• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
22.069
262.506
  • Diplomacy
  • A Game of Dwarves
  • Magicka
  • Starvoid
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
Hello everyone and welcome back to another development diary for Hearts of Iron IV. This week have been rather focused as we are closing in on the beta milestone. Today we’ll take a deep look at USA.

The United States is one of the largest countries in the world in 1936, but the only major power outside eurasia. They control several islands in the pacific, and the Philippines is a puppet. All of the americas is guaranteed by USA at the start as well. Obviously the USA's states don't fit 1 to 1 on a game-mechanic-concept, so some lesser states have been merged.

xZplA0q.jpg


When it comes to resources, the americans live in abundance. They have more than enough of Oil, Steel, Tungsten and Aluminium, and will profit greatly from their exports in the early game. They lack rubber and chromium, but Chromium can be gotten from Cuba and rubber from Brazil, augmented by synthetic production.

USA starts with two national spirits.
  • The Great Depression, costing 1 PP every day, until removed in the 1940 election.
  • Home of the Free, which allows them to create factions, but not to join any faction led by another ideology.
The US also have disarmed nation & undisturbed isolation as laws from the start, which needs to be changed to unleash their power.

The US Army is not that strong at the start, with 36 divisions, and about half of them being basically garrison brigades.

The Navy is relatively strong, with 3 carriers, 15 battleships, 15 heavy cruisers, 9 light cruisers, 115 destroyers and 77 submarines, but that is just a fraction of the power they will be able to unleash when they have built up.

The airforce is not that big, with less than 900 planes in it, and not yet any B-17’s available .

The focus tree for USA is big and gives plenty of options.
  • Issue War Bonds - Allows for powerful bonuses, but only possible if at war with another major.
  • WPA & War Propaganda - Targeted buildups depending on which country USA ends at war with.
  • Air War Plans Division - What to focus the US Airforce on?
  • Bureau of Ships - How to strengthen the US Navy.
  • Reaffirm Monroe Doctrine - Turning entire americas into democracies that like the US, with possibilities to create pro-democratic civil wars.
3bgtYD2.jpg


Next week we'll be explaining why its a bad idea to tell 40 mechanized divisions to attack the Gobi desert.
 
  • 104
  • 61
  • 4
Reactions:
Since the question will be asked about guarantees.... it's worth pointing out that guarantees no longer come into effect if both sides of a war are guaranteed by you. So this means that the nations inside the US sphere of guarantees are protected from external attacks, but does not limit internal wars between nations. This should make playing a south american minor a lot more interesting than before!
 
  • 92
  • 74
Reactions:
Every time I see a new focus tree I get confused. Surely all the options under War Propaganda aren't mutually achievable? It doesn't make sense that you could give UK Destroyers for Bases but also blockade them, then go to war with them? Or do these focus have specific requirements, like negative relations, or being in a state of war?
they all have requirements yea
 
  • 28
  • 2
Reactions: