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Developer Diary | German Systems

Willkommen zurück to another German Dev Diary!


Last time we talked about the Common Branches and the Historical Branch of Germany. Now, I, Paradox_Danne, ManoDeZombi, D3vil, and Nattmaran (please insert joke about how many content designers it takes to make a Germany) will at least try to explain the various new systems for Germany. As we alluded to and hinted at in the last German Dev Diary, Germany has a whole swath of new mechanics we’d like to go through with you. Keep in mind that all of this is still very much a work in progress, which means things may change. So without further ado, let’s press on!

The MEFO Bills
Historically, the MEFO Bills played a major role in the German rearmament in the 1930s and were devised by Hjalmar Schacht. It was partly a way to keep military production hidden (because it directly violated the Versailles Treaty from WW1) and functioned as a means to pay for the actual rearmament program. While Austrian and Czech gold reserves that were seized helped to bolster the economy and staved off an impending collapse, it only bought the Germans some time. In the end, this glorified Ponzi scheme almost bankrupted the country and can be seen as a motivation for why Germany went to war when it did. The armament program constantly required new resources to devour, so Germany was forced to continue to feed the beast as it were. This led to large-scale plundering and theft wherever the Nazis and the Wehrmacht went, to sustain the ever-hungry war machine.

In-game, this economic collapse was never really seen or felt, and it wasn’t until after the first war that you had to pay back the MEFO Bills. This means that the vast majority of players probably never even knew there was a price to pay for them. This is all changing. The intention of the reworked MEFO Bills is partly to slow down early German build-up somewhat and at the same time drive a German player to go on a conquering spree.

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The MEFO Bills at the start of the game in1936

Granted, this is a far cry from what the MEFO Bills looked like in the old version, but if you read the previous German Dev Diary (which you really should) you know that this National Spirit can be improved. But something else you probably picked up on, is that Consumer Goods Factories factor (that is to say, the percentage of your civilian factories that are put on producing Consumer Goods, ergo not able to trade or build anything) is increasing each month, and it will continue to increase until it reaches 100%. This is the price Germany pays for quickly rearming again; all available resources are diverted to military production. The keen-eyed among you have also read two other things; additional penalties will be added once you reach 100% Consumer Goods Factories factor (henceforth known as CGFF because I can’t be bothered to type all of that out every time I refer to it), and that the rate of increasing CGFF will be higher based on the amount of non-core states controlled by Germany. What does all of this even mean? Well, simply put, if you fail to feed the beast that is your arms industry, you will start to produce less material. And by controlling non-core states, you’re diverting valuable resources away from rearmament.

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Bad things will happen if you can’t manage the MEFO Bills

Price Controls
There are of course ways you can manage the MEFO Bills - at least for a while. Institute Price Controls will not only lower the monthly CGFF increase by 0.5% (so from 3% to 2.5%), but it also unlocks decisions to temporarily lower the CGFF.

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Institute Price Controls will reduce the monthly CGFF increase ever so slightly

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Price control measures will be crucial to managing the MEFO Bills


Seizing Gold Reserves
Sooner or later you’ll run out of tricks to keep your economy afloat though, and what do you do then? You do what every other dictator does when things are going south at home; go to war. Going to war will trigger an event, asking you if you want to get rid of the rearmament program and receive Recovering Economy instead, or if you want to switch MEFO Bills for Economy of Conquest and unlock the decision to Seize Gold Reserves.

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Would you rather have a Recovering Economy or an Economy of Conquest

The decision to Seize Gold Reserves is key to managing the ever-increasing CGFF. Once you have capitulated a country (and this is important; the country must have capitulated to you or one of your subjects) you will be able to seize their gold reserves. This will temporarily reduce the CGFF - just as with the Price Controls decisions. The CGFF reduction is based on the number of total factories in the core states of the targeted country you control. Ergo, more developed countries will reduce the CGFF more. These decisions can however only be taken for countries in Europe - so don’t go around thinking you can seize the USA’s gold reserves. There’s one catch though; seizing the gold reserves of a country will increase Resistance and lessen Compliance in the states. I’m also toying with the idea of giving each state a productivity penalty for a short amount of time.

