now last 545 days instead of one year
The communist shared Baltic focus A Revolutionary Cabinet now takes 35 days
Latvian Ugonkrusts divisions are now militias and their national spirit fascist paramilitaries now gives a slight boost to militia attack and defense
Historical Afghanistan can now seek investments from both the Axis and the Allies, provided that they expel the nationals of the one they sought investments from first
Aussa - The focus Every Man a Warrior now unlocks militias
Portugal - Boosted the amount of democratic support gained from the national spirit British Influence
The Romanian national spirit Iron Guard now grants a 5% recruitable population factor bonus
The Portuguese focus Portuguese Legion now also grants a one time research bonus to military police, and the national spirit granted also gives 5% core defence
Repairing ships can draw local supply if not enough is available from their homebase. This will only ever eat up leftover supply
Reduced 1936 starting static AA in England to slightly reduce German bomber losses during the Blitz
Soviet Specific Changes
Lowered focus duration of "The Means to Wage War" and "Superior War Machines" from 70 to 35 days, and reduced the 75% bonuses to 50%.
Updated Superior War Machines requirements now to require basic medium tanks researched, rather than improved medium tanks.
Soviet Union now starts with -15% land mastery gain. Can be removed with Lessons of war. Purges makes the malus worse, some focuses makes it better
Removed -10% army xp modifier
AI Soviet will start building T34 earlier
Overall Naval Changes
Minimum chance to hit during a naval battle is now 2% instead of 0.05%
Strike forces are allowed to repair if they are in harbour. They will repair up to a certain strength percentage, depending on the repair priority.
Taskforces that are in combat are no longer reinforced from the reserve fleet. This solves an issue where those ships would arrive late to the battle and almost instantly killed.
Increased chance to hit for big guns by decreasing the maximum hit profile from 80 to 70. (Note: torpedo value is *not* changed from 100, this did get accidently changed in the open beta update, but has been reverted).
Updated naval grand doctrines to have the more fitting bonus to the correct track
Overall Air/Ground Combat Changes
Decreased air to ground strength damage from 0.05 to 0.035
Decreased air to ground organization damage from 0.10 to 0.035
Increased air to ground organization dice roll from 4 to 5
Division AA damage to CAS is more consistent
You require more division AA to get the maximum bonus to reduce cas damage. To reduce by the maximum 75% you need now ~55 anti air attack
Division AA negated air superiority better when it is stronger, and weaker when it is not as strong. The maximum is around 50% decrease, versus 40% decrease previously.
Doctrines/Mastery Changes
Reduced max monthly mastery gain from 50 to 40
Increased Armor mastery gain multiplier from 4 to 10
Decreased artillery mastery gain multiplier from 10 to 8
"Desperate Defense" now requires a defense war to be able to be picked
"Infiltration Tactics" now enables the correct tactic to be used
Reordered milestones in "Fire Concentration" so that the combat width reduction is unlocked slightly later
Overall org gain rate has been halved in most instances in the various doctrine tracks.
Misc Changes
Increased Energy Cap For Factories by 10% (from 6 to 6.6)
New Features
You can now select which backgrounds you want to have shown in the main menu, they will be randomly chosen every 20 seconds while in the main menu. The button can be found in the bottom right of the menu.
