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HoI 4 Dev Diary - Nationalist China

Hi and welcome! Today we announced the expansion we have been working on for the last couple of months: Waking the Tiger. The names comes from a quote by Mao: “When waking a tiger, use a long stick”. A major theme in the expansion is Asia, with a special focus on China. We will be presenting focus trees and other content leading up to release, as well as going over other features we haven't shown off yet. But first a word on the expansion pass:

The expansion pass for HOI4 was the first one we’ve done, and we’ve learned many lessons.

For example, we decided to release "Death or Dishonor" as a country pack rather than a full-sized expansion so that we could still release something cool during a period of time when we were busy staffing up and focusing on technical issues. We saw that with the resources we had, at the time, we couldn't release a full-sized expansion at the same time as we were spending time on improving the AI and doing other free updates to the base game, such as the significant revamp of the air combat system.

It turns out that scope changes of this type do not go well with an expansion pass if you look at the value we promised to pass-owners. So, in order to make sure we over-deliver and make everyone happy, we have decided that not only this expansion, but also the next expansion - the one after "Waking the Tiger", which is planned to be similar in scope - will also be included in the pass.

This means that the initially promised two expansions have now actually become four. This also means that we are also no longer selling the pass. So if you picked it up yesterday: jackpot!

More info about this here: https://forum.paradoxplaza.com/forum/index.php?threads/expansion-pass-faq.975687/

Now back to the regular diary!


China in 1936 was one of the most confusing and interesting countries on the planet. After a revolution in 1911 deposed the last Qing Emperor, the young republic quickly found itself ripped apart by a brutal civil war that would continue, on and off, until 1949. In 1936, the Central Government under Chiang Kai-Shek had established some measure of control over the central regions of China. A number of provincial governors, nominally under the control of Chiang, ran their provinces as essentially separate political entities. The Communists under Mao Zedong had successfully evaded annihilation and created a Base Area in Yan’an.

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In 1931, the Japanese military had engineered a false-flag terror attack on a Japanese-owned railroad and used the “Mukden incident” to invade and occupy Manchuria, eventually setting up a puppet government under Puyi. The deposed Qing Emperor, eager to reclaim the throne that was so rudely taken from him, is unlikely to give them too much trouble. The Japanese, of course, have their own designs on China - and they don’t necessarily involve Puyi.

The stage is set for the showdown between 3 large players and 5 smaller ones, with the ultimate prize the title of Ruler of China. Historically, the conflict would lead to a savage war against Japan, causing millions of deaths. The following renewed Chinese Civil War ended up in the disgraceful retreat of Chiang Kai-Shek’s government to Taiwan, with the Communists in control of the mainland. But history need not have followed this path…


Given that the various ideologies are already well-represented in the different players in the Chinese Civil War, we have diverted from our past practice of making alternate ideology paths for every country. It made little sense to us that you would want to turn Nationalist China communist when Communist China is already a thing you can play. This also meant we didn’t have to resolve all the weird edge cases that would spring up from this (the days of Mao vs. Mao battles for control of China are sadly over).

The first new focus tree we want to show you is Nationalist China. It has consistently been one of the most requested nations and is actually one of the most played nations even with the generic focus tree. We originally looked at China as a whole during the early development of DoD, but decided that with the available resources we couldn’t do it justice. Events have proven us right, since the new decision system in particular has been critical in modelling the complex issues in China and turn it into interesting gameplay.

china_focus_tree.jpg


In 1936 Nationalist China is coming out of the brief golden age of the so-called Nanking Decade, in which the Nationalist Government tried hard to industrialize the country and build a modern system of government. Guided by the political theories of Sun Yat-Sen, founder and first president of the Republic, this rested on three pillars, called The Three Principles of the People: Nationalism, Democracy and Welfare (note that the Chinese terms have various meanings and don’t map perfectly on what we understand those words to mean).

In the game, the three principles form the start of three separate branches. The Welfare branch builds a modern welfare state, as it was envisioned by the leading experts of the time. Making the people invested in your leadership by improving their livelihood will increase their willingness to defend it against any aggressor, raising your war support. It comes at a cost, however. The Chinese economy is not yet up to the task of supporting a large welfare state, and so your government will have to make up the deficit by printing money, increasing inflation. Inflation is represented by a national spirit in 5 levels, reducing factory output and the number of civilian factories available for construction. You will have various options to reform your taxation system in the industrial branch, but they might not be popular with everyone.

