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HOI4 Dev Diary - Decisive Action

Hey everyone! In today’s dev diary for 1.5 “Cornflakes” and the unannounced expansion (SoonTM) we will finally be taking a look at that mysterious new icon in the top bar we’ve been mercilessly teasing you with these past months... ;) Make sure to grab a large stein of your favourite beverage. This diary is going to be pretty big...

Bringing down the gavel

Back in this diary @podcat talked about “a way for players to take dynamic decisions, quickly. Something that fits between events and national focuses”.

Though it fulfils its role as a narrative tool very well, we’ve never been entirely happy with the focus tree system. It does some things very well: it shows complex story lines and long term options, and it allows the player to, well, focus their efforts in certain ways. However, it had significant problems in that it was rigidly tied to the design of the tree and never very dynamic, with most focuses needing a 70 day lead-up time before things actually happen. This not only made it problematic to the player (for instance, realizing you -really- need to move that industry to the Urals just 10 days after you picked a different focus, and so having to hold out for 130 days before it can be moved), it also made it very difficult for the designers, since it required us to essentially try and predict the state of the world years in advance.

Decisions Menu.jpg


Enter the decision system. The idea behind it is that this would enable the player to be able to quickly react to dynamically arising crises, and not be locked in to the 70-day timetable for NFs. Furthermore, it also provides Content Designers and modders with new and exciting ways to create things for the player to do, or things to react to. The former of these are decisions, the latter are missions. All of these are divided into categories, which themselves can have an icon, flavor localisation, and even a small picture if desired.

We don’t intend for this system to replace the National Focus Trees. Instead, we want to supplement National Focus Trees with decisions to specify more generic focuses, and provide more dynamic gameplay - for example, a focus might give you a decision so that you yourself can choose when you’ll get the effect.

Decisions

Decisions come in two forms. The most basic example of these are simple ‘click and receive’ decisions, much like in other Paradox titles. A simple click on the button will provide a one-off effect, not entirely unlike a national focus that finishes instantly. Decisions can also have permanent or temporary modifiers, acting more like a national spirit in this regard (this was done to keep the national spirit list a bit more manageable).

Decisions churchill speech.png


Other decisions are ‘timed’. They are active for a short while, can confer a modifier during that time (which can be either a bonus or a penalty), and once they time out they provide the one-off effect that regular decisions do.

propaganda.png


The base cost of these decisions is political power, but the effects can be scripted to result in other penalties or costs as well. For example, an “Army Reform” decision might have a penalty to Army XP as an effect, in addition to the listed political power cost.

An example of a system we have re-worked to utilize decisions extensively is the current ideology switching mechanics. Previously, you would need to choose an ideology pusher advisor (Fascist Demagogue, Communist Revolutionary, or Democratic Reformer) and would then receive events at random intervals, with little ability for the player to influence things, and little reason to choose a costly civil war over the referendum alternative. And then, of course, you were at the mercy of the random number generator to find out how long it actually took until the event you wanted fired.


Now, the player will have the option of taking a variety of decisions once an ideology pusher advisor has been taken. You get the choice of either a peaceful, but longer path, or a civil war path that is shorter and should be more attractive in general, now.

Decisions ideology screenshot 1.PNG


Various decisions now allow you to increase the future strength of your side in the civil war, to ensure the loyalty of certain generals, as well as gaining a temporary ‘surprise attack’ bonus and a small equipment cache. They are not all needed, but once you fulfill the conditions and feel you are ready you may simply ‘ignite the civil war’ and take your chances with what you have.

Decisions ideology screenshot 2.PNG


You have total control over when things happen when changing ideology, assuming you fulfill the criteria to take the decisions.

Decisions ideology screenshot 3.PNG


Another aspect that has been reworked is the resource system. It is currently quite rigid, and although tying it in with infrastructure level has made it a bit more dynamic, there was still no real way of drastically redrawing the resource map. Decisions now take this rework and propel it further. New decisions make it possible to ‘prospect’ for new resource deposits, depending on your level of excavation tech. For a cost, various historical deposits may now become accessible to nations controlling the relevant provinces. In the cases where there are already existing focuses to develop new resources (the Italian oil fields in Africa come to mind), taking the focuses will lock the decisions and vice-versa.

Capture_resources.JPG


Missions

Missions are in effect decisions that require an action on the player’s part to fulfill. Once they are completed, they provide bonuses just like decisions. However, they can also be made to have a limited duration, and to give penalties to the player if they do not accomplish the mission in time. This allows us, for example, to make Plan Z require the building of a certain amount of ships within a specific timeframe.

Capture_planz.JPG


It also gives us the ability to give more direction to the player’s objectives when invading the Soviet Union, or, indeed, other countries. These might be tied to other decisions that give a temporary boost to your forces - but only if you commit to certain objectives, with a possible associated penalty if you fail.

Capture_barbarossa.JPG


Decision-Mission Interaction

Both of these can be made to interact with each other in interesting ways. For instance, the new German decision “Case Anton” will fire a mission for Vichy France, warning them of their impending demise but giving them a decision to scuttle their fleet beforehand, at least ensuring it will stay out of German hands. A fast-acting German player may be able to prevent this, and thereby obtain the whole (or remnants) of the French fleet.

Decisions case anton.png


Decisions case anton vichy.png


The British player may, in turn, attempt to force the French to transfer the fleet to British hands, or damage it.

Decisions mers el kebir.png


MEFO bills fire a mission every 3 months requiring the decision ‘extend MEFO bills’ to be taken. The alternative is to let the bills fall due and suffer through a period of down-payments that may hamper you in the short-term, but may save you a lot of political power in the long-term.


ZUzvGuufkvw6SlCGgUntkgXAQYcbI0_dJTHT6Po7S-jOCnBNcg5CjWKblbVgbWz5zKKiauMjJ1O4L1neGPQ7gM3SiIN3aWQUpiAg0dPynsNfMPlHSobPN9jPDvhoEsvGkfF5cgA


Crises

One of the things we wanted to do with the decision system is to make things a little more dynamic. This was often not possible under the old focus tree/event system, especially in hectic multiplayer games where you really need to pay attention to other things and can’t be bothered to read through an event right at that instant.

With the decision system, we can now create a problem and give you the option to solve it when you have the time to do so. You have already seen one of these crisis way back in the dev diary about stability and war support: if either of them is very low, your people might become unruly, try to avoid the draft or go on strike. The decision system will then include a simple decision to handle it, which fires an event in which you can select different approaches to the problem. At the same time, a mission is used to simulate the situation deteriorating over time if your approach fails. We feel that this makes the game feel a little more dynamic and unpredictable, without turning into pop-up hell.

Capture_crisis.JPG


Special Projects

Some decisions may well involve such a large investment that it cannot easily be represented by a mere temporary modifier. This is especially true if it involves embarking on projects with huge industrial ramifications. A new category in the industry tab called “Special Projects” will now keep track of such investments.

maginot.png


Counteracting Pop-up Spam

Another thing we aimed to address with the new decision interface is the issue of event spam. There is an ever-increasing amount of news (and other) events that are thrown in the player’s face. Sometimes this is desired, but other times it can be quite annoying. The new interface has handy checkboxes to select whether regular events or news events should be shown as a pop-up or simply be stored in the decision interface where the player can view them when they have time.

events.png


This allows the player to quickly choose what form of notification they prefer. During a micro-heavy multiplayer invasion of the Soviet Union it may well be better to have all events be stored in the menu for later reference, while during the early-game build-up it may well be better to be informed of global news as it happens, to know what direction the game is taking.

The future for Decisions

Decisions are a great complement to focus trees and events and we see ourselves continuously adding to this with future expansions. The base system and core decisions needed for game balance and interacting with new things like stability will be part of the 1.5 “Cornflakes” update while most of the flavor, prospecting and special projects and such are part of the DLC. Decisions tied to the new focus trees are, obviously, also going to be part of the DLC.

Next week we are going to be showing off a focus tree. Feel free to guess which one :)

PS. The third episode of our beginner-stream with @Da9L and @bus is coming up today. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive
 
Vichy France color has changed !
It will be easier to know who controls French provinces after Allies start liberating France.

That color is assigned dynamically to the first civil war country that spawns. Usually it's Spain, but when you set up screenshots in January 1936...
 
Balance is still very WIP, but in general there is now a -lot- more to spend your PP on, so it is definitely something we will be looking at. Then again, there was a bit -too- little to spend PP on before.
Huh?? Is this a joke? Except as Germany (due to the Hitler buff) I never have enough PP! There are selections enough at 150 PP a pop to last until 1945 if you only pick once each - and any diplomatic move has to be added on top of that. Maybe the AI policy of not bothering with design houses is widespread? Dunno where this idea comes from...

Edit: forgot to say, decisions in general look awesome! My Waltzing Matilda mod will be much better with tank (and upcoming aircraft) models selected as decisions rather than the current event-based version, and the other uses for decisions/missions look incredibly packed with potential.
 
Another game changer and one I hope indicates a move to look at the political and diplomatic side of the game. This could be huge.


