• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HOI4 Dev Diary - A New Germany

Hello everyone, and welcome to a new dev diary for the 1.5 “Cornflakes” update and the as-yet unannounced accompanying DLC.

For those of you who missed my introduction, I’ll briefly introduce myself. My name is Drikus and, after working briefly on DOD to help out the Content Designers on HOI4 back then, I re-joined the team in the summer to work on the next expansion, working with @Archangel85 and @Havebeard on all that CD goodness. Today I’ll be talking about some of the stuff we’ve been busy with since then.

Ever since release it’s become clear that the fanbase's interest in alternate history is far greater than we anticipated. Unfortunately, many of our focus trees for major powers are somewhat lacking in that regard, and it's something we want to change. So, while we will naturally be adding some new focus trees, this time around we will also be revamping two major nations. If this proves popular we plan to keep doing this in future expansions and eventually have all the majors with more options. For now, though, we figured a good start would be the most popular nation in HOI4: Germany!

In the next DLC, Germany will have its focus tree updated to bring it more in line with the new trees of minor nations, especially in terms of alternate history options. Furthermore, even players who do not buy the DLC will see some of these changes. For instance, we made some effort to flesh out the industrial part of the German tree. Initially only being a quick path of 4 focuses, it has now been expanded into a full 16-focus monstrosity, with paths leading into more fortification focuses, more domestic industrial focuses, and more focuses dealing with the ‘economic vassalization’ of Hungary and Romania and other areas of Europe. As a bonus, the 5th research slot is now accessible somewhat earlier, and no longer requires Air Innovations II. These changes do affect industrial balance somewhat, and we will go into how we handle that at the very end of the diary.

Germany Industry.PNG


All of the abovementioned will be free in the 1.5 “Cornflakes” update. What comes next, however, will be part of the DLC.

Use the full tree at the end of this dev diary to follow along. :)

Alternate history paths for Germany beg the question of when and how Hitler could have been stopped. These questions are very controversial, and there usually isn’t much consensus. We, however, have elected to explore the possibility of a concerted Wehrmacht opposition to Hitler, sparked by the Rhineland remilitarization.

Germany Civil War.PNG


A new path has been added, mutually exclusive with the Rhineland focus. It sparks a civil war led by the legendary August von Mackensen. Once won, the path splits, allowing the player to choose between reviving the old Kaiserreich (renaming the country to “German Empire”) and lifting Kaiser Wilhelm II’s exile in the Netherlands, or reinstating democratic elections and establishing a constitutional monarchy as a ‘compromise’ for the rather royalist (and powerful) Wehrmacht officers. In this path, Wilhelm II’s son will take the throne as Wilhelm III as a figurehead. In addition, there is a small 4-focus shared path focusing on the rebuilding of Germany after the Civil War, leading up to the German continental role as a “Bulwark against Bolshevism”.

Germany von Mackensen.PNG

Who wouldn’t want this guy leading their country?

In the Imperial branch, the player now gets the choice of either avenging the Great War, or letting bygones be bygones and focusing on the Communist threat. The former leads to Germany once again asserting its right of a ‘place in the sun’ (bullying China or Japan for the return of Tsingtao), focusing heavily on rebuilding its High Seas Fleet to challenge Britain (including some nice bonuses to battleship production and research), and then taking the fight to the British and French for their colonies. To this end, a new very powerful late-game focus has been added that will flip a significant amount of the country’s military production to naval production, in case the Soviet Union has been defeated and the player wishes to focus on the West (also available to fascists, if the player owns the DLC). The branch also enables the recreation of the Central powers via stimulating imperial sentiment in the Austro-Hungarian successor states and the assassination of Mussolini in favor of King Victor Emmanuel III.

Germany Wilhelm II.PNG

Can never have enough Pickelhaube...

The second Imperial path focuses on forgiving the British and giving up all dreams of an Imperial Navy. In return for accepting British naval supremacy, it is possible to form an alliance with them and stand together against the threat of Communism all over Europe. A punitive war with (Communist) France over Alsace-Lorraine can lead to an expulsion of the republicans from Iberia, as well as eventually taking the war directly to the Soviets, themselves. I minor shared branch, available for both the British alliance and the colonial route, allows for Germany to protect its eastern borders, retaking Memel, trading Danzig for military guarantees against the Soviets, and aiding the Baltics and the Finns with guarantees and some military support.

