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Developer Corner: Reinventing Faction Dynamics - Part 1

Generals!

Continuing from where we left off last week, we have another briefing from command. Find a comfortable chair, settle in and read on!

Briefing: Reinventing Faction Dynamics (Part 1)
Written by: @Wrongwraith

Hey all,

Dev corners are back. What are they and how do they differ from the Dev Diaries we normally do? The key difference is probably the scope. Dev corners are usually shorter. Here we discuss things that are sometimes very early in development, whereas Dev Diaries are usually about describing and explaining the new features that come with an expansion. So less details, and also a lot less pretty screenshots. And above all, a lot more Work in Progress - the things we talk about here might not even make it into the game in the end - at least not in the shape they are presented.

But enough of that, on to what I was supposed to talk about. Today’s subject is Reinventing Faction Dynamics…

Not much has happened to factions since release, so we figured it was time to take a look at them. The main difference is that there are more of them as more countries can, and do, create factions now. But in general they are all very similar, and you don’t feel any difference playing as the Axis as opposed to the Allies, the Comintern, or the Chinese United Front - for example. The goal here is to change that. To make factions feel more unique, and immersive at the same time.

Before we continue I should reiterate that this is very early stages - so not much in terms of final UI is implemented, sometimes you can’t do things except by commands, and in general things are constantly changing - so don’t expect pretty pictures!

But look at it from the bright side - you get to see very early UX mock ups - and some beautiful “coder art:)


Core Concepts

Today I will try to run you through the core concepts of what we are doing with factions. Later on I will dive deeper into details, but for now, I’ll try to keep it relatively high level and give you the big picture of what we are working on for this feature.


dc_factiondynamics1_001.png

Early mockup of Faction Window Header - showing the Manifest, the Faction Icon, and the Faction Power Projection

Each faction has a manifest. The manifest is about what the faction wants to do. Conquer new land, Stop the spread of fascism - or similar longer term purposes.

Each manifest will have a percentage of fulfillment - that can go up or down during gameplay. If the fulfillment is high enough, some bonuses will unlock - depending on the type of manifest.


dc_factiondynamics1_002.png

In-game view of the Faction header with manifest for the Allies - this is as raw as a screenshot will get. Placeholder art, no tooltips, no graphics added, and no attention to placement or final elements. But it is there, and it is working, and as the Allies, we want to defend democracy


Faction Goals

In addition to the Manifest each faction will have shorter or longer term strategic goals. These can be things like conquest of specific territory or control, or instigation, of resources..

These goals, once completed, will give the faction members rewards that they can use to modify their faction in various ways - as well as more standard rewards like Army Experience.

Together with the Manifest, the Goals will give the faction a direction. A direction you need not follow if you don’t want to, but if you do you will be rewarded.


dc_factiondynamics1_003.png

Example Goal set up for the Axis. Again please note that the screenshot is an early prototype.


Rules

Each faction comes with a set of rules. These generally relate to a specific action type. Like for example who can join the faction or who in the faction can declare war.

Some examples:
A rule for joining can be based on the ideology of the joining country. For example, the rule might state that only non-fascist countries can join. (It won’t prevent a country from turning fascist later though). Another Joining rule can be based on Geography, saying that only countries from a specific region can join.

Other types or rules relate to things such as:
Peace Conferences - Giving you bonuses to certain types of actions
War Declaration - Who can declare war and what are the requirements
Call to war - Who can call to war, just the faction Leader, anyone, or Just Majors etc
Dismissal - When can you kick someone from the faction
Contribution - What are the minimum requirements for contribution to the faction
Leadership Challenge - What are the requirements for taking over leadership

There will probably be a few more, and some of these might not make it, but you get the general idea.

