Hearts of Iron IV

Hearts of Iron IV

Decisive Decisions Polished
KeT[PaiN]  [开发者] 2018 年 8 月 3 日 下午 9:27
Balance Concerns
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bfel001 2018 年 8 月 17 日 上午 11:27 
Um, yeah. Fan of the original, and still loving it but you kinda need to be aware of the two OVERWHELMINGLY major balance problems your mod presents that put it right under "lolcheatmods" on the "ridiculously OP" list.

First and most importantly, manpower decisions. Jesus bloody Christ those manpower decisions.
While having a way to recover some men in emergency situations is something I think the game does need a bit of, this is so far beyond that its obscene.
For reference, I just did something silly and used this together with Old World Blues. If you're unfamiliar with that mod, its a total conversion and importantly, every nation other then the biggest two starts with just about 1000 total manpower. 3 digit manpower numbers are not only expected, but the norm.

While your mod is obviously not made to fit that, its important to note for what the hell I just saw happen.
Because using your mod, just a few years into a playthrough I saw EVERY. SINGLE. NATION. hover around SEVEN HUNDRED THOUSAND MANPOWER.
The largest nation in that mod starts with 35k.

So essentially, regardless of other influences, your mod is currently a "have China level infinite manpower for free" level thing.
I mean the decision to obtain 50k manpower costs a whopping TEN political power.
10 pp to instantly spawn more dudes then even many VANILLA nations start with.
It completely removes manpower management from the equation.
Please note that the vanilla way to get more men is to use 150 pp to increase your recruitment modifier, which in almost all cases but the most populous majors gives less then your 10 pp decision.



Ok, on to the lesser of the two evils, and one that you actually had quite balanced in the previous version of your mod.
I'm talking of course about the civilian/military factory decisions.
As they are now, these two decisions boil down to "like the generic factory FOCUSES, but far faster, and infinitely repeatable"

Now my main gripe with this particular set of decisions is the fact that they now affect more then the capital. In your original mod they specifically only worked for your capital province, which meant that you could use them as a major boost to your economy, yes, but one that automatically caps at 25 total factories.

I found this decently balanced in its own way, as it disproportionately helped smaller nations, while the serious majors would barely notice 20 or so factories, a place like Saudi Arabia sees this as "triple your industrial capacity within a few years"
Which I personally feel is ok, because it gives even minors a chance to shine, but not so much that they instantly become majors.

These turned out a bit longer then I wanted, but I hope you take my words to heart and continue working on this excellent mod!
KeT[PaiN]  [开发者] 2018 年 8 月 17 日 下午 12:35 
I could nerf the manpower gain that directly impacts the manpower pool.

But the other decision where it only takes 10pp, it adds directly to state population. So after 30 days when the effect is removed you only get maybe 5 or 10 peple recruitable. 50000 doesn't go directly to manpower pool. It goes to state.

I could also buff the PP cost of that ability, but I would only agree to 20-25pp

Also the original mod actually gives the AI manpower boosts. I deleted that code thinking it ridicuoulous when Luxembourg has like 30 divisions. (I just haven't updated the mod yet)

I could also ramp up the political cost of the civ and mil factories, but it also takes factories from your own personal use to do so.
bfel001 2018 年 8 月 19 日 下午 5:44 
Well every time I used the 50000 manpower decision it added anywhere from 1000 to 10000 manpower, so not sure whats going on there.

Either way, direct manpower is kinda absurd. I fully support the one that gives +500% monthly population though, that feels less like just free infinite troops. Though TBF, it could be a major factor in the weird "everyone has 700k" thing too.
Definately more testing needed there.

I would say that in general, the maximum straight manpower you should get from these is probably around 2500. Thats enough to refill a division or two, but not enough to single handedly turn the tide of a war.

As for the civ/mil factories, pp cost isn't the problem, you actually nailed it on the pp costs for those.
As I noted, they're basically the generic "get factories and slots" focus's you see in the base game, but as decisions instead. Each focus takes 1 pp per day, for a total of 70. So your decisions are basically paying that all at once.

The real potential problem there as I noted is that with it now applying to all your states, you can effectively get limitless industry rather quickly. This is why I felt the capital state only version was balanced, yes you got massive, fast IC growth, but it was capped at 25 factories (the max amount of building slots in a state) This puts you at around "strong for a minor nation" level, which is the most you should be able to become without any conquest whatsoever.

As it is now, you can just keep taking that decision until EVERY SINGLE STATE YOU OWN has 25 building slots, with free factories there. This means that any minor nation with 4 states to its name can have similar industry to a major practically by the start of the war.

It also means that MAJORS can abuse it to have utterly ludicrous, unbeatable levels of industry even in a relatively small area.

While we're on the subject, my thoughts on the one that ONLY gives building slots is that it should be left able to affect all states, but its pp cost should probably be brought all the way to 150. This is the same cost as similar decisions in vanilla, which require you to have max infrastructure or to be at war. Which means actually it should probably be slightly HIGHER.

This at least means that while you can eventually get several times the industry cap you "should" have, it at least takes a decent amount of time, and you have to use your industry to build it.
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