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Rufo

Scripter
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Feb 7, 2013
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Welcome back to the development diaries of Hearts of Iron IV. This week's diary is about the new system for civil wars and comes from the scripting side of the team, since this feature is closely tied to the political system and its events. I'm Rufus, scripter and content designer on Hearts of Iron IV, and have worked on many of the political events affecting the process you'll see a bit of today.

Rather than limiting the possibility of civil wars to a few predetermined countries such as Spain and China, the new system allows for any country to become divided over political differences if the conditions are right — or wrong, depending on which side of things you're standing when the war breaks out.

Let's start out with a semi-historical example. Greece was plunged into civil war shortly after the end of World War II. But what if the political climate of Greece was different? What if the communist power base was larger, and the war broke out before Metaxas' death?

Qfv2Z3W.jpg


In the above screenshot, Greece has selected communist party leader Nikos Zachariadis in its ministers view. This does not represent Metaxas actually cooperating with Zachariadis, but rather allowing him to be active in the country, which is our tool for letting the player shift the nation's politics. While the change is slow, a combination of external factors such as other nations supporting the Communist Party of Greece and events causing shifts in popular opinion has allowed its popular support to grow significantly.

If it reaches high enough levels, the player may choose to side with the communists and start a civil war on their side. Even if not actively pursued, if support continues to grow due to external pressure despite the player's best efforts, a civil war will be inevitable and the player will have to choose their side.

KJpSiUG.jpg


In this case, the player chooses to side with the Metaxas regime. So what happens when the war breaks out? One nation becomes two. This is not a pre-scripted civil war, so how exactly the nation is divided may differ, but in this case, the Provisional Democratic Government, as the communist administration is declared, operates from Crete and Thrace. It immediately enters a state of war with the Metaxas regime, both seeking to reunite Greece under their rule.

rEgmgo1.jpg


In the case of historical civil wars that happen more or less on schedule, such as the one in Spain, the division is not arbitraty, but based on the historical circumstances. However, war will play out in a similar manner, and just as foreign support and volunteers played an important role in the Spanish Civil War, countries can try to intervene and support the side that they want to seize power in the country.

2JYsTQU.jpg


Lastly, civil wars can be triggered not only by internal political turmoil, but also by foreign-supported attempted coups. In the example below, Germany is planning a coup in Belgium. They will have to supply both Political Power and equipment for the attempt, but if they succeed, they can throw the nation off balance and possibly even get a friendly government in place without any direct military involvement.

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Next week, we'll talk more about Germany and its role in the game.
 
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Will the ai use the Stage a coup action?

I like the idea that you need to invest equipment into the coup, is the number depending on the nation so a coup against US would need many more equipment then Belgium?
The AI does not currently use the Stage Coup action.

The amount of equipment depends on the industrial capacity of the country, so a large country like the US would cost significantly more equipment to coup.

So is the way how a Nation (provinces) is divided dependend on how strong the Opposition is?

How about the Equipment? ships, divisions, planes?
Generally, the division of the country initially is related to how the civil war triggers. So if the player chooses to push through a revolution with relatively low support, the opposition will start controlling less land and less troops. The land is divided so that each side get the units on it, which is also taken into the calculation of who gets what territory.

K.
What about China, which is in constant multi-faction civil war? And those parties waging civil war then uniting against Japanese?
We concluded that China's civil war is too large, specific and complex to use this civil war system for, so it works very differently and does feature uniting against the Japanese.

Very nice!

Can a civil war have more factions than two?
No. Sometimes a faction might have large political support from different ideologies (such as the Republican side in the Spanish Civil War), but a civil war always happen between two parties at a time.
 
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Will there always be a civil war, when you try to stage a coup? Even if the chances to win are quite small, it would be kind of easy e.g. for Germany to weaken Britain if they stage a coup every now and then. 200 Points and some equipment seem not that much of a cost for a coup, or does the cost of Points differ for each country?

Yes. bloodless coups are possible due to internal factors, but when someone external actively coups there will always be a civil war, unless:

Also: Greece seems to be divided by states, but what if the country in which the coup takes place is a one-state-country like Albania appears to be?

I am pretty sure these auto resolve to always succeed if big enough.

so it will create a dynamic country tag when civil war breaks out?

Yes.

A nice thing about civil wars and such is that this is a mechanic where you can switch your own nation to another ideology, but it doesnt just magically solve stuff: you have to fight for it, which luckily is what HOI is all about.
 
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Hmmm. I always find it worrying when a mechanic cannot be used by the AI. If its a useful mechanic then the player instantly has a massive advantage. If its not a useful mechanic then it might as well not be in the game. Paradox really have had a lot of time to work on this so it seems less likely that this is something that they just need to have time to work on to get done, and more likely that this is a permanent problem. I hope I'm wrong about this.

its a design thing because this is a game. The world is a sandbox for player, but if every AI would use this mechanic there would be no WW2. I can think of a few cases where it may make sense for AI to do it, so we might add it though.
 
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However, is there any chance for a country to lower the power of a party ? Otherwise it could be quite easy to stage a coup : raise the power of the party you support => coup with 100% to succeed, rince and repeat.

yes, you can defend yourself with party boosting ministers (there are also things from focuses and national spirits). Other players may also help out.
 
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Great DD!

When a civil war is started, how are the armed forces of that country divided between the factions? Are they equal or does one side always have an advantage?

Same question but for resources and industry?

i.e. a major power falls into civil war.

The size of the revolter depends on how much support that ideology has, the national unity of the nation and how much equipment is sent. Armie's reources get split along this as well
 
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In HoI III the Spanish Civil War often lasted only six to nine months or sometimes less. Is that also true in HoI IV?

Hard to say when we are still working on stuff and balance can change. I'v seen 2 years, I'v seen them fight on in 1940 too so it varies.

Another question. Do you get experience for equipment donated to a foreign civil war like you do lend lease?

yes (its one of the reasons to do it)
 
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Before someone asks about a dev dairy for today. It will come today at some point we are just a bit busy
 
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