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:

KanadeSomeone

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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?
Perhaps this could be added to the game as an event or something alike? Maybe even have a random chance of the losing side of the Spanish civil war giving a small manpower boost or some generals after fleeing to France/Germany depending on which side wins the civil war?
 

FieldMedic

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Exiled nations look really cool and add a lot of additional flavour to the game. I actually kinda want to play as The Netherlands or Denmark now (although I might still hold out for a unique focus trees). The Commonwealth thing is super cool as well and should serve to give us some additional late game goals as the UK. I do agree that Canada would likely still be using the old Red Ensign. The Maple Leaf wasn't conceived until the 60s.
 

Bratyn

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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.

Not particularly, considering you need to be in the same faction with them anyway you'll get that +50 opinion boost as well.
 

Fulmen

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These already exist. They were added in WTT. You can return Northern Ireland in return for Ireland joining the allies and the war, or you can declare war on them.

View attachment 405322
But they don't join the war as a dominion, even though they probably should. Technically Ireland was a dominion until 1949 and their forces would've probably been mostly under British command, akin to the other dominion forces.
 

currylambchop

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Not particularly, considering you need to be in the same faction with them anyway you'll get that +50 opinion boost as well.
I had to guarantee them as well to actually reach +100 in the current game I'm playing. If all the positive opinion values are slashed it would be impossible to get to that threshold.
 

Vohen

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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.

View attachment 405307

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.
View attachment 405308
So ready for revenge that if this was animated you'd see that glorious mustasch quivering.

View attachment 405309

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.

View attachment 405310

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.

View attachment 405311

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:
View attachment 405312

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:

View attachment 405313
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.
View attachment 405319


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 :)

View attachment 405279

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.

View attachment 405281
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.

View attachment 405290

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.

View attachment 405291
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.

View attachment 405280
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.

View attachment 405285
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.

View attachment 405288
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).

View attachment 405282
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.

View attachment 405289
WIP event picture!

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

Democratic: Commonwealth of Nations
View attachment 405286


Fascism: The Empire
View attachment 405283


Communism: Commonwealth of Peoples
View attachment 405292


Neutrality: The Imperial Federation
View attachment 405287 View attachment 405284
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!
Really nice! one question though, how will manpower reinforcement work for exiled divisions? Will they get mp exclusively from their respective exiled government's pools or will they also be able to get it from the host's?

And I can already hear a certain music by John Williams playing when I form the fascist Commonwealth. :p
 

Dlin369

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Is there anyway to reduce the legitimacy of an exiled nation? Like if Germany forms Vichy France or the Reichkommissariats will Free France have lower legitimacy? If so, will it be dependent on the autonomy of the puppet nation?

Also for Imperial Federation, what’s happens in MP if the common wealth is player controlled? Will they all switch over to the new federation?

Great Dev Diary!
 

Cathal341

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These already exist. They were added in WTT. You can return Northern Ireland in return for Ireland joining the allies and the war, or you can declare war on them.

View attachment 405322
I still find it weird that Ireland wasn't added into the commonwealth when TFV was released since they where still an active member at the games start date. Maybe they should've been giving a very basic focus tree that has focus' for keeping Ireland out of the Allies and the war that's locked behind things like the UK being at war or world tension increasing that a player could take in order to maintain Irish neutrality with maybe 2 alt History paths for accepting the MacDonald Proposal and joining the allies and perhaps aligning more with the Nazis and starting an second civil war. I know there's only so much limited time in the development cycle but this is something I would love to see in the future. Also British Malaysia was also Ignored in TFV which really confused me since they have been a commonwealth nation since release.
 

KM Wolf Larsen

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This looks great! This will make the SS mechanic for Germany much more interesting, incorporating volksdeutches throughout Europe... Also modding will allow for different players to take different branches of government in the future which will be great for multiplayer.

Question:
Will you rework the "Fall of France" event now that the game allows for Governments in exile?

The Vichy government might have been auspiciously friendly towards the Germans (especially after Operation Catapult) but making them a puppet of Germany before after operation Anton seems unhistorical and unfair. They where pursuing armed neutrality and recognized by both the USA and the USSR. Making the Armistice of 22 June 1940 a white peace would be allot more historical and better for game play since the axis wont get a french puppet and wont get their navy/airforce/manpower. It also opens up some interesting alleys for the allies. Should they recognize de Gaulle or try to convince Vichy to join the war? Also turning half of northern Africa into a neutral block until operation torch would make that front a whole lot more interesting.
 

Bratyn

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I had to guarantee them as well to actually reach +100 in the current game I'm playing. If all the positive opinion values are slashed it would be impossible to get to that threshold.

By my calculation you will cause 20 World Tension simply by getting to that point in the focus tree, meaning you will incur -40 relations with Britain. On top of that, they have -10 relations because of a difference in government. However, you get +50 from being in a faction with them, along with +100 max due to improving relations. This means you should still be able to get it?

Of course, if you decide to war anyone then you can't, but that's the price you'll have to pay...
 

hkrommel

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Will nations in exile be able to send expeditionary forces to non-democratic nations? I'm thinking of the Normandie-Niemen Regiment here.
 

cnwi

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These already exist. They were added in WTT. You can return Northern Ireland in return for Ireland joining the allies and the war, or you can declare war on them.

View attachment 405322

Could you explain how you differentiate a decision and a focus tree node?

It is not clear to me why returning Ireland is a decision rather than being part of the focus tree, or conversely.
 

gmtavares

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I am looking forward to this feature... But I wonder: Will the oldest standing government in exile be represented?
What about nations that fall to civil war or have puppet governments set up? Should Vichy France be formed will Free France's recognition drop a bit?
WIll nations be allowed to grant Manuel Anzana or King Alfonso of Spain the claim to the territory should a government be fighting the spanish? [i.e. Franco joins Germany and allies support the fallen Republic/Kingdom?], or even support the fallen Qajar dynasty in Persia should the UK and the Soviet Union invade? Or probably most obvious of them all: After the occupation of Ethiopia, Austria, Albania, Czechoslovakia, Poland can different countries support different leaders at different points, at the same time?
i.e: UK supports Emperor Haile Selassie, King Zog and the democratic governments from Austria, Czechoslovakia and Poland - after appeasement ends... But the Soviets support a communist committee as the real governments of Czechoslovakia/Poland/Austria... [maybe Otto Von Habsburg exerts his influence to support the return of the monarchy as he did a bit during WW2 after fleeing to Portugal and then the USA?

Do not forget this works both ways... Japan liked to pretend India had a government in Exile [Azad Hind - google it]
Of course there were others as well like the Provisional Government of the Republic of Korea, existing since the annexation of Korea by Japan in the RoC! Koreans would certainly rally for the Chinese liberators should they beat the Japanese, and for their government!

I hope these are not forgotten, as they played leading roles in the interwar and ww2 and cold war period.

So to name a few existing in 1936 - and where they were
Belorussian Democratic Republic [Rada] - Lithuania
Democratic Republic of Georgia in Exile [Government] - France (unrecognized by France since 1933)
Republic of Korea [Provisional Government] - Republic of China

Others that are likely to pop up as the times pass, by the start of WW2, we will usually have:
Estonia
Latvia
Lithuania
Austria
Czechoslovakia
Albania
Ethiopia
Spanish Republicans

After the initial Axis wins other governments predictable to be created with a historical timeline:
Belgium
The Netherlands
Poland - the soviets might contest
Czechoslovakia contested by communists
Spanish Communists
Commonwealth of the Philippines

Others will most likely be able to be formed should leaders free into exile if their countries are occupied.
 

Bratyn

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Could you explain how you differentiate a decision and a focus tree node?

It is not clear to me why returning Ireland is a decision rather than being part of the focus tree, or conversely.

There is in this case not really any better reason than that we needed a bunch of decisions for the new decisions system, and we weren't doing the UK focus tree for WTT, so we decided to give them a bunch of options in the form of decisions instead.

Generally, though, the idea is that shorter, more flexible 'decisions', that are dependent on more quick-pased changes in the world scene, are Decisions, while slower and more long-term developments are focuses. The line is extremely blurry and even for us as developers there's stuff that in hindsight we think would have fit better as the other.
 

wielkiciensteam

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currylambchop

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there's stuff that in hindsight we think would have fit better as the other.
Y'all should do a 'reconsolidation' update before moving on after Man the Guns where you fine tune some of the features from older updates and can make corrections such as these (as well as fixing long standing bugs). Also, features like money and energy/coal from older games could be reintroduced in this update to simulate a sort of 'refurbishing' of the game.
 

Echo

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Regarding the South African States, maybe if they didn't strengthen ties with the Commonwealth, just have states with high British population be cores, like Capetown and the such.