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HOI4 Dev Diary - Bag of Tricks #3

Hello everyone, and welcome back to a new dev diary for Man the Guns and the 1.6 “Ironclad” update! Unfortunately, the next part of the naval combat rework is not entirely ready to show off, yet, and so to give them some extra time I’m stepping into the breach to give you an update on some of the things (this is by no means an exhaustive list, but rather the highlights) the HoI4 Content Design team have fixed or adjusted since showing off the focus trees :)

Issues regarding ideology (and drift)

An issue that has come up in the community on multiple occasions are the issues caused by permanent ideology drift National Spirits. For instance, puppeting a fascist nation as a communist, only to have it gradually drift back to fascism because it once upon a time got a National Spirit giving it 0.10 fascism drift.

To solve this, we’ve gone with a two-pronged approach. First of all, all National Spirits that give ideology drift now either time out after 2-3 years, or, in the case of Spirits that have other effects than just ideology drift, and therefore need to be permanent, are removed when the ideology shifts away from the ideology drift they provide.

dev diary timed ideas.png


In addition, we’ve added new decisions that give you greater control over the ideology of your subjects. These allow you to expend political power to give an ideology drift, and, when ideology support becomes high enough, forcibly swap them to your ideology.

dev diary nation building.png
dev diary police action.png


Adjustments to Netherlands focus tree

I was not too pleased with the Monarchist path in the Netherlands focus tree, and so I’ve tinkered a little bit with it to make it more unique and (hopefully) more interesting. The original design suffered from, yes, being too constrained by historical plausibility. Attempting to trace the most likely path for a royal take-over we can find some indications that Queen Wilhelmina historically wanted to use her wartime popularity, combined with the weakness of the Dutch Government-in-Exile (GiE), to obtain sweeping constitutional changes that would give much greater power to the Queen, after the liberation of the Netherlands. In HoI4, however, this would entail requiring the player to play poorly, lose the fight in the continent, become a government-in-exile, then flip to Neutrality, and subsequently gain no benefits at all from the tree because you do not control your land anymore, while just sitting back and supporting the British in their war (because historically the Queen wanted to do just that, rather than doing any ‘cool independent stuff’ on her own). None of this makes for fun gameplay.

dev diary monarchist path.png

The Monarchist path is on the left-hand side, but shares certain focuses (the branch leading up to "Request Allied Favors") with the Democratic path (the right-hand side).

It is still possible to go through the path as a GiE, as multiple focuses give you bonuses regardless of whether you have control of your homeland or not. However, it is no longer a requirement to have capitulated. New focuses give offmap military factories, as well as building up Belgium and Luxemburg after you get them through Revive the Buffer State Proposal. A final focus has been added to give a sort of ‘endgame’. Wilhelminism revolves around a cunning plot to use the German Kaiser (in exile in Huis Doorn in the Netherlands since the end of the First World War) to attract German deserters, and incite an insurrection to weaken the German position. This focus periodically spawns free divisions comprised of German deserters, while also giving Germany a National Spirit draining their manpower. Once any German territory has been ‘liberated’ by the Netherlands, an actual civil war kicks off in Germany, where the Kaiser (or his son, if he died) leads a rebellion (headquartered in the territory you just liberated) to put the von Hohenzollerns back on the German throne. This civil war nation exists as a puppet of the Netherlands, and so can be supported by you. Once the war is won, the Kaiser will require you to fulfill your end of the bargain, involving releasing them as an independent nation, and then proposes to create a formal alliance. If you happen to own Waking the Tiger, this will also set this new Germany on the Kaiserreich path, likely leading to a war with the Allies (who won’t be too happy with you doing all this in the first place).

dev diary wilhelminism.png


Adjustments to the British focus tree

In the original UK focus tree reveal, I mentioned the naval tree would get a make-over as well. This has now been done.

dev diary uk naval tree.png


Various new additions have been made to the tree. Anti-Non-Contact Committee gives tech bonuses to minelaying and minesweeping, while Anti-Submarine Training School gives doctrine bonuses to Convoy Defense, as well as a National Spirit that improves Destroyer experience gain. ASW Warfare gives 2x ahead of time tech bonuses for Anti-Submarine Warfare modules, while Expanding the Repair Yards gives a couple of Dockyards and a national spirit making repairs and refits cheaper and faster. Vanguard gives a modern Battleship template, and also creates a ‘free’ battleship of this template in Clydebank (Lanark state).

dev diary vanguard.png


I also added some focuses that tie in to the Reinforce the Empire branch. As the British relied heavily on their light cruisers to keep the trade lanes secure, that is now represented in a new focus that requires both Naval Rearmament as well as Service Overseas.

dev diary light cruisers.png


Following Commonwealth Ties, then, comes the last addition: a focus representing the massive British Commonwealth Air Training Plan. This gives bonuses to air (and air wing) experience gain, reflecting the impact of one of the largest air training programs in history.

dev diary commonwealth air plan.png


Of these, all are part of the free rework except for those that rely on paid features; i.e. ASW Warfare, Expand the Repair Yards, Vanguard, and Anti-Non-Contact Committee will not be available without the DLC.

Map changes

The map changes dev diary had a lot of suggestions from the community, and I worked through a number of them (too many to list), but I will mention the most important here.

A number of new tags were added:

Mauritania
Namibia
Western Sahara (Sahrawi Arab Democratic Republic)
British Antilles
French Guyana
Maldives
Fiji/Melanesia
Slovenia
Bosnia
Macedonia
Northern Ireland

To accomodate Mauritania, the western-most impassable state has been made passable, allowing armies to move down into subsaharan Africa both in Egypt in the east, as well as in the west.

dev diary mauritania.png


Namibia has been added due to popular request, and the Caprivi strip has been fixed.

dev diary caprivi strip.png


The Balkans have been further… balkanized, and the states for Montenegro and Macedonia have been adjusted.

dev diary balkans.png


Thanks to an initiative by @Tristan Edge, a large number of victory points have been adjusted and/or added.

A lot of VP adjustments happened to:
Greece, Turkey, Portugal, Mexico, Poland, Czechoslovakia, European Russia

Other VP adjustments happened to:
Spain, France, USA, Germany, Italy, China, Siberia

dev diary western poland.png

Sneak preview of the new VPs in Western Poland

Also, when adding new tags, I put in an effort to ensure all releasable tags have at least one victory point (their capital). This has seen a dramatic increase in the amount of victory points in Africa, the Caribbean, and some in Asia.

Finally, some naval zones have been split up to make better use of the new naval terrain, as well as making for more interesting strategic choices with your navy. One example here: the Aegean.

dev diary naval zone Aegean.png


Don't forget to check out the stream today at 4PM CET, where Gabriel and Niall (Daniel is unfortunately the victim of biological warfare today) will be continuing with their communist Mexico playthrough. We'll see you guys next week, for a new dev diary! :)

Rejected titles

- Yet another focus tree about the German Kaiser
- My Conquest is the Sea of Victory Points
- HOI4: Now with 200% more balkanization
- Installing Democracies has never been so easy
- Issuing the HoI4 community challenge: Western Sahara World Conquest
- The "People Actually Live Here Now"-update
 
A lot of VP adjustments happened to:
Greece, Turkey, Portugal, Mexico, Poland, Czechoslovakia, European Russia
>Gdańsk is still called Danzig while controlled by Poland.
67b.jpg
 
The map changes dev diary had a lot of suggestions from the community, and I worked through a number of them (too many to list), but I will mention the most important here.

