List of 1.6 Ironclad/Man the Guns features to date

  • 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.

SeekTruthFromFx

General
59 Badges
Sep 17, 2013
1.891
2.413
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Sons of Abraham
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
As I did for 1.5/Waking the Tiger, I've been keeping a list of the many, many new features announced or leaked before the next patch and DLC, and I thought it might be of interest to others. There are almost certainly errors and omissions, as I've only watched one of the streams. I've also annotated @podcat's 'five year plan' list (these are not promises for 1.6, but aims for the long term) and his Masterplan for this revision. "##" indicates items where it is especially unclear whether they are in the free patch or the paid DLC. So far, the lists cover up to the 'Achievements' diary (2019-02-06).

Patch 1.6 "Ironclad" bugfixes and balancing
  • The carrier air bug will be fixed!:
    • Naval battles will no longer have separate air combat; carrier-based planes fight alongide land-based aircraft
    • Naval Strikes from carriers can be disrupted, like other bombing
  • Armoured units will have more firepower (as prior to 1.5)
  • Rebalancing of the vanilla British NF tree to take account of changes since 1.0 (some of the new NFs require MTG)
  • Curacao will now have a naval base rather than a coastal fort
  • The suicidal convoys bug will be alleviated by player control over routing (requires MTG)
  • Revised US NF tree, with more nuanced Great Depression and need to placate Congress
  • Fixes to unnamed bugs in Scripted GUI system
  • Generated Admirals will be able to gain traits and experience
  • Each ship class will have a cap on the number of dockyards that be allocated to the production of any individual ship
  • All positive diplomatic relations values have been "slashed"
  • The Macdonald Proposal (ENG exchanges Northern Ireland for Irish entry into the war) will no longer require Norwegian capitulation [implying that Germany still won't invade Norway]
  • Base research will be speeded up
  • Research bonuses will now increase speed rather than lowering cost
  • Ahead of Time bonuses to research now reduce the penalty by years, not percentages
  • It will be easier to defend against Port Strikes (provincial AA disrupts the aircraft; cooldowns; combat width) because ships will spend more time repairing
  • Ideology drift National Spirits will now be timed
  • Large number of Victory Points (VPs) added, particularly in Africa, Caribbean, and the Asia. Every releasable tag should have at least one VP.
  • The flood of naval combat reports will be managed by an automatic clean-up system
  • General revisions of naval doctrines; the Trade Interdiction branch has been boosted
  • The names of US aircraft have been revised based on combat role [removing the convention that aircraft techs are divided into single-engined, twin-engined and four-engined branches]
  • Some Chinese Achievements no longer require control of European exclaves.
Patch 1.6 "Ironclad" new features
  • A new fuel system:
    • It will work similarly to the existing Supply system
    • Oil resources (which will no longer be linked to Production) will be converted to Fuel at a rate decided by techs and laws
    • Refineries will create Fuel, not Oil
    • Fuel can be stockpiled by building/conquering Silos in each State (which use factory slots), Lend-Leased, and synthesized
    • The Logistics support company will slightly reduce Fuel consumption
  • Possibly a new Resource to replace Oil [Never implemented]
  • Moddable Custom Games Rules for each playthrough, including per-nation historicity settings
  • Air units will gain experience in combat and lose it through replacements
  • Overview windows for each Strategic Region (SR) in naval mode
  • Admirals will now have four skills (Attack, Defence, Manouvre for fleet positioning, and Co-ordination for missions) and earnable traits
  • Modders can now collect variables into arrays
  • Modders can make use of meta-effects and meta-triggers
  • Modders can use effects to add dynamic modifiers to states and countries
  • Modders can use arrays to create dynamic lists in Scripted GUI elements
  • Players can customize the names of ships in the production queue
  • Dockyards must be allocated, and can be prioritized, in order to repair ships (capped by naval base level) in a Repair Queue; convoys do not use this mechanism
  • Critical hits will have specific effects (interacting with Admiral traits)
  • Experience (XP) can be used to research all doctrines and some ship module techs
  • Naval provinces will have terrain types (Ocean, Fjords & Archipelagos, Deep Ocean, Shallow Seas) and terrain features
  • New mapmodes including terrain ##
  • Map changes in South & Central Asia, sub-Saharan Africa, eastern Europe, including 8 new provinces and 22 new states
  • The Saharan impassable area has been opened on the western side
  • New naval provinces and SRs
  • Naval forces now have an order-of-battle:
    • Theatres are used to hold Reserve Fleets
    • Fleets (equivalent to Army Groups on land) have Admirals & insignia; they cover several sea SRs
    • Task Forces (TFs; equivalent to Armies on land) are assigned missions in a single sea SR