For example: politics at home. In 1942 Churchill was under huge pressure to deliver a victory. A mission could be triggered if Italy captures the Western Desert and the date has reached a certain point (May 1942 for example or if certain territories had fallen – Singapore, Hong Kong etc). If the UK fails to capture the El Alamein province by a certain date then Churchill could face being removed and replaced with someone else with an accompanying hit to political power.


Another example: international diplomacy. Its 1942 and Stalin is putting pressure on the Allies to open a second front in Europe. Britain and the US must therefore take a certain number of provinces in Italy, France or Yugoslavia by a certain date or suffer a significant impact to Russia’s view of and the trade relations with the Allies. Plus a significant PP penalty.


A third example of how decisions could be awesome. The Allies are banned from making a landing in France over the size of 1 division say (no idea how this could work). In order to launch D-Day, the US, UK and Canada (dependent on who is in the Allies) would have to agree (via decisions that cost a whole heap of PP) to do it together. This could then trigger other decisions/missions – amass a certain number of divisions in southern England within a certain timeframe in order to progress to the next step etc. This would railroad certain parts of the game to make it resemble WW2, but leave other parts as sandbox.


The tying of PP to military decisions could be amazing IMO as IRL politics and military decisions were closely linked…
 
A Turkey and Iran content pack would be nice. 16.3M and 13.7M population respectively. A lot of potential if Turkey abandons Kamalist ideas and tries to restore the former Panislamic (neo) Ottoman state. They could invite an Osmanli dynasty member back to take over. With Iran, if they modernize and play with all sides, they could become a regional power and carve into Iraq and British India. Iraq in 1936 only had a population of 3.6M, which would mean an easy target for its neighbors.

The British Mandate of Palestine should be a puppet state (or a Mandate rank). The leader would be British High Commissioner Arthur G. Wauchope (since 1931). This Mandate dealt with Jewish-Muslim rivalry due to the numerous Jewish Aliyas (migrations to the Promised Land). Losing control could cause an open civil war and cost the British Empire strategic land in the Middle East. The Lehi paramilitary group sought out an alliance with Nazi Germany and Fascist Italy. You also had the pro-Zionist Palestinian Communist Party and the anti-Zionist Communist Party of Palestine. So many possibilites for Palestine, should it be a Neutral secular state or a neutral Muslim state or a neutral Jewish state? Should it be a Fascist Muslim or Fascist Jewish state? Should it be a Communist Muslim or a Communist Jewish state? Should it be a secular Fascist or a secular Communist state? Or can Britain retain it? There are also interesting events like the 1937 Peel Commission event regarding the partition of Palestine which difavored the Muslim Arab population and the 1939 White Papers regarding restricting immigration of Jews due to tensions with the local Muslim Palestinians.

Transjordan should be a protectorate under the government of Emir Abdullah I and Henry F. Cox (1924-1939) and then Alec Kirkbride (1939+). Not sure on much of the history but a lot of interesting things can be done regarding the Arab push for independence and who's side they can take.

French Mandate for Lebanon and Syria would be similar to the Transjordan situation.

Egypt can also be a puppet. It would make things interesting in North Africa.
 
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Wow, a lot of changes here.
And a pop up control system!!! That will hopefully be expanded to included other important info :rolleyes:

@Bratyn has the way PP are generated changed, or at least the amount received? A lot of new uses here but we still have the old basic requirements of things you HAVE to spend PPs on.
I would say, at the very least, that those work horse ministers have gained value. If PP uses become important enough, this might even encourage Germany not to run maximum occupation policy in all areas all the time.
 
@Bratyn

Since nearly all of those decision/event/etc... all cost political power that were not there before. Will the focus tree still cost a political power a day to enact them? Just curious.
 
How many of you share my oppinion that starting a new game now seems rather pointless? I for one will hold out for 1.5, the inevitable hotfix that will follow and a few weeks for the mods to catch up. I'm thinking Christmas time.
 
It times out and the 'default' option is taken just as if you let the event time out without picking an option.

Would it kill you guy to show the players which one is the "default" decision if you decide to ignore it? Just a tiny bit suggestion.
 
Wow, a lot of changes here.
And a pop up control system!!! That will hopefully be expanded to included other important info :rolleyes:

@Bratyn has the way PP are generated changed, or at least the amount received? A lot of new uses here but we still have the old basic requirements of things you HAVE to spend PPs on.

Do we HAVE to spend PP on anything?

If anything the list of things we HAVE to spend PP on has increased. This has added real choice. Before it was an exercise in choosing which minister/law slot to upgrade next. because i would fill all of them out prior to war. Now--if PP income remains constant--places like the US will face real choices. The US (especially on veteran) will have negative PP income while working a National Focus in the early years. A choice needs to be made by the American player, is it worth spending PP on this NF now? or does it make more sense to slowly accrue 150 for a minister/law.

This new system will make the US player feel in normal mode like he does on veteran--impotent. Almost as if his country were in the middle of a Great Depression or something.

Now the boring US will have to play the long con game of methodically using their PP dividing the investment between NFs, Ministers/Law, DAs so they are useful in 1941 when Hitler/Tojo come calling.

I don't want to be able to take every NF, every research, every DA, every minister/law every game. there has to be opportunity cost...elsewise just play OP country mods.
 
This is shaping up to be the best update HoI4 has ever had.

One question I have, are the resources decisions based on nation, or actual control of territory?

E.G. if a country takes Madagascar from the French before they enact the decision to add rubber, can that country use the rubber decision themselves, or is finding rubber in Madagascar the sole domain of the French?
 
Hey everyone! In today’s dev diary for 1.5 “Cornflakes” and the unannounced expansion (SoonTM) we will finally be taking a look at that mysterious new icon in the top bar we’ve been mercilessly teasing you with these past months... ;) Make sure to grab a large stein of your favourite beverage. This diary is going to be pretty big...

Bringing down the gavel

Back in this diary @podcat talked about “a way for players to take dynamic decisions, quickly. Something that fits between events and national focuses”.

Though it fulfils its role as a narrative tool very well, we’ve never been entirely happy with the focus tree system. It does some things very well: it shows complex story lines and long term options, and it allows the player to, well, focus their efforts in certain ways. However, it had significant problems in that it was rigidly tied to the design of the tree and never very dynamic, with most focuses needing a 70 day lead-up time before things actually happen. This not only made it problematic to the player (for instance, realizing you -really- need to move that industry to the Urals just 10 days after you picked a different focus, and so having to hold out for 130 days before it can be moved), it also made it very difficult for the designers, since it required us to essentially try and predict the state of the world years in advance.

View attachment 312496

Enter the decision system. The idea behind it is that this would enable the player to be able to quickly react to dynamically arising crises, and not be locked in to the 70-day timetable for NFs. Furthermore, it also provides Content Designers and modders with new and exciting ways to create things for the player to do, or things to react to. The former of these are decisions, the latter are missions. All of these are divided into categories, which themselves can have an icon, flavor localisation, and even a small picture if desired.

We don’t intend for this system to replace the National Focus Trees. Instead, we want to supplement National Focus Trees with decisions to specify more generic focuses, and provide more dynamic gameplay - for example, a focus might give you a decision so that you yourself can choose when you’ll get the effect.

Decisions

Decisions come in two forms. The most basic example of these are simple ‘click and receive’ decisions, much like in other Paradox titles. A simple click on the button will provide a one-off effect, not entirely unlike a national focus that finishes instantly. Decisions can also have permanent or temporary modifiers, acting more like a national spirit in this regard (this was done to keep the national spirit list a bit more manageable).

View attachment 312497

Other decisions are ‘timed’. They are active for a short while, can confer a modifier during that time (which can be either a bonus or a penalty), and once they time out they provide the one-off effect that regular decisions do.

View attachment 312498

The base cost of these decisions is political power, but the effects can be scripted to result in other penalties or costs as well. For example, an “Army Reform” decision might have a penalty to Army XP as an effect, in addition to the listed political power cost.

An example of a system we have re-worked to utilize decisions extensively is the current ideology switching mechanics. Previously, you would need to choose an ideology pusher advisor (Fascist Demagogue, Communist Revolutionary, or Democratic Reformer) and would then receive events at random intervals, with little ability for the player to influence things, and little reason to choose a costly civil war over the referendum alternative. And then, of course, you were at the mercy of the random number generator to find out how long it actually took until the event you wanted fired.


Now, the player will have the option of taking a variety of decisions once an ideology pusher advisor has been taken. You get the choice of either a peaceful, but longer path, or a civil war path that is shorter and should be more attractive in general, now.

View attachment 312499

Various decisions now allow you to increase the future strength of your side in the civil war, to ensure the loyalty of certain generals, as well as gaining a temporary ‘surprise attack’ bonus and a small equipment cache. They are not all needed, but once you fulfill the conditions and feel you are ready you may simply ‘ignite the civil war’ and take your chances with what you have.

View attachment 312500

You have total control over when things happen when changing ideology, assuming you fulfill the criteria to take the decisions.

View attachment 312501

Another aspect that has been reworked is the resource system. It is currently quite rigid, and although tying it in with infrastructure level has made it a bit more dynamic, there was still no real way of drastically redrawing the resource map. Decisions now take this rework and propel it further. New decisions make it possible to ‘prospect’ for new resource deposits, depending on your level of excavation tech. For a cost, various historical deposits may now become accessible to nations controlling the relevant provinces. In the cases where there are already existing focuses to develop new resources (the Italian oil fields in Africa come to mind), taking the focuses will lock the decisions and vice-versa.

View attachment 312502

Missions

Missions are in effect decisions that require an action on the player’s part to fulfill. Once they are completed, they provide bonuses just like decisions. However, they can also be made to have a limited duration, and to give penalties to the player if they do not accomplish the mission in time. This allows us, for example, to make Plan Z require the building of a certain amount of ships within a specific timeframe.

View attachment 312503

It also gives us the ability to give more direction to the player’s objectives when invading the Soviet Union, or, indeed, other countries. These might be tied to other decisions that give a temporary boost to your forces - but only if you commit to certain objectives, with a possible associated penalty if you fail.

View attachment 312504

Decision-Mission Interaction

Both of these can be made to interact with each other in interesting ways. For instance, the new German decision “Case Anton” will fire a mission for Vichy France, warning them of their impending demise but giving them a decision to scuttle their fleet beforehand, at least ensuring it will stay out of German hands. A fast-acting German player may be able to prevent this, and thereby obtain the whole (or remnants) of the French fleet.

View attachment 312505

View attachment 312506

The British player may, in turn, attempt to force the French to transfer the fleet to British hands, or damage it.

View attachment 312507

MEFO bills fire a mission every 3 months requiring the decision ‘extend MEFO bills’ to be taken. The alternative is to let the bills fall due and suffer through a period of down-payments that may hamper you in the short-term, but may save you a lot of political power in the long-term.


ZUzvGuufkvw6SlCGgUntkgXAQYcbI0_dJTHT6Po7S-jOCnBNcg5CjWKblbVgbWz5zKKiauMjJ1O4L1neGPQ7gM3SiIN3aWQUpiAg0dPynsNfMPlHSobPN9jPDvhoEsvGkfF5cgA


Crises

One of the things we wanted to do with the decision system is to make things a little more dynamic. This was often not possible under the old focus tree/event system, especially in hectic multiplayer games where you really need to pay attention to other things and can’t be bothered to read through an event right at that instant.

With the decision system, we can now create a problem and give you the option to solve it when you have the time to do so. You have already seen one of these crisis way back in the dev diary about stability and war support: if either of them is very low, your people might become unruly, try to avoid the draft or go on strike. The decision system will then include a simple decision to handle it, which fires an event in which you can select different approaches to the problem. At the same time, a mission is used to simulate the situation deteriorating over time if your approach fails. We feel that this makes the game feel a little more dynamic and unpredictable, without turning into pop-up hell.

View attachment 312508

Special Projects

Some decisions may well involve such a large investment that it cannot easily be represented by a mere temporary modifier. This is especially true if it involves embarking on projects with huge industrial ramifications. A new category in the industry tab called “Special Projects” will now keep track of such investments.

View attachment 312509

Counteracting Pop-up Spam

Another thing we aimed to address with the new decision interface is the issue of event spam. There is an ever-increasing amount of news (and other) events that are thrown in the player’s face. Sometimes this is desired, but other times it can be quite annoying. The new interface has handy checkboxes to select whether regular events or news events should be shown as a pop-up or simply be stored in the decision interface where the player can view them when they have time.

View attachment 312510

This allows the player to quickly choose what form of notification they prefer. During a micro-heavy multiplayer invasion of the Soviet Union it may well be better to have all events be stored in the menu for later reference, while during the early-game build-up it may well be better to be informed of global news as it happens, to know what direction the game is taking.

The future for Decisions

Decisions are a great complement to focus trees and events and we see ourselves continuously adding to this with future expansions. The base system and core decisions needed for game balance and interacting with new things like stability will be part of the 1.5 “Cornflakes” update while most of the flavor, prospecting and special projects and such are part of the DLC. Decisions tied to the new focus trees are, obviously, also going to be part of the DLC.

Next week we are going to be showing off a focus tree. Feel free to guess which one :)

PS. The third episode of our beginner-stream with @Da9L and @bus is coming up today. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive



This is EXPANSION's stuff

Thanks !
 
Pretty sure the new focus tree will be for Japan, after all they've mentioned before how disappointed they were with the old focus tree since they didn't have enough time left to make a proper one.