Hearts of Iron IV Patch Notes

Patch 2026-05-13 May 13, 2026

## What changed - **AI troop training** — AI nations will now train troops more frequently - **AI generic taskforces** — Updated to make more sensible composition choices - **AI ship training** — AI will attempt to train ships more opportunistically - **AI fleet homebase selection** — AI will make more logical decisions when selecting standby fleet bases - **AI naval patrol logic** — Added prevention for AI assigning excessive patrols to support naval invasions - **AI naval objectives** — AI will now respect blocked naval regions and avoid assigning naval missions to those areas - **Lend lease defaults** — Changed to maximum amount for 'once' mode and 100% for 'percentage' mode - **Supply tooltip** — Updated to display more detailed information about supply sources ## Balance Changes - **Convoy raiders** — Will no longer join or reinforce combat unless enemy convoys are present to attack - **Legacy plane techs** — Removed from 36 minor nations in BBA-enabled 1936 starts - **Italian naval equipment** — Extensive rework of all equipment in this category ## Bug Fixes - **Ship supply calculation** — Fixed bug where ships were only partially considered for supply needs - **USA 1940 CV construction** — Fixed inability to build 1940-era carriers - **Strike force targeting** — Fixed bug where strike forces sometimes became stuck on invalid targets and ceased functioning - **Snow modifiers** — Fixed incorrect snow modifier values and fixed leader snow adjuster not working as intended - **RI Bolzano hull** — Now correctly uses **ship_hull_cruiser_2** (Bolzano Class) in 1939 order of battle - **Carrier airplane deployment** — Fixed crash related to deploying carrier aircraft - **England battleship construction**
  • The AI will now train their troops more often
  • Updated generic taskforces so they are a bit more sensible
  • The AI will try to train their ships a bit more opportunistic
  • The AI will be a bit more sensical with picking a homebase for its standby fleet
  • Added logic to prevent the AI from assigning too many patrols to support naval invasion
  • AI objectives will respect blocked naval regions now and not consider them for naval mission assignment anymore
  • Fixed a bug where ships were partially considered for supply need
  • Fixed a bug where USA was unable to build 1940 CVs
  • Fixed a bug where a strike force sometimes gets stuck on an invalid target and stops working
  • Fixed a bug where wrong snow modifier values were shown + fixed a bug where the leader snow adjuster didnt work as intended
  • Snow attack penalty is now shown on the move-arrow tooltip
  • Removed legacy plane techs from BBA-enabled starts for 36 minor nations
  • RI Bolzano in the 1939 OOB now uses the correct ship_hull_cruiser_2 (Bolzano Class)
  • Convoy raiders won't join or reinforce a combat unless there are enemy convoy's to shoot at
  • Fixed a crash related to carrier airplanes being deployed
  • Made lend lease default to max amount for 'once' and to 100% for 'percentage' modes
  • Updated supply tooltip to show more careful where all supply is coming from
  • Fixed performance in very large scale naval battles (1000+ ships)
  • Fixed a dx11 rendering bug
  • Fixed a bug where England could not build improved battleships
  • Extensive rework of italian naval equipment
View full patch notes ↗

Patch 2026-05-12 May 12, 2026

  • Australia 1936
  • It's Fight, Work or Perish
  • Populate or Perish
  • Democratic & Fascist Industry
  • Military
  • Until Next Time!
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Patch 2026-05-08 May 8, 2026

  • Supply Consumption of Carriers reduced from 1.2 to 0.8
  • Supply Consumption of Battleships reduced from 0.8 to 0.56
  • Supply Consumption of Battlecruisers reduced from 0.48 to 0.32
  • Supply Consumption of Heavy Cruisers reduced from 0.4 to 0.24
  • Increased Naval XP Gain for the following mission types: Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping - to 0.2, Strike Force to 0.05
  • Reduced SUBMARINE_HIDE_TIMEOUT from 20 to 8 and SUBMARINE_REVEALED_TIMEOUT from 16 to 12. This means that revealed submarine in battle will hide after 8 hours, and if the submarine taskforce was attacked they will stay revealed for 12 hours at the start of the combat.
  • Reduced SUBMARINE_REVEAL_DETECTION_MULTIPLIER from 0.1 to 0.075. This reduces passive reveal chance for Submarines in combat
  • Increased SUBMARINE_RVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER from 1 to 1.1. This means that Submarines when firing torpedoes have a slightly higher chance to be detected, unless they have modifiers reducing Torpedo Reveal Chance.