MIO trait queues can now be saved between sessions
Gameplay
Greece - The focus An Orthodox State can now be taken when going down the absolutist royalist path, and grants different bonuses
Congo - If the Barotse Litunga has been approached before the war for liberation commences, Yeta III will now become available as a field marshal
Added the option in the Afghan historical branch to swap out the Prime Minister for another Royal Successor
The Greater Mongolian formable nation now includes the state of Hebei-Chahar
Added a new focus for Nationalist China in the air branch to open AFAMF factories, granting military factories and a small bonus to light airframes
He Yingqin now becomes available as a general for Nationalist China after completing the focus Crackdown on Corruption in the army branch
China can now rename a few Manchurian cities after recapturing them
Added a Bicycle division name list for Japan
Reforming the Chinese Empire as the Kumul Khanate or Ma Cliques now provides different flavour/versions of the cosmetic tag
Added an additional focus to Sinkiang's unique sub branch
Added an internal politics sub branch to Khotan Ma
Added two additional focuses to the Qinghai Ma's unique sub branch
Added a focus for the Qinghai Ma to rebuild the Ninghai Army
Adding in event for imprisoning Zhang Xueliang as Nationalist China
Added a unique focus tree sub branch for the Yunnan Clique
Monarchist Portugal can now inherit a few Brazilian characters when reuniting the kingdoms
Added the ability for a player puppet Mengkukuo to ask Japan through a decision to launch Suiyuan Campaign
Manchukuo can now request the annexation of other Japanese puppets in China through decisions when going down the Chinese Leadership path in the Obedience branch
Added the ability for Brazil to establish and develop Rondônia
Added a new focus to the Brazilian industrial branch to found the Companhia Vale do Rio Doce to increase steel and aluminium in Minas Gerais
Added the ability for a westernising Iranian state to secularise, and made the choice between the different democratic leaders more interesting
Completing the focus Unified Kurdistan now grants additional core states
Fascist Turkey can now make Nihal Atsız their country leader after completing the focus Turanist Ambition
Added Etibank as a new industrial concern for Turkey
Updated the Iraqi Military Branch to be more flavorful, giving them the ability to gain the river navy bonus among other things
The Iraqi focuses demanding Syria now demand they get annexed instead of puppeted
Updated the Kurdistan branch for Iraq to have more flavourful effects such as the ability to train militias from the Peshmerga focus, and added the ability for them to take Eastern Syria through a border war
Added a new industrial concern and two new military advisors for Iraq
Added two new focuses to the Iraqi industrial tree for expanding the Cotton and Cement Industries
Afghanistan - Added Abdul Hadi Dawi as an advisor for the Amanullah Khan branch
Vichy France now has access to the political advisors it should have
Vichy France now no longer has access to Generals who fought with Free France
Added one new Air Chief to Vichy France. Added 2 new High Command to Vichy France
Added two more focuses to Iraq regarding the Sunni Dominance and Shia Unrest
Added three new focus for Afghanistan in the democratic branch to Ally the Young Afghans and gain more democratic support and advisors
Added two capstone focuses to Iran
Added two new decisions for Saudi Arabia and Oman relating to modernization initiatives
Added four new political advisors for Iraq
Added a new shared national spirit and joint focus tree for the Ma Cliques
Italy - if King Vittorio Emanuelle died while being a national spirit, he will be replaced by a national spirit version of Umberto II
Added Gwadar to the map
Most navy move commands will ignore avoided areas, but still respect blocked areas. This allows navies to move a bit more freely
UI
Show energy consumption modifiers in energy resource tooltip
Adds more info to Spymaster 'operatives slot' tooltip
Adds an 'effective change' clause to the BalanceOfPower tooltip
Adds disabled states and new tooltips for 'Repair Now!' buttons for task forces and ships
Japan - Added an explanation of which levels exist for the factions in the Imperial Influence system when hovering over the Emperor in the focus tree inlay window
Fixed issue where convoy protection map icon efficiency tooltip would repeat the same info for every task force in a fleet, though already accounted for
Model Selector buttons now toggles
Stockpile data is now sorted. (Actively produced first, then sorted on stockpile size)
Afghanistan, Iraq - the Free Arabian and Turkestan Legion decisions now properly show their infantry equipment cost as part of the decision
Added focus branch navigation button to the Indian and Iranian focus trees
The Romanian focus White Squadron now has a more appropriate focus icon
AI
Tweaked AI to only research coal efficiency if they are struggling with energy
Tweaked historical german focuses to pick slightly stronger start and align historical events closer to their actual dates
Tweaked the order of focus selection for soviets to create a more accurate historical timeline
Fixed issues where Japan would keep the Potsdam Conference and National Defense State spirits after being puppeted, and made the US more likely to puppet Japan and less likely to force change their government when they surrender through their focus
If Peace is accepted between China and Japan through the decision and subsequent events, truces are now also added with HBC and KUM and the Japanese AI will be less likely to attack and antagonise Chinese nations
The Ma Cliques will now not do their mutual guarantees focus until the late game, and the SIK ai will now not become a Soviet puppet unless the fully control all their owned states.