    • Task Forces are constructed/reinforced from the Reserve Fleets using templates that can be defined by the player or automatically
  • Naval missions have been changed:
    • Formation Spread is removed from the game
    • Search & Destroy is replaced by Strike Force (the TF sits in port until required for combat)
    • Convoy Raiding now causes a weekly reduction in enemy War Support (potentially forcible changing their economic law)
    • Convoy Escort TFs can cover multiple sea Regions, but they have an Efficiency value that affects how many convoys they can protect
    • New Invasion Support mission: escorting invasion convoys & providing shore bombardment
  • Naval combat has had a major overhaul:
    • it will only begin after completion of a Spotting phase, dependent on aggression settings, Air Superiority, decryption difference, naval coverage, and radar coverage
    • submarines will sometimes escape Spotting altogether
    • manual orders will mean Task Forces enter battle will lower ORG
    • damage should be lower, leading to less decisive battles
    • ships under air attack will benefit from the whole task group's AA
    • Naval Strikes by aircraft will focus on capital ships and wounded ships
    • ships will now be assigned to six areas (incoming, carriers & convoys, battle line, screen, located submarines, hidden submarines); the 2D manouvring minimap & approach time are removed
    • in surface combat, ships can fire at the nearest enemy area (usually the screen) using their Light Guns; if they have Heavy Guns then the can also fire into the next-but-one area (e.g. attacker battle line to defender battle line)
    • each side has a positioning value, which penalizes large fleets
    • ships given manual orders will join battle more slowly
    • retreating ships can be caught by surface ships, or torpedoed by submarines, during a new retreat phase
    • submarines have a chance of attacking undetected
    • Japan's Long Lance NF will now give a bonus to torpedo screen penetration
  • For those without MTG, the existing naval techs will be replaced by pre-scripted templates and pre-scripted variants (so players have the same choices, but with the new modular system underlying them)
  • Ships will have namelists, like divisions do ##
  • The ideology of subjects can be changed by new Decisions ##
  • Towed artillery (including AA and anti-tank guns) battalions will be available as motorized variants which additionally require Fuel and lorries (whereas the existing, horse-drawn, variants do not)
  • More portrait art for generic admirals. ##
  • 2D art for each level of the naval ship techs (naval hulls for MTG owners). ##
  • 21 new Achievements [most require MTG].
"Man the Guns" DLC new features
  • The British NF tree gains new branches giving choices between decolonization vs colonial development, appeasement vs pre-emptive wars, monarchist (unaligned) vs fascist vs Communist, as well as Imperial Conference Decisions and Events allowing bonuses or the integration of the Dominions
  • The UK gains four 3D models of ships
  • Faction members can usurp faction leadership
  • National Focuses can be canceled after selection ##
  • Sea SRs can be marked as Avoid or Banned, which affects trade route efficiency
  • Docking Rights in foreign countries (as a subset of Military Access)
  • Countries can clear and lay mines (which add Naval Superiority) with new techs, ship modules, and air missions. They decay after peace agreements. Ships can be degaussed.
  • New naval Missions:
    • New Mine-Laying mission (for ships and submarines with the appropriate module) [i.e. mine-laying is a continuous process, not one-off event]
    • New Mine-Sweeping mission (for ships with the appropriate module)
    • New Naval Exercises mission (uses fuel, gain XP)
  • New air Missions:
    • New Exercise mission (uses fuel, gain XP)
    • New Mine-Laying mission (with appropriate tech)
  • Naval Losses window gains new breakdown tab
  • New releasable tags (10 in Asia, 4 in the Middle East, 11 in the Americas, many many in Africa, 8 in Europe, 1 in the Pacific) plus ENG can be converted to England or to an Imperial Federation
  • The US NF tree will have new branches allowing Communist or Fascist regimes at the cost of a civil war (with a neutral zone), as well as Decisions to prepare interventions (in either Asia or Europe) and War Plans and to gain support in Congress
  • The US gains four 3D models of ships
  • Admirals can have assignable traits
  • Governments-in-Exile will have a Legitimacy score (very similar to subject Autonomy) providing them with Manpower and unlocking the ability for hosts (Faction Leaders) to train Exiled divisions, air wings, Generals, and ships (all from the Exiled Manpower)
  • Humans playing as a Government-in-Exile will receive Exiled divisions and Generals from the host AI
  • New Decisions will allow the UK to create Governments-in-Exile for countries that don't capitulate normally
  • New Dutch NF tree has branches allowing colonial investment and/or domestic development, rearmament against Britain or Germany, revanchist Fascism (either as an ally of Nazi Germany or of Wilhemine Germany) or Democracy (as a British Ally or forming the EU) or revanchist Neutrality (allowing the restoration of the German monarchy) or Communism