A number of new tags were added:

Mauritania
Namibia
Western Sahara (Sahrawi Arab Democratic Republic)
British Antilles
French Guyana
Maldives
Fiji/Melanesia
Slovenia
Bosnia
Macedonia
Northern Ireland

What is about countless peoples on (ex-)Soviet Union territory. Of course there are 15 (16, actually) SSRs, but also there are ASSRs like Tatarstan or Bashkortostan, Siberia theoretically could get "independence" and Far Eastern Republic could be revived with proper foreign supervision.
 
It depends on the template. The game 'recognizes' which templates would be a light cruiser and which would be a heavy cruiser (or so I am told by @Archangel85 :p )

Yes. However, the system was built to be backwards compatible so these focuses give bonuses to cruiser hull research and associated techs. Focuses that gave bonuses to heavy cruiser research do the same.
 
@Bratyn

Awesome diary! Great job. What tweaks did you make to the focuses I mentioned in the UK diary thread - is it possible to mention those? e.g. the Singapore/Hong Kong focuses, Balkan Strategy, Influence China... I see some of the other suggestions made it though, which is great.

Hope those 'heavy aircraft' aircraft tech bonus tags got replaced too.

Hope Sedan is among your new French VPs. :p

This is all great stuff, although honestly the Wilhelmism thing is... well, ridiculous. Artistic licence though, I guess. ;)

Will 100% be banned in MP though. I'd tone that one down a bit...

Most has been implemented as you suggested/expected. As for the fortify focuses, there's a new national spirit for a total of 10% fort build speed (split in two spirits of 5% each), and in general all focuses that provide defenses have been buffed in various ways by providing more (I did not want to shorten them and mess with timetables).

Yes, Sedan is :)

Naturally everything is subject to change if testers find stuff OP, and Wilhelminism is a bit of an experiment so it may well go through various adjustments. However, it also bears remembering that multiplayer is not our focus when designing focus trees. The vast majority of our playerbase plays almost exclusively singleplayer, and so making the tree fun to play in that context takes priority.
 
Out of curiosity, are there going to be any major focus tree changes for Japan or Italy?
 
It depends on the template. The game 'recognizes' which templates would be a light cruiser and which would be a heavy cruiser (or so I am told by @Archangel85 :p )

That makes sense for the production cost modifier, but not for the research bonus, because you don't have templates for ships you haven't researched yet.
Was that screenshot maybe taken with the old tech tree?
 
Adjustments to Netherlands focus tree

I was not too pleased with the Monarchist path in the Netherlands focus tree, and so I’ve tinkered a little bit with it to make it more unique and (hopefully) more interesting. The original design suffered from, yes, being too constrained by historical plausibility. Attempting to trace the most likely path for a royal take-over we can find some indications that Queen Wilhelmina historically wanted to use her wartime popularity, combined with the weakness of the Dutch Government-in-Exile (GiE), to obtain sweeping constitutional changes that would give much greater power to the Queen, after the liberation of the Netherlands. In HoI4, however, this would entail requiring the player to play poorly, lose the fight in the continent, become a government-in-exile, then flip to Neutrality, and subsequently gain no benefits at all from the tree because you do not control your land anymore, while just sitting back and supporting the British in their war (because historically the Queen wanted to do just that, rather than doing any ‘cool independent stuff’ on her own). None of this makes for fun gameplay.

index.php

The Monarchist path is on the left-hand side, but shares certain focuses (the branch leading up to "Request Allied Favors") with the Democratic path (the right-hand side).