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Seizing Gold Reserves

Seizing other country's gold won’t fix your own economy though, it’s just buying you more time. Is there a way of getting rid of the Economy of Conquest? Why yes, yes there is! But it obviously involves a lot of conquering before you can fix the mess you’ve put your economy in.

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By completing Autarky Achieved you will transform your economy and gain Wirtschaftswunder

As you can see, you need a lot of natural resources. (Just a quick fyi here; these numbers are not set in stone yet and might change before release.) Not only will Autarky Achieved replace Economy of Conquest with Wirtschaftswunder (or Economic Miracle, for those who didn’t read the previous German Dev Diary - naughty, naughty!) but it will also improve the Trade Law Autarky.

And that’s all there is to say about the MEFO Bills and Economy of Conquest and how to manage them. Let’s move on to another brand-new mechanic, an utterly unique one for Germany.

The Inner Circle
The Nazi government functioned in a pretty peculiar way; on the one hand, you had the proper government and all its institutions and whatnot, but on the other hand, you had the Nazi party functioning as a parallel ruling body. This system of having two governing bodies often clashed with each other, and people within the Nazi hierarchy often plotted and intrigued against each other to gain the favor of Hitler. Hitler was happy to let them do this, he even encouraged it - as long as the results benefited him. Nazi officials often had overlapping roles, and these roles often overlapped with government institutions, creating a chaotic administrative system. We knew that we wanted to have this represented early on - but we struggled for a long time to get it right. Finally, Arheo and ManoDeZombi found a very (imho) interesting solution.

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The people of the Inner Circle will try to ascend within the Nazi hierarchy

So how will we represent the in-fighting between these fellas and the parallel administrative system that existed? By letting each one of them work on and complete focuses in their own mini-branch. This means that you will be able to work on multiple focuses at the same time.

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An Ascending Reichsleiter will work on and complete his own set of focuses

If you paid close attention you will have noticed that the GUI (Graphical User Interface) for the Inner Circle is shaped like a pyramid with Mister Mustacheman himself on top, and three empty slots just under him. And some of you might already have guessed that you can only have three Reichsleiters ascending (that is, working on their own focuses) at the same time. Yes indeed, you can only have three Reichsleiters simultaneously completing focuses.

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Only three Reichsleiters can Ascend within the Inner Circle at the same time

The cool thing though, is that you can swap out which of the Reichsleiters you want to ascend within the Inner Circle, which means that you can prioritize different things depending on your needs.

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Swap out your Inner Circle depending on your current and future needs

This doesn’t mean that swapping out one Reichsleiter for another will save you from the jaws of defeat; it takes them quite some time to complete the focuses they work on.

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Letting a Reichsleiter ascend within the Inner Circle takes time and investment

Besides, why would you even want to let someone ascend within the Inner Circle? Well, they all offer different bonuses based on their historical roles. You can see their traits and bonuses both in the new UI in the Focus Tree, by hovering over the portraits, and in the National Spirit tab.

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All Reichsleiters have their unique traits and bonuses

Worth mentioning, most of these advisors have a small daily PP cost when ascended, which increases once they complete their second focus in their branch. On the other hand, your Party Chancellor (be it Bormann or Hess), will grant you daily PP bonus which counters part of the PP cost from the others, so if you are not swimming in PP it might be a good idea to save one of the Ascending slots for the Party Chancellor of your choice.

Another reason why you’d let someone ascend is if you want to swap out Hitler. Who needs that low-life scumbag anyways, right? Surely Himmler, Göring, or Goebbels could do a better job! Or why not maybe Hess? They all seem like very reasonable and stable people…. Yes, this is how you get to play with an alternative Führer. They keep their Inner Circle traits and get a new one to boot!

