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补丁 1.18.X

原页面:Patch 1.18.X

本页中文翻译进度 2%,未译部分暂保留英文原文。

补丁 1.18.X are all patches beginning with 1.18.

1.18

主条目:补丁 1.18

1.18.1

Patch 1.18.1 was released on 2026-04-29[1] with checksum dcd4.

Gameplay

  • The Bohemia formable now uses a golden colour
  • Poland now has a small branch that gives them access to Czech MIOs/Concerns
  • 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

Bugfixes

  • 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 Skoda inlay window should no longer overlap with some focuses when going down a specific political branch
  • 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

AI

  • 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

1.18.2

Patch 1.18.2 was released on 2026-05-20[2] with checksum b781.

Gameplay & Balance

  • When Czechoslovakia uses the Austria-Hungary reformation decision, they now get a unique cosmetic tag called Great Moravia.
  • Changed the flag for the Bohemian Kingdom so it still includes Slovakia.
  • 'Integrate Hungary' is now 'Integrate Former Austrian Lands', and can grant the integration idea to more puppets than just Hungary.
  • Certain Czech characters now go into exile to some countries sometime after the 'Fate of Czechoslovakia' baring conditions are met.
  • Slightly tweaked the balance of a few advisors.
  • The option to demand land in return for joining their faction that Hungary and Poland get when invited now has a tooltip about what happens if CZE accepts the counteroffer event.
  • Some of the Balance of Power Decisions reappearance times have been rebalanced slightly.
  • Overhauled late-game industry and Peace For Our Time branch ideas to use idea swaps to reduce the amount of ideas displayed.
  • Added conscription/training & militia bonuses for the army spirit to some focuses.
  • Added two new division name lists: Rangers & State Defense Guard.
  • Germany can no longer start ‘Fate of Czechoslovakia’ if CZE still owns the Sudetenland, they will get a wargoal instead.
  • Added a slight color change to Czechoslovakia when it starts its monarchist or fascist branches.
  • Two Polish MIOs (Naval and Tank) can be gained by Czechoslovakia depending on completing a focus or having a core related state.
  • Added tooltips to a few focuses when they don't have any targets (faction members/puppets) yet to make clear what they do.
  • Added some extra visual and focus effect flavor in the fascist branch.
  • The Ready for Anything decision to remove the BoP now has slightly more forgiving requirements.
  • Czechoslovakia no longer uses the Balkan Union cosmetic tag, using a new Pan-European one instead
  • Completing the Czechoslovakian focus 'Lessons of War' now removes the BoP modifier 'Threatening Neighbors'.

Bugfixes

  • Fixed a crash that can occur when a rocket silo's 'Surface-to-Air' mission is set to a naval region.
  • Fixed a crash that can occur on Mac during peace conferences.
  • Radola Gajda now has a Militarist trait.
  • Removed two army leader cost reductions as together with unremoved ones they could accumulate to -125% army leader cost and make promoting division leaders cost 0 CP.
  • Unifying with Poland now grants their unit leaders.
  • Buffed the monarchist integration idea from -1 daily autonomy for Hungary to -2.
  • Added a new cosmetic tag for Czechoslovakia's (integrated communist) puppets so they don't stay blue while CZE isn't.
  • Fixed Galicia's default capital being in the Sudetenland.
  • Fixed two Slovak navy chiefs having the same idea token.
  • Fixed communist path overlapping with democratic paths if a democratic path was chosen with the gamerule to show normally auto-hidden branches enabled.
  • Fixed multiple scope mistakes in the new special project.
  • Czechoslovakia no longer loses cores on Slovakian and Ruthenian states with the historical event chain.
  • If Czechoslovakia is puppeted by a non-aligned nation, Hlinka is now automatically replaced by Emil Hacha as leader for the non-aligned party.
  • Fixed an issue where the Industrial Concern Apollo would become available unintentionally through an upgrade focus linked to the concern.
  • Fixed an issue where Skoda's industry company required an extra focus after being upgraded.
  • Swapped around two victory point names that were misplaced on the map. (The tiles have 0 VP points so the name is only visible in bottom left when selecting the province).
  • Integrated some community feedback on localization for naming and usage of the correct characters.
  • Fixed typo in Hácha's name.
  • Fixed an issue which cancelled the focus 'Fortify the Crossroads' if Slovakia exists.
  • Multiple cosmetic tags achieved after doing the autonomist path no longer disappear when reannexing Slovakia through the autonomy system.
  • Fixed Peru having access to a Czech Industrial Concern.
  • Fixed broken Visibility conditions with some Czech MIOs for Germany and Poland.

