Hearts of Iron IV

Hearts of Iron IV

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Advanced Buildings & Industry
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16.056 MB
25 Jun, 2016 @ 5:52pm
24 Jul @ 12:50am
115 Change Notes ( view )

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Advanced Buildings & Industry

Description
Update March 2024
Updated mod to 1.14.2

Update October 2023
Updated mod to 1.13.2


Introducing new buildings to build/research and new industry factories to research


New buildings:
  • Labour Camp (production building)
  • Research Center (production building)
  • Situation Centre (production building)
  • Ministry of propaganda (production building) (democraticsm, fascism, communism & neutrality)
  • Recruiting Institution Center (production building)
  • Boot Camp (production building)
  • Flight training School (production building)
  • Naval training Base (production building) +1 dockyard
  • War Factory (production building) +1 military factory
  • Worker Factory (production building) +1 civilian factory
  • Supply Factory (production building) +1 military factory
  • Pillbox (province building)
  • Added Rubber Refineries (tech building). +3 Rubber
  • Added Heavy Steel Industry (tech building). +7 Steel
  • Added Chromium Industry (tech building). +7 Chromium
  • Added Tungsten Industry (tech building). +7 Tungsten
  • Added Aluminium Industry (tech building). +7 Aluminium
  • Oil Refineries only produce oil. +7 (prev. +5 oil, +2 rubber)

Stats & Stuff about the buildings are here

NOTES
Some bonuses need the researched building tech before it takes effect. For instance "Supply Factory" - Army organisation, Army recovery rate & Entrenchment speed bonus applies once researched.
Normally this wouldnt be a problem. Its because a few are in the game before tech researched.

You might think the malus for (supply) factories for instance is too high, heres an example;
For every 3th +0,3% of Army recovery rate the new value would change from 46.1 -> 46.2 for example.
The same with every 4th building of boot camp (2%) reducing the Army training time speed by x days.
So you see, it has not that much of in impact.



Some additional Notes for you:
I tested all main nations for a few hours now for balance. The values may change and are not final, it needs further testing.
You can see the bonuses in the tooltips for given changes.
My goal was to make the new factories build 2 buildings at once but unfortunately you cant make the game build 2 same factories at once.
Please give me your thoughts about the balance, build some new buildings & factories! :) And let me know if we need to balance the prod. costs for example or any other values.


Multi Language Support (ger; eng -> braz-por, eng, fre, pol, rus, spa)

THIS MOD DOESNT SUPPORT CHEATS, SO DONT BOTHER TO TELL SOMETHING ISSNT WORKING DUE YOUR CHEATS!!!

Known bugs:
  • If you build too many bootcamps, you cant train anymore. (The only solution is not to build more like 20 of them)

Paradox thread here[forum.paradoxplaza.com]

Thanks to -=CDO=- D0omHammer there is now a french translation included.
Thanks to Abbus for the new icons!
Popular Discussions View All (7)
90
17 Sep @ 8:03pm
PINNED: Bugs, ideas, suggestions
Revan
6
13 Apr, 2022 @ 6:26am
Question
SAJ1573
1
11 Jul, 2022 @ 2:05pm
compatibility with road to 56?
breadlover6996
660 Comments
TheHaluzer Official™ 21 Sep @ 1:31pm 
This mod crashes the game. Something about changing the map definition...
bryton 18 Sep @ 3:08pm 
Well it’s because I deleted the tech tree files and it still worked without them and simultaneously didn’t cause errors with other mods anymore. The only issue is that none of the buildings could be built past level 2 so it would just be a matter of changing a few numbers (just maximum state level) to bring it back to the original numbers of the mod you just don’t get the extra bonuses that come from the techs that the buildings don’t give.
Revan  [author] 18 Sep @ 12:11pm 
Be my guest, rewrite the mod without the techtree, but pelase dont ask for help
Revan  [author] 18 Sep @ 11:59am 
Why!? Because the whole mod is depending on it...you unlock buildings with it? I dont underatsnd the question tho, why....
bryton 18 Sep @ 7:53am 
May I ask why so maybe I could make it myself, I wouldn’t post it. It would just be for personal use
Revan  [author] 17 Sep @ 10:32pm 
No.
bryton 17 Sep @ 5:58pm 
Would it be possible then to make a version of this that doesn’t have a tech tree
Revan  [author] 17 Sep @ 3:07pm 
You cant have multiple tech tree files. If you want to use more then one mod which is altering the file, you need to merge this file and this is quite a lot work.

abai_defines.lua
But this should also affect the ui, since i adjusted it to the new amount.
bryton 17 Sep @ 12:36pm 
Also is there a way I can edit this mod so it doesn’t change the number of construction slots in a state
bryton 17 Sep @ 12:34pm 
Now that I’m really thinking about it though does the file for your mod overwrite anything in the tech trees not added by your mod