HOI4 Dev Diary - Exiled Governments

Welcome to another dev diary for Man the Guns. The expansion has 2 main themes: Naval and Democracies, and so far we have had dev diaries for USA and UK and today its time to continue the second theme by talking about how you can host governments in exile and turn them against their conquerors. We will also be doing some follow up on UK with Imperial Conferences.


Harboring Governments in Exile

Many nations overrun by the Axis would field at least a few small units of exiled forces, such as (but not limited to) the French, Greeks, Norwegians, Dutch, and even Czechs. These served not only in the Army, but also in the Air Force and the Navy. The most well-known, however, are probably the Polish. At their height they numbered almost 250,000 men, and served with distinction in France, Norway, North Africa, Normandy, and Northern Europe, while Polish pilots proved their mettle in the Battle for Britain, among others.
The main focus of this feature is to give extra power to democracies in that nations who are conquered by, say, Germany will be able to function from a host nation and lend their strength to them. Each government in exile has a certain amount of Legitimacy - essentially how acknowledged they are by governments in the world as the legitimate government. The higher the legitimacy, the more advantages you will get from a government in exile.

top.jpg


As you reach each step on the scale the following things will be unlocked (some at more than one place):
  • Ability to train and deploy Exiled Veteran Divisions (more details below)
  • Ability to have Airwings with exiled manpower. These start out at a higher experience level right away.
  • Exiled Generals. These guys synergize well with exiled divisions.
leader_event.jpg

So ready for revenge that if this was animated you'd see that glorious mustasch quivering.

traits.jpg


Legitimacy is gained first before actually capitulating. The higher your warscore, the better your starting Legitimacy. If you just fold, transport all your divisions to safety or disband them, you won’t get much and the road to gaining more will be that much harder. Once you are actually in exile you gain legitimacy by helping in the fight. This both makes historical sense and means that players have a good reason to fight as hard as possible.

onexile.jpg


Once a nation has capitulated and is exiled it can salvage some things. Depending on Legitimacy some of the stockpile may be spirited off and some divisions may escape (with severe equipment losses) and will appear in the host nation after a long while (presumably sneaking across the channel in small boats or on long detours etc). These divisions will be Exiled Veterans.

combat.jpg


An Exiled Veteran division generally has a better experience level and will get both a combat bonus when fighting the occupiers of its nation as well as an extra bonus when on its old core territory. So these divisions are quite precious and potent. They are trained in much the same way as colonial forces are for those that own Together for Victory and you get access to both their templates and your own:
recruit.jpg


Playing an Exile

Playing in exile is something I think will be more popular in multiplayer than single player, because you are limiting yourself quite a bit, but for those who like a challenge we wanted to make sure it was possible and give you some of these advantages as well!

If your host is an AI it will be trying to be helpful in this case by passing over control of veteran divisions arriving. Exile Commanders will also be under your control. Because some exiles will have no land at all you will likely need to depend on the master for lend lease of equipment to arm your divisions with. If you are totally landless you will be getting a trickle of manpower based on your Legitimacy as well (Poland is likely in this position while Netherlands or France wouldn’t necessarily be). When you are an exiled nation you can keep track of your legitimacy on the country screen as well as bring up the more detailed view like the host nation can:

politics_exile.jpg

Exiled nations also come with several new decisions to help them grow and to celebrate their achievements. We also plan for exiles of nations that don't fall normally, like Czechoslovakia to come into existence from decisions.
upload_2018-9-19_16-34-25.png



Imperial Conferences

Hi! Bratyn here. In the thread for the British Focus Tree dev diary a lot of community feedback pointed out the glaring lack of the Imperial Conference as a potential ahistorical path. As I already mentioned in certain threads, this has now been rectified :)

dev diary imperial conference focus tree.PNG


I have rearranged the Dominions development branch of the Reinforce the Empire path, and added three new focuses. After having developed Canada, South Africa, Australia, and New Zealand, it is now possible to kick off the [insertcurrentyearhere] Imperial Conference. Doing so will send a notification event to all parties involved (including yourself), which then activates the Imperial Conference decisions.

dev diary imperial conference start event.PNG

This text has since been adjusted to properly locate the Conference in London!

