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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

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.

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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.

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.

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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.
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


 
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Reichskommissariat Ukraine STILL includes land that Romania actually occupied during the war??? Romania occupied Odessa. It was never a part of Reichskommissariat Ukraine.

Good point. You would need to add a feature to Romania to allow for the Transnistria Governate for this to be historical.


Diplomatic clashes with the Germans

The borders of Transnistria were for the most part natural and self-evident: the Black Sea (south) along with the rivers Bug (east) and Nistru (west). The problem of Transnistria's northern border caused some friction between the Germans and Romanians. The latter wanted to push the border north of the town of Zhmerynka (Romanian: Jmerinca), a strategically important railway hub. The Germans resisted at first, but ultimately conceded. Another point of contention was Antonescu's decision to create a civil administration for the region, directly subordinated to himself. This effectively removed the region's administration from Wehrmacht control. Although consternated, the Germans could only acquiesce. Initially, the railways in the region remained under German control. After months of negotiations, the railways were taken over by the Romanian State in March 1942. The Romanians initially agreed to leave the port of Odessa under German control. This was because there were not enough Romanian engineers to repair the Soviet-inflicted damage. According to Antonescu, Hitler asked his permission to let the Germans use the port, implying recognition for Romania's sovereignty. On 10 June 1942, the Romanians gained control of the port of Odessa from the Germans. From early October 1942 to the end of their rule over the region, the Romanians had no major problems with the Germans.[19]
 
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I think that the Reichskommissariats Moscow and Britain are too big. It would be worth dividing Britain into England, Scotland and Ireland. And leave Moscow to the Ural Mountains, and after the Ural Mountains make the Reichskommissariat Siberia.
 
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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?
Yes, you can go the alternative economic route. It requires you to first pay for the mess the Nazis created, but then you get a lot of building slots, free industry, and a very strong economic buff "Wirtschaftswunder". No need to ever go down the Nazi economy of conquest focuses and doing any MEFO related stuff.

However, MEFO is not a bad road to take. I thought the same as you, my first impression was also that there was no way I'd ever take such an obvious debuff. But luckily there was the last livestream, which showed how you can finish MEFO and turn it into an amazing economic buff... or better a bunch of very good economic buffs. You can find it in this DD as well, the Focus "Autarky Achieved".

It turns MEFO into Wirtschaftswunder, while you also get to keep Totaler Krieg, Autarky, Wehrwirtschaft, the entire synthetic rubber focuses. You get the best of both worlds and will end up on top of things. Some of the buffs will even be improved (like Autarky getting more output and construction speed).

You'll only crash bitterly, if you fail to achieve your goals to reach the focus. New Germany's economy is basically a gamble: either the immediate debuff and then a good permanent buff, or a lesser debuff (which builds up over time) and a forced play for domination, which can turn into an amazing array of buffs. You'll have one of the strongest economies, if that gamble pays off, that's if you can take the right focus (marked blue here):

ger_economy.jpg


And it's worth noting that you can achieve all those economic goals of that focus by going historical, and then making a successful Sea Lion (before the US join the Allies). Shouldn't be too hard, and those territories have the resources you need.

It'll only bite you if you fail to surrender the Allies. Then you'll lack the resource rich colonies they had, cannot get off of MEFO, and it can spiral out of control fast.

All in all I'm not that unhappy here. While I don't necessarily agree that MEFO had such a big impact on the German economy, because historical numbers don't offer that conclusion, I see the merit in using it as a vessel to offer you a choice, and a strong reward if you go the risky route and succeed.
 
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Danzig of War (Poland accepts) should give only this area - let's call it BROMBERG (Bydgoszcz) or THORN (Toruń) - between red-stripped part - a HoI-enlarged part of GDYNIA (with Gdynia port) and roughly drawn red line (would be probably a bit higher and a functionaly straight line).

Thus - Poland would have convoys, any shipbuilding industry, and their own Twierdza (stronghold, festung) Gdynia possibility as well as possible ally landing zone.
By completely simplifying the "Danzig or War" into what is now Poland is crippled much, much more than it would be in IRL.

See: IRL Danzig or War

Original Sources - The German Ultimatum to Poland, August 30– 31, 1939

Also, as some have noted Danzig for Slovakia is not only unrealistic, but also kinda meh. Not sure how to fix it, as tge most logical choice would be to delete it.

In any case, Danzig should only be traded for future concessions in the Soviet East (cores in former PLC) along the Axis membership and some eco-research nat spirit.

So maybe diplo path "Eastern Promises"- nat spirit for Poland + Axis membership + Gdynia stays PL, GER annexes Bromberg, puppets Free City (reichkomissariat?)//War Goal
Aggresive path "Danzig or War" - Gdynia stays PL, GER annexes Danzig, Bromberg//War Goal


As for the argument of "too much clay too many slots" Id happily trade off this Zaolzie artifact for separate equally smoll Gdynia.
Zaolzie is also tied to half-baked Vienna Awards/1938 events so it would be a net gain to be done with it. Eg why Poland or Czechs cannot have any say in it?
My guy, there is no way Poland would give an inch of territory to the Germans at this point after Germany invaded Czechoslovakia. Moreover for vague promises of land in the east that would require a war against the Soviet Union.
 
I recall hundreds of players asking for more decision freedom for Germany, not less.

Mefo bills have become a major nerf, lasting throughout the entire game rather than ending historically in 1938. On top of that, we’re forced to establish Reichskommissariats, as the Mefo penalty continues to punish us post-1938 if we occupy non-core territories as Germany… seriously? As Germany?

On top of that, we're forced to research multiple specific focuses just to get our generals back, taking away even more freedom.

I hope I’m misunderstanding this, but if that’s how it works, I’m pretty sure people are going to be upset..
 
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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.

View attachment 1203293
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.

View attachment 1203295
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.

View attachment 1203296
Institute Price Controls will reduce the monthly CGFF increase ever so slightly

View attachment 1203297
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.

View attachment 1203300
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.

View attachment 1203301
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.

View attachment 1203302
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.

View attachment 1203304
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.

View attachment 1203305
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.

View attachment 1203306
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.

View attachment 1203307
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.

View attachment 1203308
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.

View attachment 1203309
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!

View attachment 1203311
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.

View attachment 1203312
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.

View attachment 1203315
The focuses below Crossing the Atlantic are meant to give you the tools to challenge the USA’s military and influence over America

View attachment 1203316
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.

View attachment 1203317
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.

View attachment 1203327
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.

View attachment 1203328
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.

View attachment 1203330
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.

View attachment 1203331
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.

View attachment 1203332
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.

View attachment 1203333
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.
View attachment 1203334
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



hello! id like to suggest some fixes to historical reichskommisariats and suggest some new ahistorical ones to fill gaps! here are some of them:

MapChart_Map (2).png


-general government
-ostland
-ukraine
-muscowien
-rumanien
-caukasien
-don-volga
-ural
-turkestan
-siberien

1729713485030.png


-finnland
-schweden
-norwegen
1729713568007.png


-turkei
-bulgarien
-griechenland
-illyrien
-lombardei
-neapel

1729713747051.png


-england
-schottland
-irland

1729713900338.png


-bretagne
-frankreich (if you did operation case anton or if you didnt establish vichy
-aragonien
-kastilien
-portugal

1729714355004.png


-arabien
-persien
-hindustan

1729714518761.png


-mongolei
-china
-mandschurei
-japan
-sudostasien

1729714686002.png


-indonesien
-wilhelmsland
-australien
-neuseeland

1729715015867.png


-Nordafrika
-Agypten
-Westafrika
-Mittelafrika
-Horn von Afrika
-Kapkolonie

1729720811988.png


-Patagonien
-Brasilien
-Amazonien
-Anden
-Klein Venedig

1729720913534.png


-Kolumbus
-Amerika
-Pazifik
-Quebec
 
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All new systems seem great, with the exception of the MEFO Bills. Disregarding the fact that its implementation design in game is a completely subjective and personal interpretation, it seems excessive and forces players to play in a rigid way. Not to mention I'm pretty sure it'll make Reich Germany even more trivial to defeat than it already is.

This mechanic will force players to metagame ludicrous situations (declaring early wars that historical Germany wouldn't be able to do with impunity, but game rules allow them to; or surgically fiddle with the already twitchy and moody justify and guarantee system) to bypass or lower its effects. I can already see the videos: "You WON'T BELIEVE THIS BROKEN OP STRAT to handle the new MEFO Bills", "I'm Shocked! Can I disregard MEFO Bills by declaring early wars???" and "I joined a MP game with Germany and completely bypassed MEFO Bills [insert countryballs here]".

