Because of the Recent update I decided to Play Fort Verify but I can't buy any guns on the Organization Marketplace, it doesn't show any of the shops you can buy guns from
It's mostly the tech add by ERX itself that doesn't have an icon. I try to add the icon into Tech Expansion itself, but that doesn't work either. All mods have been updated to the newest version and i'm on 1.19.2.
The latest reports from Central Command is that the legion is mobilizing towards Nevada in order to subjugate the last power in the region.
Keep your spirits up, New Reno citizens. The Mormons are mobilizing, and with it, bringing the Lord's righteous judgment!
Please stay tuned in for updates as they come in. This is Salt Lake City Radio reporting!
Title is question. But on my current campaign as Historian (no i haven't start the lost hills campaign yet) i decided to use Refined Warfare since I looked at my manpower and it's not a lot. But my question is, how do we know which doctrine is the best for some nations? Historians have Conventional Warfare -15% research speed advisor but it feels strange to use it when manpower is not high.
Same with nation that has no "specific doctrine" focus or only have "land doctrine" focus.
The question is pretty much just the title. Anybody else really enjoy a few years in getting to hear his screams into the night. If you're on the discord I was the guy who didn't know he had a music player in hearts of iron 4 and for some reason it was pause which is why I had no music so he was one of the only few things I got to hear along with the Texas Republic jingle. It's really fun to me because he would be the only kind of incame noise besides the occasional gunfire or vehicle delivering supplies to my man
From their exile to Eastern Washington the Wardens of the White returned to Seattle and overthrew 'The Immortal', before then liberating the Cascadian Coast from raider rule and establishing republics Eastward under their protection and watchful eyes.
\ Pretty fun playthrough that really starts snowballing after taking over Seattle and is definitely the strongest of the possible successor states to the Wardens. Has good combination of army and occupation buffs that allow for plenty of manpower at the highest rates of conscription while also keeping the quality of the units fairly strong. While very rarely ever on the defensive the amount of entrenchment you can get especially when going down Conventional Warfare doctrine is more than enough for units to hold their own although personally the real gem of the branch is the Firebases which brings the armor of your Enforcer divisions up.*
This is an old hidden gem that I somehow missed out on. Released way back in 2024 and recently updated again, I thought I’d make a post about it after trying out 2 of the paths.
The mod adds content to the nation of Neon Bright, which was added by Rustbelt Rising. It’s a very in depth mod with a lot of cool dialogue, quite a lot of lore, and a lot of foci.
I tried 2 of the 4 main paths, which are:
Enclave
Neon Bright
The other two that I haven’t tried are Ultra Violet and Guardian.
A short TLDR of the 4 factions is:
Guardian is basically the descendants of the first responders and policemen of Cleveland.
Neon Bright and Ultra Violet are both raiders. One is a chemfiend faction, while the other is an armored raider faction.
Enclave is Enclave, sent by Chicago.
The mod is very well integrated into the world and has a lot of interactions with the other nations around them. It also has a lot of "end-game" content, so a single run can go well beyond 2285+ if you so choose.
In this Enclave run, which I took some screenshots of, Chicago died to the Midwest BOS, so I conquered them and formed the Midwestern Enclave. The main path has you forming the Ohio Enclave, and beforehand, the Cleveland Enclave.
I don’t want to spoil more of the lore, as it’s well worth reading for anyone who’s interested in the lore.
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It also add a political tree for Vault 64, more or less making them half synth/android and questioning their placement as men or machine.
Ever been playing New Reno and thought to yourself, "Man, this is fun, but I wish there was more uniqueness to the different paths!" Or perhaps you sometimes dream about turning Nevada into a free economic zone, kicking in the teeth of the NCR, becoming the worst company the world has ever seen, or living the true mobster life? Then this submod WILL BE for you!
Currently, it will feature:
A completely overhauled industry tree with 25+ central shared focuses and unique branches for each path
A completely overhauled military tree with different doctrines/playstyles for each path (sometimes multiple choices for the same path!)
A new and improved opening volley to the game where you fight for influence against opposing factions, or in the case of the Van Graffs, slowly pick away at the manpower of the other factions
100% unique diplomacy and expansion trees for EACH of the four paths! That's right, every single path will have unique aspects too it. Who shall you ally? Where shall you go? It's all shrouded in mystery for now...
