HOI4 Hydra 1.7.0 BETA patch [checksum: d12e]

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Dan1109

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It is tied to all the stability modifiers afaik and not a bug tbh.

Base stability is 0-100%. Modifiers are on top of that.

It is this way since 1.5
Well, if that's design intent, its an irretrievably stupid implementation. Who the hell wants to track how much stability you have gone over 100%, and not knowing what the cap is? Any stability gain while at 100% should indeed be wasted. Not knowing your true cap leads to wasted PP and NFs.
 

Goliathe

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Well, if that's design intent, its an irretrievably stupid implementation. Who the hell wants to track how much stability you have gone over 100%, and not knowing what the cap is? Any stability gain while at 100% should indeed be wasted. Not knowing your true cap leads to wasted PP and NFs.

It has been a thing for a long time that you can go over 100% stability. I always looked forward to the point in a game when you can get in an offensive war and have 100% stability. I don't that anything is wrong as long as you are playing a fascist/communist country and this represents some degree of fanaticism.
 

pvt.conners

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It has been a thing for a long time that you can go over 100% stability. I always looked forward to the point in a game when you can get in an offensive war and have 100% stability. I don't that anything is wrong as long as you are playing a fascist/communist country and this represents some degree of fanaticism.
His complaint is that there seems to be some unseen cap above which you cannot boost your stability, no matter what you do.
I encountered this as well, where even with National Spirits and boosting stability through various means, it wouldn't budge above 84%
 

xtfoster

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Well, if that's design intent, its an irretrievably stupid implementation. Who the hell wants to track how much stability you have gone over 100%, and not knowing what the cap is? Any stability gain while at 100% should indeed be wasted. Not knowing your true cap leads to wasted PP and NFs.
Except...you want to be (at a minumum) at 120% while at peace...that way when you go to war and lose 20% you are still at 100%
 

Dan1109

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Except...you want to be (at a minumum) at 120% while at peace...that way when you go to war and lose 20% you are still at 100%
Except, you lose 30% stability in war.
 

Cris777

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Great patch So far guys thanks!!
Found some bugs.Romania is picking the communist revolutionary even with the historical AI on.Also the effects of ideological focuses like "Nationalism Focus" and "Internationalism Focus" Never diminish the amount so until the day they are removed they keep adding +0.10 to the party popularity, In this way is so easy you don't even need the political advisor
 

Pied-Noir

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@podcat

Will we get a beta update today with some more fixes?
 

Ossiv

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IMHO "Fast Battleship" is the same as Battlecruiser.

In case of the Kongos, yes. They were built as BCs before WWI (designed in the UK, not in Japan). They were rebuilt twice. After first rebuild speed sunk and since they were reclassified BBs ("ordinary" BB, not fast). After second rebuild they became faster than they had been before, but their BC status was not returned, instead they were then reclassified "fast battleships". As BCs they made about 27.5 knots, as BBs 26 or less, and as "fast battleships" 30+. Odd logic to call a ship fast BB, when it is faster than BC.

The British also rebuilt their BCs between the world wars, but did not reclassify them. HMS Hood was stronger than the Kongos, but still BC after rebuilds. Armor schemes on Kongos were largely similar to the British BCs, since they shared the same design principles.

But then, the US Iowa BBs proved that a "fast BB" is not just a reclassified BC: Iowas were faster than most BCs, but stronger than most other BBs.
 

Alex_brunius

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Odd logic to call a ship fast BB, when it is faster than BC.
The first battlecruisers of the invincible class being capable of only 25 knots while the Iowa class Battleships being capable of 33 knots. Very odd logic indeed that ships become faster as they are upgraded with better engines. How can it be?

But then, the US Iowa BBs proved that a "fast BB" is not just a reclassified BC: Iowas were faster than most BCs, but stronger than most other BBs.

Yes, it's preposterous that more modern battleships were designed to be stronger than older ones. They should have built the Iowas to match the performance of the 6000 ton USS Texas from 1895 instead.
 

Telenil

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Did anyone else see Yugoslavia join the Axis in historical? I had it in two games, the AI went for Traditional Values, Establish Croatia, Invite German Mission and Join Axis. Historically they didn't release Croatia and Germany declared war on them.
 

vukica

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Did anyone else see Yugoslavia join the Axis in historical? I had it in two games, the AI went for Traditional Values, Establish Croatia, Invite German Mission and Join Axis. Historically they didn't release Croatia and Germany declared war on them.

they did join axis, but a coup prevented that and then germany attacked.
this should probably be represented better in the game.
 

Telenil

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they did join axis, but a coup prevented that and then germany attacked.
this should probably be represented better in the game.
It was straight-up joining, the Yugoslav had done the focus that prevents the coup.
 

vukica

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in Hoi2 they join Axis then 5 days latter suddenly switch sides.. i never studied this part of history well, what I thought was that a coup d'état made them change sides.

yes that's more accurate. it was essentially a divided country. five-way divided between croatian autonomy movement, croatian nationalists, monarchists, serbian nationalists, and communists.
i don't think a game can really capture that level of chaos, but what you say for HoI2 seems alright to me.
 

Leon12

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Also, irritating bug in the latest version of 1.7: Battlecruiser designs present at the start of the game default to level 1 heavy engines and level 1 battleship (not battlecruiser) armour regardless of what they're set to have. Kongos and Renowns for example are both affected.
 

pnt

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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.