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HoI 4 Dev Diary - Japan Rework

Hello, and welcome to the first dev diary of 2018!

Although considering today’s topic perhaps we should call it the first dev diary of the year Heisei 30.

When we decided to expand on China for Waking the Tiger, we also decided that we would need to take another look at the Japanese focus tree and maybe do some minor rework and some alt-history expansions. While we were basically happy with the existing German focus tree, we felt that Japan might need a somewhat more extensive rework, so we asked our QA to compile a list of issues they had with the existing tree.

QA noted the lack of flavor and interesting choices, as well as the lack of really unique gameplay. Their final recommendation was fairly short:

Burn it down. All of it.

So we did.

japan_ft_3.jpg


As you can see, we have expanded the focus tree somewhat in comparison to the old one. The choice between striking north or south was a single focus each in the old tree, but has now been expanded into a full branch.

The first basic choice is what to do with the Kodoha (“Imperial Way”) faction in the military. This faction wanted to remove the last remnants of civilian government and restore the Emperor to his rightful place (i.e. a figurehead while the military has the actual power, as things were before the Meiji Restoration of the 19th century). Historically, supporters of this faction launched a coup in February of 1936 which failed within days as the rest of the military refused to support it.

For reasons of transparency and playability, we decided to not have the coup be an event that fires on or around a set date but made the choice of whether to support or purge the Kodoha faction part of the focus tree. Purging the faction sends you down the historical path to attack China, strike south and attempt to seize the European colonies for their resources.

As you can see, we decided to make Japan form its own faction in the historical path instead of having them join the Axis. The cooperation between Japan and Germany does not fit neatly into our current faction system. While Japan did join the Tripartite Pact, it did not join the war against the Soviet Union, and indeed the Germans concealed preparations to attack the Soviet Union from their Asian allies. While there was some military cooperation and exchange of technical know-how, it wasn’t anything like the scale to which the Western Allies cooperated and indeed closer to the military cooperation between the Western Allies and the Soviet Union.

Still, it is a historical fact that Japan joined the Tripartite Pact, and as such you can do so in the historical path. But instead of joining the Axis faction, it creates a set of mutual guarantees between Germany, Italy and Japan. Should either of them be attacked instead of being the aggressor, they can be called into each other’s wars (and frankly, that is a lot closer to the relevant Article 4 of the treaty).

While still not perfect, we believe that this solves more problems than it creates. In particular, it means that Germany isn’t considered to still be fighting until Japan is taken (which led to amusing side effects such as the Luftwaffe forming the Legion Pekingente and evacuating to Japan when Germany falls). Speaking of taking Japan: AI Japan will now surrender if they have been nuked twice or lost Manchuria and Korea when they aren’t holding any territory in China. A player has the option through the same decision but can, of course, choose to fight to the bitter end (the AI is simply scripted to always pick the decision as soon as possible).

Capture_nuke.JPG


Simulating the war in China itself has come with its own challenges. We wanted to make the war feel like the long campaign it was (lasting, historically, from 1937 to 1945), not least because a Japan with a secure China can bring far more resources to bear on other targets than it did historically. At the same time, China starts with crippling penalties to its army, which means that Japan could easily defeat them. This is not particularly historical, as the Japanese expected a quick victory and were rudely surprised as the Chinese divisions fought very tenaciously.

So in order to make the campaign in China feel historical and give the Chinese player a chance to survive the initial invasion, we gave Japan some penalties for fighting in China (or, specifically, when fighting against Chinese troops). These penalties can be reduced through decisions, which raise world tension, so you will have to balance out the need to finish the campaign fast against raising world tension too quickly. We feel that this best represents the disdain the Japanese military held their opponents in - the Chinese simply weren’t worth a proper effort. Of course you, as the player, can hound your military into actually taking this conflict seriously, but the rest of the world may not like the idea of all-out warfare in China.

If you decide to side with the Kodoha faction, you effectively decide to strike north against the Soviet Union (as many in the Kodoha faction believed that the Soviets were the bigger threat). Subsequently, you will have to do some diplomatic maneuvering to keep your southern flank secure: Where historically the Japanese signed a Non-Aggression Pact with the Soviet Union while they were engaged in China (at least in part because the Battle of Kalkin Gol revealed some serious shortcomings in the Japanese military) to secure their northern flank, now you will have to sit down with the Western powers to ensure they will stay out of your hair while you deal with the Soviet Union. The London Naval Treaty reduces your dockyard output quite dramatically, but should serve to keep the Allies happy enough to look the other way when you go to war with the Communists. You will also have to send some equipment to your Manchurian “ally” to enable them to actually be somewhat useful in the war.

Later on, you can join a technological exchange program with Germany and even gain access to German Rocketry. Going down this path will also allow you to prospect for resources in Siberia.

But of course, you don’t need to follow history quite so closely. The democratic branch assumes that there could have been a significant pushback against the militarization of Japan from forces inside the civilian government. After all, Japan did have a functioning system of democratic elections and a working parliament during the Taisho period, a mere 10 years before the start of the game.

However, the militarists will not go quietly and will rather flee to Manchukuo than to surrender their position. Those elements of the army that can’t or won’t go abroad will start a civil war. Once that has been dealt with, you can rewrite the constitution to turn the Emperor into more of a constitutional monarch like the Europeans have. Afterwards, you can either try to reach out to the British and revive the Anglo-Japanese Alliance that has served so well during the beginning of the 20th century, or you can form your own West Pacific Treaty Organization (or WPTO).

But that still leaves the problem of Manchukuo, now firmly run by the Kwantung Army and supported by the very militarists you kicked out of the country. You will have to go and remove this threat to your freedom with some good old fashioned liberty bombs. From there, you can go and ensure that the colonial powers actually make good on their promises of freedom and self-determination for the native people. After all, if you can have a functioning democracy, why can’t the rest of Asia?

Capture_usa.JPG


Finally, there is the communist branch, which is not quite as far fetched as it may seem. Historically, Japan experienced the same rise of leftist agitation as the rest of the world, and the Japanese Communist Party enjoyed some successes until new legislation effectively banned it. Extensive measures by secret police agencies ensured that by 1936, the party posed little threat to the establishment. That, however, does not mean that there wasn’t a potential for a revolution. A large number of young officers came from a peasant or working-class background, and many civil servants considered socialism to be the way of the future (or in any event better than the Japanese form of capitalism dominated by the huge industrial conglomerates, the Zaibatsus).

hoi4_102.jpg


Historically, these civil servants were quickly banished to Manchukuo or “encouraged” by the secret police to reconsider their political stance. The first step towards a communist revolution in Japan, therefore, is to recall those civil servants that have kept the faith back to the homeland as well as sending a number of militarist hardliners to serve in Manchukuo instead. By arranging for a number of younger and more revolutionary minded officers to be promoted, you will also gain three very loyal and reasonably capable Generals who will definitely serve on your side in the unlikely event that a civil war should break out.

In the next step, you trigger a civil war.

Here, the decision to send the militarists to Manchukuo is both a blessing and a curse, as the Japanese holdings in China are taken over by loyalist troops - who are nonetheless unable to interfere in the civil war in the homelands. Once you have secured the Home Islands, you face another problem: The Emperor has been the foundation of Japan’s political system for thousands of years, and you have just deposed him. Your government has very little legitimacy in the eyes of the people, so you will have to rebuild their trust and stabilize the country. Only then can you go over to the Asian mainland and eradicate the pest of militarism before making common cause with either the Soviets or the Chinese Communists.

Capture_rivalry.JPG


The Japanese military was famous for the poor relations between the Imperial Army and the Imperial Navy (for example, it took the Navy until 1943 to confess that the Battle of Midway hadn’t gone exactly as planned and had in fact included a minor setback). In the game, this is represented by a number of decisions about the prioritization of resources and resolving conflicts between the two parties. Each decision affects a national spirit representing the balance of power between Army and Navy, which affects things like factory output and dockyard construction speed.

Capture_bicycles.JPG


Finally, as part of the rework, we decided to give Japan a bit more flavor by adding two units that are currently unique to Japan: Bicycle Battalions and Torpedo Cruisers. The former are about what you’d expect: infantry mounted on bicycles move a little faster than regular infantry but require some more resources. Although they are currently restricted to just Japan, they might end up being accessible for the rest of the world if we can find a place to put them in the tech tree. The Torpedo Cruisers were a fad in the Japanese Navy, who refitted a number of light cruisers with no less than 40 torpedo tubes (20 per broadside). Together with the Japanese bonuses to torpedo range, they can become a very terrifying force on the high seas - if you can manage to lure the enemy into a decisive surface battle.

Capture_torpedo.JPG


In the process, we also fixed a small issue that pestered some fans of Japanese aviation:

Capture_aircraft.JPG


Similar to the German focus tree, parts of the new focus tree will be part of the Waking the Tiger DLC. While most of the new focuses are free, the communist and democratic branches of the political part will be paid.

We will continue to rework vanilla focus trees in future DLCs (assuming, of course, that this meets with approval from the community), with an eye to which countries make sense with the overall theme of that DLC (for example, reworking the Soviet Union doesn’t really fit into a naval-focused DLC). Expect further updates on future plans after the release of Waking the Tiger.

DLC focus trees will see occasional updates when necessary to accommodate new mechanics (for example, Hungary now inherits Austria’s generals if they manage to form Austria-Hungary) but probably won’t see major reworks.

That is all for today. Tune in next week, when we open up Bag of Tricks #3. There is no World War Wednesday stream today, but it will be returning next week as normal.

Rejected Titles for this dev diary:

It’s pronounced YA-PAN

Glorious Nippon Focus Tree folded 1000 times

We’re not making this focus tree because we like you or anything

While you were waiting for dev diaries, we studied the blade

This focus tree makes our hearts go doki-doki

Girls und Schwerpunktbäume

Basically Sengoku 2

The Emperor demands Focus Trees

That wasn’t even the Focus Tree’s final form

FIXED: Japan’s Focus Tree no longer a Shameful Display

Samurai Communists are the best Communists

No Kaiju were harmed in the making of this Focus Tree

Japan 2.0

Japan Digital Remastered Edition

Japan HD Edition

Japan: Online Tactics Advanced
 
Last edited:

seattle

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Magnificent Genius

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Yay, you are finally fixing map inaccuracies! I hope you also fixed Tibet, Carinthia and Poznan. It would be greatly appreciated.

I'm curious, what exactly is wrong with Tibet? If it's the fecking cores, then Mexico should start with cores on the southeastern US, Germany should start with cores on Alsace-Lorriane, and the Soviet Union and Turkey should start with cores on half of Eurasia.
 

Louella

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currently, AI Japan will not capitulate until a significant* proportion of the home islands are occupied. This is ahistorical.

*significant being having to occupy every city on the islands including Sapporo, if no nuclear weapons have been used, or several major cities if many nuclear weapons have been used.


So, if they surrender without the home islands being invaded, then that's an improvement when playing in historical mode.
 

Pyro157

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currently, AI Japan will not capitulate until a significant* proportion of the home islands are occupied. This is ahistorical.

*significant being having to occupy every city on the islands including Sapporo, if no nuclear weapons have been used, or several major cities if many nuclear weapons have been used.


So, if they surrender without the home islands being invaded, then that's an improvement when playing in historical mode.

That's why I'm so pleased about the new decisions now. The invasion is fun for players, sure, but watching the AI get slaughtered is not.
 

President Jyrgunkarrd

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@Archangel85

2. Historically, Japan surrendered after 2 nukes and 1 DoW from the Soviets. It is debatable which contributed more to the surrender. Since the nukes didn't cause nearly as much damage as the conventional strategic bombing campaign of the US, I personally believe that the Soviet DoW contributed more to the surrender.
Be that as it may, I would still attach the condition "at war with Soviets" to the decision, not just the 2 nukes.
If you base the decision on nukes, you should definitely make sure that the a.i. uses its airforce properly. Japan's a.i. should be focused heavily on defending her airspace while the US should use massive force to control Japan's skies and also use strategic bombers.

It was a pretty complicated political situation in Japan by the end, with the Emperor attempting to find a way to sue for peace while being granted some token concession in order to save face, the food distribution network across the home islands being bombed to tatters, an aborted coup attempt, the Soviet invasion, the IJN being reduced to nearly nothing and, finally, the nuclear strikes.

I don't think it is fair to say that just because the nuclear bombs did less damage than the firebombing campaign that they were not viewed as a unique & more dangerous threat. Both the emperor's office & army make it quite clear in the written record that they were terrified of these new weapons (and the official message of surrender from Hirohito specifically highlights the nuclear attacks as primary causes for surrender).

Of course, it was not the bombs alone that caused the surrender - Japan was decisively losing the war, had failed to defend Okinawa, was experiencing domestic turmoil in the face of widespread aerial bombardment, etc - but it is probably reasonable to say that they were the catalyst that provoked the emperor to stop insisting on token conditions for a peace deal. I mean, look at both the timing of the surrender & (as previously mentioned) the content of the surrender message.

Simulating this seems like a positive to me. It adds importance to nuclear technology for the Allies that could otherwise be ignored, which is not terribly historical, and it provides a nice way to terminate the end game.
 

GDSPathe1

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Yes. It also helps with the industry focuses since you'll no longer build factories on some godforsaken Island in the South Pacific (funny though that was)

So as Britain I won't be building civilian factories on islands in the South Pacific and Carribean when I take limited rearmament?
 

IVM.Firefly

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I'm curious, what exactly is wrong with Tibet? If it's the fecking cores, then Mexico should start with cores on the southeastern US, Germany should start with cores on Alsace-Lorriane, and the Soviet Union and Turkey should start with cores on half of Eurasia.
According to my information, Tibet controlled the western part of the Xikang state (the western-most state controlled by China ingame( and it´s territory was nearly identical with that of modern Tibet Autonomous region. Also, notice that one the commies invaded Tibet, the encounter is known as Battle of Chamdo - while ingame, Chamdo is already part of China.
Sources:
https://en.wikipedia.org/wiki/Tibet_Area_(administrative_division)
https://en.wikipedia.org/wiki/Battle_of_Chamdo
Therefore, I strongly propose that @podcat considers changing this.

Then again, if I made a mistake in my statement, someone who knows more than me can shed some light.
And no, I am not a Tibet fanboy, I am a historical accuracy fanboy :rolleyes:
 

GUmby_Aaron

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Can you PLEASE add qol on the overlay hud shown in the Division Designer to include the Battalions speed so that we don't have to reset a unit to 1 type to figure speed out!!!
Can you PLEASE add qol on the overlay hud shown in the Division Designer to include the Battalions speed so that we don't have to reset a unit to 1 type to figure speed out!!!
Can you PLEASE add qol on the overlay hud shown in the Division Designer to include the Battalions speed so that we don't have to reset a unit to 1 type to figure speed out!!!
 

billcorr

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Yay, you are finally fixing map inaccuracies! I hope you also fixed Tibet, Carinthia and Poznan. It would be greatly appreciated.

Just following up: which map inaccuracies are being fixed? I think I missed that announcement.
 

IVM.Firefly

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Just following up: which map inaccuracies are being fixed? I think I missed that announcement.
They did not mention it, but if you look closely at one of the screenshots, you will see that:
1. Communist China is now smaller- now more of it belongs to China
2. Japan now holds the Kwantung leased territory, a small but important territory to the south of Manchukuo that includes Dalian/Port Arthur

Since I am at it, I am thankful that podcat listened to the community, these changes were greatly needed.
 

Praetorian44

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I'm loving all these changes. I can't wait to get my hands on this DLC! I'm not going to ask for a release date, but can we at least get a date for when the release date will be announced :D
 

evilcherry

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It is honestly a horrible decision to move the tactical bomber line as naval bombers. Even they are all commissioned by the IJN and was designed to attacking naval targets, they all saw extensive use deep into China (so deep that they outranges in-game tactical bombers) against land-based targets.

Or perhaps at least give Naval bombers some land attack capabilities, enhanced for Japan taking the naval path? Its seems absurd that Naval bombers cannot attack land targets, anyway.
 

Gort11

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Yeah, I always thought they should just subdivide the bombers by number of engines (1/2/4) and allow them to do any mission type. You could still make single-engine bombers the most efficient at CAS, and two-engine bombers the most efficient at naval warfare, but you should absolutely be able to attack ships with four-engine bombers - look what happened to the Tirpitz (got bombed with earthquake bombs by Lancasters) and what the B-17s did at Midway (attacked transport ships but missed).
 

FOARP

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Farquarsen

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Wrong again. The USAAC officially became the USAAF on 20 JUN 1941 (before the US entry into the war), and the USAAC ceased to have any administrative structure on 9 MAR 1942. It remained the USAAF until 1947 when the USAF was created. So for the entire period of US involvement in WWII, it was the USAAF not the USAAC that controlled US Army Aviation.

The Army Air Corps did not cease to exist until 1947. Source: https://www.army.mil/aviation/aircorps/index.html.

You are a young-un so I forgive you. As I stated, I refuse to call it the USAAF, my choice as an old soldier. A-10s still rule even though F-18s are sexy. While you are researching, look up the A-20 and A-24, those are the true CAS, Army Air Corps bombers the vanilla game neglects to include.
 

moscal

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DLC focus trees will see occasional updates when necessary to accommodate new mechanics (for example, Hungary now inherits Austria’s generals if they manage to form Austria-Hungary) but probably won’t see major reworks.
Sadly, because the polish tree is relatively boring and weak :(