AI

  • Slovakia is now more likely to fight on the Eastern Front when they are a German puppet.
  • Increased the chance that Germany does its new raid on Czechoslovakia.
  • Hungary is now more encouraged to take part in Operation Barbarossa.
  • Germany's historical plan will cancel if the Czechs annex Austria.
  • Kommisariat Böhmen-Mahren is now more likely to assist Germany. Either support in the war, defending territory, or lend-lease.
  • Fixed broken allowed statements in a Polish naval and tank MIO making them show on every country when PFOT is disabled.
  • Added a lot more detail to a bunch of AI event considerations.
  • Germany was given an even stronger nudge to do the Berlin-Moscow Axis when faced with a strong Czech faction under certain circumstances.

Art

  • New advisor portrait for navy chief František Placák.
  • New advisor portrait for air chief Jaroslav Kejla.
  • New idea art for Leveraged Sokol.
  • New focus icons for: Compromise with the Veteran Agrarians, Powerhouse of Europe, Leverage Sokol, Forgive Trading Debts, Deepen Ties with Trademen, Bolster Domestic Construction & Trinec Ironworks.
  • New flags for CEF (Central European Federation) formable.
  • Removed all uses of USSR GFX CCP focus icons, replaced the one on Industrial Relocation with a new icon.
  • Certain Focus icons in the Czech tree will be switched for different ones depending on ideology.

1.18.3

Patch 1.18.3 was released on 2026-06-04[3] with checksum d7cc.

