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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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Yes! This is literally how I imagined the faction rework, and here it is! The only thing I would ask for is the ability to kick someone out of a faction (thanks, Turkiye, for ruining my Holy Roman Empire achievement) and to request territory.
 
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I was interested in "Adding a Faction Supreme Commander", how will this work?
Will we designate certain generals to be in command and will they give us bonuses to attack, defense, logistics and planning? Or will it be a flat bonus like "5 damage"?
 
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I'd like to have the option to delete factions when the war ends. For example, delete the Allies if Germany is defeated, or the Chinese United Front if Japan is defeated.
 
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I am thinking more into a country in multiple factions at the same time, such as UK is part of both Allies and British Commonwealth a.k.a. British Empire. That is a country can be in two or more factions at the same time yet have different contribution or obligation to each faction.
Common obligation will be defensive pact that one member being attacked will call all faction members into war. However, it also permits that one member goes to war with others but cannot call faction members to war.

Something similar to how International Organisation in EU5 will 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.
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.
 
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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.
No, not at the moment. Focusing on internal faction relations right now.
 
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I'd like to have the option to delete factions when the war ends. For example, delete de Allies if Germany is defeated, or the Chinese United Front if Japan is defeated.
This and the formation of new factions to set up for the Cold War: ECSC/EU, NATO, Warsaw Pact, the Arab League, maybe even ASEAN, etc.
 
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The post mentioned more factions being in the game now, are their relations and diplomacy to one another being looked at as part of these new faction mechanics? For campaigns where your side wins early, say player USSR, loosely historical, somehow being able to merge the Allies and the Comintern, ascend/infiltrate the ranks and form Soviet NATO could be fun. Mechanics like that would also allow smaller regional factions to get eaten up or integrated into larger factions, which could resolve factiongore. And for strictly historical players it could be used to add more depth to say the Molotov-Ribbentrop pact.
 
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For example, the rule might state that only non-fascist countries can join. (It won’t prevent a country from turning fascist later though).
For modding purposes, I'm curious if you'd consider having a way to set whether the latter happens or not. So if a country meets a certain set of triggers(i.e becomes socialist in a faction that doesn't allow socialists), it would automatically remove them from the faction as well as block anyone who meets that trigger from joining.

Additionally, would there be any chance of including a mechanic to allow faction members to send volunteers to each other if one member is at war but another one isn't? In the context of vanilla I think this would only potentially arise in certain civil war scenarios where one side is blocked from calling in their allies, but in modding its a very common thing where the workaround has just been to kick them from the faction for the duration of the war and apply a bunch of other effects onto them to simulate them being in a faction as best you can. Could tie into these rules so certain factions can have it enabled or not, or could just be a general thing which is probably the more simple approach.
 
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Hi there!
Let me start by saying that you’ve truly outdone yourselves this time — you really nailed it. I’ve been dreaming of something like this since 2016!

Now, I have a couple of questions. First: will we finally have the option, within this new faction management system, to “suggest” to our puppet states to prioritize certain focuses over others? I mean even by spending PP to make them go a certain path would be really a sweat deal (yes, I am looking at you Yugoslavia and Austria).

My second question is about ideology shifts. Will it finally be possible, under this new system, to prevent edge cases that break the ideological rules of the game?

Let me give you an example from one of my actual playthroughs: independent democratic Canada guarantees democratic Norway, which I wanted to declare war on. Mid-game, Canada goes down the fascist path but keeps the guarantee — something that shouldn’t happen, because under the game’s ideological rules, a fascist country shouldn’t be able to guarantee a democratic one. I declare war on Norway and end up in a war with another fellow fascist country whicxh sdhould have been more friendly to me thatn that!

Thank you again :)
 
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Ok, so HOI4 factions (which historically were, at best, alliances of convenience, regulated with very simplistic treaties) now become akin to Stellaris federations or Vic3 power blocs: real supranational institutions with a whole array of cooperation areas and (as it seems) even mutual governance practices in regards to war policy.
I think that this approach is fundamentally misguided, it is ahistorical and will likely produce gameplay filled with even more clicks about irrelevant features, as in: one more thing to manage. Although, I am looking forward if that can at least eliminate some of the more stupid outcomes on who can join which factions, such as European countries joining the Chinese United Front.
Nonetheless, the faction mechanic is one thing that I never expected to receive more complexity. I truly implore the devs to consider the UX when implementing these features to ensure that these are not significant interruptions in gameplay. But if I as the Soviet player will have to click periodically in the Comintern window to get some shared modifier between me and Mongolia, that will be a game design failure.
 
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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.
 
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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)
 
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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.
Mainly just wanted to raise attention to prevent it potentially being overlooked in the first place. Might save some future headaches and patching.
 
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Nice to see that factions will play differently from one another! I wonder if the "manifest" mechanic will lead to deeper relations and interactions between great powers (including in the post-war scenario, e.g. the Allies and the Comintern)
I can't help but think that the timing of this Dev Corner (i.e. it being in a very early development phase and the devs just have announced future plans for country packs centered on "minor players") means the team is eyeing on the Little Entente...
 
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.


I feel like the lend lease and expeditionary forces giving contribution will be abused. Unless they do something for it specifically, people will just lend lease a ton and donate 100 divisions, just to take them back after the war has ended. They might start doing these things with just 10 days before the enemy capitulates
 
We should be able to demand cores without going to war, same for being able to ask for something more than once (trade deal with Denmark or Sweden if they say no the first time) or demanding something from someone when playing in the Balkans. So it doesn’t get annoying, maybe limit it to once every 6 month?

Some other AI instructions could be to unify railway networks/improve infrastructure.
 
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Generally like the ideas of Manifests, Influence and especially Rules. Really hope that Goals would be more dynamic and generic, not some excessively particular unique "quests" as another kind of foci/missions.

Also, what are the examples of Faction Manifests? I mean, things like "Defence of Democracy", "Defence of the China" or "Spreading Communism" are quite obvious, but what about more intricate examples? Like Co-Prosperity Sphere, which was not an equal political alliance, but an insitution intended to exploit Asian economies for the good of Japanese Empire?
 
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