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Hearts of Iron IV Anniversary Week & Developer Corners!

Generals!

Not only is our nine year anniversary happening today, but we've got a lot of content for you all to read through so make sure to continue reading. We've got Developer Corners starting up again, HOI4 Anniversary Giveaways every day and the Multiplayer Mayhem happening in the 2025 Community Cup!


But first, a word from our Commander in Chief @Arheo .


Greetings all,

As the oft-quoted Eisenhower stated, ”In preparing for battle, I have always found that plans are useless, but planning is indispensable”. In the spirit of this, we thought it would be time to take a look at the long-term roadmap for Hearts of Iron. It has been around three years since our last formal Hearts of Iron Roadmap, and while plans have changed and evolved, this statement of intent has been largely what has guided our development process up until the release of Götterdämmerung.

Our mainline intended innovations, when this was written just after No Step Back, included the following:
  • Improvements to Frontline Stability (Progress in NSB, more to come)
  • Strategic and Tactical AI improvements
  • Battle Planner Improvements
Götterdämmerung included a lot of improvements to the AI including Force Concentration: a feature designed to simulate tactical pushes and armor concentration. This has been an interesting one: when released, we saw a lot of players taken by surprise by the AI using this approach, and a lot more discussion over players being defeated or losing to the new AI behaviour. However, most of the community seems to have adapted fairly quickly to this change. To me this is a positive thing: while having a broad playerbase with varying levels of skill means we need to be gradual about how and if we increase overall difficulty when playing against AI, the existence of community “meta” and learning materials gives most players tools to catch up. In short, there’s no reason not to continue iterating on AI features that may increase average difficulty or required skill levels.

On a related note, we’ve fixed a bunch of issues with frontline stability, but battle planning remains a tool that has a stark divide between how new and veteran players utilize it. We’ve done some quite deep user research into this particular area, but this resulted in few actionable results beyond handling edge cases better and improving frontline integrity.


Long Term Goals and Strategies to guide AI (Progress in NSB)

Most of this is “under the hood”, but we’ve made a lot of progress adding tooling to interpret and direct how the AI performs long-term planning. This area of the game is notoriously opaque and it’s taken a fair while to get to the point where we have enough analytical insight into the mechanical decision-making process of the AI, but, we’re more or less there now. This has meant improved tooling such as AI strategies, imgui debug tools that modders also have access to, and better integration with existing mechanics that previously existed “on top” of the game without interacting much with the AI. This is of course a goal that has no defined end-point, but compared to where we were three years ago, much has improved.


Improving Peace Conferences

By Blood Alone saw a contribution-based peace conference system added, with numerous narrative demand options. On reflection the design approach here was not super stable, and while the feature hit most of the key notes (contesting demands, earning defined contribution, rewarding better play), it fell into a similar trap to the old system when it came to AI antagonism. It took longer than it should have done for that behaviour to stabilize with tweaks and changes, but we’re in a better (if not perfect) situation now.


Update Core National Focus Trees with Alt-History paths alongside more Options

We’ve had a couple of methods of doing this. First are the maintenance updates included in some War Effort patches. These tend to be quite minor, but we’ve added a fair few things to various focus trees over time.

Secondly, revisiting focus trees such as Germany and Hungary represents a greater investment into this. Overall, I’m happy with the dual-pronged approach to this; reworking focus trees comprehensively is a full expansion-cycle affair, and doing it outside of a paid release is not something we will ever be able to do. I feel the majority of the community understand this, and our roll-in approach to DoD, TfV and WtT has been for the most part welcomed.


Great Power Diplomacy

I’ve spoken at length on this in a few other places. Fundamentally, design ideas for this one always ended up conflicting with focus trees. HoI4 is a war simulation with a superimposed latch-driven state-machine that drives the global narrative. It is unlikely we’ll change that approach. However, the process of working through design ideas for this has given us some avenues for further exploration.


Multiplayer & Social layer Improvements & Support

The Career Profile and associated features hit the social layer note pretty well. Traditionally, these features are designed to increase player engagement: something which HoI doesn’t really have an issue with. However, the feature has proven to be unexpectedly popular amongst specific groups within the community, both for completionists and as a learning aid. While I don’t think we’ll be making any fundamental additions to this, it won’t be going away and we’ll keep adding content such as new medals and ribbons.