Not to mention prewar preparations affected ALL countries involved in the war. If you want to represent this equally, Britain, for instance, should have as national spirits:

- Record Unemployment (2.5 million+ unemployed, ESPECIALLY in the industrial regions: A 25% construction speed penalty would be considered lenient);

- Coal Crisis (All around the country coal mining operations and the metallurgical industry were old, overstaffed and devastated by the Great Depression: Greatly reduce steel and overall resource capabilities);

- The Great Slump (As the brits called the Great Depression; extremely low export levels, soaring inflation and economic stagnation: at the VERY least +30% Consumer Goods Factor);

- Tariffs and Trade Competition (Britain and its colonies isolated themselves from others in trade, including the USA, which caused the economy to stagnate even further: Trade Opinion, Trade Law Cost and Opinion penalties);

- The Invergordon Mutiny (The effects of the Invergordon Mutiny were felt for many years. Underpaid and underequipped military were the results of badly implemented cuts by the Labour Party. This not only crippled and angered the Royal Navy (nearly causing a rebellion), but also gave heart attacks to investors, greatly harming the Stock Exchange and forcing the UK off the Gold Standard: I don't even know where to begin here. There would be so many red modifiers that players would think they were looking at the Omani flag).

I could go on and on. Do I think Britain deserves such (realistic) penalties in HoI4? Not at all! But so doesn't Germany and its MEFO Bills. This idea degrades gameplay, doesn't make any sense, and is just not fun at all.

And please, the partial intent behind it is "drive a German player to go on a conquering spree"??? SERIOUSLY??? Aside from meme Youtube videos, who plays Reich Germany and DOESN'T go on a conquering spree???
 
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the Mefo penalty continues to punish us post-1938 if we occupy non-core territories as Germany… seriously, as germany?
Nobody wants to read anything anymore. /s

Seriously, after the first wave of conquest (if you don't fail taking out UK), you can switch off of MEFO and get a bunch of different, better bonuses. One of them is exchanging Economy of Conquest for Wirtschaftswunder, as I showed in my post (3 posts above yours) just minutes before you posted yours.

You'd be right if we were stuck with the debuff, but we're not. In fact, we can get some of the strongest economic buffs in the entire game, I'd say it rivals even the strong advanced stage Politburo buffs from the Soviets.

Where I agree is that MEFO historically didn't play a role after 1938, but I acknowledge that they needed something to present the new economy in. MEFO is that convenient name, as it's already well-known and a household name for the Nazi economy.

And it's also worth noting that Hjalmar Schacht now gets a -10% consumer goods as advisor, so you somewhat compensate for MEFO by using him. He'll retire when the war begins, and not with Sudetenland, so you can enjoy him a little bit longer than we're used to.

I'd say it's not nearly as bad as you think. That, and you're not forced to take MEFO. Just take the left path and you completely skip the Nazi-Conquest-MEFO-Autarky thing.
 
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It seems like you’ve put a lot of energy into amplifying Germany's weaknesses and giving it a massive, major nerf.

Can we then assume that, Germany will also be reworked scientifically, since it’s unable to achieve the historical research progress it once had?
Is this better now?
 
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If your going to add himmler and SS related focuses I hope it at least somewhat touches on what the Nazi's did, I'd prefer HOI4 not whitewash the SS, I already dislike the whitewashing of germany in general
they literally can't because of German law, Hitler is censored in the German version of the game, and to give an historical example HOI2 was banned in germany for much less, I agree that it's less than ideal, but considering the devs have finally taken steps to break away from the "Nazi economy miracle" theory of the German economy I would wager they are doing the best they legally can.
 
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Nobody wants to read anything anymore. /s

Seriously, after the first wave of conquest (if you don't fail taking out UK), you can switch off of MEFO and get a bunch of different, better bonuses. One of them is exchanging Economy of Conquest for Wirtschaftswunder, as I showed in my post (3 posts above yours) just minutes before you posted yours.

You'd be right if we were stuck with the debuff, but we're not. In fact, we can get some of the strongest economic buffs in the entire game, I'd say it rivals even the strong advanced stage Politburo buffs from the Soviets.

Where I agree is that MEFO historically didn't play a role after 1938, but I acknowledge that they needed something to present the new economy in. MEFO is that convenient name, as it's already well-known and a household name for the Nazi economy.

And it's also worth noting that Hjalmar Schacht now gets a -10% consumer goods as advisor, so you somewhat compensate for MEFO by using him. He'll retire when the war begins, and not with Sudetenland, so you can enjoy him a little bit longer than we're used to.

I'd say it's not nearly as bad as you think. That, and you're not forced to take MEFO. Just take the left path and you completely skip the Nazi-Conquest-MEFO-Autarky thing.
No, the decision between Mefo bills (economy of conquest) and economic recovery is mutually exclusive. Economic recovery is not an option if you plan to go to war. Please read the dev diary for Germany and the German systems again, as this is explicitly explained there.

Either you play historically and go to war early, in which case you're stuck with Mefo bills, which destroys your eco step by step, and prevent you by conquering much territory and not giving it to reichskomissariats, or you delay the war and go for "recovery"—you can't do both at the same time.

Schacht get's -10% consumer goods, ya. But you start with +10% and gain +3% every month, before you started with -32% percent. So you have now +42% more consumer goods from beginning -10% (schacht) which is +32, on top of this, you get +3% every month and need to waste pp and other focus to decrease it to temporary +2,5%

That does not sound right, like directly above someone mention: "it seems excessive and forces players to play in a rigid way."
And he is right. Imagine, you can not conquer non cores as germany, without buffing this system..
 
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No, the decision between Mefo bills (economy of conquest) and economic recovery is mutually exclusive. Economic recovery is not an option if you plan to go to war. Please read the dev diary for Germany and the German systems again, as this is explicitly explained there.

Either you play historically and go to war early, in which case you're stuck with Mefo bills, or you delay the war and go for "recovery"—you can't do both at the same time.
I did read the DevDiary carefully, and you missed the entire "Autarky Achieved" focus, which turns Economy of Conquest into Wirtschaftswunder.

I even highlighted the focus effect in the image I posted, read it.
 
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All new systems seem great, with the exception of the MEFO Bills. Disregarding the fact that its implementation design in game is a completely subjective and personal interpretation, it seems excessive and forces players to play in a rigid way. Not to mention I'm pretty sure it'll make Reich Germany even more trivial to defeat than it already is.

This mechanic will force players to metagame ludicrous situations (declaring early wars that historical Germany wouldn't be able to do with impunity, but game rules allow them to; or surgically fiddle with the already twitchy and moody justify and guarantee system) to bypass or lower its effects. I can already see the videos: "You WON'T BELIEVE THIS BROKEN OP STRAT to handle the new MEFO Bills", "I'm Shocked! Can I disregard MEFO Bills by declaring early wars???" and "I joined a MP game with Germany and completely bypassed MEFO Bills [insert countryballs here]".

Not to mention prewar preparations affected ALL countries involved in the war. If you want to represent this equally, Britain, for instance, should have as national spirits:

- Record Unemployment (2.5 million+ unemployed, ESPECIALLY in the industrial regions: A 25% construction speed penalty would be considered lenient);

- Coal Crisis (All around the country coal mining operations and the metallurgical industry were old, overstaffed and devastated by the Great Depression: Greatly reduce steel and overall resource capabilities);

- The Great Slump (As the brits called the Great Depression; extremely low export levels, soaring inflation and economic stagnation: at the VERY least +30% Consumer Goods Factor);

- Tariffs and Trade Competition (Britain and its colonies isolated themselves from others in trade, including the USA, which caused the economy to stagnate even further: Trade Opinion, Trade Law Cost and Opinion penalties);

- The Invergordon Mutiny (The effects of the Invergordon Mutiny were felt for many years. Underpaid and underequipped military were the results of badly implemented cuts by the Labour Party. This not only crippled and angered the Royal Navy (nearly causing a rebellion), but also gave heart attacks to investors, greatly harming the Stock Exchange and forcing the UK off the Gold Standard: I don't even know where to begin here. There would be so many red modifiers that players would think they were looking at the Omani flag).

I could go on and on. Do I think Britain deserves such (realistic) penalties in HoI4? Not at all! But so doesn't Germany and its MEFO Bills. This idea degrades gameplay, doesn't make any sense, and is just not fun at all.

And please, the partial intent behind it is "drive a German player to go on a conquering spree"??? SERIOUSLY??? Aside from meme Youtube videos, who plays Reich Germany and DOESN'T go on a conquering spree???
Complete common sense right here.
 
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I did read the DevDiary carefully, and you missed the entire "Autarky Achieved" focus, which turns Economy of Conquest into Wirtschaftswunder.

I even highlighted the focus effect in the image I posted, read it.
You do understand (considering the myriad prerequisites and conditions - not just from this focus but from previous focuses, decisions and outcomes) that if you reached "Autarky Achieved", the game is basically over, right? You probably conquered half of the world. The problem is the colossal penalties Germany will endure DURING the war, not the golden medal, or Iron Cross, as it were, it'll receive when it won.
 
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I did read the DevDiary carefully, and you missed the entire "Autarky Achieved" focus, which turns Economy of Conquest into Wirtschaftswunder.

I even highlighted the focus effect in the image I posted, read it.

I did. You misunderstand something. Read carefully.
It does not fix the +3% monthly. It puts away the +10% and gives -0% okay. Within 3-4 months you have lost this small bonus to consumer goods.
Read the effective changes and it obviously involves a lot of conquering before you can fix the mess you’ve put your economy in. They even wrote that.
1729717254720.png
 
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Yes, you can go the alternative economic route. It requires you to first pay for the mess the Nazis created, but then you get a lot of building slots, free industry, and a very strong economic buff "Wirtschaftswunder". No need to ever go down the Nazi economy of conquest focuses and doing any MEFO related stuff.

However, MEFO is not a bad road to take. I thought the same as you, my first impression was also that there was no way I'd ever take such an obvious debuff. But luckily there was the last livestream, which showed how you can finish MEFO and turn it into an amazing economic buff... or better a bunch of very good economic buffs. You can find it in this DD as well, the Focus "Autarky Achieved".

It turns MEFO into Wirtschaftswunder, while you also get to keep Totaler Krieg, Autarky, Wehrwirtschaft, the entire synthetic rubber focuses. You get the best of both worlds and will end up on top of things. Some of the buffs will even be improved (like Autarky getting more output and construction speed).

You'll only crash bitterly, if you fail to achieve your goals to reach the focus. New Germany's economy is basically a gamble: either the immediate debuff and then a good permanent buff, or a lesser debuff (which builds up over time) and a forced play for domination, which can turn into an amazing array of buffs. You'll have one of the strongest economies, if that gamble pays off, that's if you can take the right focus (marked blue here):

View attachment 1206037

And it's worth noting that you can achieve all those economic goals of that focus by going historical, and then making a successful Sea Lion (before the US join the Allies). Shouldn't be too hard, and those territories have the resources you need.

It'll only bite you if you fail to surrender the Allies. Then you'll lack the resource rich colonies they had, cannot get off of MEFO, and it can spiral out of control fast.

All in all I'm not that unhappy here. While I don't necessarily agree that MEFO had such a big impact on the German economy, because historical numbers don't offer that conclusion, I see the merit in using it as a vessel to offer you a choice, and a strong reward if you go the risky route and succeed.

Thank you for the elaborate answer. It certainly will help to clear things up for many players. And it also helped me by pointing to the live stream which sheds a much clearer picture on the matter.

The base problem however remains. As you mentioned, GER would have to successfully do a Sea Lion. As i stated earlier/in another thread, a win over either UK or the USSR effectively puts an end to the game. You don't need any wirtschaftswunder because no one can challenge you after such a feat.

I also think that Sea Lion would not be enough to allow for the focus: GER needs to control 150 onmap oil. IIRC, this can only be achieved via beating USSR - putting an end to the game as well.

My point is that the only way out of the death spiral is by achieving a global strategic victory anyways. So it's pointless. Just an excuse for a very bad mechanic, IMHO.
 
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You do understand (considering the myriad prerequisites and conditions - not just from this focus but from previous focuses, decisions and outcomes) that if you reached "Autarky Achieved", the game is basically over, right? You probably conquered half of the world. The problem is the colossal penalties Germany will endure DURING the war, not the golden medal, or Iron Cross, as it were, it'll receive when it won.
I fully understand. But I also understand that you reach the resource levels required when you surrender UK before the US join in, meaning you have time to do a Sea Lion until mid to late 1941.

If you're not confident that you can pull that off, you skip MEFO and go down the left economic focuses instead.

You'll only suffer if you try to re-enact the historical downfall of Germany, which is to go down economy of conquest and then not only failing to take out Britain, but also taking on the Soviets and the US at the same time.

I did. You misunderstand something. Read carefully.
It informs you about how the buffs change from switching the national spirits. It clearly states "Replace Economy of Conquest with Wirtschaftswunder", that tells you that the entire economic model changes with it. We know how "Wirtschaftswunder" as a buff looks like, and we know the escalating consumer goods factor isn't part of it.

They said as much in the livestream last week, where they specifically said "you can get rid of the MEFO bills or the Economy of Conquest by achieving autarky".

You can still choose to believe otherwise and find out for yourself in about three weeks, but by everything that was shown and said until now, nothing supports your view on this.
 
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I also think that Sea Lion would not be enough to allow for the focus: GER needs to control 150 onmap oil. IIRC, this can only be achieved via beating USSR - putting an end to the game as well.
Eating/Puppeting Romania, annexing DEI/Borneo, and taking Curacao from the Netherlands, plus the few drops of oil you yourself get in Germany, will put you over 150.

I looked it up just an hour ago, before I made my bold claim about the resource amounts after Sea Lion.
 
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