Hearts of Iron IV

Hearts of Iron IV

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Better Mechanics : State Categories
   
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30 Mar @ 1:01am
10 May @ 4:21am
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Better Mechanics : State Categories

In 1 collection by Amine Alkaline
Better Mechanics Collection
33 items
Description


Not Ironman Compatible
Current Mod Version: 1.3
Compatible with Hoi4 Version(s): 1.14.*

Compatible with Kaiserreich/KX and every other mod that dont change state categories

If you want to give me money , you can do that here : https://bmc.link/arcanemaster

Presentation

Hello Everyone !

This mod adds more variety to state categories with various buffs and nerfs while also giving you the opportunity to develop your states to more desirables levels. This mod strives to make gameplay a bit more considerate and make you think about where you build your factories. Will you flock to your cities or develop far off regions for your state security (Or both ???) ?


Features
  • Added different fixes, buffs and nerfs for all regions depending on their type, the difference between good and bad land will be even more dramatic, for example the USSR will put more effort into building Siberia and get less in return, while traditionally industrially developed regions will be more powerful.

  • Now you have the possibility to upgrade the state category of a state by use of on map decisions, giving you building slots that takes advantage of the "max factories in a state" bonus.

  • For the decision to show up you will have to research construction 1 and either dispersed or concentrated industries.

  • The cost of each state upgrade can vary from state to state with the lower state categories costing 50 pp 5 civilian factories and taking 70 days, and the top ones at 200 pp 20 factories and 300 days. State Modifiers are updated accordingly

  • For a state to be eligible it has to be a core, require a level of population and state infrastructure level 4. After completion 2 levels of infrastructure will be removed. You cannot upgrade states with the impassable modifier.

  • The state categories bonuses can be updated : I added a decision for the player to refresh the state modifiers every time you click on it, so lag is minized and you control the game more !

  • Made some cosmetic changes to state categories, namely by changing their colors and their names


Future Plans
  • Add different resistence effects depending on state categories
  • Add different population growth factors on state categories
  • If you have any suggestions on state categories, leave them in the comments !

Inspirations :
https://steamproxy.net/sharedfiles/filedetails/?id=2998184443
https://hearts-of-iron-4.smods.ru/archives/21123
https://steamproxy.net/sharedfiles/filedetails/?id=3150742497
https://steamproxy.net/sharedfiles/filedetails/?id=3173621044

DISCORD SERVER
IMPORTANT ANNOUNCEMENT :

Due to being very tired of picking up individual requests and wanting to centralize things a bit, I created a full discord server for my mod collection. I'll be rarely answering to comments, especially bug reports and suggestions. You can do all that in the new discord here:
https://discord.gg/y2pRQWggTn
49 Comments
Gatete 26 May @ 2:34pm 
Compatible with Rt 56? Love your mods my man
8 21 May @ 7:56pm 
is this compatible to mods that add more states or nah?
Kmitar 19 May @ 2:48am 
@Amine Alkaline Yup.
Pretty sure this is on your mind already, but I think you should just add a prerequirement to the decision that you have to own the state first in order to develop it.
Amine Alkaline  [author] 18 May @ 11:34am 
@Kmitar
If I understand you correctly, the AI develops a state that doesnt belong to it ?
Kmitar 18 May @ 11:33am 
A state can only be developed by someone who has a core. That's an awesome mechanic. But You've overlooked something. A country does not need to own that state to develop it, leading to the AI developing a state for pretty much no reason. I think you should fix that, XD.
Amine Alkaline  [author] 12 May @ 5:26am 
I can reduce it
I put it to simulate how you cant have as big and developped factories in a peripheral region as in a city or industrialized region for example (have you seen the modifiers for devlopped region that somewhat offset this)
bobbyposter 12 May @ 3:16am 
the local factories modifier really should be removed, because you can get more factories in a poorly developed region by a focus and you just cant use them to even upgrade the state they're spawned in
Amine Alkaline  [author] 10 May @ 1:21am 
@Wolfman Yeah I can see that, ill consider switching for a longer timed version instead
@MC Gorbachev Thanks my man !
MC Gorbachev 28 Apr @ 10:12pm 
I don't think Sicily and southern Italy should be "urbanised regions". That's what I found strange. Soviet states I think were done right. Great idea and mod nonetheless!
Wolfman217 23 Apr @ 3:55am 
Feel like the AI should get access to this - perhaps a version without the civ factory cost or infrastructure requirement & removal (as the ai doesn't build infra) but takes like 2/3/4 times as long.

With the ai will do based around whther the state has any free empty slots - i.e. when the state is almost full the ai hits this decision if it can.