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HOI4 Dev Diary - Exiled Governments

Welcome to another dev diary for Man the Guns. The expansion has 2 main themes: Naval and Democracies, and so far we have had dev diaries for USA and UK and today its time to continue the second theme by talking about how you can host governments in exile and turn them against their conquerors. We will also be doing some follow up on UK with Imperial Conferences.


Harboring Governments in Exile

Many nations overrun by the Axis would field at least a few small units of exiled forces, such as (but not limited to) the French, Greeks, Norwegians, Dutch, and even Czechs. These served not only in the Army, but also in the Air Force and the Navy. The most well-known, however, are probably the Polish. At their height they numbered almost 250,000 men, and served with distinction in France, Norway, North Africa, Normandy, and Northern Europe, while Polish pilots proved their mettle in the Battle for Britain, among others.
The main focus of this feature is to give extra power to democracies in that nations who are conquered by, say, Germany will be able to function from a host nation and lend their strength to them. Each government in exile has a certain amount of Legitimacy - essentially how acknowledged they are by governments in the world as the legitimate government. The higher the legitimacy, the more advantages you will get from a government in exile.

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As you reach each step on the scale the following things will be unlocked (some at more than one place):
  • Ability to train and deploy Exiled Veteran Divisions (more details below)
  • Ability to have Airwings with exiled manpower. These start out at a higher experience level right away.
  • Exiled Generals. These guys synergize well with exiled divisions.
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So ready for revenge that if this was animated you'd see that glorious mustasch quivering.

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Legitimacy is gained first before actually capitulating. The higher your warscore, the better your starting Legitimacy. If you just fold, transport all your divisions to safety or disband them, you won’t get much and the road to gaining more will be that much harder. Once you are actually in exile you gain legitimacy by helping in the fight. This both makes historical sense and means that players have a good reason to fight as hard as possible.

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Once a nation has capitulated and is exiled it can salvage some things. Depending on Legitimacy some of the stockpile may be spirited off and some divisions may escape (with severe equipment losses) and will appear in the host nation after a long while (presumably sneaking across the channel in small boats or on long detours etc). These divisions will be Exiled Veterans.

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An Exiled Veteran division generally has a better experience level and will get both a combat bonus when fighting the occupiers of its nation as well as an extra bonus when on its old core territory. So these divisions are quite precious and potent. They are trained in much the same way as colonial forces are for those that own Together for Victory and you get access to both their templates and your own:
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Playing an Exile

Playing in exile is something I think will be more popular in multiplayer than single player, because you are limiting yourself quite a bit, but for those who like a challenge we wanted to make sure it was possible and give you some of these advantages as well!

If your host is an AI it will be trying to be helpful in this case by passing over control of veteran divisions arriving. Exile Commanders will also be under your control. Because some exiles will have no land at all you will likely need to depend on the master for lend lease of equipment to arm your divisions with. If you are totally landless you will be getting a trickle of manpower based on your Legitimacy as well (Poland is likely in this position while Netherlands or France wouldn’t necessarily be). When you are an exiled nation you can keep track of your legitimacy on the country screen as well as bring up the more detailed view like the host nation can:

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Exiled nations also come with several new decisions to help them grow and to celebrate their achievements. We also plan for exiles of nations that don't fall normally, like Czechoslovakia to come into existence from decisions.
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Imperial Conferences

Hi! Bratyn here. In the thread for the British Focus Tree dev diary a lot of community feedback pointed out the glaring lack of the Imperial Conference as a potential ahistorical path. As I already mentioned in certain threads, this has now been rectified :)

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I have rearranged the Dominions development branch of the Reinforce the Empire path, and added three new focuses. After having developed Canada, South Africa, Australia, and New Zealand, it is now possible to kick off the [insertcurrentyearhere] Imperial Conference. Doing so will send a notification event to all parties involved (including yourself), which then activates the Imperial Conference decisions.

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This text has since been adjusted to properly locate the Conference in London!

However! Note that this conference will only last for 60 days, and so even though the “Hold the Imperial Conference” focus grants 120 political power, you should be prepared by having a sizeable amount of political power saved up in order to push through the motions you want during this timeframe. Considering the likelihood of the Dominions agreeing to your motions depends to a large degree on their opinion of you, you may also want to have prepared by improving relations with them before you kick off the conference, as you will likely not have time for this in the 60 days you are given. Finally, to make opinion actually matter, all positive opinions throughout the game have been cut in half, and on top of this you get a -100 opinion modifier with all your Dominions (and India) for the duration of the conference. This allows us to use the 0-100 range of opinion to calculate AI likelihood of accepting your proposals.

