• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.

    Real Strategy Requires Cunning
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If you do install it on a Doomsday expansion, you will render the game inoperable, and you will need to do a fresh, clean install to recover.

For those that somehow did install this patch over a doomsday expansion:

The game, during loading, will produce the following error:
ERROR : (Unknown Type in NavalDivision) 'convoyattack = 14' Line = 19 file = db\units\divisions\battleship.txt
For DD patches go here:
Paradox Download Page up to date as of 2011-10-25.

There is an AI update for HOI2 Called 1.3B
you can use the free program called WinRAR (or any other program that will extract RAR files) to extract (decompress) the files into your HOI2 folder.
You should have 1.3A installed BEFORE you do this.

1.3B AI update can be found HERE

Please note that, after 6 years, some of the links will have changed, or the file was removed, links that have been checked and/or updated are marked.
As of 2011/10/25, this is the official page listing Paradox patches, and should find you most patches (including older versions)

Latest OFFICIAL Patch for HOI2 is Version 1.3A
(This update works with all 1.0,1.1 and 1.2 versions of HOI2 except the Polish Version which has it's own below)

1.3A -30.4 Meg (November 18th 2005) Checksum = JLQA

Direct from Paradox up to date as of 2011-10-25.

Paradox Download Page

1.2 -19.6 Meg (April 20th 2005)

Download Here

Or here

Or here

Or here

Polish Version 1.2

Paradox Download Page

1.1 - 6.42 Meg (January 18th 2005)

Download Here

Or at CORE

Or this one good for dutch/belgian people -Supplied by member "EasY-"

Or Direct from Paradox

Paradox Download Page

If anyone has links to other versions, please PM me the link, Thank-you

See below for patch details
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And a warning. If you have modified any of the Hearts of Iron 2 files, the patch may not over-write your modified files. If this is the case, you should:
1) Backup your modifications.
2) Uninstall HOI2.
3) Install HOI2.
4) Apply the latest patch.
5) Figure out what you want to do with your modifications.

All patches May not be backward compatable, so it is recommended to start a new game with each patch.


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Changes done to 1.1

******* Interface Enhancements **********

- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.

******* Gameplay Changes *******

- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.

******* AI Improvements *******

- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.

******* Modding Support *******
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.

******* Multiplayer Specific *******
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.

******* Bugfixes *******
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.

******* Events *******
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)

- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"

- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"

- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.

******* Scenario Setup *******
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.

- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.

- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.

- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.

- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.

- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.

- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.

- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden

- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.

- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
Last edited:


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Changes done to 1.2
Includes all changes in 1.1

A guide highlighting important changes are provided here.

Get the patch from.

******* New Features **********

- Implemented a new battlescenario for the 'Fall Blau' campaign.
- Added a new campaign, starting in 1938 before the Munich agreement.
- Added a large amount of more pictures to the game.
- Added ministers, leaders & techteams to almost every nation.

******* Interface Enhancements **********

** Enhanced Interface

- Shift & ctrl-clicking now works fine on the negotiation screen as well.
- Shift & ctrl-clicking now works fine on the production sliders as well.
- You now get the option to "select" the unit of a leader that has just died.

** Increased Information

- You can now always see what your allies and puppets are researching when clicking on one of their provinces.
- It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
- The current gearing bonus and max is now shown as a tooltip of a production run.
- Added some fun little tooltips to the country-listing on the diplomatic screen.
- Clarified the merge tooltip for airunits.
- Added a screens/capitals tooltip to the naval unit selected interface.
- Game now keeps tracks of which nations aircrafts have sunk a certain ship.
- Separated the invasion beach penalty and the invasion stacking limit tooltip.
- You can now see available and base IC of another nation.
- You can now see brigades at the combat details screen.
- Double-difficulty is now shown on tech-projects.
- Divisions in strategic-redeploy now show up in the ledger screens.
- You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
- Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.

** Cheats
- Added a "viewtech" cheatcode.
- Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"

******* Gameplay Balancing *******

** Diplomatic
- Removed the hard-coded end of the game whenever two major alliances are gone.
- The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
- Ideology now affects trade-agreements/negotiations a bit more.
- Favored stats now affects negotiations the same as trade agreements.
- The probability to influence another nations sliders affects BASE ic instead of current modified one now.
- Puppets will now leave their alliances if their master does automatically.
- All on the attacking side should now get belligerence according when they declare war.
- A puppet now have exactly the same beliggerence as its master.
- Relations now affect trade-agreements much more.

** Common Military
- Only leaders actually in combat or getting bombed will now have a chance to die.
- Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
- Autopromoted leaders no longer lose skill.
- Tweaked org loss from lack of supplies.

** Land
- Units will no longer auto-redeploy out of territory you just puppeted.
- Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
- A division after finishing a naval transport, arrives with 1/2 its organization.
- An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
- Removed the duplicate penalty on fuel-based units in bad terrain.
- Tweaked landcombat to be slightly slower now.
- Digged-in units now take a LOT less damage from ground-attacks.
- Only landunits get affected by HQ's for ESE purposes now.
- Engineer leader trait now gives 20% when crossing a river instead of 30%.
- Limited the synching option for attacks scheduled to start later as that is not supported.
- Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
- Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.

** Naval
- Navalcombat now have a minimum length of 4 hours again.
- Ships now only repair in navalbases.
- Navalunits more likely to retreat towards navalbases now.
- Changed default from 20% to 50% for stop for naval-missions.
- It is now possible to give flee orders to ships out of range.
- Reduced a probability for submarines to evade being hit if out of range in a navalcombat.

** Air
- Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
- Changed default from 20% to 50% for stop for air-missions.

** Economical
- Peacetime modifier now affects resource gain.
- Moved around some minister modifiers for Chief of Air.
- Reinforcements now only use fractions of IC if they only need a fraction.
- The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
- Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
- Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
- Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
- Tweaked the techresearch formula to allow greater impacts from research modifiers.
- Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
- Increased effect from energy to oil conversion.
- Conversion cap for oil-conversion can now be above 100% and still use all IC.
- Fixed a loophole that allowed you to exploit a 0-supplies production.

** Convoys
- Fleets on convoy raiding missions will no longer join other combats unless spotted.
- Convoys are now automatically rerouted when attacked.
- Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
- Increased likelihood of submarines spotting convoys by 20%.
- Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
- Trade Efficiency attempts to go through allies over land if possible now.
- Revise TA efficiency calculations to focus more on blockades than actual wartime status.
- Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
- Convoy paths are now reset if path is no longer accessible.

** Technology & Units.
- Rebalanced all techteams to create more choices.
- For consistency reasons Basic Cav is now a prereq for researching SM Cav
- Changed historical dates for certain naval secret weapons.
- Upgraded Armored-Cars a tad bit.
- Imp SP Art now scraps Early SP Art not Light Tank
- Added missing fuelconsumption to Armored Cavalry model
- Fixed problem that surface defense values had been switched between NAV and STR.

******* AI Improvements *******

** Misc
- Added more AI files for various countries and situations, including quite a bit more reactive systems.
- Improved AI's management of leaders.

** Diplomatic AI
- AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
- Improved AI for trade-agreement negotiations.
- AI is now more acceptable to giving blueprints to its allies when asked.
- Vichy will now become non-neutral if somone attacks them.
- Sweden is now much more neutral, and that only changes if they get involved in the winter war.
- A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
- Revised Chinese theater diplomatic preferences-AI.
- Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
- The USA, UK and France will be less interventionistic once Germany surrenders.
- Improved trade preferences.
- Revised neutrality ratings for several european nations.
- Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
- Japan learned that declaring wars directly on Philippines is a bad idea.
- Germany may now dislike potential enemies with fleets in the baltic.

** Construction AI
- Recoded logics for supply-sliders to estimate need better.
- The AI learned to not build bigger than max-batches of a building type.
- AI will no longer consider to build AA in a province with 10 aa already.
- Revised every AI preference for which brigades to build
- Improved port-building AI.
- Improved general building AI priorities severly for most nations.
- Improved the absolute buildscheme to work more as desired by scripters.

