Modding and Hearts of Iron IV: What do we know?

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LiamRiordan

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I've kept a sort of eye on this forum but I've likely missed a lot, therefore, what information do we know about the ability to mod this game? If the past Paradox games are the same, its going to be similar but altered territory right?

Personally, whilst I've not modded in a very long time, there is a small feature that I'd adore when it comes to tracking bugs, can, when an 'event' is popped in a certain game mode, let's call it debug, we can see the event ID, what event each event's decision can trigger (if any), including the desc ID. If my experience with Darkest Hour (rusty) is worth anything, finding exactly where and what is being triggered would make things so much easier to fix.

Developers of the game, I know this is early and premature, though has thought been paid that I may have missed for the ability for use to tinker with a game I'm very keen to play?

If information has been given, what do we know?
 
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LordOfWar16

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Only thing we know so far is that Podcat said the game is much more modable than HoI III and that there will be an dedicated Dev Diary about modding later on. There were some comments on what could be possible and what not, but i would wait for the dedicated dev diary for that.

at least 50x better.

we will do a diary about modding and such before release
 
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FOARP

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Only thing we know so far is that Podcat said the game is much more modable than HoI III and that there will be an dedicated Dev Diary about modding later on. There were some comments on what could be possible and what not, but i would wait for the dedicated dev diary for that.

At least 50x better than HOI3, huh? That makes it still about half as good as HOI2 was for modding in my view :)

OK, maybe I'm exaggerating a little, but with HOI2 there was normally a way, maybe not a perfect way, but a way, of forcing the game to do what you wanted. If you wanted the AI to defend a certain province, you could always simply put locked units in that province. If you wanted to stop the AI wasting its ships in a given area, you could just tell it not to send ships there. If you wanted a country to send (or not send) expeditionary forces to another, you could just tell it not to do so. If you wanted to give a country convoys/escorts in its starting line-out you could do this, and give them events giving them more.

By contrast in HOI3 it was practically impossible to force the AI to defend a province - there just wasn't any way of doing this that worked for-sure. Whilst the AI didn't world-tour like the HOI2 AI (sans coded limitations) did, there was no way of forcing the AI to stop sending ships into an area. Expeditionary forces were also an issue. Bizarrely, there was no way to code either convoys or escorts - the only way of doing it was to directly edit the save-game file.
 
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