• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

War Effort - Operation Source [1.12.7 - Checksum b738]

image (5).png
Hello there Generals!

The War Effort Continues with Operation Source! Today's operation has set sail with new focuses, balance changes and of course bug fixes!
We now sail towards a new operation, which we will be sharing more information about in 2023. But until then, we wish you good fortune in your conquering adventures!

You can find the patch notes (unchanged from the Open Beta version) below:

##################################
# Balance
##################################
- Italian decisions Expand Regional Control in Ethiopian states no longer require any Ethiopian legitimacy value.
- Canadian focus 'Dollar-A-Year Men' now grants a national spirit with -33% political advisor cost. The exchange rate of dollars to political power is poor.
- Canadian focus 'Bits and Pieces Program' has gained an extra bit and piece, now granting 4% industrial and dockyard output, from 3%
- Canadian focuses that grant army experience now grant significantly more of it
- Fascist Canada now has the choice to offer concessions to the United Kingdom in return for Labrador and Newfoundland, which will be more likely to be accepted. Tooltips added for conditions leading to higher success chances.
- Ships transferred as part of a Peace Conference action no longer have crew included: ship experience is reduced to 25% of what it was before the transfer
- Australia has an additional shipyard focus. Each shipyard focus unlocks one of the naval designers, and naval designer traits are rebalanced.
- All Australian focuses granting army experience now grant between 5 and 10 times more
- Australian focus 'Naval Auxiliary Patrol' now grants 5% core defence factor, from 3%, and 10% naval experience gain (new). Experience gain from naval focuses increased slightly.
- Australian Arms Production focus now grants -10% infantry equipment build cost in addition to civilian factory conversion speed.
- Added a new focus for Australia, 'Coordinate Central Bureau', which adds 2 signal company research/ahead of time bonuses, and a decryption bonus if La Resistance is owned.
- Warscore contribution from lend leasing fuel and equipment roughly tripled. Warscore malus from receiving lendlease remains unchanged for now.
- Warscore from capturing a province for the first time increased to 4, from 3, Warscore from IC damage reduced by 20%
- Mengkukuo now has a starting core on Ordos. This does not come with free Ixian technology.
- Taking occupied states in peace conferences is now considerably cheaper. AI is less likely to contest unoccupied states (though they still will if they have good reasons)
- Added one new Hungarian Focus to construct a new flagship, accelerating potential naval growth a bit. Admiral Horthy can now complete his transcendence.
- Plane Designer: Engine 2 speed reduced to 480/450, from 530/480
- Hungarian Aluminium production is balanced between Transdanubia and Northern Hungary. Added 1 excavation decision to improve Transdanubian bauxite production, requiring excavation II
- Added a late-game resource prospecting decision for tapping the Derna oilfield in North Transylvania.
- Added a Hungarian Focus for restarting the shipping industry, adding 3 dockyards in a coastal state
- Canadian Focus 'Retool Angus Shops' now grants 2 military factories, from 1
- Canadian Focus 'United Shipyards' now grants 4 dockyards, from 3
- Canadian Focus 'Maritime Colonial Railway' now grants 2 Civilian Factories, from 1
- Canadian Focus 'Defense of Canada Regulations' now takes 35 days, from 70
- Added approximately 40% more German random name possibilities
- Added approximately 20% more English random name possibilities
- Added a new option when releasing nations. You can now choose to retain states upon which you have cores. Retained cores can still be returned to the puppet through the occupation menu.
- Rebalanced values for the "Sky Supplies" career profile medal to make it in line with new transport planes supply capabilities.

##################################
# UI
##################################

- Fix Career Profile Awards view for mod achievements in case of long texts

##################################
# AI
##################################

- AI now puts more weight on advisor competence rather than advisor cheapness, contrary to modern business practices.
- Fixed bug where AI gave super high score to the max_command_power and uncategorized modifiers while hiring advisors

##################################
# Modding
##################################

- Make the following triggers neutral - meaning they won't impact the outcome of the trigger block they are in: log, set_temp_variable, print_variables, round_temp_variable, clamp_temp_variable, subtract_from_temp_variable, multiply_temp_variable, divide_temp_variable, clear_temp_array, add_to_temp_array, remove_from_temp_array, resize_temp_array, find_highest_in_array, find_lowest_in_array

