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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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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.
Enormous by Allied standards, you meant to say.

And yes, plans would have to be changed, but why wouldn`t allies change their plans, if they could reduce their loses by having Soviets absorb a bunch? Invasion would be risky, but how were Japanese supposed to put up a fight, without heavy equipment, ammo, and lots of trained soldiers, also being hammered from sky.

SU did make a huge contribution, Kvantung army was decimated and couldn`t be shipped to defend Japan, after all. SU had plans to invade Japanese islands, with allied assistance. There was a plan to occupy Japan same way Germany was.

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. It is, in my opinion, why there is no need to search for "this or that issue that definitely forced surrender", just let each stroke reduce war support, and have country capitulate after it`s support hits zero.
 
@Archangel85 @podcat Will the Godzilla event be affected by this? Will it only fire after 1945, or can it fire earlier if you go down the Democracy path and someone has used nukes?
 
Hmm, interesting.

I would love to have different branches for navalized versions of land-based planes (Seafires, Me 109T) and purpose-built carrier planes (Zero, Wildcat). We shall see.

Have you seen one of the mods that I made ? It has the carrier planes on their own research branch, separate from the land based aircraft, and navalised land-based aircraft could be implemented as sub-techs. I had them as carrier light fighters, a separate unit type to regular carrier fighters - representing that the UK operated Sea Hurricanes and Seafires alongside the Fulmars and Fireflys.

the problem with introducing new aircraft for carriers is that the carrier air wing default composition is 50/50 fighter/bomber, and not yet modifiable by tech or doctrine. Could this be changed ?
 
Hmm, interesting.

Have you seen one of the mods that I made ? It has the carrier planes on their own research branch, separate from the land based aircraft, and navalised land-based aircraft could be implemented as sub-techs. I had them as carrier light fighters, a separate unit type to regular carrier fighters - representing that the UK operated Sea Hurricanes and Seafires alongside the Fulmars and Fireflys.

the problem with introducing new aircraft for carriers is that the carrier air wing default composition is 50/50 fighter/bomber, and not yet modifiable by tech or doctrine. Could this be changed ?

Well, I would simply make them carrier fighters with different stats.
 
Rejected Titles for this dev diary:
(...)
Girls und Schwerpunktbäume
Sorry, you lost me here. Maybe, MAYBE I will consider taking next patch, but memory of that betrayal of customer trust will not just disappear like four carriers at Midway.
 
Enormous by Allied standards, you meant to say.

And yes, plans would have to be changed, but why wouldn`t allies change their plans, if they could reduce their loses by having Soviets absorb a bunch? Invasion would be risky, but how were Japanese supposed to put up a fight, without heavy equipment, ammo, and lots of trained soldiers, also being hammered from sky.

SU did make a huge contribution, Kvantung army was decimated and couldn`t be shipped to defend Japan, after all. SU had plans to invade Japanese islands, with allied assistance. There was a plan to occupy Japan same way Germany was.

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. It is, in my opinion, why there is no need to search for "this or that issue that definitely forced surrender", just let each stroke reduce war support, and have country capitulate after it`s support hits zero.
Japan was in no position to ship the Kwantung Army back to the Home Islands either way. So far as the defense of the Home Islands went, it was a complete non-factor.

And by doing Downfall without the Soviets, the USA could simplify logistics and operational command (the British and ANZAC forces were only allowed to participate under the complete operational command of the USA, and the Soviets would be unlikely to submit to the same). Adding another army with entirely different logistics, language, and structure would add a huge amount of difficulty to commanding the operation. Also, if the USSR gaining an occupation zone was contingent upon them occupying part of Japan and not decided in advance at Yalta like the partition of Germany, that would be further incentive to take Japan without the Soviets.
 
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I know that this is probably a ridiculous question, but are you guys going to include these things:

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

Historically they were never used in combat, but at least one account that I have read said they might have been usable if the Japanese had put slightly more effort into their development and deployment. Maybe you could include them as a late-war ship type?
 
Well, I would simply make them carrier fighters with different stats.

Alright, what about some of the other aircraft types ? Like, my intention was to have the F4U Corsair usable alongside the F6F Hellcat, as a different type of aircraft, this time "strike fighter", capable of both fighter and cas roles. In my mod, because the AI doesn't adjust their carrier air wings, I just had them as carrier cas. But, there's no way to alter the carrier air wing composition once the game starts. And the AI countries rarely build carrier cas - they only do so to reinforce the handful of carriers that start with cas wings, so if they're sunk, then no more carrier cas are ever built.

So, could there in future, be some way to alter the AI's selection of air wings ? Ideally, I'd like Germany & maybe Italy, to have for preference fighter/cas wings (Germany lacked air-deployable torpedoes until well into the war), while the UK starts with fighter/bomber wings, moving to fighter/cas later on, and the US/Japan to have fighter/bomber/cas wings.
 
Is there still an action to puppet China peacefully - or is that too ahistorical?
 
Thinking about it, I really like the Home Island vs Manchukuo split for the democratic and communist trees. It has a very Commune of France vs National France vibe to it.

And to echo a question I heard earlier, will the Japanese military government in exile have a focus tree of its own to try to prepare to reclaim the birthright?
 
@Louella, @Archangel85 The Corsair, one of the larger oversights of HOIIV is its exclusion. Of course the Navy contracted for it, specialized carrier multi purpose aircraft. HOIIV first has to produce a land based aircraft then create a carrier version. Too much trouble to create the tech tree the other way, create the carrier aircraft then the land version. Too historical perhaps?
 
for example, reworking the Soviet Union doesn’t really fit into a naval-focused DLC
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!
 
Bicycles!! I wanna see M42 Truppenfahrrad in a game :rolleyes: Please let us know about the release date
 
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.

...and if you roll a 4 on a d4 for the destroyer to choose to use its torpedoes. :rolleyes:

images


From the defines:
upload_2018-1-3_12-30-33.png
 
So, what speed do we think bicycle troops can do? 5 KPH would make them decent for escorting early heavy tanks, 6 KPH would make them good for later heavy tanks, and more than that might make them a rival for motorised.
 
Bicycle Battalions /../ 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.

How about including them in Improved Infantry Equipment I ("Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.")