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HOI4 Dev Diary - Bag of Tricks #3

Hello everyone, and welcome back to a new dev diary for Man the Guns and the 1.6 “Ironclad” update! Unfortunately, the next part of the naval combat rework is not entirely ready to show off, yet, and so to give them some extra time I’m stepping into the breach to give you an update on some of the things (this is by no means an exhaustive list, but rather the highlights) the HoI4 Content Design team have fixed or adjusted since showing off the focus trees :)

Issues regarding ideology (and drift)

An issue that has come up in the community on multiple occasions are the issues caused by permanent ideology drift National Spirits. For instance, puppeting a fascist nation as a communist, only to have it gradually drift back to fascism because it once upon a time got a National Spirit giving it 0.10 fascism drift.

To solve this, we’ve gone with a two-pronged approach. First of all, all National Spirits that give ideology drift now either time out after 2-3 years, or, in the case of Spirits that have other effects than just ideology drift, and therefore need to be permanent, are removed when the ideology shifts away from the ideology drift they provide.

dev diary timed ideas.png


In addition, we’ve added new decisions that give you greater control over the ideology of your subjects. These allow you to expend political power to give an ideology drift, and, when ideology support becomes high enough, forcibly swap them to your ideology.

dev diary nation building.png
dev diary police action.png


Adjustments to Netherlands focus tree

I was not too pleased with the Monarchist path in the Netherlands focus tree, and so I’ve tinkered a little bit with it to make it more unique and (hopefully) more interesting. The original design suffered from, yes, being too constrained by historical plausibility. Attempting to trace the most likely path for a royal take-over we can find some indications that Queen Wilhelmina historically wanted to use her wartime popularity, combined with the weakness of the Dutch Government-in-Exile (GiE), to obtain sweeping constitutional changes that would give much greater power to the Queen, after the liberation of the Netherlands. In HoI4, however, this would entail requiring the player to play poorly, lose the fight in the continent, become a government-in-exile, then flip to Neutrality, and subsequently gain no benefits at all from the tree because you do not control your land anymore, while just sitting back and supporting the British in their war (because historically the Queen wanted to do just that, rather than doing any ‘cool independent stuff’ on her own). None of this makes for fun gameplay.

dev diary monarchist path.png

The Monarchist path is on the left-hand side, but shares certain focuses (the branch leading up to "Request Allied Favors") with the Democratic path (the right-hand side).

It is still possible to go through the path as a GiE, as multiple focuses give you bonuses regardless of whether you have control of your homeland or not. However, it is no longer a requirement to have capitulated. New focuses give offmap military factories, as well as building up Belgium and Luxemburg after you get them through Revive the Buffer State Proposal. A final focus has been added to give a sort of ‘endgame’. Wilhelminism revolves around a cunning plot to use the German Kaiser (in exile in Huis Doorn in the Netherlands since the end of the First World War) to attract German deserters, and incite an insurrection to weaken the German position. This focus periodically spawns free divisions comprised of German deserters, while also giving Germany a National Spirit draining their manpower. Once any German territory has been ‘liberated’ by the Netherlands, an actual civil war kicks off in Germany, where the Kaiser (or his son, if he died) leads a rebellion (headquartered in the territory you just liberated) to put the von Hohenzollerns back on the German throne. This civil war nation exists as a puppet of the Netherlands, and so can be supported by you. Once the war is won, the Kaiser will require you to fulfill your end of the bargain, involving releasing them as an independent nation, and then proposes to create a formal alliance. If you happen to own Waking the Tiger, this will also set this new Germany on the Kaiserreich path, likely leading to a war with the Allies (who won’t be too happy with you doing all this in the first place).

dev diary wilhelminism.png


Adjustments to the British focus tree

In the original UK focus tree reveal, I mentioned the naval tree would get a make-over as well. This has now been done.

dev diary uk naval tree.png


Various new additions have been made to the tree. Anti-Non-Contact Committee gives tech bonuses to minelaying and minesweeping, while Anti-Submarine Training School gives doctrine bonuses to Convoy Defense, as well as a National Spirit that improves Destroyer experience gain. ASW Warfare gives 2x ahead of time tech bonuses for Anti-Submarine Warfare modules, while Expanding the Repair Yards gives a couple of Dockyards and a national spirit making repairs and refits cheaper and faster. Vanguard gives a modern Battleship template, and also creates a ‘free’ battleship of this template in Clydebank (Lanark state).

dev diary vanguard.png


I also added some focuses that tie in to the Reinforce the Empire branch. As the British relied heavily on their light cruisers to keep the trade lanes secure, that is now represented in a new focus that requires both Naval Rearmament as well as Service Overseas.

dev diary light cruisers.png


Following Commonwealth Ties, then, comes the last addition: a focus representing the massive British Commonwealth Air Training Plan. This gives bonuses to air (and air wing) experience gain, reflecting the impact of one of the largest air training programs in history.

dev diary commonwealth air plan.png


Of these, all are part of the free rework except for those that rely on paid features; i.e. ASW Warfare, Expand the Repair Yards, Vanguard, and Anti-Non-Contact Committee will not be available without the DLC.

Map changes

The map changes dev diary had a lot of suggestions from the community, and I worked through a number of them (too many to list), but I will mention the most important here.

A number of new tags were added:

Mauritania
Namibia
Western Sahara (Sahrawi Arab Democratic Republic)
British Antilles
French Guyana
Maldives
Fiji/Melanesia
Slovenia
Bosnia
Macedonia
Northern Ireland

To accomodate Mauritania, the western-most impassable state has been made passable, allowing armies to move down into subsaharan Africa both in Egypt in the east, as well as in the west.

dev diary mauritania.png


Namibia has been added due to popular request, and the Caprivi strip has been fixed.

dev diary caprivi strip.png


The Balkans have been further… balkanized, and the states for Montenegro and Macedonia have been adjusted.

dev diary balkans.png


Thanks to an initiative by @Tristan Edge, a large number of victory points have been adjusted and/or added.

A lot of VP adjustments happened to:
Greece, Turkey, Portugal, Mexico, Poland, Czechoslovakia, European Russia

Other VP adjustments happened to:
Spain, France, USA, Germany, Italy, China, Siberia

dev diary western poland.png

Sneak preview of the new VPs in Western Poland

Also, when adding new tags, I put in an effort to ensure all releasable tags have at least one victory point (their capital). This has seen a dramatic increase in the amount of victory points in Africa, the Caribbean, and some in Asia.

Finally, some naval zones have been split up to make better use of the new naval terrain, as well as making for more interesting strategic choices with your navy. One example here: the Aegean.

dev diary naval zone Aegean.png


Don't forget to check out the stream today at 4PM CET, where Gabriel and Niall (Daniel is unfortunately the victim of biological warfare today) will be continuing with their communist Mexico playthrough. We'll see you guys next week, for a new dev diary! :)

Rejected titles

- Yet another focus tree about the German Kaiser
- My Conquest is the Sea of Victory Points
- HOI4: Now with 200% more balkanization
- Installing Democracies has never been so easy
- Issuing the HoI4 community challenge: Western Sahara World Conquest
- The "People Actually Live Here Now"-update
 

James Hale

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Sounds good. But I was kind of hoping for a Dec 7th release. I guess that's not going to happen. So how about June 6th 2019? lol
June 6th will be nearer than December 7th. :p
 

ProKosovich

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Please make sure that your adjustments to states in Yugoslavia do not impact historical playthroughs. Macedonia must be split into two states (Macedonia and Debar), Morava creates two new ones (Kosovo and Pirot).

Some new state requests for the rest of Yugoslavia would be Slovenia split into three states for historical German, Italian and Hungarian occupation of the region. Splitting Istria for Croatia and Slovenia would be a nice touch.

Please refer to the map below.
 

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WeissRaben

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Please make sure that your adjustments to states in Yugoslavia do not impact historical playthroughs. Macedonia must be split into two states (Macedonia and Debar), Morava creates two new ones (Kosovo and Pirot).

Some new state requests for the rest of Yugoslavia would be Slovenia split into three states for historical German, Italian and Hungarian occupation of the region. Splitting Istria for Croatia and Slovenia would be a nice touch.

Please refer to the map below.
Sadly, it's apparently more important to have 2000 borders than 1942 borders in a game about WW2.
 

king.kaiser7

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Hey my home country of Maldives will now be playable!

Also an unrelated question, when Italy gets its rework, will Germany have to option to puppet or as I like to call it "assume direct control" of Italy like they did historically. Since when the Allies invaded Italy, the people were well unsurprisingly against the current regime, the Italian army was deserting and switching to the allies, the people were rioting and basically revolting (supported by the allies). So Hitler sent in his troops to bolster the southern flank and puppet Mussolini has the new Italy's leader, while in reality Germany was in full control since like 90% of the army was German.

If this is to work i'm guessing its going to be like a Event or Decision that pops up after like Italy reaches 40-50% surrender progress, while Germany also has some troops stationed in Italy. The capital of this "new" Italy was (Historically) Salo in Northern Italy since it was closer to Germany and Rome was too close to the Allies.
 

Daelyn75

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A full land combat system and division designer rework is outside of the scope for this DLC.
Please focus on land for the next DLC!
 

Fishman786

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Please focus on land for the next DLC!
IMO we've already had enough land warfare for now. The next patch should be either about diplomacy/trade and focus on countries that changed sides in the war (Italy and France as the majors with Bulgaria and Greece as minors), or on espionage, subversion and politics (France and Soviets as the majors, Spain and Finland as the minors).
 

13th Fleet

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I think it might be a good idea to make Wilhelminism mutually exclusive with, say, The Fourth Ally since it puts the country on a fairly anti-Allied path. If nothing else, to prevent the AI from possibly doing dumb things.
 

Daelyn75

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IMO we've already had enough land warfare for now. The next patch should be either about diplomacy/trade and focus on countries that changed sides in the war (Italy and France as the majors with Bulgaria and Greece as minors), or on espionage, subversion and politics (France and Soviets as the majors, Spain and Finland as the minors).
I don't doubt that those need to be covered, but land warfare which is the heart of the game, especially with the naval warfare done, definitely needs work more than anything else.

  • Better logistics and supply
  • A system of reserves that would reflect a much more realistic approach to how national armies were organized and could be filled somewhat quickly as in the case of the USSR
  • Cost for armies/units so you cannot just have unrealistically huge armies, especially in peace time. Here reserves would also help
  • AI : Please fix the suicidal fronts from bleeding themselves to death!
These things should be a priority. Also, working on France, USSR, and whatever smaller nations should be included. Then do a Mediterranean DLC after that. As much as many want the med nations to be updated, the USSR, and France should be priority over them since the war greatly revolved around them, and the other majors besides Italy have already been dealt with.
 

Bratyn

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I think it might be a good idea to make Wilhelminism mutually exclusive with, say, The Fourth Ally since it puts the country on a fairly anti-Allied path. If nothing else, to prevent the AI from possibly doing dumb things.

It already is. It is not directly evident from just looking at the tree, but half of it is exclusive to the democratic path (as mentioned underneath the relevant picture).
 

NVI

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@Bratyn With these new map changes, does the UK keep any states outside the island of Great Britain after decolonizing? (Would be aesthetically nice if they didn't.)

In the Indian civil war, or if you decolonize.

And yes. Yes it is ;)

Disappointed about that since those are much later (than 1937) developments. I assume the argument is that it wouldn't affect gameplay much even though it's more historically accurate?
 

Rs_Gaming

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Another great dev diary. I got one question though. Will there be any changes to the base focus tree? You could add focuses on minesweeping and minelaying. Even add naval experience to use for the ship designer. Also, you could address fuel in it as well. (Build a fuel silo, add fuel for a focus). We shouldn't leave the countries with the base focus tree out of the fun.