##################################
# Bugfix
##################################

- Fixed unlocalized armoured car technologies when researched via script.
- Reorganise Ascari will no longer add Armoured Cars to division templates if La Resistance is not active.
- Fixed typo in Balance of Power tooltip when there are no modifiers applied.
- Fix checking if a country is at war with someone in your faction. Also fixes add_to_faction effect.
- Ethiopian national spirit Aid Ethiopian Communists now shows proper localization
- Fixed wrong value for Mobilization Speed in the first range of the Italian Communist side of the Balance of Power
- Random seed for the outcome of NKVD decision to assassinate Stalin is now dynamic. Nobody is safe.
- New divisions spawned by Italian decision Train Irregulars will now spawn when the decision finishes instead of when the decision starts.
- Fixed Issue where Switzerland would not take focuses that required less than Full Cantonal Power
- Decreased likelihood Switzerland will join the Allies or Axis late war.

Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
 

Attachments

  • Launcher 451x230 (1).png
    Launcher 451x230 (1).png
    175,1 KB · Views: 0
Last edited:
  • 29Like
  • 12Love
  • 1
Reactions:
Hello there Generals!

The War Effort Continues with Operation Source! Today's operation has set sail with new focuses, balance changes and of course bug fixes!
We now sail towards a new operation, which we will be sharing more information about in 2023. But until then, we wish you good fortune in your conquering adventures!

You can find the patch notes (unchanged from the Open Beta version) below:

##################################
# Balance
##################################
- Italian decisions Expand Regional Control in Ethiopian states no longer require any Ethiopian legitimacy value.
- Canadian focus 'Dollar-A-Year Men' now grants a national spirit with -33% political advisor cost. The exchange rate of dollars to political power is poor.
- Canadian focus 'Bits and Pieces Program' has gained an extra bit and piece, now granting 4% industrial and dockyard output, from 3%
- Canadian focuses that grant army experience now grant significantly more of it
- Fascist Canada now has the choice to offer concessions to the United Kingdom in return for Labrador and Newfoundland, which will be more likely to be accepted. Tooltips added for conditions leading to higher success chances.
- Ships transferred as part of a Peace Conference action no longer have crew included: ship experience is reduced to 25% of what it was before the transfer
- Australia has an additional shipyard focus. Each shipyard focus unlocks one of the naval designers, and naval designer traits are rebalanced.
- All Australian focuses granting army experience now grant between 5 and 10 times more
- Australian focus 'Naval Auxiliary Patrol' now grants 5% core defence factor, from 3%, and 10% naval experience gain (new). Experience gain from naval focuses increased slightly.
- Australian Arms Production focus now grants -10% infantry equipment build cost in addition to civilian factory conversion speed.
- Added a new focus for Australia, 'Coordinate Central Bureau', which adds 2 signal company research/ahead of time bonuses, and a decryption bonus if La Resistance is owned.
- Warscore contribution from lend leasing fuel and equipment roughly tripled. Warscore malus from receiving lendlease remains unchanged for now.
- Warscore from capturing a province for the first time increased to 4, from 3, Warscore from IC damage reduced by 20%
- Mengkukuo now has a starting core on Ordos. This does not come with free Ixian technology.
- Taking occupied states in peace conferences is now considerably cheaper. AI is less likely to contest unoccupied states (though they still will if they have good reasons)
- Added one new Hungarian Focus to construct a new flagship, accelerating potential naval growth a bit. Admiral Horthy can now complete his transcendence.
- Plane Designer: Engine 2 speed reduced to 480/450, from 530/480
- Hungarian Aluminium production is balanced between Transdanubia and Northern Hungary. Added 1 excavation decision to improve Transdanubian bauxite production, requiring excavation II
- Added a late-game resource prospecting decision for tapping the Derna oilfield in North Transylvania.
- Added a Hungarian Focus for restarting the shipping industry, adding 3 dockyards in a coastal state
- Canadian Focus 'Retool Angus Shops' now grants 2 military factories, from 1
- Canadian Focus 'United Shipyards' now grants 4 dockyards, from 3
- Canadian Focus 'Maritime Colonial Railway' now grants 2 Civilian Factories, from 1
- Canadian Focus 'Defense of Canada Regulations' now takes 35 days, from 70
- Added approximately 40% more German random name possibilities
- Added approximately 20% more English random name possibilities
- Added a new option when releasing nations. You can now choose to retain states upon which you have cores. Retained cores can still be returned to the puppet through the occupation menu.
- Rebalanced values for the "Sky Supplies" career profile medal to make it in line with new transport planes supply capabilities.

