HOI4 Hydra 1.7.0 BETA patch [checksum: d12e]

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This is probably not a beta-related observation, but naval leader trait gain probably needs a buff. As Germany, Boehm single-handedly sunk the British, US, and Italian navies, and yet he still hasn't earned a single trait since the start. At this point there aren't any more navies to sink, unless I want to attack Japan just to give Boehm some practice.
 
I am using 1.7.0 (d12e), SP, no mods, 1936 start, USA, 5 dockyards assigned to Convoys, and am getting lots of the following errors, always in pairs:

[07:12:17][convoys.cpp:386]: Tried to remove zero or a negative amount of convoys!
[07:12:17][convoys.cpp:364]: Tried to add zero convoys
 
Since I made a post in this beta thread earlier and got drawn into it, I thought it would be interesting to test the latest version (d12e) as the Soviet Union. In 1.6, the Soviet Union was vastly overpowered, but with the German AI improvements it was not clear how much of a challenge it would be for a player. I saved a game right after the German declared war in case someone wants ot check for themselves.

https://drive.google.com/open?id=1daWS-nnLv_TWxJZkan-hidvxbQIYDIEq

My overall impression was that by 1941 the Soviet Union can still field a more powerful army than Germany, have all the best techs, and a good set of leaders. However, I followed a slightly different path here than the AI does, which makes the Soviets much stronger. I will provide a some details below.

In terms of actions, the non-standard choices were the following:
1. Sending armor instead of mountaineers to Spain, which ensured a quick and easy Republican victory.
2. Supporting Nat. China with 40k old rifles and 7 volunteer divisions to slow down Japan so that China did not surrender before the US entered the war as they usually do.
4. Puppeting Finland (the AI does this too, though).
3. Giving the UK fuel as lend-lease (since the US doesn't) and air volunteers. The latter seemed a little buggy, since in contrast to the volunteers in China they were not sent home when the war with Finland started (does this not work correctly with only air wings?).

The two keys to a strong Soviet Army is 40-width infantry divisions and good top leadership. Thus after gaining volunteer experience, as Field Marshalls Zhukov and Konev could between them lead the 240 infantry divisions which constituted the bulk of the army (each with a lvl 3 General). Each division was composed as following
20 infantry, 1 marine, 2 artillery, support artillery, support AA, engineers, and recon.
Doctrine research was timed so that the width reduction was finished in early 1941. The marines and engineers counter the terrain penalties of the artillery for river crossings (and marshes).
Supplementary units included 24 cavalry divisions, 9 light armor divisions, and 1 motorized division, with medium armor divisions (1941 tanks) in training.
All artillery was 1939 models. Small arms were about 50-50 '39/'36 split, with the old models phasing out quickly into the reserve.
Overall, this force of almost 6 million was stronger than all the western axis powers put together. It seems the Soviet AI is not pursuing such an aggressive buildup (and that is probably a good thing), but for a player the Soviet Union is still a little economically overpowered.

In terms of AI behavior, two things stood out. First, in terms of the axis buildup on the Eastern Front, it looked very much the same way as it always used to, with the bulk of the forces in Romania. This gamble pays off if the Soviets fail to defend the south, but also leaves Germany vulnerable to a quick invasion by a superior Soviet force advancing along the Baltic. Once the front in the north breaks down, units are shifted north, causing a wide collapse. Even with a less aggressive strategy, a superior Soviet force that defends the south can bleed out the axis without giving too much ground. However, what paradox seems to be trying to accomplish is to recreate the historical situation with an initial Soviet disaster, followed by a recovery, and then the "steam roller." To make this happen is, of course, much more challenging than just defeating the axis, so I am not suggesting that a strong initial Soviet setup is the answer. But a more balanced axis offensive with more forces in the north could perhaps alleviate the problem of a Soviet front collapse in the south while leaving the axis AI less vulnerable to a human Soviet player.