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A new Führer has Ascended

How do you go about usurping Hitler then? Well, first off, you have to have three Reichsleiters completing all of their focuses they can complete and then finish A Strong Successor.

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Whoever will you choose to become the new Führer

We hope you like this new feature and find it interesting! It took a lot of blood, sweat, and tears (mostly ManoDeZombi’s) to get this working. One of the main goals of this system was to declutter a bit the otherwise-overcrowded political advisor list, so players can choose different political advisors within the three political advisor slots, while still being able to pick among historically party figures in the Inner Circle, which can in turn evolve and provide different bonuses and effects on their own, allowing the player to utilize the invaluable focus time in whatever branches they consider most important.

Moving on, we would like to mention a small system that we didn’t have the time to talk much about in the first German Dev Diary, and that is quite interesting and can prove to be pretty useful if you are planning on expanding your influence across the Ocean, and challenge the USA’s hegemony in America.

The Monroe Doctrine
Hello again, Malin Monroe (it’s actually Nattmaran though) here to talk about the Monroe Doctrine. We’ve all come to know the Monroe Doctrine through Trial of Allegiance, but as a recap; the Monroe Doctrine was USA’s attempt at keeping the peace in America, primarily to make sure no one else, and certainly not someone hostile, got a foothold that close to them. Of course, the Germans however, would most certainly have liked to have a foothold that close, and we wanted to represent this in game.

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The focuses below Crossing the Atlantic are meant to give you the tools to challenge the USA’s military and influence over America

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Decisions on the map will appear to sway American countries, once you have brought at least five countries into opposition, you will be allowed to destabilize the doctrine once and for all.

The decisions are rather straightforward, you can bolster sentiments to boost the popularity of fascism in the target country. A fascist country is more likely to oppose the Monroe Doctrine. You are not alone in this endeavour however, the United States will be alerted of your actions, and like you, they might very well start their own campaign in search of support. Once you have garnered enough support (which is actually opposition) you can click the button, and demand the dismantling of the Monroe Doctrine, and as such, you will most likely have a good landing point for further American crusades, invasions and expansions.

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Finally we are rid of some of the guarantees…when I took these screenshots, it came at a high cost however…

And we have one last system we need to talk about before wrapping up this Dev Diary, namely-


The Reichskommissariats
And now for the new Reichskommissariat mechanics, brought to you by D3vil and ManoDeZombie.

Hi, it’s me, Jonathan here again to now introduce all of you to the new mechanics and content surrounding the Reichskommissariats! Starting off with how to get them, you will enable the mechanic after completing the focus Uplift the Rosenberg Office near the top of the fascist part of the focus tree.

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The focus in question.

Alfred Rosenberg, head of the Reichskommissariat projects, will not show up as a regular national spirit or advisor. Instead, he will show up in his own GUI in the decision category, and you will be able to see what effects he grants by hovering over his icon.

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Alfred Rosenberg.

Now I hear you asking, why would I create these puppets when I could just occupy the territory normally? Well about that, as explained previously, the MEFO bills/Economy of Conquest grows ever more taxing the more non-core territory you occupy yourself, not counting puppets. Apart from that, these special puppets have various bonuses to both their leaders and national spirits, and not only that, because Alfred Rosenberg gets stronger the more Reichskommissariats you create.

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Alfred Rosenberg becoming stronger when founding a Reichskommissariat.

As seen in the image above, creating Reichskommissariats also gives you the choice of what kind of leadership you want to instate. One of them being a German governor who is better at keeping resistance down and granting more resources for you, the other being a local collaborator, one who will be better at gaining compliance in the Reichskommissariats-owned territories. The new Reichskommissariats do not have any cores, similar to Italian East Africa, but that shouldn’t be too much of a problem due to the bonuses they possess.

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The event you get when creating a Reichskommissariat.

