These cover quite a lot of them. Rather good ones, thought some only work in multiplayer and some only in singleplayer.
Make multiple copies of same tank, mark them as "outdated", produce 1 "outdated" tank per day, star "converting from stockpile" into current tank. Allows to rapidly increase production of equipment, by creating identical "outdated" copies and forcing factories to convert equipment into itself. Production speeds up expontentially, in proportion to amount of tanks in stockpile. 1 piece of "outdated" equipment is enough to start the cycle. Works in versions circa 2022.
That is a fresh one. Low mission efficiency somehow makes planes stronger. Does it still work?
Allows to inflate industry "on paper", but doesn't actually allow to produce more. Could be used to confuse opponent in Multiplayer, but otherwise useless.
What about new Capitulate categories:
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Capitulate Soviet Union. Most likely while playing as would-be-Axis-member.
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Capitulate Japan. Likely playing as either China, or as Soviet Union (by Guaranteeing Independence of Chinese Soviet Republic and Sinkiang to drag USSR into Sino-Japanese War)
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Capitulate China. Most likely while playing as Japan, thought USSR can do that in theory.
All mods (e.g. The New Order: The Last Days of Europe) should be considered their own sub-games with their own pages and categories.
So for example, The New Order and Equestria At War would each have their own pages.
And additionally, there could be "Hearts of Iron 4 Mods Category Extensions", for mods too small to worth their own page.
https://pastebin.com/Eyw42k89 https://universalpaperclips.fandom.com/wiki/Cheats https://universalpaperclips.fandom.com/wiki/Cheats
I found a few, but didn't figured out how to use them. Could be useful for Cheats%/Glitched%.
Therefore, the difference between them, is what Glitched% forbids use of cheats programmed into game by developers, but allows anything else (autoclicker, arbitrary code execution, scripts). Cheats% allows all glitches and pre-programmed cheats.
Correct about Guides. But i thought about sharing cheats, so we could then add them to Guides. After all, i don't know all of them.
For example - a script, what would automatically press the "Make Clips" button. But even more robust, is to edit Swarm Slider: set Minimum to arbitrarily small number, and Maximum to arbitrarily large number. Then move slider a few times around. Cue lots of clips and lots of gifts.
Besides, maybe we should make a Forum place, for sharing all sorts of cheats and scripts? To:
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Make casual play easier;
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Make it easier to detect cheats (it's easier to detect something you are familiar with);
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Could be useful, when Cheats% or Glitched% gets created.
Using any glitches to win as possible.
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In web version, you can open the console (element) with game's code. There, you can find the "onclick="clipClick(1)" part inside the "Make Paperclip" button. The number 1 can be swapped for arbitrarily large one - allowing to turn entire spool into paperclips in single clip.
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Autoclicker can press buttons faster.
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You can use variety of Console scripts to automate actions. For example, script to automate Quantum Computers:
quantum = setInterval(function() { if(qChips.reduce(function(acc, item) { return item.active ? acc + item.value : acc;}, 0) > 0) qComp();}, 1);
It is possible to win Spyro 1's anti-piracy mode - albeit, incredibly difficult. As such, anti-piracy mode could be played as a separate category, working as a sort of "extra-hard difficulty setting".
2 such categories: "Antipiracy Any%" and "Antipiracy Any% Cheats".
https://www.youtube.com/playlist?list=PLnIpYQdMPnrxKiF6vasGA336oczxwqv0e
Basically, there's other games of same series - what could be added as separate categories. Each game would have it's own Any% category.
- Super Robotnik Land II:
https://dfiles.com/files/wfteyzv6n
https://www.mediafire.com/download/h2bi4b89i3wabbp/Super_Robotnik_Land_II.7z
- Super Robotnik Land Remastered:
https://gamejolt.com/games/RobotnikRemastered/407759
- CDI Fighter.
https://www.youtube.com/@Gloin1994/videos
https://www.mediafire.com/file/voj71y7cfj0wfw1/CDI+Fighter+v06.exe/file
It says what there is a category for completing the run in earlier ages - such as 16-years-old, or even as 1-year-old toddler. So, where is "Toddler%" category?
New categories for the game:
Coop Any%: "Game must be completed by at least 2 people. Otherwise same as normal Any%."
Coop 100%: "Game must be completed by at least 2 people. Find all 5 kids and all 5 presents in all 4 levels."
"Race to Mars" can be divided into multiple categories.
The frist category is normal one; Klang-Less (Glitch-Less). "Summoning Klang to break the 110 m/s speed limit is banned."
The second category is Klang-Allowed (Any%). "Summoning Klang to break the 110 m/s speed limit is allowed. Any glitches are allowed."
It should look like this ultimately:
hinge, rotor, piston, a turning tube, rotor, tall ∩-shape made of conveyors, lots of downwards-facing pistons, another rotor, another hinge, and a line of drills sticking to one side.
What about "Defeat Italy when playing as Ethiopia"?
And "While playing as any Non-Fascist country (so, Communists - e.g. USSR), defeat Italy in Ethiopia via Volunteers"? USSR can send about 6 tank divisions to Ethiopia as volunteers at the start - enough to quickly overrun enemies.
https://hoi4.paradoxwikis.com/Land_units
It seems, in new meta, 1-battalion Irregular Infantry is better for this quick recruiting trick. It has 30 training and 1000 men - it's entire point being weak and quickly assembled.
Let's say we want to train 100 divs, and we can train 10000 manpower simultaneously. For that, Artillery one battalion divisions need 5 "shipments" (with 20 divs in each), while Irregular Infantry needs 10 "shipments" (10 divs in each). Artillery reserve divisions would complete that in 600 time units; Irregular Infantry would complete that in 300 time units.
Irregular Infantry is not only faster, but also requires 80 Infantry Equipment instead of 100. That also makes it better for being 1-battalion reserve divisions.
So, Irregular Infantry reserve divisions are the best for forced division creation via template changes.
- Timing starts when you press start on Game B
- Timing ends when the end of level music starts after completing Phase 25.
- One player must use both controllers
- Everdrive or PowerPak may be used.
I think the run page definitely lacks that category. It would be good to add it. That's so much more enjoyable than playing with R.O.B. or pet.
The point is destroying, capturing or neutralising SPRT/NPC ships/grids as fast as possible.
Rules of sub-categories could be different; either de-power then, destroy all dangerous blocks (like weapons and spawner antennas), capture them, or destroy their AI.
The grids in question could be: Cargo Ships, other spawning ships (like Argentavis), drones (things what spawn by Antennas), bases, random encounters, and other things. Each type and each variety is it's own sub-category.
Could have 2 sub-categories:
First one is: start with Progression enabled and unlock all blocks ASAP.
Second one is: start with Progression turned off, and build some sort of block at the very end of usual progression - like, Reactor or AI.
You must make a base (grid) with powered Refinery, powered Assembler and powered means of respawn (Survival Kit/Medical Room) as fast as possible.
Can be split into 2 sub-categories - space start and planet start.
You start the run on a space pod, and must land on a planet or moon relatively intact as fast as possible.
The pod must have a powered Survival Kit after landing. If it is damaged and not functioning, you must repair the ship (or build a base) to the point when Survival Kit would start working. If it is damaged beyond repair, the run is failed.