  • Removed Resource Cost from most of the naval modules (guns, deck armor, hangar decks), Armor Schemes as well as Anechoic Tiles will still have resource costs associated with them.
  • Penalty from Positioning to the Submarine Visibility reduced from +200% to +100%
  • Reduced Shallow Waters effect on Submarine Visibility from +100% to +33%.
  • Naval Sub-doctrine Coastal Mine-laying 'Clearing Procedures' reward no longer applies bonus to mine sweeping to the Submarines, instead the effect on Destroyers have been increased from +20% to +25%
  • Long Range Submarines Sub-doctrine 'Ocean Patrols' reward now also apply +10% bonus to the surface detection to the Nuclear Submarines.
  • Long Range Submarines Sub-doctrine 'Improved Dive Protocols' reward now also reduces Surface Visibility of the Nuclear Submarines by 5%.
  • Long Range Submarines Sub-doctrine 'Support the Surface' reward now also apply +10% bonus to the Torpedo Attack and Naval Speed to the Nuclear Submarines.
  • Capital ships will retreat slower, staying in the fight a bit longer
  • Submarines are slightly harder to detect in combat
  • Navy XP & Mastery gain buffed
  • Carrier airplanes are ~20% more effective (vs air & ships)
  • Heavy MG fighter armament costs more IC (2x +20%, 4x +30%) and 4x mounts (light & heavy) take -2.5% reliability
  • Ships are able to retreat faster now, especially hidden submarines
  • All Carriers Surface Detection reduced from 26 to 20
  • All Carriers Sub Detection reduced from 5 to 1
  • All Carriers Fuel Consumption reduced from 87 to 70
  • Basic Carrier Naval Range increased from 3000 to 3500
  • Basic Carrier Hull cost increased from 3 Steel + 1 Chromium to 4 Steel + 1 Chromium
  • Basic Carrier Manpower reduced from 4500 to 4000
  • Improved Carrier Naval Range increased from 4000 to 4250
  • Improved Carrier Naval Dominance Factor increased from 300 to 325
  • Improved Carrier Hull cost increased from 4 Steel + 1 Chromium to 5 Steel + 2 Chromium
  • Improved Carrier Manpower reduced from 5000 to 4500
  • Advanced Carrier Hull cost increased from 4 Steel + 2 Chromium to 6 Steel + 2 Chromium
  • Advanced Carrier Manpower reduced from 5500 to 5000
  • Modern Carrier Fuel Consumption reduced from 90 to 72
  • Modern Carrier Hull cost increased from 5 Steel + 3 Chromium to 6 Steel + 3 Chromium
  • Modern Carrier Manpower reduced from 6500 to 6000
  • Ice Carrier Fuel Consumption reduced from 95 to 90
  • Ice Carrier Hull cost increased from 5 Steel + 2 Chromium to 8 Steel + 2 Chromium
  • Converted Battleship and Converted Cruiser Naval Range reduced from 4000 to 3000
  • Converted Battleship Manpower reduced from 5000 to 3500
  • Converted Cruiser now requires 1 additional Chromium (3 Steel → 3 Steel + 1 Chromium) and gains an override Fuel Consumption of 60
  • Escort Carrier Fuel Consumption reduced from 87 to 50
  • Escort Carrier Build Cost reduced from 1500 to 1250 IC
  • Escort Carrier Hull cost changed from 2 Steel + 1 Chromium to 3 Steel
  • Escort Carrier Manpower reduced from 2500 to 1500
  • Early Cruiser Hull cost increased from 1 Steel to 2 Steel
  • Improved Cruiser Naval Range reduced from 4000 to 3500
  • Improved Cruiser Manpower reduced from 1200 to 1000
  • Improved Cruiser Hull cost increased from 2 Steel to 3 Steel
  • Advanced Cruiser Naval Range reduced from 4500 to 4000
  • Advanced Cruiser Naval Dominance Factor increased from 130 to 150
  • Advanced Cruiser Hull cost increased by 1 Chromium (3 Steel → 3 Steel + 1 Chromium)
  • Advanced Cruiser Manpower reduced from 1400 to 1200
  • Torpedo Cruiser Naval Range reduced from 4000 to 3500
  • Torpedo Cruiser Manpower reduced from 960 to 900