These rules can be changed during gameplay, if the Faction leader, or any other member country, has Faction Initiatives available to do so.


dc_factiondynamics1_004.png

UX mockup for changing your Rules (in this case the Join Faction Rules)

Speaking of Faction Initiatives - lets move on to:


Faction Initiatives and Goals Rewards

Initiatives are what you use to change things in your faction. These Initiatives are gained from completing Goals. Most goals will give one Initiative to the faction leader when completed. Some might give to other members as well. And if you have an Initiative to spare, you can change a rule. Or you can remove one. Or add one - it is basically up to you to decide what to spend your Initiative on, and how to modify your faction. But choose carefully, for initiatives will be few. (Which also means you won’t be spammed with decisions to make - which is something we want to avoid.)

Other ways to spend Initiatives
Apart from just changing the rule set for the faction, you can add specific upgrades to your faction to make it more unique.

Example of upgrades you will be able to do are:
Adding or improving Research Sharing
Adding or improving Military Doctrine Sharing
Adding a Faction Supreme Commander
Start up joint research sites


dc_factiondynamics1_005.png

UX mockup of the research part of the Factions screen.


Influence and contribution

The last thing I want to talk about today is Influence and its close relative; Contribution.

Each member Country has an Influence rating in the faction. This is basically an internal power level - how important a member are you within the faction?
Countries with high influence get more things from goal completions. Meaning they will also have a say in how the faction evolves - as some of these rewards can be Initiatives.

Additionally, in order to take over leadership of a faction you need to have a minimum level of influence.

You gain influence by War participation, Contributions, Industrial might, and from “Events”. Events can be various things depending on the faction and the content - but can include things such as executing daring Raids, or from focuses or decisions.

Of these, Contribution is probably the most interesting to talk about. Basically whenever a country delivers something to the faction, or to other faction members they gain “contribution score” - which is directly reflected in their influence rating. Whenever someone receives contributions, or “withdraws” from the faction pool, they lose contribution score - thus lowering their influence.

This means that Influence will build up and fluctuate over time.

Another use of influence is in peace conferences. When your faction is on the winning side, all member countries will pool some of their war score, and this will be given to the most influential countries in the faction. Similar to the game setting where the Faction Leader can get part of other members’ scores. But here it is not just the faction leader, so if you are an important part of your faction, you will get more say in the peace deal even if you are not the faction leader.

What are contributions then?

Generally they are things you can do to support your faction or your faction members - such as sending expeditionary forces, pooling manpower for use by the faction, producing industrial goods, Lend lease to faction members. Those kinds of things. Some of those we already have in the game, but the goal is to streamline them a bit. Others are new - but regardless of whether they are new or old, they will contribute to your contribution score - thus making you more (or less) important in the faction.


Some Final Words

Another thing we want to add when working with factions, is the ability to tell your fellow allies where you want them to focus their efforts. Similar to how you can create pings to multiplayer allies, you should be able to tell your AI allies that I want you to focus on this region. It shouldn’t mean that they abandon everything else, but rather just increase their attention here.

That was all for this time. I am looking forward to hearing your thoughts, and I’ll do my best to answer questions, but do bear with me, I won’t be able to answer everything - party from a time perspective, but also based on the fact that there are quite a few things that are as yet undecided, or at least relatively untested - so I might not know what the end result will be. If it doesn’t play out fine, or smooth - things will change. But I will do my best.

Additionally, I hope to be able to give you a few more details in a few weeks time - because as you can see if you look at the draft schedule presented earlier, I do have yet another slot for this.

And as I said, what you have seen here will most certainly differ from what will eventually make it into the game. It takes many iterations, and a lot of feedback to get a feature completed. But I hope you enjoyed this little peek into what I/we are doing at the moment.

/Wrongwraith
 
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Reserved for developer replies~

Wrongwraith replies;
Very cool concepts, one concern though would be how various alt-hist paths like Stresa Front could break if for example no-fascists is enabled by default for the Allies or such if that gets overlooked when this feature gets implemented.
I don't have a direct answeer as to exactly we will deal with this or similar cases, as we are pretty early in development, and we haven't decided on everything yet at this stage. (it's usually a pretty iterative process. What I wrote above might be very different from what actually appears in game at some point in the future...)

But anyways, It is possible to change rules in a faction, so that is one option of handling that. Also the rule itself only stops you from joining via diplomatic action. It doesn't stop you from being added via an event or a focus effect, neither does it mean fascist countries will be thrown out.