However! Note that this conference will only last for 60 days, and so even though the “Hold the Imperial Conference” focus grants 120 political power, you should be prepared by having a sizeable amount of political power saved up in order to push through the motions you want during this timeframe. Considering the likelihood of the Dominions agreeing to your motions depends to a large degree on their opinion of you, you may also want to have prepared by improving relations with them before you kick off the conference, as you will likely not have time for this in the 60 days you are given. Finally, to make opinion actually matter, all positive opinions throughout the game have been cut in half, and on top of this you get a -100 opinion modifier with all your Dominions (and India) for the duration of the conference. This allows us to use the 0-100 range of opinion to calculate AI likelihood of accepting your proposals.

dev diary imperial conference decisions.PNG


The possible motions to make are the following:
  • Imperial Defense: Each Dominion that accepts gains a 10% production bonus for factories and dockyards for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% production bonus for factories and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Imperial Trade: Each Dominion that accepts is flipped to the Free Trade law (this making a larger amount of resources available for export), and the UK gets a +50 trade relations opinion modifier with them.

  • Imperial Economy: Each Dominion that accepts gains a 10% construction speed bonus to civilian and military factories, and dockyards, for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% construction speed bonus to civilian and military factories, and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Appeasement: Only available if the UK is not at war. Each Dominion that accepts gains 10% war support. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% war support.
In addition, Dominions that accept the previous four motions will also get 10 opinion with the UK per motion they accepted. This gives you a way to improve opinion other than simply improving relations. Each motion costs 50 political power to start. Of course, note that all values are subject to change based on testing.

dev diary imperial defense start event.PNG

WIP event picture!

Each motion kicks off with a starting event for the UK, where the player can choose whether to roll the dice solely based on the Dominions’ opinion, or to invest various degrees of political power (currently 25 and 50) to influence the outcome. Influencing them will double and triple (respectively) the chance of them saying yes, but the only thing that will absolutely guarantee it is if they have 100 opinion with you.

dev diary imperial defense accept event.png

WIP event picture!

Finally, there is the Imperial Federation motion. This one is a bit different from the previous four, because it will not have effect unless at least Canada, South Africa, Australia, and New Zealand unanimously accept the motion. This costs 100 political power to start.

dev diary imperial federation start event.PNG

WIP event picture!

India is a bit of a special case. They were not a Dominion, and so if you want their support you will have to first make them one. This is where the new “Indian Autonomy” focus comes in. Taking this will make the Raj a dominion, and also give them +0.5 autonomy gain for 2 years. If you do this before the Imperial Federation, the Raj may (following the same opinion restrictions as the other Dominions) accept the Federation proposal. If you do not grant them autonomy before triggering the Conference, they will always reject it.

dev diary imperial federation dominions responses events.PNG

WIP event pictures!

If all five Dominions accepted, they then all receive a national spirit that reduces Autonomy by -3 per day. You will manually have to pay the PP to reduce their Autonomy levels all the way down to Integrated Puppet (and these TfV Autonomy levels have therefore been unlocked for MtG!), and once all of them are that Autonomy level, you can take the “Imperial Federation” focus. If India did NOT accept for whatever reason, but all other Dominions did, you can elect to either cancel the plans, or push through with the remaining Dominions and give independence for India. The reason for making this require a long process of autonomy reduction is to illustrate that integration is a long-term process, as well as to make this be a difficult (or at least slow) thing to achieve, due to how powerful it is. The idea is that it should only be possible to get towards the mid-late game. Currently, this takes roughly 3 years. Of course, again note that all values are subject to change based on testing, and especially the speed at which you can integrate them may well change (if anything, likely to be adjusted so that it can be done more quickly).

dev diary imperial federation ending event.png

WIP event picture!

Taking the “Imperial Federation” focus will do multiple things.
  • Canada, Australia, and New Zealand will have all units and army leaders transferred to the UK, they will be annexed, and all their core states will become core states of the UK.

  • South Africa will have all units and army leaders transferred to the UK, and they will be annexed, but, to illustrate cultural differences and lingering anti-British sentiment there, their core states will NOT become core states of the UK.

  • The British Raj, if they accepted, will have all units and army leaders transferred to the UK, and they will be annexed, but, to illustrate cultural differences, their core states will NOT become core states of the UK (also done to counteract the OPness of gaining full access to all Indian manpower, which even British Raj/India doesn’t get).

  • UK gets a new cosmetic tag with a new map color, name, and flag.

dev diary imperial federation tag and news event.PNG

WIP event picture!

