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  1. 13 paź 2024 · Main article: AI modding § AI will do. The chance for AI to pick a decision is decided by the ai_will_do = { ... } block within a decision, which is a MTTH block. By default, a decision will never be chosen by AI, and that block is required to make AI choose it.

  2. 24 wrz 2024 · As for all Paradox games, Hearts of Iron IV is moddable to a great extent. Motivations of modders may vary widely: a better translation to their native language, more events or decisions, better maps, a major overhaul, etc. Mods are stored within the mod/ folder within the user directory.

  3. 20 gru 2023 · A balance of power (also internally referred to as bop or power balance) is typically used to represent a conflict between two sides, using a progress bar divided into distinct sections and decisions to push it towards some side for benefits.

  4. Each decision in your category should include the following: available = { NOT = { has_country_flag = my_flag. } } That will prevent your decision from being taken if the country has that flag. To set the flag, include the following: complete_effect = { set_country_flag = { flag = my_flag. value = 1. } }

  5. I'm working on a mod for a few friends of mine, adding fantasy nations and I'm currently working on decisions that would allow a country to add core to some pre-chosen states. Sadly, those decisions do not show up in-game, and I am unsure why. Here below are the relevant pieces of code. Decision Category here. Decisions here.

  6. When you make a decision category put "has_completed_focus = EX_example" in the visible trigger. That way, those decisions in that category only show up when that specific focus is completed. I would also recommend putting a custom_effect_tooltip in the completion reward of the focus itself to inform the player that they will be unlocking some ...

  7. In this video I will be showing you how to create a decision based mod in HOI4. For the longer version of this video check out:https://www.youtube.com/watch?...

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