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Hearts of Iron IV - The Ultimate WWII Strategy Game

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
AI is shit? Let's just add fucking sliders.
 

Anthedon

Arcane
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Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Kaiserreich DD showcasing Russia

Hello everyone! I am Firefly, a somewhat fresh DD developer of the Kaiserreich project. and I bring you the 2nd Developer diary. This one, however, is a work by Nijato and Levi, the 2 developers working on the Russia and tags associated with it. Enjoy!

Hi everyone and welcome to another development diary about Kaiserreich for HOI4, the subject of today’s DD will be Russia and the Soviets, two faces of the same country. To talk about that I will invite Nijato and Levi, the two co-modders of the country.


-Hi I’m Nijato and I’m pretty much the first modder of Russia, I’m responsible for the history (leaders, parties, generals...), the Russian civil war, the Russian focus tree and the Russian foreign events, so pretty much everything related to Russia.

First a bit of KR history for those that aren’t familiar with it : in this timeline the whites, helped by the Germans after the promise they would respect the Brest-Litovsk treaty, won the civil war against the Bolsheviks and instituted a republic with president Alexandr Kerensky at its head. 15 years after the official foundation of the republic in 1921, Kerensky is still the president of Russia but has become unpopular. But despite this fact he is still the only thing left that keeps the coalition of the social-revolutionary party and the Kadets in place and his sudden death could well shaken the fate of Russia for the years to come...

Now I will outline to you the main possible paths Russia can take based on its focus tree.

1472073762-hoi4-52.png

The Political tree

So, this is no mystery to anyone know but Kerensky gets assassinated in the first days of 1936, consequently 4 political forces can take control of the country: The Senate, dominated by a coalition of social-revolutionaries and Mensheviks in the Duma, Marshall Denikin who imposes a military junta on the country, General Anton Wrangel the national-populist leader and the aristocrat Grand Duke Dmitri Pavlovich, named president by the senate.

After one year to consolidate the new power the focuses representing the available political choices unlock, evidently you won’t be able to take any focus you want as the available ones will be determined by the guy in power. The Senate, depending on the prime minister you chose can only take the democratic republic, the constitutional monarchy or the proletarian dictatorship, the last one forming the Soviet Union. Denikin can choose between inviting the legitimate tsar and forming an absolute monarchy or forming a constitutional monarchy or just waiting if you don’t consider the time to be right. Wrangel can choose between the wrangel path, setting him as a new leader or inviting either the legitimate tsar or Dmitri to be a puppet head of state ŕ la Mussolini. Finally Dmitri can either continue with a republic of aristocrats dominated by the senate or install a new tsar, either him or the legitimate one as an absolute or constitutional monarch.

1472073755-hoi4-53.png

The economical trees

Your political choice will also reflect on your economic policy as this choice will unlock one of the economic paths, these paths being either forming a corporate state leading to an autarky, forming a new bureaucracy and continuing in the path of imperial Russia, reinstituting the zemstvos and giving more power to local governments or relying on the existing village communes, inspired by the soviets.

1472073762-hoi4-54.png

The military trees

The Okhrana will be the first focus you will be able to take in February 1936 and it forms an efficient secret service to help you fight the partisans and... maybe, other countries, who knows ;)

Russia begins with a “divided staff” national spirit that gives +75% land doctrine cost, this malus can however be removed by choosing between the four plans to reform the army: Denikin and his mass assault doctrine, Wrangel and his grand battle plan doctrine, Shatilov and his grand battle plan doctrine and bonuses to generals and Markov and his mobile warfare doctrine.

Finally Russia also starts with a similar “Divided naval staff” national spirit that also gives +75% naval doctrine cost and that is also removed by choosing one of the three naval plans: Berens and his carriers, Wiren and his battleships and Bostrem and his submarines.

Note that these two military paths can only be taken after august of 1936.

1472073759-hoi4-55.png
1472073760-hoi4-56.png

The diplomatic tree

Now we’re getting into the real thing, after April 1937 you’ll be able to begin the diplomatic focuses by choosing between real politik and expansionism. Expansionism will unlock more options in the events but will also add world tension and will anger your neighbours. After that there are 5 directions from which to choose, however, at the start, only the Caucasus and central Asian ones will be unlocked, and you will have to finish them to unlock the Eastern Europe, Middle East and Far East ones. Furthermore when you take a direction you have to finish it before taking another one as explained by the tooltip on the screen so choose wisely!

But don’t think that the focuses are only soulless “give a wargoal” focuses; no they come with a whole bunch of event chains and possibilities, being coups, German protection on the Caucasus, plebiscites, interventions in wars, non aggression pacts and more!

1472073894-hoi4-61.png


Now I will talk a bit about the second Russian civil war, during the first year of the game if you country is unstable enough you have a chance to get a second civil war with a rise up of the Bolsheviks in the industrial heart of Russia. You’ll have to take care of them but beware, your neighbours are hungry, Karelia is right here for Finland to take it and the Cossacks or Alash Orda are looking for ways to expand... Or will it be the independence of Siberia that will sound the death knell of the Motherland? The future is full of surprises.

Finally I will finish my part of the DD with some events you could possibly get while playing Russia:

1472073888-hoi4-60.png


Thanks for reading! I will now let you in the skilful hands of Levi.


-So yeah, Levi here, the second developer for Russia. Since in Kaiserreich Russia is the most content-heavy country (at least in terms of different possibilities) we decided it would be best to split up the workload between the two of us. I did some of the Civil war events as well as the whole of the domestic events for Russia. As mentioned before, Russia is going through a difficult time at the start of the game, with economic and political strife threating to tear the country apart, and with talks of a second civil war being heard in the streets of the major cities

1472073849-hoi4-57.png


Should you survive or avoid the civil war however, various paths for the future of Russia will be opened to you, and various events will follow depending on your initial choices. For example, should you maintain the republic or create a constitutional monarchy you will have elections for the Duma every 5 years, in which you will decide the ruling party, and presidential elections for the republic in which you will elect your country leader.

We decided to get rid of some of the political branch choices present in the DH version. It was always kind of strange when suddenly in 1947, after being a peaceful democratic regime for the whole game suddenly a military coup will turn the country into a pseudo-fascistic warmongering horde.

1472073892-hoi4-59.png


Should Russia choose to recreate the proletarian dictatorship or should the reds win the second Russian civil war, a new tag will take over the lands of Russia and the Soviet state will be reborn. Once the white forces are dealt with, the first Soviet general elections will begin , and through a national focus you will be able to choose one of three different factions, each with a different idea for how to implement socialism in Russia.

1472073886-hoi4-64.png

The three different factions and what unites them

After choosing a ruling faction, the rest of the tree will be unlocked, with each faction offering a different set of bonuses and creating a new story for the domestic happenings in the soviet state, which was mostly lacking in the DH version of Kaiserreich. The HOI IV focus system allows us to lay the foundations for a rework of the Soviet story and mechanics, as well as expanding the economic and foreign policy aspects of the Soviet playthrough

1472073844-hoi4-62.png

The political and economical trees

After sorting out the initial political matters for the Soviet regime, you will be able to either look into the Soviet state and enact economical reforms, or look outwards for expansion in various directions (please note these are not mutually exclusive, and you'll be able to move between the two to your own desire)

The foreign policy is mostly based on events from the DH version of the mod, reworked and rewritten to fit the focus tree system, in a way that would allow you to choose the paths of expansion on your own schedule. Using a vast networks of contacts and supporters you will be able to spread the ideals of Lenin throughout Eurasia once again, and even beyond.

We also began planning an expansion for the Soviet intervention in China and the middle east, going beyond what is already present in the DH version.

1472073837-hoi4-63.png

The diplomatic tree

If you have any questions you can ask us anything on the reddit thread of the DD ! Also I want to remind everyone that the team is open for people to join and that we always need more hands ! If you want to help us with KR4 go on the forums at http://cs.servegame.com/kaiserreich/index.php or join us on discord !
 

Jarpie

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6,711
Codex 2012 MCA
So is this worth a buy yes/no? Can I take Finland and go full mongol on pussie swedes?
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
So is this worth a buy yes/no? Can I take Finland and go full mongol on pussie swedes?

There's some problems with shitty AI atm, but I still got good 150 hours of HoI before it became too easy. So I'd say money well spent.
 

Anthedon

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Patron
Joined
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Messages
4,794
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Wait for a couple more patches/DLC/mod releases. As it stands now you are better off playing one of the older installments.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Normally I have trouble noticing bad AI in strategy games and finding exploits before people tell me, but man am I seeing it.

Playing as Fascist Canada and it took the USA 6 months to realize that I was only defending every other territory in Western Canada and started actually doing an offensive.
 

Space Satan

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Joined
May 13, 2013
Messages
6,421
Location
Space Hell
patch 1.2 is live
Features
- Added Hotjoin for smoother multiplayer experience.
- Added Resyncronization option for the host if the game decides to go out of sync.
- Added custom difficulty settings

AI
- Added abort to AI strategy that made germany down-prioritize navy
- Romania now has a chance of refusing soviet demands on Bessarabia if in a faction
- Japan AI now has semi sanity triggers before starting new wars via focus
- Added AI weights for election events. Should stop nations from always moving towards fascism or communism over time
- Added AI chance to prevent France turning communist during first election in a historical play through
- Lithuania may now reject German demands for Memel if Germany is losing a war when demanding it
- Various front balancing to improve situations like countering invasions, not piling everything in Africa, overassigning to straits etc
- AI is now able to remove factories and build nuclear power plants in stead. Also made the AI better at reasearching nuclear tech. Watch out, the nukes are coming!
- Fixed a bug that made the AI unable to properly reorganize volunteer troops
- Various changes and bug fixes to template design AI, making it better at creating new ones as well as designing according to target templates
- Improved (read "fixed") match score calculation for AI template design
- Added a minimum target template match to avoid AI moving on to worse templates too early
- AI now evaluates current deployment lines to see if they should be replaced by newer templates
- Made AI much faster at replacing templates for units in the field. Will primarily impact large nations. Seriously, it was WAY too careful about this before
- Improved AI nuke targeting
- Units is no longer make arbitrarily long port rushes. This should reduce the number of map snakes significantly
- AI is now be better at noticing when they are about to get cut off from the front and react to it
- Germany is not backing down from declaring war on tiny Luxemburg just because it is so tiny that it does not prepare a full on invasion
- AI can now cancel unit production if they are struggling with supporting their units in the field
- Made AI better at balancing multi type production
- Made sure AI does not retreat willy nilly from a valuable VP
- Made AI a bit more cautious/clever when deciding on plan activation for undermanned fronts
- Now AI actually turns on naval defence when it is threatened by an ongoing wargoal generation or actual wargoals
- Now ai does nuke only cores and when it will actually lower NU
- Germany should no longer have a crippled fighter production
- Merged in Enhanced Peace Conference AI mod (for more historical ai peace behaviour), with a few modifications
- AI will now avoid taking occupied land from its faction members in peace deals
- Fixed a booboo in AI code that counted front size in a way that resulted in min units being one less than intended (sometimes leaving a hole in the front)
- Historical France should no longer go early communism.
- AI should no longer attack the swiss during historical period if france etc alive
- Now ai will be less careful in some attacks :D (Previously it was SUPER careful)
- Made unit controller more reluctant to leave empty front provinces
- Tweaked template progression script to make it better at moving to medium tanks.
- Tweaked down AI desire to make variants in stead of templates.
- Tweaked AI template design script to improve modern armor designs.
- Changed AI blocker for Germany's USSR war goal to only look for neighboring wars in home area
- Fixed a bug in AI template switching and tweaked the balance of it a bit to match the correct functionality
- Added tooltips for add_leader_trait and remove_leader_trait
- Tweaked AI to be slightly less cautious against fortified enemies.
- AI now able to pick all ideas players could (was restricted by allowed during play that was scripted for startup condition only)
- More robust check for enemy capital area, fixing stuff like ITA abandoning ETH before they were defeated.

UI
- Build cost of 0.1 or lower will no longer be shown in the tech window
- Fixed some stats for ships showing navy stats instead of ship stats
- Changed some highlights in navies and air overview to reflect if modifiers are good or bad
- Moved French foci to display the 'mutually exclusive'-arrows.
- Juggled some stuff around in the deafault mapmode tooltip.
- Added attack modifiers to unit tooltip when multiple units in the same province are selected.
- Added focus icon and national spirit icon for fourth international
- Ship combat history list no longer cuts at bottom
- Fixed texts out of boundaries issues in modding sub window
- Fixed linebreaks issue in production entries for names
- Fixed an issue with Czech letter ý not showing up in english version
- Added more army icons, there are now 14 in total
- Added ability to assign groups to orders on the theater item
- Added collapsing deployment conveyors
- Added changing order of deployment conveyors
- Added visualization for stalled lines (icons and progress bar coloring) in the deployment interface
- Focus progress bar now shows amount of saved days
- Navy and army leaders have now better area for skill tooltip
- Organizing airwing entry names no longer overlap
- Improved the damaged building progress bar, should be clearer now
- Replaced english flag with american in launcher for language selector
- Added tooltip for max factory modifiers
- Added tooltip explaining factory repair speed modifier
- Changed how and when National Focus displays tooltips for cancel triggers and requirements
- Added descriptive tooltip for resource gain efficiency modifiers
- Now when unit is not advancing because of too low str/org, the shoutmark with tooltip explains why
- Added better tooltip for Trotsky Focus. Proper effect shows up when Trotsky is back.
- Fixed a truckload of spelin erors and tpyos
- Lots of localization fix. Some minor, some embarrasing
- Added 2nd level invasion alert after enemy has landed
- Wargoal justification modifier for fascists now shows that it requires you to be at war with a major instead of just stating: "Fascist"
- Updated tooltip to reflect that you can get Trotsky to return by picking the Purge
- Added damage info tooltip to survivors in naval combat
- Tooltips showing complex keyboard shortcuts now display correctly (like ctrl+h)

Database
- Added portrait to Japanese general Naruhiko Higashikuni. Bumped skill 1 -> 3
- Moved some units and buildings around.
- Gotland is no longer considered a colony of Sweden. In the game...
- Added German Claims on Poznan and Danzig in 39 start
- Removed coastal from some inland provinces
- Added some more Persian names
- Removed Portugese cores in Africa
- Added Sinkiang cores to 36 start
- Removed building from Menguko in 39 start to avoid the wrath of the errordog
- Returned Fehmarn to Germany, despite my Danish heart wanting to cling on to it forever!
- Made new soviet province coastal and added naval base to avoid troops getting caught
- Added new Cambodia state
- Adjusted states in the Caucasus
- Added Stalinabad as a new state
- Added history files and cores for Cambodia
- Added history files and cores for Vietnam
- Added history files and cores for Laos
- Added history files and cores for Malaysia
- Added history files and cores for Indonesia
- Added history files and cores for Azerbaijan
- Added history files and cores for Georgia
- Added history files and cores for Armenia
- Added history files and cores for Ukraine
- Slightly toned down Croatia's color
- Fixed positioning of units in the province two east of Amsterdam
- Added TUR communism leader Sefik Husnu portrait
- Fixed urban terrain texture in the city of angels
- Cut down some 3d trees around Hannover and planteed some new ones in finland. Also cut down lots of trees in various parts of the world, global warming here we come
- Added armored division templates to commonwealth countries
- Removed lake Volta from the map
- Added portrait for leader of fascist Palestine
- Fixed missing portraits for Georgia. Fixed Georgia generating arabian leaders
- Fixed some state and city names
- Changed date triggers in UK focus tree to look for threat levels and war instead
- Made sure Soviet can always create factions even if ideology changed


Modding
- Added trigger: has_non_aggression_pact_with = <TAG>
- Changed every_country random_country any_country all_country to include current country. -Added _other_ versions of all of the above. eg. any_other_country
- Autogeneration of cores in home area now only adds core if no other country has core on the state
- Added ROOT and PREV support for has_government
- Fixed CTD when the players capital state did not contain any provinces
- Fixed CTD when scripting victory points in a province that has no state
- Diplomatic actions now use FROM instead of PREV scope to store stuff
- is_ai trigger no longer unaware of human_ai console cheat
- added new "ignore" ai strategy for when we want ai to ignore actions against someone (implemented as stopping justifications and sets neutral attitude).
- Added console command to give nukes
- Added add_equipment_to_stockpile effect.
- Added is_researching_technology trigger.

Balance
- Added anti-Daniel trigger to USA focus Issue Warbonds. Now available if at war with any sufficiently large nation
- Added focus to access purge part of the Soviet focus tree if the player choses Trotsky
- Rebalanced some armor values for tank varaiants that were inconsistent with how the rest were distributed. 36 light tank AA armor 20 -> 10. 41 light tank AA armor 35 -> 25. 36 medium tank artillery armor 35 -> 45
- Lowered communist support 8 => 5 gained from revoking workers rights in 'Matignon Agreements' event
- Now regain of convoy efficiency starts after 7 days instead of 3
- Now regain base speed of convoy efficiency starts was lowered and has been changed to non-linear change
- Moved Around Maginot before war with france focus so its easier to take for AI when needed
- Subs no longer detect other subs leading to wierd infinite battles
- Reduced naval ranges across the board
- Balanced most ship's stats
- Fixed a bad bug with org impact on ship hit chance making it over all much too small (rebalanced base chance a bit to compensate)
- Evasion stat on ships now no longer makes such a drastic impact on hit chance (now capped and multiplicative)
- Ships with torpedoes AND guns will now try to close to torp range vs capital ships
- Added stacking penalty to hit chance for multiple ships targeting same target in naval combat
- Made ships spread targeting a bit more rather than focusing fire
- Fixed situation where ships would switch targets so often that they didnt bother closing range
- Dispersed industry now gains 5% higher starting efficiency for new production lines per level
- Lowered participation score from casulaties in war
- Submarines are now much better at detecting surface ships
- Submarines now worse at detecting other submarines
- Increased xp cost of land upgrades a bit (+5 base)
- Armor gun soft attack upgrade on variants now goes up to +15% rather than +50%
- Speed upgrade now stronger (max 20% rather than 10%)
- Fleets in combat in naval regions now also count towards supremacy so that you can't sacrifice some ships so easily and rush across
- SPART now much more costly (almost 2x)
- Increased mechanized infantry supply use by 30% and increased cost to be in line with MARM (+20%)
- Signal companies now give more effect on planning speed and cost less
- Reduced Hitler's PP bonus from +50% to +25%
- Battleship lvl 1 no longer have too high surface detection

Bugfix
- Prevented Zombie Amelia from returning from the dead to fly around the globe and other related weirdness
- Faceless leaders should no longer be a thing in HOI4. Forwarded idea to Stellaris
- Fixed a bug that required London to be held by France for 'Fall of London' event to fire
- Moved all houses in Los Angeles to the province next door. Moved urban terrain modifier to reflect this
- Blocked 'Communists Influence Foreign Policy' event from adding popularity with nations you are at war with. Added communist popularity to option for the event
- Germany no longer demands Slovenia while at war with Yugoslavia
- Game no longer suggests R'lyeh won't give you a building permit. Building tooltip no longer refers to water as "foreign territory"
- Fixed an issue with how saved event targets works with tooltips
- Fixed a bug where would lose all thirst for vengance during a civil war. Romania now retains revenge ideas
- Fixed 2 supply areas having the same state in Brazil
- Fixed a bug where Soviet focus 'Southern Thrust' would only work for Afghanistan if Persia owned the states
- Fixed a bug where UK would hand out land they didn't own in return for some old boats
- Stopped dead Roosevelt from dying again, and pulling the current president into the grave with him. What is dead may never die!
- Stopped zombie Chamberlain from coming back to sign Churchill's resignation papers
- Japan now keeps its promise to not kill Siam. Added check for NAP to 'Pressure Siam' focus for Japan
- Added special case for Anschluss when Austria has a civil war
- Fixed an issue where German AI would get stuck on demand sudetenland. Changed reward from the focus if another nation has taken sudetenland
- Fixed a bug where Germany would hand out territory and not care about ownership during the Vienna Award
- Blocked warlords from joining Chinese front if at war or in a faction
- Autogeneration of cores in home area now only adds core if no other country has core on the state.
- National Foci now looks for control of state before building in it
- Being a puppet now quenches Japans thirst for war. Blocked war foci
- National Foci are now blocked by default when a country has capitulated. Added "available_if_capitulated = yes" to disable
- Added trigger to look for control of state before loading units from China Unite event
- Added province for Eastern Chukota. Added to eastern Siberia
- Added check for different ideology for a bunch of foci leading to war
- Made sure it is not allowed to give control over a state to someone who is not an enemy of the owner
- Now on game sturt up puppet airbases are accessable for master
- Now submarines target only non empty routes
- Fixed efficiency interpolation, now it can regain to 100%
- Now Convoy efficiency will also cap to actual amount of convoys performing
- Now for supply calculation is used naval cap instead of supported cap
- Now the unit with strategic redeployment will cancel movement towards enemy territory
- Fixed the bug when naval base capacity was not updated on loading the game
- Fixed the bug when sunk ships was removed from combat
- Fixed the bug when after peace conference pause was not properly updated on clients in multiplayer
- Now resistance drop will be properly shown when it is bellow the resistance cap
- Fixed not maching estimation number on the production entry and the tooltip on the production screen
- Resistance modifier in the army overview is now shown as positive value
- Fixed the bug when supply system was not properly initialized on start (fixed SOV supply alert on new game)
- Fixed the bug when game could froze in the production screen for a long time
- Fixed the bug when player could trade with infinite amount of factories
- Now division performing support attack can't have planning bonus gain
- Fixed the bug when player could remove guarantee preformed by other country
- Fixed the bug when countries was not surrendering while being fully occupied
- Glorious return of navy delete button
- Now if user disconnected from steam cloud save button will notify about that
- Fixed issue when save game status was not updated for achievements after selecting bookmarks
- Now while peace conference after capitulation winners can annex all of the territory of surrendered nations instead of only controlled by winner and lost nation
- Fixed the bug when sometimes military and naval factories were redistributed incorrectly
- Now air combat kills counts towards killer statistics
- Added tooltip over red striped zones in the deployment map mode
- Added air superiority as requirement for port strike
- Now planes put on port strike will not add up to air superiority in the region
- Now port strikes demands less than 30% of enemy superiority (instead of heaving more than 70% of our)
- Now adjuster values given from leader traits apply in land combats
- Now resistance doesn't apply in states occupied by revolter during civil war
- USA intervenes in inter american war event now adds USA to the war instead of starting a separate war
- Com China can now move it's capital if it own Beijing OR Nanjing, not both
- Fixed Fourth International news event not showing for the player
- Fixed script error that required London to be held by France for 'Fall of London' event to fire
- Party popularity boosts correctly stack now when several countries boost the same ideology of target country
- Fixed rebasing of planes to puppet airbase on game start
- Ship types are not duplicated in navy statistics anymore
- Fixed issue where min convoy efficiency was not applied (plus smooth efficiency change showing)
- Changed tooltip for Compassionate gentleman to reflect what he actually does
- Fixed a case where too large defender fleets destroyers would guard capitals rather than convoys in a convoy assault
- Guarantees can no longer be used to call in nations to war if you have no defensive war
- Nuke count can no longer go so big it becomes negative (max 999 nukes)
- Added fallback surrender target based on war leaders if you somehow end up needing to surrender to someone without warscore. should stop infinite wars that could happen in soem wierd situations

Stability & Performance
- Fixed CTD for active naval missions.
- Fixed CTD when moving navies.
- Fixed CTD upon resign when running the game at high speed.
- Fixed CTD in AI when Handling Navies.
- Fixed CTD when validating if a province can be nuked or not.
- Fixed CTD when merging navies.
- Fixed CTD in the description of Remove Ideas Effect.
- Fixed few CTD's occurred during peace conference
- Optimized lategame AI handling of garrisons
- Strategic air view open no longer drops the performance to 1FPS at the late game. Now it takes almost no CPU!
- Fixed CTD when a nation would surrender to capital owner who might not be at war
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,794
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Another Kaiserreich update


Hello everyone, and welcome to another development diary on KR4. Today, the team will present some additions to the Russian and British Focus Trees.

Hey it's Nijato back again ! You may remember me from Progress Report 2 where I presented Russia along with Levi, well I continued the work on Russia and I'm proud to say that Russia is now 99% finished ! (It means 100% it's just that there is always room for improvements) I don't have anything special to say but I want to show you my rework of the russian military trees, if you remember them from progress report 2 there were 4 very railroaded and redundant distinct trees for each army reform and the naval tree was kind of small, now it looks like this.
1KCWmP8.jpg

0dovado.jpg


You can see I merged all the army trees into one big tree that is way more aesthetically pleasing, of course the different reforms still have specific focuses that can only be taken if you have them, I also added a small air tree and linked the three okhrana focuses that were a bit alone to the new tree. For the naval tree I decided to add more focuses, so now you can choose between a focus on the pacific giving you bonuses for vladivostok, carriers and doctrines or a focus on the interior seas : baltic, mediterranean and black sea giving you bonuses for sevastopol, destroyers and submarines. I hope you will have fun playing Russia on KR4!

On to the additions to Britain, by myself. Tehe.

Greetings comrades!

So after many reforms in all directions
Vy0dllV.jpg

in the first Progress Update, the Union of Britain has now entered into a state of war with its enemies! Curse them, whoever they might be - the Royalists from beyond the Atlantic, the Capitalists on the Continent - it doesn't matter! It is time to pick up arms and enlist!
Wait, wait, what do you mean we have no equipment and no divisions either? That is terrible! Seems it is time for some wartime Foci!
wBghUtD.jpg


There are four Foci that are locked with a requirement to be at war; The build-up of Military Industry in Gloucestershire, the decision between giving the Trade Union Congress emergency powers for some time or embracing the opportunity to give the eternal war against capitalism some new impetus, and the introduction of the Lewis M1936 machine gun, improving infantry support capabilities. You will only be able to take these Foci once you are at war with an enemy at least 80% as strong as you are, so no gearing up for a total war against poor, poor Liberia.

And now that we are on the subject - this war is not like any the Union has seen before. The struggle to defeat the enemies of the Proletariat can be pushed to limits more extreme than any other before, which is what the Focus Class War represents. The four National Spirits you get from choosing your policies at the beginning of the game are replaced by one Sprit called Class War, reducing the need for Civilian Goods, increasing Political Power gain and Army Organization as well as the recruitable Population Factor.
This increased military cabability comes at a price though. Especially if you supported the Autonomists beforehand, you will find that the general population might be not to welcoming of theses pushes to centralize the power again, even if you swear it will only be for some years. So tread carefully, especially since there is still an enemy out there as well.
To help you defeat this enemy, Class War also gives access to three Projects: the completion of the Damocles project, a joint weapons research project between the Union and the Commune of France, Total Mobilization, granting a steep increase in manpower, and Fortress Britain, a last resort step to fortify the southern and eastern coast against an impending capitalist invasion. May seem quite attractive if all efforts were not enough and France has fallen again.

To stop that from happening, you will first need equipment, which is what the industrial buildup tree is for. The Military Industry branch builds Military Factories, the Mobilized Industry branch converts existing ones and is, if a Maximist economic policy has been chosen beforehand, available at peacetime. Organizing civilian provisions is an important step towards Victory at the Home Front, granting a drastical decrease in Civilian Goods Requirements and an increase in Research Speed. You also get the choice to conscript civilian vessels, granting you convoys (once PDX gives us the ability to do that, that is <3), and the Industrial Veterancy Program, which promotes experience in the workplace and therefore increases productivity. It also opens the way towards Statistical Warfare, the idea that the war can be won on graph paper, which gives another research slot.

Then we have the actual military buildup, which is pretty straightforward - there are paths for air, navy and tank model and doctrine research as well as the R.A.M. and the C.P.U. Programs, which give experience in all military branches as well as support tech advances, respectively.

The foreign tree is still WIP, so that will be shown in another Progress Update. Until then, the team is always looking for more members, so if you’d like to contribute (GFX, events, localization, ideas, anything!) just head over to our Discord at https://discord.gg/013cqzfpWMRLqnvHr

I've also updated the Kaiserreich Music Mod today - now with 8 more pieces for the Ottoman Empire! http://steamcommunity.com/sharedfiles/filedetails/?id=739622686
http://steamcommunity.com/sharedfiles/filedetails/?id=739622686
 

Thor Kaufman

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Is there any reason to have light tanks being faster than 12km/h, with trucks being capped at 12?
Guess that only makes sense if you make superwide only tank divisions with mobile warfare doctrine to counteract ORG deficit and HP deficit.
 
Last edited:

Space Satan

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Vatnik
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May 13, 2013
Messages
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Location
Space Hell
Light tanks are not that good overall. Meds are king or heavyes, if you are Soviet or other IC-heavy country. Meds can earn lots of speed with modifications anyway.
 

Thor Kaufman

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ඞ Rape for Justice! 卐
I'm not intending to use them late game as spearheads or anything. That's what heavies are for (mediums suck). Rather for quick breakthroughs vs light inf, encirclements, overrunning, vp grabbing.
Just wondering if a pure tank build is viable to make optimum use of their speed because any mot/mech will bog down their speed. But low ORG/HP would easily break them is my fear.
 

Chef_Hathaway

King of the Juice
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White Knight
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Dicksville
Divinity: Original Sin BattleTech
Even one bat of AT per division will wreck a tank build, and any SPTD will hurt even more. But if you're just fighting AI it'll probably do fine, they don't really do anything to counter.
 

Harpsichord

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Joined
Dec 29, 2011
Messages
1,822
The first time I played HOI3, it was as Germany and I decided that since Germany Uberalles it simply wouldn't be dignified if people actually had to march out on foot and went fully mechanized/motorized/tanks, this was the 20th century after all.

We ran out of gas within about a year of the first shots being fired, but it was a helluva year.
 

Chef_Hathaway

King of the Juice
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White Knight
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Dicksville
Divinity: Original Sin BattleTech
Gotta build every single piece of everything because that's fun. Hope you remembered to dedicate a couple factories to making buttons or you're shit out of luck, victory for the enemy.
 

Anthedon

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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Soon: https://forum.paradoxplaza.com/forum/index.php?threads/mod-kaiserreich.942457/page-70#post-22139287

Hello everyone! It's just five days to go before we unleash our Alpha 0.1! With our first playable version upcoming, we wanted to take the time and look back at what we actually did so far.

First of all, we are the Hearts of Iron IV version of a mod that has been in development for 10 years - for Hearts of Iron II, then for Darkest Hour, 11 and 5 years old, respectively. While we are primarily converting all the work that has piled up over those 10 years, differences in game mechanics have led us to not even attempt a 1:1 conversion. Especially the Focus Tree system HoI4 introduced has forced us, or given us the opportunity, to sift through the thousands upon thousands lines of code, disassemble everything, blow out the dust, and put it back together differently. The KRDH and KR4 teams will try to keep the two mods as similar as possible, but we can't guarantee for anything.

We also can't stress enough that this is an ALPHA release. Expect crashes, glitches, bugs, problems and other minor annoyances. If you encounter any, please REPORT them! If we don't know of a bug, we can't fix it!

f3fmBjE.png


With that out of the way, let's have a look at how far we've come since the project was started.

YZoGtaH.png


KEY

Green – Conversion to Focus Tree complete.

Blue – Conversion complete.

Yellow – Conversion in Progress.

MAJORS

German Kaiserreich - Conversion to Focus Tree complete.
Union of Britain - Conversion to Focus Tree complete.
Austria - Conversion to Focus Tree complete.
(Soviet) Russia - Conversion to Focus Tree(s) complete.
Canada - Conversion to Focus Tree complete.
National France – Conversion to Focus Tree complete.
Commune of France - Conversion to Focus Tree nearly complete.
USA, CSA & AUS - Conversion complete.

MINORS

Japan - Conversion to Focus Tree complete.
Denmark - Conversion to Focus Tree nearly complete.
Delhi - Conversion to Focus Tree nearly complete.

Ottomans - Conversion complete.
Egypt - Conversion complete.
Arabia – Conversion complete.
Legation Cities – Conversion complete.
Siam – Conversion complete.

Italian Federation - Conversion in Progress.
Serbia – Conversion in Progress.
Romania – Conversion in Progress.
Greece – Conversion in Progress.
AOG – Conversion in Progress.
Mongolia - Conversion in Progress.
Chinas – Conversion in Progress.
Tibet – Conversion in Progress.
South Africa – Conversion in Progress.
Carribean Federation – Conversion in Progress.
Brazil – Conversion in Progress.

OTHER STUFF

New Stability & Party Popularity Mechanics.
45000 (?) Ministers.
Fixes to Alliances so Bulgaria doesn't end up in a Faction with Japan.
Loads of new companies
6 new Ideologies.
Loads of Artwork (Loading Screens, Leaders, Goal & Idea icons)





~5 hours of period music - http://steamcommunity.com/sharedfiles/filedetails/?id=739622686

By now at least I personally spend more time playing the mod than actually doing any work on it. While the rest of the team keeps churning out code like no tomorrow, we could still use more people. So please consider joining the team (by joining [our Discord at https://discord.gg/013cqzfpWMRLqnvHr) if you think development isn't fast enough.

That's it for now. See you again on December 1.!





...and, of course: Fest steht und treu die Wacht am Rhein!
 

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