The other comment is with respect to China. Once the Japanese naval invasions start, China is defeated very quickly. One reason is that by this time China has a large deficit of equipment due to very aggressive early behavior. But the main issue seems to be that they are completely incapable of dealing with the naval invasions. The key areas are not well garrisoned and while forces are dispatched, by the time they arrive the invading forces have already a strong foothold. But then, when either an offensive is launched in the north or another landing takes place, all defenders suddenly disappear and the invading force simply marches inland. They eventually come back, but the Japanese capture the entire coastline with almost no resistance. A less aggressive and reactive Chinese AI would probably do much better again Japan.

Nice!

Germany should struggle against the Soviet Union with historical choices but “possibly prevail” which is what the devs seem to be aiming for. The actions you have taken would considerably improve those chances by a long shot so I’m not surprised they are overpowered.

You just need a little role play...

Having said that I am sure an improved Soviet Union focus tree to fit with all the other new ones will help in the future.
 
This is probably not a beta-related observation, but naval leader trait gain probably needs a buff. As Germany, Boehm single-handedly sunk the British, US, and Italian navies, and yet he still hasn't earned a single trait since the start. At this point there aren't any more navies to sink, unless I want to attack Japan just to give Boehm some practice.

the massive ship XP loss from damage is also complete unbalanced imho and should be lowered
 
General Von Trapp
Which actions are you referring to specifically? Helping China weakens Japan against the US but also the Soviet Union against Germany. Giving oil to Britain mostly affects the war at sea. However, losing Africa makes the Axis focus more on the Soviet Union.

Thus, I assume you are referring to the Republican victory in Spain, which indeed weakens Germany. The reason is simply that I was lazy and wanted to finish the war as quickly as possible so I could spend time on China - and sending armor ensures an almost immediate win. However, the Soviet superiority by 1941 can be so overwhelming that, in combination with that the weakly defended northern part of the Axis front, a player win is "too" easy.

However, I absolutely agree with you that the player has an option to "role-play" historically. That is why I don't think that the still potentially overpowered Soviet Union is a problem for the game. The main purpose of the test was to see how much the weakness the Soviet Union exhibited in 1.6 was due to the resources they were given and how the AI manages the resources. While the weakness is in part due to the challenges of making the AI defend effectively, the solution is not to add more resources since that is not where the problem lies.

I also agree with you that the long-term solution may lie in a reworked Soviet focus tree, which would recreate an initial weakness, a recovery, and with allied massive allied support, a final victory - while at the same time slightly limiting the player's ability to exploit the overpowered economy. Here, it is perhaps also worth remembering how vast the Lend-Lease to the Soviet Union really was. People often focus on that the Soviets produced a lot of T-34s, Il-2's, and PPShs - but the "big name" weapons was the only thing they produced. All transportation that made the post-Kursk offensives possible came from the West. The Katyusha was perhaps the most fun anecdote in this respect. The name came from the "K" stamped on the launch rails by the Kominten factory - but they were all mounted on US trucks. Had it not been for the fact that this detail was not very popular with the politruks, the name of the BM-13 could thus have ended up being quite different. :)
 
General Von Trapp
Which actions are you referring to specifically? Helping China weakens Japan against the US but also the Soviet Union against Germany. Giving oil to Britain mostly affects the war at sea. However, losing Africa makes the Axis focus more on the Soviet Union.

Thus, I assume you are referring to the Republican victory in Spain, which indeed weakens Germany. The reason is simply that I was lazy and wanted to finish the war as quickly as possible so I could spend time on China - and sending armor ensures an almost immediate win. However, the Soviet superiority by 1941 can be so overwhelming that, in combination with that the weakly defended northern part of the Axis front, a player win is "too" easy.

However, I absolutely agree with you that the player has an option to "role-play" historically. That is why I don't think that the still potentially overpowered Soviet Union is a problem for the game. The main purpose of the test was to see how much the weakness the Soviet Union exhibited in 1.6 was due to the resources they were given and how the AI manages the resources. While the weakness is in part due to the challenges of making the AI defend effectively, the solution is not to add more resources since that is not where the problem lies.

