## 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
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
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
## 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
## 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.