##################################
# UI
##################################

- Fix Career Profile Awards view for mod achievements in case of long texts

##################################
# AI
##################################

- AI now puts more weight on advisor competence rather than advisor cheapness, contrary to modern business practices.
- Fixed bug where AI gave super high score to the max_command_power and uncategorized modifiers while hiring advisors

##################################
# Modding
##################################

- Make the following triggers neutral - meaning they won't impact the outcome of the trigger block they are in: log, set_temp_variable, print_variables, round_temp_variable, clamp_temp_variable, subtract_from_temp_variable, multiply_temp_variable, divide_temp_variable, clear_temp_array, add_to_temp_array, remove_from_temp_array, resize_temp_array, find_highest_in_array, find_lowest_in_array

##################################
# Bugfix
##################################

- Fixed unlocalized armoured car technologies when researched via script.
- Reorganise Ascari will no longer add Armoured Cars to division templates if La Resistance is not active.
- Fixed typo in Balance of Power tooltip when there are no modifiers applied.
- Fix checking if a country is at war with someone in your faction. Also fixes add_to_faction effect.
- Ethiopian national spirit Aid Ethiopian Communists now shows proper localization
- Fixed wrong value for Mobilization Speed in the first range of the Italian Communist side of the Balance of Power
- Random seed for the outcome of NKVD decision to assassinate Stalin is now dynamic. Nobody is safe.
- New divisions spawned by Italian decision Train Irregulars will now spawn when the decision finishes instead of when the decision starts.
- Fixed Issue where Switzerland would not take focuses that required less than Full Cantonal Power
- Decreased likelihood Switzerland will join the Allies or Axis late war.

Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
Can we please have an update on when 2d sprites (and 3d) choices for planes will be corrected in the designer for at least major nations? Corax previously stated it was on the to do list but would take some time, however, the 3 month mark is coming soon since release, and It would be great to have BBA 'finished' before any housekeeping begins since we have almost waited a full quarter... Having all planes sprites available for all major nations would be better than the current randomness that is currently listed for choices. Call it QoL if you like but its immersion breaking and frustrating considering the whole idea of the designer was customizing your own planes, and then what you made isn't visually available because it is listed incorrectly in the code. Thank you.
 
  • 5Like
  • 3
Reactions:
Have the foreign opinion bugs been fixed this time?

No, it has not yet been fixed.

My bug report from last month (see below) has gotten a decent number of upvotes, but still has yet to be marked as "confirmed" or "under review", which is unfortunate.

I have found a band-aid though- it wastes Political Power, but it can get us by until this bug gets corrected. Here goes:

  1. Before you exit the game, make sure you have at least 11 Political Power saved up.
  2. When you re-load, the "Improved Relations" opinion modifier will still be present.
  3. If you do nothing, after a single day elapses, the modifier will disappear.
  4. However, if, before unpausing, you start improving relations again (which costs 10 PP), and let 2 days tick by, the modifier will be retained as normal.
  5. You can then cancel your "Improve Relations" diplomatic action, and the opinion boost will decay as it used to before patch 1.12.4.
  6. Rinse and repeat as needed each time you exit, then re-load your save.

 
  • 5
  • 3Like
Reactions:
This might get futzy, but shouldn't certain factions get irregulars? Thinking SCW factions, maybe for some chinese factions, etc.? Might be a bit out of scope for this, but it feels like something that should be the case.
 
  • 2Like
Reactions:
Can you please rebalance Communist China? It is very obsolete and unplayable
Obsolete probably...but outright unplayable? Can you elaborate on this? I think chances to see an updates to things rise, if we point the devs to what we exactly consider as problematic or broken.
 
  • 1Like
Reactions:
EDIT: There appears to have been a bug affecting at least myself, and two of my friends who had downloaded the beta patch and then gone onto the main game wherein no naval designer differences existed! I don't know the nature of the bug, but this ought frame this comment!

I am going to come off as techy here, so will state I am glad these patches are happening at the fore; I appreciate the work paradox does... apologies for what comes next.