It is still possible to go through the path as a GiE, as multiple focuses give you bonuses regardless of whether you have control of your homeland or not. However, it is no longer a requirement to have capitulated. New focuses give offmap military factories, as well as building up Belgium and Luxemburg after you get them through Revive the Buffer State Proposal. A final focus has been added to give a sort of ‘endgame’. Wilhelminism revolves around a cunning plot to use the German Kaiser (in exile in Huis Doorn in the Netherlands since the end of the First World War) to attract German deserters, and incite an insurrection to weaken the German position. This focus periodically spawns free divisions comprised of German deserters, while also giving Germany a National Spirit draining their manpower. Once any German territory has been ‘liberated’ by the Netherlands, an actual civil war kicks off in Germany, where the Kaiser (or his son, if he died) leads a rebellion (headquartered in the territory you just liberated) to put the von Hohenzollerns back on the German throne. This civil war nation exists as a puppet of the Netherlands, and so can be supported by you. Once the war is won, the Kaiser will require you to fulfill your end of the bargain, involving releasing them as an independent nation, and then proposes to create a formal alliance. If you happen to own Waking the Tiger, this will also set this new Germany on the Kaiserreich path, likely leading to a war with the Allies (who won’t be too happy with you doing all this in the first place).
This new monarchist path is looking pretty fun, congrats.
But one thing, I noticed that the division spawned is the 7/2 we know all too well.
You guys seem to be recognizing this meta as the intended set up, I would hope for an eventual adjustment on this aspect to make historical templates more prevalent in the game.

Map changes

The map changes dev diary had a lot of suggestions from the community, and I worked through a number of them (too many to list), but I will mention the most important here.

A number of new tags were added:

Mauritania
Namibia
Western Sahara (Sahrawi Arab Democratic Republic)
British Antilles
French Guyana
Maldives
Fiji/Melanesia
Slovakia
Bosnia
Macedonia
Northern Ireland

To accomodate Mauritania, the western-most impassable state has been made passable, allowing armies to move down into subsaharan Africa both in Egypt in the east, as well as in the west.

index.php


Namibia has been added due to popular request, and the Caprivi strip has been fixed.

index.php


The Balkans have been further… balkanized, and the states for Montenegro and Macedonia have been adjusted.

index.php
Thank you for that, the "France" and "Spain" in that previous family portrait were really triggering me.
Also, didn't you mean Slovenia?
 
@Bratyn considering the focus on USA in this DLC, is there any plan to unlock the Marine I tech for USA in 1936 ? USA have marines division before the war, and they even do landing exercice during this time called "Fleet Landing Exercice" (FLEX 1 in 1935, FLEX 2 in 1936, FLEX 3 in 1937, FLEX 4 in 1938 and FLEX 5 in 1941). It was before 1936 that the Marine Corps truly become a landing expeditionary force as in-game thanks to the works of Earl Hancock Ellis. I suggest you to read when you've got time those articles : https://en.wikipedia.org/wiki/History_of_the_United_States_Marine_Corps#A_new_amphibious_mission and https://en.wikipedia.org/wiki/Fleet_Landing_Exercises.
It would be an historical fix (and maybe you can add the FLEX as a national focus giving bonus for Marines II tech, or for Amphibious tech).
 
>Gdańsk is still called Danzig while controlled by Poland.
67b.jpg

It was named Danzig then. It was the Free City of Danzig populated mostly by Germans. It would be more correct if it was actually a puppet or dominion of Poland.

For post war Danzig it should be renamed Gdansk. But playing the game then isn't really that interesting.
 
Great work Bratyn :)
Fixing small stuff like the Caprivi strip shows that you care ;)

Can't wait to see the modifications to the TfV trees for compatibility with the UK, as well as the new decisions for those countries.
 
But one thing, I noticed that the division spawned is the 7/2 we know all too well.
You guys seem to be recognizing this meta as the intended set up, I would hope for an eventual adjustment on this aspect to make historical templates more prevalent in the game

My main concern was to ensure that the spawned divisions (the template of which is locked) are usable in combat and not utter trash compared to what they will be up against. Considering this focus marks the transition from plausible alt history to full-blown fantasy anyway, I consider it a moot point that the divisions spawned are not 'historical'.
 
It was named Danzig then. It was the Free City of Danzig populated mostly by Germans. It would be more correct if it was actually a puppet or dominion of Poland.
I know, but the game shows it as if was directly controlled by Poland, so in that case it should be called "Gdańsk" unless they'll represent Free City of Danzig in some way or another. Until then it should be "Gdańsk".