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We have 2 or so planned at least before release.


Yeah, I actually miss those two from HOI3 as well. They made for strategically interesting stuff for areas you wouldnt care about otherwise.



The person making a focus tree isnt a programmer, so while the ones we do usually come with some new code feature they are light on programming need compared to a big feature. The advantage of this is that we can spend a lot of programmer time on free patch features like working to improve the AI, or redoing air interfaces etc that the community has been requesting.



its a pretty popular area that can get very interesting to the balance of power in the world so they are definitely pretty high on our list of nations we want to give the focus tree and immersion bump treatment.
Good stuff, look forward to the next Dev Diaries. Hoping this expansion and update will greatly overshadow the last :)
 
its a pretty popular area that can get very interesting to the balance of power in the world so they are definitely pretty high on our list of nations we want to give the focus tree and immersion bump treatment.
@podcat Could you tell us what are the regions or countries that are high in your list about focus trees, immersion etc?
 
South America should be put in the lowest priority IMO. Middle East, Africa, Asia all more played a more important role in WW2 than them. And should be focused on beforehand.
 
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As long as the mechanism isnt a whack-a-mole type of mechanism, it sounds like a good idea to me.

One other thing I would like to see is more automation of trading. At the moment its just tedious having to stop every five minutes and reset the trades. The developers did a good job in reducing most micromanagement. But they slipped up on trade micromanagement.

Yeah, I'm going to head over to suggestion forum later. But with the lessening of strings to absolute historical, and a look for challenges post killing Majors, I can see a place for insurgency war almost on the scale of the Air War.

Also, some debuf to annexed countries factories could help
 
It will be interesting to see what changes to the air system the update will contain. Personally I think the current system is pretty good. I suppose the air losses sustained in various situations could be tweaked (I personally think pre-war aircraft hold up too well to late-war aircraft). Small changes could be made to the interface to speed things up like the option to set a standard air formation size for newly added formations, but airforce setup is not a daily chore so the need is not urgent.

The air zones could be smaller for greater realism and more fun for those who find realism fun and less fun for those who find increased management needs "unfun". Now I have to suffer range penalties even if I really only want to defend a small area right around my airbase as I am forced to defend a huge airzone whether I want to or not. Not realistic.

CAS and tactical bombers give useful maluses to enemy ground forces even when there is no fighting going on between ground units, but they can only ever actually attack enemy ground forces as part of ground combat. That seems a little silly and a nation with a huge superiority in the air cannot wield it to soften up enemy ground forces before a ground attack nor to blunt an enemy attack before it occurs. Naval bombers can attack enemy surface units as part of a surface engagement but also spontaneously attack surface units where no surface action is occuring. I do not see why ground attack aircracft should not be able to do the same thing.

I still think the air system works fairly well as it is.
 
Hi, Nice to see this DD.

Can I just use this opportunity to express one of the thing that bugs me most about this game at it currently stands, in all my USSR games it seems that Germany sends everything in Romania and Hungry leaving her northern borders almost and sometimes completely defenseless.
 
Some of the elite units has a special equipment for any purposes, which you will not see in simple division, like assault equipment or something else. Besides that most of elite units has completely another training programs then simple army forces. Thats why true elite units should be expensive, much longer in production, but with better stats or bonuses.
You know, why elite units have special equipment, that others don't? Because its usually expensive, for one, and two - because you don't need a lot of mountaineers if fighting in plains. Large-scale (division sized) elite units are exactly what I described. Small scale (rangers and the like) - are modeled as Recon and Engineer companies.
 
I just gotta say that if the battle planner and weird unit shifting isn't improved,I'm gonna scream.

I want to play but just can't because my units do crazy stuff and I don't want to be a unit babysitter.
 
More states unique stuff is always good. But while minors get all three paths of development, majors usually have one. I understand that nazi coup in USSR was impossible in late 1930-s, just as communist coup in Germany. But we could have paths, majors usually won't take, specially for player.

Still, new expanded states content doesn't solve a number of problems:
1)weak diplomacy
2)weak research/improvement system
3)lack of inteligence/espionage
4)lack of sabotage
5)oversimplified economic

Last one seems for me one of the most serious problems of HOI4 right now. Army and state economic exist in two different realities, which are pretty weakly connected with each other. Countries manage to maintain 600-700 divisions, and full scale mobilization only makes economic stronger, reducing the number of consumer factories.
 
Which Romanian songs are to be released with this upcoming DLC?
I hope for "Drum Bun" and "Treceți batalioane române Carpații" - sung by Romanians - not by Dutch ;)