** Land AI
- Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
- Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
- ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
- Front odds-calculations now take proper values for rivers into account.
- Improved AI's handling of determening whether a unit goes to garrison or front duty.
- Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
- Improved the management of the Maginot line for French and German AI's.
- Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
- Improved AI's handling of garrisons.
- Lots of tweaks to all combat sections of the AI's.

** Naval AI
- The AI learned how to move fleets out of occupied ports even when at peace :)
- Japan now attemps invasions at longer distances if possible.
- Improved US D-day Ai.
- UK may attack Norway if Germany does not garrison it.
- GER Sealion AI should now be better at launching invasions into England.
- Enhanced UK's targetting for invasions to adopt to various postures better.
- Tweaked invasion staging and targetting algoritms.

** Research AI
- Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
- Originally landlocked nations will no longer spend anything on researching naval technologies.
- Tweaked almost every nations technology research preferences.

******* Modding Support *******
- Fixed a mod-dir bug with saving games.
- Added an event-command to change the offmap IC. 'free_ic'.
- Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
- Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain techis known by the given country.
- Implemented support for model-based sprites.
- Enabled the wakeleader command.
- Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.

******* Multiplayer Specific *******
- Expanded checksum checks to make sure more files are properly synced.
- Revised logics for checksum on files for MP.
- Password for vnet games are no longer case-sensitive.
- Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
- The (!) indicator now works for clients as well.
- Fixed a few bugs with the network protocol and joining the game.

******* Bugfixes *******
- All currently reported crashbugs have been tracked down and fixed.
- Fixed a problem where serial production in provinces get all deployed at once.
- Dormant divisions under military control are no longer automatically deployed.
- Nukes are now properly saved.
- Amphibious assaults will now cancel properly when the attackers retreat.
- Militarycontrol is now cleared when you leave an alliance.
- Fixed a major miscalculation when using multiple stacks to amphibious assault.
- Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
- Fixed a problem which created multiple wars between the same nations.
- Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
- Fractional changes to unit buildcosts from techs now actually work.
- Fixed a few problems with the offmap production stuff in non-battlescenarios.
- Fixed a fun problem which made it possible to have a ship at multiple places.
- Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
- Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
- Fixed the sync of arrival estimation when having a garrison unit selected as well.
- Infra is now also hurt when taking over provinces with less than 100 infra.
- Fixed the fun little exploit-loophole with convoys and puppets.
- Fixed some reported speling errorrs and badd enlighs.
- Fixed some calculation errors in the tooltips for effects on IC.
- Fixed a mismatch in display of series end of a serial production due to low precision of floats.
- Fixed a "*100" display error in reinforcement tooltips.
- Fixed a calculation display error on manpower needed for reinforcement.
- Fixed a mismatch on manpower needs for reinforcements.
- Fixed a disrepancy between detect count on map and in tooltip.
- Correct modelnumber is now shown in statistics for brigades.
- Fixed a broken connection in Siberia.
- Fixed some seazone coordinate definitions in the Pacific.

******* Events *******
- Fixed missed ai chance for the USSR claim Bessarabia event
- Fixed a few date errors in the GPW events.
- USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
- Fixed minister bug in event that installs Tiso in Slovakia
- Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
- Failure to assassinate Hitler event now sleep Franz Halder
- Fixed UK Defense Lobby in all GCs and for two important events
- Fixed event error which made CRO become a puppet of itself.
- Revised Fall of England event and added some US interventionism events.
- The DDs for bases event tweaked
- The DDs for bases event now give Britain some DDs
- Added triggers to Soviet Moving of Industry events
- US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
- Made some tweaks to SCW events
- Changed a wrong command in the Treaty of Munich event
- The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
- Added a logical trigger to the BEL & HOL capital move events
- Corrected two province ID triggers in the "Hess flees to UK" event
- Event for West Germany added to grant good relations and access to the Western Powers.
- Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
- Removed HUN,ROM,FIN from the event creating SOV satellites.
- Fixed trigger problems regarding JAP involvement in Bitter Peace events
- Fixed wrong ids in triggers for US event Oil Embargo against Japan
- Japanese surprise is now doubled in duration
- Implemented two events to simulate the peace between China and Guangxi
- Removed two commands from japanese_fascist event
- Operation Zet will no longer occur if Soviet and China is at war
- Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
- The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
- Fixed US Defense Lobby in all GCs and for five important events
- The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
- US will not get Greenland/Iceland if allied with GER or SOV
- Fixed Vice-President posistion in FDR dies event
- Removed a double command from USA "Gearing up for War"
- USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
- Removed a bunch of deathdates from leaders and exported them to random death events.
- Revised, removed and edited some death events.

*******Scenario Setup*******
** General
- Made a complete revision of the possible revolters database.
- Added event-files for revolters that gives some off-map resources & IC to revolter nations.
- Added single-supply depots on US islands in all scenarios.
- Corrected several unitnames that was wrong in various databases.
- Added missing prerequisite techs in several battlescenarios.
- Corrected CSA country colour.
- Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
- Corrected the land tech inconsistencies between YUG setups GC36 and GC39
- Japanese resource deals are now set to non-cancel in 36/38/39/41.
- The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
- Added a missing period in the Liberian Description Text.
- Adjustment to CAG Costs in Build Queues for all GCs
- Changed national provinces for CSX in GC36,C39,GC41
- Tweaked Portuguese Convoy Pool in GC39 and GC44
- Changed Professional Army bar for SOV in all GCs.
- Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
- Upgraded TUR and EIR when come to ICs and resources
- Implemented the new setup and event series for Soviet military weaknesses before early 40's.
- Italian Land Doctrine Path changed in all scenarios
- Corrected missed techs in GC39, GC41
- Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
- Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
- Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
- Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
- Added a few new ministers to a number of countries

** Areas
- There are now two seperate Georgia areas :)
- Attu Island is now considered a US national province in all GCs.
- Fixed Santa Fe VP issue for all GCs
- Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.

** Terrains
- Moved glasgow port to the correct seazone.
- Gave Kiska (Alaska) Hills terrain
- Province 2357 changed to subtropical

** Manpower
- There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
- Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
- Yemens manpower has been cut down to reasonable figures in all GCs.
- Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)

** Connections
- Removed a land-connection between japan and soviet.
- The connection between Copenhagen and Lübeck is now a river.

** Resources
- Added some Rare ressources to Germany and Italy.

** Misc.
- Brazil now have Great War Cavalry tech in Platinean War scenario
- Modifications done to the tech setups of 15 battlescenarios

** 1936:
- UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
- Removed two CHC national provinces in GC36
- Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
- Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
- France more isolationist in GC36
- Changed the name of a Austrian HQ div in GC36.
- Removed redundant German convoy from GC36
- More corrections to Aussie bomber unit in GC36.
- Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
- Fixed air-missions for China and Italy in 36.
- Made two leaders dormant for CHI in GC36.
- Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
- Fixed all 0 relations to 1 relations to init properly.
- Fixed spelling errors in Italian shipnames in GC36/GC39.

** 1939:
- Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
- Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
- Removed doublebooked Swedish cruiser in GC39.
- Changed model on a stray escort fighter for Germany in GC39
- Removed Early Airborne (1070) from ENG 1939
- Fixed error with Kuwait belonging to Saudi-arabia in GC39.

** 1941:
- Tweaks too Swedish navy in GC41
- Modified SOV/GER national provinces in GC41
- Fixed a scripterror in Swedish OOB in GC41

** 1944:
- 1944 USA Armaments Minister is now correctly Henry Morgenthau
- USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
- Tech setup correction in GC44
- Changes to Japanese Secret Weapons in GC44
- Changes made to US Nuclear Program in GC44
- Corrected a Brazilian unit in Italy in GC44
- V1/V2 Pool for Germany tweaked in GC44
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