• 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 | Giant Bag of Goodies

Hello there, Aveebee here to introduce this week's chunky dev diary covering a variety of topics. We’ll be covering everything free going into the upcoming patch that will release alongside Trial of Allegiance, an overview of some major map changes in South America, as well as some content pack specific updates. Without further ado, let’s get started!

First up, we have Jonathan!

Bolivar Patch
Hello again everyone, now it’s time for me to show you guys some of the things for this bag of treats that I have been working on for the patch coming alongside the Country Pack Trial of Allegiance!

The Peru-Ecuador Conflict
First up in terms of what I have contributed to this bag of treats is the Peruvian-Ecuadorian war of 1941. Now, Ecuador starts with ownership and a core on Pastaza, and Peru will have to take it through war, with the option of a scripted peace if they manage to take it. Ecuador can however also secure themselves a scripted peace from this ordeal, as long as they take Loreto, which means a skilled Ecuador player can even gain territory from the conflict.
Screenshot_J_1.png

Screenshot_J_2.png


New Formable Nations
But wait, there’s more! Now onto new formable nations (that aren’t for the main countries getting focus trees in the DLC) that are included in the patch. And for this part I’m especially looking at you Hovelax ;).

The First on up is the Peru-Bolivian Confederation, formable in-game by either Peru or Bolivia.
Screenshot_J_3.png

Screenshot_J_4.png

The next one is the United Guianas, formable by either Suriname, Guyana or Cayenne.
Screenshot_J_5.png

Screenshot_J_6.png

And finally for new free formable nations coming in this patch, we have Hispaniola, formable by either Haiti or the Dominican Republic.
Screenshot_J_7.png

Screenshot_J_8.png


New Releasable Nations
Now then, we’ve arrived at the non formable ones, but instead releasable nations added alongside this patch, or at least the ones that I’ve implemented.

First up on the list we have Quebec.
Screenshot_J_9.png

After that comes Yucatan.
Screenshot_J_10.png

Then comes another historical Mexican breakaway state, the Republic of the Rio Grande.
Screenshot_J_11.png

And finally we have a new island nation, which you might have seen briefly in last week's Chile Dev Diary. That nation is Rapa Nui, most often known as Easter Island.
Screenshot_J_12.png


Canada War Effort
And now, merged into this patch is a Canadian War Effort, updating and adding a small extra amount of content for our home and native land, Canada.

To start off with, Canada has a new industrial concern available to them, that being the Canadian Pacific Railway.
Screenshot_J_13.png

And after that comes the fact that the Canadian country leaders now start with their own unique traits.
Screenshot_J_14.png

Screenshot_J_15.png

Screenshot_J_16.png

Screenshot_J_17.png

And there are also three new focuses available to Canada, this time with more focus on the democratic branches.
Screenshot_J_18.png

The first two give a national spirit each.
Screenshot_J_19.png

Screenshot_J_20.png

And then this focus allows you to gain Newfoundland and Labrador despite staying with the Allies, or even when going independent democracy.
Screenshot_J_21.png

A few of the old focuses have also been touched up, so I will show some, but not all of them here, so you will have to find some differences on your own once the patch releases ;)

This focus now takes 35 days.
Screenshot_J_22.png

Taking this focus when having Mackenzie King as your country leader also gives him an extra trait.
Screenshot_J_23.png

And this focus now gives you two civilian factories.
Screenshot_J_24.png

Oh and what’s this?
Screenshot_J_25.png

Updated Central American Formable
The old formable nation of Central America now has two possible follow-up decisions that can give them a small bit of extra core states.

