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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!
 
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readingsnail

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This DD is great. Maybe existed Provisional Government of the Republic of Korea? They existed china, but legitimacy is some low (it's starting 1919~). so maybe korean users saw Provisional Government of the Republic of Korea?
 

orochi2k

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1, Is it possible to host defeated Third Reich in South America and help them fight back a few decades later? :eek:
2, Are those exiled veteran immortal that we can have them even the war fight on for 100 years?
 

Idle America

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Cheers for the DD Podcat and Bratyn :D Lots of very exciting stuff, and the extra depth to democratic play that those GiE mechanics off look very cool, as does the that Imperial Federation (a very interesting 'sub-goal' for a British Player :cool:). I also really like the idea of playing as Poland or France post-capitulation.

My only complaint about the DD is that it didn't have enough ships in it (which isn't a real complaint - I know every DD shouldn't really be about ships :)), and that's easily enough fixed with a couple of pics of ORP Blyskawica and gunnery practice on one of the 120mm mounts on ORP Grom while they were in Allied service:

View attachment 405436


View attachment 405435



Newly-coined term of the week :cool:.



Keep in mind that HoI4 is 1936-1948, and doesn't model the issues with colonialism in any kind of depth (beyond a few NFs, they're not really modelled at all). Kuwait didn't become independent until 1961, the UAE in 1971, even Egypt wasn't independent until 1953. In this context, it doesn't seem unreasonable that if the British Commonwealth federated, that they'd hang onto their collection of protectorates, treaty states and what-have you, as long as they didn't become cores (if they became cores, it would be another thing entirely, but as I understand it that's not what's being proposed). If the game was extended out into the 1950s, then modelling colonialism/decolonisation in more depth would become more important, but I don't think the devs have that in mind (but I don't know - I can't read minds, particularly on the other side of the world :)).
Good to see ya again, buddy!

I really hope we get more in-depth colonial stuff with time, with different approaches towards conquered lands. Like extending citizenships and voting rights to the peoples, offering language courses and religious liberties, and eventually integrating Canada and Mexico into the USA... did I say that out loud?
 

Axe99

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Good to see ya again, buddy!

I really hope we get more in-depth colonial stuff with time, with different approaches towards conquered lands. Like extending citizenships and voting rights to the peoples, offering language courses and religious liberties, and eventually integrating Canada and Mexico into the USA... did I say that out loud?

Hey Idle America, good to see you :). More in-depth stuff about colonial mechanics could be very interesting (although I'm not sure it'd be pro-integration, the general trend in the interwar and post-WW2 period was towards fragmentation, a trend which hasn't really abated since - but I'm no expert in this kind of thing, not enough ships in it :)) but there's only so much complexity any game can handle, and I suspect HoI4 wouldn't be able to hold up to 'detailed warfighting and industrial production' and the complexities of decolonisation (or even imperialism and population integration).
 

Fulmen

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@podcat Have you considered having high legitimacy cause stronger partisan resistance against occupiers back in the homeland?
 

Klunter

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What about the opposite side of governments of exile? When occupiers recruit legions from occupied nations/provinces?

Germany recruited specific legions from France, Flanders, Wallonia, Netherlands, Norway, Croatia, Bosnia, Ukraine, the Baltics, Russia (RONA/Vlassov's Army), and the Cossacks. Many of these nationalities reached division level as autonomous units in the W-SS or the Army. The core motivations for those who joined these units was nationalistic (for their regions to become independent from pre-war countries, like Belgium, Yugoslavia and the USSR) and/or the basic spirit of anti-communist "crusade" that existed in 1930's and the 1940's.

To be specific, i am not talking about the many independent eastern battalions ("Ostbatallione") raised by Germany in the East and assigned to German divisions in an ad-hoc base.

But there were still multiple legionary divisions raised from the nationalities i mentioned above, and i think this should have an equivalent mechanism in the game play.

Best Regards, guys.
 

LeeTheGenie

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I can see it before my eyes,
France joins the allies
Germany goes to war
France capitulates
Commonwealth of nations forms
Commonwealth of nations turns fascist
D'Day happens

The Empire Strikes Back
 

SacremPyrobolum

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Holy shit, forming the Commonwealth with India is going to be the next "forming Greater Germany" in Vicky 2, its going to make you completely broken, be extremely satisfying, and everyone is going to do it just once!

How long do you expect it to take to go down such a path? Can you do it before Germany invades Poland?
 

Nelfe

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Holy shit, forming the Commonwealth with India is going to be the next "forming Greater Germany" in Vicky 2, its going to make you completely broken, be extremely satisfying, and everyone is going to do it just once!

How long do you expect it to take to go down such a path? Can you do it before Germany invades Poland?

Said in the bottom of the DD :

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).

So if you focus purely on this path, it seems possible to form the Commonwealth just before Germany invade Poland, but at the expense of other interesting focus.
 

Cadwalender

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Would it also be possible for a exiled nation to give a buff to some of the techs they have that the host nation doesn't. A common cause tech sharing. On the flipped side could a nation "capture" tech represented by a buff as well. Kinda how the Allies and Soviets did with German tech historically
 
Last edited:

Fulmen

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Can you get the Franco-British Union as the Imperial Federation?
The tag will still be ENG so presumably the event should still be able to fire. Unless they've added a flag to the Franco-British Union event not triggering if the Imperial Federation has formed.
 

Arkhis

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@podcat can there be a government in exile for a totally defeated nation? e.g. Czechoslovakia irl, Benes was in London throughout the war, and there were some Czech soldiers in France.

They said in the DD there's an event to get a Czechoslovak govt in exile as well (as they disappear through events before joining the allies).

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.
 

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What about Both Nationalist and Republican Spains focus trees??
Spanish Civil War MUST get some love guys...
I agree that the Spanish Civil War needs revision, but I really don't think it should be in this expansion. It strikes me as something that really needs a dedicated module - maybe linked in with improving mechanisms for volunteers in foreign wars, arms dealing/smuggling and other general civil war related improvements. Doing that in this release would both dilute focus on the naval part of the game (which needs improvement, too!) and limit the focus available for a really good and revolutionary (sorry ;)) civil war system.

So - I counsel patience. I think the Spanish Civil War - and lots of issues surrounding and connected with it - does need a good review, but not now. If it were made a complete future expansion (maybe even just a smaller one than MtG) I think it could be awesome!

What about the opposite side of governments of exile? When occupiers recruit legions from occupied nations/provinces?
Isn't this already covered in the conqueror getting access to some of the conquered manpower? I would assume those are volunteers from the annexed lands, since giving weaponry to determined opponents seems like a bad idea... Are you thinking of the specific buffs for these units? Or different division structures?
 

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I'm reading this when I'm really tired so I might have missed it in the DD, but is the exiled government unique to the British or do the exiled governments flee to the faction leader?
 

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I'm reading this when I'm really tired so I might have missed it in the DD, but is the exiled government unique to the British or do the exiled governments flee to the faction leader?
Faction leader, but if the faction leader changes they stay put.