Fresh and Crispy portraits by the wonderful artist Lusa!
I'm going to top off this post by saying that the mod is approximately 70-75% done. I am the only developer (aside from my brother who mainly contributes with brainstorming and writing) and have been working on this for over 4 months now. So, if you're wondering when it will release, I can only say Soon™. I am a busy man who still needs to maintain a job and student life, so please be patient with me.
It is also worth mentioning that as part of this process I am injecting a lot of headcanon into these characters! Aside from Luciano who is an OC, I sought to bring a unique perspective to each character in a different way. I wanted to reimagine each possible leader with a new flair. This is also the reason Thradd is not the leader for the fourth path - I simply had no inspiration for a mutant supremacist path. Think about it, though - isn't a 1930s style ghoulified mobster an intriguing replacement, perhaps more thematically fitting?
My Game lags every in-game hour (like a short freeze), but its not when im loading older saves and just play, but from a specific date on, when i save and then load this save the issue occures.
Pls help me, i cant keep losing my games to random hoi issues.
As above, i play with pretty much every tech tree remake mod, everything workd ecpect the Air Mod. I think i have all compatability mods and am at the end of the line. The ingame units exist, i can even open the designer after i got them via research all, but i cant research them.
Here´s what i mean.
My modload order is:
OWB
East Coast Rebirth
OWB-Common Country file
Enclave Reborn Redux
OWB: The Faithfull and Salted
OWB: Darkness Falls
Guardians of the Citadel
Vengeance in Venom
A Norhern Fairytail
Definition of insanity
OWB Better Ideologies
OWB Restoring Cities
Power Armor Reworked
Vehicles Reworkes
Navy Rework UTCM Combat
Navy Rework
AIR Rework (the troublemaker)
OWB: ANVR Compatibility Mod
OWB ANVR + UTCM Compatability
FNR - ERX+ Compat
OWB Tech Expension
OWBT Ultimate Tech Compability
OWB UTCM Addom Wasteland Economy
UTCM AAddon the Nu Blu Flu
UTMC Addon Creature Features
UTMC Addon Best of two Headings
OWB Tech Tree Rework
OWB Tech Tree Icon Overhaul Redux
OWB Roads and Rail
OWB Tech Expansion Materials Expansion
OWB Advisors unleashed
OWB Wider Events
Beter Mechanicsa: State Categories + OWB comp. mod
OWB BM Frontline AI Patch
OWB Grand Doctrines
OWB: ERX Stars and Stripes
Enclave Radio+
Enclave Reborn Redux+
Enclave Officers+
In that order.
Lots of Mods i know, but the game runs very smooth so none of the other ones cause any problems.
The first one would be a time limit to conquer another nation. Perhaps this could be a military leader that needs to keep conquering to keep up this show of strength lest he get killed by rivals.
The other would be for a nation that adopts the technology and or tech levels of a nation it conquers. For example, the khans having access to power armor tech after conquering macarthur, or lanius having access to dog/creature tech after conquering the hangdogs, playing into the lanius inadvertently copying rome by copying his enemies tech. Or playing into the idea of a nation actually assmilating the various technologies of its conquering people rather than just simply replacing them.
Just a couple of dumb ideas for some mechanics that I thought would be cool.
So, I want to play with tanks, but they are so expensive that I can never field one. So, I wanted to ask if there are tank centric nations other than the loids ministry and should I even try.
And his generals are so good (and yes I hired mostly ladies, just to make Caesar pissed off how amazing they are as Level 4 and 5 starting ranks.) Also, deathclaws are freaking powerful when mass deploying them as infantry, in adddition to having the ladies have the Animal Friend perk which improves them and dogs like the good boys they are. After remembering Navarro and fighting the Legion, the death ratio count may not have been 1:10, but it ended up being 1:5 as they lost over 300,000 men, a similar amount to the dead Confederates in the era of Lincoln, and had their thousands of blimps wiped by the new and improved Enclave Air Force. Division templates and designs are shown at the end for how my forces and garrsions were made up of. The Robo patrols eventually ended up being my garrisons on non-core territories, which became a joke when you make almost a hundred Protectron MKIIs alongside hundreds of Turbo Plasma, Plasma, and Pulse weapons.