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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
 
I mean no disrespect to you, friend. There's no nationalism or bigotry or hatred here. I don't want to dehumanize you. I see he inhabitttants and the people of the "Republic of Macedonia" as long-lost cousins of the Bulgarians separated by unfortunate circumstances beyond either party's control. To hate you or dehumanize you wouldd be akin to hating or dehumanizing myself.

Having that said, we can't and shouldn't ignore historical facts:
- There's a very weak basis for having an independent FYROM core in 1936, as opposed to it being a Bulgarian core
- There's absolutely no basis for calling such a hypothetical 1936 FYROM state "Macedonia".
- This is an entirely seperate issue from any controversy surrounding modern FYROM -- this is 1936!

You say you're too few to be heard; I'm here listening! During 1936, before Tito, what basis do you have for an independent Macedonian identity?

I'm sorry for your losses and the suffering of your relatives, I don't condone tthe actions of fascists, but you don't have to be a fascist to acknowledge the obvious. You're wrong to call anything I've said hateful, and you're wrong when you say it's not the topic when I'm very clearly and directly talking about features in the OP of this dev diary.

You're absolutely correct. There was no "Macedonian" ethnicity. Many seem to forget that in the past it was common to call people who lived in geographic places the name of the place they occupied regardless of their ethnicity. The Bulgarians had at times conquered modern day north Greece (Macedonia) and had brought in many Bulgarian settlers. That's why during the Ottoman empire's rule over the Balkans the 3 nations mentioned by the Ottomans living in Macedonia were the Turks, Greeks and Bulgarians.

The unfortunate descendants of those Bulgarian settlers who lived in Macedonia have been expelled to either Bulgaria or modern day "Macedonia" or FYROM, the name of which depending on whom you ask and have been later brainwashed by the communists of Yugoslavia in an effort to cut them off from the influence of the Bulgarian state as well as gain irredentist claims over north Greece (Macedonia), its rich natural resources and access to the Aegean sea trade routes.

And of course once again I have to say this to help Paradox create a more accurate game. The official name of modern day "Macedonia" or FYROM back then was not FYROM or Macedonia but "Vardarska Banovina" or simply "Vardarska". I know it might not sound cool like the ancient Greek kingdom of Macedonia did but it is just how it was.

Edit: Also in my personal opinion they should give Bulgaria a core in Vardarska to represent the genetic and cultural ties between the Slavs there with their Bulgarian brethren.

Here's proof again: Vardarska Banovina in 1929 and 1939

index.jpg
index.png
 
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How about Italy? The Netherlands are goinig to have bigger focus tree than them?

Yes, just as Hungary, Romania and other minors had better focus tree than Japan before Waking the Tiger. Italy is important, but you cannot revamp all majors in one patch and Man the Guns was the turn of USA and Britain
 
Man the guns is looking to be pretty good, I might as well skip the DLC Waking the Tiger. (Probably I can repeat fighting against the German Horde as the Netherlands as I did once, when I first played HoI4. I somehow survived)
 
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.

View attachment 422175

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.

View attachment 422167 View attachment 422171

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.

View attachment 422168
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).

View attachment 422170

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.

View attachment 422174

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).

View attachment 422172

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.

View attachment 422173

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.

View attachment 422166

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.

View attachment 422169

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

View attachment 422178

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

View attachment 422177

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

View attachment 422179
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.

View attachment 422176

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

Why this choice of states for Serbia and Croatia?

It follows pretty closely the post-war 1945 border except that a part of Croatia is in Serbia and a part of Croatia in Slovenia:

400px-Yugoslavia_%281946-1990%29_location_map.svg.png


If I understand well, Paradox has been having difficulties to adequately present the borders of occupied Yugoslavia (namely, Independent State of Croatia)?
 
A little off topic for the dev diary, but I'm guessing the future looks something like

Man the guns
Patch
Spain, France, Italy dlc
Patch
Soviet and land combat dlc
No one, probably even including the Devs know exactly what the next DLC will be. It could be the way you are saying, or might not.

Like I've been saying since launch, and then since the last DLC, other than the AI, the air combat was the worst aspect of the game. Then they cleaned it up to look much better, and work better in areas it was bugged. Then they donked it up with the 1.5.3 and the carrier air bug was added.

A lot of people think diplomacy needs work, and espionage should be introduced. I don't disagree. But as of right now, I see the land war needing more work more than anything else. And if they are going to do that, it screams the USSR as the focus.