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The possible motions to make are the following:
  • Imperial Defense: Each Dominion that accepts gains a 10% production bonus for factories and dockyards for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% production bonus for factories and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Imperial Trade: Each Dominion that accepts is flipped to the Free Trade law (this making a larger amount of resources available for export), and the UK gets a +50 trade relations opinion modifier with them.

  • Imperial Economy: Each Dominion that accepts gains a 10% construction speed bonus to civilian and military factories, and dockyards, for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% construction speed bonus to civilian and military factories, and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Appeasement: Only available if the UK is not at war. Each Dominion that accepts gains 10% war support. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% war support.
In addition, Dominions that accept the previous four motions will also get 10 opinion with the UK per motion they accepted. This gives you a way to improve opinion other than simply improving relations. Each motion costs 50 political power to start. Of course, note that all values are subject to change based on testing.

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WIP event picture!

Each motion kicks off with a starting event for the UK, where the player can choose whether to roll the dice solely based on the Dominions’ opinion, or to invest various degrees of political power (currently 25 and 50) to influence the outcome. Influencing them will double and triple (respectively) the chance of them saying yes, but the only thing that will absolutely guarantee it is if they have 100 opinion with you.

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WIP event picture!

Finally, there is the Imperial Federation motion. This one is a bit different from the previous four, because it will not have effect unless at least Canada, South Africa, Australia, and New Zealand unanimously accept the motion. This costs 100 political power to start.

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WIP event picture!

India is a bit of a special case. They were not a Dominion, and so if you want their support you will have to first make them one. This is where the new “Indian Autonomy” focus comes in. Taking this will make the Raj a dominion, and also give them +0.5 autonomy gain for 2 years. If you do this before the Imperial Federation, the Raj may (following the same opinion restrictions as the other Dominions) accept the Federation proposal. If you do not grant them autonomy before triggering the Conference, they will always reject it.

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WIP event pictures!

If all five Dominions accepted, they then all receive a national spirit that reduces Autonomy by -3 per day. You will manually have to pay the PP to reduce their Autonomy levels all the way down to Integrated Puppet (and these TfV Autonomy levels have therefore been unlocked for MtG!), and once all of them are that Autonomy level, you can take the “Imperial Federation” focus. If India did NOT accept for whatever reason, but all other Dominions did, you can elect to either cancel the plans, or push through with the remaining Dominions and give independence for India. The reason for making this require a long process of autonomy reduction is to illustrate that integration is a long-term process, as well as to make this be a difficult (or at least slow) thing to achieve, due to how powerful it is. The idea is that it should only be possible to get towards the mid-late game. Currently, this takes roughly 3 years. Of course, again note that all values are subject to change based on testing, and especially the speed at which you can integrate them may well change (if anything, likely to be adjusted so that it can be done more quickly).

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WIP event picture!

Taking the “Imperial Federation” focus will do multiple things.
  • Canada, Australia, and New Zealand will have all units and army leaders transferred to the UK, they will be annexed, and all their core states will become core states of the UK.

  • South Africa will have all units and army leaders transferred to the UK, and they will be annexed, but, to illustrate cultural differences and lingering anti-British sentiment there, their core states will NOT become core states of the UK.

  • The British Raj, if they accepted, will have all units and army leaders transferred to the UK, and they will be annexed, but, to illustrate cultural differences, their core states will NOT become core states of the UK (also done to counteract the OPness of gaining full access to all Indian manpower, which even British Raj/India doesn’t get).

  • UK gets a new cosmetic tag with a new map color, name, and flag.

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WIP event picture!

Current names and flags for the Imperial Federation are as following:

Democratic: Commonwealth of Nations
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Fascism: The Empire
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Communism: Commonwealth of Peoples
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Neutrality: The Imperial Federation
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Right -hand one is if India is included.

Rejected Titles:

In the skies above the isle...

Brought to you by Game Devs in Swedish Exile

Defending Britain to the last Pole

Say [ZENSIERT] to your [ZENSIERT] Balls

More smiling Indian soldiers than you can shake a stick at!
 
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General farming is for the Axis nations
Not true. Russia has far ampler opportunity to XP farm generals than any of the Axis with the exception of Japan, with even that being ruled out if the China player is actually good and poses a real threat. USA can also do ridiculous things like farm Invader on Patton off Venezuela.