I also agree with you that the long-term solution may lie in a reworked Soviet focus tree, which would recreate an initial weakness, a recovery, and with allied massive allied support, a final victory - while at the same time slightly limiting the player's ability to exploit the overpowered economy. Here, it is perhaps also worth remembering how vast the Lend-Lease to the Soviet Union really was. People often focus on that the Soviets produced a lot of T-34s, Il-2's, and PPShs - but the "big name" weapons was the only thing they produced. All transportation that made the post-Kursk offensives possible came from the West. The Katyusha was perhaps the most fun anecdote in this respect. The name came from the "K" stamped on the launch rails by the Kominten factory - but they were all mounted on US trucks. Had it not been for the fact that this detail was not very popular with the politruks, the name of the BM-13 could thus have ended up being quite different. :)

As a Soviet Union player there were two big problems that would make it “easier” for me on strict historical. The first being being how quickly you can get rid of officers purged because if you are quick enough you can get rid of it in 1940. The other problem is how quickly it reduces over time. I like that it gets progressively better but towards its end it’s pretty much neglible anyway which I think could be improved on.

In regards to China, say no one helped the China AI... I think you would expect it to fall by say at least 1941. If they got help through a lend lease by the USA or Soviet AI through infantry equipment, few artillery pieces etc then this should prolong the war. If however you start sending light tanks or significant air support then things should even constitute a push back however it should not be immediate. As a Japanese player you would be forced to devote more divisions to China. This could come at a time when the US is in the war giving you a huge challenge (US AI still needs work though). For the Japanese AI it should consider how it declares war on the USA because this really should be calculated on how it’s doing against China (number of provinces or resource increase). Not even touched on the Chinese supply yet (on the road map) which will have the same kinda effect as fuel on the game and The Sino-Japanese war cannot be properly modelled without it yet anyway. Overall in the end this constitutes the dynamic AI they are going after and hopefully they can get there.

This above though would work in ahistorical situations with a reactive AI but the historical side can be done through the national focuses to limit the player such as making that officers purge more damning and making the civil war harder if you don’t take it (albeit only down the historical side of the tree though). We would not need a historical setting as I’m sure I’ve heard the devs say before.

I don’t think Germany should worry about Africa, this should be resource driven and not affect its goals of world conquest (Soviet Union) however if it’s allies (Italy or anyone for ahistorical means) are struggling in Africa it should feel compellled to help out as they are in the same faction but not send too much (maybe have a reserve for itself for these occasions). At the moment in 1939 there are German divisions in South Africa with no purpose.

A republican victory is a nightmare for Germany anyway so I think this is modelled well. Germany in effect gets pincered from both sides and would never win... unless its allied with the USA, GB or has a significant number of them.

I think the Soviet defence issues is for another day unfortunately. They are going to focus on making defending more fun and it would make sense to do this with a Soviet focused expansion.
 
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Will the faction research sharing bonuses be updated accordingly with the other tech speed boosts?

-10% tech cost pre-MtG should transfer into +15% research speed, and not just +10% rs.
The cap -50% tech cost pre-MtG should become +100% rs, not just +50% rs.

Especially in the case of Commonwealth the minors were limited in their research slots in TfV as a trade-off for the faction research sharing ... but that sharing was serious debuffed in MtG.

So or buff the sharing again or return easy research slots to the Commonwealth minors.
 
the SP game is still very unbalanced, unless the player boost AI majors with sliders.
As GER I had tu put +4 slides on CHI, USA, UK, USRR to Axis dont dominate world in 1943.

With +4 slides, China is holding well in 1941, resembling more the historical scenario with japan occuping coastal zones and struggling to advance to interior, if dont buff, china is wiped early in 1940.

+4 UK is doing very well on sea, resembling more the status of naval superpower. without the +4 buff, the Vichy France+Italy+Japan navy completely liquidade UK navy in at max 1942, supposing that the GER player does not intervene, if the player GER intervene, it is possible to liquidate the royal navy in 1941!.