But there are definately other cases in existing content, esp alt history that will need to be looked at as well - so it is a very valid point.
This is a great idea and looking forward to seeing it develop. The ability to tell your friends where to go will be most welcome.

Are there any thoughts on making some sort of alliance between factions? For example, Western Allies and Comintern can co-operate to make United Nations, or Pact of Steel and Co-Prosperity forming Axis.
No, not at the moment. Focusing on internal faction relations right now.

Love the addition of faction joining rules, can additional requirements be modded in, or can certain rules be blocked by fulfilling specific conditions?
The rules can be scripted, so yes more requirements can be added.

Most rules will be available to all (but you can only do a limited amount of changes to your rule system during a playthrough).
But there will be some that are locked. And some that you can't remove unless you fulfill certain criteria. (Again with the caveat that this might all change)
Exciting new features have been presented here. However, I have a question. So far the faction rules shown are ideology, geographical or war rules. Will it perhaps be possible to have custom rules not related to these three and how scriptable will it be? I think allowing for said custom rules has very exciting modding implications.
There will be rules relating to more areas, yes (there are a few listed in the post). They are pretty scriptable. There are limitations to what you can do, but also, I know that modders can be pretty creative...........
A lot of these concepts look great. I hope that there will be a system that can see factions merge or cooperate in some way. Having the Comintern and the Allies or the Chinese United Front and Allies coordinate their war effort such as granting vision would be nice. Would give more of a reason to create more regional pacts. I hope that it would be possible to have a way mechanically to keep countries out of factions, effectively finlandizing them, should the player strategically threaten them enough though more restrictive faction joining rules hopefully lead to similar effect.
We are looking at potentially merging factions. But mainly for the smaller ones dissolving and joining the bigger ones - not merging the main factions such as the Allies and Comintern. That is a too central thing in how HoI4 works.
could you perhaps show an example of a country getting faction influence? or is the system not far along enough to show such an example?

To me it seems interesting to see how much influence the UK loses in the allies when the US has just joined in 1941. there is usually a big industrial disparity after all.
I really can't - mainly because there isnt much in the way of UI for it yet. :)

But basically it means that you will have a base of influence based on your industry (although that may of course be growing over time - but think of it as a "base value"). Onto that you will add other things - for example points gained from fighting (or for supplying contributions to other faction members). So when the US joins, their "base value will be pretty high, but they will not (yet) have much in the form of gain through war or other contributions. But they will most likely be able to play catch up with both of those things when they enter.
If joint Special Projects are added, does it means that most of the Projects would be longer/more expensive? We definetily don't want to see ICBMs in 1938 just because faction members decided to jointly research it. Or those joint Projects work in other way?
At least some projects should be, yes
 
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"Another thing we want to add when working with factions, is the ability to tell your fellow allies where you want them to focus their efforts. Similar to how you can create pings to multiplayer allies, you should be able to tell your AI allies that I want you to focus on this region. It shouldn’t mean that they abandon everything else, but rather just increase their attention here."

Finally no more AI div abominations in middle Africa I believe.
 
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I like the ideas presented here! Contributing industrial goods to your fellow members sounds awesome as a way to help your allies as low-resource nations: Bulgaria for example doesn't have many resources but can get some pretty awesome Buffs to building civilian factories.

And the idea of faction rules is something that is indeed sorely needed, to stop european countries from joining the Chinese united front!
 
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I love the concept, I would go a step further and take a page from Stellaris'es federations, allow higher degree of economic integration, for example, bonus resources when trading with faction member whilst at war, and stuff like that.
 
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This is a great idea and really well executed but I was wondering what about neutral factions like the Balkan Pact?
Will they also have the ability to support each other in terms of development?
For example could they open a military factory in another member country in exchange for resources or engage in trade deals?

I really love the concept of this new faction system but I think it could be even better if there were also economic factions, unions or alliances focused on mutual development and trade.
These could allow member states to assist one another through investments, shared infrastructure or resource exchanges.
Such a system could also help fill the post-WW2 gap where the Cold War becomes more about economic influence between the Western and Eastern blocs.