  • Panzerschiff Build Cost reduced from 3500 to 2800 IC
  • Panzerschiff Surface Visibility reduced from 22 to 18
  • Panzerschiff Hull cost increased by 1 Chromium (3 Steel → 3 Steel + 1 Chromium)
  • Panzerschiff Manpower reduced from 1800 to 1200
  • Coastal Defense Ship Build Cost reduced from 3500 to 1500 IC
  • Coastal Defense Ship Hull cost reduced from 3 Steel to 2 Steel
  • Coastal Defense Ship Surface Visibility reduced from 20 to 16
  • Coastal Defense Ship Naval Range increased from 1500 to 2000
  • Coastal Defense Ship Max Strength set to 110 (override added)
  • Coastal Defense Ship Manpower reduced from 1800 to 1000
  • Pre-Dreadnought, Early, Basic, Improved, and Advanced Heavy Ship Fuel Consumption reduced from 67 to 60
  • Modern Battleship Fuel Consumption reduced from 80 to 72
  • Super Heavy Battleship Fuel Consumption reduced from 75 to 68
  • Pre-Dreadnought Naval Range increased from 2250 to 2500
  • Pre-Dreadnought Hull cost changed from 1 Steel + 1 Chromium to 2 Steel
  • Early Heavy Ship Naval Dominance Factor increased from 300 to 325
  • Early Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 3 Steel + 1 Chromium
  • Basic Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 3 Steel + 1 Chromium
  • Basic Heavy Ship Manpower reduced from 5200 to 4300
  • Improved Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 4 Steel + 1 Chromium
  • Improved Heavy Ship Manpower reduced from 6000 to 4650
  • Advanced Heavy Ship Hull cost increased from 1 Steel + 1 Chromium to 4 Steel + 1 Chromium
  • Advanced Heavy Ship Manpower reduced from 6000 to 5000
  • Modern Battleship Build Cost reduced from 4000 to 3600 IC
  • Modern Battleship Hull cost reduced from 6 Steel + 3 Chromium + 2 Tungsten to 5 Steel + 2 Chromium + 2 Tungsten
  • Modern Battleship Manpower reduced from 6000 to 5000
  • Super Heavy Battleship Hull cost increased from 1 Steel + 1 Chromium to 5 Steel + 2 Chromium
  • Super Heavy Battleship Manpower reduced from 9000 to 7000
  • Early Destroyer Naval Range increased from 1500 to 2000
  • Basic Destroyer Naval Range increased from 1800 to 2500
  • Improved Destroyer Naval Range increased from 2000 to 3000
  • Advanced Destroyer Naval Range increased from 2500 to 3500
  • Basic Destroyer Manpower reduced from 325 to 300
  • Improved Destroyer Manpower reduced from 400 to 350
  • Advanced Destroyer Manpower reduced from 500 to 400
  • Advanced Destroyer Naval Dominance Factor increased from 40 to 42
  • Advanced Destroyer Hull cost reduced from 4 Steel + 1 Chromium to 3 Steel + 1 Chromium
  • Early Submarine Sub Visibility reduced from 25 to 22
  • Basic Submarine Sub Visibility reduced from 22 to 20
  • Improved Submarine Sub Visibility reduced from 20 to 18
  • Early Submarine Max Strength increased from 10 to 15
  • Basic Submarine Max Strength increased from 20 to 22.5
  • Advanced Submarine Max Strength increased from 35 to 37.5
  • Submarine Carrier Hull cost increased from 3 Steel to 4 Steel
  • Repair Ship and Support Ship Naval Range increased from 3000 to 3500
  • Repair Ship and Support Ship Max Strength increased from 25 to 30
  • Improved Repair Ship and Improved Support Ship Naval Range increased from 4000 to 5000
  • Support Ship Sub Attack reduced from 1 to 0
  • Support Ship Sub Detection reduced from 1 to 0
  • ship_deck_space Carrier Surface Detection increased from 5 to 8 and Sub Detection from 2 to 4
  • big_ship_deck_space Carrier Surface Detection increased from 6 to 10 and Sub Detection from 3 to 4
  • ship_escort_deck_space Carrier Surface Detection increased from 2 to 5 and Sub Detection from 5 to 7
