<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Balance — After Strategy</title><description>Articles tagged &quot;Balance&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>HOI4 Summer Beta 2026: Sommarfältprov Nerfs Regimental Support, Buffs Line Artillery</title><link>https://after-strategy.com/en/hoi4-sommarfaltprov-summer-beta-regimental-support-line-artillery-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/hoi4-sommarfaltprov-summer-beta-regimental-support-line-artillery-2026/</guid><description>HOI4&apos;s Sommarfältprov open beta (July 2026) nerfs Regimental Support, buffs Line Artillery and overhauls Land Doctrines — what division builders need to know.</description><pubDate>Thu, 16 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;why-regimental-support-needed-this-nerf&quot;&gt;Why Regimental Support needed this nerf&lt;/h2&gt;
&lt;p&gt;Paradox put it plainly in the Sommarfältprov announcement: Regimental Support companies were overperforming relative to their economic cost. The org/strength/equipment ratio was too favorable, which turned these units from situational bonuses into something close to mandatory in any serious division build.&lt;/p&gt;
&lt;p&gt;The correction works on three fronts: organisation, strength, and equipment requirements are all scaled back. The goal is to restore Regimental Support as a targeted bonus rather than a universal force multiplier.&lt;/p&gt;
&lt;p&gt;One confirmed specific change: the &lt;strong&gt;Light Tank Destroyer Regimental Support&lt;/strong&gt; now carries the Soft Attack penalty that already applies to every other TD Regimental Support unit. It was an inconsistency that made this variant unusually attractive compared to its counterparts.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-1.webp&quot; alt=&quot;Hearts of Iron IV division designer interface showing regiment battalions and support companies&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-1-480w.webp 480w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-1-800w.webp 800w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;line-artillery-gets-the-offensive-role-it-was-supposed-to-have&quot;&gt;Line Artillery gets the offensive role it was supposed to have&lt;/h2&gt;
&lt;p&gt;Paradox describes Line Artillery as “a long and arduously debated topic.” The original premise — giving infantry divisions real offensive punch without building out full artillery brigades — had never quite worked in practice.&lt;/p&gt;
&lt;p&gt;Sommarfältprov changes three concrete stats.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Max Strength increased&lt;/strong&gt; across Line Artillery units.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Motorized Rocket Artillery&lt;/strong&gt;: Defense rises from 15 to 16; Breakthrough rises from 12 to &lt;strong&gt;20&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Piercing improved&lt;/strong&gt; for a more credible offensive role against mechanized infantry.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;A Breakthrough of 20 on Motorized Rocket Artillery changes the calculus for Soviet and Chinese offensives in particular. Both nations traditionally rely on large infantry pools. If this buff survives community review and ships to the live branch, mixed infantry/Motorized Rocket Artillery templates could become a credible offensive option again.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-2.webp&quot; alt=&quot;Hearts of Iron IV world map showing troop movements and strategic situation&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-2-480w.webp 480w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-2-800w.webp 800w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;land-doctrines-mobile-infantry-defensive-postures-assault-infantry&quot;&gt;Land Doctrines: Mobile Infantry, Defensive Postures, Assault Infantry&lt;/h2&gt;
&lt;p&gt;The beta does not stop at unit stats. A full pass on &lt;strong&gt;Land Doctrines&lt;/strong&gt; targets three trees: Mobile Infantry, Defensive Postures, and Assault Infantry. The team identified unintended bonuses that had accumulated across multiple patches and is reworking the scaling of rewards across these branches.&lt;/p&gt;
&lt;p&gt;Naval and Air Doctrines are not part of this first cycle — they are planned for a subsequent beta update. Game Designer Zwirbaum is coordinating community feedback throughout the process and is the primary point of contact for questions.&lt;/p&gt;
