Waking the Tiger: Extreme Balance Issues

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TornadoWatch

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Hello. I'm TornadoWatch.

I've played Hearts of Iron for about 1,528 hours as of writing this post; I have a pretty varied background in the game, and in other Grand Strategy titles. I play Multiplayer, I play singleplayer, and I also contribute to Kaiserreich--A mod I'm sure at least one person reading this enjoys. I'm writing this post because I've played Waking the Tiger as a passionate fan of Paradox Games, and I am deeply concerned with many of the design decisions, especially those regarding balance, that the studio seem to have taken.

In this post, I would like to try to logically and constructively explain to you, the reader, and the community as a whole how the changes to industry, soft attack, doctrines, and several other elements in Waking the Tiger have had a profoundly negative impact on the game.

I'm not going to speak down to you, I'm not here to attack anybody. I want this to be a post that boils down the facts and realities this new expansion has brought us, and prove it using numbers and real examples that you can try in the game as it stands yourself.

We're going to cover a few things here, one by one. I'll number them per-section so you can easily keep track. I'll try to hit on the short and sweet here to share my views while not making this impossibly long. Crucial text has been highlighted in gold if you want to skim.

  1. HOI4 as a Game and the Importance of Balance
  2. The State of the Meta
  3. Ideal VS Non-ideal Conditions
  4. The Status of Germany
  5. Soft Attack Nerfs and Their Implications
  6. Doctrine Changes and Their Implications
  7. Conclusions

1. HOI4 as a Game and the Importance of Balance
The first thing to understand is that Hearts of Iron IV is a game; this statement has a bit more to it than originally appears. Humans have played games alone and with each-other for millenia. A game can be defined by an activity, usually for play, that we do for enjoyment, or perhaps learning. It comes with a pre-defined set of rules that we agree to before we engage in the game, consciously or not. It can be assumed, then, that a certain number of options are possible within the construct of the game. Furthermore, in most games, there can only be a certain number of winners--Not everyone is going to win WW2.

In most games, there is also an expected element of fairness. Players (Or teams) are expected to start on a relatively even field, with both sides having a rough expectation of victory, at least in a competitive setting. Otherwise, the game is no longer a representation of skill, cunning, and excellence, and the results have little meaning. In Paradox Games, sides are never perfectly balanced--However, it is good to attempt to achieve something resembling balance, as few people enjoy a one-sided stomp. The balance of the game is important for this reason; we expect fairness, to some degree.

We can thusly say, with confidence, that there are going to be competing strategies to achieve victory, and a certain subset of these strategies will be successful while others will be unsuccessful.

With this in mind, even though Waking the Tiger is in its infancy as a product in the public, we are able to analyze it and come to some logical conclusions based on what we understand about the game already, how the game works, and what the current "ideal strategies" are.


2. The State of the Meta
We can conclude the following about the Hearts of Iron IV meta, or the "Ideal strategy" of our game, based on the way the game's mechanics work.


  • In most cases, 40-width units are the most ideal type to utilize on the battlefield. This is because units with higher stats, such as Defense, Soft Attack, and Breakthrough, will take fewer casualties in men and equipment while dealing more, creating an advantage. The one exception is strategies relying on close air support, which exploits organization to lock units in an eternal battle where they will be continually hit by CAS.
  • Air Superiority is a crucial element of success. This is because not having air superiority debuffs your units by a level up to -50% in terms of movement, defense rating, and breakthrough, with anti-air in units being a minor countermeasure to this that doesn't compensate enough for it. This necessitates a continual arms race in the 'air war' to avoid being the subject of this penalty.
  • In a similar way, Close Air Support is vital. This is because Close Air Support will bomb units in combat, dealing organization damage directly along with impacting unit strength. A 40 width tank can lose the entirety of its standing strength from being bombed by Close Air Support, even if it is in battle with something as trivial as unequipped, ten width infantry, depending on its HP rating
  • Just as in real life, the application of motorized forces and armor in concentration are generally required to achieve a decisive victory through encirclement to minimize losses on your part, usually in conjunction with the previous two mentioned elements.
  • Speaking in terms of industry, civilian factories have a strong tendency to create a snowball, especially when built early on in the game. Civilian factories become increasingly valuable as construction techs are researched, and when access to better forms of mobilization laws are unlocked. In addition, building military factories early on is not an ideal strategy because of producing outdated equipment that is easily destroyed by newer models (Compare: Medium Tank I to Medium II, or Heavy I to Heavy II). This suggests a strategy focused on building civilian factories early game before transitioning later on to military industry, assuming competent opponents.
This is not to say that other strategies don't have a chance of success or won't be at all viable; however, what we can conclude by observing the above is that the best strategies will utilize Fighters, Close Air Support, and Tanks.

3. Ideal VS Non-Ideal Conditions
What can be proven true by logic and an observation of the mechanics, however, does not always turn out to be true in practice by what we see--Why?

The answer is simple: Differing skill levels. The AI, as everyone knows, fails to play competently and is inherently limited. It cannot adapt like a human can. This means that playing against the AI becomes mostly a game of cheesing it as opposed to attempting to truly master the game's mechanics; I'd be willing to bet nearly everyone has snaked an AI before and laughed. Trucks into Moscow, anyone?

In a similar way, players in a multiplayer environment can be expected to have differing levels of skill, playstyles, and expectations.

This is not a problem. This is a game. We're all here to have fun. However, a critical problem occurs when development and balance decisions are being made from a position of misunderstanding and a lack of knowledge and practical, hands-on experience. In other words, balancing for non-ideal conditions creates an inherently unbalanced game; in other words, let's ask ourselves what happens when players of equal skill level are pitted against each-other in a given setup and see what happens.

4. The State of Germany
Let's take a look at Germany; more specifically, the MEFO Bills mechanic. For those not in the know, this mechanic gives Germany -20% consumer goods from Jan 1, 1936. It must be continually 'renewed' every 90 days, and gives an increasing political power penalty each time this is done. It goes away when war breaks out.

At Jan 1, 1936, Germany is in the driver's seat within the game. The Soviet Union will be forced to purge to stop a deadly Civil War from occurring. It is one of two Fascist nations within Europe to begin with. Its usual rivals, the UK and France, start off in a comparative position of weakness, having fewer mils, less stability, less war support, and weaker mobilization laws. The timing of when they are allowed to shift out of these laws is primarily determined by Germany; in a theoretical situation where the other Fascist nations are players, they can coordinate their efforts to deny them the ability to move out of these laws as soon as possible, prolonging the Axis advantage.

In other words, Germany is simultaneously the party that benefits from delaying the war and the main person capable of delaying the war.

In a test game where I was playing in single-player and merely tried to build up my country as much as possible as GER until 1939, I came to the following results:

1936
5225baec55c6b46f981e5f23a1dda2c5-jpg.jpg

  • After trading for resources, I have 26 civilian factories.
1937

0ef90bbc555ac15e3d737ffc791b06d9-jpg.jpg


  • After focusing on civilian factory focuses and some infrastructure, I now have 47 civilian factories. This is an increase of 80.77% from last year, 1936.
1938

D4WkKbs.jpg


  • The year is now 1938. I have 92 civilian factories after annexing the Sudetenland and Austria. This is an increase of 95% from last year, and an increase of 253.8% from 1936.
1939

42QBKUV.jpg


  • I have 152 Civilian Factories after annexing Czechoslovakia. This is an increase of 65% from last year, and an increase of 484.6% from 1936.
1939

uUOIj45.jpg


  • I have 162 civilian factories. I haven't even conquered anything in Europe.
typZYUd.jpg


  • I researched Concentrated Industry III about a year ahead of time. I am completely out of building slots anyway.


aZwoeZW.jpg


  • I am 20 civilian factories behind the United States. I also have 60 more mils.

What about the supposed "cost" of MEFO Bills, the Political Power? In short: It's nothing. I'm Germany; my leader gives me +25% PP daily. I have access to two advisors that give +15% each. I've been running MEFO bills for years now, but a brief tag-switch to the UK reveals that I am making marginally less PP then they are and have more companies and ministers hired.

What about punishing me for doing this? Well, the Soviet Union would have to go through Poland, and I'd be able to deny them through my focus tree if I saw it coming, and even if they conquered Poland I'd be able to simply kill them, as my industry, as we can see here, is massive. France is weak doctrinally and can't stand up to my tanks; the UK is in a similar position. Worst case scenario, I can stall out a war, even an early war, and win thanks to my massive civilian count.

What we can conclude from this is that Germany is hilariously, ludicrously overpowered. Assuming things go even relatively historically from this point on, I will have over 300 civilian factories and well over two-hundred mils; the only restraining factor is going to be oil and rubber, which I'm able to build, due to the axis's abundance of other resources within Europe. The USA, Soviet Union, and the rest of the allies combined aren't even a threat; I outproduce them to such a ludicrous extent, and will continue to do so throughout the entire game assuming I have even a few historical allies (Italy alone would be enough to lock this out)

5. Soft Attack Nerfs and their Implications
As has been shown by the patch notes and can be seen in-game, soft attack has been drastically decreased across the board. The reasoning is to prevent multiplicative stacking of soft attack, resulting in absurd divisions that have thousands of soft attack.

However, this has not been accompanied with any nerfs to tanks, planes, and most importantly: Close Air support.

Soft Attack is used to kill infantry divisions, units with low hardness; without the disincentive of being Soft Attacked to death, there is nothing to stop me from going Mass Mobilization, spamming 500 10-width divisions, putting a line on infantry equipment, and spamming Fighters and Close Air Support to destroy my opponents. While using tanks in addition to this is more effective, the point is that this strategy is entirely braindead and incredibly easy to pull off.

In effect, by nerfing soft attack, Paradox is enabling an extremely irritating style of play that no longer has a feasible, realistic counter within the game. While the 10 width divisions are absolutely terrible, the reinforce rate of Mass Mobilization allows them to continually fill the front-line of a battle, using organization to keep combat going so CAS can drop bombs.

This means that, once again, the game becomes fundamentally about the air war above all else.

6. Doctrine Changes and Their Implications
Generally speaking, Superior Firepower has received nerfs, Grand Battleplan has received nerfs, Mass Assault has been buffed, and Mobile Warfare has remained the same. Planning, as a whole, has been nerfed.

To start with: Grand Battleplan was not overpowered. It took over a month to build planning bonus; it was slow, vulnerable to attack, and made for very bad tanks. Due to the nerfs to planning bonus, Grand Battleplan is now functionally worthless.

In addition to this, the nerfs to planning has made attacking less feasible. This is because the opposite of planning, or perhaps the co-stat, is Entrenchment. Entrenchment, from what I can tell, has not been changed--What this means is that the defender now has an advantage in Hearts of Iron, dis-incentivizing the attacker. I cannot comprehend why this change was viewed as accurate to WW2 or interesting.

Superior Firepower, in a similar way, did not need nerfs. Soft Attack stacking is not effective against well-designed, robust tank divisions. However, as previously discussed, this isn't properly taken into account.

Mass Assault being buffed in conjunction with the above two being nerfed means that, as previously mentioned, there's almost nothing to stop mass infantry spam in conjunction with an air advantage... Let alone tanks.

7. Conclusion
As we can see by reviewing the mechanics of the game and a case study, we can see that Hearts of Iron IV is currently horribly unbalanced. What needs to change?

  • The developers need to get more skilled players on their team who genuinely understand the game's mechanics on a deep level and can help make more informed decisions on balance.
  • Germany's MEFO Bills need to be nerfed into the ground.
  • The USA should be more potent and threatening.
  • The allies need more options to punish and threaten Germany early game in a realistic way that doesn't grind the game to a halt in a way that's unfair to Germany.
This is just scraping the surface, though. I can name so many more things that are nonsensical in this DLC, such as the fact that a group of 40-width divisions under a General (Which we have already established to be an ideal setup given the mechanics of the game) cannot be given orders, as the Command Power calculates by regiment and there's too many regiments (It costs 126 or so, with cap being 100).

As a modder, I am overjoyed with the mechanics that Waking the Tiger has brought, like Decisions, Crisis, and Variables. As a gamer, I am beyond disappointed with the apparent lack of foresight and understanding the developers seem to possess about their own product.

I appreciate you reading this post. I will answer any questions gladly and elaborate more if it is requested, but I've posted enough.

In summary/tl;dr: The game is focused too much around the air war to the point of drowning out other elements. A well-balanced and fair, reasonable game with sensible mechanics should be a priority for everyone, casual and hardcore players alike, whether you focus on single-player or multiplayer. Hearts of Iron IV is currently suffering from an abundance of poor design choices and nonsense mechanics that are hidden by poor AI.
 

Vainfall

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TORNADOBATCH
 

stl3l9n

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People will think I'm arrogant for saying this, but I knew the MEFO bills would be OP - in fact I made 2 threads about it, and I got dislike spammed. Now it's clear it needs to be nerfed to 10% or 5%. 14 mil facs is not nearly enough to make up for them.
OP has some very good constructive critisism. +1
 

Hans Lemurson

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It's interesting how a reduction in Soft Attack leads to problems with Air power.
 

TornadoWatch

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It's interesting how a reduction in Soft Attack leads to problems with Air power.

Well, it's a question of comparative choices and opportunity cost, right?

If I have a mil, I get to choose where to put my mil.

If I build it on CAS, I get air superiority. I get to bomb my enemies. I can naval strike, if I want.

If I build artillery, I get even less soft attack than I used to. I have to spend research, hundreds of days on it, on getting my soft attack upgraded here.

What's the better choice?
 

Kaosium

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I agree that the MEFO bills sound like they need to be tweaked, but I recall reading an economic historian (or a historian with an economic background) named Nick Terry of Exeter university claim that the German economy was rigged to be unsustainable, spending now what it couldn't be able to pay later--without getting it somewhere else, like through plunder. It sounds like this is the dynamic they were trying to set up, they just might have over did it. I don't know for sure because I've not tried it and you seem overly impressed with having 92 civilian factories in 1938 having no consumer goods and acquiring some from Austria and Czechoslovakia. I would get to eighty-some with France by 1938 being in Civilian Economy or Early Mobilization most the time without being able to take them from someone else, so it doesn't sound as impressive. The problem arises that you run out of slots, which would be a major problem for a country like Germany which usually needs to build some synthetic refineries...

Take into account a good stacked Field Marshal and General, did you really lose any planning bonus? Maybe they reduced it because they were giving you some more through the new chain of command?

I do find it odd that after reading so many times here how unremarkable Grand Battleplan was that they decided to nerf it, though perhaps they did that because of the increase through a stacked general and field marshal?
 

TornadoWatch

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I agree that the MEFO bills sound like they need to be tweaked, but I recall reading an economic historian (or a historian with an economic background) named Nick Terry of Exeter university claim that the German economy was rigged to be unsustainable, spending now what it couldn't be able to pay later--without getting it somewhere else, like through plunder. It sounds like this is the dynamic they were trying to set up, they just might have over did it. I don't know for sure because I've not tried it and you seem overly impressed with having 92 civilian factories in 1938 having no consumer goods and acquiring some from Austria and Czechoslovakia. I would get to eighty-some with France by 1938 being in Civilian Economy or Early Mobilization most the time without being able to take them from someone else, so it doesn't sound as impressive. The problem arises that you run out of slots, which would be a major problem for a country like Germany which usually needs to build some synthetic refineries...

