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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?

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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).

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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Another factor in the surrender could be the sheer destruction caused by endless firebombing from the Marianas. AI America actually does this a lot, although Kanto is mostly targeted.

Perhaps that could significantly decrease war support. According to many, Japan was damaged enough that it resembled a pre-industrial wasteland, with the Japanese struggling to plant onions in the dirt and rubble.

Both that, the nukes and the threat of a Soviet invasion (however inexperienced the Red Army was at amphibious landings) convinced Hirohito that it was time to surrender. Japan couldn't risk any more damage no matter how much bushido everyone still had.
 
I have to agree with others about exception based mechanics. Instead of Japan auto surrendering when they lose Manchuria and Korea, the peace mechanics should be changed to allow negotiated peace. Instead of Japan automatically giving up after two bombs are dropped, why not change nukes to have war ending effects on all countries?

Not much point in adding a new ship type, never mind a new ship type locked to one country, when the naval side of things is the least functional part of the game.
 
Respected Developers,I would like to ask have you plans on Battles of Lake Khasan and river Khalkhin Gol. I think it might be interesting.
P.S. Sorry, if I have grammar mistakes.
 
So this will be solved?
 
This focus tree makes our hearts go doki-doki
At the end of the focus tree
the Japanese AI becomes sentient and erases the other countries, forcing you to discuss battle width and org replenishment with the Japanese minister of defense forever and ever.
 
Maybe Japanese AI should have a chance to not take the surrender decision immediately on Non-historical focus? It would be weird if Japan surrenders no matter what when 2 nukes hit it.
 
Historically nukes were the final shove that brought about peace, the whole surrender movement was set up by a combination of submarine blockade, bombing, and land defeats.

And Operation Starvation :).
 
I've never laughed that much at a spoiler before
 
Alright cool

Now while I am actually looking forward for this, and I already have money to buy this DLC. I am wondering when the devs are going to address the fact that this game slows down immensely, even on the best computers; after 1942 and as early as 1941.

Please Devs, I know that it's easier (or harder) to fix these problems. But at least address them. At least explain that perhaps the devs can't fix it because trying to do so would require rooting the engine and making massive changes that you don't have the resources for.

I'm still going to play these games. But when mods can somewhat fix these problems. I'm pretty sure that the devs could. And they could do it to a much bigger extent; and they could do it so it'd be ironman compatible.
 
Didn't the IJA attempt to build their own carriers too?
Not just attempted, but built
https://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Akitsu_Maru

The only issue being that these were the equivalent of escort carriers, not a unit we have in the game right now.

BTW @podcat any chance of getting CVLs or CVEs this patch, would b a relativity easy addition to the game right now and would allow the inclusion of IJNS Houshou (amoung others) and the correct portrayal of IJNS Ryuujo. Let my flattops live!
 
Do we know if it will be possible to have submersible aircraft carriers or submersible cargo ships? Japan had both while Germany and Italy also had the latter
 
Wouldn't it be better to make the decision to surrender something generic, and tie it to war support instead of a few specific things just for japan?
You could even expand on this and make a few decisions for surrender. Unconditional surrender, White peace, and a few alternate ways of conditional surrender. One might let you keep your cores, but leave your colonies up for dividing in peace deals. Another might let you choose to become a puppet. The conditional surrenders should send an event to the enemy, to let them read over your terms of surrender.
 
Do we know if it will be possible to have submersible aircraft carriers or submersible cargo ships? Japan had both while Germany and Italy also had the latter

Britain used subs to resupply Malta as well, but the subs as resupply vessels weren't terribly effective. The stats I have to hand are:

  • Only four German and one Japanese submarine, carrying 611 tons of material, successfully made the Japan to France run (On Seas Contested)
  • Italian submarines transported 10,641 tons of cargo (5,592 tons of fuel, 4,193 tons of munitions) to North Africa, using 29 boats in 158 missions. Six boats were lost while such engaged (Submarines of World War Two)
The Italian subs in the med (10,641 in total) compares with monthly shipments by surface transports of 42,570 a month in 1940 and 71,080 a month in 1941 (from On Seas Contested) - so is a very small proportion of the total. It would be good to have some stats on Japanese efforts (I don't have 'em, or I'd share :)), but the stuff I have read on Japanese subs was that they weren't terribly effective at it (and I've read The Japanese Submarine Force and World War Two, which would hopefully give a good impression, although as always be wary of just one source on anything).

So it'd be cool to have, but they'd be gravy primarily for flavour purposes rather than a key part of the strategic side of WW2 that's not in the game, and mainly for 'edge case' isolated garrisons in areas where they couldn't be reached by surface ships, but the enemy wasn't strong enough to sink a significant proportion of the resupplying submarines - and even then, the supplies sent by sub would unlikely to be enough to have them at a good level of combat effectiveness (although that last comment is based on wobbly memory, so take with several kilos of salt).
 
The rework looks sweet and I can't wait for the new Asia gameplay. Japan seems particularaky difficult to implement because of the role a disobedient army played during the 30s. It's good to find that the institutional battles finally see a degree of simulation in the national focus tree system.

Whilst it's nice to diversify the pool of ship types, I'm highly doubtful about their impact on the CV-BB meta.

I really hope the botched land and naval meta game will be a primary focus after 1.5 hits. Until then:

 
Or something like increases chance to choose surrenderoption X by each nuclear bomb.
One nuked core 25 %
Two nuked core 50 %
Tree nuked core 75 %
Four nuked core 100 %

Though by just having cores nuked, it doesn't seam to matter what you nuke. Nuke a rural area or tokyo doesn't matter. I liked the way that the efffect was sacled to wars the province Victory Points.

Should be (Own Cores Nuked - Hostile Cores Nuked) * 25%
or something that takes your own nuclear capacity into account
 
Something that I wish was possible with Japan - if conditions are right then it should be possible to re-enact the Pearl Harbor strike or do worse/even better than they did historically. It's just lame that you can't do that in game.