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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.

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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.

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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.

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!

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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.

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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.

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.
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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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Sorry for the delay! Well, of course changing the essence of MEFO Bills when the DLC is about to launch isn't feasible - but how about putting a cap at the MEFO Bills Consumer Goods level? 30% maybe? 40%? 50%? It would already cripple a mid-war Germany, but not halt it completely.
Don't worry, waiting for a good and well thought out post is usually worth it. :) Prepare for a bit of economic history, though.

How historical are Neo-MEFO bills?

You put some thought into it, and I'd say you're not wrong. Maybe not as far as specific numbers go, as @Caeric thankfully explained in detail. The debuff doesn't cripple you entirely, even at maximum value.

In the spirit of how MEFO historically worked, the new systen doesn't feel right, I'll give you that. I even said as much a week ago, because ultimately MEFO was a form of cheque/bill of exchange. The state paid people (or rather companies) through the MEFO company in those bills instead of money, which meant they basically bought stuff and gave back worthless paper, a promise of payment at some future point. Unless those were cashed in, the purchases were essentially free for the government. With the welcome side effect that the money owed was from the MEFO company, not the government, so it hid billions of RM worth of rearmament debts.

Higher purchase power for the government in HoI4 translates to a lower consumer goods factor, which is the exact opposite of what the new debuff does. You're right, the new debuff doesn't do historical MEFO justice.

Is Neo-MEFO historical? Nope, the debuff clearly isn't. And if you don't like it, there's nothing I can say to defend it. You're right, it's not how it historically worked.

Case closed then?

Not that easy I think. Looking at the bigger picture, you have to ask yourself what it is the devs try to achieve here. And to me, who initially also disliked the MEFO nerf, it made more sense when I thought about the entire situation for a bit.

The devs didn't want to just give us historical MEFO and ignore the entire economic disaster in the making. What they tried to achieve here is to use a well-known established name from the German economy, and use that as a vehicle to deliver the economic pressure that was building up. And that is actually quite historical.

Consider for a moment what sorry state the German economy was in at that time. It was basically huge deficit spending to buy things that had no value to society. Like a bowstring, disaster was nocked in, aimed at the German population, and the string was pulled back more and more. By 1939 Germany was having a good economy, if you look at it from the outside, but in reality they were all living way above their own means.

At that point Hitler already seized everything of value in Germany, stripped the people of their savings, fixed prices to hide the inflation, broke international trading conventions to stop any outflow of money (also Schacht's idea). Had the people known that banks were unable to pay out, you'd have a run on banks and the entire economy would've crashed right then and there. What stopped that from happening was the war economy, the emergency measures that froze the status quo in place, so that war could be waged. Otherwise a crash would've been unavoidable.

That is what Neo-MEFO tries to model. And I'm glad they rename MEFO to Economy of Conquest when you enter war, because then we're very historical again. MEFO didn't play much of a role then, but the economic debt was still there, waiting, lurking.

Neo-MEFO (which gets replaced by Economy of Conquest) for me is a collective term for the entire economic Nazi mess, which had one goal: to keep things normal for the people in Germany. And in a way, it's not like the MEFO/EoC is only a negative thing, even if part of it comes as a debuff. They have shown that there can be serious buffs attached to it:

Screenshot 2024-10-24 094608.png


As long as you deliver victories, others will pay your bill. It's only when you get stopped that you find yourself sitting on a ticking bomb. Keep the debuff low using PP, keep seizing stuff from others, and your economy will apear to be perfectly fine, buffed even. Fail to deliver and you get penalties.

Achieve historical accuracy

The new iteration of the German economy is more historical, even if they misappropriate the MEFO system for it. It wasn't an amazing economy made even more amazing by MEFO trickery, no, Germany appeared to have had a good economy, and the price was a major effort hiding all that deficit spending, balancing on a very tight rope. So, you get to have a normal economy, and you try to have others pay for it. I like that approach here.