Reichskommissariats also possess a new type of ownership referred to as contested ownership, where, apart from their established capital state, they do not actually own states unless you own them first before selecting their respective decision. This helps to not mess with the surrender progress of the nation you are invading, for example the Soviet Union, so that you won’t have to push past the Urals because you founded RK Ukraine, whilst also ensuring that not only the capital (for example Kiev for RK Ukraine) counts for the Reichskommissariats own surrender progress.

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How contested ownership looks.

From the beginning, only European Reichskommissariats are available to you, but there are a few focuses that can enable the creation of such states in other continents as well.

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All of the Reichskommissariat focuses.

And as one final thing before moving back to Paradox_Danne, here is how the world looks when having created every possible Reichskommissariat.
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The New World Order.
Closing Words
Paradox_Danne here one last time for this Dev Diary, just to say that’s it from us! All of these systems and mechanics are part of the German rework and won’t require the Götterdammerung DLC, but will be baked into the base game. Hopefully, you’ve enjoyed this Dev Diary about German Systems. We hope these systems will distinguish Germany from any other nation, and more importantly, that you feel they’re interesting and fun. But wait, we’re not quite done with Germany just yet! We still have to talk about the alt-historical branches for Germany; how will we handle the old Democratic and Imperial branches, and will there be a Communist one? Who knows! Tune in for the next, and last, German Dev Diary coming later. But before that, why not stop by to read the very next Dev Diary that’s coming on October 28th about Raids? And if that doesn’t sound too interesting, we have Belgium to look forward to as well!

Tschüss


 
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First of all:
I like the idea of pushing Germany into this path - it is a better representation of the reality of the German economy during that time.

Having said this, I have two concerns.

First: What if we play with historical foci off?
Is it hard-coded that an alternate AI Germany that becomes Democratic or non-aligned does chose the "Prioritize Economic Growth" path?
I have difficulties imagining an imperial Germany being as aggressive has historical fascist Germany.
And a social democratic Germany choosing the wrong economic path is a disaster waiting to happen.

Second: What if WWII starts earlier?
I *think* that Austria resisting Anschluss or Czechoslovakia saying "No" in 1938 will derail Germany's economy.
Even if plundering the Czechoslovakian Gold reserves is just delayed, it will create a growing negative effect on the German economy.
Making it likely that the capitulation of Poland will be delayed.
Making it even more likely that the Fall of France and the Benelux states will be delayed even more.
Making it extremely likely that Germany can chose to lose by launching Barbarossa in 1941 (when it is too weak) or delaying Barbarossa to 1942 (when the Soviets are too strong).

Don't get me wrong - I am really looking forward to this DLC and I have already booked a day of vacation for November 15th (yes, I am serious).

However, I have a sneaking suspicion that Belgium delaying the fall of France will be a problem for Barbarossa, that Czechoslovakia resisting in 1938 will be a disaster for Barbarossa and that Austria resisting will be....
well....
"Götterdämmerung".
 
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Several forum members have repeatedly explained to you that these unhistorical paths are unwelcome and, as Paradox wrote, that this focus tree comes very late.

Instead of addressing these points, about the historical gameplay, you keep repeating yourself and performing argumentative gymnastics, insisting that in an historical gameplay, one could simply conquer England or Romania before 1941, and play ahistorically.
If you want pure historical as Germany, you cannot ever fix your economy and die. Period.

Our discussion started when you said we'd be stuck with the growing debuff forever. All I did was provide info that this wasn't the case, because we have screenshots and the devs saying as much. I honestly expected you'd be happy to hear that and we'd move on. Yet you somehow get argumentative (to also use the word you so love to use), why? What do you hope to gain?

What even is your point? You argue against historical accuracy by wanting to buff Germany from the get-go, yet you somehow twist your position into that of a defender of historical accuracy? You mentioning "argumentative gymnastics" seems more like a projection to me than anything else, because what you claim you say and what you actually say are two diametrically opposed things.

All I do here is to address the concerns of players, who fear they'll be stuck with the crappy economic debuffs forever, even if they win the war. Not everybody caught every screenshot, read every tooltip, and/or watched the livestream. I merely provide that extra bit of info people might've missed. That, and that the high resource requirements of that final focus (which is only 8 focuses deep, many of which are 35 days, so not "very long") aren't as high as people think, given how early you can get there. Resource distribution in the game is a hard fact, not an opinion.

If you want to complain about "unhistorical paths" and argue they're "unwelcome", go and bother the Habsburg bunch in the Austria thread. The Nazis fixing their economy after winning WW2 is probably more plausible than Austria defending against Anschluss and restoring Austria-Hungary under the Habsburgs. I didn't see you making a fuss over it there.
 
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What would you consider good mechanics here?

Sorry for the delay! Well, of course changing the essence of MEFO Bills when the DLC is about to launch isn't feasible - but how about putting a cap at the MEFO Bills Consumer Goods level? 30% maybe? 40%? 50%? It would already cripple a mid-war Germany, but not halt it completely.

Also, consider this - for such a dangerous, clearly catastrophic plan to be approved in the first place, the upsides would have to be worth it. +10% Construction for Mils and Civs in exchange for a mounting debt of doom? This does not reflect the actual scope and consequences of the MEFO Bills (which are clearly exaggerated by the devs). Was it a bad deal? Sure! Was it this crippling? Definitely not this much! This iteration of the MEFO Bills doesn't come even close to reflecting the short-term gains and long-term shortcomings in funding the German war machine.

So, considering there are a couple of safeguards in place to mitigate the negative effects, barring scraping the mechanic altogether, I'd change it like this:

MEFO Bills

Military Factory Construction Speed +20%
Dockyard Construction Speed +20%
Consumer Goods Factories factor will increase by 2% each month up to 50%. The bonuses to construction speed will diminish based on the amount of non-core states controlled by the German Reich, to a minimum of 0%.

Would that be a good compromise? Maybe with some adjustments?
 
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Two details I liked. First, I like the way this redraws the map of the world in a very German imperealist way. I'd like more of that for every other big country! Second, I love the Detail that Volga Germany is owned by the germans directly. That makes sense in my head that they would wanna do that.

So I would wanna add. I'd like if there was more mechanics on war with the USSR and maybe British bombing campaigns. Also, I'd love if you guys touched on Alt History germany in this or the future DLC/UPdate. First of all, lack of Communist Germany is upsetting, beause Democratic way is very boring. So here's the hting, I'd like to see revision of the civil war and post war handling of the SS and the Nazis. Same as Upgraded Democracy tree (look at Democratic Greece and Bolgaria. Both have massive trees that let them form some huge federations and engage in a large confclits). And Communist Tree to challenge the Soviets with some kind of German Marxist way.
 
I just dont get it. MEFO bills running into 1940s is ahistorical. You want to make playing Germany more challenging? How about fixing the actual game? For example:
- make strategic bombing actually relevant
- fix the “100 divisions shipped through submarine infested waters so they can wade through Congoan jungles even though UK is undefended” brilliant AI strategy
- teach AI to use paratroopers (why do we even have them if AI doesnt build them?)
- fix defense - i have 1000+ hours on this game and have never seen AI use a fallback line or have any actual reserves
- If you dont know how to do it yourselves, at least acquire Expert AI and copy it into the game so basic game has AI that makes actually useful tanks/planes/divisions
- make AI garrison their capital so human players cant just airdrop the country

I can go on for another half hour. Instead of making another obscure “peruvian anarcho-communist, but with fascist tendencies” ahistorical path that gives final buffs that even US would kill for, maybe spend 50% of that time fixing the basic issues which are the ones that actually make playing Germany easy.

Instead, we get another “tailored” mechanic that will annoy the players and which AI wont know how to execute. If Germany is bugged, whole game is bugged because Germany drives WW2. And now it appears Germany will be bugged, and we will still have all these other issues which your customers have flagged to you 1000 times.
 