Take into account a good stacked Field Marshal and General, did you really lose any planning bonus? Maybe they reduced it because they were giving you some more through the new chain of command?

I do find it odd that after reading so many times here how unremarkable Grand Battleplan was that they decided to nerf it, though perhaps they did that because of the increase through a stacked general and field marshal?

While you are correct, you need to take into account the possibility of chaining together multiple field marshals to stack Defensive Doctrine for a fair and balanced +60% max entrenchment.

And yes, I am impressed--I'm gonna have over 300 civs on Germany once Europe is consolidated. That's nearly unstoppable.

As for synthetics? In an ideal scenario:

- Other people in the Axis build them for you OR
- You go on Construction Engineering with Construction Lvl 3 for a few months and build it yourself.

Both are equally possible and easy.

The attempted "simulation" of the German economy is incredibly inaccurate. Germany did not have anywhere near the United States' potential output in 1939. The fact that this is achievable shows fundamental game design problems.
 

Grallak

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I agree that the MEFO bills sound like they need to be tweaked, but I recall reading an economic historian (or a historian with an economic background) named Nick Terry of Exeter university claim that the German economy was rigged to be unsustainable, spending now what it couldn't be able to pay later--without getting it somewhere else, like through plunder. It sounds like this is the dynamic they were trying to set up, they just might have over did it. I don't know for sure because I've not tried it and you seem overly impressed with having 92 civilian factories in 1938 having no consumer goods and acquiring some from Austria and Czechoslovakia. I would get to eighty-some with France by 1938 being in Civilian Economy or Early Mobilization most the time without being able to take them from someone else, so it doesn't sound as impressive. The problem arises that you run out of slots, which would be a major problem for a country like Germany which usually needs to build some synthetic refineries...

Take into account a good stacked Field Marshal and General, did you really lose any planning bonus? Maybe they reduced it because they were giving you some more through the new chain of command?

I do find it odd that after reading so many times here how unremarkable Grand Battleplan was that they decided to nerf it, though perhaps they did that because of the increase through a stacked general and field marshal?
yes this is true, the economy was rigged to collapse. That said, you can just annex cze and yugo and potentially puppet romania hungary to for a few extra slots then try to integrate them. Or you could just trade with your other allies in MP and let them finish their slots faster. at this point it's better not to do any wars or WT events until after 1939ish and there is no counter to this.

The idea that infrastructure is supposed to give you more resources are also broken, and synthetics are way way less effective now even with the extra research on them. You also need to be really careful not to go war economy because then you can risk having strikes for the rest of the game. Even then I still won though, because the soviets don't know how to build mediums and the allies don't know how to invade.

I honestly don't know who would find this balance fun. The only real restrictions is oil and rubber, so it's better to align romania rather than going to war economy and the close your economy.
 
Last edited:

Kaosium

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While you are correct, you need to take into account the possibility of chaining together multiple field marshals to stack Defensive Doctrine for a fair and balanced +60% max entrenchment.

And yes, I am impressed--I'm gonna have over 300 civs on Germany once Europe is consolidated. That's nearly unstoppable.

It's great for building walls, but as France I always stopped at eighty-some because they don't build any tanks and you run out of slots and you need some mil facs because Adolf will be knocking on the door soon.

How many military factories did you eschew in order to build that many civilian factories?

My point here being that civ facs have limitations and they preclude the building of other items you need like military factories and refineries.

As for synthetics? In an ideal scenario:

- Other people in the Axis build them for you OR
- You go on Construction Engineering with Construction Lvl 3 for a few months and build it yourself.

Both are equally possible and easy

Where are you getting the slots from? My understanding was this is before conflict. Germany just doesn't have that many building slots, even with what they take from their neighbors.