  • The Netherlands can gain Manpower from Germany if certain NFs are taken
  • Britain and Germany gain Decisions to gain Trade Influence over the Netherlands; Japan can peacefully acquire resources in the Dutch East Indies
  • 2D and 3D art for the Netherlands, including bicycle battalions
  • Two new Special Forces battalions, Amphibious Light Tanks and AMTRACs (with generic 3D models and unique models for Germany, Japan, UK, USA, and the USSR)
  • New Mexican NF tree has branches allowing capitalist or socialist economic development, nationalized or multinational oil corporations, domestic armaments, and alliances with various major powers
  • New Mexican Decisions about the Church and the political orientation of the military can be used to align with the major world Factions or to create a new one, with diplomatic consequences
  • 2D and 3D art for Mexico
  • Resource concessions can be granted to foreign powers (initially only for Mexican oil)
  • Human Faction Leaders and imperial masters can request suitable Expeditionary Forces from faction members/subjects for a particular Army/plan, which will transfer at their current location
  • New Democratic puppets will be Supervised states, which is the least restricted form of puppet
  • Decisions related to particular States can now be selected on the map
  • Ship Designer for creating templates:
    • The technologies for ship classes are replaced by basic techs for Light/Cruiser/Heavy/Carrier/Submarine hulls and a variety of naval equipment techs (e.g. damage control)
    • Some vanilla techs (e.g. radar) will enable new naval equipment
    • Each Hull has a certain number of flexible slots that can be filled with modules of certain types. There are also fixed slots for some modules (e.g. engines).
    • Modules (not all available for all hulls) will be: AA, aircraft launcher, armour, depth charges, deck armour, deck space (a.k.a. aircraft hangars?), fire control, light/light medium/medium/heavy/secondary gun batteries, mine rails, minesweeping gear, radar, Schnorkel, sonar, torpedoes
    • Germany gets unique pre-Dreadnought, Panzerschiff & Cruiser Submarine hulls and the Nordic countries get a special Coastal Defence Ship hull
    • Ships can be changed from one template to a variant of that template, which uses Dockyard capacity (the ships remain on the map and can be captured)
    • It may be possible to choose the template's icon and 3D model
  • Nations that were signatories to the London Naval Treaty will face restrictions on naval construction, affected by diplomatic Decisions. Other countries may be forced to join or fight.
  • A ship can be designated as Pride of the Fleet, giving certain bonuses (and a War Support malus if sunk).
  • New naval techs giving passive benefits (i.e. improving existing ships as well as new ones).
  • Four new songs for the UK and the USA.
Masterplan for 1.6/MTG
  • Ship design and the ability to refit older ships and keep things up to date DETAILS ANNOUNCED
  • Naval Terrain: different seas will behave differently and suit different ships and fleet compositions DETAILS ANNOUNCED
  • Revamped naval combat DETAILS ANNOUNCED
  • Fleets split up into task forces for better control DETAILS ANNOUNCED
  • New naval spotting system DETAILS ANNOUNCED
  • Ability to control naval routes and block areas you dont want units to travel through DETAILS ANNOUNCED
  • Fuel, obviously going to be a massive balance job for us and a big gameplay change for you :) DETAILS ANNOUNCED
  • Gameplay rules, particularly to help multiplayer groups out when it comes to manage their games DETAILS ANNOUNCED
Five Year Plan for 1.5.x+
Strikethrough indicates items already completed in 1.5 Cornflakes or WTT.
  • Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
  • A Chain of Command system allowing field marshals to command generals
  • Every starting nation has a custom portrait for historical leaders
  • A way for players to take dynamic decisions, quickly. Something that fits between events and national focuses.
  • Changing National Unity to something that matters during most of the game rather than when you are losing only
  • Rework how wars work with respect to merging etc as its a big source of problems
  • Add the ability to clean up your equipment stockpile from old stuff
  • Allow greater access to resources through improving infrastructure
  • More player control over naval warfare and fleet battle behaviour ANNOUNCED
  • A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
  • Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment) ANNOUNCED
  • Improve balance, feedback and mechanics for submarine warfare ANNOUNCED
  • Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players [PARTLY IMPLEMENTED]
  • Spies and espionage
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Germany, Italy, USA ANNOUNCED, United Kingdom ANNOUNCED, Soviet, France, Japan, Poland)
  • Wunderwaffen projects
  • Properly represent fuel in some way in the game ANNOUNCED
  • More differences between sub-ideologies and government forms
  • More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
  • An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups
 
