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Developer Diary | German Systems

Willkommen zurück to another German Dev Diary!


Last time we talked about the Common Branches and the Historical Branch of Germany. Now, I, Paradox_Danne, ManoDeZombi, D3vil, and Nattmaran (please insert joke about how many content designers it takes to make a Germany) will at least try to explain the various new systems for Germany. As we alluded to and hinted at in the last German Dev Diary, Germany has a whole swath of new mechanics we’d like to go through with you. Keep in mind that all of this is still very much a work in progress, which means things may change. So without further ado, let’s press on!

The MEFO Bills
Historically, the MEFO Bills played a major role in the German rearmament in the 1930s and were devised by Hjalmar Schacht. It was partly a way to keep military production hidden (because it directly violated the Versailles Treaty from WW1) and functioned as a means to pay for the actual rearmament program. While Austrian and Czech gold reserves that were seized helped to bolster the economy and staved off an impending collapse, it only bought the Germans some time. In the end, this glorified Ponzi scheme almost bankrupted the country and can be seen as a motivation for why Germany went to war when it did. The armament program constantly required new resources to devour, so Germany was forced to continue to feed the beast as it were. This led to large-scale plundering and theft wherever the Nazis and the Wehrmacht went, to sustain the ever-hungry war machine.

In-game, this economic collapse was never really seen or felt, and it wasn’t until after the first war that you had to pay back the MEFO Bills. This means that the vast majority of players probably never even knew there was a price to pay for them. This is all changing. The intention of the reworked MEFO Bills is partly to slow down early German build-up somewhat and at the same time drive a German player to go on a conquering spree.

1_germany_systems_starting_mefo_bills.png

The MEFO Bills at the start of the game in1936

Granted, this is a far cry from what the MEFO Bills looked like in the old version, but if you read the previous German Dev Diary (which you really should) you know that this National Spirit can be improved. But something else you probably picked up on, is that Consumer Goods Factories factor (that is to say, the percentage of your civilian factories that are put on producing Consumer Goods, ergo not able to trade or build anything) is increasing each month, and it will continue to increase until it reaches 100%. This is the price Germany pays for quickly rearming again; all available resources are diverted to military production. The keen-eyed among you have also read two other things; additional penalties will be added once you reach 100% Consumer Goods Factories factor (henceforth known as CGFF because I can’t be bothered to type all of that out every time I refer to it), and that the rate of increasing CGFF will be higher based on the amount of non-core states controlled by Germany. What does all of this even mean? Well, simply put, if you fail to feed the beast that is your arms industry, you will start to produce less material. And by controlling non-core states, you’re diverting valuable resources away from rearmament.

2_germany_systems_high_mefo_bills.png

Bad things will happen if you can’t manage the MEFO Bills

Price Controls
There are of course ways you can manage the MEFO Bills - at least for a while. Institute Price Controls will not only lower the monthly CGFF increase by 0.5% (so from 3% to 2.5%), but it also unlocks decisions to temporarily lower the CGFF.

3_germany_systems_institute_price_controls.png

Institute Price Controls will reduce the monthly CGFF increase ever so slightly

4_germany_systems_price_controls_decisions.png

Price control measures will be crucial to managing the MEFO Bills


Seizing Gold Reserves
Sooner or later you’ll run out of tricks to keep your economy afloat though, and what do you do then? You do what every other dictator does when things are going south at home; go to war. Going to war will trigger an event, asking you if you want to get rid of the rearmament program and receive Recovering Economy instead, or if you want to switch MEFO Bills for Economy of Conquest and unlock the decision to Seize Gold Reserves.

5_germany_systems_mefo_event.png

Would you rather have a Recovering Economy or an Economy of Conquest

The decision to Seize Gold Reserves is key to managing the ever-increasing CGFF. Once you have capitulated a country (and this is important; the country must have capitulated to you or one of your subjects) you will be able to seize their gold reserves. This will temporarily reduce the CGFF - just as with the Price Controls decisions. The CGFF reduction is based on the number of total factories in the core states of the targeted country you control. Ergo, more developed countries will reduce the CGFF more. These decisions can however only be taken for countries in Europe - so don’t go around thinking you can seize the USA’s gold reserves. There’s one catch though; seizing the gold reserves of a country will increase Resistance and lessen Compliance in the states. I’m also toying with the idea of giving each state a productivity penalty for a short amount of time.

