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HOI4 Dev Diary - Bag of Tricks

Hi everyone! The team is now back from the holidays and polishing on La Resistance. Today its time for a classic “bag of tricks” diary covering various small changes. The theme is quality of life here.


MEFO Bills
Ever forgotten to renew MEFO bills as Germany? Yeah me neither! But just in case someone does we got you covered. Now you can opt out or back in if you changed your mind, at any point during each cycle.
EOQK_waWoAYL_ue.png


Construction queue
We have changed the default behaviour for the construction queue. Now when adding say a new factory construction it will be placed just below the last non-repair entry (rather than at the bottom). This removes a lot of extra work with having to reprioritize things and still allows you to put specific repair jobs at the top of the queue with no issues. There are also new shortcuts in those rare situations where you might prefer sending to end of queue directly.
upload_2020-1-15_12-49-3.png



Exercise auto stop
Exercise now has 2 setting states so that you can either keep the old behaviour (keep training past max level and get XP) or hold shift when activating it and it will automatically stop when hitting the max level. This also works for ships and planes and its a nice relief not to have to babysit exercises when you aren’t after XP.
upload_2020-1-15_12-50-16.png



Decision Notifiers
Since we added decisions in Waking the Tiger the amount has been growing and we have been using them in more and more cool and creative ways. This has meant that the number of choices have gone up and some stuff has needed to change to make sure notifications are actually helpful for you. Firstly we have made notification numbers more visible and clear for both decisions and the espionage agency. Secondly its now possible to right click the decisions button to reset the available count. This means that after that only new ones will show up in the count. They can of course be switched on/off individually like before but if you are like me this saves a ton of clicking, and now it will impact what the notifiers show unlike before where it was only tied to separate alerts.
upload_2020-1-15_12-46-47.png



Allied Naval Invasion Alerts
Invasion alerts can be critically important for you to notice if an enemy is about to make a successful landing somewhere and you need to react. Previously it was difficult to help out nearby allies as alert were only for your own controlled shores. Now we have 2 new alerts mirroring the old ones for allies so you can bail out Mussolini when he's in a pinch ;)
upload_2020-1-15_13-3-10.png

This is me as Evil France with Netherlands and Belgium in my faction getting alerted about an invasion on my allies.


Civil War Surprises
During a normal war you have time to set up your plans and get units into place fast, but in civil wars this is not so. With the spanish civil war in focus this expansion we wanted to make sure we made this less stressful for players, so now if any civil war happens the AI will wait a short while to activate its plans giving a human player time to organize or pause if they want. Its not a long break but its enough where it feels a lot more comfortable to play against now.


Zoomable & Searchable Focus Trees
We already went into this in detail back here. But since then we have improved the UI to make filtering better and set it up for old trees as well to make finding things easier. This below is for Mexico and lets you highlight stuff related to rebellions and church authority as special filters on top of the regular filters:
upload_2020-1-15_13-20-1.png


Thats its for this week! Today we are also starting up streaming again. Me and Daniel (mah leaks) are going to show off as much as we can of the Espionage system at 16:00CET. See you then!
 
Last edited:

Markusmiless

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Zoomable & Searchable Focus Trees
We already went into this in detail back here. But since then we have improved the UI to make filtering better and set it up for old trees as well to make finding things easier. This below is for Mexico and lets you highlight stuff related to rebellions and church authority as special filters on top of the regular filters:
index.php
I noticed that the Caudillo Rebellion filter path here only shows one of the two ways you can solve it, with the other method "Arrest General Cedillo" not being highlighted. Considering both are solutions for solving it, shouldn't both be under said filter?
 

xtfoster

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Not being able to see the whole tree, maybe they have already progressed far enough down to make "Arrest General Cedilo" not possible? IIRC just above and to the right (Purge the Bureaucracy) is blocked if you take a certain NF which I can't remember off the top of my head.
 

leviathan_13

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Always nice to see QoL changes... and since that's the topic, I'd like to re-suggest two things I think they'll be a lot helpful:

  • Grouping save games by playthroughs like Stellaris does. Meaning, instead of having a giant list of ALL save games you ever made, each time you start a new game, it will create a campaign/playthrough with its own saves and auto saves.
  • I've found myself losing a lot of time in making air wings (especially if you have a lot of airplanes types) then I realized a very simple solution to drastically reduce the number of clicks and time needed: simply don't close the airwing window after you created one. If you think about it, the current "workflow" is click Add airwing --> Search and scroll to the desired type --> select the number of planes --> create airwing --> repeat from the beginning. If once you have create one airwing, the window wouldn't close and kept the same "scroll position", then you could simply make all airwings you wanted very fast. Alternatively, some option to make multiple airwings at the same time, like when you made your airwing, you can select how many of them you want (e.g.: make a 100 fighters airwing and then spawn 10 of them)

I'd also like the possibility of selecting multiple naval task forces and apply to all of them the same "template" in one go, without the need to apply it for each one of them...
 

El_Ploplo

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The mefo bills option is great but you could probably do the same with the escalate the war decision with Japan, I always forgot to do it !
Great changes overall but you should really have more people in the time, I don't even know how you manage to work in such a huge project with only 4 people involved !
 

Gort11

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The mefo bills option is great but you could probably do the same with the escalate the war decision with Japan, I always forgot to do it !
Great changes overall but you should really have more people in the time, I don't even know how you manage to work in such a huge project with only 4 people involved !

Careful with "escalate the war" as Japan - it does make China easier to beat, but it also buffs up war support in the USA.

It's definitely not the same as the MEFO Bills "mash this button as soon as it's available" - you should consider if you actually need to escalate the war in order to win or not.
 

kimidf

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Careful with "escalate the war" as Japan - it does make China easier to beat, but it also buffs up war support in the USA.

It's definitely not the same as the MEFO Bills "mash this button as soon as it's available" - you should consider if you actually need to escalate the war in order to win or not.


As I said in the suggestions, I think the Japanese should have a countdown when the war broke out with China to have a Malus spirit to fight against the Chinese troops since in reality the first advances of the important Japanese were quite enough to control the entire Chinese coast That's when the Japanese stagnated
 

Somentus

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Are there any plans to streamline naval production? It is so bothersome when I want to produce the same ship ten times on 10 different (!) production lines. I have to add the ship ten times, then set max naval dockyards 10 times, which sometimes means a couple of clicks, because on some ships you can't Shift Click to add 5 dockyards, if the ship can only be produced by 3 dockyards at maximum. This is a very bothersome and annoying process, which I think can definitely be improved on!
 

blahmaster6k

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Always nice to see QoL changes... and since that's the topic, I'd like to re-suggest two things I think they'll be a lot helpful:

  • Grouping save games by playthroughs like Stellaris does. Meaning, instead of having a giant list of ALL save games you ever made, each time you start a new game, it will create a campaign/playthrough with its own saves and auto saves.
  • I've found myself losing a lot of time in making air wings (especially if you have a lot of airplanes types) then I realized a very simple solution to drastically reduce the number of clicks and time needed: simply don't close the airwing window after you created one. If you think about it, the current "workflow" is click Add airwing --> Search and scroll to the desired type --> select the number of planes --> create airwing --> repeat from the beginning. If once you have create one airwing, the window wouldn't close and kept the same "scroll position", then you could simply make all airwings you wanted very fast. Alternatively, some option to make multiple airwings at the same time, like when you made your airwing, you can select how many of them you want (e.g.: make a 100 fighters airwing and then spawn 10 of them)

I'd also like the possibility of selecting multiple naval task forces and apply to all of them the same "template" in one go, without the need to apply it for each one of them...
The fastest way to create air wings is to make a wing of 800, then press d twice to split down to 200, then select one of those, increase the size to 800, and press d two more times. Air wings fully reinforce every 24 hours, so this method deploys planes much faster than creating new air wings.
 

I'mDaJokahBaby

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May we have the ability to choose where we release a nation? I would like to release Czechia as Germany, but if I release them, I lose my cores on Sudetenland. Same with Poland and the Polish corridor. May we have the ability to choose what land we release a nation with, or at least the ability to not lose cores on land we release? (Being able to get cores on Poznan and Silesia without needing the Soviets would be nice too)
 

Lord Fattoni

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I like the decisions changes.
But, as an experienced gamer (almost 1400 hours of play), it is very annoying to start a game an unselect 20 decisions every time you start. Couldn't you add a button in the title of each decisions section so you can select/unselect all the decisions at once? It would be better than making 20 clicks in every game at the start.
Other thing I don't understand is why when you pick an alternate history game, Germany never goes for the democracy /restore the kaiser path. Could you increase the odds of Germany for choosing this path (just like Japan choosing comunism or democracy) It would very nice now that there are anothers countrys with national focus that can increase world tension without needing a fascist Germany.
The last thing I think you should change is the Hungarian focus tree. In all the games I have played as hungary, only 10% of the times austria and chekoslovaquia agrees to reform the austio-hungarian empire, and 90% of the times the dont agree and it is fucking game breaking, you have to restart to try it again. Once I had to restart 20 times to get the empire back again. Could you increase the odds just like 50-50, because if not it is like an useless mechanic that almost never works. An also, it would be nice that if Chekoslovakia has agreed to enter the empire again, a way to avoid the Chekoslovakia fate of fascist Germany. With a new focus or just a decision to be friend with Germany or maybe italy.
It would be great to see an alternate history game with austro-hungarian empire, imperial Germany and turkey/italy against the allies as revenge for 1WW.
 

PurpulaPhoenixum53

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Idle America

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I would like the option to disable notifications for entire groups of Decisions. Add one of the green dots next to the "Political Decisions," for instance, to immediately disable the Ideology Raids/Bans/Press Censorship decisions, so I don't have to tick them all individually at the start of each game.
 

FLUX2226

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I like the decisions changes.
But, as an experienced gamer (almost 1400 hours of play), it is very annoying to start a game an unselect 20 decisions every time you start. Couldn't you add a button in the title of each decisions section so you can select/unselect all the decisions at once? It would be better than making 20 clicks in every game at the start.
Other thing I don't understand is why when you pick an alternate history game, Germany never goes for the democracy /restore the kaiser path. Could you increase the odds of Germany for choosing this path (just like Japan choosing comunism or democracy) It would very nice now that there are anothers countrys with national focus that can increase world tension without needing a fascist Germany.
The last thing I think you should change is the Hungarian focus tree. In all the games I have played as hungary, only 10% of the times austria and chekoslovaquia agrees to reform the austio-hungarian empire, and 90% of the times the dont agree and it is fucking game breaking, you have to restart to try it again. Once I had to restart 20 times to get the empire back again. Could you increase the odds just like 50-50, because if not it is like an useless mechanic that almost never works. An also, it would be nice that if Chekoslovakia has agreed to enter the empire again, a way to avoid the Chekoslovakia fate of fascist Germany. With a new focus or just a decision to be friend with Germany or maybe italy.
It would be great to see an alternate history game with austro-hungarian empire, imperial Germany and turkey/italy against the allies as revenge for 1WW.

The best thing is, the Austrian and Czechoslovakian AI has modifiers that make them ALWAYS accept any proposals of Hungary to reform the empire, if Hungary is controlled by an AI. So the AI is allowed to reform the empire no matter what, while a player has to gamble and restart countless times because you can't get their chance to a true 100% even if you fulfill all conditions from the AI event file that make them more likely to accept. (Not being able to get 100% agreement chance from the AI is pretty bothersome in other cases as well, e.g. as the British Raj when you ask Germany for support because if they say yes, you get an alternative leader with a special trait.)

No way to guarantee an AI decision success doesn't make the game more interesting, just more frustrating because if RNG screws you up, you either reload or restart anyway.
 

Bearjuden

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On the topic of quality of life stuff like what you advertised, can we get a version of the frontline tool that snaps to coast so that you don't have to carefully draw a coastline when you want to guard against naval invasions?
 

Shiny Dog

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On the topic of quality of life stuff like what you advertised, can we get a version of the frontline tool that snaps to coast so that you don't have to carefully draw a coastline when you want to guard against naval invasions?
Can't you just have the same effect by garrisoning the coastal states and setting it so that they only guard the coast?
 

Casko

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On the topic of quality of life stuff like what you advertised, can we get a version of the frontline tool that snaps to coast so that you don't have to carefully draw a coastline when you want to guard against naval invasions?

Can't you just have the same effect by garrisoning the coastal states and setting it so that they only guard the coast?

Or for that matter, just create 2 garrison armies, one to guard ports with higher quality troops, and less quality for rest of the coastline.