Capture_inflation.JPG


The Democracy branch concerns itself with reforming the government to a state that truly deserves the name “Republic”. Part of this is the establishment of the 5 branches of government (as opposed to the three the rest of the world has to make do with): Executive, Legislative, Judiciary, Control and Examination. Creating a system of checks and balances will finally allow you to get rid of the “Ineffective Bureaucracy” spirit, which reduces conscription by 35%.

Capture_advisors.JPG


The Nationalism branch concerns itself with the struggle to unite China under your banner and defend it against foreign aggression. It offers you a fundamental choice: do you focus on uniting the country first, leading to a confrontation with the warlords and the Communists, or do you put your petty squabbles behind you to focus on defending against Japan? Or perhaps, you might want to take the fight to the Japanese directly? After all, nothing unites a people like a common enemy…

Before you do, however, it might be wise to review the state of your army, which is less than impressive. Usually under-equipped, often poorly trained and shoddily led, your army suffers crippling penalties to attack and defence until you have had the chance to reform it. Each step will have to be paid for with Army XP, meaning you will be on the back foot for a while until your army has absorbed the harsh lessons of warfare.

Capture_army_reform.JPG


The only upside in your rather bleak position is that you are, after all, the internationally recognized government of China, which offers up a large number of avenues to get outside support: German advisors can help you reorganize your officer corps and assist you in building up your tank force, while approaching the Soviet Union might gain you some desperately needed planes as well as support in developing new tanks.

The French and British will send you supplies directly through the Burma Road and Hanoi, represented by off-map factories helping you produce equipment. They may, however, withdraw the support if they wish. Should Burma be overrun, they will also be unable to help you.

Capture_burma_road_eng.JPG


Finally, the US can help you build a navy and will support you in building up a domestic aviation industry. Should you find yourself in the position to approach Japan, they can help you with modernizing your navy, although they won’t help you to the point where you may become a legitimate challenger in their own home waters.

Lastly, once you have built up your forces, it may be time to throw off the shackles the Great Powers have laid on you, and reclaim the position you were meant to have: the undisputed, unchallenged hegemon of the Eastern Hemisphere. Whether you will be a benevolent overlord or institute direct rule from Nanking is up to you.

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The expansion will come with a bunch of new 3d models for china, more details of this in a later diary.

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A sample of the new general pictures for nationalist china

See you all next week with another diary!

PS. The last episode of our beginner-stream with @Da9L and @bus will start at 16:00 today and run for 30 minutes and then I’ll pop in and talk a bit about the expansion. So check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive

PSS: This is not the thread to discuss the recent removal of HoI from sale in China. To discuss this issue, please go to the relevant thread: https://forum.paradoxplaza.com/foru...-iron-iv-removed-from-steam-in-china.1052971/ . Moderators will remove posts concerning this issue.

PSSS: If you missed the trailer, check it out here:
 
HoI won't have 14 expansions, except if they indeed extend the timeline, but I think there is plenty of improvement that can be done with the existing majors, Spanish civil war, Pax Americana DLC, Scandinavian country pack, Middle East country pack, a naval rework, a more elaborated political party system and all the suggestions they've made two months ago in a separate dd. The problem with extending the timeline is that WW2 has many different outcomes and that can't be represented through a national focus system, because there would be millions of different outcomes with player involvement, especially when you have several alternate history timelines.
 
I don't want them to extend timeline and do alt-history so I can play it myself. I want them to do is because it sells more copies which I think allows producing the best WW2 game possible. :) Our end goal is the same.

Why do you think you can do alt-history like bring the Kaiser back or go communist South Africa if not for selling more copies?

I like to think they added it because I want the Kaiser back. Your explanation might be more likely.
However, it still remains in the same WW2-timeline. There's still plenty left to do there like adding a serious espionage system (on a macro level).

The timeline as it is already covers a ton of alternate outcomes which all have to be covered. Extending the timeline further only makes sense if history unfolds in only a handful different ways. Like Germany loses --> scripted peace treaty --> continue route from historical 1945 with new focuses for that route. However, most games don't unfold in an expected way and thus the chance of actually coming to the extended timeline NFs and events is slim. Like the Korean War which most likely never is going to happen.

I'm sure that eventually PDS will produce a Cold War game because the demand is definitely there. For that reason I would prefer HoI to remain 1936-45 and the potential Cold War game to be 1945-1990 and be designed somewhere between Vicky and HoI in terms of nation building and warfare.

I get that you don't want a full-fledged Cold War extension in HoI4, but rather some more years to tackle the "what if the war drags on longer" situation. In order to even consider that, first the performance would have to reach "Kaiserreich" level (seriously, that mod has an incredible performance despite dozens of wars simultaneously). If frame rate drops from 1942-ish onwards, then why even bother extending the timeline a bit?
 
And there would also need to be ahistorical possibilities for postwar proxy-wars if Facist + Communists win or if Facists + Democarcies win.
This is not extending the tech tree a few more years to account for post-1943 tech. Why does a World War Two game have to add early-Cold War, more often than not asymmetrical conflicts? It doesn't make sense for a World War Two game and won't work mechanically. Those suggestions aren't "What if the war dragged on for longer?" suggestions.
 
This is not extending the tech tree a few more years to account for post-1943 tech. Why does a World War Two game have to add early-Cold War, more often than not asymmetrical conflicts? It doesn't make sense for a World War Two game and won't work mechanically.

Just like having the Asymmetrical wars in SCW and China vs Japan don't work mechanically in a WW2 game you mean?
 
They really don't.

So PDX should do a WW2 game without them then and focus just on Europe with a 1939 start date then in you opinion removing all other parts from the game?


Or they can fix the mechanics for SCW + China-Japan so they work better and re-use 100% of those mechanics for post WW2 proxy wars taking place any time from 1942-1950.
 
@Alex_brunius
What do you think about the "Road to 56" mod? Unfortunately it goes overboard with many campy NF-trees, but it does incorporate several great things like an expanded Asian theatre. That's probably what you're talking about: covering Japanese surrender chains for instance. If China drives Japan off the mainland/deep into Korea, Japan sues for peace and triggers a civil war. I would definitely support if PDS does something along the lines for the majors. Peace treaty chains are a nice climax for a satisfying game end.
 
So PDX should do a WW2 game without them then and focus just on Europe with a 1939 start date then in you opinion removing all other parts from the game?


Or they can fix the mechanics for SCW + China-Japan so they work better and re-use 100% of those mechanics for post WW2 proxy wars taking place any time from 1942-1950.
So instead of putting resources into what the game is supposed to be about, you want them to add a bunch of mechanics including what? A dynamic outcome system to simulate proxy wars during a time period that the game isn't even about?
 
@Alex_brunius
What do you think about the "Road to 56" mod? Unfortunately it goes overboard with many campy NF-trees, but it does incorporate several great things like an expanded Asian theatre. That's probably what you're talking about: covering Japanese surrender chains for instance. If China drives Japan off the mainland/deep into Korea, Japan sues for peace and triggers a civil war. I would definitely support if PDS does something along the lines for the majors. Peace treaty chains are a nice climax for a satisfying game end.

I haven't had time to look much into mods sadly. Maybe I should spend more time playing and less time writing on the forums... :)

So instead of putting resources into what the game is supposed to be about, you want them to add a bunch of mechanics including what? A dynamic outcome system to simulate proxy wars during a time period that the game isn't even about?

I think you'll find that 90% + of all players do think both SCW + The conflict in China ( and Italy in Ethiopia + Finnish winter war ) all are very important parts of a proper WW2 experience and that the Game VERY MUCH is supposed to be about those struggles as well.
 
I haven't had time to look much into mods sadly. Maybe I should spend more time playing and less time writing on the forums... :)

You should definitely check out some of the major mods to see if your proposals are already covered by mods (tech extension is also available). If mods do a fine job then there would be less reason for PDS to do the same.
 
I think you'll find that 90% + of all players do think both SCW + The conflict in China ( and Italy in Ethiopia + Finnish winter war ) all are very important part of a proper WW2 experience and that the Game VERY MUCH is supposed to be about those as well.
Oh my God, you don't have the faintest idea how much I care about the conflict in China. The post-Second World War conflict in China, Korean War, etc., however, as Cold War conflicts, should have nothing to do with a game about the Second World War and I'd be quite upset if they draw resources away from the point of the game to create mechanics not relevant to the game's time span. A slightly extended and expanded tech tree? No issues. Your other suggestions, however, are for things that are neither relevant nor necessary. A massive irrelevant and unnecessary task, in fact.
 
You should definitely check out some of the major mods to see if your proposals are already covered by mods (tech extension is also available). If mods do a fine job then there would be less reason for PDS to do the same.

I know they are.

But it doesn't matter how fine job they do when such mods are not played by 80% of the players, and when they are not advertised so players that would otherwise bought the game/expansion won't buy it since they don't know about them either.
 
Oh my God, you don't have the faintest idea how much I care about the conflict in China.

You wrote very clearly that you don't care at all about it and that the game isn't supposed to be about it at all here:
So instead of putting resources into what the game is supposed to be about, you want them to add a bunch of mechanics including what?

As a response to my point about wanting to add mechanics to better model the conflict in China.

Stop contradicting yourself.
 
You wrote very clearly that you don't care at all about it and that the game isn't supposed to be about it at all here:


As a response to my point about wanting to add mechanics to better model the conflict in China.
Your suggestions weren't relevant to the Second Sino-Japanese War or the Chinese Civil War during the game's time frame. Please don't tell me I don't care about the conflict in China.
 
Your suggestions weren't relevant to the Second Sino-Japanese War or the Chinese Civil War during the game's time frame. Please don't tell me I don't care about the conflict in China.

So please explain to me whats different in a historical war with China + Communist/Allied support vs Manchuckou+Japan, compared to a ahistorical conflict between Communist China+Soviet support vs Democratic China+Japan+USA or one where the Korean war expands out into China?

Same terrain. Same HoI4 weapons (no new equipment needed). Same leaders. Same countries. The only difference really is that in the latter you have Mac Arthur wanting to nuke all of China ( which is already possible in the game, so no extra development needed ).


Your totally missing my point which is that if the devs fix the historical WW2 Chinese war (and other low intensity wars during WW2) so that they work well, then there is almost zero extra work needed to make any similar low intensity wars during the 1945-55 period ( or earlier if WW2 ends ahead of schedule ) work fine. And it also greatly improves any plausible WW2 that expands into Africa, South America or Other parts of Asia.

You get the rest for free.

This means Paradox could spend very little on a DLC which loads of people will buy because it has "korean war" while making a better Game improving the Historical Chinese war as part of it ( depending on how much improvement it will need after this DLC ).
 
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And I guess you would prefer that the game dies a slow death because a strictly historical WW2 game where there is no sandbox or alt-history would among most players be about as popular as Arsenal of Democracy with 10-40 active players on steam compared to HoI3 with 10 times that amount? ( Both were released about the same time ).

Not a fair comparison. AOD was a niche title developed by a separate publishing house and competed directly with Darkest Hour.

HOI3 was the flagship sequel.

The relative amount of players is probably much more reflective of their differing levels of exposure, rather than their content.

(also I bought my AOD off of Gamergate as did most people so it wouldn't show up on steam.)
 
Not a fair comparison. AOD was a niche title developed by a separate publishing house and competed directly with Darkest Hour.

HOI3 was the flagship sequel.

Just like niche titles like Cities Skylines have no chance vs a flagship sequel like Sim City, right?

If the game is better and more popular people don't care about exposure.
 
Just like niche titles like Cities Skylines have no chance vs a flagship sequel like Sim City, right?

If the game is better and more popular people don't care about exposure.

Popularity is partially a function of exposure. There are innumerable games that are amazing that neither of us are playing because we haven't heard of them.

HOI3 was a raging dumpster fire the first year it was out, but it had a massive amount of press, advertising, and the sequel effect.

The two Hoi2 successor games had very little of those things.

Basically, I don't think that AoD or DH were primarily hurt because "they lacked a sandbox."