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Steam News27 November 20257mo ago

NCNS | Upcoming Coal Adjustments

Hi everyone, I am Zwirbaum, and I want to give an update on the coal feature we added to the base game with the release of No Compromise, No Surrender.

In this update4

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What changed

0 fixes6 additions1 change0 removals
  • Gameplay
  • Balance
addedHi everyone, I am Zwirbaum , and I want to give an update on the coal feature we added to the base game with the release of No Compromise, No Surrender. We’ve seen the feedback on coal, and the various opinions players have about it. Our intention with coal was to limit the infinite growth of military factories and create meaningful late-game choices. While we did succeed in introducing a limiting factor, we agree that we haven’t yet hit the sweet spot we were aiming for.
addedWe also understand the mixed feedback. Coal does provide a limiting mechanism for expansion, and it does give militarized nations a tangible incentive to expand. But coal does not yet add enough gameplay depth or meaningful choices, and its balance and pacing can be improved.
addedThat said, below is an outline of what we intend to add in upcoming patches.
addedCivilian Nuclear Reactor - Buff​We will be making a buff to the Civilian Nuclear Reactors state modifier. Currently it reduces local energy consumption from factories by 25%. We are intending to adjust it to a 50% reduction to add a more significant impact to your choices when it comes to late-game specialization. We’re relatively happy with this remaining a synergetic state modifier to local factories rather than a flat energy gain - since the intention for energy is to create a tangible need for expansion to support a militarized economy, this would create the wrong gameplay dynamic by encouraging the player to transition their economy away from coal in the endgame.
addedIndustrial Technology AdjustmentsThe next step is that we are going to make some adjustments to Industrial Technologies. First of all, we will be rolling the Equipment Conversion Speed modifiers from the Improved and Advanced Equipment Conversion Technologies into the first four Machine Tool Technologies, and replace those two technologies with a new Coal & Energy related effect. That new effect is called Energy Gain per Coal (similarly to Fuel Gain per Oil), which will increase how much energy is gained from each unit of coal, making whether traded or excavated coal more efficient in fuelling your industry.
changedIndustrial Technology AdjustmentsNon-final numbers are non-final and placeholder art is a placeholder art.

Hi everyone, I am Zwirbaum, and I want to give an update on the coal feature we added to the base game with the release of No Compromise, No Surrender. We’ve seen the feedback on coal, and the various opinions players have about it. Our intention with coal was to limit the infinite growth of military factories and create meaningful late-game choices. While we did succeed in introducing a limiting factor, we agree that we haven’t yet hit the sweet spot we were aiming for.

We also understand the mixed feedback. Coal does provide a limiting mechanism for expansion, and it does give militarized nations a tangible incentive to expand. But coal does not yet add enough gameplay depth or meaningful choices, and its balance and pacing can be improved.

There are also concerns about not having enough coal in the world. This is intentional: coal is meant to be a finite resource, and running out of it is acceptable within the scope of the game.

That said, below is an outline of what we intend to add in upcoming patches.

Energy Consumption​

In the current live version, there is an endless scaling for energy consumption per factory, causing energy demand to escalate quite dramatically. To address those problems, and have a bit more control over the scaling, we will be introducing an Energy Consumption Cap per Factory. At a certain factory count, your energy consumption per factory will stop growing and remain at a constant value. This will be a moddable define.

Civilian Nuclear Reactor - Buff​

We will be making a buff to the Civilian Nuclear Reactors state modifier. Currently it reduces local energy consumption from factories by 25%. We are intending to adjust it to a 50% reduction to add a more significant impact to your choices when it comes to late-game specialization. We’re relatively happy with this remaining a synergetic state modifier to local factories rather than a flat energy gain - since the intention for energy is to create a tangible need for expansion to support a militarized economy, this would create the wrong gameplay dynamic by encouraging the player to transition their economy away from coal in the endgame.

Industrial Technology Adjustments

The next step is that we are going to make some adjustments to Industrial Technologies. First of all, we will be rolling the Equipment Conversion Speed modifiers from the Improved and Advanced Equipment Conversion Technologies into the first four Machine Tool Technologies, and replace those two technologies with a new Coal & Energy related effect. That new effect is called Energy Gain per Coal (similarly to Fuel Gain per Oil), which will increase how much energy is gained from each unit of coal, making whether traded or excavated coal more efficient in fuelling your industry.

Non-final numbers are non-final and placeholder art is a placeholder art.

Industrial Concern and Electronics Concern Update​

Another set of the things that we are thinking about updating, is to introduce some changes to the Industrial and Electronics Concerns, to make them a bit more interesting choices, and make them interact with the new system a bit more. The current intention is that one of them would provide increased coal gain efficiency or coal amount, while the other would provide a global reduction to Factory Energy Consumption. This could potentially make those two picks more interesting, and also make them stronger at different stages of the game or in different circumstances.

Please do not pay too much attention to the numbers here yet. One

Source

Steam News / 27 November 2025

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