Last edited:

SeekTruthFromFx

General
59 Badges
Sep 17, 2013
1.891
2.413
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Sons of Abraham
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
Reserved
 

Mr_Dimento

Lt. General
53 Badges
Dec 11, 2018
1.258
1.328
www.patreon.com
  • Imperator: Rome
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Imperator: Rome - Magna Graecia
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Nice.
 

arehnm

Second Lieutenant
Nov 12, 2018
101
0
Are they removed claim on Petsamo? Stalin like a psychopath i seen 3 times justifying on finland.

Will they nerf Japan? Japan beats China around 1939.

WE dont need stupid alternate history scenarios.
 

Ethereld

Pilgrim of Santiago
65 Badges
Jun 23, 2014
788
460
  • Stellaris: Megacorp
  • Crusader Kings II
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • BATTLETECH
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Galaxy Edition
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
WE dont need stupid alternate history scenarios.

And yet for some unknown reason Road to 56 and Kaiserreich are by far the more popular mods out there.

I mean, most of my games are with historical focuses, but once in a while I like to do things like restoring the Kaiser or French Commune. Having the option to some Alt History scenarios does not harm to anybody.
 

kaguravitro

General
63 Badges
Mar 4, 2015
2.385
477
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Nemesis
  • Europa Universalis IV: Call to arms event
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
1)The suicidal convoys bug will be alleviated by player control over routing (requires MTG) : its partially true, if ai can management right could avoid some issues but for example japan comerce the urss trough san petersburg issue is more like a port selection for path than a sea province selection for paths. I mean this is usefull but its worng say that solve the problem. And how determine it could have another issues becose also affect naval invasions.

in long time task they should change the concept of doctrines to something more reactive for ai but players too.
 

C-Breeze

Major
10 Badges
Oct 10, 2016
523
4
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
When you lay it all out like that, the scope seems kind of epic. Can hardly wait to grab a gun and man it!
 

James Hale

Colonel
On Probation
Aug 2, 2018
858
9
@SeekTruthFromFx

Amazing write-up; very detailed and informative - thank you very much.