Usually general farming tends to be banned though, especially that Venezuela thing. But it's there in the game and it's very easy to do.

I tried to look for some screenshots but didn't find any. Regardless, I've seen some pretty broken shit along the lines of level 9 Zhukov and Patton with a ton of traits in 1940, etc.

EDIT: Here we go, found this off a Discord:

hnUfNPm.png


EDIT2: And this. Not the most extreme, but still. Also, Patton starting with the highest attack rating for any leader in the game doesn't exactly help. I mean look at that soft attack:

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Ireland prior to the early 1930s, were fully participating members of the British Dominions. Irish Prime Minister Cosgrave kept Ireland within the family of nations and Ireland only distanced itself following Valera victory in 1932. Ireland should have the option between launching a renewed civil war of pro-treaty and anti-treaty. Its worth reminding everyone that Ireland by itself chose home rule within the Empire over republicanism. Valera obstructed this accord.

The vast majority of pro-treatyites were pro-treaty because the alternative was 'immediate and terrible war' as Lloyd George put it, they weren't pro-British. As Collins said 'in my opinion it gives us freedom, not the ultimate freedom that all nations desire and develop to, but the freedom to achieve it'. Remember that it was Cosgrave's successor John A. Costello who ultimately declared the Republic of Ireland and brought Ireland out of the commonwealth in 1948.

There were a minority of Anglophiles like Frank MacDermot and James Dillon but they never commanded any major influence and had no way of starting a civil war on their own.
 
The vast majority of pro-treatyites were pro-treaty because the alternative was 'immediate and terrible war' as Lloyd George put it, they weren't pro-British. As Collins said 'in my opinion it gives us freedom, not the ultimate freedom that all nations desire and develop to, but the freedom to achieve it'. Remember that it was Cosgrave's successor John A. Costello who ultimately declared the Republic of Ireland and brought Ireland out of the commonwealth in 1948.

There were a minority of Anglophiles like Frank MacDermot and James Dillon but they never commanded any major influence and had no way of starting a civil war on their own.


Worth mentioning following the 1918 General Election the entire Island of Ireland voted over 50% for Home Rule / Direct parties. Sinn Fein only managed to win overall due to the stupidity of the First Past the Post voting system. If you judge the General Election as a referendum by votes. Unionism / Home Rule wins. The Irish Parliamentary Party of course was a spent force by 1932. However, over 200,000 Irish men had fought for the UK during WWI compared to a few thousand during the Easter Rising. These soldiers from WWI would return home and significantly support the pro-treaty side. Not to mention the British supplied the pro-treaty side with munitions and weapons.

Ireland being within the Commonwealth as a British Dominion was acceptable to most people. Collins of course believed it was freedom long-term and the Unionist believed the Empire and loyalty to the Britannia and the Monarchy was still being served. If Australia and South Africa could be a dominion then why not Ireland?

Once Ireland elected Valera (there was a potential coup) Ireland started dis-linking their ties to the UK. In many eyes this could be unacceptable and trigger a UK intervention. By leaving the Commonwealth or staying "neutral" from the UK you could argue this destroys the possibility of removing partition and staying within the Commonwealth as a united Ireland. Not to mention, most people care about economics and Irish de-Britishisation certainly caused significant economic damage.
 
I do think the Exiled Governments should be extended beyond democracies

Obviously Historically there were multiple armies in exile for nations like Poland and Czechoslovakia that fought with both the Western allies and the USSR
Another lesser example is Spain- some Republican units went on to fight in the second world war with the French, and to a lesser extent Soviet armies

Maybe a system to set up a rival Exiled Government to compete for Legitimacy? As that is kind of what happened towards the end of the war
 
Agreed, and done. Not sure which map changes you are referring to? :rolleyes:

@Bratyn Gotcha;) Also this dev diary isn't showing up for steam, and I also hope you had a good vacation in Norway considering what is going on over there in Sweden with the fires.
 
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Worth mentioning following the 1918 General Election the entire Island of Ireland voted over 50% for Home Rule / Direct parties. Sinn Fein only managed to win overall due to the stupidity of the First Past the Post voting system. If you judge the General Election as a referendum by votes. Unionism / Home Rule wins. The Irish Parliamentary Party of course was a spent force by 1932. However, over 200,000 Irish men had fought for the UK during WWI compared to a few thousand during the Easter Rising. These soldiers from WWI would return home and significantly support the pro-treaty side. Not to mention the British supplied the pro-treaty side with munitions and weapons.

Ireland being within the Commonwealth as a British Dominion was acceptable to most people. Collins of course believed it was freedom long-term and the Unionist believed the Empire and loyalty to the Britannia and the Monarchy was still being served. If Australia and South Africa could be a dominion then why not Ireland?

Once Ireland elected Valera (there was a potential coup) Ireland started dis-linking their ties to the UK. In many eyes this could be unacceptable and trigger a UK intervention. By leaving the Commonwealth or staying "neutral" from the UK you could argue this destroys the possibility of removing partition and staying within the Commonwealth as a united Ireland. Not to mention, most people care about economics and Irish de-Britishisation certainly caused significant economic damage.

If you discount the six counties that were partitioned Sinn Féin would easily have a majority, and ultimately IPP successor parties like the National League Party and the National Centre Party never managed to get much support. Fianna Fáil were also continually elected from 1932 until 1948, the fact is that the majority of people were in favour of leaving the British Empire and this position recieved a democratic mandate time and time again without much resistance.

Collins believed it was freedom long-term because he wanted to gradually leave as de Valera did, hence him describing the Free State as not being the ultimate freedom that all nations desire and develop to. The history of Australia and Ireland are completely different, and South Africa ultimately left the empire after the war.

Any coup against Fianna Fáil would've been lead by Eoin O'Duffy who was a fascist and republican, O'Duffy stated that the Blueshirts would be delighted to support de Valera in declaring a republic 'if they believed what he said' and clashed with MacDermot as 'he was not prepared to lead the League of Youth with the Union Jack tied to his neck'. His party in 1936 the National Corporate Party was openly republican.
 
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@Bratyn I am probably the only one to be bothered by this - but those Neutral versions of the Commonwealth flags are completely impossible. The democratic and communist ones, as versions of the actual Commonwealth flag I have no problem with, but the neutral ones are completely incompatible with Canadian history. And probably other Commonwealth countries that I don't live in or know as much of the history of.

The Unifolié, the version of the Canadian flag shown on there wasn't conceived until 1965. The Red Ensign was only ever the de facto flag of Canada, being only even recognized by government in 1945. It is the appropriate flag to represent Canada in game, as it is the one most commonly associated with Canada during the period, being widely used by the armed forces during the world wars. The legal and de jure flag was the Union Jack until 1965. It is the flag of the monarchy, and Canada in that period very much still acknowledged the monarchy. Even today, the Union Jack (the queen's flag) as well as the Unifolié (the land's flag) are both legally considered to be Canada's flag, and under some circumstances, such as war memorials, both are supposed to be flown.

Given that the Union Jack already appears as canton on the Red Ensign, and the Unifolié didn't even exist yet, there is no appropriate Canadian flag to try to squeeze into the canton of a Commonwealth flag.

Sorry to ramble, but, in short, the neutral version of the Commonwealth flag should be the Union Jack. The 'neutral' path focuses on the monarchy and that is the monarch's flag.
 
I hope they do a dev diary about the hopefully many, many Ai improvements coming. volunteer unit ai, ai getting commands to travel 10 provinces away on land through enemy territory, freezing units, units frozen in countries that capitulated, in mods sometimes the Ai keeps building outdated ships year after year (and not intended to), ai constantly making units, realizing it doesnt have the allowed amount of equipment, canceling them, and then doing the same thing the next day.

Performance optimizations, smarter ai or an ai allowed to be smarter through modding.
 
I want a way for Ireland to be included in the Imperial conference system.
There is. There's going to be a new focus giving a wargoal on them. :)

Also, +1 to @Veag

@podcat

With respect, those neutrality flags are... horrendous.
 
Athena Brigade !
(Greek Mountain Brigade serving in British Army, as the Aegean Volunteers served in Wellington's army in the Peninsula War)
 
Will there be the ability to muster, equip and deploy partisan units simillarily to HoI3 ? Also it would be nice to have some level of controll over sabotage, maybe not like manually selecting which factories to strike etc. but I'd see it as something akin to bomber target prioritisation.
 
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Hey! when will there be available the Russian Liberation Army or other way for Fascists nations to get some collaboration, during the war, from countries invaded by communists? This "government in exile" only serves the purpose of the democratic regime nations
 
People take the "rules" for flag design way too seriously.

Talking about those rules ...

:)

Here are the rules for flag design:

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From Wikipedia:
Vexillography is the art and practice of designing flags; it is allied with vexillology, the scholarly study of flags, but is not synonymous with that discipline.[1] A person who designs flags is a vexillographer.