Ship & Navy Balance

  • Reduced Naval Minimum Chance to Hit from 2% to 0.5%
  • Set Naval XP Gain for the following mission types: Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping to 0.2, and Strike force to 0.05
  • Navy Mastery gain for Strike force missions increased from 0 to 0.05, and for Convoy Raiding increased from 0.2 to 0.3
  • 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
  • Naval Reform Spirit changed from +15% Naval Experience Gain to +10% Naval Mastery Gain
  • Naval Sub-Doctrine Coastal Mine-laying Clearing Procedures reward no longer applies bonus to mine sweeping to the Submarines, instead the effect on Destroyers has been increased from +20% to +25%
  • Long Range Submarines Sub-Doctrine Ocean Patrols reward now also applies +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 applies +10% bonus to the Torpedo Attack, and Naval Speed to the Nuclear Submarines
  • 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.
  • Cruiser Armor Scheme Resource Costs changed from resource cost of 0/1/1/2 Steel to 0/0/1/1 Steel and from 0/0/1/1 Chromium to 0/0/0/1 Chromium
  • Battleship Armor Scheme Resource Costs changed from resource cost 1/1/2 Steel to 1/1/1 Steel. Chromium Costs unchanged.
  • Early Destroyer Naval Range increased from 1500 km to 2000 km
  • Basic Destroyer Naval Range increased from 1800 km to 2500 km and service manpower reduced from 325 to 300
  • Improved Destroyer Naval Range increased from 2000 km to 3000 km and service manpower reduced from 400 to 350
  • Advanced Destroyer Naval Range increased from 2500 km to 3500 km and service manpower reduced from 500 to 400
  • Advanced Destroyer Hull cost decreased from 4 Steel to 3 Steel
  • Naval Dominance Factor for Advanced Destroyers increased from 40 to 42
  • Light Ship Engine III - Fuel Consumption lowered from 10 to 9
  • Early Cruiser Hull cost increased from 1 Steel to 2 Steel
  • Improved Cruiser Hull cost increased from 2 Steel to 3 Steel
  • Advanced Cruiser Hull cost increased from 3 Steel, to 3 Steel and 1 Chromium
  • Improved Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 1200 to 1000
  • Advanced Cruiser Naval Range reduced from 4500 km to 4000 km and service manpower reduced from 1400 to 1200
  • Cruiser Ship Engine I - Production Cost reduced from +15% to +12.5% and increased Naval Speed from +20% to +25%
  • Cruiser Ship Engine II - Production Cost reduced from +17.5% to +15%
  • Cruiser Ship Engine III - Production Cost reduced from +20% to +17.5%
  • Cruiser Ship Engine IV - Production Cost reduced from +22.5% to +20%
  • Pre-Dreadnaught Hull Naval Range increased from 2250 km to 2500 km
  • Pre-Drednought Ship Hull cost changed from 1 Steel 1 Chromium to 2 Steel
  • Torpedo Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 960 to 900
  • Panzerschiff service manpower reduced from 1800 to 1200, IC cost for the hull reduced from 3500 to 2800, surface visibility from 22 to 18.
  • Panzerschiff Hull cost increased from 3 Steel to 3 Steel 1 Chromium
  • Coastal Defense Ship service manpower reduced from 1800 to 1000. IC cost for the hull reduced from 3500 to 1500. Base Steel Cost reduced from 3 to 2. Surface Visibility reduced from 20 to 16. Naval Range increased from 1500 km to 2000 km.
  • Coastal Defense Ship Hull cost decreased from 3 Steel to 2 Steel
  • Coastal Defense Ship Max Strength (HP) increased from 100 to 110
  • Basic Heavy Hull service manpower reduced from 5200 to 4300
  • Improved Heavy Hull service manpower reduced from 6000 to 4650
  • Advanced Heavy Hull service manpower reduced from 6000 to 5000
  • Modern Heavy Hull service manpower reduced from 6000 to 5000, IC cost for the hull reduced from 4000 to 3600
  • 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
  • Improved Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
  • Advanced Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
  • Modern Heavy Ship Hull cost changed from 6 Steel 3 Chromium 2 Tungsten to 5 Steel 2 Chromium 2 Tungsten
  • Early, Basic, Improved, Advanced Heavy Ship Hull Fuel Consumption reduced from 67 to 60
  • Early Heavy Ship Naval Dominance Factor increased from 300 to 325
  • Modern Heavy Ship Hull Fuel Consumption reduced from 80 to 72
  • Heavy Ship Engine I - Production Cost reduced from +17.5% to +12.5%, increased Naval Speed from +20% to +25% and increased Fuel Consumption from 20 to 22
  • Heavy Ship Engine II - Production Cost reduced from +20% to +15% and increased Fuel Consumption from 25 to 28
  • Heavy Ship Engine III - Production Cost reduced from +22.5% to +17.5% and increased Fuel Consumption from 30 to 34
  • Heavy Ship Engine IV - Production Cost reduced from +25% to +20% and increased Fuel Consumption from 35 to 40
  • Super Heavy Hull service manpower reduced from 9000 to 7000
  • Super Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 5 Steel 2 Chromium
  • Super Heavy Ship Hull Fuel Consumption reduced from 75 to 68
  • Basic Carrier Naval Range increased from 3000 km to 3500 km and service manpower reduced from 4500 to 4000
  • Improved Carrier Naval Range increased from 4000 km to 4250 km and service manpower reduced from 5000 to 4500
  • Advanced Carrier service manpower reduced from 5500 to 5000
  • Modern Carrier service manpower reduced from 6500 to 6000
  • Basic Carrier Ship Hull cost increased from 3 Steel 1 Chromium to 4 Steel 1 Chromium
  • Improved Carrier Ship Hull cost increased from 4 Steel 1 Chromium to 5 Steel 2 Chromium
  • Advanced Carrier Ship Hull cost increased from 4 Steel 2 Chromium to 6 Steel 2 Chromium
  • Modern Carrier Ship Hull cost increased from 5 Steel 3 Chromium to 6 Steel 3 Chromium
  • Converted Battleship, Basic, Improved and Advanced Carrier Ship Hull Fuel Consumption reduced from 87 to 70
  • Modern Carrier Ship Hull Fuel Consumption reduced from 90 to 72
  • Improved Carrier Ship Hull Naval Dominance Factor increased from 300 to 325
  • All Carriers Surface Detection Reduced from 26 to 20 and Sub Detection from 5 to 1
  • Deck Space Carrier Detection Values increased from +5 Carrier Surface Detection and +2 Carrier Sub Detection to +8 Carrier Surface Detection and +4 Carrier Sub Detection
  • Carrier Ship Engine I - Naval Speed reduced from +30% to +25% and increased Fuel Consumption from 12 to 16
  • Carrier Ship Engine II - Naval Speed reduced from +40% to +35% and increased Fuel Consumption from 16 to 24
  • Carrier Ship Engine III - Naval Speed reduced from +50% to +45% and increased Fuel Consumption from 20 to 32
  • Carrier Ship Engine IV - Naval Speed reduced from +60% to +55% and increased Fuel Consumption from 24 to 40
  • Cruiser Carrier Conversion Naval Range reduced from 4000 km to 3000 km
  • Battleship Carrier Conversion Naval Range reduced from 4000 km to 3000 km and service manpower from 5000 to 3500
  • Converted Cruiser Ship Hull Fuel Consumption reduced from 87 to 60
  • Escort Carrier IC cost for the hull reduced from 1500 to 1250 and service manpower reduced from 2500 to 1500
  • Escort Carrier Ship Hull cost changed from 2 Steel 1 Chromium to 3 Steel
  • Escort Carrier Deck Space Carrier Detection Values increased from +2 Carrier Surface Detection & +5 Carrier Sub Detection to +5 Carrier Surface Detection and +7 Carrier Sub Detection
  • Escort Carrier Ship Hull Fuel Consumption reduced from 87 to 50
  • Ice Carrier Ship Hull cost increased from 5 Steel 2 Chromium to 8 Steel 2 Chromium
  • Ice Carrier Ship Hull Fuel Consumption reduced from 95 to 90
  • Ice Carrier Deck Space Carrier Detection Values increased from +6 Carrier Surface Detection and +3 Carrier Sub Detection to +10 Carrier Surface Detection and +4 Carrier Sub Detection
  • 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.
  • Penalty from Positioning to the Submarine Visibility reduced from +200% to +100%
  • Reduced Shallow Waters effect on Submarine Visibility from +100% to +33%
  • SUBMARINE_REVEAL_DETECTION_MULTIPLIER reduced from 0.075 to 0.065
  • Early Submarine Sub Visibility reduced from 25 to 22 and Strength increased from 10 to 15
  • Basic Submarine Sub Visibility reduced from 22 to 20 and Strength increased from 20 to 22.5
  • Improved Submarine Sub Visibility reduced from 20 to 18
  • Advanced Submarine Strength increased from 35 to 37.5
  • Submarine Carrier Hull cost increased from 3 Steel to 4 Steel
  • Submarine Ship Engine II - Now reduces the Submarine Visibility by -3.5%
  • Submarine Ship Engine III - Submarine Visibility Reduction increased from -5% to -7% and reduced Fuel Consumption from 10 to 9
  • Submarine Ship Engine IV - Production Cost reduced from +20% to +17.5%
  • Submarine Nuclear Engine - Now reduces the Submarine Visibility by -15% and increased Naval Speed from +10% to +20%
  • Naval retreat rebalanced: BASE_ESCAPE_SPEED increased from 0.045 to 0.05, SPEED_TO_ESCAPE_SPEED reduced from 0.95 to 0.5, ESCAPE_SPEED_PER_COMBAT_DAY increased from 0.01 to 0.015, MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION increased from 0.15 to 0.5, ESCAPE_SPEED_SUB_BASE increased from 0.08 to 0.1, ESCAPE_SPEED_HIDDEN_SUB increased from 0.18 to 0.35, and capital ships and carriers now retreat at half their usual strength threshold (CAPITAL_SHIP_COMBAT_RETREAT_MULT added at 0.5).
  • Convoy production deficit boost is now capped to avoid starving warship production
  • NAVAL_STRIKE_CARRIER_MULTIPLIER increased from 10.0 to 12.0
  • CARRIER_COMBAT_DAMAGE_STATS_MULTIPLIER increased from 0.35 to 0.5