6_germany_systems_gold_reserves.png

Seizing Gold Reserves

Seizing other country's gold won’t fix your own economy though, it’s just buying you more time. Is there a way of getting rid of the Economy of Conquest? Why yes, yes there is! But it obviously involves a lot of conquering before you can fix the mess you’ve put your economy in.

7_germany_systems_autarky_achieved.png

By completing Autarky Achieved you will transform your economy and gain Wirtschaftswunder

As you can see, you need a lot of natural resources. (Just a quick fyi here; these numbers are not set in stone yet and might change before release.) Not only will Autarky Achieved replace Economy of Conquest with Wirtschaftswunder (or Economic Miracle, for those who didn’t read the previous German Dev Diary - naughty, naughty!) but it will also improve the Trade Law Autarky.

And that’s all there is to say about the MEFO Bills and Economy of Conquest and how to manage them. Let’s move on to another brand-new mechanic, an utterly unique one for Germany.

The Inner Circle
The Nazi government functioned in a pretty peculiar way; on the one hand, you had the proper government and all its institutions and whatnot, but on the other hand, you had the Nazi party functioning as a parallel ruling body. This system of having two governing bodies often clashed with each other, and people within the Nazi hierarchy often plotted and intrigued against each other to gain the favor of Hitler. Hitler was happy to let them do this, he even encouraged it - as long as the results benefited him. Nazi officials often had overlapping roles, and these roles often overlapped with government institutions, creating a chaotic administrative system. We knew that we wanted to have this represented early on - but we struggled for a long time to get it right. Finally, Arheo and ManoDeZombi found a very (imho) interesting solution.

8_germany_systems_inner_circle.png

The people of the Inner Circle will try to ascend within the Nazi hierarchy

So how will we represent the in-fighting between these fellas and the parallel administrative system that existed? By letting each one of them work on and complete focuses in their own mini-branch. This means that you will be able to work on multiple focuses at the same time.

9_germany_systems_goring_1st_focus.png

An Ascending Reichsleiter will work on and complete his own set of focuses

If you paid close attention you will have noticed that the GUI (Graphical User Interface) for the Inner Circle is shaped like a pyramid with Mister Mustacheman himself on top, and three empty slots just under him. And some of you might already have guessed that you can only have three Reichsleiters ascending (that is, working on their own focuses) at the same time. Yes indeed, you can only have three Reichsleiters simultaneously completing focuses.

10_germany_systems_inner_circle_gui.png

Only three Reichsleiters can Ascend within the Inner Circle at the same time

The cool thing though, is that you can swap out which of the Reichsleiters you want to ascend within the Inner Circle, which means that you can prioritize different things depending on your needs.

11_germany_systems_inner_circle_4th_advisor.png

Swap out your Inner Circle depending on your current and future needs

This doesn’t mean that swapping out one Reichsleiter for another will save you from the jaws of defeat; it takes them quite some time to complete the focuses they work on.

12_germany_systems_goring_3rd_focus.png

Letting a Reichsleiter ascend within the Inner Circle takes time and investment

Besides, why would you even want to let someone ascend within the Inner Circle? Well, they all offer different bonuses based on their historical roles. You can see their traits and bonuses both in the new UI in the Focus Tree, by hovering over the portraits, and in the National Spirit tab.

13_germany_systems_full_national_spirit.png

All Reichsleiters have their unique traits and bonuses

Worth mentioning, most of these advisors have a small daily PP cost when ascended, which increases once they complete their second focus in their branch. On the other hand, your Party Chancellor (be it Bormann or Hess), will grant you daily PP bonus which counters part of the PP cost from the others, so if you are not swimming in PP it might be a good idea to save one of the Ascending slots for the Party Chancellor of your choice.

