In this update1
Full notes
Full Hearts of Iron IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Events
- Balance
And we shall have peace...
Hi folks,
It’s been a while since our last update on future plans for HoI, but we’re about ready to show you some of the work we’ve been doing. Before we begin, I’d like to indicate that there’ll be some differences in how we do this. As I’ve previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things.
Firstly, while we’ll be showing off some individual features, we’re not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future.
Secondly, you’ll be getting an early look at what we’ve been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay.
Lastly, for the time being we’ll be producing these ‘design corner’ style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete.
Before I hand over, I’ll give you a quick run down of the directive for the feature we’re looking at today: Peace Conferences. Our primary objectives are to:
Create a system that appropriately rewards participation.
Allow for conflict and conflict resolution within the scope of the conference.
Create a limited ‘economy’ within conferences, where you may have to sacrifice your overall aims in order to secure immediate concerns.
Produce more ‘realistic’ outcomes where the AI is concerned
And with that, I’ll hand over to @Yaboi_bobby to dive into the deeper details!
Hey everyone, over the past months we have been working to overhaul the peace conference system. It is no secret that in HoI4 the peace conference system has a number of issues with how it functions. Combining that with the fact that it is a surprisingly hard interface to learn how to use, it is rightly one of our most disliked and complained about features. We have taken a large step away from how the system currently works and I am excited to show what the future holds for peace conferences.
The first major departure we made from the old system was shifting from absolute claiming of territory to contestable claiming of territory. In the old PC system once somebody claimed a state, that was it. That claim would be locked in and no one would be able to interact with it further. Now, players may contest other players' interactions in the conference. This doesn't come without cost. Contesting claimed territory will come with a point tax, and every time a contest happens the price of interacting with that state climbs further. This effectively creates a bidding war between all parties invested in a given state. This change should have some interesting outcomes, allow mid and low level participants to have more agency, and give players the tools needed to go after the states that are most important to them for things like achievements and forming new tags.
Here Brazil prepares to bid upon Chao Boreal which has already been claimed by Argentina
Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get
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