Why would you want your lackeys who don't start with Synth Refinery tech and almost certainly have less slots and worse infrastructure to build them so you can fill up your slots with civ factories which don't win wars? Are you gonna have them build your military factories too and lend lease you?



The attempted "simulation" of the German economy is incredibly inaccurate. Germany did not have anywhere near the United States' potential output in 1939. The fact that this is achievable shows fundamental game design problems.

I've never actually played the US, but just from popping in to take a look I gotta believe they have more slots that Germany, even with what they bully out of their poor neighbors. That's a huge part of 'potential output,' Too many civ facs preclude the building of military facs and synth refineries.
 

TornadoWatch

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It's great for building walls, but as France I always stopped at eighty-some because they don't build any tanks and you run out of slots and you need some mil facs because Adolf will be knocking on the door soon.

How many military factories did you eschew in order to build that many civilian factories?

My point here being that civ facs have limitations and they preclude the building of other items you need like military factories and refineries.

Where are you getting the slots from? My understanding was this is before conflict. Germany just doesn't have that many building slots, even with what they take from their neighbors.

Why would you want your lackeys who don't start with Synth Refinery tech and almost certainly have less slots and worse infrastructure to build them so you can fill up your slots with civ factories which don't win wars? Are you gonna have them build your military factories too and lend lease you?


I've never actually played the US, but just from popping in to take a look I gotta believe they have more slots that Germany, even with what they bully out of their poor neighbors. That's a huge part of 'potential output,' Too many civ facs preclude the building of military facs and synth refineries.

Your assumptions, while sensible, are incorrect.

I'd like to offer an example from a build similar to mine.

2a60325758d906f9bee44ce38a687468.jpg



The USA actually runs out of build slots.

Lackeys should build refineries so everyone stays on free trade for more factory output and research, as well as construction speed. 75% of goods go to market. GER should build some refineries, but people like Italy/Spain = more efficient then going on limited/closed eco as GER to be self-sufficient on oil.

I had 80 mils on war. I've destroyed France in competitive MP environments with 40. It's not a problem. I could build more if I wanted. The point is that the late-game snowball is literally unstoppable--Unless you think you have a chance against 520 mil Germany.
 

stl3l9n

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As France, how many mil factories did you have?
Also, building slots doesn't matter too much, it's still completly ludicrus that Germany could have anything near US output in 1939. Once US gets war economy going, Germany should be massively outstripped in both Mils and Civs by the allies, and should be forced into a defensive stance on the western front.
 

Grallak

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Your assumptions, while sensible, are incorrect.

I'd like to offer an example from a build similar to mine.

2a60325758d906f9bee44ce38a687468.jpg



The USA actually runs out of build slots.

Lackeys should build refineries so everyone stays on free trade for more factory output and research, as well as construction speed. 75% of goods go to market. GER should build some refineries, but people like Italy/Spain = more efficient then going on limited/closed eco as GER to be self-sufficient on oil.

I had 80 mils on war. I've destroyed France in competitive MP environments with 40. It's not a problem. I could build more if I wanted. The point is that the late-game snowball is literally unstoppable--Unless you think you have a chance against 520 mil Germany.
was that with mass mob or not?
 

Kaosium

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yes this is true, the economy was rigged to collapse. That said, you can just annex cze and yugo and potentially puppet romania hungary to for a few extra slots then try to integrate them. Or you could just trade with your other allies in MP and let them finish their slots faster. at this point it's better not to do any wars or WT events until after 1939ish and there is no counter to this.

The idea that infrastructure is supposed to give you more resources are also broken, and synthetics are way way less effective now even with the extra research on them. You also need to be really careful not to go war economy because then you can risk having strikes for the rest of the game. Even then I still won though, because the soviets don't know how to build mediums and the allies don't know how to invade.

I honestly don't know who would find this balance fun. The only real restrictions is oil and rubber, so it's better to align romania rather than going to war economy and the close your economy.