But remebering, as a GER i can control to flow of war, almost no rushing before 1940, and dont early bringing italy into war. AI GER tends to rush FRA+BENELUX after fall of poland, and with italy help(lols).

My suggestions
- find a way to AI GER delay the invasion of Benelux.
- find a way to tie Italy join Axis only after fall of Paris.
- find a way to AI JAP delay the atack the philippines, they bring USA into war early jun/1941.
- Vichy France inherits a huge fleet becoming a mini UK lols.

why boosts on AI work so well? Basically overcompesate AI flaws with flood of goods, political power, research time and troops.
 
the SP game is still very unbalanced, unless the player boost AI majors with sliders.
As GER I had tu put +4 slides on CHI, USA, UK, USRR to Axis dont dominate world in 1943.

With +4 slides, China is holding well in 1941, resembling more the historical scenario with japan occuping coastal zones and struggling to advance to interior, if dont buff, china is wiped early in 1940.

+4 UK is doing very well on sea, resembling more the status of naval superpower. without the +4 buff, the Vichy France+Italy+Japan navy completely liquidade UK navy in at max 1942, supposing that the GER player does not intervene, if the player GER intervene, it is possible to liquidate the royal navy in 1941!.

But remebering, as a GER i can control to flow of war, almost no rushing before 1940, and dont early bringing italy into war. AI GER tends to rush FRA+BENELUX after fall of poland, and with italy help(lols).

My suggestions
- find a way to AI GER delay the invasion of Benelux.
- find a way to tie Italy join Axis only after fall of Paris.
- find a way to AI JAP delay the atack the philippines, they bring USA into war early jun/1941.
- Vichy France inherits a huge fleet becoming a mini UK lols.

why boosts on AI work so well? Basically overcompesate AI flaws with flood of goods, political power, research time and troops.

I don’t think there is a problem with Italy joining the axis, there just needs to be a distinction between the security of a faction and actually joining the factions wars. The AI should be able to make the distinction of how many divisions France has compared to Germany, how the war is going and make a decision on whether it needs to help out. Failing that it should be restricted by a temporary national focus that prevents it waging war in Europe until June 1940 IF it’s made that decision by picking a national focus at the start that sends it down the historical path.

The sliders examples are great and I have found your post helpful that in that regard but they should not be a substitute for poor game balance.
 
In regards to China, say no one helped the China AI... I think you would expect it to fall by say at least 1941. If they got help through a lend lease by the USA or Soviet AI through infantry equipment, few artillery pieces etc then this should prolong the war. If however you start sending light tanks or significant air support then things should even constitute a push back however it should not be immediate. As a Japanese player you would be forced to devote more divisions to China. This could come at a time when the US is in the war giving you a huge challenge (US AI still needs work though). For the Japanese AI it should consider how it declares war on the USA because this really should be calculated on how it’s doing against China (number of provinces or resource increase). Not even touched on the Chinese supply yet (on the road map) which will have the same kinda effect as fuel on the game and The Sino-Japanese war cannot be properly modelled without it yet anyway. Overall in the end this constitutes the dynamic AI they are going after and hopefully they can get there.

Regarding China, it is not possible for the UK or US to provide them with equipment directly since this would have to be done by sea and even if you provide transports, the Chinese cannot escort them and they will just be sunk by the Japanese navy. However, as I mentioned in my previous post, the aggressive and reactive tactics of the Chinese means that even very substantial aid (as the 40k rifles provided in my Soviet playthrough) only has limited effect, since they are all lost quickly. In that game the main contribution to the delay was the use of the 7 Soviet volunteers as "fire brigades" against the landings. When playing the allies, I have never seen China last into 1941, even with the Burma road, etc.

A republican victory is a nightmare for Germany anyway so I think this is modelled well. Germany in effect gets pincered from both sides and would never win... unless its allied with the USA, GB or has a significant number of them.