Germany Tsingtao.PNG

Can you taste that sweet Tsingtao beer? Ahhh, come to fatherland...

The Democratic path involves some sneaky diplomatic maneuvering, scaring the other nations in Europe into your sphere of influence by speaking up strongly against the Soviets and demonizing them. This leads to creating a Central European Alliance, in which most minor nations in Europe can be invited through various focuses, allowing for democratic Germany to challenge the historic French continental leadership role by creating its own power block. This course of action will likely result in the Soviet Union posturing threateningly, though, and gaining various bonuses to prepare them against what they perceive to be a threat to their sphere of influence. The end result of this mutual and intentional escalation is likely that it will not be possible to invite all nations you could potentially invite before the Soviets invade them. Eventually, Germany can take the fight to the Soviets, leading Europe in a war against the source of communism. In addition, it is possible for Democratic Germany to get a 6th research slot, and to strengthen their alliance through tech sharing and other cooperation.

Germany Democratic.PNG

Unleash the Swarm!

In addition, we have adjusted focuses like “Operation Weserübung” to give the player better control over the timetable of their invasions once the ball starts rolling. We’ve slightly buffed the naval parts of the core tree, adding an additional naval build-up focus or two, and adding some dockyards to Plan Z. In light of the significant improvements to Germany’s economic build-up in the new industrial tree, we are also revisiting the start-of-game balance of the nation. The intention is to make Germany initially weaker, but also quicker in building up, especially before any war has broken out. To that end, we have added a new idea upon startup. MEFO Bills will reduce the consumer goods by 20% (resulting in virtually no consumer good requirements at all), but have to be extended every three months. The price of extending these will progressively increase, as will the penalty that must be paid if these are not extended. Paying off these bills can be delayed by going to war, in which case the payment will be deferred until after the war’s conclusion (so be sure you can afford it by that point!). And finally, just as with the industrial segment of the tree, everything that was mentioned in this paragraph will be available without owning the DLC.

Germany MEFO.png


And finally, in its full glory:

Germany_tree.jpg


Don’t forget to check out the World War Wednesday stream later today, where @Da9L and @podcat will go through this dev diary while the rest of us get our asses handed to us by the Allies in South America. We look forward to showing you more cool stuff next week! :)
 
  • 1Like
Reactions:
Wasn't the Christmas DLC supposed to be about improving China and the East Asian war in general? Not saying that the majors don't deserve improvement, but there are so many other areas of the game that are completely lacking in historical immersion.

In CK2 you're against China and pro-Europe... and here you're the opposite? :D
 
This was already asked. It's an issue with all those focuses being on the same level. Only True Enemy is linked to the naval tree. And no, all these require at least the Return of the Kaiser focus (as shown by the full lines, as opposed to dotted lines).
Can I make a very simple suggestion?

Change the requirement for 'Plan-Z' and 'U-Boat Effort' to be 'Expand Dockyard Facilities' rather than 'Naval Effort' -- there will then be no ambiguity as to the new naval focuses requiring the 'Return of the Kaiser' focus, as the blue lines on the naval section of the tree will be much clearer.

It's a very simple fix and I don't think it should mess anything else up.
 
I don’t think Germany, with the Lebensraum policy, deserves any of these manpower.
That is my point of asking. With the stated goal of making more use of the manpower, I think the RK's completely miss the mark. They should be part of the reoganization, colonization and intergration of the east for Germany. Setting them up will fall in the scope of the game, but really doing those other things is something for a Cold War game
 
Awesome stuff!

Really looking Forward to playing around with this new Focus tree alongside the new changes!

But. I really got to ask @Bratyn

Will German Infantry Models use the Pickelhaube again after we reinstate the Kaiser with his Prussian Glory? :p

I know why the Pickelhaube got replaced by the Stahlhelm during WW1 it'S just a Little flavour bit I'd find funny.
 
It's a very simple fix and I don't think it should mess anything else up.

The only issue being the timing required for Plan Z and U-boats. I believe the problem is limited to seeing the layout in picture form. In the game it is very easy to check the tooltips for which focuses require what. If it proves to be problematic enough upon release, we can easily adjust this for the post-release patch.
 
Not unless Canada trigger the Send in the Zombies focus. Then you can get Zombie Kaiser Wilhelm I as ruler.

Just introduce the trait "immortality" in Victoria III (like in CK2) and the problem is solved!
 
The only issue being the timing required for Plan Z and U-boats. I believe the problem is limited to seeing the layout in picture form. In the came it is very easy to check the tooltips for which focuses require what. If it proves to be problematic enough upon release, we can easily adjust this for the post-release patch.
Roger that. :)

PS: You're missing a capital A in 'Bulwark against Bolshevism'

As I can't access the bug forum, I might as well list these other localization/grammar corrections here... hopefully they'll be of use to you, as they deal with similar issues on the DoD focus trees, and another user in this thread has already mentioned the CZE fort focus name issues.

Code:
CZE_sudeten_1:0 "Sudetenland Basic Fortifications"

CZE_sudeten_2:0 "Sudetenland Advanced Fortifications"

CZE_sudeten_3:0 "Sudetenland Final Fortifications"

CZE_nukes:0 "Nuclear Weapons"

CZE_mountain_bonus:0 "Mountain Troops"

CZE_armour_bonus_ii:0 "Armor Modernization"

CZE_rapprochement_with_hungary:0 "Rapprochement with Hungary"

CZE_communism_with_a_human_face:0 "Communism with a Human Face"

HUN_rapproachement_with_little_entente:0 "Rapprochement with the Little Entente"

HUN_alliance_with_italy:0 "Alliance with Italy"

HUN_trade_deal_with_germany:0 "Trade Deal with Germany"

HUN_join_allies:0 "Join the Allies"

HUN_join_axis:0 "Join the Axis"

ROM_a_deal_with_the_devil:0 "A Deal with the Devil"

ROM_trade_treaty_with_germany:0 "Trade Treaty with Germany"

ROM_appoint_soviet_friendly_government:0 "Appoint Pro-Soviet Government"

ROM_appoint_german_friendly_government:0 "Appoint Pro-Axis Government"

ROM_appoint_allied_friendly_government:0 "Appoint Pro-Allied Government"

ROM_basing_rights_for_soviet_union:0 "Soviet Basing Rights"

ROM_join_allies:0 "Join the Allies"

ROM_join_axis:0 "Join the Axis"

YUG_friendship_treaty_with_italy:0 "Friendship Treaty with Italy"

YUG_join_allies:0 "Join the Allies"

YUG_join_axis:0 "Join the Axis"
 
not sure if anyone already said, but if germany has a new alternative tree, i would REALLY love to see if finland in future would get focus tree with a chance to get Prince Frederick Charles of Hesse as their possible leader, as he was supposed to be our king in the 1918, or even his heirs as he died in 1940.
445px-Hessenin_prnssi_Friedrich_Karl_-_Prince_Frederick_Charles_of_Hesse.jpg
 
This is going to be an unpopular opinion, but I think there are many countries that have virtually no flavor and deserve it more than Kaiser Bill deserves a path back to the throne after 1936. I am aware that a significant number of players want this for the kitsch, and PDS is rationally giving these players what they want, but it's arguably the most fantastic decision that the player is intentionally given in HoI4.

9QzkAr7.png
:rolleyes:That's me right now:D
 
Great work on the tree. It looks like the devs managed to make an alternate route that is somewhat plausible. I'd suggest that the officer revolt is linked to the Sudeten crisis but since that is in 1938, that is way to late in the game.
 
What is the purpose of doing something that mod (Kaiserreich) does probably much better and complex?

Only money?

I suggest to fix warfare mechanic. Why? Because is idiotic in the game against AI. Design a plan and forget about the game.
 
Roger that. :)

PS: You're missing a capital A in 'Bulwark against Bolshevism'

As I can't access the bug forum, I might as well list these other localization/grammar corrections here... hopefully they'll be of use to you, as they deal with similar issues on the DoD focus trees, and another user in this thread has already mentioned the CZE fort focus name issues.

Fixed.

And regarding those issues, yes, I've been fixing some of them as I ran across them in the files :) Thanks for the list, though!