Because that’s also another thing I have been thinking about.
I really love Hoi4 as a war simulator focused on WWII and that era but what if there was an additional start date set in the post-WW2 period?
Imagine reaching the end of your campaign, having achieved your goals and then unlocking a final option “Continue into the Cold War.” where you get to play through the Cold War era:
  • Rising tensions between the USSR and the USA
  • Nuclear arms/Space race
  • The Cuban Missile Crisis
  • The Korean and Vietnam Wars
  • Marshall Plan to rebuild Europe
  • The decolonization of Africa

It would open up a whole new chapter for Hoi4 adding depth and long term gameplay potential beyond just WW2.
I think it could be an incredible expansion or even a dedicated mode.
Nukes would have a more significant strategic impact and diplomacy, espionage and proxy wars could play a bigger role...
Ah what a dream it would be.
 
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Very cool concepts, one concern though would be how various alt-hist paths like Stresa Front could break if for example no-fascists is enabled by default for the Allies or such if that gets overlooked when this feature gets implemented.
 
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If I can tell my subjects to just defend their home and not send out their divisions, I'd be very happy.

And I find it almost sexually stimulating that the days of Yugoslavia joining the Chinese United Front will come to a well-deserved end.
 
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Can this system be used to get faction members to focus on certain types of equipment/divisions/warfare.
An issue with single player hoi is you're kinda forced to be the 'everyman' where you need to make planes, tanks, infantry and boats because coordinating with the ai is a massive pain.

Ideally you could play a tank only nation and have the AI fill in where you're lacking
 
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Sounds lovely! This is definitely a step in the right direction, especially the bit at the end where you can influence your Ai allies.
But I really really want this to be moddable. One of my biggest issues with the Peace Conference was the fact that we could not mod much in the interface.
Please make this super moddable, and please add the ability to add extra rules for factions, extra modifiers and add more to the faction dynamics.
Also, historically, the Allies had a very different joint command structure as opposed to the loose collaboration of Axis. I really want this to be reflected.
Additionally, I want events or the potential of events in case one member is under performing or such, similar to how historically the Axis were pressuring Bulgaria because it didn't perform too much in Operation Barbarossa.

Overall, I want this system not to stick out like a sore thumb. I want it to have lots of effects, triggers and modifiers for focus trees and decisions to work with.

Thank you!
 
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could you perhaps show an example of a country getting faction influence? or is the system not far along enough to show such an example?

To me it seems interesting to see how much influence the UK loses in the allies when the US has just joined in 1941. there is usually a big industrial disparity after all.
 
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Very neat on those features, especially on the armed forces focusing.

I hope that this feature can be easily moddable, and also has more bonus for defensive-oriented factions too.
 
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- How does this stuff work when creating a Faction?

- Is stuff like El Salvador joining the Co- Prosperity Sphere being fixed as part of this rework? Seeing how now we can have region specific Factions

- How will this new stuff interact with Faction Focus Trees like the Nordic one?
 
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This is a great idea and looking forward to seeing it develop. The ability to tell your friends where to go will be most welcome.

Are there any thoughts on making some sort of alliance between factions? For example, Western Allies and Comintern can co-operate to make United Nations, or Pact of Steel and Co-Prosperity forming Axis.
 
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I really love all progress in HoI IV, especially when it's already older like the factions are! But I have some concerns about exceptions... For example, if you play as fascist Italy but decide to go and guarantee Austria. you will go down a Focus Tree within the Allies and even get some War goals on Greece, Bulgaria and Romania. But the UK really doesn't like that for some reason and it just loves to kick you out for going to war with countries, that they gave to me (Focus Tree wise). I'm afraid that with the new rules of the faction, it wouldn't be possible anymore to go to war with Greece and such if you're within the Allies, even tho that does contradicts the Focuses : ( But whatever you do, keep doing it, every progress is good progress and we all love an even better HoI IV ;)