Another reason why you’d let someone ascend is if you want to swap out Hitler. Who needs that low-life scumbag anyways, right? Surely Himmler, Göring, or Goebbels could do a better job! Or why not maybe Hess? They all seem like very reasonable and stable people…. Yes, this is how you get to play with an alternative Führer. They keep their Inner Circle traits and get a new one to boot!

14_germany_systems_fuhrer_borman.png

A new Führer has Ascended

How do you go about usurping Hitler then? Well, first off, you have to have three Reichsleiters completing all of their focuses they can complete and then finish A Strong Successor.

15_inner_circle_strong_successor_strated.png

Whoever will you choose to become the new Führer

We hope you like this new feature and find it interesting! It took a lot of blood, sweat, and tears (mostly ManoDeZombi’s) to get this working. One of the main goals of this system was to declutter a bit the otherwise-overcrowded political advisor list, so players can choose different political advisors within the three political advisor slots, while still being able to pick among historically party figures in the Inner Circle, which can in turn evolve and provide different bonuses and effects on their own, allowing the player to utilize the invaluable focus time in whatever branches they consider most important.

Moving on, we would like to mention a small system that we didn’t have the time to talk much about in the first German Dev Diary, and that is quite interesting and can prove to be pretty useful if you are planning on expanding your influence across the Ocean, and challenge the USA’s hegemony in America.

The Monroe Doctrine
Hello again, Malin Monroe (it’s actually Nattmaran though) here to talk about the Monroe Doctrine. We’ve all come to know the Monroe Doctrine through Trial of Allegiance, but as a recap; the Monroe Doctrine was USA’s attempt at keeping the peace in America, primarily to make sure no one else, and certainly not someone hostile, got a foothold that close to them. Of course, the Germans however, would most certainly have liked to have a foothold that close, and we wanted to represent this in game.

germany_systems_monroe_1.png

The focuses below Crossing the Atlantic are meant to give you the tools to challenge the USA’s military and influence over America

germany_systems_monroe_2.png

Decisions on the map will appear to sway American countries, once you have brought at least five countries into opposition, you will be allowed to destabilize the doctrine once and for all.

The decisions are rather straightforward, you can bolster sentiments to boost the popularity of fascism in the target country. A fascist country is more likely to oppose the Monroe Doctrine. You are not alone in this endeavour however, the United States will be alerted of your actions, and like you, they might very well start their own campaign in search of support. Once you have garnered enough support (which is actually opposition) you can click the button, and demand the dismantling of the Monroe Doctrine, and as such, you will most likely have a good landing point for further American crusades, invasions and expansions.

germany_systems_monroe_3.png

Finally we are rid of some of the guarantees…when I took these screenshots, it came at a high cost however…

And we have one last system we need to talk about before wrapping up this Dev Diary, namely-


The Reichskommissariats
And now for the new Reichskommissariat mechanics, brought to you by D3vil and ManoDeZombie.

Hi, it’s me, Jonathan here again to now introduce all of you to the new mechanics and content surrounding the Reichskommissariats! Starting off with how to get them, you will enable the mechanic after completing the focus Uplift the Rosenberg Office near the top of the fascist part of the focus tree.

Screenshot_RK_1.png

The focus in question.

Alfred Rosenberg, head of the Reichskommissariat projects, will not show up as a regular national spirit or advisor. Instead, he will show up in his own GUI in the decision category, and you will be able to see what effects he grants by hovering over his icon.

Screenshot_RK_2.png

Alfred Rosenberg.

Now I hear you asking, why would I create these puppets when I could just occupy the territory normally? Well about that, as explained previously, the MEFO bills/Economy of Conquest grows ever more taxing the more non-core territory you occupy yourself, not counting puppets. Apart from that, these special puppets have various bonuses to both their leaders and national spirits, and not only that, because Alfred Rosenberg gets stronger the more Reichskommissariats you create.

Screenshot_RK_3.png

Alfred Rosenberg becoming stronger when founding a Reichskommissariat.