One addendum, if I may: it is also possible (once a certain tech has been researched) for certain kinds of planes to drop naval mines as well. I assume this will be limited to naval bombers, but I don't know. It was confirmed in the mines diary, however.
 

SeekTruthFromFx

General
59 Badges
Sep 17, 2013
1.891
2.413
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Sons of Abraham
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
When you lay it all out like that, the scope seems kind of epic. Can hardly wait to grab a gun and man it!

Yes, there are really an impressive amount of new features. I'm just a bit nervous that there's been no news at all about AI improvements nor a full explanation of how the carrier air fix will work.

@SeekTruthFromFx

Amazing write-up; very detailed and informative - thank you very much.

One addendum, if I may: it is also possible (once a certain tech has been researched) for certain kinds of planes to drop naval mines as well. I assume this will be limited to naval bombers, but I don't know. It was confirmed in the mines diary, however.

Thank you for the kind words. You're right that the air-dropped mines should have been mentioned and they are now.
 

ltccone

Field Marshal
63 Badges
Feb 2, 2004
4.779
1.073
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Hearts of Iron Anthology
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
One thing I hope happens is that you can't teleport ships being built. If you start a ship in a dockyard, you should have to finish it there.
 

ivhokie

Major
6 Badges
Jan 4, 2018
532
3
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
This was great. A few questions I have that I am not sure have been answered.

1. Is it possible to change starting location for convoys? If I am Japan getting steel or oil from the SU I would much rather the convoys come from Vladivostok rather than Leningrad.
2. With the new strike force mechanics, how does the first main fleet get triggered to come out to play? It based on the information I've seen strike fleets only come out when necessary. Someone has to be the first to move.
 

Novacat

Khajiit
5 Badges
Oct 9, 2010
9.193
743
  • Crusader Kings II
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
This was great. A few questions I have that I am not sure have been answered.

1. Is it possible to change starting location for convoys? If I am Japan getting steel or oil from the SU I would much rather the convoys come from Vladivostok rather than Leningrad.

In theory, if you make it impossible for a convoy to go from a particular port, they will change to a different port, so pretty much just forbid all the sea zones off the western and central coasts of Russia.
 

SeekTruthFromFx

General
59 Badges
Sep 17, 2013
1.891
2.413
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Sons of Abraham
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
One thing I hope happens is that you can't teleport ships being built. If you start a ship in a dockyard, you should have to finish it there.

IIRC ships in refit & repair stay on the map (and so those ships can be bombed and captured) but new ships are only placed on the map after construction. Remember that MTG is intended to have much less ship construction.

This was great. A few questions I have that I am not sure have been answered.

1. Is it possible to change starting location for convoys? If I am Japan getting steel or oil from the SU I would much rather the convoys come from Vladivostok rather than Leningrad.
2. With the new strike force mechanics, how does the first main fleet get triggered to come out to play? It based on the information I've seen strike fleets only come out when necessary. Someone has to be the first to move.

1. If you are importing, then you can set the Baltic Sea as banned and the convoys will no longer come from Leningrad. But there's no way to indicate that your preference is Vladivostock. According to the wiki, Vladivostock is completely ruled out because it's too far from Moscow - I've not seen anything that suggests that will change. If you ban Leningrad, Archangel, Murmansk, etc., etc., hopefully you'd get a port somewhere on the Pacific coast.

2. Both sides are expected to have other fleets patrolling/raiding in the region, such as destroyer patrols or anti-shipping submarines, which will initiate combat. This is the correct behaviour based on modern naval theory. The mission of naval warfare is to protect your sea lines of communication (SLoCs) and attack the enemy's SLoCs. If there's no other maritime activity, what's the point in fighting?
 

SoulsAtZero

Crusin' for an Ulmin
59 Badges
May 23, 2013
12
5
  • Hearts of Iron III
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rights of Man
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Hearts of Iron IV: Colonel
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Field Marshal
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
If I recall correctly, every country has their actual portrait as of 1.5.4 unless there are some historical leaders not represented (?)
 

James Hale

Colonel
On Probation
Aug 2, 2018
858
9