Adjustment to the Air Base Access AI Acceptance logic. AI should now be less accepting for Air Base Access, especially in other ideologies.
Soviets start making military factories a bit earlier.
Soviets will produce the T34 earlier.
Soviets rely more on the T34 now in their templates & production.
Soviets will redeploy Far East garrison forces if required to defend the homeland.
Germany will refrain from costly and ineffective air attacks in the west during the Phoney War
Germany will refrain from air attacks on UK before France is defeated
Germany will break off the Battle of Britain in November 1940 to recover and reorganize for Barbarossa
Germany has set air strategic air zone importance for Baltic, Eastern Poland, and Ukraine air regions until 1942 so the German air force concentrates on helping the army break through in the border battles
Germany won't research amphibious tanks as soon as possible anymore
Countries are less likely to build the new special buildings unless needed
Normalized AI weights for tank armor & engine research, generally they are done around the period where they make sense, rather than too soon.
AI Equipment
Updated T34 designs
Updated Spitfire designs
Updated german medium tank & airplane designs
Naval AI Changes
AI does a better job assigning their admirals to their various fleets.
Updated AI task force insignia assignment to mirror compositions
AI will in general use its strikeforce until it's no longer effective
Better task force templates
AI will now use its reserve fleet to create new task forces if possible & needed
The AI will only build the required task forces before looking to see if it can build any of the additional, optional task forces
Improved behavior of strike forces when engaging spotted enemies
Improved Naval AI reasoning for use of engagement rules, and added scriptable values by mission (risk/aggressiveness)
Fixed an issue where you could have ships do training mission when outside the range of the homebase
Fixed an issue where task forces would not move closer to their active regions, even when homebase was set to close by. (This should make strike forces better at catching up to naval combats)
Increased importance for naval invasion defense goal
Modding
Fixed triggers is_demilitarized_zone and is_border_conflict crashing when used in any_state trigger
Added `energy_ratio` trigger to see the energy fulfillment on a country scope, returning between 0 .. 1
Implemented `only_imported` for `has_resources_in_country` trigger
Implemented warning for triggers that work in a normalized range but gets compared to a non normalized range
Bugfix
Fixed a bug where country events would always roll the same random number
Correctly updates research speed tooltip when tagging between countries
Fixes issue with tech bonus claiming that causes asserts
Fixes CTD when a unit given from CountryA, which is exiled, to CountryB and the unit is standing in CountryC and then CountryC is also exiled
Fixes HighCapacityElectricalGrid tooltip displaying +10% instead of +10%/infra
Faction color now correctly follows the leader's color dynamically if not overridden
Fixes 'Goes to ' showing wrong country
Fixes resource specific resource rights
Polish AI will not take boost monarchism decisions if monarchism claim level is above 90%
Poland can now get their Habsburg alliance focus if Joseph August von Habsburg becomes country leader of Hungary
Requesting the South Atlantic islands now target whoever is controlling the states
Fixed an issue where the Chinese Expedite the Political Tutelage decisions could be redone in states that had been lost and recaptured
PHI: Philippines will actually be granted independence if they peacefully complete the American Intervention.
PHI: You will no longer lose the Reino de Filipinas or Hispanic Empire tags when completing the Treaty of Manila while at war.
Fixed an issue where the Spanish Carlists wouldn't get the correct 3d unit models if going with a Habsburg monarch
Fixed a few instances of broken localisation in the Italian tree
Fixed an issue where the Moldovan characters would show up as debug strings
Fixed an issue where the faction goal Fortify Okinawa was checking that the naval forts were being built in the wrong province, ending up unable to be completed
Fixed an issue where Nationalist China puppeting a warlord after completing the focus Appoint Sympathetic Judges would apply the intended spirit on themselves instead of the warlord
Fixed an issue where the Nationalist Chinese focus The Seas of Tomorrow wouldn't grant the promised Naval Facility unless if controlling Hainan
Fixed erroneous mastery gain bonuses in a few focuses
Fixed Ye Jianying's portrait not showing if you don't have La Resistance
Fixed an issue where the Japanese army faction wasn't affecting cas production cost if BBA was disabled
Fixed an issue where the Japanese Armored Car designer could show up when LaR was disabled
Fixed an issue where the Spanish focus Join the Allies would ask multiple countries for faction joining at the same time, and would launch an incorrect news event
Disabled an event if "No Compromise, No Surrender" is enabled where the United Front is dismantled after defeating Japan, thus blocking China's focus "Victory over the Invaders"
Fixed an issue where the Afghan and Raj focuses to attack Sinkiang wouldn't give wargoals on KHM if they occupied the target territory
Fix for "Establish a Marine Corps" faction goal not granting the listed general's reward when the country only possess amphibious tank technology.