As seen in the image above, creating Reichskommissariats also gives you the choice of what kind of leadership you want to instate. One of them being a German governor who is better at keeping resistance down and granting more resources for you, the other being a local collaborator, one who will be better at gaining compliance in the Reichskommissariats-owned territories. The new Reichskommissariats do not have any cores, similar to Italian East Africa, but that shouldn’t be too much of a problem due to the bonuses they possess.

Screenshot_RK_4.png

The event you get when creating a Reichskommissariat.

Reichskommissariats also possess a new type of ownership referred to as contested ownership, where, apart from their established capital state, they do not actually own states unless you own them first before selecting their respective decision. This helps to not mess with the surrender progress of the nation you are invading, for example the Soviet Union, so that you won’t have to push past the Urals because you founded RK Ukraine, whilst also ensuring that not only the capital (for example Kiev for RK Ukraine) counts for the Reichskommissariats own surrender progress.

Screenshot_RK_5.png

How contested ownership looks.

From the beginning, only European Reichskommissariats are available to you, but there are a few focuses that can enable the creation of such states in other continents as well.

Screenshot_RK_6.png

All of the Reichskommissariat focuses.

And as one final thing before moving back to Paradox_Danne, here is how the world looks when having created every possible Reichskommissariat.
Screenshot_RK_7.png

The New World Order.
Closing Words
Paradox_Danne here one last time for this Dev Diary, just to say that’s it from us! All of these systems and mechanics are part of the German rework and won’t require the Götterdammerung DLC, but will be baked into the base game. Hopefully, you’ve enjoyed this Dev Diary about German Systems. We hope these systems will distinguish Germany from any other nation, and more importantly, that you feel they’re interesting and fun. But wait, we’re not quite done with Germany just yet! We still have to talk about the alt-historical branches for Germany; how will we handle the old Democratic and Imperial branches, and will there be a Communist one? Who knows! Tune in for the next, and last, German Dev Diary coming later. But before that, why not stop by to read the very next Dev Diary that’s coming on October 28th about Raids? And if that doesn’t sound too interesting, we have Belgium to look forward to as well!

Tschüss


 
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I fully understand. But I also understand that you reach the resource levels required when you surrender UK before the US join in, meaning you have time to do a Sea Lion until mid to late 1941.

If you're not confident that you can pull that off, you skip MEFO and go down the left economic focuses instead.

You'll only suffer if you try to re-enact the historical downfall of Germany, which is to go down economy of conquest and then not only failing to take out Britain, but also taking on the Soviets and the US at the same time.


It informs you about how the buffs change from switching the national spirits. It clearly states "Replace Economy of Conquest with Wirtschaftswunder", that tells you that the entire economic model changes with it. We know how "Wirtschaftswunder" as a buff looks like, and we know the escalating consumer goods factor isn't part of it.

They said as much in the livestream last week, where they specifically said "you can get rid of the MEFO bills or the Economy of Conquest by achieving autarky".

You can still choose to believe otherwise and find out for yourself in about three weeks, but by everything that was shown and said until now, nothing supports your view on this.

You’re making all these argumentative gymastics about how one could defeat England in an ahistorical manner within a historical gameplay context and almost reach the goal before 1941. Come on, let it go.

This argument contradicts itself, historically mefo bills ended in 1938 and the left part is not for an early war. Enough people have explained to you where the problem lies.

It’s really not that simple; you can only get the economic miracle very late in the game. As others have already mentioned, even paradox wrote this, until then, you have these MEFO bills that force you down a certain path and cost you a lot of freedom
 
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Eating/Puppeting Romania, annexing DEI/Borneo, and taking Curacao from the Netherlands, plus the few drops of oil you yourself get in Germany, will put you over 150.

I looked it up just an hour ago, before I made my bold claim about the resource amounts after Sea Lion.
And where do you take both the 100 tungsten and 100 chromium from if not from defeating one or several of the big three?
 
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And where do you take both the 100 tungsten and 100 chromium from if not from defeating one or several of the big three?

It's simply not possible. He even wrote that one could simply defeat UK in an ahistorical way within a historical gameplay context. Such argumentative gymnastics leave you speechless.

Paradox even mentioned, that this is a focus tree, which comes super late.
1729719916808.png
 
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I fully understand. But I also understand that you reach the resource levels required when you surrender UK before the US join in, meaning you have time to do a Sea Lion until mid to late 1941.

If you're not confident that you can pull that off, you skip MEFO and go down the left economic focuses instead.

You'll only suffer if you try to re-enact the historical downfall of Germany, which is to go down economy of conquest and then not only failing to take out Britain, but also taking on the Soviets and the US at the same time.

But that's the entire point, Silens. It has nothing to do with difficulty. It's about choice and the validity of some mechanics.

This mechanic in particular forces the player into a railroad, punishing different strategies. People will try to circumvent it doing dumb things such as declaring on the Dutch Indies early, or paradropping France and/or UK even before Anschluss. I usually like playing a good old WW2 with all participants, without shortcuts. Giving merit to careful preparation instead of inane, surreal tricks to overcome unfair and unrealistic national spirits. Gaming theory states that players will always pursue the faster and easier path to victory, even in detriment to lore, logics or even enjoyment. So why would Hans get into a boring slog with Sealion when he can, um, do a very early Airlion and be done with it?

The left economic focuses are sluggish and weak, on purpose. They are not a good response to the MEFO Bills. They feel like a bandaid on a bullet wound, will take forever to heal, IF it heals. The entire thing - both sides - should be redone (I know they won't, but still). You're telling me that one path is doomed to absolute failure all the time. Then, why does it exist in this current form? For historical AI only?

But that's not even my main concern. I fear that AI Germany will become laughably easy. There is a careful competition of mils, civs and docks between the great powers. The Axis is already at a huge disadvantage, and it grows exponentially over time. I LOVE playing Czechoslovakia and Poland, those are my favorite nations in the game. And it feels like unless I heavily gimp myself on purpose, I'll have an even easier time because of the new MEFO Bills mechanic.
 
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You’re making all these argumentative gymastics about how one could defeat England in an ahistorical manner within a historical gameplay context and almost reach the goal before 1941. Come on, let it go.
???

Do we talk about the same game? You're in the HoI4 forum here, if you didn't notice. Even an average player with more than a few dozen hours of experience can pull that off in late 1939 to early 1940, no special tricks or exploits required. It's exceedingly easy, too easy actually, either by sea or by air, with or without sinking the Royal Navy. Why would you think defeating Britain as Germany was difficult?

It's not like the game suddenly surprises you on historical: "Wow, look at that, Britain did declare war on me, I didn't see that coming!". You know it comes, so you prepare accordingly.

Genuinely curious here why you struggle with Britain so much, because the AI is so predictable and easy to manipulate. Unless you play with a lot of self-imposed rules, or are a historical re-enactor marching Germany down to ruin, Sea Lion cannot be anything but successful. Germany is simply too strong for any other outcome (and AI Britain not clever enough to properly defend it, dumping all their units into Asia and Africa).

And where do you take both the 100 tungsten and 100 chromium from if not from defeating one or several of the big three?
You get roughly 150 Tungsten from Burma and another 150 Tungsten from Singapore. But you can also grab Portugal for another 100. There's more, but those are the big sources.

Chromium can be found in smaller quantities here and there, but a major source is Bulgaria and Yugoslavia. Should net you over 150 from those two alone. Greece also has a good number, and you can always grab Turkey as well for another 200+. South Africa also got lots of Chromium.

Here's my early 1940 economy as historical Germany (meaning I stuck to declaring war in late 1939), after I took out Britain:

Screenshot 2024-10-23 235050.png


I could've had more, if I didn't share the spoils with Italy. Still, that's already enough for the focus.

But that's the entire point, Silens. It has nothing to do with difficulty. It's about choice and the validity of some mechanics.
You have way more resources in reach than the quick and easy way through Sea Lion. Then go through Turkey and take the Caucasus, that's also offering all the resources you need. Rubber you can easily build yourself, Steel is abundant in France and Germany, Aluminum is also plenty in France, the Balkan has everything else.

Or you go to South America, there's more than enough Tungsten.

Either you play conquest-oriented or not, for me those are two valid choices offering you two approaches. The riskier gets you more benefits, you're working against a ticking debuff, how does that not have anything to do with difficulty?

You're telling me that one path is doomed to absolute failure all the time. Then, why does it exist in this current form? For historical AI only?
No, I'm telling you that one path gives you an easy way out without war, and the other requires you to not mess up your war. There's no need for exaggeration here.

But ok, I'll bite. What would you consider good mechanics here?
 
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But that's the entire point, Silens. It has nothing to do with difficulty. It's about choice and the validity of some mechanics.

This mechanic in particular forces the player into a railroad, punishing different strategies. People will try to circumvent it doing dumb things such as declaring on the Dutch Indies early, or paradropping France and/or UK even before Anschluss. I usually like playing a good old WW2 with all participants, without shortcuts. Giving merit to careful preparation instead of inane, surreal tricks to overcome unfair and unrealistic national spirits. Gaming theory states that players will always pursue the faster and easier path to victory, even in detriment to lore, logics or even enjoyment. So why would Hans get into a boring slog with Sealion when he can, um, do a very early Airlion and be done with it?

The left economic focuses are sluggish and weak, on purpose. They are not a good response to the MEFO Bills. They feel like a bandaid on a bullet wound, will take forever to heal, IF it heals. The entire thing - both sides - should be redone (I know they won't, but still). You're telling me that one path is doomed to absolute failure all the time. Then, why does it exist in this current form? For historical AI only?

But that's not even my main concern. I fear that AI Germany will become laughably easy. There is a careful competition of mils, civs and docks between the great powers. The Axis is already at a huge disadvantage, and it grows exponentially over time. I LOVE playing Czechoslovakia and Poland, those are my favorite nations in the game. And it feels like unless I heavily gimp myself on purpose, I'll have an even easier time because of the new MEFO Bills mechanic.
I agree 100% Also think about multiplayer, some people will abuse this system and going fully defense, until the mefo has collapsed germany
 
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Few questions:
1. Are price controll measures one time thing? (just need to clarify)
2. What if Soviets refuse Unholy aliance? will III Reich get acces to "War with the USSR"?
3. If alliance is only for 2 years and you are besicly pushing them to war anyway, shouldnt focus "Final blow to communism" be accesable for both options?
4. What does the "Loyality to Fuhrer" focus do?
Great job. Loving the changes
 
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I agree 100% Also think about multiplayer, some people will abuse this system and going fully defense, until the mefo has collapsed germany
I didn't think about this, but of course! No need to take risks, D-Day or Bagration. Just hold and turtle until the German player is so debuffed it can't produce anything. This is the worst consequence of all! I hope the devs see this, Vrill.
 
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When the game launched, the standard of English in the pop-ups was very high. What's happened?

There are more territory in Africa than what we used to own that are of interest to us.

Someone who can write needs to go through the whole thing with a red pen.
 
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???

Do we talk about the same game? You're in the HoI4 forum here, if you didn't notice. Even an average player with more than a few dozen hours of experience can pull that off in late 1939 to early 1940, no special tricks or exploits required. It's exceedingly easy, too easy actually, either by sea or by air, with or without sinking the Royal Navy. Why would you think defeating Britain as Germany was difficult?

It's not like the game suddenly surprises you on historical: "Wow, look at that, Britain did declare war on me, I didn't see that coming!". You know it comes, so you prepare accordingly.

Genuinely curious here why you struggle with Britain so much, because the AI is so predictable and easy to manipulate. Unless you play with a lot of self-imposed rules, or are a historical re-enactor marching Germany down to ruin, Sea Lion cannot be anything but successful. Germany is simply too strong for any other outcome (and AI Britain not clever enough to properly defend it, dumping all their units into Asia and Africa).


You get roughly 150 Tungsten from Burma and another 150 Tungsten from Singapore. But you can also grab Portugal for another 100. There's more, but those are the big sources.

Chromium can be found in smaller quantities here and there, but a major source is Bulgaria and Yugoslavia. Should net you over 150 from those two alone. Greece also has a good number, and you can always grab Turkey as well for another 200+. South Africa also got lots of Chromium.

Here's my early 1940 economy as historical Germany (meaning I stuck to declaring war in late 1939), after I took out Britain:

View attachment 1206090

I could've had more, if I didn't share the spoils with Italy. Still, that's already enough for the focus.


You have way more resources in reach than the quick and easy way through Sea Lion. Then go through Turkey and take the Caucasus, that's also offering all the resources you need. Rubber you can easily build yourself, Steel is abundant in France and Germany, Aluminum is also plenty in France, the Balkan has everything else.

Or you go to South America, there's more than enough Tungsten.

Either you play conquest-oriented or not, for me those are two valid choices offering you two approaches. The riskier gets you more benefits, you're working against a ticking debuff, how does that not have anything to do with difficulty?


No, I'm telling you that one path gives you an easy way out without war, and the other requires you to not mess up your war. There's no need for exaggeration here.

But ok, I'll bite. What would you consider good mechanics here?
Several forum members have repeatedly explained to you that these unhistorical paths are unwelcome and, as Paradox wrote, that this focus tree comes very late.

Instead of addressing these points, about the historical gameplay, you keep repeating yourself and performing argumentative gymnastics, insisting that in an historical gameplay, one could simply conquer England or Romania before 1941, and play ahistorically.

Unfortunately, that makes a conversation meaningless.
 
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How does the new system handle the Flight of Hess event? The game usually kills him off after France capitulates and if Britain still is alive.

Speaking of 'alive', Hess didn't die during that event. It would be nice to acknowledge that fact and allow his return to the party/Inner Circle, if Sea Lion was successful and Britain capitulated.
Given that he effectively defected, it seems unlikely he would be welcomed back.
 
I know its arguable but there is a strong belief about ww2 outcome that says if germany beat soviet union they would have made peace with the allies. There isnt much scripted peace deals in the game but the idea of naval invading usa is kinda nonsense and painful did you consider adding a scripted ww2 alternative peace deal if germany beat soviet union and survived the d-day
 
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The MEFO Bills are terrible because the German economy under Hitler was terrible. You can choose to cancel the MEFOs and continue the 4YP (not recommended though) or take the Prioritize Economic Growth path - which will ruin your economy short term but build it up stronger than it could possibly be other wise. I suggest you go and read the Historical Dev Diary for Germany - you seem to have skipped that one, it's important information to understand what's going on here
The contention I, and some other people have, is that if you are running a large Ponzie scheme, you are supposed to at least profit in the initial part. Currently there is no actual bonus, since the bonus percentage is so low. Mathmatically, you are supposed to peak faster with MEFO, then without, and that isn`t what current meager +10% MIC construction speed would give. Give us some actual profit in the initial stage.
 
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What I don't understand from the DD is how it is decided which inner circle member gets pushed out with ascension of a new one? Is it player-decided, random or what?

Also - can any other mechanic affect membership of the inner circle? Focuses - Decisions - War progress - Actions of other countries? For example will Goering fall out of favour if Allies are successfully bombing Germany into ruins?

Will membership of inner circle keep Dr. Todt alive?

Is the reverse true - is there a condition "if X is in inner circle/completed ascension within inner circle". For example IRL control over military-industrial complex was contested not only between Goering and Speer - Himmler also wanted to control arms production and turn SS-WVHA into greatest economic player in the Reich. Thus an inner circle with Himmler but without Goering or Speer should lead to decline of both OT and 4 year plan administrative organs and rise of SS-WVHA.
 
I notice the autarky National Focus lists quantities of materials! Is the game finally allowing stockpiling/not having undermanned battleships devour resources for 4 years by sitting in dry dock? :D
 
I notice the autarky National Focus lists quantities of materials! Is the game finally allowing stockpiling/not having undermanned battleships devour resources for 4 years by sitting in dry dock? :D
Nope, those numbers are "resources controlled" -- so more like your daily income (Ger + puppets) must be 800 steel &c.
 
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