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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
 
You mean, a path that would entail the USA just sitting there doing nothing until 1948? Though they come up some times as ideas from a 'completionist' standpoint when we brainstorm focus tree designs, the sad reality is that they are, in fact, not very fun to play. Especially not considering HoI4 is a wargame.

@Bratyn As we are getting an ability to lock AIs into specific paths, it could be useful to have that choice. For instance, for playing Germany without USA in the war.
 
Is Ukraine going to be releasable yet, also other former soviet nations should also be releasable and berlin and east berlin should be different states. Otherwise good job with africa, I cant wait.
 
They don't. GER gets a spirit reducing manpower weekly, and every 2 months or so a new division is formed from the defectors. It's not full divisions defecting en masse, but rather divisions being formed out of thousands of individual defectors.

How can fascist Germany fight this spirit? In the same vein, how can the British dominions/Raj fight British political interference if they are following a tree in opposition to the tree the British are following?
 
The region of "Macedonia" was known as "Vardarska Banovina" at the time before and during WW2, only changing after the communists under Tito decided to create the "Macedonian" nation to cut off the influence of the Bulgarian state to the ethnic Bulgarians in "Macedonia", turn those Bulgarians to "Macedonians" as well as gain irredentist claims on north Greece - Macedonia, its rich natural resources and access to the Aegean sea trade routes.

Here's proof:View attachment 422203 View attachment 422204

First image represents the province names in 1929 and the second in 1939. In both cases the province was known as "Vardarska Banovina" Banovina meaning region in Serbian.

The land was always called Macedonia.... It even goes beyond the "Vardar" Banovina, the banovinas were made in order to be neutral in national administration. Their names did NOT represent the actual historical name or national identity of it's inhabitants. Are you gonna call the inhabitants of Belgrade as "Dunavians" and not Serbians?
Even the Pirin Region of Bulgaria is called by actual Bulgarians as Macedonia... It's part of geographical Macedonia that includes both Aegean, Pirin and Varadar regions which are ALL called Macedonia. And were called that way even before ww1 and in the 1800s.
 
The ground support air mission is only to help out land combat. There is no ability to just bomb ground units outside of combat at the moment.
it should change
a good player in the mp are not defeated in Britain or Japan
they continuously produce infantry and place them on the coast and make the coast unconquered.
it must be like the air force in the old hoi and this is more realistic
 
@Bratyn As we are getting an ability to lock AIs into specific paths, it could be useful to have that choice. For instance, for playing Germany without USA in the war.
Yes, and also more interesting game as Britain or Soviet Union, if the USA does not come to help. And it is also a more realistic alternate history than many others in the game, since isolationism was very strong there.
 
Ok this is epic and btw are we going to have voice lines for Yugoslavia when we select units in 1.6?
Yeees.... Paradox said apparently that it would be "too many voices to record" when in reality the official language and all they had to include was Serbo-Croatian.

Hell.. If they wanted to be inclusive the only other voices they would have had to add would be Slovenian and Macedonian!
 
it should change
a good player in the mp are not defeated in Britain or Japan
they continuously produce infantry and place them on the coast and make the coast unconquered.
it must be like the air force in the old hoi and this is more realistic

No it wouldn't be. The airforce (especially in WWII) couldn't unilaterally destroy a ground unit of divisional size. What would work would be if bombing infrastructure created an organisational cap (with no floor). Though that would boomerang when somebody took the province.
 
@Bratyn - I'm very excited for the new DLC, but I have a small favour I've been asking for over the past two years. . .

I realize it isn't naval related, but would you PLEASE break northern France into two air zones!?!?!?!?!?
 
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.

There're so many things to spend political power on, but we earn it so slowly. It's fun to have to make decisions, but when you have like 5-10 different choices, and you get only 1 political power per day on average (if even that), it unfortunately becomes frustrating rather than fun. May I suggest that you remove the political power cost from national focuses and also that you make design companies much cheaper, but that we instead pick one in the research window every time we research a new vehicle? The slots that becomes free in the cabinet could instead be used for allowing us to have more than 1 theorist of different types at the same time, for example, it makes no sense that a country can't have an army theorist and air theorist active at the same time.

Various new additions have been made to the tree.

You're making the national focus trees quite large, but most things still take 70 days to complete, and multiple national focuses can't be ran in the same time. I noticed this when playing a historical Germany playthrough recently. The thing is, as Germany you can only pick 18 focuses and then the 19th focus should be Danzig or War if you want to start the war somewhat historically. Now if we compare the national focuses with what was actually done between 1936-1939, it becomes appearent that it's impossible to pick all relevant focuses in 3.5 years. Less of an issue in unhistorical playthroughts, but quite frustrating when playing historical. Maybe a better solution would be if you turned the entire national focus tree into decisions instead? Then we could do multiple decisions at once, the path of a decision wouldn't be "spoiled" by checking what comes afterwards, and it would allow you to make some decisions pop up on their historical date. The focus tree can instead contain a lot more types of continous focuses, you could even make it so continous focuses can only be changed every X months.

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.

Could we also please get smaller air regions? Actually, the air regions themselves are very illogical, they should get reworked completely. For example, if France wants to get air support/superiority over their Maginot Line, why should they get a penalty because their planes can't reach Brest? Similiarly, a carrier supporting a naval invasion with some fighters or CAS will also get massive penalties, not because the planes can't reach the battlefield, but because they can't reach an additional 500 km inland. To make it even more illogical, planes that cover the entire air region, but that has to fly 1000 km to their targets, still operates more efficient than an air wing that operates from an air field next to the battlefield, but at the edge of the air region. That makes no sense at all. Anyhow, making the air regions smaller would atleast make this less annoying while we wait for a rework (or not).
 
1280px-Map_of_the_Paeonian_Tribes_(English).svg.png
The land was always called Macedonia.... It even goes beyond the "Vardar" Banovina, the banovinas were made in order to be neutral in national administration. Their names did NOT represent the actual historical name or national identity of it's inhabitants. Are you gonna call the inhabitants of Belgrade as "Dunavians" and not Serbians?
Even the Pirin Region of Bulgaria is called by actual Bulgarians as Macedonia... It's part of geographical Macedonia that includes both Aegean, Pirin and Varadar regions which are ALL called Macedonia. And were called that way even before ww1 and in the 1800s.


My point is that the region was called "Vardarska Banovina" from 1929 and it was populated by a majority of ethnic Bulgarians and with smaller Albanian and Greek minorities. They should change its name from Macedonia to that, regardless of what previous empires that owned the province called it.

During ancient times the region was called Paionia and was populated by its namesake, the Thraco-Illyrian people called Paionians. Still this is a WW2 game and during that time the province was known as Vardarska Banovina.
 
These look like some useful incremental improvements: no individual change is spectacular, but it all adds up to a more polished game (though I hope that the Western Sahara change is thoroughly playtested).

@Bratyn, I have a neat way to avoid the 'ASW Warfare' argument completely. Why not call that focus 'The Tobermory Training School' or 'The ASW Training School' after the Royal Navy's famous ASW training school? There is a good summary of its importance in the Wikipedia article on Vice Admiral Sir Gilbert Stephenson, the school's founder. I should credit @Axe99's excellent mod The War at Sea, which has an event based on his career giving somewhat similar bonuses to your NF.
 
it should change
a good player in the mp are not defeated in Britain or Japan
they continuously produce infantry and place them on the coast and make the coast unconquered.
it must be like the air force in the old hoi and this is more realistic
How is it more realistic to bomb ground units with the ground support air mission? Edit: This is only in support of your ground units, not just softening up enemy units. You need another type of attack mission.

I forget what such an air mission is called, and it should be in the game, agreed. Interdiction is hitting supply, and infrastructure in that area, so that's not what it's called.

Anyhow, you should be able to target a single province and hit it with assigned aircraft. Also, I think that bombardment by artillery should also be in the game for your land units.

In previous HOI games, not sure about 3 because my time was least spent with it, but you couldn't order air units to support ground units, and only could attack enemy ground units within an area you designate. So now we have the opposite in this game. We should have both.

Edit: If anyone disagree's with this, please let me know why. Looking at you respectfully disagreeing people.
 
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My point is that the region was called "Vardarska Banovina" from 1929 and it was populated by a majority of ethnic Bulgarians and with smaller Albanian and Greek minorities. They should change its name from Macedonia to that, regardless of what previous empires that owned the province called it.

During ancient times the region was called Paionia and was populated by its namesake, the Thraco-Illyrian people called Paionians. Still this is a WW2 game and during that time the province was known as Vardarska Banovina.

They shouldn't change Macedonia to neither Paionia or Vardarska Banovina because:
1. If you change to Paionia you might as well rename France into Gaul at that point.
2. You cannot rename or change it accurately to "Vardarska Banovina" because at that point Paradox would have to change the states for the rest of Yugoslavia into the map you showed earlier and that wouldn't be convenient for the historical ww2 occupation ones the country experienced.

What the state that includes the city of Skopje SHOULD be renamed into is "Vardar Macedonia" that is a name that is universally accepted and is an accurate descriptor of the modern geographic region of Macedonia. Along with the Greek Aegean region of Macedonia, i would also add a state for Bulgaria that includes it's share of Macedonia it owns.

As for anything else I won't be going into that topic despite the fact that i have serious opposition to your claims given that I live in "Vardarska" as our very discussion about this is going extremely off topic and quite into politics and can lead us to being banned.