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HoI 4 Dev Diary - Japan Rework

Hello, and welcome to the first dev diary of 2018!

Although considering today’s topic perhaps we should call it the first dev diary of the year Heisei 30.

When we decided to expand on China for Waking the Tiger, we also decided that we would need to take another look at the Japanese focus tree and maybe do some minor rework and some alt-history expansions. While we were basically happy with the existing German focus tree, we felt that Japan might need a somewhat more extensive rework, so we asked our QA to compile a list of issues they had with the existing tree.

QA noted the lack of flavor and interesting choices, as well as the lack of really unique gameplay. Their final recommendation was fairly short:

Burn it down. All of it.

So we did.

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As you can see, we have expanded the focus tree somewhat in comparison to the old one. The choice between striking north or south was a single focus each in the old tree, but has now been expanded into a full branch.

The first basic choice is what to do with the Kodoha (“Imperial Way”) faction in the military. This faction wanted to remove the last remnants of civilian government and restore the Emperor to his rightful place (i.e. a figurehead while the military has the actual power, as things were before the Meiji Restoration of the 19th century). Historically, supporters of this faction launched a coup in February of 1936 which failed within days as the rest of the military refused to support it.

For reasons of transparency and playability, we decided to not have the coup be an event that fires on or around a set date but made the choice of whether to support or purge the Kodoha faction part of the focus tree. Purging the faction sends you down the historical path to attack China, strike south and attempt to seize the European colonies for their resources.

As you can see, we decided to make Japan form its own faction in the historical path instead of having them join the Axis. The cooperation between Japan and Germany does not fit neatly into our current faction system. While Japan did join the Tripartite Pact, it did not join the war against the Soviet Union, and indeed the Germans concealed preparations to attack the Soviet Union from their Asian allies. While there was some military cooperation and exchange of technical know-how, it wasn’t anything like the scale to which the Western Allies cooperated and indeed closer to the military cooperation between the Western Allies and the Soviet Union.

Still, it is a historical fact that Japan joined the Tripartite Pact, and as such you can do so in the historical path. But instead of joining the Axis faction, it creates a set of mutual guarantees between Germany, Italy and Japan. Should either of them be attacked instead of being the aggressor, they can be called into each other’s wars (and frankly, that is a lot closer to the relevant Article 4 of the treaty).

While still not perfect, we believe that this solves more problems than it creates. In particular, it means that Germany isn’t considered to still be fighting until Japan is taken (which led to amusing side effects such as the Luftwaffe forming the Legion Pekingente and evacuating to Japan when Germany falls). Speaking of taking Japan: AI Japan will now surrender if they have been nuked twice or lost Manchuria and Korea when they aren’t holding any territory in China. A player has the option through the same decision but can, of course, choose to fight to the bitter end (the AI is simply scripted to always pick the decision as soon as possible).

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Simulating the war in China itself has come with its own challenges. We wanted to make the war feel like the long campaign it was (lasting, historically, from 1937 to 1945), not least because a Japan with a secure China can bring far more resources to bear on other targets than it did historically. At the same time, China starts with crippling penalties to its army, which means that Japan could easily defeat them. This is not particularly historical, as the Japanese expected a quick victory and were rudely surprised as the Chinese divisions fought very tenaciously.

So in order to make the campaign in China feel historical and give the Chinese player a chance to survive the initial invasion, we gave Japan some penalties for fighting in China (or, specifically, when fighting against Chinese troops). These penalties can be reduced through decisions, which raise world tension, so you will have to balance out the need to finish the campaign fast against raising world tension too quickly. We feel that this best represents the disdain the Japanese military held their opponents in - the Chinese simply weren’t worth a proper effort. Of course you, as the player, can hound your military into actually taking this conflict seriously, but the rest of the world may not like the idea of all-out warfare in China.

If you decide to side with the Kodoha faction, you effectively decide to strike north against the Soviet Union (as many in the Kodoha faction believed that the Soviets were the bigger threat). Subsequently, you will have to do some diplomatic maneuvering to keep your southern flank secure: Where historically the Japanese signed a Non-Aggression Pact with the Soviet Union while they were engaged in China (at least in part because the Battle of Kalkin Gol revealed some serious shortcomings in the Japanese military) to secure their northern flank, now you will have to sit down with the Western powers to ensure they will stay out of your hair while you deal with the Soviet Union. The London Naval Treaty reduces your dockyard output quite dramatically, but should serve to keep the Allies happy enough to look the other way when you go to war with the Communists. You will also have to send some equipment to your Manchurian “ally” to enable them to actually be somewhat useful in the war.

Later on, you can join a technological exchange program with Germany and even gain access to German Rocketry. Going down this path will also allow you to prospect for resources in Siberia.

But of course, you don’t need to follow history quite so closely. The democratic branch assumes that there could have been a significant pushback against the militarization of Japan from forces inside the civilian government. After all, Japan did have a functioning system of democratic elections and a working parliament during the Taisho period, a mere 10 years before the start of the game.

However, the militarists will not go quietly and will rather flee to Manchukuo than to surrender their position. Those elements of the army that can’t or won’t go abroad will start a civil war. Once that has been dealt with, you can rewrite the constitution to turn the Emperor into more of a constitutional monarch like the Europeans have. Afterwards, you can either try to reach out to the British and revive the Anglo-Japanese Alliance that has served so well during the beginning of the 20th century, or you can form your own West Pacific Treaty Organization (or WPTO).

But that still leaves the problem of Manchukuo, now firmly run by the Kwantung Army and supported by the very militarists you kicked out of the country. You will have to go and remove this threat to your freedom with some good old fashioned liberty bombs. From there, you can go and ensure that the colonial powers actually make good on their promises of freedom and self-determination for the native people. After all, if you can have a functioning democracy, why can’t the rest of Asia?

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Finally, there is the communist branch, which is not quite as far fetched as it may seem. Historically, Japan experienced the same rise of leftist agitation as the rest of the world, and the Japanese Communist Party enjoyed some successes until new legislation effectively banned it. Extensive measures by secret police agencies ensured that by 1936, the party posed little threat to the establishment. That, however, does not mean that there wasn’t a potential for a revolution. A large number of young officers came from a peasant or working-class background, and many civil servants considered socialism to be the way of the future (or in any event better than the Japanese form of capitalism dominated by the huge industrial conglomerates, the Zaibatsus).

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Historically, these civil servants were quickly banished to Manchukuo or “encouraged” by the secret police to reconsider their political stance. The first step towards a communist revolution in Japan, therefore, is to recall those civil servants that have kept the faith back to the homeland as well as sending a number of militarist hardliners to serve in Manchukuo instead. By arranging for a number of younger and more revolutionary minded officers to be promoted, you will also gain three very loyal and reasonably capable Generals who will definitely serve on your side in the unlikely event that a civil war should break out.

In the next step, you trigger a civil war.

Here, the decision to send the militarists to Manchukuo is both a blessing and a curse, as the Japanese holdings in China are taken over by loyalist troops - who are nonetheless unable to interfere in the civil war in the homelands. Once you have secured the Home Islands, you face another problem: The Emperor has been the foundation of Japan’s political system for thousands of years, and you have just deposed him. Your government has very little legitimacy in the eyes of the people, so you will have to rebuild their trust and stabilize the country. Only then can you go over to the Asian mainland and eradicate the pest of militarism before making common cause with either the Soviets or the Chinese Communists.

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The Japanese military was famous for the poor relations between the Imperial Army and the Imperial Navy (for example, it took the Navy until 1943 to confess that the Battle of Midway hadn’t gone exactly as planned and had in fact included a minor setback). In the game, this is represented by a number of decisions about the prioritization of resources and resolving conflicts between the two parties. Each decision affects a national spirit representing the balance of power between Army and Navy, which affects things like factory output and dockyard construction speed.

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Finally, as part of the rework, we decided to give Japan a bit more flavor by adding two units that are currently unique to Japan: Bicycle Battalions and Torpedo Cruisers. The former are about what you’d expect: infantry mounted on bicycles move a little faster than regular infantry but require some more resources. Although they are currently restricted to just Japan, they might end up being accessible for the rest of the world if we can find a place to put them in the tech tree. The Torpedo Cruisers were a fad in the Japanese Navy, who refitted a number of light cruisers with no less than 40 torpedo tubes (20 per broadside). Together with the Japanese bonuses to torpedo range, they can become a very terrifying force on the high seas - if you can manage to lure the enemy into a decisive surface battle.

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In the process, we also fixed a small issue that pestered some fans of Japanese aviation:

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Similar to the German focus tree, parts of the new focus tree will be part of the Waking the Tiger DLC. While most of the new focuses are free, the communist and democratic branches of the political part will be paid.

We will continue to rework vanilla focus trees in future DLCs (assuming, of course, that this meets with approval from the community), with an eye to which countries make sense with the overall theme of that DLC (for example, reworking the Soviet Union doesn’t really fit into a naval-focused DLC). Expect further updates on future plans after the release of Waking the Tiger.

DLC focus trees will see occasional updates when necessary to accommodate new mechanics (for example, Hungary now inherits Austria’s generals if they manage to form Austria-Hungary) but probably won’t see major reworks.

That is all for today. Tune in next week, when we open up Bag of Tricks #3. There is no World War Wednesday stream today, but it will be returning next week as normal.