First up is Integrating Panama.
Screenshot_J_26.png

And then you also have Integrating Yucatan.
Screenshot_J_27.png

New American Industrial Concern
And now we arrive at my final contributions to this patch. First up we have the Union Pacific Railroad for the USA.
Screenshot_J_28.png


New Operatives
As for the owners of La Resistance, they will also gain new operatives, such as the new American Operatives, George Musulin, Joe Savoldi, René Joyeuse, Willian G Sebold and Serge Obolensky. These operatives are unlocked for the USA through some of the various War Plans focuses.
Screenshot_J_29.png

As for new German Operatives, there are Erich Gimpel, Johannes Sigfried Becker, Herbert Hans Haupt, Norman Baillie Stewart and Fritz Joubert Duquesne.

Johannes Sigfried Becker:
Screenshot_J_30.png


Fritz Joubert Duquesne:
Screenshot_J_31.png
And finally, there have also been some new Japanese Operatives added. They are Patrick Vaughan Heenan, John Semer Farnsworth and Ignatius Timothy Trebitsch Lincoln.

Ignatius Timothy Trebitsch Lincoln:
Screenshot_J_32.png


John Semer Farnsworth:
Screenshot_J_33.png

And that’s all from me folks, next up Mordred Viking!

Naval Trait Rework
Hello! My name is Mordred Viking, and I have recently joined the Hearts of Iron IV team. As some of you may know, I have a bit of a thing for naval warfare in HOI, and have wanted to retouch the Admiral Trait tree for a while now.

Here’s the old version:
7858e55e-0292-402d-8252-6b061df601b1.png

There were a number of things about this tree I was not a huge fan of, firstly how certain earnable traits (the ones you need to get through use) effectively blocked the latter assigned ones. Cruiser Captain being a particular pain to get due to Fly Swatter being very slow to gain.

Further, there were a couple of traits which very rarely saw use, Mine Sweeper / Layer being most prominent. Having two traits for an area not often focused on anyway basically meant they just never got used.

Working together with C0RAX, we rejigged the positions, trying to keep traits in some kind of role order; Raiding, Escorting, Cruising, Carrier-ing, and Big-Gunning. We also increased the number of pathways to the assignable traits, meaning you should find yourself soft locked far less frequently. Fly Swatter has been made an assignable trait now instead.

And here’s the updated version:
f34fc727-cf05-4df5-9d37-a670e849d8ef.png

We also combined the mine traits into one, and it has quite possibly the best description in the game (I’ll leave you to find that for yourselves!).

Trial of Allegiance
AveeBee here again! Before jumping into the content pack specific part of this dev diary, I think it’s also worth pointing out that there will be a lot of bug fixes going into the Bolivar patch that have not been mentioned here but are no less important. We’ll be looking more at those in a later dev diary.

Amazon Rework
The Amazon rainforest is probably one of the most hostile places on the planet to get embroiled in a conflict due to the array of geographical features it includes. It is not the type of place you can sweep through with tanks or rapidly construct infrastructure to support massive infantry formations. As such, we’ve made some changes to its portrayal in Hearts of Iron to better represent the difficulty of fighting there.
Amazon_screenshot_1.png

As you can see in the screenshot above, we’ve added a number of impassible regions to represent the deepest parts of the Amazon where fighting would be almost impossible. However, we have created channels through the rainforest that follow the course of the major rivers along which troops can pass.
Amazon_screenshot_2.png

This creates some really fun gameplay due to the natural choke points that develop in the area. However, we wanted to make sure there were still enough provinces along the riverside to allow for encirclements and interesting maneuvers.
Amazon_screenshot_3.png

These changes have made the region challenging, but definitely more interesting. Anyone who can use the terrain to their advantage will likely enjoy fighting here. For example, using supply hubs along the river to support your troops without the need for railways can make a massive difference to your success in the region.

On the topic of map changes, we have also broken down the air regions above South America to make air combat more interesting.
Amazon_screenshot_4.png


Peron
Hey everyone, it’s Eilidh again. After taking your feedback into consideration, we have decided to implement a short alternate path in the historical branch where you, as the player, can decide to elect Juan Perón as the leader of Argentina. The position in this tree means that you can either choose to support the allies or go on your own conquest of South America, depending on the type of game you want to play.
screenshot_peron_1.png

screenshot_peron_2.png

And before I sign off, allow me to show you the leader portrait we have cooked up for the man himself.
screenshot_peron_4.png

We hope you enjoy this addition to the Argentinian tree! We appreciate you giving us feedback as we go, and whilst we cannot implement all changes in the time that we are allocated, we will do our best to accommodate!

Paraguay & Uruguay
Mba'éichapa!

Craniummuppet
here to present two mini-trees, Paraguay and Uruguay. These trees started as a side-project for me after the release of AAT, mostly to give a small treat to you guys but kinda kept growing in size as time went on from a smaller shared tree into fully separated trees with a scope target like Aussa or Iceland. (Note that much of the icons are placeholders and will get updated)

Paraguay
At the start of the game Paraguay is reeling from two costly wars - The War of the Triple Alliance and the Chaco War against Bolivia.

This is felt in Paraguay
PAR_1.png

PAR_2.png

In Feb 1936 Rafael Franco will launch his coup against the government where you can pick to either let him seize control of the country or resist him. Allowing him to take power will lead you down the historical path, and resisting him will plunge you into a civil war.
PAR_3.png

Seizing power will allow you to do various socialist and military reforms, while not a communist per-se Franco (not that one) certainly had policies that were left leaning in nature, but also had typical military dictatorship tendencies.

He didn't last long though, and got ousted by the military after pulling back troops from the Chaco region. You can keep Franco though (not that one) by not pulling back from the Chaco, which is the second alt-history choice.

Pulling back from the Chaco will lead to a revolt within the army, putting Higinio Morínigo in power
PAR_4.png

If Franco was more left leaning, Morínigo is the polar opposite. To put it bluntly he had strong pro-Nazi sympathies,with parts of the police force and the military adopting the symbolism of the Third Reich. He also allied himself with militias, banned parties and consolidated his power.

This focus path will pivot the country from the Franco left leaning military dictatorship towards a more fascist and authoritarian military dictatorship under Morínigo.
(As an example the police chief at the time named his kid Adolfo Hirohito… )
PAR_5.png

While starting as unaligned in this path you can eventually commit fully to fascism, or you can stay as unaligned
PAR_6.png

One of the biggest reasons why Paraguay did not drift closer to the Axis powers was because of direct intervention from the USA. They started financing various endeavors in the country which kept Paraguay out of the war, such as favorable loans, road finance and technical assistance..

In game this is modeled by accepting American investment, whereby you won’t be able to join the Axis for the duration of the investment. Going down all the investment paths will keep you out of the Axis powers, but grant you massive boosts to the economy. How far you exploit this is up to you.


Going back to the world where Franco does not pull back from the Chaco, the alternative is war with Bolivia, this lets you keep Franco, and get some early conquest. With Bolivia conquered, you can finally get a coastline by getting wargoals against Peru and Chile, which leads to a very weird shape of a country. This is my current playthrough
PAR_7.png

And yeah… it has an interesting shape.
PAR_8.png

Going back to the top there is the other alternative history, the civil war route. Should you resist the Franco takeover you will enter a state of civil war where the army will rise up.
PAR_9.png

The army will have the upper hand at the start of the war, but the Paraguay river gives excellent defense.

To win the civil war you can use the American scare of a “communist” state in its sphere of influence to increase your power. You can also use your wife's ties to France to get some aid from there.

Most powerful of all are the Marines, which will be used to break the river and win the war, or you can goad Bolivia to become involved in it which leads to a three way war that you can exploit.
PAR_10.png

When all is said and done you can use your civil war general, José Estigarribia to purge the military and cement your rule over the country. This leads to co-rule between Ayala and Estigarribia, or you can let Estigarribia take full control. It will take a while to rebuild the country as the civil war and various other wars have likely taken their toll, but eventually it will lead to a flourishing economy
PAR_11.png


Uruguay
Uruguay was comparatively more stable than Paraguay during the time frame, despite being under a quasi dictatorship under Gabriel Terra.

Despite this they enjoyed a rapid GDP growth and relative stability. The beginning of the period centers around industrialization and the policies under Terra.
URG_1.png

Around 1938 he will step down and you can pick between either the Colorados or Blancos, which are the two main parties in Uruguay, but both are democratic aligned.
URG_2.png

If Democracy isn’t to your liking you can instead go down to the Furhmann plan, ally with agitators like Adolfo Agorio become fascist and use it as a springboard for the Axis powers in South America. This path is now locked behind any election event and can be b-lined to at game start if so pleased.

Before asking, of course there's events for the Battle of the River Plate.
URG_3.png

Which will be triggered whenever a British and German ship is in the Southern Georgia Sea or in the Argentine Coast at the same time.

Shared Branches
URG_4.png

There are also some shared branches between Paraguay and Uruguay which will appear in both trees.
URG_5.png
First off, the conquest branch allows you to do a small-scale war at the start of the game for some quick conquests if you are cheeky enough. You can even conquer parts of Brazil while being in the Paraguayan civil war to bypass parts of the river line.

Uruguay has access to this as well but they target Rio Grande do Sul and Región Mesopotámica. Later you can decide whether you want to go on a crusade against imperialism, forgoing any factions but having the ability to core more land, or a more conservative approach where you can core some land but you can still join factions.
URG_6.png

Paraguayan version
URG_7.png

Uruguayan version
URG_8.png

A bit silly fun where hopefully it can be a challenge as well as long term goals in a playthrough.

The industrial branch focuses on the exports of the country, which mostly comprises Beef, Wool, Hides and other agricultural products.
URG_9.png

You can also choose to empower the landowners, upon which they will start improving your economy automatically. In this screenshot they seem really keen on adding a building slot.
URG_10.png

The research branch is where you get your 3th,4th and 5th slot. You require to have some industry to unlock each, with each slot getting gradually more difficult to get.
URG_11.png

This focus will also unlock more civs the more you have invested in the industrial focus. So if you want those slots early you might have to sacrifice some industry.

Similarly to all other focus trees in this pack, Uruguay and Paraguay will use the shared military branch. :)

Uruguay;
URG_whole_tree.png

Paraguay;

PAR_whole_tree.png

These are the two trees in their totality! I hope you are all doing well and are excited for the release. Peace

Next Week
AveeBee here again, that's it for this week, hope you enjoyed it and are looking forward to Trial of Allegiance!

Next week we will be taking a look at alt-history Brazil.

See you then!
 
  • 68Like
  • 49Love
  • 5
  • 4
  • 1
Reactions:
@MordredViking It was great to meet you in person at the Grandest LAN event in Poland. Thanks so much for this rework of the admiral traits. I really like the new paths.

I play mostly as Italy and do enjoy the Navy game (not entirely unrelated to your awesome Italy Man the Guns video). One of the things that is a bit frustrating about Navy as Italy is the "terrain" of the Mediterranean and Red Sea. They're just "Ocean". The Agean and Adriatic are "Fjords and Archipelagos", yes, but not much combat happens there in a typical play-through when fighting the French and UK navies - certainly not pre-1939 if doing "early aggressive Italy".

The Admirals have terrain traits for Cold Water (arctic), Inshore (fjords and archipelagos), Blue Water (deep ocean), and Green Water (shallow). There is no terrain trait for "Ocean". This results in Italy's admirals able to get fairly high level because they're fighting a lot but not gaining a terrain trait for it.

Here's a screenshot from September 1938 - Alberto Da Zara has fought off the French and UK navies to a draw for about 15 months. He is now level 7, with practically all veteran ships, but has zero points in all terrain traits except Inshore fighter where he has just 22 points from brief battles in the Adriatic. This kind of feels bad.

Could this be improved? Maybe Italy and France could have a spirit allowing them to gain XP toward and apply "Inshore Fighter" when fighting in "Ocean" sea zones? Or even just in the Mediterranean? Possibly Japan could have such a thing for the Sea of Japan/Coast of Japan? Or maybe just a new "Home Waters" terrain trait (called "Mare Nostrum" for Italy) where admirals gain this trait when fighting in adjacent sea zones to core territories?

Thanks!
I think the reason why there is no special terrain trait for ocean terrain is that this terrain type is considered the standard sea one and also has no special rules attached (like plains on land)
 
  • 3
  • 2
  • 1Like
Reactions:
I think the reason why there is no special terrain trait for ocean terrain is that this terrain type is considered the standard sea one and also has no special rules attached (like plains on land)

That is a reasonable point of view.

The perspective makes sense...Ocean terrain is the baseline terrain with which all other ocean terrains are compared. The other terrain modifiers are adjusted to the baseline (neutral) terrain feature.
 
  • 2
  • 1
Reactions:
I think the reason why there is no special terrain trait for ocean terrain is that this terrain type is considered the standard sea one and also has no special rules attached (like plains on land)

That is a reasonable point of view.

The perspective makes sense...Ocean terrain is the baseline terrain with which all other ocean terrains are compared. The other terrain modifiers are adjusted to the baseline (neutral) terrain feature.
Yes I think you're both right. This mechanic appears to be working as designed, and is internally consistent, but it does feel kind of bad if an admiral does a lot of fighting in their own backyard that they don't eventually get special knowledge there.
 
Last edited:
  • 1
  • 1
Reactions:
Yeah, just that. I think ocean is the naval plains, and are considered the default (they also have the least / zero penalties), and don't really have the interesting features to make use of which is where the specialisations come in for the other, more varied ones.

Amazing to hear you've been doing a lot of naval games, warms my heart! :D
 
Yeah, just that. I think ocean is the naval plains, and are considered the default (they also have the least / zero penalties), and don't really have the interesting features to make use of which is where the specialisations come in for the other, more varied ones.
But does it really make much sense? Ocean is not "plains", it's harsh and hostile and there are... waves. It's unfair for large ships with great seafaring capabilities to be treated equally as smaller craft by the ocean tiles, and even deep ocean provides merely -20% speed for destroyers and -25% for subs. As I suggest in my anti-naval bias thread (which I hope you've read), naval terrain could really use far more gradation and - most importantly - apply different mechanics to those. The idea of DDs "screening" capitals mid-ocean in a stormy weather the same way they do in calm littoral waters is quite dubious to say the least.
 
  • 2
Reactions:
I haven’t been to the Mediterranean but I would assume that even the Mediterranean “Ocean” would be more shallow and less “hostile” than the continental parts of the Atlantic.
We have Fjords and Shallow Seas, right? Maybe the Med should be considered one of the two perhaps?
 
  • 2
  • 1Like
Reactions:
Fjords and Archipelagos being one single entity isn't helpful either :)

But specifically for the Mediterranean, its waters were clear and transparent enough to hamper submarine operations and the game doesn't recognise that at all. As for depth, the map below suggests it's pretty diverse IRL rather than plain 'ocean' all around.

080ySPz.jpg
 
Last edited:
  • 3
  • 1Like
Reactions:
@CraniumMuppet

Sorry for the ping, but since the focus trees on Paraguay/Uruguay are your creation, I think its probably you who interested in feedback for them as well :)

First of all, let me thank you for adding them - for what you described as initial small side project it has matured into something having me motivated to start my first ToA game with; I'm currently buildering around as Uruguay. What I noticed quickly fast is that big number of "free" buildings and (even more) slots you can get from the focus tree. That surely falls in line with the idea of building the country up while staying out of a war until late game, but especially for the slot count I wonder how the potential free slots are designed together with the 25 per state cap (which is too my understanding a strictly hard one). My feeling is that at least in case of my capital state Montevideo it likely to hit that one sooner or later, if you really make your way through the NF and at the same time pick up the usual concentrated/dispersed industriel techs, which would mean that further boni would get lost at some point.

To illustrate here is the math: Montevideo starts out as "Dense Urban Region", which means 8 base slots. With Industry V tech that will later balloon to 16, which leaves 9 slots up to the cap to be acquired by different means. However, there is quite a couple of none-exclusive focii adding slots to Montevideo, namely (in brackets free buildings) :

- Land Improvements +2
- Beef and Hide Industry +2 (2)
- Wool Makers +1
- Allow Nazi Movements Among German-Uruguayan +2 (2)
- A domectic aircraft industry +2 (2)
- Right to food housing and health +1 / +2-4*
- Enlarge the Naval facilities +2 (2)
- Mercado Modelo +3 (1)
- Conaprole +1 (1)
- Pluna +2 (1)
- La Teja Refinery +2 (2)
- Legalize the Pool +1 (1)

*on top that one ups the region type to Metropolis, which adds another 2 base slots respectively 4 with full ind. tech, which technically limits "capacity for bonus slots after maxed ind. tech* to 5!

Thats (even when leaving out "Right to food, housing and health") +20(!) potential extra slots for Montevideo (not counting that there is also advisor increasing building slots and landowners being able to create) Unless my math is wrong or I should have missed out that some of these focii are exclusive...is that intended? In the sense you "can do anything, but not everything"? Or does the potential target state switches away from Montevideo in case you conquer territory?
 
  • 2
Reactions:
@CraniumMuppet

Sorry for the ping, but since the focus trees on Paraguay/Uruguay are your creation, I think its probably you who interested in feedback for them as well :)

First of all, let me thank you for adding them - for what you described as initial small side project it has matured into something having me motivated to start my first ToA game with; I'm currently buildering around as Uruguay. What I noticed quickly fast is that big number of "free" buildings and (even more) slots you can get from the focus tree. That surely falls in line with the idea of building the country up while staying out of a war until late game, but especially for the slot count I wonder how the potential free slots are designed together with the 25 per state cap (which is too my understanding a strictly hard one). My feeling is that at least in case of my capital state Montevideo it likely to hit that one sooner or later, if you really make your way through the NF and at the same time pick up the usual concentrated/dispersed industriel techs, which would mean that further boni would get lost at some point.

To illustrate here is the math: Montevideo starts out as "Dense Urban Region", which means 8 base slots. With Industry V tech that will later balloon to 16, which leaves 9 slots up to the cap to be acquired by different means. However, there is quite a couple of none-exclusive focii adding slots to Montevideo, namely (in brackets free buildings) :

- Land Improvements +2
- Beef and Hide Industry +2 (2)
- Wool Makers +1
- Allow Nazi Movements Among German-Uruguayan +2 (2)
- A domectic aircraft industry +2 (2)
- Right to food housing and health +1 / +2-4*
- Enlarge the Naval facilities +2 (2)
- Mercado Modelo +3 (1)
- Conaprole +1 (1)
- Pluna +2 (1)
- La Teja Refinery +2 (2)
- Legalize the Pool +1 (1)

*on top that one ups the region type to Metropolis, which adds another 2 base slots respectively 4 with full ind. tech, which technically limits "capacity for bonus slots after maxed ind. tech* to 5!

Thats (even when leaving out "Right to food, housing and health") +20(!) potential extra slots for Montevideo (not counting that there is also advisor increasing building slots and landowners being able to create) Unless my math is wrong or I should have missed out that some of these focii are exclusive...is that intended? In the sense you "can do anything, but not everything"? Or does the potential target state switches away from Montevideo in case you conquer territory?
That's just an oversight. There's code to prioritise Montevideo and if not pick something else, but apparently it doesn't take into account the 25 cap

I'll fix it, thanks!
 
  • 3Like
  • 2
Reactions: