The Hearts of Iron series offer the possibility to replay the period of WWII militarically, but also to a certain extent, politically. I would like to have internal politics playing a bigger role than before as this feat could add a deeper immersion and more the feeling of governing a country instead of leading a doomstack of Attila's huns to paint the world map in another color. I would take Germany as example for this discussion as I am more familiar with German history than e.g. Hungaric.
The decisions made by the player could lead to causal chains resulting in other game events and new political decisions.
A good place to start would be analyzing the state. To my information the NSDAP in Germany did not get 50%+ votes in regardless what election before 'Gleichschaltung'. This means, the regime is not really supported and is uphold by force and/or dealing with influential persons. There have been internal struggles inside the NSDAP to remove persons who were too influential or powerful as the Röhm-Coup. As Hitler could not run the country alone he needed others in places of power to do his bidding thus making compromises. Those persons reasonally had their own agendas and it would be interesting, if the game would reflect this.
Currently, we are in control of almost everything, but what if the appointment of a certain person as minister triggers effects and events over time as those persons try to pursue their own agenda?
This would mean, a minister would have a visible stat with boni and mali and a hidden stat where certain conditions are checked and events follow. Ministers could step back from office as kind of protest (lose minister, take unity/dissent hit) if their demands are not met or maybe coup the regme.
I will make some examples here:
Installing Mr. Krupp as Minister for Economics could lead to events, where the Minister makes proposals to the head of state (the player) regarding production. The hidden agenda could be expanding industrial capacity and premium contracts for tanks and guns. Hidden downsides of that could mean corruption, the minister secretly organizing worker strikes or mandatory building of units as the minister excerts his influence to secure governmental contracts thus 'locking' IC.
The hidden agenda would check e.g. has a factory been built the last XX months? Has player ordered a certain number of tanks/guns? If yes, o.k. with a %-Chance of a beneficial event or no with a dilemma popping up to resolve for the player.
Raeder as Head of Navy would have the agenda to propose ship-building plans to strenghten the german navy on cost of the Luftwaffe or Wehrmacht. He would propose Battleships and screens mainly.
Secondly, there might be political events which can be played through with historical hindsight or propose an alternative to history which go deeper than simple yes/no decisions.
There are some mandatory questions concerning internal politics for the german leader he has to answer in time.
E.g.: Regarding the rivalry between Wehrmacht and SS: Will the player allow the formation of the Waffen-SS? If yes, maybe some generals will retire in protest, manpower will be drained, supplies will be drained and WSS Divisions auto-spawn (not buildable anymore by the player, but being upgradeable). If no, some powerful party people will be disgruntled because they won't get their private army meaning dissent or unpleasant events and dilemmas in the future (global hidden agenda), like denouncing Wehrmacht Generals to force their retreat or coup d'Etat if such things happen too often. If yes, then after conquering a new land the player could be asked to raise volunteer units (%-Chance that some units auto-pop, depending on politics in conquered land)
I think we can find many more examples in german internal politics and also for other countries pointed out by forum users with more knowledge.
At least, I would like to see more internal politics and a higher impact on the game.
The decisions made by the player could lead to causal chains resulting in other game events and new political decisions.
A good place to start would be analyzing the state. To my information the NSDAP in Germany did not get 50%+ votes in regardless what election before 'Gleichschaltung'. This means, the regime is not really supported and is uphold by force and/or dealing with influential persons. There have been internal struggles inside the NSDAP to remove persons who were too influential or powerful as the Röhm-Coup. As Hitler could not run the country alone he needed others in places of power to do his bidding thus making compromises. Those persons reasonally had their own agendas and it would be interesting, if the game would reflect this.
Currently, we are in control of almost everything, but what if the appointment of a certain person as minister triggers effects and events over time as those persons try to pursue their own agenda?
This would mean, a minister would have a visible stat with boni and mali and a hidden stat where certain conditions are checked and events follow. Ministers could step back from office as kind of protest (lose minister, take unity/dissent hit) if their demands are not met or maybe coup the regme.
I will make some examples here:
Installing Mr. Krupp as Minister for Economics could lead to events, where the Minister makes proposals to the head of state (the player) regarding production. The hidden agenda could be expanding industrial capacity and premium contracts for tanks and guns. Hidden downsides of that could mean corruption, the minister secretly organizing worker strikes or mandatory building of units as the minister excerts his influence to secure governmental contracts thus 'locking' IC.
The hidden agenda would check e.g. has a factory been built the last XX months? Has player ordered a certain number of tanks/guns? If yes, o.k. with a %-Chance of a beneficial event or no with a dilemma popping up to resolve for the player.
Raeder as Head of Navy would have the agenda to propose ship-building plans to strenghten the german navy on cost of the Luftwaffe or Wehrmacht. He would propose Battleships and screens mainly.
Secondly, there might be political events which can be played through with historical hindsight or propose an alternative to history which go deeper than simple yes/no decisions.
There are some mandatory questions concerning internal politics for the german leader he has to answer in time.
E.g.: Regarding the rivalry between Wehrmacht and SS: Will the player allow the formation of the Waffen-SS? If yes, maybe some generals will retire in protest, manpower will be drained, supplies will be drained and WSS Divisions auto-spawn (not buildable anymore by the player, but being upgradeable). If no, some powerful party people will be disgruntled because they won't get their private army meaning dissent or unpleasant events and dilemmas in the future (global hidden agenda), like denouncing Wehrmacht Generals to force their retreat or coup d'Etat if such things happen too often. If yes, then after conquering a new land the player could be asked to raise volunteer units (%-Chance that some units auto-pop, depending on politics in conquered land)
I think we can find many more examples in german internal politics and also for other countries pointed out by forum users with more knowledge.
At least, I would like to see more internal politics and a higher impact on the game.