Economic Decision Making

We haven’t made any great strides here. We still have medium to long term plans to expand the industrial economy elements of HoI, while taking care to avoid simulating too many pure economic elements.

Special Projects

Götterdämmerung represents the culmination of this project. I’m pretty happy with how this turned out, though now that we’ve had some time to monitor the wider effects of special projects, it is about time to revisit balance and take a pass on the huge array of tech that was added in the Götterdämmerung update.


More Difference between sub-ideologies & Government forms, Advisors and Internal Politics Improvements

We didn’t really get here! This is quite a difficult topic to broach in a strategy game, and other things ended up taking precedence. We’ve had some minor changes to advisors, but nothing to write home about in the grand scheme of things.


More National Focus Trees

Fairly Self-explanatory.


Make Defensive Warfare more fun

This is still a goal of mine, but we haven’t managed to tackle it yet. I think some of the fundamentals of HoI4 (ie, stuff we simply can’t/won’t change) stand in the way of doing this justice, though it also plays hand-in-hand with changes to doctrine and division design which are definitely in the works.


Adding Mechanics to limit the size of your Standing Army, Particularly post-war etc

Definitely still planned, though not a major priority on its own - will have some words on this later. I don’t feel like this is something that has been glaringly missing for a game with a narrative of “crescendo to war”, though as we start to experiment around the fringes of that pillar (smaller regionally-focused conflicts and expansions), it will become more necessary.


Have Doctrines more strongly affect Division Designing

We’ve had some success here with the changes to support companies and equipment streamlining. I wouldn’t go so far as to say this is “done”, though. We have short-medium term plans regarding doctrines though, and having them affect division design more strongly is one of the key pillars for this effort.


Immersion and Roleplay Elements, Optional tools for making your mark in a game

We’ve added a lot of things that touch on this: division medals, plan naming, deeper recruitment design, MIOs and industrial specialization being chief among them, feature-wise. I think these features do what they set out to do: letting you leave your own mark on the battlefield and the campaign narrative. As you may have noticed from recent war effort patches, we’ve also identified that we need to be better with streamlining how players interact with these types of features.


War Effort Updates

I talked at length in the 2022 roadmap about the introduction of maintenance updates - something we ended up doing, and calling “War Effort” patches. On their own merit, these have been extremely useful for us, and have allowed us to iterate and introduce quite a lot of system updates and quality of life changes such as:
  • Persistent equipment designs
  • System Rebalances to designer modules and units
  • MIO streamlining
  • Some quite significant performance improvements
  • Over 1000 bugfixes
  • Mod support
  • Focus tree updates
  • Balance standardization of some systems (quite important for game health!)
One of the things we were uncertain of before we started War Effort patches was whether this would reduce the maintenance included in major updates, resulting in effectively just moving things around. With the exception of our approach to country packs (ie; not including maintenance updates at country pack release), it has not directly affected the size and impact of major releases.

The old Roadmap championed these as a method of updating older focus tree content. It’s fair to mention that this ended up not being a major focus of war effort updates. It became quickly apparent that developing focus trees is the majority of the work our Content Designers do; that’s not realistically something we can do in iterative updates.

So while there is success here, there’s also room for improvement. We will keep producing War Effort updates, but I want to try and find some form of structure to them, and a way of steering them in a way that more quickly addresses high impact community issues. Particularly, I would like to find a way to increase the visibility of our approach to handling community issues, though I will caution that this will require some time to achieve.


Next Steps

Aaand that’s our retrospective.

That ended up quite a lot longer than I’d expected, but that’s ok - the future plans are at least a little more concise! I want to give you an updated roadmap for our next few years, though with the usual caveats. As you can see above, these plans are not super specific, they aren’t promises, and they don’t always work out. Nonetheless, the act of planning is extremely important, and communicating those plans perhaps even more so.

So what does the future look like for HoI4?

It will come as little surprise that South/East Asia is next, with content primarily focused on Japan and China, and mechanics to support this narrative, as well as reinvigorating the Pacific war. I don’t want to go into too many specifics here (tune in next time for more!), but the war in and around Asia as well as the Pacific has been left behind by our recent developments directed at the European elements of the conflict. To give some broad strokes here, we’re looking at developing the narratives that faction membership will give you, improving and streamlining elements of naval control, with a particular focus on the types of naval warfare that carried the Pacific conflict, and adding much greater strategic narrative (and a less opaque simulation) to the flow of naval conflict. This is not an exclusive list, and it’ll probably leave you guessing - but you won’t have to wait long.

In the longer term, we have some other areas that we’re keen to take a pass on:


Military Doctrines and Division Design

These systems are quite old and don’t offer much ability to shape your gameplay. I would like to link these better, in order to have doctrines shape both how you compose and how you use your military.

Manufacturing and Industrial/Economic Gameplay

Watch this space.


Breaking the Snowball!

HoI’s “crescendo to war” that I mentioned earlier is extremely important to the main narrative of the war. However, as time goes on we have released more content focusing on the smaller players in this conflict. There are elements of the game that don’t mesh particularly well here, and I want to take a look at the way wars and war escalation are structured to make this more engaging and less disruptive when minor conflicts erupt.


Improving the Diplomatic Landscape

“But you said you couldn’t do this!”, I hear you cry. And mostly you would be right. However, with the introduction of late game technologies in Götterdämmerung, there is even more reason to continue playing after the end of the war. I would like to keep developing how the world “falls out” after the conflict, producing more realistic geopolitical results as well as the potential for new and more systems-driven “what if” conflicts after the end of the war. Of course, any such changes would be multiplied in effect if they could also touch upon the pre-war landscape too…


Alt-History

Well, that’s a broad category. This is one we’ve been looking at in quite a lot of detail. We see an increasingly stark divide within different groups of the community on how we (or even if we should) approach alt-history. For those that enjoy it, don’t worry, we’re not going to stop making alt-history content, however, I have asked the team to look, in the long-term, into ways of producing more structured, plausible alt-history content with clearer historically-adjacent narrative hooks. In addition, we have started to evaluate if it’s possible to create more deterministic global alt-history situations and produce some “semi-alt-history” ways of playing HoI - something that I think would capture the fun parts of the non-historical content we provide while also retaining the benefits of the determinism that the historical scenario imparts.

I have one, final note on the practical elements of what we release. We intend to continue releasing what we’ve previously termed “Country packs” and “Unit packs”, but we need to both be clearer about what is or isn’t included, and adjust the scope. We’re devoting some more resources to our Country pack development moving forwards, and we’ll be including mechanics and systemic changes in those the same way as expansions - albeit still focusing on “minor players” in the war.

Alright, I started writing this three hours ago and apparently I’m still going, so here I will force myself to stop. I’m here to answer questions.

/Arheo


Hearts of Iron IV Dev Corners 2025 Roadmap - Updated: June 16

Of course, these dates may be subject to change so keep that in mind!


Hearts of Iron IV's 9th Anniversary!

As apart of HOI IV's Ninth anniversary, we've decided to do another giveaway with a different prize each day including some fan favourites and some keys for the new Song pack for those of you who missed out on some of those banger tunes. To participate and enter for a chance to win some of these codes, make sure to reply here on each day you want to take part in the giveaway.

Because of time zones, we've decided that each giveaway "day" will start at 14:00 CEST, so for example, if you want to take part in the Bonus Songs Pack giveaway on Tuesday, then you need to reply between 14:00 CEST on Tuesday and 13:59 CEST on Wednesday. If you reply on Wednesday 14:00 CEST, then you're taking part in the Wednesday giveaway, etc.

You can reply as many times as you want, on as many days as you want, but if we're looking through replies and have to choose between two replies, we will probably choose the reply that has some substance (vs "Just replying to take part") so be creative, engage, comment on the announcement or on others' replies.
(Giveaway T&C attached below)

Today: HOI IV Starter Edition So you can play with more friends x30
Tomorrow: Bonus Songs Pack To listen to, even when you're paused x30
Wednesday: No Step Back To bring Communism to the world x30
Thursday: By Blood Alone Take your fight to the skies x30
Friday: Arms Against Tyranny To bring the fight to the Nordics x30

Hearts of Iron IV Anniversary Sale!

To add even more fun to our anniversary celebration, the Hearts of Iron Sale (up to 70% off) is now live over on paradox.com!

Community Cup 2025

We are back for yet another round of the Community Cup, hosted by Dankus. This year, the Teams are participating for a chance to win 5000 Euros! With Casters such as Dankus themselves, Mo and one of our own Community Ambassadors Fraser, the finals will be played June 7th at 17:00 CEST.

Make sure to catch all of the action over on Dankus's Channel, or the HOI Youtube Channel!
 

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I have discovered HoI4 in 2018. I quickly fell in love with the game and its mechanics. At some point, I started buying all the DLCs one by one. When I heard that if you pre-order La Résistance you could get a little bonus, I didn't hesitate. Firstly, I am French, so it was the DLC for me. Secondly, I would probably have bought it at some point anyway. From then on, I have always pre-ordered all the Hearts of Iron IV DLC.

Unfortunately, I had a problem with my Steam account in February 2021. I won't go into the details, but I created a new account in March. I then had to decide about which game I really wanted to buy a second time. Among the lucky ones, Hearts of Iron IV was my top priority. I bought HoI4 with all its DLCs. I even bought the unit packs, just because I really love this game and wanted to support the developers (and why not use some special 3D art units).

I quickly start launching a new game. I need to restart playing all aournd the world in order to dominate it. Also, I had started to get all the achievements by late 2020, so I need to get them again. It is when the launcher said something weird to me: 'You have an activated DLC that you don't own.' I hadn't changed my computer and had bought all the DLCs without exception. So I checked the list and discovered that, of course, I hadn't received the La Résistance pre-order bonus. And I realise that nothing could help me getting it back.

In May 2025, you announced the Bonus Songs Pack. A small pack that gave everyone access to all the bonus songs. This was my chance to get back the long-lost bonus, 'Marche of the Eagles'. However, I didn't buy it immediately, like I often do when my budget allows it. I knew I would end up buying it one day or another. But not immediately. When I saw the Dev' Corners release, I waited until I had time to read it. I was expecting a Japan and Southeast Asia DLC. So nothing new there. Really hype about the naval refund. I hope to see some good improvements to this mechanic, which has been too neglected by players.

Of course, if I have written all of this right now, it is because I saw the ninth anniversary giveaway. I don't usually enter giveaways, especially not for Hearts of Iron ones, since I already have everything. But on Monday (it feels weird writing that on Wednesday) you offer the chance to get the Bonus Songs Pack. That's why I am trying my luck to get it. So here's my reply. Really excited to read more about the new DLC as I always been and to hear more about this reinvigoration of the naval and Pacific war.
 
We need more songs/ military marches in the game!
I understand these are expensive to arrange, perform, and record, but there are SO MANY great options from various countries that took part in the war. Really with the more obscure ones were given some love as well. The DLC pre-order bonus songs kinda went in this direction, but I’d easily buy another of these packs.
 
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War Effort patches have been my favorite change and not being forced to wait next big update to see something big or small fixed. I just wish they would stay as somewhat regular (like once per month or every other month)

Our aim is to have them every month, we don't always succeed though because of holidays getting in the way etc. We typically work on a WE patch, and once we think its "good enough" (enough fixes, qa verified stuff etc) we schedule a release
 
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Oooh a bonus song pack? I think I'm only missing Bella Ciao and March of the eagles.

Glad to see the an update on Asia. Waking the tiger was good back in the day but that theatre of war could use a polishing. I can imagine spending many hours in it when it releases.
 
It would be honor to see my country (Siam/Thailand) and our fellow ASEAN countries (Burma, French Indochina, Burma, Dutch East Indies, Phillipines and British Malaya) to have an interesting and big contents.

Anticipating for the giveaway
 
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Glad to hear Japan and Asia at large is getting some love, I've always been held back from the asian part due to the focus trees not really offering much, but with that rework on the horizon, I can see myself give Japan a shot (Even though I still have no idea how navy works after 700 hours, just checked, it's actually 840 hours).

"reinventing faction dynamics" is a very interesting point as I feel alliances sometimes seem a bit random and you can end up in a war against USA, for example, without having any bad relations with them.

The future of hoi seems to be looking bright, some day I will get all achievements.

Me personally, I would love to see Czechoslovakia being touched up as the current focus tree is missing any real substance, let's say.
 
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I would like alt history Ironman viable scenarios

Multi-factional historical ideology: all majors keep their main Ideology, but is scripted to start its own factio instead of joining the Axis, Allies or Comintern. So Italy would create the pact of Rome and France would create the entant and so on, this would run very similar to historical, but offer variations

Max Populism: France goes communist, Poland goes monarchist with Romania and Mexico goes Fascist

American Extreme Right: the USA goes fascist while Germany goes unaligned
 
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It's great to see how far the game has come and how the developers work on this game. Especially even if sometimes things don't go as well as planned but Paradox decides to work an improve the features that went less well. That's truly a good feedback system! I'm also really looking forward to other things mentioned here for example some more economic features can be a really good addition to the game. Regarding defensive wars: I think that is definitely something that needs improvement since being stuck in a war against a stronger country that does not manage to defeat you kind of sucks so I'm really looking forward to what you guys are planning. I'm also hyped about more immersive sub-ideologies but especially the Sino-Japanese War/Pacific War rework. I feel like there's a lot of great potential you can get out of that region. The army size limiting things also seems like a good way to prevent the Soviet Union stacking every tile with 30 divisions after a certain point in game but I think balancing that might also be a bit difficult. Anyways, keep up the great work!
 
The enemy throws new forces to the front without regard to heavy losses and penetrates deep into the Soviet Union, seizing new regions, destroying our cities and villages, and violating, plundering and killing the Soviet population. [...] Each commander, Red Army soldier and political commissar should understand that our means are not limitless. The territory of the Soviet state is not a desert, but people – workers, peasants, intelligentsia, our fathers, mothers, wives, brothers, children. [...] To retreat further – means to waste ourselves and to waste at the same time our Motherland.

Therefore it is necessary to eliminate talk that we have the capability endlessly to retreat, that we have a lot of territory, that our country is great and rich, that there is a large population, and that bread always will be abundant. Such talk is false and parasitic, it weakens us and benefits the enemy, if we do not stop retreating we will be without bread, without fuel, without metal, without raw material, without factories and plants, without railways.

This leads to the conclusion, it is time to finish retreating. Not one step back!



(you know what I'm here for ;) )
 
"Great Power Diplomacy" and "Breaking the Snowball" sound like they have some possibilities for broadening the game. I'm not personally interested in turning HoI into EU Modern; HoI has a relatively limited focus and timescale, so there's no need for long-term economic and social evolution of every country on the map. But I think there is some room for not necessarily fighting a possible (if likely) war on exactly the timescale and exactly the operations that occurred historically. Some diplomatic efforts could reshape the alliances that fought --which unfortunately means interacting with a lot of focus tree events; focus trees would have become a lot smarter about the current game situation, rather than just fire when completed.

I tend to think of the game as involving two wars, historically Axis vs both Allies and Comintern, and then the Cold War, which had proxy conflicts but nothing direct. There could well be more than one big war, depending on that Great Power Diplomacy, before one of those major factions is indisputably victorious. The game's not over after the first big war, and so there's no so much need for every minor rushing to pile into one side or the other.

In combination with that, I think there's room for extending the tech tree to 1950s or even 1960s tech without getting too far out of the realm of what was possible in the historical WW II era. Gotterdammerung gave us a lot of the flashy stuff, but it wouldn't hurt to have some "mundane" extensions to jets, perhaps modern tanks, electronics, and so on, just to keep the ball rolling for those wars after the first.
 
Some of the equipment naming gets a bit broken sometimes. You end up with something like "Panzer III Ausf. A Ausf. A". There are also some countries that don't start with their MIO already attached to existing production lines or intelligence agencies that don't have a flavor name, just "rooke".
 
Special Projects
Götterdämmerung represents the culmination of this project. I’m pretty happy with how this turned out, though now that we’ve had some time to monitor the wider effects of special projects, it is about time to revisit balance
Are there any plan to improve the generic focus tree? I'm not asking for a super focus, but at least a better one than the current generic focus tree.
Not something we have planned for at the moment, but this to me could be excellent use of our planned WE time, it's something we can bring up to the team and see how they feel.
One thing that would be part of the special projects balance pass is the Secret Weapons focus in the generic focus tree, which only gives a national spirit for increasing Special Project Speed when aside from an identically named focus in the Italian tree every other tree that gives the 'Secret Weapons Initiatives' national spirit also combines it with something else (Czecho-Slovakia & Argentina/Brazil/Chile/Paraguay/Uruguay: breakthrough progress for Aerodynamics and Avionics, Canada: technology sharing group).
 
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