Current names and flags for the Imperial Federation are as following:

Democratic: Commonwealth of Nations
dev diary imperial federation democratic.PNG



Fascism: The Empire
dev diary imperial federation fascist.PNG



Communism: Commonwealth of Peoples
dev diary imperial federation commie.PNG



Neutrality: The Imperial Federation
dev diary imperial federation unaligned.PNG
dev diary imperial federation with india unaligned.PNG

Right -hand one is if India is included.

Rejected Titles:

In the skies above the isle...

Brought to you by Game Devs in Swedish Exile

Defending Britain to the last Pole

Say [ZENSIERT] to your [ZENSIERT] Balls

More smiling Indian soldiers than you can shake a stick at!
 
Last edited:

Andy38

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pvt.conners

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This looks outstanding!

A few questions regarding Governments in Exile;

1. What determines the host nation, is it faction leadership?

2. You've spoken about equipment and some divisions being transferred over to the host, what about ships?
Two examples that come to mind are Operation Peking where the majority of the Polish Navy fled to British Ports and went on to serve in the RN and the Polish Armed Forces in Exile;
as well as the Norwegian Merchant Marine that defied the Germans and their puppet government and sailed in service of the Allies.
 

Nyvis

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Don't forget the government in exile under a government in exile, aka the Spanish republic forces in the free French army. Yes, that's a thing. They even liberated Paris.

Will this be in the game in some way, or is Republican Spain losing out on this?
 

$ilent_$trider

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Regarding half the bonus relation improvement, is this just for UK or everyone?
I mean, Manchukuo and the chinese warlords have invite investors national foci that require 75+ relation with key countries.
Considering that with the exception of Germany and maybe Soviet Union if playing with Communist China you will have a -10 penalty for different ideology and a maximum of +50 to improve relations, does it mean those requirements will be halved as well?
 

Alertlord

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Just thought I'd leave a small suggestion,

@Bratyn Hi, I was just wondering, but the current flag for the Fascist Imperial Federation seems a bit silly as it currently stands. Personally, it would be better if you were to copy the Union Bolt used by the BUF (British Union of Fascists) at the centre with the same effect but in the same style of the democratic flag if you understand what I'm saying? I don't really understand having the lion in the centrepiece as it doesn't really seem like something the Fascists would have used for symbolism.

But other than that I like everything I've seen so far. :D
 

Bratyn

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Regarding half the bonus relation improvement, is this just for UK or everyone?
I mean, Manchukuo and the chinese warlords have invite investors national foci that require 75+ relation with key countries.
Considering that with the exception of Germany and maybe Soviet Union if playing with Communist China you will have a -10 penalty for different ideology and a maximum of +50 to improve relations, does it mean those requirements will be halved as well?

Every positive opinion value in the game has been slashed. Improving relations as a game mechanic is entirely unchanged, however, and still reaches +100 max relation improvement, so these requirements should still be entirely possible to get, except that they might require a tiny but more player action now.
 

brokystoka1311

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I'm so excited for exiled governments, nice job guys!!!
There is only one question that remains unanswered: can Wojtek the Bear be an exiled general ;)
 

$ilent_$trider

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Every opinion value in the game has been slashed. Improving relations as a game mechanic is entirely unchanged, however, and still reaches +100 max relation improvement, so these requirements should still be entirely possible to get, except that they might require a tiny but more player action now.

Ah, got it! Thanks!
do we have a date already? I get depressed every time I start a new game and think "Man, I can't wait for MtG to be released."
 

Fulmen

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Ability to have Airwings with exiled manpower. These start out at a higher experience level right away.

What if that country never had an air force that saw combat? E.g. France in MP usually sends all its planes to England when the war starts. Logically air wings recruited from their manpower should then not start out with a higher XP level.

Once a nation has capitulated and is exiled it can salvage some things. Depending on Legitimacy some of the stockpile may be spirited off and some divisions may escape (with severe equipment losses) and will appear in the host nation after a long while (presumably sneaking across the channel in small boats or on long detours etc). These divisions will be Exiled Veterans.

In MP countries like France often send their entire stockpile to England before capitulating, to avoid any of it falling into German hands, rendering this new mechanic moot. Will there be features implemented to stop this kind of thing?

The possible motions to make are the following:
  • Imperial Defense: Each Dominion that accepts gains a 10% production bonus for factories and dockyards for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% production bonus for factories and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Imperial Trade: Each Dominion that accepts is flipped to the Free Trade law (this making a larger amount of resources available for export), and the UK gets a +50 trade relations opinion modifier with them.

  • Imperial Economy: Each Dominion that accepts gains a 10% construction speed bonus to civilian and military factories, and dockyards, for 365 days. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% construction speed bonus to civilian and military factories, and dockyards (for a grand total of 15% bonus max, if all 5 accept) for 365 days.

  • Appeasement: Only available if the UK is not at war. Each Dominion that accepts gains 10% war support. Accepting costs them 25 political power. For each Dominion that accepts, the UK gets 3% war support.
In addition, Dominions that accept the previous four motions will also get 10 opinion with the UK per motion they accepted. This gives you a way to improve opinion other than simply improving relations. Each motion costs 50 political power to start. Of course, note that all values are subject to change based on testing.

The Imperial Conference looks very promising and I'm positively surprised, very nice. But I'm worried those figures might make early game Allies a bit too strong in multiplayer, where all the Dominions are generally played and will of course accept all the goodies the Imperial Conference chain can give them and England. Guess we'll see.

Neutrality: The Imperial Federation
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I'm pretty sure Canada would've used the red ensign and not the maple leaf. Even changing the flag in OTL as late as 1964 was very controversial in Canada.
 

Groogy

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Havebeard

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This looks outstanding!

A few questions regarding Governments in Exile;

1. What determines the host nation, is it faction leadership?

2. You've spoken about equipment and some divisions being transferred over to the host, what about ships?
Two examples that come to mind are Operation Peking where the majority of the Polish Navy fled to British Ports and went on to serve in the RN and the Polish Armed Forces in Exile;
as well as the Norwegian Merchant Marine that defied the Germans and their puppet government and sailed in service of the Allies.
1. Faction leadership, yes. If faction leadership changes you still keep the exiles though. If the faction leader capitulates and a new country takes over leadership the exiled governments flee to the new nation with their old host.
2. Ships can flee to the host. Exactly how it works is either described in the diary or undecided ;o)

Don't forget the government in exile under a government in exile, aka the Spanish republic forces in the free French army. Yes, that's a thing. They even liberated Paris.

Will this be in the game in some way, or is Republican Spain losing out on this?
No exileception. It does not work well with the mechanics we have.
 

king.kaiser7

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OMG! they all look sick, The Democratic one is the Histroical Commonwealth of Nations that exist today (though aren't a government and more of a lite EU). The communist one is believable, especially if you pick the trade route. And the fascist one is just stunning, especially if you have Edward at the helm.
 

Bratyn

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And the fascist one is just stunning, especially if you have Edward at the helm.

Edward is now ruler of Unaligned Britain, however - so it would be Mosley at the head of the Fascist-flag Empire.

Can we take the British focus that allows us to annex the USA and still form the Commonwealth?

Yes. This is part of the "Reinforce the Empire" branch, which is mutually exclusive with the decolonization branch. Both can be taken regardless of which ideology you become.
 

currylambchop

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Is there any way for you to improve AI Germany invading Norway? Currently Norway always survives and becomes a base for the AI Allies.
I think the thing is that Germany's success in invading Norway in real life was a fluke, so it's impossible to reliably and realistically model it in a game.
 

vyshan

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@Bratyn Hello some questions:

1.) Can you be an exiled government/host a government in Exile at peace? I am thinking of the Spanish Republicans who fled first to France then to Mexico and often had their Prime Minister in London. If fascist Spain was to win the Spanish Civil War right before the war but then joins the Axis either before the war begins or during it, can the Spanish Republicans be hosted by the allies?
2.) Can Governments in Exile get events, decisions and so on?
3.) How modable is the whole Government in Exile mechanic. Like could we use it to represent other countries/non-map entities?
 

currylambchop

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Every positive opinion value in the game has been slashed. Improving relations as a game mechanic is entirely unchanged, however, and still reaches +100 max relation improvement, so these requirements should still be entirely possible to get, except that they might require a tiny but more player action now.
That will make it quite hard to get +100 opinion value as imperial Germany to request restoration of British titles due to causing world tension lowering opinion. Not that it matters that much anyway.