Also, consider this - for such a dangerous, clearly catastrophic plan to be approved in the first place, the upsides would have to be worth it. +10% Construction for Mils and Civs in exchange for a mounting debt of doom? This does not reflect the actual scope and consequences of the MEFO Bills (which are clearly exaggerated by the devs). Was it a bad deal? Sure! Was it this crippling? Definitely not this much! This iteration of the MEFO Bills doesn't come even close to reflecting the short-term gains and long-term shortcomings in funding the German war machine.
If they wanted to stay perfectly historically accurate, they would've split off MEFO as a buff, and introduced the debuff as its own thing, maybe called it Unsustainable Deficit Spending or something.

That they merged the bad economic practice of Nazi economics with Schacht's MEFO bills may be incorrect in a historical context, but the end result, the impact on the German economy, is accurate. If not even too toned down, people don't realize how close the Nazis got to a complete meltdown here.

And it's worth noting that MEFO's goal wasn't just deficit spending without using actual money, it was mainly to hide the huge purchases of military goods. Germany was in no position to resists France or Britain in 1936-1938, and breaking the Treaty of Versailles openly was a huge risk nobody wanted to take. When Hitler remilitarized the Rhineland, he gave orders to the troops to flee the moment they saw French soldiers approaching. That's how weak Germany was, and how much Hitler feared retaliation from the Allies. MEFO stopped mattering the moment Hitler believed the Wehrmacht was in good enough shape to fight. Hiding military intel is a nice nod to historical accuracy from the devs.

Conclusion

We'll have to wait and see the final numbers at release, but considering the things I've seen so far, I'm tending to say that Germany will end up stronger overall, if you don't mess up the early war like Germany historically did.

And there's always the option to completely side-step the entire mechanic and trying to achieve a good economy without war. Not what the Nazis had in mind, but I do appreciate that the option is there for a peaceful Hitler game (by which the game gets incredibly confused lol).

Would that be a good compromise? Maybe with some adjustments?
I agree with you in principle about MEFO in particular, although I do have to note that the deficit spending and its dire consequences are often overlooked or downplayed. Without war by 1940/41 at the latest, you'd have a Great Depression on steroids, and the game doesn't tell that part of the story very well.

Splitting MEFO and the mounting Deficit Spending Consequences would've been ideal, but I can't argue the accurate impact of Neo-MEFO on the German economy as a whole. I'm thankful they even rename it when war breaks out, it shows attention to detail.

On that note, since we know that a 100% debuff doesn't mean 100% of all factories are on consumer goods (thanks again @Caeric for pointing it out in detail), your suggestions is actually more penalizing and less beneficial to the player than the Neo-MEFO. But I'd still accept it, since I do think that Germany - compared to the US/Soviets and other economic powerhouses at that time - is still a bit too strong and economically too stable. History paints a very dire picture here, and the game (even with the overhaul) doesn't do it justice.

But then again, the game ought to be still playable, and Germany is the top 1 played nation with 22% of people according to last year's statistics. It's the beginner nation, the protagonist/main character of the WW2 events. I'll have to see things for myself in practice, but overall I'm happy that we get the economic pressure, a way out of it, and a way to sidestep it entirely.
 
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I would like to see in the future DLC for Japan an analogue of "Reichskommissariats" for dividing the world. And also events for dividing the planet with Germany along the 70th parallel in Siberia.
 
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I would like to see in the future DLC for Japan an analogue of "Reichskommissariats" for dividing the world. And also events for dividing the planet with Germany along the 70th parallel in Siberia.
And having the "local collaborators" depended on which group are pro-Japan.

In case for my nation, Indonesia, the pro-Japan ones aren't Sukarno's social nationalist Partai Nasional Indonesia (Indonesian National Party), but Thamrin's national-conservative Partai Indonesia Raya (Great Indonesia Party). Circumstances led to Thamrin dying in jail of malaria after he was interrogated under suspicion of being a Japanese spy (no, he was not), and Sukarno ended up collaborating half-heartedly to advance his brand of Indonesian nationalism. So much that the Japanese were irritated with Sukarno and in March 1944 making his role powerless until August 1945.

Still looking forward to the answer towards my question for the devs regarding RK Australasien's "local collaborator", btw.
 
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Surely a German Finland incorporated directly into the Reich would have the borders of the Three Isthmuses (Karelian, Olonets, White Karelian) + the Kola Peninsula (in red), or at the very least those of pre-WW2 Finland (in blue), and not those imposed historically by the USSR in 1947 (1944 + Jäniskoski-Niskakoski in 1947).

While on the topic, a Finnish puppet state would be more sensible here than direct annexation into Germany, or perhaps even an RK based on the borders of pre-WW2 Finland + East Karelia & the Kola Peninsula, seeing as PDX is fully embracing RKs. The following is from Wikipedia:

"Finland's Nordic status did not mean however that it was intended to be absorbed into the Germanic Empire, but instead expected to become the guardian of Germany's northern flank against the hostile remnants of a conquered USSR by attaining control over Karelian territory, occupied by the Finns in 1941.[76] Hitler also considered the Finnish and Karelian climates unsuitable for German colonization.[78] Even so, the possibility of Finland's eventual inclusion as a federated state in the empire as a long-term objective was mulled over by Hitler in 1941, but by 1942 he seems to have abandoned this line of thinking.[78] According to Kersten, as Finland signed an armistice with the Soviet Union and broke off diplomatic relations with her former brother-in-arms Germany in September 1944, Himmler felt remorse for not eliminating the Finnish state, government and its "masonic" leadership sooner, and transforming the country into a "National Socialist Finland with a Germanic outlook".[79]"

As for actual history, while any half-hearted musings about incorporating Finland into a federated Greater Germany were abandoned by Hitler by mid-1941, he still contemplated on keeping the Kola Peninsula for Germany. East Karelia was already decidedly going to Finland, though where exactly the eastern border would go was undetermined and may have ended up a little east of Lake Onega for instance, which isn't possible in-game without taking a much larger area. Later in 1941, IIRC in August, Hitler concluded that the Peninsula would also go to Finland. The German Führer also intended that Finland would receive the rest of the Karelian Isthmus down to the Neva, including what was left of Leningrad (he inteded to raze the city first), and the river would form the new boundary between the two countries. This border is currently not possible in-game either without modding due to the shape of the Leningrad state.
 
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So this all looks great but I do have some questions.
If I beat the Allies before declaring on the Commintern will the MEFO bills cancel like they do now?
If Rudolf Hess still dies in 40' why would I choose him for my inner circle?
Have you considered making the anti-commintern pact a decision instead of a focus?
Thank you all for your hard work
 
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So this all looks great but I do have some questions.
If I beat the Allies before declaring on the Commintern will the MEFO bills cancel like they do now?
If Rudolf Hess still dies in 40' why would I choose him for my inner circle?
Have you considered making the anti-commintern pact a decision instead of a focus?
Thank you all for your hard work
You keep Hess if chosen and finished his focuses before his famous flight
 
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The Reichskommissariats are way too Eurocentric in their implementation even for the regime in question. Europe has about 12 dedicated commissariats while the rest of the world has about 1-3 per region, including the ridiculousness of putting most of China, Japan, and Indochina into one commissariat. In what world is administrating every East Asian and Southeast Asian country at the same time equivalent to administrating Ukraine?
 
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In what world is administrating every East Asian and Southeast Asian country at the same time equivalent to administrating Ukraine?
The same world where the British Empire managed the Raj with a relative handful of actual UK subjects.
 
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The Reichskommissariats are way too Eurocentric in their implementation even for the regime in question. Europe has about 12 dedicated commissariats while the rest of the world has about 1-3 per region, including the ridiculousness of putting most of China, Japan, and Indochina into one commissariat. In what world is administrating every East Asian and Southeast Asian country at the same time equivalent to administrating Ukraine?
Remember the Spanish?

The same world where the British Empire managed the Raj with a relative handful of actual UK subjects.
Yeah, this. And the Dutch too.
 
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View attachment 1206319

Surely a German Finland incorporated directly into the Reich would have the borders of the Three Isthmuses (Karelian, Olonets, White Karelian) + the Kola Peninsula (in red), or at the very least those of pre-WW2 Finland (in blue), and not those imposed historically by the USSR in 1947 (1944 + Jäniskoski-Niskakoski in 1947).

While on the topic, a Finnish puppet state would be more sensible here than direct annexation into Germany, or perhaps even an RK based on the borders of pre-WW2 Finland + East Karelia & the Kola Peninsula, seeing as PDX is fully embracing RKs.
I think that picture is suppost to show how many RKs we can establish around the globe. I highly doubt all those lands that are part of Germany are cores, because they also own Newfoundland and Istanbul, i don't really see how would they ever in any history or meme logic have cores on those.
Also even if they could integrate Finland i would find it weird that Norway is not included aswell.
 
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It should be noted that Polish gold reserves were transported out of the country before the Germans could steal them irl, will this have some kind of representation in-game?
 
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Putting the entirety of the balkans under a single RK is literally peak humor
 
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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
Hello Danne,

I am also a bit confused by the MEFO_bills: the current (old) ones provide a usefull bonus for industry-buildup early on, before becoming a burden.
(compared to economies of other countries)


The new ones only seem to be a burden from the beginning on? (and geting bigger of course)
The re-desing of the Bills says to me: the benefit was in the past (´34-´35) and concealment, now stick to the trouble that they create, or get your economy near collapse when abandoning them!

Is that the right way to look at them now?
Or do the new MEFO_Bills give you anything positive in the beginning (say in ´36-´37) compared to other countries without them?
 
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I think that picture is suppost to show how many RKs we can establish around the globe. I highly doubt all those lands that are part of Germany are cores, because they also own Newfoundland and Istanbul, i don't really see how would they ever in any history or meme logic have cores on those.
Also even if they could integrate Finland i would find it weird that Norway is not included aswell.

It is, and I didn't mean to suggest they'd be German cores. I suppose I was unclear. The point I was trying to make is that it doesn't make sense for Reichskommissariat Moskowien to have territory north of the Neva and Svir rivers, if at the same time Germany owns Finland. Rather, Germany should then also directly own the Kola Peninsula and East Karelia (and frankly also the Leningrad state). But maybe I'm just overanalysing the image. What the devs probably did was just console annex everything and then release all available RKs, and what we see in the image just happens to be the maximum size of RK Moskowien, whether it makes sense or not. Either way, Finland, Sweden and Denmark could use RKs as well.
 
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This whole MEFO thing sounds like it'd actually be better for arming up to cancel the MEFO bills day 1. What good is 10% military factory construction speed, when I have progressively less factories to build them with?
It's a significant nerf, as many others have pointed out. The -32% consumer goods reduction is gone. You no longer receive the +10 and +3 each month, and as others have mentioned, it forces you into specific paths, limiting freedom of choice.

In multiplayer, this will be heavily exploited.

I’m confident that this new system requires a lot of balancing—seriously, a lot. The new MEFO system is more historically accurate, but it severely restricts gameplay freedom, as others have explained in detail. In multiplayer, it will create issues because players no longer need to take risks. They can simply wait for Germany to collapse, as Germany doesn’t grow stronger over time but weaker if allies playing defensively.
 
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Hello HOI4 Devs @ManoDeZombi, @D3vil (Jonathan), @Nattmaran, @Paradox_Danne. Keep up the good work! I cannot wait to play these systems.

That being said, I hope you take the time to read below. It's about Alt-History Germany, and I hope you will consider this idea since the DD is coming in 2 weeks. If not, perhaps in future patch fixes. Anyway...

***

One thing I noticed every time we Oppose Moustache Man is that either France or Britain (or even Italy) changes ideology for whatever reason. I understand this gaming reason to add more conflicts since Germany would be less aggressive without the Nasties in this Branch. However, the shift to other ideologies after Oppose Moustache Man should have AI weights and would depend on how the German player wraps up the German Civil War (GCW). After all, Germany is the main star of the game. If their Historical Path actions sparked the Second World War, removing the Nasties in Germany (how and when matters) should also be impactful.

