• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

1_germany_systems_starting_mefo_bills.png

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.

2_germany_systems_high_mefo_bills.png

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.

3_germany_systems_institute_price_controls.png

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

4_germany_systems_price_controls_decisions.png

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.

5_germany_systems_mefo_event.png

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.

6_germany_systems_gold_reserves.png

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.

7_germany_systems_autarky_achieved.png

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.

8_germany_systems_inner_circle.png

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.

9_germany_systems_goring_1st_focus.png

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.

10_germany_systems_inner_circle_gui.png

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.

11_germany_systems_inner_circle_4th_advisor.png

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.

12_germany_systems_goring_3rd_focus.png

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.

13_germany_systems_full_national_spirit.png

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!

14_germany_systems_fuhrer_borman.png

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.

15_inner_circle_strong_successor_strated.png

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.

germany_systems_monroe_1.png

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

germany_systems_monroe_2.png

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.

germany_systems_monroe_3.png

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.

Screenshot_RK_1.png

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.

Screenshot_RK_2.png

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.

Screenshot_RK_3.png

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.

Screenshot_RK_4.png

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.

Screenshot_RK_5.png

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.

Screenshot_RK_6.png

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.
Screenshot_RK_7.png

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


 
  • 53Love
  • 51Like
  • 4
  • 4
  • 1
Reactions:
I have a few complaints/suggestions regarding the rks
1. Ukraine shouldn't require vinytsia or odessa so that romania can annex them, crimea should also be spearate
2. Rk balkan should not include hungary, sovakia and posibil greece (it should be yugoslavia, bungaria and romania)
3. Rk arabia should definitely not include iran nor turkey
4. America should be split into souther (confederate states) rk, middle, pacific, western and canada separately
5. Central and south africa needs to be separate
6. We need rk nordland/scandinavia
7. We need the possibility to expand belgium into a burgundy rk

Edit, also finnish claims should not be required for rk moskow
 
Last edited:
  • 12Like
  • 3
  • 3
Reactions:
Firstly, thank you very much for the portraits and the diary with explanations about MEFO and the Führer's circle, but I have a couple of questions:
Why not Bandera or Shukhevych?
Who will be the ‘local’ leader of Rusland and Turkestan?
Does each commissariat leader have unique traits or the same ones? Is there a difference between the traits of German and local leaders?
Now there will be no Quisling Rebellion in Norway since there is a decision to establish a commissariat in Norway?
Who will be the leader of both German and local administrations in the USA, Japan, Spain, China and Africa?
 
  • 3Like
  • 2
Reactions:
Will there be more Reichskommesariats or are all of the ones in the screenshot at the end it? Personally, I think it would make sense for a RK Moskowein for European Russia and a RK Siberia for the rest, since the plan for Moskowein seemed to have been the European areas of Russia, minus the Finnish claims, there were also plans for a RK Ural and a RK Don-Wolga
And I noticed that Sweden and Finland were directly annexed into the Reich in that last screenshot, what's up with that?
 
  • 4Like
  • 4
Reactions:
Welp, is there any way possible NOT to do the MEFO stuff???

This is actually the most negative thing i have seen applied to a country in a HoI game ever. Why the heck would anyone apply such a focus deliberately?

Besides granting just the same bonuses as a single flat 150 pp by apponting Funk as arms minister, i see nothing positive about this stuff. Everybody would take Funk and leave this nonsense out.

It is just negative, negative, negative. What is the intention of this mechanism? Why don't other militaristic governments that armed up as hell don't get the same self-destruct button that cannot be avoided as it seems?

If there is no alternative - the whole mechanic is crap. If there is an alternative, everybody will choose that instead.
 
  • 17
  • 6Like
  • 2Haha
Reactions:
I have a quick question about MEFOs bills.

"The monthly increase will be higher based on the amount of none-core states controlled by German Reich"

1.) Does this mean that conquering and expanding makes the MEFOs bills worse? I would think that capturing more territory (and the subsequent looting) would temporarily negate some of the penalties a-la seizing gold reserves; only to make the CGFF rise much faster because of how massive your territory has gotten; meaning continued expansion fed the beast while stagnation is devastating. As-is it seems like it'd be pretty immediately devastating. But y'all have been testing and playing so I'm curious how this works as-is?