Rejected Titles for this dev diary:

It’s pronounced YA-PAN

Glorious Nippon Focus Tree folded 1000 times

We’re not making this focus tree because we like you or anything

While you were waiting for dev diaries, we studied the blade

This focus tree makes our hearts go doki-doki

Girls und Schwerpunktbäume

Basically Sengoku 2

The Emperor demands Focus Trees

That wasn’t even the Focus Tree’s final form

FIXED: Japan’s Focus Tree no longer a Shameful Display

Samurai Communists are the best Communists

No Kaiju were harmed in the making of this Focus Tree

Japan 2.0

Japan Digital Remastered Edition

Japan HD Edition

Japan: Online Tactics Advanced
 
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I don't think we need a separate Ski Battalion.
I didn't write anything about it that I would like to see a Ski Battalions in the game... :p
But I agree about the Mountainairs shoud have a "ski" ability.
 
Cheers for the DD Archangel, a most excellent start to the DD-year :D. New Japanese focus trees look far, faaaar more interesting than the old one - I'd argue any one of the four 'political' tracks are more interesting than the political track on the pre-1.5 Japanese NF tree (and that Japan had one of the least-interesting pre-1.5 trees). Looking forward to getting my Banzai on :).

This focus tree makes our hearts go doki-doki

This would be my favourite, but lots of great choices :). As for hearts going doki-doki, here's a pic of a model (couldn't find an actual pic of Kitakami in that configuration) with its OTT torpedo battery :eek:.

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Months of preparation would be required, as would Allied naval support (the remnants of the IJN were still more powerful than the Soviet Pacific fleet).

There's no doubt the Soviet capacity to land large numbers of troops in the face of opposition was questionable (although they did have a bit of experience landing raiding parties and the like), but the remnants of the IJN in Japan, while still more powerful on paper, were in a pretty rough state with very little in the way of fuel. I'm not sure how capable Japan would have been in late 1945 of getting substantial naval forces north to interdict a Soviet invasion.

I doubt there was anything alone, that made decision to surrender final. Any one issue could be the stroke that break the spine of a camel, when enough of them piled up.

Historically, I think this is about as best as we know. It's worth keeping in mind that it was still a line-ball decision to surrender after the Soviet invasion, two atomic bombs and the devastating impact of Operation Starvation and the destruction of the merchant fleet (I've seen it argued that of the three, Operation Starvation may have been more decisive (iirc with Japanese sources used) - but mine warfare is always the ugly duckling so often left out of these kind of discussions).

So, you are arguing for the inclusion of a submarine 'aircraft carrier' capable of carrying (but not launching or landing) 3 piss poor seaplanes?

I'm pretty sure the Sen-Toku's had a catapult capable of launching (but they definitely couldn't recover direct to the sub, and had a crane for that). Iirc, the seaplanes used were also a significant step up from the scout seaplanes used on other Japanese aircraft-carrying subs. Not commenting on whether they should or shouldn't be in the game.
 
and nobody mentions the famed bersaglieri, one of Italy's earliest elite units... and still going strong in modern times-->

https://en.wikipedia.org/wiki/Bersaglieri

bersaglieri_6.jpg


though, tbh, i'm surprised bike troops make it in AND ARMORED CARS DO NOT.
 
Come on, Germany focus tree rework didn't fit into the theme of Waking the Tiger as well. And Soviet Union is the second-most-played country. Please, please consider doing a rework of the USSR focus tree in the next patch/DLC, even if the theme doesn't fit, just like you did with Germany in Waking the Tiger... USSR is in serious need of its focus tree being reworked!
I'll double this.

And also will add that SU had a pretty ambitious plans for Ocean-going "Big Fleet". Stalin liked big ships, especially battlecruisers and battleships. The fact that SU had to sacrifice all ship-building programs after 22.06.1941 was not something "planned" and should be an ingame decision but surely not a restriction of content just because "it didn't happen IRL".
 
No, for a cavalry artillery unit that can do 6 KPH. Like a heavy self-propelled artillery but without the armour and a bit cheaper.

Basically I want to be able to make a 14 cavalry/4 horse-drawn artillery division.

Wouldn't a new motorized artillery unit suffice?


though, tbh, i'm surprised bike troops make it in AND ARMORED CARS DO NOT.

Are you thinking in terms of armored cars having a armored car battalion? Or something else? I see them as equipment that is part of a Recon Bn. So wouldn't some of the benefits that a Recon Bn receives be attributed to armored cars? But I am also thinking we should have a "Armored Recon" Battalion (and a Armored Engr Bn) to properly accommodate that equipment.
 
Can a communist or democratic Japan get the option to recruit volunteers from other Asian nations that are colonized by Europeans?

What about Japan pushing for a seat as a League of Nations major power?
 
Can a communist or democratic Japan get the option to recruit volunteers from other Asian nations that are colonized by Europeans?

What about Japan pushing for a seat as a League of Nations major power?
the league of nations was disbanded just a year after the war ended, mainly because the US did not join. Paradox would have to make some new system to accomodate it, and eventually replace it with the UN.
 
I might actually use cavalry for more than just suppression if they could take a reasonable amount of guns with them.
And would actually benefit from equipment and doctrines.
Given that at least on the eastern front, cavalry divisions and brigades were useful and not uncommon, I would Love to see some buffs to them. Might, however, warrant a new Ressource - horses, which were used extensively by the european nations, except France and the UK.
 
Wrong, the Army version was called the A-24 Banshee (the only difference being the lack of an arrestor hook and a pneumatic rear wheel instead of a solid rubber tire). Nearly 1/6th of all SBDs were built as Banshee's for the USAAF.

True, but not always because of dual contracting issues. Mostly it comes down to the fact that the USAAF needed fighters with longer range, something that leads to bigger and heavier aircraft which have a hard time operating from carriers.

you should pay attention to all posts before posting. I already admitted my error. do a search on me and you will see the correction. You make my point about dual contract issues. The Army (air corps, I refuse to call them USAAF, that term did not exist until after the war when the defense department was created and the USAF became an institution) had its own standards and the navy had its standards. Eventually the Navy got the F6F and the Corsair. The Army, the Mustang. To get to the F6F, you have to research the Mustang first. That is not historic. North American Aviation built the Mustang in 1940 for the Brits, the air corps liked it so much, the Army contracted with NAA as well. The F6F was built by Gruman under contract with the Navy Department specifically for carriers under a contract in 1940. To be more accurate, the F6F should be linked to the P-47, they shared the same engine, Pratt & Whitney R-2800 Double Wasp. The Corsair designed by Vought also used the same P&W 18 Cylinder engine and flew faster than 400 MPH (650KPH), the first fighter to do so in October 1940. The tizard event in the game simulates these agreements. Still, Navy carrier aircraft should be separated from land aircraft. HOI IV simplifies the research HOI III so painstakingly did. I do not propose we go back to that kind of research but I do think we need to find some happy median where one can research carrier aircraft separate from land based aircraft.
 
First of all i just want to say that HOI4 is probably the best game i've ever played, its about as accurate a representation of warfare on a strategic scale that you could possibly get. However there is room for improvement. For e.g. Japan start in 1936 still building tier II Kongo class Battleships when historically all four were built during WW1 and upgraded in the 1930's, furthermore they're more of a battlecruiser than a true battleship. In fact, the Japanese naval tree in particular is a complete mess. Where are the Takao class? probably the most powerful heavy cruisers in the world at the time. There is too much standardisation in the game which is not reflective of the certain advantages some nations had in WW2 in different areas i.e. an American Iowa class BB is identical to a German Bismarck class BB, when in reality they're quite different. The developers need to spend the time to research the real statistics of individual ships, tanks, planes etc. at least from the major nations, furthermore there should be the ability to upgrade existing units with better AA, radar etc.
 
Check your facts...doesn't matter what range your bombers have...you can't execute the NUKE mission without air superiority...
Strategic bomber provides same 1 point of air superiority as fighter. So, if you put enough of them into air zone, you can drop nuke.

What facts I have to "check".
 
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The Torpedo Cruisers were a fad in the Japanese Navy, who refitted a number of light cruisers with no less than 40 torpedo tubes (20 per broadside).

This brings up a point about the Japanese and torpedoes. They loved them to the point that all Japanese Heavy Cruisers from the Furutaka to the Tone class were either built with or refitted with Type 93 Quad Torpedo mounts. These were used effectively in the Java and Guadalcanal Campaign against Allied ships.

Japanese Heavy Cruisers should be getting a torpedo attack.
 
Please don't forget the American bicycle battalions. They were the boss.:cool:
4bc14ce97bf4b36724bfb12f2b413812--jeep-dodge-jeep-willys.jpg


See? :p
 
I think the Japanese surrender should be dependent on both the loss of Manchuria and Korea to a foreign power (if applicable), and the nuking of japan both happening before the surrender option is even opened. As opposed to one or the other, since Japan capitulated because of BOTH the nukes and potential Soviet invasion.

However, if only China is fighting Japan, I guess you can bump it down to occupying Manchuria and Korea. Since China would never get nukes, but China would not be able to demand anything in the Japanese Mainland, as Japan would just laugh China off and continue the war.

To make it easy to code, just make it so everyone but the Chinas need an active occupation of Manchuria and Korea (by any player at war with JaYTPan), and two nuclear strikes upon Japan. As the Chinas would need to seize Manchuria and Korea.

Edit: by if applicable, I mean Japan must be the owner of the manchurian provinces and korea for that part of the condition to apply, if not available, then Japan has already capitulated once, and you'll just need to do it the old fashioned way, since their navy is already destroyed.