Every time I play Kaiserreich or Democratic Germany, Britain would de-colonize early and become Communist. Why would the largest empire in the world give up its colonies right after Moustache Man gets kicked out of Berlin? It does not make any sense, lore-wise! At least make the randomness more sensible in how the Nasties escaped Germany to various countries rather than go full Communist Britain.

For instance, it makes more sense if Britain became Fascist if Mackensen took too much time (say, 105 days after GCW started?) liberating southern Germany. Once Mackensen takes Berlin, some Nasties might have escaped to Scandinavia, Britain, or even America. Or if Mackensen captures Berlin first before going south to Bavaria, some Nasties could escape via Austria, Hungary, or Italy—or even as far as Argentina.

Of course, an experienced German player can wrap up the GCW fast enough so the Nasties will not escape and no fascist regime emerges unexpectedly. However, micromanaging your units would take a lot of planning and risks of heavier casualties. This should be a compromise for players who want a clean end to the German Civil War (like me!) and most players who seek more challenges after GCW.

Lastly, which ideology the German player picks will also affect how many countries could swing fascist due to Nasties infiltrating while escaping. So it should be possible that a German player who took a *very* long time wrapping up the GCW and then switched to Communism would see a Swedish Rike, an Arrow Cross Hungary, a Fascist Britain allying with Mussolini and Franco, and even an Argentinian Fourth Reich. What if Communist Germany and the Soviets join forces? Maybe the Silver Legion of America will gain more support.

"How dare the Reds ruin the Birthplace of Karl Marx with their presence- I mean, our Fatherland?!?"

So yes, a German player who rids the Nasties in Germany can stop their global spread (if not all of them) if they wrap up the GCW fast enough. Take too much time to wrap the GCW, and the spectre of Nasties will only sprout in countries far from Mackensen's reach. This makes a post-GCW world more interesting in-game, with the Argentinian Fourth Reich becoming more of a possibility.

This principle can also be applied in the Second Russian Civil War. If the White Army took too much time crushing the Communists, some Reds would escape to Turkey, Italy, Britain, France, or even the Americas.

***

It may be too much to ask, but I thought of it to make Alt-History Germany even more interesting with how and when they wrapped up the German Civil War.

Thank you very much for your good work.
 
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Silens, multiple people have explained to you that Wirtschaftswunder, as the devs stated in their stream and dev diary, is a focus that comes very late due to its requirements. Multiple people uploaded screenshots from the dev diary!

You’ve said Mefo is an economic boost, because of the wirtschaftswunder... No it's a nerf, even dev said this, and others have explained to you multiple times that this bonus only comes after the war with Russia. The only counterargument you’ve provided was that you could conquer the UK or Romania, but Paula and others pointed out that this is not historically accurate. That’s the issue—you keep repeating that it’s not a problem. So? Instead of giving dislikes to all people which correct you...

So, feel free to explain to us how to historically achieve Wirtschaftswunder before 1941—it’s not possible.
Explain us your "massive eco boost" .... or is it more like paula, dev's and others mentioned?

You can be sure, it's like the dev's said and not like you think. They said it's a nerf.
You get Wirtschaftswunder super late because you need 100 chrome, Yugoslavia and France does not provide this.
You have to conquer 1 major first, and historically, like others explained you 3 times, germany did not conquer uk before russia.

So, what do you see that the developers and the other users are overlooking?
So far, all you've said is: "Just conquer England or Romania".

Edit: I saw you have giving up your argumentative acrobatics, and you have confirmed that it's historically not possible.
Btw. next time do it without spreading wrong information, because No one said that you're stuck in it forever, and if you thought this after 1 post, we explained you, what we mean. We’ve all explained to you that it requires defeating one major power to get Wirtschaftswunder, and otherwise, you're stuck in the MEFO system. And it's like this, that's a fact, if you know Hoi 4, or just read what dev's wrote...
 
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