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Fair play to Paradox for the German economy design. One of the nastiest parts of the game to date has been that the German economy booms like the ugliest sort of Speerist propaganda, with the result that the game design reinforced far right trope about Nazi strengths and efficient management. That's not just ahistorical - and deeply unpleasant - it also makes the game much less interesting by making Germany too easy and the western Allies ridiculously weak.

This is a great step forward - it's taking the disastrous policies of the Third Reich and making them an interesting game mechanic, forcing better play from Germany and allowing the Allies to pursue their original (pre fall of France strategy) of letting the Germans exhaust themselves before a counter attack.

I'm deeply unsettled by the tone of some of the other previews, mind, but this is a damn good dev diary.
 
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@D3vil (Jonathan), who would be the options for the Reichkommissar for Australasia?

I do have an idea for a "local collaborator" option there (and no, it's not Sukarno, knowing his public distaste for fascism until the Japanese Occupation). But i would love to see your assigned ones first.
 
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Sorry for the delay! Well, of course changing the essence of MEFO Bills when the DLC is about to launch isn't feasible - but how about putting a cap at the MEFO Bills Consumer Goods level? 30% maybe? 40%? 50%? It would already cripple a mid-war Germany, but not halt it completely.

Also, consider this - for such a dangerous, clearly catastrophic plan to be approved in the first place, the upsides would have to be worth it. +10% Construction for Mils and Civs in exchange for a mounting debt of doom? This does not reflect the actual scope and consequences of the MEFO Bills (which are clearly exaggerated by the devs). Was it a bad deal? Sure! Was it this crippling? Definitely not this much! This iteration of the MEFO Bills doesn't come even close to reflecting the short-term gains and long-term shortcomings in funding the German war machine.

So, considering there are a couple of safeguards in place to mitigate the negative effects, barring scraping the mechanic altogether, I'd change it like this:

MEFO Bills

Military Factory Construction Speed +20%
Dockyard Construction Speed +20%
Consumer Goods Factories factor will increase by 2% each month up to 50%. The bonuses to construction speed will diminish based on the amount of non-core states controlled by the German Reich, to a minimum of 0%.

Would that be a good compromise? Maybe with some adjustments?
It seems a lot of people still don't understand how consumer goods factor works. The peak 100% factor, rather than take 100% of your civs merely multiplies the consumer goods from your economy law by x2 such as war economy's plus 20% becomes thus 20×2=+40% after having an additional 100% factor multiplied onto it. Converesely if you have say a -30% consumer goods factor on war economy you get 20% ×0,7 = 14%. They completely reworked how consumer goods bonuses and penalties work a few dlcs ago to prevent reaching 0.

It won't shut down your ability to build but the factory output penalties will get worse and worse.
 
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I think the amount of resources needed to achieve Autarky should be to defeat the Soviet Union.The current required amount of resources is relatively easy to meet, for example:
iron:Germany's own, northern France's, occupying Sweden
aluminium:Germany's own
oil:puppet Romania
Tungsten:puppet Portugal
chromium:puppet Turkey
rubber:Germany's own
 
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Does the inner circle system mean that we can only get three of the bonuses active at the same time (depending on what advisors I put in the three circles)? Or is it possible to have all six bonuses active at the same time?
 
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Will contested ownership be used for all collaboration governments, or are they currently only RK thing?
 
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A few questions:

1- Do the Reichskommissariats get their own focus tree?

2- Do they get any unique interaction with Germany or are they essentialy puppet states?

3- Does Germany gain cores on them after time passes, allowing for future annexation? In real life the plan was for Germany to annex everything up to the Urals. I imagine after WW2 ends the "contested state" would cease to be contested because, well, there is no one left opposing the Reich now.

4- Any way to favor and/or elevate the SA in the place of the SS? There was a lot of interservice rivalry in the Nazi state, especially between these two. The SS were always Himmler's creature, so you could seek to favor the SA to counteract their influence.
Would make for another cool influence game in the Inner Circle.

5- Do the people in the Inner Cirgle get different focus trees if they replace Hitler as Fuhrer?
I don't think Fuhrer Goring or Speer would have all the same objectives as Hitler.
 
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can I suggest two special research projects one for the soviets and one for the Japanese the I-400 class submarine or the carrier submarine, and the soviet Zveno project which is a soviet bomber turn into a plane carrier like a flying aircraft carrier.
The Special Projects dev diary confirmed the Zveno ("Parasites-Mothership Aircraft").

Carrier submarines won't be included for now, according to a dev response. I suppose that's because they would serve no purpose (even if we ignore all the problems they had due to their size). They only carry 3 light planes which won't do much damage, and they would be easy to destroy in "carrier mode" since they are still just submarines.
 
Great work! Some little suggestions regarding RKs, though:
  • RK Moscowien should only get as far as the A-A line (the original plan of conquest)
  • Expand the Ural RK to the Artic Sea (all territory between Moscowien and the Ural Mountains)
  • Add a Siberia RK for everything past the Ural Mountains
I don't think Germans would have ever created a RK Moscowien as far as the Pacific Ocean; that would be too much territory for a single colony to handle.
There were 3 Reichkommisariats which were also considered in Russia: West-Sibirien (Western Siberia and Novosibirsk), West-Nordland (western Arctic coasts) and Ost-Nordland (eastern Arctic coasts).
 
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Fair play to Paradox for the German economy design. One of the nastiest parts of the game to date has been that the German economy booms like the ugliest sort of Speerist propaganda, with the result that the game design reinforced far right trope about Nazi strengths and efficient management. That's not just ahistorical - and deeply unpleasant - it also makes the game much less interesting by making Germany too easy and the western Allies ridiculously weak.

This is a great step forward - it's taking the disastrous policies of the Third Reich and making them an interesting game mechanic, forcing better play from Germany and allowing the Allies to pursue their original (pre fall of France strategy) of letting the Germans exhaust themselves before a counter attack.

I'm deeply unsettled by the tone of some of the other previews, mind, but this is a damn good dev diary.
If you are unable to distinguish between reality and games and feel "unsettled" by the notion of a powerful third reich in a game, I don't think you should be playing them in the first place.

I for one, do not share your (in my opinion), fairly emotionally driven and illogical sensitivities. In fact , regardless of what the devs are doing in this update, I'm purchasing their content, then I'm gonna buff the hell out of Germany in my own personal mod and then steamroll through Europe victoriously.

Anyone diagree? Well tough luck, I just nuked New York in my latest game.
 
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This argument contradicts itself, historically mefo bills ended in 1938 and the left part is not for an early war. Enough people have explained to you where the problem lies.

It’s really not that simple; you can only get the economic miracle very late in the game. As others have already mentioned, even paradox wrote this, until then, you have these MEFO bills that force you down a certain path and cost you a lot of freedom

Well, it's because from the point you go to war, it is not the Mefo anymore, it even change name ;)

Joke aside, I do find it is an interesting way to represent the economy based on plundering that Germany adopted. It is possible however that the consumer good factor grows too fast: at the moment, only 38 months are needed to hit 100% and the foci that decrease it do so by a quite small amount.
I could see the AI having a too high CGFF by 1939, and completely bankrupt by late 1941 to mid 1942, which is too early. Maybe it should go up a bit slower, or conquest decisions should be more impactful.

But it demand to be tested anyway. Also the fact that it force you to do Reich commissariat is actually quite cool : I have always find puppets more historical.

On last thing, a question for the devs:
Shouldn't the spirit bee remove if Germany capitulate? Otherwise it will hamper grrman successors states.
 
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This whole MEFO thing sounds like it'd actually be better for arming up to cancel the MEFO bills day 1. What good is 10% military factory construction speed, when I have progressively less factories to build them with?
 
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