2.) "None-core" should be "non-core". I am trying to save you from the inevitable "literally unplayable" posts lol
Well, yes and no. You can always create Reichskommissariats, offloading some of that economic burden on your poor subjects. The design intention is very much "expand or collapse" if you keep the MEFOs around. This is also a way for a player facing Germany to manage to hold out; wait long enough for the German economy to tank and then push back. I think the maximum monthly increase from holding non-core territory is 2.5%. You can also lower the monthly increase by 0.5% by capitulating a certain country that offers reparations ;)
Great diary! One question, though: how Himmler chooses his path among mutually exclusive foci?
Through a nifty event
 
  • 12Like
  • 3Love
  • 3
Reactions:
I would like there to be a way to exchange populations, for example having the option of either creating a core in Volga Germany or exchanging the population there for a core in a neighboring state of Germany.
the volga germans, even after stalins purges against them, were very against the western germans and their policies (especially towards minorities, like the Volga Germens themselves), many fought within the Red Army against the axis so there's no historical basis for this at all

It's more likely that germany would be moved to the Kazakhstani area, which was a plan thrown around for a short while, then getting cores just because they have "german" in their name
 
  • 1
  • 1
Reactions:
Welp, is there any way possible NOT to do the MEFO stuff???

This is actually the most negative thing i have seen applied to a country in a HoI game ever. Why the heck would anyone apply such a focus deliberately?

Besides granting just the same bonuses as a single flat 150 pp by apponting Funk as arms minister, i see nothing positive about this stuff. Everybody would take Funk and leave this nonsense out.

It is just negative, negative, negative. What is the intention of this mechanism? Why don't other militaristic governments that armed up as hell don't get the same self-destruct button that cannot be avoided as it seems?

If there is no alternative - the whole mechanic is crap. If there is an alternative, everybody will choose that instead.
The MEFO Bills are terrible because the German economy under Hitler was terrible. You can choose to cancel the MEFOs and continue the 4YP (not recommended though) or take the Prioritize Economic Growth path - which will ruin your economy short term but build it up stronger than it could possibly be other wise. I suggest you go and read the Historical Dev Diary for Germany - you seem to have skipped that one, it's important information to understand what's going on here
 
  • 28Like
  • 7
  • 7
  • 1
Reactions:
Well, yes and no. You can always create Reichskommissariats, offloading some of that economic burden on your poor subjects. The design intention is very much "expand or collapse" if you keep the MEFOs around. This is also a way for a player facing Germany to manage to hold out; wait long enough for the German economy to tank and then push back. I think the maximum monthly increase from holding non-core territory is 2.5%. You can also lower the monthly increase by 0.5% by capitulating a certain country that offers reparations ;)

Through a nifty event
Thanks for the answer! I realize now that I should have read the whole dev diary before asking this. I saw the Reichskommissariats section and felt like a fool.
 
Will the other branches for Germany also provide something akin to the RK system? It'd be pretty awkward if, say, imperial branch Germany went for an economy of conquest and don't have something that is similar to deal with the penalties (Or perhaps the conquest economy branch was locked to other branches?)
 
  • 2Like
Reactions:
Will the other branches for Germany also provide something akin to the RK system? It'd be pretty awkward if, say, imperial branch Germany went for an economy of conquest and don't have something that is similar to deal with the penalties (Or perhaps the conquest economy branch was locked to other branches?)
 
  • 1Like
Reactions:
IMG_2029.png

This image gives me the chills
What a dystopia that would be
 
  • 7Like
  • 2
Reactions:
Yeah we will probably show a bit more in-depth how the mechanic works in a modding DD!





We got Hess covered if he takes off :)
Hess flying away makes the inner circle focus unavailable, and Hess completing the focus Rally the Industrialists prevents the flight from happening:View attachment 1205839



You can have more than one Reichsleiter working on their focuses at the same time, yes.



They get improved, yes!
View attachment 1205840



The Scripted GUI integrated in the focus tree is something that can be used by any modder for any purposes, not necessarily Inner Circle or similar features (just like any other Scripted GUI works)
The Inner Circle system itself is implemented in script so can be reverse-engineered and any parts desired can be applied /modified/ etc. for any mod, but it is specifically designed for Germany so it will require significant work to adapt it to other countries/needs.


Reichskommissariats, Monroe Doctrine challenge and Inner Circle are only availabel to Fascist Germany, regardless of the leader.
MEFO Bills & Economy of Conquest etc is a system that all ideologies have access to (and will have to deal with!)
I have to ask, why? Why go trough all the effort of creating unique mechanics for a nation only to lock them behind a specific path? Not only that, but people that has no interest on going fascist gets less content for absolutely no good reason.

Why can't the Kaiser have an inner circle of advisors? Why can't you go around creating Monarchist versions of the Reichskommisariats? The idea comes from the time of the German Empire, it's not a Nazi Germany creation.

Did you really not learn anything from NSB and the complains about the Propaganda mechanic?
 
  • 15
  • 2
Reactions: