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Developer Diary | Historical Sweden

Välkommen!

That is of course not English, but rather Swedish which will be today's dev diary. This DD will talk about the branches for the military and industrial branches, as well as democratic branches.

This tree has been a collaboration between me and AveeBee. We have had a longstanding rule in the HoI team that no Swede is allowed to touch a Swedish focus tree, but apparently that rule flew out of the window as long as the Swede in question was supervised by an adult.

Normal caveats apply, there’s work in progress stuff in here, and things might change before release.

Historical Context
As most of you already know, Sweden was the only Nordic country that was not invaded during WW2, but in a similar way to Switzerland was pressed by both the allies and the axis which led to some dubious concessions, but Sweden remained neutral through it all.

While Sweden arguably had the superior military capabilities compared to its Nordic neighbors, it was woefully unprepared for war and was caught with its proverbial pants down on the eve of WW2 with its government preferring to focus on the welfare state rather than its military, something that would change as the war progressed. This will be a major theme for the focus tree in large.

As you might have noticed I keep saying Democratic, not Historical. That is of course because historically Sweden did not join any wars. Me and Amy decided early on that we assume that players _will_ want to get into a war sooner or later, (which is after all a key tenet of the game), which is why even under the Democratic paths you will eventually join the war. (of course the AI will have guardrails against this on historical)

While there are a lot of historical references to things that actually happened, we are assuming that the player wants to engage in the warfare part sooner or later.

Start
At the start of the focus tree you will have the choice to pick from a total of 4 leaders. Historically this was Axel Pehrsson-Bramstorp which only ruled for a few months until Per-Albin Hansson came back in the 1936 election, called the Summer Government.

You can try to keep Per-Albin which will result in a Vote of No Confidence, or you can pick Gösta Bagge which is the right leaning option
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Don’t worry about losing out on Per-Albin Hansson though! After the summer is over another election will happen, and you can return him to power. If you went through the hassle of having a Fallen Riksdag you get an additional option of appointing Ernst Wigforss as a Per-Albins successor, or if you want you can continue with the leader you have.
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Hungershield and Folkhemmet
Before I continue I need to bring up the issue of stability, or rather Hungersköld (Hungershield). During the first world war Sweden was embargoed by the entente due to iron ore trade with Germany, leading to domestic protests, riots and eventually the ousting of the current Swedish government.

The Swedish PM at the time, Hjalmar Hammarskjöld was nicknamed “Hungerskjöld”, hence the wordplay. At the onset of WW2 the fear of food shortages again loomed large for Sweden, and drove both domestic policies and was a great fear for the populace.
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In the game this is represented with stability acting as a shield against such hunger strikes. Being above a % of stability protects the player against those adverse effects, and being below that threshold opens you up to the risk of getting strikes.
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Riots can happen if you are at a very low stability. . While they are temporary you will not want to get stuck in an endless cycle of these. There are a few safeguards that we have put in place to make sure that players that temporarily dip under these thresholds will not immediately get these strikes instantly due to a bad RNG roll, but you do not want to stay under the limit for very long.

That leads us to another concept, Folkhemmet (The People's Home). While you might know it as the name of communist Sweden, it was actually a set of social-democratic policies that paved the way for the welfare state that Sweden has today.

The focus on this welfare state was partially why the government at the time was hesitant to spend a lot of the budget on the military, as these programs were very popular. In game this is represented with the Folkhemmet spirit.
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As long as the welfare state is intact it acts as a buffer against the risk of getting strikes, but as you can see it also drastically reduces the military capabilities of Sweden.
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As you progress through the focus tree key focuses will start to orient the Swedish industry towards war, but the Folkhemmet shield that is protecting you from strikes will be chipped away.
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To demonstrate this is what a fully degraded Folkhemmet looks like at the moment.

To counter this there's a mix of things the player can do, such as employing advisors, picking focuses that add stability, picking decisions that add stability and so forth. We don’t specifically dictate how you handle this system, but rather hope that players will handle it differently depending on playstyle and how aggressive they want to be.

In a nutshell it is a question of “when do I rearm” and “how do I avoid the adverse consequences of those decisions”, and make sure you also do not get caught with your pants down. With those main themes explained, let's look at the actual tree

Industrial Branch
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This is the entrypoint for the focus tree. The Defense Act is where you pick your leader, and just below it is the industrial branch. As you can see there's a clear divide between the focuses, and that you can mix and match some of them.
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These are two examples, and as you might glean the left side is more aligned with social-democratic policies, while the right one is more aligned with right leaning policies. The right side generally leans more towards ratcheting up the defense industry, while the left one focuses more on the internal stability of the state.

Putting this into context, if you amass a larger pool of stability from these focuses, you might be able to offset the dip in stability from Folkhemmet, but on the other hand it might take longer to do so.
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If you really do not want to deal with this at all you can lean heavily into the right and remove it completely.
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You can also leverage your ball-bearing trade (the things that make other things spin). Something that Sweden smuggled to both the axis and allies.

Flashpoints
As the events of history unfolds events will happen that put Sweden into contact with the great powers of the war. These are events that we nicknamed Flashpoints, which are historical contextual events that happened to Sweden during the war.
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Here Sweden gets accidentally bombed by the USSR
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The USSR can apologize or deny this. In this case they deny it, allowing Sweden to respond
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Sending military aid to Finland as a response will escalate tensions with the USSR
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If the chain of tensions reaches a boiling point it will boil over, dragging Sweden into the war as well, or not depending on how Stalin responds
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This is one example of one of these events where tensions might lead to war.

Military Branch
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Scrolling right we find the 3 military branches of the focus tree which will be shared between all the paths of the focus tree
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What is a bit special though is that part of the tree is locked behind war support (or military factories if you get that far). Instead of providing stuff like military factories these focuses augment the military directly, think of them as a miniature doctrine tree.

The focus behind this “war support gate” is intended to put some additional pressure on the player to want to get war support up, tying back to the interplay of the Folkhemmet and Hungershield.
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These are generally divided into a defensive and offensive play style with the left one being more oriented towards defensive oriented players, and the right one being more oriented towards offensive offensive players. (pictured above is the panic button focus)
As you progress through the focuses these spirits grow in strength as you invest more resources into them
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While these cornerstone focuses are strong, they require investment in both time, and being gated behind war support. How quick you get to them is decided by how fast you rearm.
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You might recognize Bofors in this example which made the popular 40 mm Anti Air gun. In this case Bofors gets a unique trait and funds for the MIO
The military branch of the focus tree is where a lot of Folkhemmet is going to be changed via focuses. It also provides some much needed funds for the Swedish MIOs
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Navy Branch
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Sweden's navy tree is mainly divided into whether you want to contest the Baltic directly via capital ships or if you prefer to go the German route and focus on submarines and light surface fleet for harassment.

The top shared part deals mainly in expanding the output of the domestic industry, as well as the option to buy older ships from other countries.
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As happened historically, the Italian destroyers might take a roundtrip through the world and end up in Iceland, so be aware :D
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Of course we couldn’t resist making a Vasa focus, however we hope that it is slightly more successful than its predecessor.
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While its a powerful battleship it deploys at 60% complete, so you’ll need to finish the other 40%.

Winter War
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When Finland was invaded by the USSR it reverberated through Sweden. Finland was seen as a first line of defense against the Russian threat, which has been a historic adversary of Sweden.

You are given a choice of whether to go the historic route and send volunteers, try and claim the Åland islands when Finland is weak, or get actively involved in the war. Getting involved in the war will give you a mission of taking Leningrad, and if you or Finland manages to take it the Soviet Union will either be forced to sign a white peace, or face massive unrest. Both Sweden and Finland also get the avatars of their nation to help out, for a while.
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If Leningrad is lost the USSR will either be forced to revoke their claim, or face embarrassment.

Democratic Branch
As you probably know Sweden did not enter the war. But in HoI all the preparation and buildup, and later on the war itself is a key component of the core game loop. Aveebee and I decided to take an early design decision to work under the key assumption that players who play Sweden will want to get into the war.

Meaning that we have had to modify the historical path to work with the plan that Sweden will enter the war at some point. Of course the historical Swedish AI will not enter the war unless provoked.

In practice that means that the historical branch will have focuses related to events that did happen in real life, but they work under the thesis of Sweden eventually getting involved as well.
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A lot of refugees from other Nordic countries fled to Sweden and were secretly trained as “police forces”. Some of these would later help liberate Norway. In game this focus puts these police forces in a separate pool that grows as more Nordic countries capitulate.

On the onset of war this banked manpower will be unlocked and transferred into the normal manpower pool. You can also expand the facilities to raise the training cap for

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Beep Beep

Most important of all is the Per Albin Bus (pictured above). This is a mobile headquarters that the Swedish government planned to run away into the forest with in case of invasion. In game the bus is a state modifier that can be moved to adjacent states, reducing the surrender limit. If the bus gets captured the country leader dies. (We actually got to see this bus when we visited the Army Museum last summer)
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You can move the bus as long as you control an adjacent state,which means that you can take Per Albin all the way to Moscow if you really want to for some reason.
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Sweden also has access to Rangers, which are special forces that send out undercover troops to sabotage vital infrastructure behind enemy lines. Use it wisely as the casualties of these can be quite high. Very useful to blow up enemy ports in Norway.
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As you eventually enter the war by trying to either Save Denmark or Norway Sweden gets a goal to liberate every occupied Nordic country. The more occupied countries the stronger this bonus becomes, with an additional bonus once those countries are liberated.

Nordic Defense Council
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If the more careful path of building up your defensive capabilities is a bit too conservative for you there's always the option of forming the Nordic Defense Council. This involves more aggressively tackling the threats around you with the other Nordic countries' help.
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It invites every Nordic to become a member state of the council, and you get to pick whether to centralize its command at the cost of its member states not being able to defend themselves as well,
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Or decentralize its command into its member states
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Here is an example of a centralized command, with Mannerheim and Helge Ljung working side by side
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In the end you can opt out of picking either Death or Dishonor, growing stronger the more member states you have.

Late Game Focuses
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We also put in some late game focuses, mainly for those that want to continue the campaign after WW2 has concluded. These tie into late game technologies, the new special forces rework and finally dealing with the threat of the iron curtain.
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This Lion looks a bit more majestic than the Gripsholm Lion. A frequent on r/badtaxidermy
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Advisors, Military and States
As always we have new awesome advisors. Here are the ones available to Sweden.
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My favorite one in Sweden is Ebba Margareta, which does not cost anything to hire but can get traits depending on how the player chooses to invest.
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We also have the couple Myrdal which feeds off of each other if they are both in the Cabinet.
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As for the new generals here they are. Most of their experience came as a result of being in the Finnish civil war.
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And the Admirals! Charles de Champs is definitively winning the style competition here.
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And these are the new Swedish states! My pet peeve of having Norrbotten and Lappland on the map as two separate entities has finally been solved! (sorry for the weird slicing of the image Sweden has a…weird shape). Åland now also starts demilitarizing at the start of the game (which it still is to this day).

And finally, some nice 3D models!
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I call this one the Sardine deathtrap (The engine is in the front....)
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The Resource redistribution
Finally there’s the question of resources. During WW2 Germany was partially reliant on Swedish iron ore, especially before the fall of France. Arguably the reason why the Narvik campaign happened at all was Germany's desire to secure the Gällivare mines, and the allies desire to blow it up (under the pretense of helping Finland).

We have tried several ways to model this in game but it has been hard for several reasons. The trade algorithm runs the shortest route capital to capital, while the actual resources are located in the north of Sweden. The algorithm also really prefers land routes, which would go across Denmark, or if by sea through the Baltics and not through Narvik as was historically. Changing this is outside the scope of this expansion and while we tried other adding content driven systems on top of this nothing worked satisfactorily up to this point.

I don't rule out some abstraction for Germany controlling Narvik gaining them some IC boost, but currently we decided to sidestep it in another direction, by making Germany a bit more reliant on imports.

Germany has in game had more domestic resources than it actually had in game, leading to a problem of it never really having issues with resources, especially steel. Whatever steel it needed was either in Germany proper, or soon to be taken from France, leading to the “Free Trade Meta” we often see these days.

Part of the issue is the abstraction of coke, ore grade, steel mills into the single encompassing iron which makes this hard to properly represent. All in all Sweden provided around 43%, German domestic production 28.2% and France 12.9% to the German war effort between 1933-1943. Having buildings such as steel mills was also outside the scope of this expansion.

This resulted in an overall reduction in iron for specific countries, main targets were Germany which overall had poor iron ore quality, and France which Germany will gobble up. Germany starts with 2 civilian factories more than before to use for import as needed. Portugal also got some tungsten shifted to Sweden. Below are the main changes, with no changes in trade law from 1936 starting dates, accounting for starting infrastructure and no equipment lines active.

Germany
AAT
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France
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PRE-AAT
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Portugal
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PRE-AAT
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SWE
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PRE-AAT
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These numbers are not final and might change depending on balance and how the AI performs.
View attachment Focus Tree.png
Whole Focus Tree Above

I don't have any good ways to end this, so I'll just stop by saying
 

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Currently the plan is to have Germany getting a buff to industry if it controls Narvik, and if the UK invades Narvik it can do plan r4 and blow up the mines and then peace out Sweden
Well the general concern I express is not German-specific but rather how remote resources are accessible as easily as those excavated by your direct neighbors. Finland buying steel off China (both being non-aligned, thus the favor) rather than Sweden which IRL would have been far better logistically is [for me at least] as much of an issue as Germany not really needing to import at all :)
 
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Well the general concern I express is not German-specific but rather how remote resources are accessible as easily as those excavated by your direct neighbors. Finland buying steel off China (both being non-aligned, thus the favor) rather than Sweden which IRL would have been far better logistically is [for me at least] as much of an issue as Germany not really needing to import at all :)
That specific issue is kinda outside the scope of a focus tree, and would require a rework of the base assumption of how resources logically exists on the map.

As of now resources are teleported to the capital regardless of where they are, and go from capital A to capital B via the shortest land route it can find, and if no land route can be found it goes via sea (but it really really likes land routes).

The issue that I stumbled upon was that 1 of 2 scenarios happens. Trade is done from Berlin to Stockholm via Denmark, which is the shortest land route or it goes via the shortest sea route, which is through the Baltic, where trade is somewhat protected once Germany takes the strait from Denmark. We thought about using straits to block off Stockholm, but it was super hacky.

Ripping out the trade system in this expansion was also unfeasible because it would essentially require changing the base assumption for the entire game, and its not something that I can fix via script, and would basically require me holding the entire programming team hostage

That's not to say that I think a more logical approach to resources is a bad idea per se, just that it is currently not feasible.
 
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That specific issue is kinda outside the scope of a focus tree, and would require a rework of the base assumption of how resources logically exists on the map.

As of now resources are teleported to the capital regardless of where they are, and go from capital A to capital B via the shortest land route it can find, and if no land route can be found it goes via sea (but it really really likes land routes).

The issue that I stumbled upon was that 1 of 2 scenarios happens. Trade is done from Berlin to Stockholm via Denmark, which is the shortest land route or it goes via the shortest sea route, which is through the Baltic, where trade is somewhat protected once Germany takes the strait from Denmark. We thought about using straits to block off Stockholm, but it was super hacky.

Ripping out the trade system in this expansion was also unfeasible because it would essentially require changing the base assumption for the entire game, and its not something that I can fix via script, and would basically require me holding the entire programming team hostage

That's not to say that I think a more logical approach to resources is a bad idea per se, just that it is currently not feasible.
Though i guess this is rather a question for Arheo, but is such a rework of the trade system even possible within the scope of HoI4, or is it something that can only happen in the next iteration?

I am not expecting any promises but is this something that is on the table or at least a possibility for a future update?
 
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Though i guess this is rather a question for Arheo, but is such a rework of the trade system even possible within the scope of HoI4, or is it something that can only happen in the next iteration?

I am not expecting any promises but is this something that is on the table or at least a possibility for a future update?
You'd have to ask him yeah, im not sure how much/little he wants to divulge of his long term plans publicly
 
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As of now resources are teleported to the capital regardless of where they are, and go from capital A to capital B via the shortest land route it can find, and if no land route can be found it goes via sea (but it really really likes land routes).

That's not to say that I think a more logical approach to resources is a bad idea per se, just that it is currently not feasible.
For modders (me included) it would be helpful to have a define which we could modify to cut off really long land routes to force trade go over sea.

BASE_LAND_TRADE_RANGE (from the defines) didn't do anything for me even when I changed it to 0 (from base 1000). I might have had wrong expectations for it, though, as I obviously don't know the formulas using it.

edit: probably setting it to 0 was a mistake back then, provided this is still correct. Gotta test it more.
 
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sweden had värnplikt to start with so i think sweden should start with service by requirement for 10% but some modifier during peacetime u dont get any negatives to factory output and a NF to go into all adults serve in 1940 as sweden formed hemvärnet.

from the prewar paragraph sweden should havea NF to switch into partial mob at 37 and go into war economy in 39 cant find a link now but i know i read somewhere in 1940 military spending jumped from 2% to 15%

a NF to enact lottakåren to employ all women into non combat areas of the infrastructure to offset the production debuffs.

sweden bought 48 light tanks from chechoslovakia in 39 so there should be a NF to get 48 light tanks from them and a 100% to armor research
 
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sweden had värnplikt to start with so i think sweden should start with service by requirement for 10% but some modifier during peacetime u dont get any negatives to factory output and a NF to go into all adults serve in 1940 as sweden formed hemvärnet.

from the prewar paragraph sweden should havea NF to switch into partial mob at 37 and go into war economy in 39 cant find a link now but i know i read somewhere in 1940 military spending jumped from 2% to 15%

a NF to enact lottakåren to employ all women into non combat areas of the infrastructure to offset the production debuffs.

sweden bought 48 light tanks from chechoslovakia in 39 so there should be a NF to get 48 light tanks from them and a 100% to armor research
Those are all already represented in the focus tree somewhere, either directly with focuses or with the market
 
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Where is my royal Sweden path. I want to march across the Danish belt, and reform the kingdom of Sweden.
In the "Topphemlight" section of the combined focus tree image above.

Edit to add: on the right, probably.
 
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We are aware of the issue.
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Currently the plan is to have Germany getting a buff to industry if it controls Narvik, and if the UK invades Narvik it can do plan r4 and blow up the mines and then peace out Sweden

I tried other bolted on top content driven systems but it either turned out to be one of:
1. Pressing button minigame
2. Over convoluted code that was very brittle and full of edge cases and I didnt like any of the solutions
Why not just put quite a bit of those resources into Narvik itself? IF they can`t be shippped any other way, that is an OK abstraction for it.

Also, why should UK get to peace out Sweden? If UK can`t control those mines, Sweden should recover them in some time, and Sweden should be willing to give Germany great trades and maybe even join the axis and deliver some payback.
 
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I noticed, Sweden has that splendid officer, Ernst Linder. Historically he had Finnish origins. Linder took part to the Finnish Civil War and was a close friend and trusted by Mannerheim.

Also, an Olympic athlete, winning the gold medal in equesterian, Paris 1924. During the Winter War Linder was the commander of the Swedish Volunteer Corps and the commander of the Finnish Lapland Group under huge responsibilities.

I think, he was Lieutenant General of the Swedish Army and General of Cavalry of the Finnish Army. Linder was later very worried, concerned by the Finnish-German relations from 1941 onward and didn’t accept any post during the Continuation War in the Finnish army. Well, I’m not sure, if he was offered by such a one, but anyways, he didn’t took part to that war.

It would be fantastic to experience these traits, features and motives with this Nordic expansion.
 
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Are you also going to add a focus tree for Iceland? Nothing big, but something along the lines of the resistance focus trees of poland and france? Would be super cool. Something with fending off the british in an early cod war maybe^^

Also, this seems to going to be the most picturesque focus tree so far. All the art is awesome! I especially like the soviet bear;)
 
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Portugal also got some tungsten shifted to Sweden.
That's a bummer.
Can Portugal get a little bit of iron as compensation?
It ain't much but it's honest work, (and it could definitely have yielded far more, as it did in the 50's-60's due to the colonial war, as the iron reserves were/are massive, but the incentives/efforts to exploit them, not so much), but certainly the output was more than 0.
 
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For me it would be enough when hungary send his volunteers to finland.

View attachment 996305

The trouble with that is that while IIRC some 25,000 Hungarians volunteered, few of them actually left for Finland due to Germany blocking transit and other factors, like unsuitability for service. By 13.3.40 there were only 346 Hungarian volunteers in Finland according to official documents, and AFAIK none of them ever saw combat. Outside of that number there was also one or two Hungarians in the Air Force and one of them got killed. But generally-speaking the Hungarian volunteer aid did not materialise.

From what PDX has shown us the foreign volunteer aid the Finns get during the Winter War is already grossly exaggerated, with the Finns getting, what, 500 MP per week from the "Foreign Volunteers" modifier, or something to that effect? And I'm sure the Swedish content adds more on top of that. In real life however only a fraction of even the Swedish volunteer aid ever materialised, with some 2,600 men from the SFK (Swedish Volunteer Corps - and that's actually including a number of Norwegians and a handful of Danes) finally reaching the front two weeks before the end of the war, where they were assigned to a quiet sector in Northern Finland near Salla. The SFK's biggest contribution to the war effort was allowing the release of five Finnish battalions from that sector to be transferred to the battles raging on the Karelian Isthmus, where the war was being decided.

The volunteer force with the most impact, and one could say the only volunteer force with a discernible impact in the course of the war, was the Swedish Flygflottilj 19, which the Finns dubbed Lentorykmentti 19, or Aviation Regiment 19, often shortened to F 19 or LeR 19 respectively. This force, despite its name, had only:

12 Gloster Gladiator Mk. I
4 Hawker Hart Mk. I (+ 1 more was received in February as replacement)
1 Raab-Katzenstein RK-26
1 Waco ZQC-6
1 Junkers F 13

With 270 personnel to crew and service them.

This handful of antiquated biplanes wasn't much against the Soviet Air Force, the VVS, who had nearly 4,000 aircraft on the Finnish Front by the end of the war, a force largely comprised of superior machines. Still, F 19 was in the country already from 10 January 1940 onwards, and was eventually given responsibility over the airspace in Northern Finland. The VVS seemed to avoid targets protected by F 19, so the unit did have an impact that way. They destroyed up to 12 VVS aircraft for the loss of 6 of their own; 3 Gloster Gladiators and 3 Hawker Harts, although only 2 of these (1 Gladiator & 1 Hart) were shot down by enemy aircraft; the rest were destroyed in accidents.

But of course all that being said, the game doesn't unfold historically and there could be other situations where more volunteers ending up in Finland could make sense. Although as of yet I haven't seen anything from PDX relating to Germany blocking or allowing transit of volunteers or materiel to Finland (btw, Germany blocked said transit only after the Swedish press leaked to the world that Germany was allowing Finnish materiel purchases from abroad to get to Finland through Germany during the Winter War, so we can thank the Swedish press for that one... I'm sure the Kremlin did. For other "contributions" of the Swedish press during the Winter War, see e.g. my posts here and here). Historically Sweden initially clamped down on the Swedish volunteer movement to help Finland, and it never quite picked up the same speed it had in early December 1939. Sweden and Norway were also hesitant to allow foreign volunteers to Finland through their soil, and outright refused transit for direct military intervention. The British and French planned to use the Winter War as an excuse to open a northern front against Germany in Scandinavia; the British wouldn't have necessarily even sent any actual ground forces to Finland, though the French were more eager to genuinely help the Finns.

All of these things, and more, could have alternative outcomes in the game, but it doesn't appear that PDX has really implemented any of these things into AAT, or they likely would have mentioned them by now. Granted, development of the DLC is still on-going and we can hope some of this stuff makes it in.

On a mostly unrelated side-note, I do kind of like how Sweden can attempt to snatch Åland from Finland during the Winter War. Historically Sweden tried this in 1918 during the Finnish War of Independence, briefly occupying Åland for a couple of weeks in February-March 1918, only to be driven off by the Germans who came to the aid of the Finnish government. If I'm not mistaken, and this is probably the inspiration behind the in-game focus, these ideas of invasion were floated around by some people in Sweden again during the Winter War. However the Finns had remilitarised Åland for the duration of the war to prevent the Russians from occupying the island, which would've potentially crippled Finnish logistics (logistically Finland is largely an island, dependent on maritime trade routes), and a hostile Swedish invasion of Finnish-held Åland was obviously an insane idea. But I could see something like it happening under the guise of protecting Åland if the war goes very badly for Finland, or if there's a more hawkish government in power in Stockholm, only to be forced to back down by Finnish reluctance to cede Åland. I'm interested to see how this will play out in the game.
 
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But I could see something like it happening under the guise of protecting Åland if the war goes very badly for Finland, or if there's a more hawkish government in power in Stockholm, only to be forced to back down by Finnish reluctance to cede Åland. I'm interested to see how this will play out in the game.
That's how I modded it for personal use a few years ago, even under the same "protection" wording, with Finland (once at peace with the Soviets) asking the islands back which could be either accepted or refused to give FIN a war goal.

If I recall it right, Mannerheim himself writes in his memoirs of (him?) proposing that both Finland and Sweden garrison Aland together.
 
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