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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
 
@Bratyn will the '39 start put the Dutch in a locked in state? I'm wondering, since it feels as if it might be more interesting to play them from that point due to the reactive state you start in.
 
As for the Balkans specifically, to properly represent even the historical occupation zones we'd have to make a lot of states the size of individual provinces.

I completely understand that, however there are some circumstances that need to be taken into account: In cases like Slovenia or the Dalmatian coast being taken by Germany/Italy, these are artificially drawn up and they don't really take into account the ethnic core of those states. With those two provinces, we have a region that was part of Bulgaria for decades prior to the end of WW1, that had a very realistic possibility of changing hands in 1947; AND there is also the huge strategic importance it had. These mountainous provinces provide a natural defense line for Sofia and without them, the capital is just 1 province away and can be very easily taken (that was the actual reasoning given by the Serbian side during the post-WW1 peace negotiations).

Plus, the current Bulgarian states are so unnatural and inaccurate and this will cause any potential conquests to make it look even worse.
 
Do the devs have any long term plans to touch up previously expanded nations?

With the naval game being so dramatically changed, surely the devs would want the 3rd naval power overall and only Axis naval power to have an up to date naval tree?

Even if it isn’t this expansion, there must be some acknowledgement that tfv nations don’t have decisions, wtt countries won’t have the most up to date naval tree, mtg countries won’t have whatever you do in the next expansion.

At what point do the devs stop adding places like Mexico and Netherlands, 9/10ths being gross alt history, and unify the dlc features across all the actual belligerents?
Who says all the Naval Trees haven't been updated for MTG?, It's not fair to make comments like that unless you know for sure that is the case.
 
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.

View attachment 422169

I hope these map changes in West Africa are carefully playtested. Even though they're only a tiny addition to this DLC, it could have huge consequences for how the game plays out in the African theater - especially considering how the AI handled Africa before impassable states were added.
 
Who says all the Naval Trees haven't been updated for MTG?, It's not fair to make comments like that unless you know for sure that is the case.

Read the question Bratyn is responding to....

“Will there be any major changes to Japan or Italy”

“no”

Further the devs have previously said, during wtt development, that they wouldn’t be updating DoD or tfv nations.

So, yeah, I’d say my question is fair.
 
@Bratyn will the '39 start put the Dutch in a locked in state? I'm wondering, since it feels as if it might be more interesting to play them from that point due to the reactive state you start in.

No, except that you are locked in to anti-german fortification focuses. But you can still decide to go mainland or colonial, and any ideology (although I don't think you can do that fast enough before the Germans come knocking...)
 
Are there plans to add any additional generals for the featured nations in MTG? I saw that Vandegrift was an option (hopefully with invader trait), but it would be nice to have Sir Thomas Hunton for the UK, as well as Boy Browning and Matt Ridgway with the Commando trait.
 
Are there plans to add any additional generals for the featured nations in MTG? I saw that Vandegrift was an option (hopefully with invader trait), but it would be nice to have Sir Thomas Hunton for the UK, as well as Boy Browning and Matt Ridgway with the Commando trait.
There are a bunch of unused USA portraits in the files that can be used, such as Eaker, Hap, Doolittle, Tsukahara (JAP), etc. Given that the USAAF was part of the Army, I think it's fine to add all of these.

France and Italy are probably most in need of new generals and admirals.

Where's Hobart though? :D
 
What's Italy, chopped liver?

I think the part you quoted was referring to Italy specifically, whilst third naval power overall is referring to Japan, which was not part of the Axis technically.

Didn’t think I’d stir up a stink over a lil Italy joke.

But let’s be real, Italy is due for a NF update. Why alter her tree that we all know is going to be replaced in 1 or 2 dlc? The Japan tree is with us for years.
 
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'.
How about you make a historical or rather realistic template not being trash.
 
Glad to see Yugoslavia finally be able to be fully dismantled. It was weird seeing it in 3 different sections when you released only some nations.

In other thoughts, have you thought about in future DLC's giving the ability to more easily set up puppet governments where you want, ie not give them the whole country or set them up only in certain areas, sort of like how Vichy France gets its historical occupation zones even if the player had no presence at all in the south. Good job though, looking forward to next week!