Attention, Commanders!
Following our recent Open Beta Announcement, we have officially archived the initial feedback thread. Please direct all further observations to this new discussion. For technical malfunctions, kindly utilize the bug report forum. If you choose to launch a dedicated thread elsewhere, please include [Open Beta] in your title to assist our tracking efforts.
I am Zwirbaum, a Game Designer for Hearts of Iron. As we wrap up the week, it is time for our first substantial update to the “Open Balance Beta.” The response across the forums, Reddit, Steam, and Discord has been remarkable. While I have attempted to engage with as many inquiries and suggestions as possible—including those questioning my existence as a biological entity—I cannot reply to everyone. Please be assured that your feedback is being meticulously reviewed. Much of my time is currently dedicated to evaluating your input, refining existing changes, and drafting these developmental updates.
I noticed some concerns that this Beta would strictly focus on the initial adjustments to resources and supply. I want to clarify that our scope is much broader. Over the coming weeks, we intend to implement comprehensive refinements to Naval Gameplay, starting with the changes introduced today.
With the launch of the Warships of the Pacific update, a shift in submarine reveal probability led to an unintended surge in vessel losses (as a detected submarine is frequently a doomed one). To rectify this, I have recalibrated the detection formula. The goal is to establish a balanced detection rate: submarines should no longer be functionally invisible, yet they should not be perpetually exposed. For the modding community: the 00_defines.lua file now contains the specific formula and variables, allowing you to fine-tune detection rates to your preferred specifications.
Looking ahead, we may adjust the duration a submarine remains revealed. By making detection more reliable, we can potentially reduce the “exposure window” to prevent ships from being instantly overwhelmed by focused fire. I am eager to hear your thoughts on these adjustments—is the balance shifting in the right direction, or does it require further tuning?
Furthermore, we are reducing the minimum naval hit probability to 0.5%. In Patch 1.17.4, this was raised to 2%, which significantly amplified the lethality of torpedoes. By lowering this floor, we provide the hit calculation system more granularity, effectively reducing overall naval lethality and curtailing the dominance of Torpedo Destroyers. Our objective in the following weeks is to foster better parity between various ship classifications and configurations.
Finally, I would like to pose a philosophical question regarding equipment design.
Currently, “homogenous” designs—where players stack specific modules to maximize a single stat (such as Spotter Cruisers or tanks with multiple secondary turrets)—are the dominant meta. While this simplifies the design process by providing clear goals, it often renders “multi-role” or historically accurate “flavor” designs obsolete. In a game with such deep mechanics, is this a sacrifice worth making for the sake of clarity, or should we strive for greater diversity in viable builds? Your perspective on this is highly valued.
That concludes our weekly update. Thank you for your continued support.
/Zwirbaum
Accessing the Open Beta
Current Beta Client: Musketeer v1.17.5.2.9135 (050f)
To participate in the Open Balance Beta, please follow these steps:
- Right-click Hearts of Iron IV in your Steam Library.
- Select Properties.
- Navigate to the Betas tab.
- Select open_balance_beta from the dropdown menu.
To report issues, please use the Official Bug Report Forum. Ensure you mention the specific version number to assist our QA team in tracking the data correctly.

Open Beta Patch Notes (Update)
The following changes reflect adjustments made from the previous Beta build to the current version.
Gameplay Refinements
- Overhauled the submarine detection algorithm. Introduced three new defines for modding:
SUBMARINE_BASE_STEALTH_VALUE,SUBMARINE_REVEAL_DETECTION_MULTIPLIER, andSUBMARINE_REVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER. - Minimum naval hit probability reduced from 2% to 0.5%.
Panzerschiff
Hull IC Cost: 3000 → 2800
Surface Visibility: 20 → 18
Coastal Defence Ship
Surface Visibility: 18 → 16
Cruiser Hulls
Basic: Steel cost reduced (3 → 2)
Improved: Chromium cost removed (1 → 0)
Advanced: Steel cost reduced (4 → 3)
Carrier Hulls
Basic: 5 Steel + 1 Chromium → 4 Steel + 1 Chromium
Improved: Steel cost reduced (6 → 5)
Advanced: Steel cost reduced (7 → 6)
Modern: Steel cost reduced (8 → 6)
Ice: Steel cost reduced (10 → 8)
Heavy Ship Hulls
Basic: Steel cost reduced (4 → 3)
Advanced: Steel cost reduced (5 → 4)
Super Heavy: Chromium cost reduced (3 → 2)
Modern: Steel reduced (6 → 5), Chromium reduced (4 → 2)
Aggregated Changes (Live vs. Current Beta)
Supply Consumption Reductions
- Carriers: 1.2 → 0.8
- Battleships: 0.8 → 0.56
- Battlecruisers: 0.48 → 0.32
- Heavy Cruisers: 0.4 → 0.24
Vessel Range & Manpower Adjustments
Destroyers
Early: Range 1500km → 2000km
Basic: Range 1800km → 2500km | Manpower 325 → 300
Improved: Range 2000km → 3000km | Manpower 400 → 350
Advanced: Range 2500km → 3500km | Manpower 500 → 400
Cruisers
Improved: Range 4000km → 3500km | Manpower 1200 → 1000
Advanced: Range 4500km → 4000km | Manpower 1400 → 1200
Torpedo Cruiser: Range 4000km → 3500km | Manpower 960 → 900
Capital Ships
Panzerschiff: Manpower 1800 → 1200 | IC Cost 3500 → 2800 | Visibility 22 → 18
Coastal Defense: Range 1500km → 2000km | Manpower 1800 → 1000 | IC Cost 3500 → 1500 | Visibility 20 → 18
Pre-Dreadnaught: Range 2250km → 2500km
Basic Heavy Hull: Manpower 5200 → 4300
Improved Heavy Hull: Manpower 6000 → 4650
Advanced/Modern Heavy: Manpower 6000 → 5000
Modern Heavy IC Cost: 4000 → 3600
Super Heavy Manpower: 9000 → 7000
Carriers & Conversions
Cruiser/Battleship Conversions: Range 4000km → 3000km
Basic Carrier: Range 3000km → 3500km | Manpower 4500 → 4000
Improved Carrier: Range 4000km → 4250km | Manpower 5000 → 4500
Advanced Carrier Manpower: 5500 → 5000
Modern Carrier Manpower: 6500 → 6000
Escort Carrier: IC Cost 1500 → 1250 | Manpower 2500 → 1500
Naval Experience Gains
(Ratio relative to Naval Training XP)
- Patrol, Raiding, Escort, Mining/Sweeping: Increased to 0.2
- Strike Force: Increased to 0.5
Resource Costs: Most naval modules (guns, decks, hangars) no longer require resources. Resource costs remain strictly for Armor Schemes and Anechoic Tiles.
UI Improvements
- Updated tooltips to reflect that the sea zone dominance requirement is now 60% (previously 66%).
