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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 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).

Not to mention that an actual DOCTRINE in July 1935 titled "Tentative Landing Operations Manual", which was adopted by not only the Marines, but the Navy and Army also. From "The US Marine Corps Story" by J. Robert Moskin, Third Edition, page 223.
I can understand the need for parity across all countries for "balance", but other majors have Marines to start, so the US should have them also it would seem.
 
@Bratyn

Hello, I have a couple of questions.
The first of them is, could there be a way for the Dutch government to support monarchist Germany, being the German player, in the German Civil War that can take place with the "Waking the Tiger" DLC? Because I usually annex the Netherlands before the civil war begins, as I really need their industry in order to keep the war machine running throughout the conflict. I'd love it, if there's a way for the Dutch to help the monarchist Germany that doesn't involve being annexed. For it to be an incentive to not annex the Netherlands.

My second question I have is: Togoland, the German colony, wasn't only the territories of nowadays Togo, but also included some lands of its current neighbors, for example Ghana. Could there be a way to reestablish the original borders of the territory of Togoland? and also make a nation that can be formed from such territories, considering them as cores?

My last question, I recently played a game as Colombia, and although it was fun, a huge setback I had was a terrible lack of steel. I even got to a point in which I could import as much as I could, and still had a deficit of up to 100 at least. Could there be a way, through decisions, to increase a small nation's steel production? wether it is 10 or 20?. It can be struggling for a small nation to build up its war machinery, but, instead of having civil factories building military factories or other necessary things, having to spend it on import; seeing how their industry can be quite limited.
 
I would like to congratulate you guys on your willingness to iterate things along the development cycle listening to feedback and trying new things. This is not easy (and need time!!) and all these changes are very positive.

I hope you could use some of these final days to look upon some balance changes/production costs of some lesser used equipments. These kinds of changes are one of the most anticipated for me. I really liked to hear in today's stream that you are looking into rifle balance (The steel cost is the problem in my opinion btw).

Thanks for your work. Keep it up. ^^
 
Cheers for the DD Bratyn :D. Am very impressed by both the attention-to-detail and polish. Like Vanguard popping up where she was actually built :cool:.

in Clydebank (Lanark state).

Pic for today, because you can never have enough warfare, anti-submarine or otherwise :D.

ASW Warfare.jpg


That was my thoughts exactly. Dreadnought took only 14 months to build... And it was the first ever battleship. I would imagine by the 1930s had they really wanted to, they could have done one in 12 months or less if they were prepared to pay for it.

There's a world of difference between a (21K tons) 'HMS Dreadnought' and a (35/40K tons) King George V/Lion though - the guns alone often took longer than a year to build (and in the mid-1930s the foundries hadn't been producing significant numbers of large-calibre guns for years by that stage, so would (and did, iirc) take a while to ramp-up). Even the US, who were the poster-boys of fast ship production in the period, never got close to 12 months for a battleship, and iirc the quickest they built an Essex was 16 months (may be 14, or something else entirely, but not under 12 - sorry, memory's hazy) and they pushed hard to get the (27K tons or so) Essexes out quick.

There had been substantial changes in both the nature of the ships being built, and Britain's shipyard and armaments industry, between the pre-WW1 battleship race, and the run-up to WW2. However, as a counterpoint, it's still worth noting that even though the ships took longer to build, I vaguely remember reading somewhere (and somewhere that I'd trust - may have been Ian Buxton or David Brown, or perhaps Andrew Boyd) that in WW2 Britain completed more warship tonnage than in WW1, despite not being particularly quick about it (Buxton definitely makes the point that British shipbuilding industry was efficient but not particularly quick in aggregate, in Warship Building and Repair in the Second World War).

India Management strategy game.

From the (embarrassingly) little I know of India's history, this could still be quite the game - but I agree it's place wouldn't be in HoI4 :).

What's Italy, chopped liver?

Interestingly enough, when I crunched the numbers, the Axis member that produced the greatest tonnage of fighting vessel (so counting everything from amphibious warships to minesweepers to the bigger ships we all know and love) was Germany (turns out, over 1000 submarines adds up to a whole lot of tonnage :))

Where's Hobart though? :D

In my opinion (and it's just my 2 cents), Hobart, as a leader of on-map formations, was probably a bit low down the chain to make the cut (he could make an interesting theorist though, or one of the other staff positions). And I say this as someone who when an artist friend gave him the opportunity to do a head-and-shoulders of literally anyone, I chose Percy Hobart, so I am a fan :).

Percy Hobart.jpg

Given that the USAAF was part of the Army, I think it's fine to add all of these.

Not trying to be contrarian, but (at least most of - I'm not familiar with all of them) those leaders were in charge of formations of aircraft, rather than ground units. Just because they were 'badged' army, doesn't suddenly make them qualified to manage ground formations. It's probably better to hold out hope for the introduction of air leaders at some stage in the future (I have no idea if this is on the cards, but this is where I'd see the appropriate place for these leaders).

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.

This was touched on a bit by another poster, but as a random thought, what about 'AI only' NF trees? They'd be much easier to make (they wouldn't need any art or loc), and they could add some plausible (or implausible, as design desired) neutrality from nations during the period, adding depth to gameplay (but without cluttering up the focus trees for players). Please ignore if silly/impractical, and not for a second suggesting for MtG!