When I saw that Australia, was not only getting some nice buffs, but that those buffs were in part navy focused, I was super excited. When I read that they were getting rebalanced design companies I was thinking "YES, this is exactly what a mini patch to bring old nations up to speed would be!" To say I was disapointed when I saw what had been done is an understatement.

Australia, has had added a focus, which COULD NOT BE more the same as another focus in the tree if you tried. They currently have two focuses, with the same prereqs, building in adjacent provinces, in the same naval region, Unlocking the same techs and granting two design companies with (you guessed it) The exact same effects.

These effects being a generic 15% research speed... that is it.

I do get, I should be happy they are being buffed at all, but stuff like this just really shows a lack of understanding of players interests. I am a naval player at heart. I like building custom ships, trying new designs. Australia is one of those nations in perfect position, to build a new, moderate sized navy. Given that nations with substantive navies starting are so few, and that navy is a quite 'isolated' system, nations like these are precious. To most players new dockyards for australia are irrelevant, they will neither be doing those focuses early, nor probably even reading them (which is fine... because they are literally a coinflip focus...).

However, if you are a naval player, the diversity and fun removed from AST from having two generic pointless non strategic focuses and no naval designers, no uniqueness, no creativity is just a terrible shame. Heck, I would even settle for random designers such as the random political leader effects! Something, just something to make these focuses as brilliant as for instance, Bulgaria getting dockyards on any provinces on the aegean (when to take it, to keep waiting, do you need the follow on foci sooner? Brilliant decision making fun).

Some might say, "balance" means they can't change too much... but it isn't a meaninfgul argument. If it was about balance the new system and ways of spending xp would certainly not have been implemented withoiut a complete rehaul of the XP different nations get. (Note this is being amended now, clearly indicating a much bigger than "are the companies generic or not" change was implemented without foresight or care for the consquences fo naval balance).

I mean come on, is it that hard to make this policy a choice. Heck, even just the dockyard focuses being on different sides of the country or sea zones to make it so you could AT LEAST put them less or more at the risk to japanese naval invasions for instance!

I love HOI4, I love that the new team is taking an active interst in keeping the game up to speed retroactively... however

This is just another change in a long line of changes I am increadingly seeing from the dev team that are about making a system 'look better' not actually be better. A tweak to a system that shows no actual understanding of how the system works or the players who are interested in it. A patch note that looks great, to anyone reading it at a glance, but to anyone who actually cares about the specific system in question, it either doesn't work, doesn't do the thing intended, or has a knock on consquence ill considered...

To anyone who says, it is free, it is better than nothing, just remeber... it really isn't. This is what australia is getting. No custodian, no rework, no formal investigation to see if it kept to date, just this patch. If you are really happy with cloned focuses with no decision making interest behind them at all being the last look Australia gets, then by all means downvote. I just would rather it not be looked at at all; so modders or a custodian team later down the line can fix it; then tweaked in such a shallow way.
 
Last edited:
  • 1
Reactions:
Hello there Generals!

The War Effort Continues with Operation Source! Today's operation has set sail with new focuses, balance changes and of course bug fixes!
We now sail towards a new operation, which we will be sharing more information about in 2023. But until then, we wish you good fortune in your conquering adventures!

You can find the patch notes (unchanged from the Open Beta version) below:

##################################
# Balance
##################################
- Italian decisions Expand Regional Control in Ethiopian states no longer require any Ethiopian legitimacy value.
- Canadian focus 'Dollar-A-Year Men' now grants a national spirit with -33% political advisor cost. The exchange rate of dollars to political power is poor.
- Canadian focus 'Bits and Pieces Program' has gained an extra bit and piece, now granting 4% industrial and dockyard output, from 3%
- Canadian focuses that grant army experience now grant significantly more of it
- Fascist Canada now has the choice to offer concessions to the United Kingdom in return for Labrador and Newfoundland, which will be more likely to be accepted. Tooltips added for conditions leading to higher success chances.
- Ships transferred as part of a Peace Conference action no longer have crew included: ship experience is reduced to 25% of what it was before the transfer
- Australia has an additional shipyard focus. Each shipyard focus unlocks one of the naval designers, and naval designer traits are rebalanced.
- All Australian focuses granting army experience now grant between 5 and 10 times more
- Australian focus 'Naval Auxiliary Patrol' now grants 5% core defence factor, from 3%, and 10% naval experience gain (new). Experience gain from naval focuses increased slightly.
- Australian Arms Production focus now grants -10% infantry equipment build cost in addition to civilian factory conversion speed.
- Added a new focus for Australia, 'Coordinate Central Bureau', which adds 2 signal company research/ahead of time bonuses, and a decryption bonus if La Resistance is owned.
- Warscore contribution from lend leasing fuel and equipment roughly tripled. Warscore malus from receiving lendlease remains unchanged for now.
- Warscore from capturing a province for the first time increased to 4, from 3, Warscore from IC damage reduced by 20%
- Mengkukuo now has a starting core on Ordos. This does not come with free Ixian technology.
- Taking occupied states in peace conferences is now considerably cheaper. AI is less likely to contest unoccupied states (though they still will if they have good reasons)
- Added one new Hungarian Focus to construct a new flagship, accelerating potential naval growth a bit. Admiral Horthy can now complete his transcendence.
- Plane Designer: Engine 2 speed reduced to 480/450, from 530/480
- Hungarian Aluminium production is balanced between Transdanubia and Northern Hungary. Added 1 excavation decision to improve Transdanubian bauxite production, requiring excavation II
- Added a late-game resource prospecting decision for tapping the Derna oilfield in North Transylvania.
- Added a Hungarian Focus for restarting the shipping industry, adding 3 dockyards in a coastal state
- Canadian Focus 'Retool Angus Shops' now grants 2 military factories, from 1
- Canadian Focus 'United Shipyards' now grants 4 dockyards, from 3
- Canadian Focus 'Maritime Colonial Railway' now grants 2 Civilian Factories, from 1
- Canadian Focus 'Defense of Canada Regulations' now takes 35 days, from 70
- Added approximately 40% more German random name possibilities
- Added approximately 20% more English random name possibilities
- Added a new option when releasing nations. You can now choose to retain states upon which you have cores. Retained cores can still be returned to the puppet through the occupation menu.
- Rebalanced values for the "Sky Supplies" career profile medal to make it in line with new transport planes supply capabilities.

##################################
# UI
##################################

- Fix Career Profile Awards view for mod achievements in case of long texts

##################################
# AI
##################################

- AI now puts more weight on advisor competence rather than advisor cheapness, contrary to modern business practices.
- Fixed bug where AI gave super high score to the max_command_power and uncategorized modifiers while hiring advisors

##################################
# Modding
##################################

- Make the following triggers neutral - meaning they won't impact the outcome of the trigger block they are in: log, set_temp_variable, print_variables, round_temp_variable, clamp_temp_variable, subtract_from_temp_variable, multiply_temp_variable, divide_temp_variable, clear_temp_array, add_to_temp_array, remove_from_temp_array, resize_temp_array, find_highest_in_array, find_lowest_in_array

##################################
# Bugfix
##################################

- Fixed unlocalized armoured car technologies when researched via script.
- Reorganise Ascari will no longer add Armoured Cars to division templates if La Resistance is not active.
- Fixed typo in Balance of Power tooltip when there are no modifiers applied.
- Fix checking if a country is at war with someone in your faction. Also fixes add_to_faction effect.
- Ethiopian national spirit Aid Ethiopian Communists now shows proper localization
- Fixed wrong value for Mobilization Speed in the first range of the Italian Communist side of the Balance of Power
- Random seed for the outcome of NKVD decision to assassinate Stalin is now dynamic. Nobody is safe.
- New divisions spawned by Italian decision Train Irregulars will now spawn when the decision finishes instead of when the decision starts.
- Fixed Issue where Switzerland would not take focuses that required less than Full Cantonal Power
- Decreased likelihood Switzerland will join the Allies or Axis late war.

Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.

So we can now get the Austria-Hungary Achievement? We no longer are screwed over by bad code. Add this to the Protect Czechoslovakia improvements I'm very much liking this new direction from Paradox.
 
Australia, has had added a focus, which COULD NOT BE more the same as another focus in the tree if you tried. They currently have two focuses, with the same prereqs, building in adjacent provinces, in the same naval region, Unlocking the same techs and granting two design companies with (you guessed it) The exact same effects.

