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Bratyn

Content Design Lead
Paradox Staff
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Dec 25, 2012
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Hello everyone, and welcome to a new dev diary for the 1.5 “Cornflakes” update and the as-yet unannounced accompanying DLC.

For those of you who missed my introduction, I’ll briefly introduce myself. My name is Drikus and, after working briefly on DOD to help out the Content Designers on HOI4 back then, I re-joined the team in the summer to work on the next expansion, working with @Archangel85 and @Havebeard on all that CD goodness. Today I’ll be talking about some of the stuff we’ve been busy with since then.

Ever since release it’s become clear that the fanbase's interest in alternate history is far greater than we anticipated. Unfortunately, many of our focus trees for major powers are somewhat lacking in that regard, and it's something we want to change. So, while we will naturally be adding some new focus trees, this time around we will also be revamping two major nations. If this proves popular we plan to keep doing this in future expansions and eventually have all the majors with more options. For now, though, we figured a good start would be the most popular nation in HOI4: Germany!

In the next DLC, Germany will have its focus tree updated to bring it more in line with the new trees of minor nations, especially in terms of alternate history options. Furthermore, even players who do not buy the DLC will see some of these changes. For instance, we made some effort to flesh out the industrial part of the German tree. Initially only being a quick path of 4 focuses, it has now been expanded into a full 16-focus monstrosity, with paths leading into more fortification focuses, more domestic industrial focuses, and more focuses dealing with the ‘economic vassalization’ of Hungary and Romania and other areas of Europe. As a bonus, the 5th research slot is now accessible somewhat earlier, and no longer requires Air Innovations II. These changes do affect industrial balance somewhat, and we will go into how we handle that at the very end of the diary.

Germany Industry.PNG


All of the abovementioned will be free in the 1.5 “Cornflakes” update. What comes next, however, will be part of the DLC.

Use the full tree at the end of this dev diary to follow along. :)

Alternate history paths for Germany beg the question of when and how Hitler could have been stopped. These questions are very controversial, and there usually isn’t much consensus. We, however, have elected to explore the possibility of a concerted Wehrmacht opposition to Hitler, sparked by the Rhineland remilitarization.

Germany Civil War.PNG


A new path has been added, mutually exclusive with the Rhineland focus. It sparks a civil war led by the legendary August von Mackensen. Once won, the path splits, allowing the player to choose between reviving the old Kaiserreich (renaming the country to “German Empire”) and lifting Kaiser Wilhelm II’s exile in the Netherlands, or reinstating democratic elections and establishing a constitutional monarchy as a ‘compromise’ for the rather royalist (and powerful) Wehrmacht officers. In this path, Wilhelm II’s son will take the throne as Wilhelm III as a figurehead. In addition, there is a small 4-focus shared path focusing on the rebuilding of Germany after the Civil War, leading up to the German continental role as a “Bulwark against Bolshevism”.

Germany von Mackensen.PNG

Who wouldn’t want this guy leading their country?

In the Imperial branch, the player now gets the choice of either avenging the Great War, or letting bygones be bygones and focusing on the Communist threat. The former leads to Germany once again asserting its right of a ‘place in the sun’ (bullying China or Japan for the return of Tsingtao), focusing heavily on rebuilding its High Seas Fleet to challenge Britain (including some nice bonuses to battleship production and research), and then taking the fight to the British and French for their colonies. To this end, a new very powerful late-game focus has been added that will flip a significant amount of the country’s military production to naval production, in case the Soviet Union has been defeated and the player wishes to focus on the West (also available to fascists, if the player owns the DLC). The branch also enables the recreation of the Central powers via stimulating imperial sentiment in the Austro-Hungarian successor states and the assassination of Mussolini in favor of King Victor Emmanuel III.

Germany Wilhelm II.PNG

Can never have enough Pickelhaube...

The second Imperial path focuses on forgiving the British and giving up all dreams of an Imperial Navy. In return for accepting British naval supremacy, it is possible to form an alliance with them and stand together against the threat of Communism all over Europe. A punitive war with (Communist) France over Alsace-Lorraine can lead to an expulsion of the republicans from Iberia, as well as eventually taking the war directly to the Soviets, themselves. I minor shared branch, available for both the British alliance and the colonial route, allows for Germany to protect its eastern borders, retaking Memel, trading Danzig for military guarantees against the Soviets, and aiding the Baltics and the Finns with guarantees and some military support.

Germany Tsingtao.PNG

Can you taste that sweet Tsingtao beer? Ahhh, come to fatherland...

The Democratic path involves some sneaky diplomatic maneuvering, scaring the other nations in Europe into your sphere of influence by speaking up strongly against the Soviets and demonizing them. This leads to creating a Central European Alliance, in which most minor nations in Europe can be invited through various focuses, allowing for democratic Germany to challenge the historic French continental leadership role by creating its own power block. This course of action will likely result in the Soviet Union posturing threateningly, though, and gaining various bonuses to prepare them against what they perceive to be a threat to their sphere of influence. The end result of this mutual and intentional escalation is likely that it will not be possible to invite all nations you could potentially invite before the Soviets invade them. Eventually, Germany can take the fight to the Soviets, leading Europe in a war against the source of communism. In addition, it is possible for Democratic Germany to get a 6th research slot, and to strengthen their alliance through tech sharing and other cooperation.

Germany Democratic.PNG

Unleash the Swarm!

In addition, we have adjusted focuses like “Operation Weserübung” to give the player better control over the timetable of their invasions once the ball starts rolling. We’ve slightly buffed the naval parts of the core tree, adding an additional naval build-up focus or two, and adding some dockyards to Plan Z. In light of the significant improvements to Germany’s economic build-up in the new industrial tree, we are also revisiting the start-of-game balance of the nation. The intention is to make Germany initially weaker, but also quicker in building up, especially before any war has broken out. To that end, we have added a new idea upon startup. MEFO Bills will reduce the consumer goods by 20% (resulting in virtually no consumer good requirements at all), but have to be extended every three months. The price of extending these will progressively increase, as will the penalty that must be paid if these are not extended. Paying off these bills can be delayed by going to war, in which case the payment will be deferred until after the war’s conclusion (so be sure you can afford it by that point!). And finally, just as with the industrial segment of the tree, everything that was mentioned in this paragraph will be available without owning the DLC.

Germany MEFO.png


And finally, in its full glory:

Germany_tree.jpg


Don’t forget to check out the World War Wednesday stream later today, where @Da9L and @podcat will go through this dev diary while the rest of us get our asses handed to us by the Allies in South America. We look forward to showing you more cool stuff next week! :)
 
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The tree is very interesting, although it's missing Amerikabombers??? Not sure how I feel about there now being two versions of each of the majors' focus trees... I mean I understand you need to make a profit (from the DLC) but this just seems convoluted. I guess we'll have to wait and see how it plays out.
we have actually improved script support, so we can dynamically move stuff around, insert bits etc. so its still one tree
 
The "Rekindle Imperial Sentiment" has my curiosity can you please elaborate on that one?

The idea is that Germany pushes for reunification, and supports political parties that want this. In-game this is represented by a daily neutrality tick modifier on Austria, Hungary, and Czechoslovakia. Once unaligned support is high enough in those nations, they will then be able to reunite the successor states into Austria-Hungary and join Germany's faction. Presumably this would then entail more representation for the Czechs, Slovaks, and Hungarians, but we don't really model the internal politics that much.
 
Too bad there isnt a communist path, but I suppose that would make the game a little too easy

This has been looked at, but proved difficult to implement in practice. Partly due to time constraints, and partly due to implausibility (though not lack of ideas! ;) ). This is by no means a guarantee, but we might look at it further in a future expansion.

'The Iberian problem' needs a capital P @podcat :D

Fixed :)
 
@Bratyn

Is it possible to keep von Mackensen as leader? It shouldn't be in question that he was cooler than any of the Hohenzollerns.

Also, why is 'Restore the Kaiser' a separate focus? How can you revive the Kaiserreich without a Kaiser? :D

Yes, but it requires not taking either The Monarchy Compromise or Return of the Kaiser. So while you are able to keep him, you have to give up the rest of the tree. And... You might not be able to hang on to him for too long... ;)

And secondly, Revive the Kaiserreich is mostly the constitutional change involved in re-establishing the Hohenzollern house as the ruling dynasty. We figured that the actual act of pressuring the Dutch into returning the Kaiser should be its own focus.
 
BECAUSE THEY STEAL MY COOL STUFFS.

Quite honestly I hadn't ever seen your mod before. You can rest assured it was not the inspiration for our work, more of a case of 'great minds think alike' ;)

Why von Mackensen?

He was someone who was extremely well-respected, and not very pro-Hitler at all. He opposed many actions the Nazis took, and remained a stout monarchist for the remainder of his life. It seemed like the logical choice.

Also, considering the majesty of that picture... How could we not? :D
 
I might of missed it or it may be implied but is the MEFO bills extended via PP? Or manpower or something like that? as I cannot see it anywhere in the dev diary

The player will get the opportunity to extend the MEFO bills every three months at the cost of some political power, the cost of which increases each time it is done.
 
Very interesting.
What are the odds of AI Germany picking the non-nazi path if ahistorical paths are enabled ?

It would be nice to be able to force the AI to be non-nazi or to be nazi even with ahistorical paths enabled (if you want to fight an unpredictable Germany but still preserve the normal WW2 setting).

Right now they have a 1/10 chance of doing that route when historical mode is turned off. So it's very unlikely.
 
Form the Reichskommisariats looks like an interesting focus, does it actually create puppet states?

It does.


Are you sure that communist path, even one that slows down Germany´s development should not be in the game?

We have a lot of other really cool stuff we want to do as well, which I'm sure you guys will like :) As I said, we may take a look at this for a future DLC.
 
Have you folks ever thought about adjusting the German states? It’s impossible in vanilla to divide Germany in the historical way now.

This has been discussed. Personally I'm in favor of this. But this is absolutely no guarantee of it happening, or, if it does, when. We'll have to see if we get the time at some point :)

If there is a chance that all Europe will go against USSR there should be some rework of their tree also. Or it will be not that hard to deal with them. And, well, all things require time :(

They get bonuses as a result of the German rhetoric (a case of 'holy crap people are ganging up on us, we better get our shit together to be ready for them!'). We will have to tweak these to ensure they're not a pushover, though. This is also why they will most likely invade their border states if you invite one of them to the alliance (essentially the lower 3 invitation focuses are 'soft mutually-exclusive') :)
 
In honour of the extra Kriegsmarine focus or two, here's a pic of German battleship 'H' under construction at Blohm and Voss - historically Germany never got it finished, our challenge is to do better :D.

Damn right! BBs ftw! Who needs CVs anyway? The Kaiser sure didn't...
 
Will the Reischcommisariats have custom leaders? Will the Reichscommisariats have there own NF-tree a genreric NF-tree but for the designed for reischcommisariats?

They won't, unfortunately. A big reason for this is that they're very situational, and the player will likely never play them. Their main purpose is to improve the manpower recruitment from those areas.
 
I have to get use to the fact that this game will continue to spend half of its resources on content design.

More like a 6th-7th.

However, there should also be an option to demand Memel and Pozen from their respective owners, if the Kaiser has returned, as the Kaiserreich is incomplete without them!

There is for Memel.

Who is a good boy, who is a very good boy?

Woof!

This tree is great,but i thought that this DLC could add focus trees to other countries

As I said in the DD, there will be new ones added in this DLC. They will be announced in a future DD :)

it would be easy if paradox makes a event for Case Anton...

Indeed... It would be very easy... ;)
 
Wait... @Bratyn
Will Alfred Rosenberg be added to
Reichskommissariat Moskowien? And how about von Neurath for Bohemia-Moravia? Rosenberg is a moron but I feel his face is cool.

At this time we have no plans of implementing specific leaders for these subjects.

Does this only apply to players? Or will the adjustments also help the German AI time/plan their invasions better?

Timing, yes. It would not directly have a bearing on their planning.

Could we finally change the name of non-aligned/neutrality ideology to something else?

The problem with this is that, although we are taking them more and more in a royalist direction, the ideology itself is more of a catch-all term. 'Royalists' or 'reactonary' would not necessarily work for all cases. We have to find a better solution before we implement one. We're aware of it, though.

Any chance of adding a focus for operation Tannenbaum?

"Bypass Maginot in the South" is Tannenbaum under a different name.
 
and the democratic path is about constitutional monarchy?

Considering the Wehrmacht are the ones to fight the civil war, they have ample power in the post-civil-war state. As they were very monarchist, and considering the 'stab in the back' myth and general aversion to the Weimar Republic, it seemed inconceivable to us that the Wehrmacht leadership would idly stand by as the country returns to a republic.

Also another question I had: was the new DLC added to the Field Marshal edition or not? I thought so but I'm not sure.

It is! :)
 
So have you guys given up on making a historically accurate game? It's just memefest from now on right?

Ever since release it’s become clear that the fanbase's interest in alternate history is far greater than we anticipated. Unfortunately, many of our focus trees for major powers are somewhat lacking in that regard, and it's something we want to change.
 
Sorry for being mister silly here but if I choose not to extend and eat the penalty is that the paying off? Is it a timed thing (say 1 year later the MEFO is paid off and gone) or is there an additional cost of some kind that I must pay? A blow by blow account of paying them off would be nice!

It's represented as a scaling political power cost and a 2-month consumer goods penalty. The PP cost is the part that scales the more you extend the bills.