I agree that Synth refineries have been nerfed considerably, but therein lies my point: you still need them as Germany. Have you ever seen what kind of production you get from oil-requiring factories when you're -40 or so on oil? How do you build tanks and planes?

If you're just building civ facs why can't the allies just declare themselves in MP? They'll have airplanes, they'll have tanks and if you let France sit behind a level-10 fortress line for very long with time to get plenty of heavy tanks and (still) a 115 planning bonus they can make life decidedly unpleasant for you....
 

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Very well written OP. I agree completely.

Not everyone has the time or patience for multiplayer. And yes, games can go for hours, with resyncs and hotjoins. However, playing with 30 other players in an organised community very quickly improves your own gameplay, and highlights any imbalance issues in the game. It would be great if the devs could become much more active with these communities and use their findings to improve the game. The multiplayer communities I've played with are quite mature now and would be very supportive of devs joining them.

In terms of quick changes for 1.5.1, I have confidence that the devs are listening and able to fix the biggest problems.

I'd suggest Germany's MEFO be nerfed to 10% from 20% consumer goods reduction, that soft attack and breakthrough be buffed to encourage land attacks, that the base special forces % cap be lifted, and that the stats of Level-3 planes be slightly nerfed.

HOI4 is at its best when its a war of movement - with dramatic invasions of land, air and sea. The changes to 1.5.0 make the game a lot more stationary, and less spectacular.
 

PrussianPrince

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Germany mass mob with 10w/20w pure inf spam and air (fighters+CAS) is probably the most efficient way to play. Mobile Warfare, while viable, doesn't seem as good.

Anyway, I fully agree with the OP. It captures the biggest issues currently.
 

TornadoWatch

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I agree that Synth refineries have been nerfed considerably, but therein lies my point: you still need them as Germany. Have you ever seen what kind of production you get from oil-requiring factories when you're -40 or so on oil? How do you build tanks and planes?

If you're just building civ facs why can't the allies just declare themselves in MP? They'll have airplanes, they'll have tanks and if you let France sit behind a level-10 fortress line for very long with time to get plenty of heavy tanks and (still) a 115 planning bonus they can make life decidedly unpleasant for you....

The allies are democratic.

This means they can't fabricate wargoals until 100% WT is reached. If you're talking about denying the Rhineland, we're now in a fully-meme game where anything goes and balance/'historicity' is out the window.

Level 10 forts are another form of bad design in the game; they are easily broken, though, by Germany's superior doctrine and air superiority, because they can get better fighters than the allies can (Inability to variant during interwar years. Germany can send lend lease for air XP, allies cannot). The steps needed to hold France (Building mils in France) means that once Germany (Likely) breaks you, he'll be even stronger.

I feel like you're speaking from a position of extreme inexperience and do not quite understand what you're discussing, given several errors you've made. This is something I touched on in my post ;)
 

Vorondil

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The attempted "simulation" of the German economy is incredibly inaccurate. Germany did not have anywhere near the United States' potential output in 1939. The fact that this is achievable shows fundamental game design problems.

This is the design choice by the devs : Making USA weakers in terms of raw industry to have a "balanced WWII"
The historical figures about war industry balance are the following according to WWII historian :

Relative War Potential of the Powers in 1937

United States 41,7%
Germany 14,4%
USSR 14,0%
U.K. 10,2%
France 4,2%
Japan 3,5%
Italy 2,5%
(seven Powers 90,5%)

So Germany Economy is fine as long as it stay in par with USSR and the France + UK alliance.
According to this figures, Japan, Italy and most of minors have too much industry than they historicaly had and USA have way to few.
In my opinion, even "competitive historical multiplayer" mods are wrong if they do not heavily mod industry in more historical terms.
That's a question : historical accuracy VS balance, choose one. PI chose the last, but let the modder the possibility of chosing the first.

The problem with MEFO is that's not even balanced but give GER advantage, so MEFO should be more balanced toward in historical mods.