&lt;p&gt;This mirrors the &lt;strong&gt;Spring 2026 Naval Balance Beta&lt;/strong&gt;, which revised Naval AI templates over several weeks before those changes were integrated into the June War Effort patch. Paradox has settled on this community beta model for any rebalancing with significant meta implications.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-3.webp&quot; alt=&quot;Hearts of Iron IV military doctrine tree showing land doctrine branches and research options&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-3-480w.webp 480w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-3-800w.webp 800w, /images/articles/hoi4-beta-sommarfaltprov-regimental-support-artillerie-ligne-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-next&quot;&gt;What to watch next&lt;/h2&gt;
&lt;p&gt;The Sommarfältprov beta is &lt;strong&gt;free and available via Steam beta opt-in&lt;/strong&gt;. There is no announced integration date. Paradox says there is no guaranteed update cadence and no promise that the beta will reach the main version unchanged.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What matters&lt;/strong&gt; is the template test: the higher Breakthrough is worth comparing, but it does not automatically make every artillery slot efficient once fuel, trucks, and combat width enter the calculation.&lt;/p&gt;
&lt;p&gt;If your templates rely heavily on stacked Regimental Support, plan for a redesign. If you have been avoiding Line Artillery, the Breakthrough buff may justify revisiting infantry templates for nations with large manpower pools and access to Motorized Rocket Artillery.&lt;/p&gt;
&lt;p&gt;For a breakdown of the nations added in the most recent DLC: &lt;a href=&quot;/en/hoi4-thunder-at-our-gates-guide-australia-siam-dutch-east-indies-2026/&quot;&gt;Thunder at Our Gates guide — Australia, Siam and Dutch East Indies&lt;/a&gt;.&lt;/p&gt;</content:encoded><category>grand-strategy</category></item><item><title>StarCraft 2 Patch 5.0.16 Goes Live: 8 Workers at Start and Economy Overhaul</title><link>https://after-strategy.com/en/starcraft-2-patch-5016-economic-revolution-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/starcraft-2-patch-5016-economic-revolution-2026/</guid><description>StarCraft 2&apos;s biggest balance patch in 10 years is now live: 8 starting workers, revised mineral counts, and major Terran, Protoss, and Zerg changes. Out June 22, 2026.</description><pubDate>Thu, 25 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;the-biggest-starcraft-2-patch-in-a-decade-just-went-live&quot;&gt;The Biggest StarCraft 2 Patch in a Decade Just Went Live&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/starcraft-2-patch-5016-revolution-economique-2026/screenshot-1.webp&quot; alt=&quot;StarCraft 2 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/starcraft-2-patch-5016-revolution-economique-2026/screenshot-1-480w.webp 480w, /images/articles/starcraft-2-patch-5016-revolution-economique-2026/screenshot-1-800w.webp 800w, /images/articles/starcraft-2-patch-5016-revolution-economique-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Six years after Blizzard announced the end of active development for StarCraft 2, Patch 5.0.16 dropped on North American live servers on June 22, 2026 (EU and KR on June 23). The community verdict is unanimous: this is &lt;strong&gt;the most ambitious balance overhaul in roughly ten years&lt;/strong&gt;, and it reshapes the fundamentals of the game for all three races.&lt;/p&gt;
&lt;p&gt;The headline change? Every match now starts with &lt;strong&gt;8 workers instead of 12&lt;/strong&gt; — a seemingly small number that fundamentally transforms the opening minutes of every game.&lt;/p&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of Contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-economic-overhaul&quot;&gt;The Economic Overhaul&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-terran&quot;&gt;Terran: Less Comfort, More Flexibility&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-protoss&quot;&gt;Protoss: No More Free Warpgate&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-zerg&quot;&gt;Zerg: Hatchery Loses Supply, Viper Gains Range&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-why-now&quot;&gt;Why Now?&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;the-economic-overhaul&quot;&gt;The Economic Overhaul&lt;/h3&gt;
&lt;p&gt;The heart of the patch is a complete rework of the starting economy. Here is what changes for &lt;strong&gt;all races&lt;/strong&gt;:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;


































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Parameter&lt;/th&gt;&lt;th&gt;Before&lt;/th&gt;&lt;th&gt;After&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;Starting workers&lt;/td&gt;&lt;td&gt;12&lt;/td&gt;&lt;td&gt;&lt;strong&gt;8&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Large mineral patch&lt;/td&gt;&lt;td&gt;1,800&lt;/td&gt;&lt;td&gt;&lt;strong&gt;1,600&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Small mineral patch&lt;/td&gt;&lt;td&gt;900&lt;/td&gt;&lt;td&gt;&lt;strong&gt;1,100&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Vespene per geyser&lt;/td&gt;&lt;td&gt;2,250&lt;/td&gt;&lt;td&gt;&lt;strong&gt;2,500&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Total gas per main&lt;/td&gt;&lt;td&gt;4,500&lt;/td&gt;&lt;td&gt;&lt;strong&gt;5,000&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;Blizzard’s stated goal is to &lt;strong&gt;extend the early game&lt;/strong&gt; and give players more decision space before the first attacks land. With four fewer workers, bases take longer to saturate, buying time for macro setup without being immediately rolled over.&lt;/p&gt;
&lt;p&gt;The gas rebalance (an 11% increase) is a counterweight: mid-game units, which are typically gas-heavy, remain reachable within a reasonable timeframe even with a slower opening.&lt;/p&gt;
&lt;h3 id=&quot;terran-less-comfort-more-flexibility&quot;&gt;Terran: Less Comfort, More Flexibility&lt;/h3&gt;
&lt;p&gt;Terran receives two notable Medivac upgrades:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Medivacs &lt;strong&gt;no longer cancel&lt;/strong&gt; when they take damage during a loading sequence.&lt;/li&gt;
&lt;li&gt;They can now issue a &lt;strong&gt;“Load Nearby Units”&lt;/strong&gt; command, significantly simplifying large-scale drops in multi-task scenarios.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Subgroup priority is also reorganized (Ghost and Marine/Marauder now lead over Raven and Battlecruiser), improving readability when box-selecting under pressure. On the downside, the Nexus loses 2 supply (15→13) — an indirect nerf to TvP openers.&lt;/p&gt;
&lt;h3 id=&quot;protoss-no-more-free-warpgate&quot;&gt;Protoss: No More Free Warpgate&lt;/h3&gt;
&lt;p&gt;The most structural Protoss change: &lt;strong&gt;Warpgate Research now costs 25/25&lt;/strong&gt; minerals/gas as a one-time investment. Once researched, switching between Gateway and Warpgate modes remains free.&lt;/p&gt;
&lt;p&gt;Additionally, &lt;strong&gt;Warp-in time is now a flat 4 seconds&lt;/strong&gt; regardless of pylon positioning. Previously, the duration varied based on power field proximity, creating frustrating inconsistencies. This simplification benefits both the Protoss player and their opponent in terms of readability.&lt;/p&gt;
&lt;p&gt;With the research no longer free, Protoss players must now weigh early economic acceleration against faster Warpgate access — opening up new build order diversity.&lt;/p&gt;
&lt;h3 id=&quot;zerg-hatchery-loses-supply-viper-gains-range&quot;&gt;Zerg: Hatchery Loses Supply, Viper Gains Range&lt;/h3&gt;
&lt;p&gt;Two major adjustments for Zerg:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Hatchery / Lair / Hive&lt;/strong&gt;: Supply provided drops from 6 to &lt;strong&gt;4&lt;/strong&gt;, while cost increases from 275 to &lt;strong&gt;300&lt;/strong&gt;. A quiet nerf that forces Zerg to adjust early macro planning.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Viper&lt;/strong&gt;: &lt;strong&gt;Microbial Shroud&lt;/strong&gt; range increases from 9 to &lt;strong&gt;12&lt;/strong&gt;, enabling better ground unit coverage. More importantly, &lt;strong&gt;Abduct&lt;/strong&gt; can now target &lt;strong&gt;Sieged Tanks&lt;/strong&gt;, a change that opens significant new options in ZvT engagements.&lt;/p&gt;
&lt;h3 id=&quot;why-now&quot;&gt;Why Now?&lt;/h3&gt;
&lt;p&gt;The community is rightly asking this question. Blizzard declared the end of active SC2 support in 2020. Patch 5.0.16 — which went through a Public Test Realm phase starting May 28, 2026 — is clearly the result of a collaborative effort between Blizzard’s reduced team and the &lt;strong&gt;competitive community&lt;/strong&gt;, particularly Korean and European players on the ESL and EPT circuits.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;8-worker start&lt;/strong&gt; has been a recurring community topic for years, with many arguing that 12 workers compressed the opening too much and rewarded all-in builds. This patch is a direct response to that long-standing critique.&lt;/p&gt;
&lt;p&gt;The SC2 subreddit quickly dubbed the patch &lt;strong&gt;“SC2 3”&lt;/strong&gt; and &lt;strong&gt;“a new game”&lt;/strong&gt; — language that conveys the scale of change the player base is registering.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What’s next&lt;/strong&gt;: Initial ladder games will reveal the true meta impact. Community tournaments (ESL, EPT) will quickly adapt to the new format and provide top-level data on which race and strategy benefits most.&lt;/p&gt;
&lt;p&gt;To get a full breakdown of all three races and master the fundamentals under the new economy, check our &lt;strong&gt;&lt;a href=&quot;/en/starcraft-2-complete-guide-races-strategies-2026/&quot;&gt;complete StarCraft 2 guide: races, strategies and 2026 meta&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;</content:encoded><category>rts</category></item></channel></rss>