  • ship_armor_bb_3 cost reduced from 2 Steel + 1 Chromium to 1 Steel + 1 Chromium
  • ship_armor_cruiser_3 cost reduced from 1 Steel + 1 Chromium to 1 Steel
  • ship_armor_cruiser_4 cost reduced from 2 Steel + 1 Chromium to 1 Steel + 1 Chromium
  • light_ship_engine_3 Fuel Consumption reduced from 10 to 9
  • sub_ship_engine_2 Sub Visibility multiplier set to -3.5% (was disabled)
  • sub_ship_engine_3 Fuel Consumption reduced from 10 to 9; Sub Visibility multiplier increased from -5% to -7%
  • sub_ship_engine_4 Build Cost multiplier reduced from +20% to +17.5%
  • sub_ship_nuclear_engine_1 Naval Speed multiplier increased from +10% to +20%; Sub Visibility multiplier set to -15%
  • cruiser_ship_engine_1 Naval Speed multiplier increased from +20% to +25%; Build Cost multiplier reduced from +15% to +12.5%
  • cruiser_ship_engine_2/3/4 Build Cost multiplier reduced by 2.5pp each (0.175→0.15, 0.20→0.175, 0.225→0.20)
  • heavy_ship_engine_1 Fuel Consumption increased from 20 to 22; Naval Speed multiplier increased from +20% to +25%; Build Cost multiplier reduced from +17.5% to +12.5%
  • heavy_ship_engine_2 Fuel Consumption increased from 25 to 28; Build Cost multiplier reduced from +20% to +15%
  • heavy_ship_engine_3 Fuel Consumption increased from 30 to 34; Build Cost multiplier reduced from +22.5% to +17.5%
  • heavy_ship_engine_4 Fuel Consumption increased from 35 to 40; Build Cost multiplier reduced from +25% to +20%
  • carrier_ship_engine_1/2/3/4 Naval Speed multiplier reduced by 5% across all four tiers
  • carrier_ship_engine_1 Fuel Consumption increased from 12 to 16
  • carrier_ship_engine_2 Fuel Consumption increased from 16 to 24
  • carrier_ship_engine_3 Fuel Consumption increased from 20 to 32
  • carrier_ship_engine_4 Fuel Consumption increased from 24 to 40
  • Reduced Minimum Naval Hit Chance from 2% to 0.5%
  • Quality of Life: Buying equipment on international market now selects the maximum by default, and auto sets the minimum acceptable civ count
  • Strikeforces are now able to target combats that are already in combat, while they exit their own combat
  • Strikeforces with a valid strike target will now ignore active combats on the way (no more being distracted by pesky subs!)
  • Fixed a memory leak that caused late-game performance problems for the AI
  • Fixed a sound effect leak that caused longer sessions to slow down over time
  • Equipment data is now compacted once per year, keeping its memory footprint stable
  • Air wing accident calculations now use a pre-roll, skipping thousands of late-game checks
  • Added a sound pool that keeps recently played sound effects in memory for around 20 seconds, reducing disk access during gameplay
  • 2D icon rendering is approximately 15% faster thanks to a new DX11 ringbuffer implementation
  • Optimized map icon update slightly
  • Air fuel requirement calculations are 90% faster
  • Equipment variant processing is significantly faster
  • Optimized AI theatre distribution with a pre-pass that drastically reduces the number of options evaluated
  • Optimized Naval HQ calculations
  • Optimized supply system calculations
  • Optimized trade calculations by computing them per resource
  • Airbase status updates now run in parallel
  • Improved performance when a large army is selected
  • Cached root and fallback orders to speed up unit order handling
  • Tooltip updated to indicate that control ratio required for having dominance in a sea zone is 60% instead of 66%
  • Added Hit Profile 'Stat' to be displayed on Ship Designer as well on the Ship Cards. Minelaying/Minesweeping will be displayed only if their respective value is above 0.