Custom Game Rules - Fixed Democratic AI Strategy of Lithuania wrongly using Latvian description
Fixed an issue where Nicaragua was missing two of their political advisors
Fixed issues where certain countries intended to be able to form Central America and Gran Colombia weren't able to, and added Balta-Tiraspol as a target in all Greater Lithuania and Greater Commonwealth focuses
Fixed a few instances where event options would be unselectable for the ai due to the option being scripted with a factor = 0 rather than a base = 0
Fixed an issue where Chile could have multiple Mapuche Conflict spirits at the same time
Fixed an issue where the hidden event to change Mao's portrait would retire the character and incorrectly swap the portrait
Fixed an issue where some vps would be incorrectly named after forming Greater Greece
Eleftherios Venezelos passing away while Greece is democratic will no longer kill their country leader unless it is Venezelos himself
Fixed issues where Mexican characters who were unlocked through focuses and not intended to be transferred were transferred anyway to breakaway countries whenever any of their civil wars would fire
Fixed the missing loc strings for the Nanjing Presidential Palace
Fixed an issue where the Sinkiang focus Reestablish the Guominjun would send the wrong event to China
Fixed an issue where warlords couldn't get the Morozov Design Bureau if NCNS was enabled
Extended the speed bonuses from subdoctrines to motorized support units to include motorized and truck-drawn rocket artillery.
Fixed numerous literally unplayable "the the" typos throughout the loc
Fixed missing officer trait in "expand infantry forces" faction goal reward description.
Changed numerous cases of "Poznan" to correct Polish name "Poznań". Zwirbaum happiness +1.4%.
When auto upgrading equipment the manually set icon and model would not persist
Removed Cancun as it wasn't founded yet and replaced it with Chetumal
Fixed "Magnatron" typos, renamed correctly to Magnetron
Fixed an issue where democratic Japan could attract industrial investments from the same major country multiple times
Fixed an issue where a "Warlord Demands Subjugation" event would always say the sender was China even though it wasn't
The Portuguese focus Expand the Chinese Territories can now also be taken if Macau is controlled by a subject of theirs
Fixed an issue where the Lithuanian focus Restore Greater Lithuania would be unavailable if any of the target states had already been cored
Congo gaining a Brown Water Navy will no longer think it is in South America
Austria can no longer liberate other people's subjects by creating the Central Powers
Fixed an issue where Japan and the Soviet Union signing a separate peace would give the spirit Full Focus on the West to Japan instead of the Soviets
Fixed a bug where bonus to org gain rate was applied twice
Fixed an issue where Warlords could demand the subjugation of Chinese states that were already subjects of other foreign powers
Raj - The focus Riches of the Raj now properly includes both coal and chromium
Added cores that were missing to the Finno-Ugria formable
Fix tooltip for faction goal Expand Our Armored Force to also include Armor Officer
Raj - Fixed an issue where the Dams gained from the focus Industrialise the Ganges wouldn't show up on the map
Fixed Burma's military advisors being the wrong costs
Fix CHI focus Fund The Marine Corps using Invasion Preparation Speed instead of Invasion Preparation Time
Fixed various issues with the Neo-Mesopotamian formable nation
Fixed a few issues with naming for The Great and Eternal Nordic Empires
Fixed the icon for Improved Anti-tank in the Philippines
Greece: Fixed missing tooltip GRE_host_soviet_bureaucrats_in_greece_tt
Fixed missing French loc for Husqvarna weapons factory focus in Swedish focus tree.
Reduced speed of Elephantry units
Fixed broken tooltip localization in Form the Nordic Council
Fix SWE - Question Neutrality event title doesn't check current German leader
Fix Appoint a Spy Master - Tooltip displays faction goal rewards other than those actually granted
BEL - Vandervelde's death event is missing trigger
Fixed an issue where the event The Coronation of Mohammad Hassan Mirza wouldn't actually make Persia non-aligned
Fixed an Issue where the Philippines could flip-flop back and forth between their Maphilindo and Hispanic Empire tags
Fix Claire Lee Chennault quitting immediately after getting hired
A Trotsky-harboring Mexico that hasn't invited him to the government and seeks to join the Comintern through the focus International Proletarianism will now send him to Moscow, instead of him forever being out of reach for the Soviets
Afghanistan - Qargha Dam will now appear in the correct location
Fixed an issue where female characters in Arabic countries could have ibn in their surnames, instead of the linguistically correct bint
Fixed an issue where the AI strategy values added from the Iraqi focuses Nationalize Anglo-Iraqi Oil Company and Anglo-Iraqi Oil Expansion wouldn't properly apply for the UK
Raj - Restoring the Timurids as the Raj now also grants cores ´on their former Transoxianian and Caucasian territories
Afghanistan - Fixed an issue where a few focuses that mentioned claims didn't inform the player that they could core the claimed states once captured
Scaled the numbers of techs needed to complete the Faction Goal of "Develop Joint Research Practices" based on the average numbers of researched techs between the faction members when selecting the Faction Goal. The more techs the faction has when starting the Faction Goal, the less techs are required now.
Gunther "Adlerauge" Rall gets his portrait back - Fixes
Bypassing "Clamp Down on Danzig" and "Ban the Nazi Party" will now remove resistance and rename the city - Fixes
Norway will now gain their two off map civs when completing "Invite Foreign investment"
Fixed an issue where the Democratic Chinese faction invitation decisions wouldn't add the target to the faction if China wasn't the faction leader
The democratic Chinese focus Shifting the Balance now has a small bypass effect to enable faction creation
The Afghan Oil Concessions now only give access to the oil in the selected states
Democratic China - The Stir Republican Sentiments decisions can no longer target warlords, which are already a target of a different democratisation decision
Fixed a few instances where Uruguay would fail to go down the fascist path when set to do so in the game rules
Fixed an issue where Paraguay could fail to go communist when set to do so in the game rules
Fix for OOS caused by international markets having a difference in prices compared to the drafts
Fixed an issue where the reward from the faction goal to control the Bosphorus would construct forts in the wrong state
Turkey - Fixed an issue where the Kurdish State Management decision category would disappear when there was no ongoing mission or decision
Entering a war with a nation removes naval blockades imposed by either party.
Fixed a bug where equipment used by supply system was not properly return (disappearing trucks)
OOS fix in peace conferences
PRC - Fixed an issue where all stated rules weren't applied when completing the focus Burn the Paper Tigers
Clients were creating naval mission commands that caused mp performance problems
Fixed an issue where Mexico could be annexed by one of their revolts even though they were winning if both sides were the same ideology
Fixed mapmode brightness. (When fixing an old legacy bug in the rendering part of the game, it caused several mapmodes to become brighter, unintentionally.)
Fixed an issue where Yunnan's decisions could disappear after switching focus tree.
Fixed an issue where the Rif could no longer form Arabia
Fixed a bug where all AI task forces where allowed to split off repairs, instead of just strike forces
Fixed a bug where reserve fleets couldn't travel to a repair base
Fixed a bug where the blacklist was used as a whitelist (naval targeting options)
OOS that could occur in the gamestate due to running in different languages
Fixed various trigger bugs where the incorrect comparison was made (example: 60 instead of 0.6)
Fixed crash that can occur when dismantling faction
Fixed an exploit where recreating factions allowed you to instantly get the reward for completing them
Fixed a bug where naval dominance calculations wouldn't always refresh correctly
Fixed a bug where the naval distance was incorrectly calculated, which had an effect on the automated homebase logic
Swapped cases of air_superiority_bonus_in_combat modifier (which only works on a character scope) to army_bonus_air_superiority_factor in various national spirits and focuses.
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Uploaded May 24, 2026
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Additional Files
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1 file · For legitimate game owners
System Requirements
How to Install
dowser.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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6.8 GB
23200834
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