Other Balance

  • Heavy MG Fighter armament costs more IC (2x +20%, 4x +30%) and 4x mounts (light & heavy) take -2.5% reliability
  • Nationalist China: Reduced focus time from 70 days to 35 days for 21 focuses across the Industry, Army, Air, Navy, and Politics branches
  • Nationalist China: Construct the Banqiao Dam moved earlier in the tree; The National Sun Yat-sen University takes its previous prerequisites

Gameplay

  • A new, very challenging achievement: "Steiner!": As Germany, after June 22nd 1941, reach more than 30% surrender progress while at war with the Soviet Union, France, and England. Afterwards, control Moscow, Paris, and London.
  • Carrier Sortie Settings now only apply to the first 24 hours of Naval Combat, instead of being tracked for 24h per Carrier - even when they were reinforcing an already ongoing battle
  • Screening bonus now scales with screening efficiency: partially screened formations no longer receive the full screening bonus against capital fire
  • Strike forces are now able to target combats that are already in combat, while they exit their own combat
  • Strike forces with a valid strike target will now ignore active combats on the way (no more being distracted by pesky subs!)
  • Quality of Life: Buying equipment on international market now selects the maximum by default, and auto sets the minimum acceptable civ count
  • Made lendlease default to max amount for 'once' and to 100% for 'percentage' modes
  • Lendlease has better UI logic and will default to maximum amounts that the receiver can handle with their convoys
  • Updated supply tooltip to show more careful where all supply is coming from
  • An event will now be fired to all the signatories of the Nine-powers treaty when China gets attacked