  • Added ability to filter divisions based on their type in the division overview window
  • Repair-now button will stop the current mission so the fleet can focus on repair
  • AI can choose to disengage from disadvantageous naval battles
  • Convoy production deficit boost is now capped to avoid starving warship production
  • Large lendleases will no longer be accepted if they would take too many convoys to ship
  • AI will be more aggressive with advantageous naval invasions
  • Navy AI now considered scripted fleet separate for the case of building its required & optional task forces
  • When naval objectives overlap, they will consider that and reduce request for patrols due to that
  • Coastal defense will prioritize assignment based on number of VP's being defended
  • Germany will build more submarines and fewer surface ships, matching historical doctrine
  • Small tweaks to ENG/USA task force compositions
  • Better at picking a homebase that can reach all regions
  • Strike forces will skip regions already covered by coast defense and clean up faster
  • Multiple invasions into the same sea region will share a single defense objective
  • Naval dominance strategies with negative values will properly suppress objectives
  • Coast defense will only ramp up when enemy presence is detected
  • Naval AI fixes plus USA-specific build/strategy tuning
  • research weight tweaks
  • Introduced CV Fighter / Naval bomber equipment progress for england
  • Streamlined destroyer and escort designs for JAP, USA, ENG
  • AI will swap out higher quality ships from reserve into active task forces during peace time
  • USA will research radar earlier
  • Introduced naval_invasion_support_priority to direct the naval AI more
  • Fixed a rare crash that happened due to order invalidating
  • stopped taskforces being in two combats at the same time
  • Efficiency is correctly applied to screening bonus
View full patch notes ↗

Patch 1.18.1 April 29, 2026

## What changed - **Skoda inlay window** — no longer overlaps with focuses in specific Czech political branches - **Czech communist political branch icons** — swapped mismatching Soviet art assets with correct Czech art - **Skoda tank MIO** — fixed bug where it would default to Armored Car variant assignment - **"End the Oppression of the Hungarian workers" focus** — corrected required state from León, Spain to South Transdanubia, Hungary - **Protektorat Bohmen-Mahren research slots** — capped at 6 in 1939 bookmark (was incorrectly allowing 7) - **"I Didn't Hear No Bell" achievement** — now unlocks after cosmetic tag changes - **Puppet Slovakia tag switching** — fixed cosmetic tag not updating when changing overlord from CZE to GER - **"Divided Nation" spirit** — now correctly disappears if last decision is interrupted - **Two Slovak Navy Chiefs** — consolidated duplicate trait and generic portrait with standardized cost - **Bohemia formable nation color** — changed to golden - **Polish focus branch** — added new small branch granting access to Czech MIOs and Concerns - **"Realize the Polish Czechoslovak Confederation" focus** — now requires Poland to be at war with same nations as Czechoslovakia - **Slovakia Army Idea** — rebalanced - **German AI** — adjusted to produce sufficient transport planes - **Slovakia AI strategy** — added new strategy to support Germany on Eastern front ## New Content - **"Wielding the Hammer" focus** — new Czech political focus providing a national idea - **"Emergency Measures" focus** — new Czech political focus providing a national idea - **"Demand the Czech Corridor
  • The Skoda inlay window should no longer overlap with some focuses when going down a specific political branch
  • Swapped several focus icons from the CZE political communist branches that used mismatching art from the Soviet 2D art pack
  • Added a new focus to the Czech tree - "Wielding the Hammer" which gives a new idea
  • Added a new focus to the Czech tree - "Emergency Measures" which gives a new idea
  • Added a new focus to the Czech tree - "Demand the Czech Corridor" which allows Czechoslovakia to demand land from Austria
  • Completing "Contact the Czech and Slovak Legion" now gives a number of aces
  • Fixed a bug where "End the Oppression of the Hungarian workers" required the wrong state (León, Spain instead of South Transdanubia, Hungary)
  • Fixed an issue where the Skoda tank MIO would by default be assigned to your Armored Car when creating a variant and producing it
  • Fixed several typos in names and descriptions
  • Fixed an issue where the Protektorat Bohmen-Mahren could reach 7 research slots in the 1939 bookmark
  • The "I Didn't Hear No Bell" achievement can now be unlocked after changing cosmetic tag
  • Fixed an issue where puppet Slovakia changing overlord from CZE to GER would not correctly update their cosmetic tag
  • Fixed an issue where the "Divided Nation" spirit would not disappear if the very last decision was interrupted
  • Fixed an issue where two Slovak Navy Chiefs had the same Trait, used the same generic portrait, but had varying costs
  • Fixed the tooltip for the focus "Demand a Corridor to the Soviets"
  • The Bohemia formable now uses a golden colour
  • Poland now has a small branch that gives them access to Czech MIOs/Concerns