But again, it's just all pie in the sky right now. No one knows what we will see after MtG.
 
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A lot of people think diplomacy needs work, and espionage should be introduced. I don't disagree. But as of right now, I see the land war needing more work more than anything else. And if they are going to do that, it screams the USSR as the focus.

But again, it's just all pie in the sky right now. No one knows what we will see after MtG.

I hope land war gets an mtg level overhaul. They can work on USSR, France and Spain. Civil wars are still funky, defensive wars (read as: playing historical sp and not being Mussolini, Hitler or Tojo) need to be made more fun.

Then do a mtg level pass to the air war (it’s still the least dynamic and most boring aspect of combat) to tie it into naval and land changes.

Then they can do diplomacy, espionage and secret weapons of ww2.

The game is getting closer and closer to being a proper war game. They need to get their core competency down then expand the scope, imo major diplomatic or espionage/intelligence overhauls would be a waste is land and air isn’t made as interesting and deep as navy is shaping up to be
 
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@podcat @Bratyn

So I take this as a no? We don't have any way to tell what kind of ships our enemies use? This seems absurd. Please give us some information about this.
Combats give you breakdown on weapons and such so you can get a pretty good idea what the enemy is focused on from that.
 
It's not even just Macedonia being Greek, it's that in 1936 "Macedonia" has been conquered Bulgarian territory for only around 20 years, less time than the basically-no-time-at-all that modern FYROM has existed. It conceivably makes sense to have the other Yugoslav republics exist as tags since there's some historical precedent for those tags. In 1936 "Macedonia" is basically a piece of Bulgaria full of Bulgarians that has been conquered by Serbs.

Which brings us to the next point; that "Macedonia" only came into existence in 1991. Adding "Macedonia" to HOI4 as a tag is like adding the Soviet Union to EU4.

Lastly, if you're going to have a tag for FYROM just to have all the Yugoslav republics as tags, fine, but don't call it "Macedonia". The name is already inappropriate in modern times but it's alien spacebats unbelievably anachronistic to have it in 1936 before any communist dictators have had a chance to spin fanciful tails about descending from ancient conquerors.



Seriously, first you snub Bulgaria for a focus tree in Death or Dishonor, now you're giving core Bulgarian land to time travelers. What gives?

Agreed, and I like the new name for the country they voted on and passed this year with Greek consent, "Northern Macedonia." I'd be fine with that take, as it does neither define it as a core region of Macedonia nor a mass population of ethnic Macedonians.

I will say this though in Paradox's defense, the tags are based on modern countries not ethnic or historical region names during/around WW2. I mean, they added all those states that are mostly, recent countries in Africa (20 well plus years after WW2 and beyond.) They added most of these states because of some popular mods in the Steam Workshop (Modern States being one of them.) I gave a huge list of suggestions for the South West of the Pacific for new/altered states, as well as, the Caribbean, Kashmir region, islands nations around Africa, in this thread of the Dev Diary. It's far from perfect for sure.
 
I will say this though in Paradox's defense, the tags are based on modern countries not ethnic or historical region names during/around WW2. I mean, they added all those states that are mostly, recent countries in Africa (20 well plus years after WW2 and beyond.) They added most of these states because of some popular mods in the Steam Workshop (Modern States being one of them.) I gave a huge list of suggestions for the South West of the Pacific for new/altered states, as well as, the Caribbean, Kashmir region, islands nations around Africa, in this thread of the Dev Diary. It's far from perfect for sure.

Sure, but there's a big difference between historically plausible early decolonization and just fabricating a national identity where one didn't exist at the time.
 
I will say this though in Paradox's defense, the tags are based on modern countries not ethnic or historical region names during/around WW2. I mean, they added all those states that are mostly, recent countries in Africa (20 well plus years after WW2 and beyond.) They added most of these states because of some popular mods in the Steam Workshop (Modern States being one of them.)

I feel this gets to the heart of the matter. I appreciate that the devs are trying to emulate what they see to be popular of the workshop to some degree, & it's certainly fun to be able to play as your home country & all. It's just that modern politics aside, the connection to the 21st century is just a little bit too direct in the case of this tag.

I'm not an expert on the Balkan identity politics of the era, but just based on historical names of the place I feel 'Vardar Macedonia' or something along those lines would have been a better compromise, as that name was actually in use until 1921 (& for quite a while before that under the Ottomans), would probably have served the purpose of any contemporary Macedonian nationalists which may or may not have been running around, & still evokes a sense of connection with modern North Macedonia for fans of that nation.