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
Strikethrough indicates items already completed in 1.5 Cornflakes or WTT.
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.
- 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].
- 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.
- 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
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 onlyRework how wars work with respect to merging etc as its a big source of problemsAdd the ability to clean up your equipment stockpile from old stuffAllow 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
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