  • Correcting small mistake in what Czech word for "Daddy" was used for Tatíček Masaryk
  • Replaced modifiers for Czech special projects that were not working
  • Corrected the year in the localization of a focus from "Revert the 1926 Anti-Military Laws" to 1927
  • "Realize the Polish Czechoslovak Confederation" now requires Poland to be at war with the same nations Czechoslovakia
  • Rebalanced Slovakia Army Idea
  • The event to demand Katowice from Poland now uses the correct option text
  • Corrected the localization for a Japanese MIO to use correct special text characters
  • Corrected the localization for the "Tatíček Masaryk" focus and "Ceské Slezsko" state name
  • Fixed a typo in "Smaller Air Plants" focus
  • Adjusted German AI to produce enough transport planes
  • Added new AI strategy for Slovakia so they will help Germany with the Eastern front
  • Fixed some inverted ai_chance blocks when puppeting Hungary
  • Add some more granular AI chance modifiers to a number of Czech events
View full patch notes ↗

Patch 2026-04-22 April 22, 2026

## What changed ## New Content - **Germany** received 1 new **Paratrooper Raid**. - **Germany** received a new **Special Project** and related technology to destroy forts more effectively. - **Slovakia** received new generals, country leaders, and a 3D unit model. - **Germany** received a new **National Focus** to integrate **Czechoslovak Equipment Designers** into their war machine. - **Germany** received a new **National Focus** for **Czech-related MIO/Concerns**. - **Slovakia** received new generals and country leaders with unique portraits. - **2 new Landmarks** were added. - **2 new 3D unit models** were added. - **Czechoslovakia** received **4 new Political Advisors** and **1 new Naval Commander**. - **Czechoslovakia** received new **MIO/Concerns**: "Ringhoffer-Tatra" (Armored Car) and "Praga Aviation" (Helicopter). - **Protektorat Bohmen-Mahren** received **2 new generals**. - **Belgium** received a new **Industrial Concern**. - **Ethiopia** received "CKD-Praga" as an **Aircraft Designer Concern**. ## Balance Changes - Over **60 Czechoslovak equipment icons** were reworked. - **Czechoslovakia's air theorist Alois Vicherek** was given a **Chief of Air Force** role. - **1 military factory** was removed from Bohemia and added to Czeske Slezsko. - **Czechoslovakia's national spirit modifiers** were adjusted and given additional modifiers. - **Edvard Benes** was given the **'De facto
  • Added 1 new Paratrooper Raid for Germany.
  • Destroy Forts with ease with a new Special Project and related technology
  • Take up the mantle of Vodca with new generals, country leaders, and a 3D unit model for Slovakia
  • Integrate Czechoslovakia Equipment Designers into the Reich’s war machine with a new National Focus for Germany
  • Added new Slovak generals and country leaders with unique portraits.
  • Reworked over 60 Czechoslovak equipment icons.
  • Added a new national focus for Germany that gives them Czech-related MIO/Concerns.
  • Added 2 new Landmarks.
  • Added 2 new 3D unit models.
  • Added 1 new Special Project.
  • The event sent by fascist Germany’s focus to integrate Czechoslovakia will no longer annex Czechoslovakia, even if they refused it.
  • If the USSR cedes Western Poland to Germany when Molotov-Ribbentrop has been signed, they can no longer cede a Slovakia owned by their faction member.
  • Czechoslovakia was given 4 new Political Advisors.
  • Czechoslovakia was given 1 new Naval Commander.
  • LaR : Czechoslovakia was given an Armored Car MIO/Concern “Ringhoffer-Tatra”
  • GD : Czechoslovakia was given a helicopter MIO/Concern “Praga Aviation.”
  • Czechoslovakia's air theorist Alois Vicherek has been given a Chief of Air Force role.
  • Added 2 generals to the Protektorat Bohmen-Mahren.
  • BBA : Ethiopia was given “CKD-Praga” as an Aircraft Designer Concern to match the country already having the MIO version.
  • GD : Belgium has a new Industrial Concern.
  • MIO/Concern ‘CKD-Praga’ was switched to a Multi-Role Aircraft Designer
  • MIO/Concern ‘Skoda Armor’ was switched to a Standardized Production Designer
  • MIO/Concern ‘Aero’ was switched to being a CAS Aircraft designer
  • 1 military factory was removed from Bohemia and added to Czeske Slezsko.
  • Some of Czechoslovakia's national spirit modifiers have been adjusted and/or given additional modifiers.
  • Edvard Benes was given ‘De facto Leader’ country leader trait to reflect his role in leading Czechoslovakia despite not being the de jure leader of the country.
  • Fascist Germany AI is far more likely to want to ally with the Soviet Union if faced with a very strong Little Entente.
  • German AI will be more inclined to try to break Czechoslovakia’s defenses in South Sudetenland and Western Slovakia if they’re stalled out in a war with Czechoslovakia in certain circumstances.
  • Fascist Germany AI will be less inclined to ally with fascist Czechoslovakia just because they’re fascist.
  • France and England will be way less likely to guarantee Czechoslovakia again if they previously threw them under the bus during the Munich Conference.
  • Improved a few Spain and Yugoslavia-related focus icons.
View full patch notes ↗