Again, this depends. If the Axis in case of a Republican victory would give up on North Africa (where they typically lose 1M troops for little gain), and instead make a strong push against Spain when it enters the war, it could actually be an overall benefit for them. What is happening, however, is that they only leave a relatively weak garrison in France and the "unexpected" Spanish attack takes them by surprise.

If we speculate beyond the game details, one could perhaps argue that even if the Republicans would come into power, and the communists would prevent a resurgence of the anarchists (which they destroyed in Barcelona instead of fighting the fascists, which was a strong contribution to them losing the war), Spain would likely be equally exhausted and weak and in the case of a Fascist victory. Thus, instead of having them join the Comintern and entering the war as soon as the Soviet Union is attacked, one could imagine a mechanic which would delay this in this case as well. And one could imagine that in both cases the war support in Spain after the end of the Civil War would be very low.
 
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My suggestions
- find a way to AI GER delay the invasion of Benelux.
- find a way to tie Italy join Axis only after fall of Paris.
- find a way to AI JAP delay the atack the philippines, they bring USA into war early jun/1941.
- Vichy France inherits a huge fleet becoming a mini UK lols.

You don't need to "find a way". The script governing those AI behaviours is actually super simple and looks like a placeholder more than an actual finished product. It boils down to:
1. Benelux now: is Poland defeated? If yes, attack Benelux
change: is Poland defeated? attack Benelux but offset the attack date by a couple of months; attack not later than autumn and not earlier than spring.
2. Italy now: Completed Pact of Steel? Join Axis. Germany is at war and it's after 1939? Join said war.
Change: Germany's at War with France or UK? Don't join war. France's surrender progress is greater than 30%? Join war.
3. This only results from the focus choice that makes them attack Phillipines. You can simply shuffle a few focus decisions a bit. The additional problem being, that it's a separate focus from the one that makes Japan attack French and British colonies, which makes Japan enter WW2 in two stages.


This is all in all pretty silly and easy to correct, considering that Paradox at the same time was able to script a multi-faceted super fancy elastic tank destroyer production scheme. All in all fixing minor inconveniances like these only takes adding a couple of lines of code in maybe a dozen of AI triggers. Most of these are just childishly simple logic gates.
 
About Vichy France fleet, a german player just need let africa fall to UK early around dec/1940, and then do case anthon, when annex vichy france they will get a 5 or 7 BB, 1 CV(sometimes), 10 or 11 CA, 50+ DD, 50 or 60+ Subs. if this fleet is trapped in mediterrenean, then just need make a land in morroco to hold gibraltar, sometimes this fleet was docked in madagascar. Then, from average, 50-60 ships, the german fleet goes up to 150+ with lots of "free" capitals ships.
 
Was the missing population of Romania fixed? In the game it has an 18 million population, in real life it had a 19.3 million population by 1936.

The HOI4 version 1.7.0 1936 starting population for Romania, by state, is still approximately 18 million per my analysis. Please see screenshot below.

ROM Population v170.png
 
The 1939 number appear to be closer to 16 million according to this:

https://en.wikipedia.org/wiki/List_of_countries_by_population_in_1939
This other wikipedia page states: 19 319 000 by 1936 and 19 934 000 by 1939.
https://en.wikipedia.org/wiki/Demographics_of_Romania#Between_WWI_and_WWII

I clicked on the source [3] from the wikipiedia link you provided, the source is this website: http://www.populstat.info/ which states Romania's population in 1936 as 19320000 and in 1939 as 19933800.
 
Can anyone please check if they can recruit exile divisions? I get a message that says "not enough manpower" even though the exiled goverment has more than enough manpower. Gotta prove if its a bug or just me. Thx!!

I am having this same issue playing as the UK. Free France has >100k manpower but won't train divisions. In the recruitment tab it shows manpower as 0/10000 (for example).

For some reason it only seems to work for the Poles. Netherlands, Belgium, Free France, Sweden, Norway, etc are not working. All have the necessary Exile Manpower and enough legitimacy to train exiled divisions. I am also using the pre-provided templates.
 
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