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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.

japan_ft_3.jpg


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).

Capture_nuke.JPG


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?

Capture_usa.JPG


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).

hoi4_102.jpg


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.

Capture_rivalry.JPG


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.

Capture_bicycles.JPG


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.

Capture_torpedo.JPG


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

Capture_aircraft.JPG


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'm really, REALLY liking what I see. The depth the decisions introduced looks like will have major impact on the game. With a couple more DLC's/patches like these the game will de facto enjoy an Expansion. That, and, hopefully, fixing tactical AI and convoys, and we will be looking at a masterpiece.

On a somewhat related issue: any thought on how badly can the intel bug affect PDX games?
 
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.
[...]

There's some good stuff in the diary, but this appreciation of the Japanese politics of the time had me nearly pulling my hair out. I suppose it's fine that there's no mention even made of the Control Faction in the historical (Control Faction dominance) route, although it seems bizarre, but the democratic and communist focuses seem absurd.
You write that "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", but this was also the case during the game's timeframe. The Diet held elections throughout the period, and they were contested by a wide range of political parties and generally very openly - with the exception of Imperial Way assassinations at the very start. Just look at the list of Japanese PMs elected in the time period, how frequently new ones were voted into office. Hand-waving the democratic line as Japan being given democratic institutions and therefore starting immediately to act like a modern European anti-colonialist state is extremely sloppy at best.
The communist tree is worse. The support for the communists in Japan was at one of the lowest levels there was around the world, and the nature of the nation's identity was completely inimical to its growth - as was evidenced further by the post-war. Further to that, you mention the support of a large number of young officers and civil servants for socialism and their opposition to the zaibatsu, and you are completely correct; these are exactly the people who wholeheartedly supported Kita Ikki, who was by far the most influential Japanese socialist of the time and the thought-leader of the Imperial Way.

Finally, it is odd that in a decision between different army factions who had military doctrinal differences as one of their major and fundamental disagreements, there is no obvious reference to any of these doctrinal differences made, and even stranger that the Marco Polo Bridge Incident which is normally attributed to junior officers following the gekokujo principles of the Kodoha is not available when the Kodoha have more even more power.



I realise that my posting this won't make any change, but I do feel that a good reading of some Kita Ikki before designing the political part of the tree could have resulted in a far better setup in terms of flavourful and interesting gameplay, historical plausibility and authenticity, and that nice little dash of historical instruction which I've always liked a lot in historical games.



The references to Manchukuo in this seem fairly ominous for anyone playing as them. If I'm playing as Manchukuo and, say, Japan goes commie, do I just get a game-over? A pop-up telling me that my entire government has just been replaced and I can shut up and like it?



I do only whine so much because of how much I like the game. Aside from these complaints and a few other things, there's a lot of really nice stuff to see in this new DLC and I'm really looking forwards to it.
 
Japan fielded something like 50,000 men on bicycles, more than the number of paratroopers dropped in Market-Garden (about 40k across 3.5 Divisions).

I did not know that. Then again I have no idea how many men were in the Japanese armed forces in total during the length of the war either. To be honest I would not care if they had zero men on bicycles in real life. I think it is going to be so funny to see armored divisions being cut off and encircled by bicycles.
And how can I not love the division icon? I think I owned that exact bike many many years ago!
I would imagine that somehow fix-a-flat has to be included in the supplies? Would the level 2 upgrade be a tandem bike built for 2 soldiers?

Would a really good defense against bicycles be nails scattered on the ground? Broken glass?

For the love of God please tell me there is going to be a new sound effect of playing cards on the spokes!

This is by far my favorite part of this entire DLC thus far. I love that PDX is doing things that may not have been on a huge grand scale as everything has been up to this point. I'm not saying it should not have been grand scale up to this point I'm just happy that even items that maybe only 10's of thousands used out of millions is making its way into the game. I hope we get more and more unique types of divisions even if the majority of countries did not employ them. In a war where 10's of millions fought it is nice to see the handful (50k) get a place in the game.
 
Even with the Allies providing ships, the Kuril campaign wasn't exactly a resounding success like the Manchurian campaign. At least part of this was due to a lack of experience with naval invasions, and the mountainous geography of north Japan wouldn't help, either. There's a reason the plans for Operation Downfall called for invasions where they did, and it's because almost nowhere else was suitable.
Soviets didn`t need resounding succes, they needed to divert a lot of Japanese forces from allied landing sites. Soviets were more tolerant to loses anyway, and needed to get boots on the ground to get their part of Japan occupation.
 
There's some good stuff in the diary, but this appreciation of the Japanese politics of the time had me nearly pulling my hair out. I suppose it's fine that there's no mention even made of the Control Faction in the historical (Control Faction dominance) route, although it seems bizarre, but the democratic and communist focuses seem absurd.
You write that "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", but this was also the case during the game's timeframe. The Diet held elections throughout the period, and they were contested by a wide range of political parties and generally very openly - with the exception of Imperial Way assassinations at the very start. Just look at the list of Japanese PMs elected in the time period, how frequently new ones were voted into office. Hand-waving the democratic line as Japan being given democratic institutions and therefore starting immediately to act like a modern European anti-colonialist state is extremely sloppy at best.
The communist tree is worse. The support for the communists in Japan was at one of the lowest levels there was around the world, and the nature of the nation's identity was completely inimical to its growth - as was evidenced further by the post-war. Further to that, you mention the support of a large number of young officers and civil servants for socialism and their opposition to the zaibatsu, and you are completely correct; these are exactly the people who wholeheartedly supported Kita Ikki, who was by far the most influential Japanese socialist of the time and the thought-leader of the Imperial Way.

Finally, it is odd that in a decision between different army factions who had military doctrinal differences as one of their major and fundamental disagreements, there is no obvious reference to any of these doctrinal differences made, and even stranger that the Marco Polo Bridge Incident which is normally attributed to junior officers following the gekokujo principles of the Kodoha is not available when the Kodoha have more even more power.



I realise that my posting this won't make any change, but I do feel that a good reading of some Kita Ikki before designing the political part of the tree could have resulted in a far better setup in terms of flavourful and interesting gameplay, historical plausibility and authenticity, and that nice little dash of historical instruction which I've always liked a lot in historical games.



The references to Manchukuo in this seem fairly ominous for anyone playing as them. If I'm playing as Manchukuo and, say, Japan goes commie, do I just get a game-over? A pop-up telling me that my entire government has just been replaced and I can shut up and like it?



I do only whine so much because of how much I like the game. Aside from these complaints and a few other things, there's a lot of really nice stuff to see in this new DLC and I'm really looking forwards to it.
The case of Kita is very special too, he generally supported economic liberalism, and proposed organic nationalism, there’s nothing so socialist around him.
The goal of those Rebellion officiers was a modern Taisei houkan, which gives the Emperor absolute power for reshaping Japan, Toseiha aimed to use a “legit” way to assume power, and you can call it “Shogunate” after all.
 
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Apart from the nuke-surrender scripting it looks fine.

This scripting can lead to unrealistic situations where Japan has an upper hand in the war but by oversight (it is pretty easy) loses air superiority over Japan for a moment and boom...Japan is done.

Btw can we expect a new warning about overimported resources? It is missing. We have warning about lack of import but none about overimport.
 
Soviets didn`t need resounding succes, they needed to divert a lot of Japanese forces from allied landing sites. Soviets were more tolerant to loses anyway, and needed to get boots on the ground to get their part of Japan occupation.
Have you seen the plans for Downfall? The Allies were expecting to endure enormous losses, as evidenced by the massive production of Purple Heart medals (so many that no additional Purple Hearts were ordered until 2000).

Furthermore, you can't just pull a large-scale naval invasion out of your hat. 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). Any Soviet invasion that didn't happen before Downfall was already well underway way would be either token in scope or nearly as foolish as Sealion.

Again, likely much more important than the actual military contributions of the Soviets was the fact that they closed off what Japan thought was their best hope for a negotiated peace that would let them keep some of their empire.
 
To some extend, by editing Vanilla focus trees even developers came to realize that how bad designed their original focus trees are. They should make a special focus tree for Mongolia and call it "Rise of The Steppes" . Jokes and some serious criticism aside, Soviet Focus Tree has to be edited as well as USA focus tree. There is no "Great Patriotic War" selection for Soviets, the event exists but worthless. Before editing all those alternative history selections wished they fixed what it should have been in the game already.
 
Heisei 29 ends on Jan 8 because Akihito was crowned on that day, it has nothing to do with Chinese calendar.

No. Heisei 29 ended on 31 December 2017. In 1989 Showa 64 lasted only a few days then, when Hirohito died, the remainder of 1989 was Heisei 1. Then Heisei 2 began on 01 Jan 1990. Imperial Years do not always last as long as solar years.

I agree that it's not related to the Chinese Lunar calendar, but no one suggested it was.

@jontsuba was correct.
 
Hello, and welcome to the first dev diary of 2018!
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.
[/spoiler]
I guess I have to stop working on a suggestion regarding this question then.

Oh and Hungary also had bicycle troops, soooo... ;)
 
Hey @Archangel85 was wondering if you guys watched this video? He brings up really valid concerns about the naval combat in the game, and how spamming battleships is the best way to win naval combat, rather than a balanced fleet. I think naval combat is one of the most important parts of a Japanese play through, and it needs to be balanced.
 
he generally supported economic liberalism, and proposed organic nationalism, there’s nothing so socialism around him.

Liberalism like uncompensated appropriations, mass nationalisation, and a private property cap enforced under threat of death? He had some strong disagreements with Marxist socialism, to be sure, but he repeatedly identified capitalism and the capitalist class as his primary enemies and advocated for extreme measures to bring the wealth of the nation into public ownership.

He wouldn't fit as a communist in game but, as you say, he holds a very special position. His ideas drew the support of the great majority of those who one might assume - as Paradox has - would be the staunch supporters of communism or socialism.
 
This is a good dev diary with a lot of fixes that are needed for the Japanese focus tree. Good job can't wait for this to come out, but now you have to fix the USA focus tree in the next expansion.