These effects being a generic 15% research speed... that is it.
I agree that both focii would profit from being more distinct in their effects, but in regard to the designers "exact the same" isn't correct. The direction is largely the same (foremost a considerable extended ship range), but C.I.S maxes it, restricts it to HC and screen ship and combines it with speed, while the K.P.D.D. give less range and no speed to all ships except HC and a small production bonus for convoys and subs.
I concede though that those differences are fairly minor and I had to scratch my head quite a bit to decide what is better in regard to the designer (while knwoing OTOH that even the "worse" choice will be almost the same) after completing both focii. What is lacking is e.g. the feeling "Pick this designer for just defending your continent and the other for a more risky, offensive approach" or something.

CIS.jpgKPDD.jpg
 
Good to see more of the Commonwealth nations getting some love after such a long time.
 
  • 1Like
Reactions:
I agree that both focii would profit from being more distinct in their effects, but in regard to the designers "exact the same" isn't correct. The direction is largely the same (foremost a considerable extended ship range), but C.I.S maxes it, restricts it to HC and screen ship and combines it with speed, while the K.P.D.D. give less range and no speed to all ships except HC and a small production bonus for convoys and subs.
I concede though that those differences are fairly minor and I had to scratch my head quite a bit to decide what is better in regard to the designer (while knwoing OTOH that even the "worse" choice will be almost the same) after completing both focii. What is lacking is e.g. the feeling "Pick this designer for just defending your continent and the other for a more risky, offensive approach" or something.

View attachment 926042View attachment 926043
This is not at all what I see 0_0. I waited for the beta to be over to ensure that I hadn't missed anything or failed the download. I also had two friends confirm the designers did the same thing/ were no different on two different dates...

Thanks for this post but it does rather make me think what has gone on here? I am certain my friends and I both played on the test version and actual and nneither time were these designers different...

Anyone else can comment on if the Australian designers appear different for them?
 
  • 1
Reactions:
Is it just me or did most countries stop picking better mobilization laws (switching from CIV) during peacetime? I've seen USSR staying on Civilian industry way into Barbarossa. Speaking of USSR, it really needs it PP spending optimised. USSR is wasting PP on unnecessary agitprop, increasing relations with Romania (what for?) and does not prioritise any designers or ministers (and this is just the tip of the iceberg with AI SOV problems).
 
  • 3
Reactions:
Is it just me or did most countries stop picking better mobilization laws (switching from CIV) during peacetime? I've seen USSR staying on Civilian industry way into Barbarossa. Speaking of USSR, it really needs it PP spending optimised. USSR is wasting PP on unnecessary agitprop, increasing relations with Romania (what for?) and does not prioritise any designers or ministers (and this is just the tip of the iceberg with AI SOV problems).
If it's historical, they did not make so clever decisions in real life also. When the Soviet union fell and agitprop was gone (during Yeltsin), the archives opened and revealed falsified statistics. About designers and ministers, IRL Stalin got rid of many of the talented.
 
  • 1
Reactions:
Not sure if I'm answering your original question, but yes, I see the two Australia ship designers having the same effects as listed in the post by @Herennius


View attachment 926102
This same effect for different advisors or designers may not seem as issue, but it kills fun away. I think devs should consider different traits for different options (advisor or designer, doesn't matter) so players can have fun trying different styles, experimenting.
 
If it's historical, they did not make so clever decisions in real life also. When the Soviet union fell and agitprop was gone (during Yeltsin), the archives opened and revealed falsified statistics. About designers and ministers, IRL Stalin got rid of many of the talented.
The bad USSR AI doesn't produce historical results. Ingame, by Barbarossa, the USSR only has about 65% of the divisions it had in reality, and in terms of military factories is outnumbered by Germany 3 to 1.

I don't think the "intentionally bad AI" excuse holds up - in reality the USSR had a big army and a lot of factories.
 
The bad USSR AI doesn't produce historical results. Ingame, by Barbarossa, the USSR only has about 65% of the divisions it had in reality, and in terms of military factories is outnumbered by Germany 3 to 1.

I don't think the "intentionally bad AI" excuse holds up - in reality the USSR had a big army and a lot of factories.
I agree in that the AI USSR should have more divisions and factories. I just meant many decisions were politically motivated (or by Stalin's paranoia), so in retrospect not all are clever. Like not letting the Soviet troops to prepare for defense when their intel knew the Germans are going to attack, but Stalin refused to believe.