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.

All credit should go to (at the time Commodore) Stephenson :).
 
Any chance you take a look at Polish city names? It's a bit inconsistent.

1. You use Polish diacritics in most of the places (Łódź, Poznań, etc.). But you don't use them from Kraków and Brześć Litewski.
2. You use localised names for some of the towns - Breslau/Wrocław, Stettin/Szczecin, Allenstein/Olszyn, Posen/Poznań - both on the German and Polish side. But you leave Bromberg (Bydgoszcz) and Danzig (Gdańsk) in Poland. I can understand the reasoning for Danzig (since it's used heavily in events like Danzig or War and might confuse international players, it might be fixed by "Danzig, called Gdańsk by Poles" in the event text, though) but Bydgoszcz is baffling.
3. You use Warsaw as the capital name instead of Warszawa. But again - I can kinda understand the argument of getting people confused.

Could you at least take a look at that Kraków, Brześć and Bydgoszcz? But I bet you are already sick of Åland to hate the idea of Kraków. ;)
 
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.
I meant more along the lines of staying out of foreign affairs, instead focusing on the Americas.
 
As others have said, while not interesting to play as a neutral USA (at least with how shallow politics and economics are) during a hoi4 game—it would be really interesting to be nearly any other country with a neutral USA.

Germany working to keep USA out of the war could be a strategy all unto itself.

Dependent on how crazy submarine/convoy raiding gets, the game could mirror the real situation in ww1.

A neutral us just wants to make money, you sink our ships or kill our boys or make it so we can’t sell our goods, well now we have cause to fight.

We can never mess with ethnicities, but the sizable German, Italian and anti war or even pro fascist elements in the us could make for a compelling politics game where the us wrestles with itself over intervention, americaness, isolation, capitalism, and fraternity with the old world.
 
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.

I didn't say they should rename it to Paionia. I said the region had many names before but at the time the game portrays it was undeniably called "Vardarska Banovina" and its people were ethnic Bulgarians and Albanians so the name can't be justified unless we're ok with historical revisionism.

And for the sake of being true to history, the land was not always called Macedonia. I included a wikipedia link to show that during antiquity it was known as Paionia and was populated by a Thraco-Illyrian tribe of the same name. Then it was conquered by the Macedonian kingdom to the south as were other parts of Thrace as well as lands up from Egypt to modern day Pakistan and north India. But none of those lands were "Macedonia" strictly speaking.

The ancient kingdom of Macedonia corresponds by a 90% margin within modern day Greece, with only a small part of it and the ancient city of Heraclea Lyncestis ( https://en.wikipedia.org/wiki/Heraclea_Lyncestis ) being within the borders of modern day "Macedonia" or FYROM depending on who you ask.

The "Macedonia" that modern day "Macedonians" refer to is the geographical region which corresponds not to the ancient Greek kingdom of Macedon but to the administrative province of Macedonia which included parts of Thrace, Thessaly and Paionia (the province in question).

I can respect that Paradox does not have to be always accurate about the way they name provinces as an argument but just thought I should let them know what I think about it though.
 
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Any chance we'll see an 'Adjustments to the US focus tree' feature in any upcoming DDs? There are a variety of concerns we expressed back when the new tree for the US was showcased.

Yes, this is my concern as well. the USA is easily the most bland of the new focus trees. I’m trying my best to be polite. I’m sure a lot of work went into this tree. Sometimes I put a lot of effort into something and the customer says the result needs to be heavily revised, and I just do it to satisfy the customer. I implore PDS to take another look at 1930’s US history and ask themselves if this tree, particularly the fascist side, is the best it can be, and if the 2nd ACW is truly that much fun. Honestly, PDS hasn’t done a very good job selling it.
 
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.
you can produce fighter aircraft and aircraft shoots.
if this is the case, the game gets rid of one plane and the air force becomes an option
because the current game infantry spawn
you know it paradox and chinese focus tree infantry spawn attached
name forced conscription
and a big problem in tanks
i had written it
 
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.
Yes hoi 2 and 3 have it i think hoi 4 have to it
and i think a big problem in tanks
i had written it
infantry divisions without anti-tank should not stop tanks Especially for heavy tanks
like real life
 
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.

index.php


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.

index.php
index.php

I was just thinking of this idea last night and was going to put it on the suggestions. Question ---> Will the AI use this to secure its puppets?

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.

Why not tag it with the Yalta Conference?
 
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.
so what you are saying is, we will see it, eventually together with the Nepal and Bhutan Focus trees....
 
I would love to see if a non-alient GB/UK gets into trouble with its colonies and dominions and the player or the AI restores the Kaiserreich and bring Wilhelm II back so the british and german monarchies could made a deal, so the brits would return some colonies to the germans in offer to cooperate together against the democratic states and against communism and fasicst countries, The Germans would get forced to help somehow the british and maybe they could be some events if South Africa revolts Imperial Germany could use their return on South-West Africa in a war against rebellious South Africa. - If somehow the Alliance between Great Britain and Germany loose maybe cause the USA will join then in the end Namibia could be released as maybe a puppet by South Africa.

Something that just was coming into my mind.