稳定性与性能

  • Use static_cast instead of dynamic_cast in CConstRef release builds. The debug path already validates the cast via assertion, making the RTTI overhead in release unnecessary. Improves performance for all ref pointer dereferences.
  • optimized navalhq calculations
  • Added a sound pool system, which keeps sound effects in memory for up to ~20 seconds, which should reduce file system access and thus reduce stutters
  • Micro optimizations to supply system
  • _NavalNodesByBaseSupply is now just a flat array rather than a weird 2d array
  • Removed linear search for dirty tracking, instead do a direct lookup
  • Added caching to root & fallback orders, significantly speeding up unit code
  • Improved performance when having a large army selected
  • Batched ability refresh on reinforcements arrival. (Now happens atmost once instead of twice)
  • Trade is now calculated per resource, as most calculations are done per resource, which saves performance
  • Naval objectives don't get recalculated all the time anymore, instead they are recalculated every X days
  • Added a pre-pass for ai theatre distribution, cutting down massively on the number of options looked at
  • Fixed leaking of sound effects, causing a slow down in longer game sessions.
  • Equipment variants processing speed up significantly
  • Calculating fuel requested for airplanes is 90% faster
  • Airwings accident chance has a pre-roll now, skipping tens of thousands of calculations late game
  • Fixed memory leak that caused late game performance problems for AI
  • Parallelized airbase status updates
  • Equipment data will be compacted once per year, reducing late game performance problems
  • Fixed performance in very large scale naval battles (1000+ ships)
  • Reduced math operations from doing a full 4x4 update to just do a vector2f and a single scale float
  • Added a landmass detection, stopping world wide pathfinds

UI

  • 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

  • AI naval ship templates for Italy, England, USA, Japan, and the generic fallback reworked: most ship classes now follow a four-tier scheme (early / basic / improved / advanced) tied to historical classes as close as possible. AI fleets are now better-equipped at each tier and progress through them more reliably.
  • AI is able to swap better quality ships into current task forces
  • AI is better at picking a homebase that can reach all regions
  • Added logic for the AI to decide that it is losing the battle too hard, and go for a full retreat instead of a slow retreat
  • Introduction of AI buffering ships, this should result in the AI keeping a reserve fleet on hand for reinforcements
  • 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 fleets separately 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
  • 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
  • Rebalanced AI weights for naval research
  • Introduced CV Fighter / Naval bomber equipment progress for England
  • The AI will now train their troops more often
  • The AI will no longer train divisions that are next to the enemy
  • The AI will try to train their fleets a bit more opportunistic
  • The AI will be a bit more sensible with picking a homebase for its standby fleet
  • If there are no more patrol fleets available, the AI will use Strike forces as patrols instead
  • Added logic to prevent the AI from assigning too many patrols to support naval invasion
  • AI now reserves more dockyards for repair (thank you forum feedback)
  • The AI will now repair until critical damage has been repaired (thank you forum feedback)
  • The AI will now use their escort fleets in regions, even if the region is blocked due to convoy raiding
  • Italy commits fewer units to the Alexandria push and holds Africa longer. Slightly reduced England's Alexandria defense buffer.
  • UK builds up North Africa port more if its needed to push to Tobruk
  • Convoy danger now decays quicker with time
  • AI signatories of the Nine-Power Treaty now always agree to abandon it when Chiang Kai-shek leads China (unless allied with Japan)

模组制作

  • Introduced naval_invasion_support_priority to direct the naval AI more
  • AI objectives will respect blocked naval regions now and not consider them for naval mission assignment anymore
  • Fixed a bug where the AI was not using fleets if the ships did not require any fuel
  • Equipment role debug view shows raw matching score

Bugfix

  • Fixed a rare crash that happened due to order invalidating
  • Fixed a bug where taskforces could be in two naval combats at the same time
  • Fixed a bug where ships were partially considered for supply need
  • 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 didn't 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
  • Fixed bug where emergency convoy demand would scale infinitely
  • Fixed a bug where a ship would gain strength through doctrines, on reloading a save they would be damaged
  • Fixed a bug where planes destroyed by other sources than air to air combat did not count to war participation (as an example: static anti-air or destroyed planes in a raid)
  • Raj: Fixed "Mixed Economy" giving resources on all owned states rather than starting states and added coal.
  • Raj: Fixed "The riches of the Raj" to check for synthetic referinies as well
  • Raj: Fixed "Acquire new Resources" so it gives the resources to the correct state
  • CTD that could occur with scientists in late game
  • Fixed a bug where a naval supply tooltip would show a much larger number of convoys required then was actually needed
  • Fixed OOS related to trade routes

参考资料

  1. ↑ Forum: Peace for our Time | Patch 1.18.1, 2026-04-29.
  2. ↑ Forum: Hearts of Iron IV | Patch 1.18.2, 2026-05-20.
  3. ↑ Forum: Developer Diary | HOI IV - X Anniversary Update, 2026-06-04.