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Content Creator Pack - Soviet Union 2D Art | Announcement

Hello there! My name is Katten, and I'm your Community Manager for Hearts of Iron IV. Today, we are excited to announce our first-ever Content Creator Pack (or CCP for short) for Hearts of Iron IV which releases on the 10th of June. This is something we have previously done for Cities: Skylines and Crusader Kings. The pack is created by modders and published by us.

Before I hand it over to Ethan Mayer, one of the two creators of this pack, I wanted to address two frequently asked questions, as I'm sure they will come up.

Did you just take a free mod and make it paid?
  • No, we collaborated with modders to create completely new content!

What do the modders get from this?
  • Modders get paid based on the number of copies sold.

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Now you can see what was hidden in our Roadmap!


World Ablaze CCP Developer Diary | What is this & Who are we?
Hello everyone! I am not your usual Dev Diary writer, so let me introduce myself. I am Ethan Mayer, otherwise known online as 156, one of the Head Developers of the Hearts of Iron IV mod World Ablaze. I am proud to announce, with the support of Paradox, our upcoming CCP Content Creator Pack – Soviet Union 2D Art which will soon be for sale for $3.99. Today, I’ll be explaining to y’all who we are, what this is, and how it all came to be. Let’s get to it!

We’ll save the backstory for later in this Dev Diary and firstly get straight into it by talking about what exactly is a Content Creator Pack. As touched on a bit previously, CCPs are small DLCs developed by modders and published by Paradox for their games, such as has been done “for Crusader Kings III. This is a mutually beneficial deal for all parties: more content gets created for Paradox’s games while the modders, who already work hard in their free time to mod the game, can make some money. Essentially, Paradox is providing a convenient, official, and publicly accessible way for the community to support modders, and in return, you get a small CCP for HOI4. It is an incredibly generous program, and we are extremely grateful to have the opportunity to participate. This particular CCP is similar to the other existing cosmetic DLCs for HOI4, such as Unit Pack and Music DLCs, except the content will be in the distinct World Ablaze style rather than the traditional HOI4 vanilla style. As the name of the pack aptly suggests, the content we are providing for the CCP is 2D art for the Soviet Union. There are over 300+ pieces of high-quality 2D art found in this pack that cover a wide range of Soviet content, including (but not limited to) equipment, national focuses, national spirits, etc. Aqeel will show off the art and creative process involved in its creation in the next Dev Diary. There will be plenty of pictures to ooh and ahh at!

As I said initially, many of you know me as 156, one of the Head Developers of the World Ablaze mod. Professionally, I am an electrical engineer, software engineer, and entrepreneur. I’ve worked for the likes of NASA, Microsoft, and, best of all, myself. I am an avid gamer (maybe moreso in my younger years, but the passion remains), and my favorite genre is, of course, strategy games. Paradox games have always held a special place in my heart as some of the best Grand Strategy RTS games ever made. I started playing Hearts of Iron all the way back in HOI2 and have continued with every installment since (extra shout out to the great spinoffs like Darkest Hour: A Hearts of Iron Game!). Safe to say all these years later, I am as big of a HOI fan as ever. I followed the development of Hearts of Iron IV from its first dev diary to its last and have been playing it since the day it was released. Vanilla was great at first, but as soon as the workshop started getting populated, mods were my go-to way to play.

Several years later in 2020, I met my good friend, partner, and fellow World Ablaze Head Developer Aqeel Mughal, otherwise known as Uncharted, and joined him to work on the mod. The rest is history. We’ve worked hard over the years to make World Ablaze into the mod it is today: a historical and challenging overhaul of HOI4. We are proud of what we have built and look forward to continuing its development at least as long as HOI4 is supported. If anyone is unfamiliar with what World Ablaze is all about, you can check out our Steam Workshop page here. The main features of the mod include unique equipment and accompanying technology trees, custom mechanics, original artwork, challenging AI, improved map design, and other total overhaul changes such as custom content, focus trees, decisions, etc. World Ablaze started from humble beginnings as the Armed Forces Overhaul (AFO) mod, which was just a historical technology tree and equipment mod for tanks, planes, and ships. However, the scope of the project grew into a total overhaul. Once you overhaul equipment to the extent that AFO did, overhauling the rest of the game was not only natural, but required to accompany such impressive equipment work. Thus, the ambition eventually became to make the best historically accurate World War 2 overhaul mod for Hearts of Iron IV. We have focused on producing a high-quality and professionally run mod, and we can thank our persistent dedication to these standards for our steady rise to prominence. Our mod’s development complexity is high due to the amount of unique equipment and other complex mechanics. In addition to working on the mod itself, I use my professional expertise to create automated tools that help us with development. The results speak for themselves, and although we are not done yet, we have come a long way.

In the past couple of years, Paradox’s outreach and communication with mods has improved significantly. We were lucky to be a part of all these Paradox-modder initiatives from their inception. As time went on, our relationship with Paradox grew, and more opportunities arose. One day, we began talking with Paradox about partnering to create a “Content Creator Pack” (CCP) similar to what has been done for other Paradox Grand Strategy Games, such as Crusader Kings III. As with CCPs for other games, they would be made by a modding team and published by Paradox as a way of both adding content to HOI4 and supporting modders, who dedicate a significant amount of free time to adding to the game. We were super excited about this opportunity, so we jumped on it. We immediately began drafting up proposals of DLCs we could create to send to the HOI4 team. After many back-and-forth meetings, presentations, and negotiations, we settled on the terms of our partnership and started work on this CCP.

If you’ve played World Ablaze, you know there’s a lot of great custom 2D art in mod. So, what’s the difference between that art and the art included in the CCP? All the 2D art in the CCP is entirely custom and drawn from scratch for this CCP. While there will inevitably be similarities between the art in the mod and the art in the CCP (due to the fact the same entities, such as equipment, exist in both vanilla and our mod), all the art in the CCP will be of higher quality since any existing art was also redrawn from scratch to be better and more detailed. With this CCP, we've made our mark in the game by giving the Soviet Union an entirely new artistic feel. Featuring unique, high-quality World Ablaze-style historical art, every piece has been crafted to meet exacting standards to ensure a top-notch experience. It is a great addition to any player’s game, but bonus points if you already love the look of World Ablaze and want that in your vanilla games as well. Don’t take my word for it; more information and examples of the included art will be shown off in the next Dev Diary!

Finally, I wanted to take some time to give out some much-deserved thank yous. A big thanks to Paradox for allowing us this great and rare opportunity to create official content that will now always be associated with the game we love. And of course, I want to extend my gratitude to all of the Hearts of Iron players who decide to support us by purchasing this CCP. It means the world to us; we ultimately do all of this, both the mod and CCP, for you, and y’all’s support is the reason we can continue to do the work we do. We hope you enjoy our content!
 
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I feel as though I should add the *I* personally am neither against nor for this particular dlc. All I was doing was explaining the optics of marketing a cosmetic dlc that, funny enough, covers a country (the Soviet Union) that many people feel is poorly developed and/or broken, on top of the problems that exist with other countries/mechanics that have persisted for years. Yes, a war effort is releasing the same day, how much and what scope it will address we of course won't know until it drops, but lets face it, the backlog of issues/bugs will never be addressed in a single war effort patch unless they devoted a significant amount of time and resources to it.
As you correctly noted, many things do not get fixed for years. I think cooperation with modders has more opportunities than selling icons for 4 euros. Fix Focus Trees in some countries (USSR, Norway), expand the tank, aircraft, ship designer: for example, add a hull mechanic's for transport aircraft, add the ability to create a Kangaroo armored personnel carrier based on tanks, or add a crane or bulldozer to the tank designer to create Armored repair and recovery vehicle/Engineer tank and make mechanized engineer companies and mechanized repair companies. Etc., etc. Lots of opportunities for cooperation with modders. Where Paradox simply does not have the resources or desire. Focuses on repairing and adding unfinished mechanics and expanding existing mechanics.
 
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A cosmetic DLC that is not made by the developers does not interfere with game mechanics, I don't understand.
My post was indeed more focused on the negative comments about this tiny DLC rather than its quality
 
I think the point trying to be made is there are problems, either unintentionally broken or by design, that have been reported on for in some case years, and instead of those being addressed what they see is "give us $4 for cosmetics". Its not about who is making the optional content, but trying to sell optional content over, what is seen as, not addressing issues that have plagued the game for quite some time.
That's exactly my point. Thank you for clarifying. :)
 
As you correctly noted, many things do not get fixed for years. I think cooperation with modders has more opportunities than selling icons for 4 euros. Fix Focus Trees in some countries (USSR, Norway), expand the tank, aircraft, ship designer: for example, add a hull mechanic's for transport aircraft, add the ability to create a Kangaroo armored personnel carrier based on tanks, or add a crane or bulldozer to the tank designer to create Armored repair and recovery vehicle/Engineer tank and make mechanized engineer companies and mechanized repair companies. Etc., etc. Lots of opportunities for cooperation with modders. Where Paradox simply does not have the resources or desire. Focuses on repairing and adding unfinished mechanics and expanding existing mechanics.
I agree with your point on expanding/repairing content. However i have never been too much of a fan of the designers and id resent the devs if more are added. Thats orecisley what mods are for. Optional content.
 
I agree with your point on expanding/repairing content. However i have never been too much of a fan of the designers and id resent the devs if more are added. Thats orecisley what mods are for. Optional content.
Yes, I completely understand that you may not like designers. But all the designers are part of the DLC that people paid money for and I see a lot of things in them that look unfinished. I would like to see them be more complete. And don’t forget that mods also have a trick; in many mods there is a link to DLC mechanics. So many mods simply won’t work without designers and DLC.
 
There is the war effort releasing the exact same day though...
The problem with the War Effort is that you cannot see an end to it.

Since NSB and BBA, the devs ability to fix the bugs has decreased immensely. This is because the game architecture is 8 years old and its mechanics have been repeatedly tinkered with in ways not foreseen during its original creation.

That is why it would be good to share with the community the conclusion date for the development of HOI4. That is to know exactly when the game will be stable and enjoyable without workarounds and unofficial patches.

And of course, this does not mean that cosmetic dlcs cannot be published afterward.
 
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The problem with the War Effort is that you cannot see an end to it.

That's a benefit, not a problem, tbh. We plan ongoing maintenance until such time as it makes no sense to continue.

Since NSB and BBA, the devs ability to fix the bugs has decreased immensely. This is because the game architecture is 8 years old and its mechanics have been repeatedly tinkered with in ways not foreseen during its original creation.

The latter half has some truth, but the former is simply not.

That is why it would be good to share with the community the conclusion date for the development of HOI4. That is to know exactly when the game will be stable and enjoyable without workarounds and unofficial patches.

And of course, this does not mean that cosmetic dlcs cannot be published afterward.

There are no current plans to end development of HoI4. We don't schedule in 'end dates' for our supporting our games.

And to speak to your original point, I don't think you'll see more equipment designers in HOI. There are some additions to the existing ones I have in mind, and rolling in other types (armored cars, ie), but you won't see HOI with an infantry weapons designer or uniform designer etc.
 
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Yes, I completely understand that you may not like designers. But all the designers are part of the DLC that people paid money for and I see a lot of things in them that look unfinished. I would like to see them be more complete. And don’t forget that mods also have a trick; in many mods there is a link to DLC mechanics. So many mods simply won’t work without designers and DLC.
Fair. But if i get the option tuen off the designers and keep the rest of the DLC content, im happy and everyone else can have their designers.
 
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Fair. But if i get the option tuen off the designers and keep the rest of the DLC content, im happy and everyone else can have their designers.

Have tried the build in auto designer? Push one button and you have new ship, airoplane or tank. Does not require anything from player, makes as bad design (aka same) and AI use so not even balansing.
Just because i don`t know if it is possible to turn of the designer, but auto design button in designer is pretty close what you ask for.
 
That's a benefit, not a problem, tbh. We plan ongoing maintenance until such time as it makes no sense to continue.



The latter half has some truth, but the former is simply not.



There are no current plans to end development of HoI4. We don't schedule in 'end dates' for our supporting our games.

And to speak to your original point, I don't think you'll see more equipment designers in HOI. There are some additions to the existing ones I have in mind, and rolling in other types (armored cars, ie), but you won't see HOI with an infantry weapons designer or uniform designer etc.
I may agree or disagree on some points, but saying that you (Paradox) do not schedule "end dates" for supporting your games is simply false.

I am not just talking about some old legacy game; I am specifically talking about what happened with IMPERATOR: ROME.

That game was resuscitated only by the love and passion of so many developers, both inside and outside Paradox, who spent their free time fixing and expanding it.

Having seen firsthand the poor treatment given to IMPERATOR: ROME, you will excuse the heated, sometimes juvenile, reaction to everything new regarding HOI4 from many hardcore pensionists gamers :D
 
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I may agree or disagree on some points, but saying that you (Paradox) do not schedule "end dates" for supporting your games is simply false.

I am not just talking about some old legacy game; I am specifically talking about what happened with IMPERATOR: ROME.

That game was resuscitated only by the love and passion of so many developers, both inside and outside Paradox, who spent their free time fixing and expanding it.

Having seen firsthand the poor treatment given to IMPERATOR: ROME, you will excuse the heated, sometimes juvenile, reaction to everything new regarding HOI4 from many hardcore pensionists gamers :D

We didn't schedule in a preplanned date to end support for Imperator; I'm not saying we never stop developing games. If enough people love the game, continue playing and supporting it, and want to see more content, there are few reasons to stop. With Imperator, that was not the case.
 
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We didn't schedule in a preplanned date to end support for Imperator; I'm not saying we never stop developing games. If enough people love the game, continue playing and supporting it, and want to see more content, there are few reasons to stop. With Imperator, that was not the case.
Then I hope that there will be enough people to play HOI4 to break even for 8 more years :)
 
I think some of the frustration here is on the apparent *focus* (get it). Right now, it seems like the main focus is expanding content offerings both through country packs/expansions and some peripheral, more optional offerings, like this art pack - as well as basic maintenance of the base-game through the 'war effort'....

BUT... (dramatic effect)
This focus is disconnected with that the playerbase seems to want right now or flies in the face of it. Of course, the playerbase will never be 100% aligned - they will be entitled, wrong, disagree, etc. But the disconnect seems to be growing, and valid. I think a lot of us had renewed faith with the 'war effort' but, have been disappointed in its results and these offerings compound that feeling/disconnect. Look at the response to the teasers; people thought this would flesh out NSB/Russia, add some content, address its issues, etc (what people wanted from the war effort) - instead, a 6$ (CAD) art pack that does none of that, but adds some flavour to what is already an expansion we need to buy. No-one guessed this, because no-one apparently wanted it, or it was at the bottom of the list of wants. Like the South America DLC (which I wanted, after 20 other things and not nearly as limited).

This being said, of course development cannot be done for free, forever & I appreciate this. But if we're paying for the pricier game, expansions, content packs and now MORE additional content on top of that we've already purchased - I think we're right to expect a better return. Look at the reviews of the DLC's/content packs. People are not happy with the content offerings. I think A SINGLE CP/Expansion has reviews above 50-60%, community leaders consistently trash it. ToA and Botb are embarrassing.
Free mod offerings from part-time college students shouldn't consistently outshine paid 20-30$ dedicated DLCs or be relied on to make them fun/functional. While super frustrating and common bugs take years to address, if at all.

We are paying hundreds of dollars upfront or per year to get into the game and for its content, yet its extremely lacking both in of itself and its support. Instead of addressing this, we are offered another micro-content offering (for a country we recently bought an expansion for) that noone asked for. There should be a public renewed and massive focus on getting bugs/gripes/balance fixed & current content brought up to par and consistently maintained at a basic level. It would've been the perfect thing to announce or address on the anniversary. Quality is taking a nosedive, yet quantity is increasing.

If I could predict the future based on the current pattern of development: In a few months we'll have some bug/QoL fixes, and a new 30$ expansion around Germany/Japan - which will release to another 20-40% review metric and introduce as many or more bugs than were fixed, the devs will mumble about some improvements, some more content packs will come out while other elements/content/bugs are left further behind. All while being a lesser offering than mods.

I think the community wants a higher level of upkeep, quality releases and interesting features; Value.

I'm obviously ignorant about development, the industry, etc. This is just my POV as a player.
 
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Will it add more White army generals for the Beaten but not Defeated Path? (I know Kolchak, Wrangle, Yudonich, and Kornilov are dead by 1936 but there where still many more that were alive in that year such as Miller, Shefyton, Abramov, Shatalov, and Dragonmirov)
 
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Will it add more White army generals for the Beaten but not Defeated Path? (I know Kolchak, Wrangle, Yudonich, and Kornilov are dead by 1936 but there where still many more that were alive in that year such as Miller, Shefyton, Abramov, Shatalov, and Dragonmirov)
Looks like just art for currently existing content
 
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I wonder:
  1. What more bening a thing PDX can do than releasing art at the price of a coke bottle at a restaurant, an art no one needs to pay for to stay up date with game mechanics AND giving a chunk of profits to external creators. Yet it turns into competitive poo flinging... :confused:
  2. What artists who actually did this stuff feel when reading this thread. Again most bening thing ever...
IMHO:
  1. @PDXKatten part of the problem was that lead-in promo was too good. Yes suspence was pumped up yet expectations were raised beyond what was meant to be delivered.
  2. If we discount most ardent poo flingers or people of "gimme this or that my very own pet country pack" the resentment about bugs or deficiences in the base game mechanics does go deep. I'm sure there are (business?) reasons why they're have not been fixed yet but resentment is significant.
  3. As HOI4 becomes popular, user base of the forum does change :confused:
 
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I wonder:
  1. What more bening a thing PDX can do than releasing art at the price of a coke bottle at a restaurant, an art no one needs to pay for to stay up date with game mechanics AND giving a chunk of profits to external creators. Yet it turns into competitive poo flinging... :confused:
  2. What artists who actually did this stuff feel when reading this thread. Again most bening thing ever...
IMHO:
  1. @PDXKatten part of the problem was that lead-in promo was too good. Yes suspence was pumped up yet expectations were raised beyond what was meant to be delivered.
  2. If we discount most ardent poo flingers or people of "gimme this or that my very own pet country pack" the resentment about bugs or deficiences in the base game mechanics does go deep. I'm sure there are (business?) reasons why they're have not been fixed yet but resentment is significant.
  3. As HOI4 becomes popular, user base of the forum does change :confused:
Thank you for your feedback. On the point of bugs, it is something we are actively working on all the time with the War Effort updates like the one we recently released. Of course not everything gets fixed overnight but its a step in the right direction and we are moving a good pace (I would say).