In this update2
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Full Hearts of Iron IV update
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Repeated intro
Greetings all,
What changed
- Gameplay
- Balance
- Maps
We’re still well in the middle of Swedish vacation time, but our regular schedule is not entirely interrupted: today’s diary covers a few of the smaller features being added in AAT.
Special Forces Doctrine
For a while now we’ve wanted to give countries a way of specializing their special forces. Numerous militaries relied heavily on these elite troops, and some branches of what HOI4 terms ‘special forces’ really found their identity during and around the second world war.
I believe we’ve reached a good saturation point for equipment designers, and I wanted to tackle special forces in a manner that better befits strategic capability over detailed stat modification. The prolonged global conflict our game portrays led to significant doctrinal development when it comes to how militaries employed elite forces, and this seemed like a good place to start.
In AAT, a fourth doctrine page has been added:
While any country can continue to make use of the Mountaineers, Marines and Paratroopers they are familiar with simply by researching the tech, doing so will unlock the ability to choose the corresponding special forces branch specialism.
These doctrines will also cost experience, however unlike the other military doctrines each branch here will use the corresponding experience type: Army XP for mountaineers, Naval XP for Marines, and Air XP for paratroopers.
The number of branch specialisms you can pick is limited however: initially to 1. Some nations earn the early ability to unlock a second (and final) branch specialism in their focus trees, but all nations that reach major status (this condition may be relaxed) will eventually earn the right to pick their second branch during the progress of the war.
Why not all 3? The [Insert Country Here] military used all three of these!
Well, partly for balance reasons, and partly because these specialisms don’t represent the ability to use paras, mountaineers or marines, but the adoption of their capabilities as part of a military’s core doctrinal philosophy.
We also wanted these doctrine choices to do more than give you stat bonuses - although of course these will be present. We wanted the choices you make here to a) change how you consider designing your divisions, and b) potentially change how you actively use your special forces on a strategic level.
Mountaineers
Initially, elevating the mountaineers will grant you a mountaineer supply usage reduction (decimal bug noted!), and some general special forces combat bonuses. Importantly, you’ll also unlock the Rangers support company: a more combat oriented alternative to mounted recon, with higher organization, bonuses in adverse terrain types, and which can be further specialized by the mountaineers branch specialism in the following two doctrines:
Here you are making the choice to train your elite ranger companies in rough+hot or rough+winter terrain. I’ve added a Snow adjuster here (usable by mods, of course - although for performance reasons this does not extend to one adjuster per weather type I’m afraid) which means you can guarantee improved combat performance in your preferred terrain/weather type, and the support company now also exerts a division-wide buff to cold/hot acclimatization.
While I won’t go through each doctrine individually, we’re making use of the new battalion modifiers to adjust how you are incentivized to build divisions:
Mountain artillery gives you a good reason to use artillery support in your mountaineer divisions, at the cost of a mutually exclusive choice with the following option:
Balance subject to change, of course.
The final choice (
Source
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