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HoI4 Dev Diary - Min jistenna jithenna - Malta focus tree

Hello everyone!

So this is a first for me, my brand own dev diary! Well...in fact, I am in a bit of an odd situation. I fell asleep one day in the office about a year ago and no one came in the next morning. The building was put in lockdown during COVID so I haven’t been able to get out and I cannot contact anyone from the team.

I am running low on cash and the only way I can afford to eat is by having uber eats delivered takeout via drones, so I need you to buy this otherwise I have to resort to hunting spiders in the office.

First of a bit of a backstory since this might come as a surprise for some of you, it sure did for me. At first I thought it was a data anomaly but I have to finally admit...that it's not.

Ever since Malta was introduced as a playable nation in MtG we have seen a steady increase in players who are real hardcore about playing the island state. In fact most of you reading this are, 84% in fact.

chart (2).png

Why are you all so crazy about Malta? I have no idea and I am no data guy but to me this signal is pretty clear and I can no longer ignore it. As such I have decided to completely shift gear from our 5 year plan to a huge Malta focus tree. You heard it right here folks, I am finally delivering what you want and no longer will you be bound by your shackles of torment!

Obviously I cannot detail everything in one single dev diary. I need to hurry up to check out my spider traps for food, but there are some new unique features that are implemented specifically for Malta, so broad strokes will be covered in this diary, with more in depth path walkthroughs next time!

Economy 2.0​

Malta now begins as a proper colony of the UK ingame instead of being annexed by them. While the domestic industry will be limited by physical size the country can establish shipping lanes between other countries which trades sandstone. This was a brilliant invention of mine where I realized that Malta was pretty much completely void of industry and needed something that everyone wanted!

image (88).png


Everyone? Yup, to make sure Malta gets the proper starting economy every construction and building you make now will require sandstone, which you have a monopoly on. It will therefore be very important to establish close ties with Malta, or your industry will hit a (sand) stone wall.

As more shipping lanes are established and countries buy more of your sandstone you get IC output in return. More sandstone can be mined via events, focuses, decisions and by scuttling your own houses to mine their stone, at the cost of taking a stability hit.

Beware though, if you push your trade routes to everyone at once too fast you risk getting the worst malus of all, tourists. They will arrive in great hordes and block your island, making deploying divisions impossible, and slowly erode all your precious sandstone as they walk around to take in the island’s sights.
tourists.png



With the power of blockchain technology and adaptive AI I have tied the amount of tourists arriving to real world tourism data, so you better get all achievements before summer!

Repeatable focus sets and building vertically​

As you know, Malta has limited land resources and while land reclamation is possible it is quite expensive to do so. Luckily we have the solution - instead of building horizontally we are building vertically!

Malta will be able to build several different levels of its country, like a skyscraper. Every level has a set amount of construction slots allotted to them and the player can construct buildings in these slots using the IC gained from the precious sandstone trade. Every new level also requires more and more sandstone, so the player will need to balance foreign trade and plopping another piece of tower onto the Maltese masterpiece.
1617269807188.png

Graphical representation of Malta getting its first layer of new ground

Every level also has a special set of focuses, and I am very proud to let you know that every level up until level 3000 has a unique set of focuses. After that, every level has a randomly generated set of focuses up until int.max (2,147,483,647). If anyone ever reaches that level I know that you are cheating and the game will therefore erase your system32 folder.

As you build more and more levels the lower levels become impossible to bomb by the enemy, as it is protected by the level above it, like a roof.
level123.png


Of course it gradually becomes harder and harder to build vertically, so every new set of focuses completed will take more and more sandstone.
I hope that this will please all of you that like to hunt achievements, eventually you will be able to literally have enough levels to reach the moon! (yes I did the math on how many levels you would need to reach it)

A Corsair state​

Some of you will gain quite a wealth via the sandstone trade. If you reach a certain threshold before the fall of France you will be given the opportunity to straight out buy the French fleet instead of it being sunk and scuttled.

This unlocks the first alt-history branch, as you are now a minor powerhouse and with your newly gained armada you will get the choice to transcend into what every HoI player has ever wanted - a pirate state!

A pirate state is a new type of country in which you will transcend beyond the confinement of merely existing as a country with borders and cities, you are now a ruler of the high seas.

Your fleet now serves as your main hubs of recruiting, building and handling politics. Even if the enemy should capture Malta itself you will not capitulate. Instead your capitulation is tied to the brethren court.

Brethren court_1.png

Your admirals are now part of this brethren court, with each admiral of your navy serving as a military leader. If all ships in their task force get completely destroyed, you lose the game and capitulate. You can no longer change the admirals of your navy, and naval composition is done automatically depending on the whims of the court itself and the traits of the brethren (A brethren with a submarine fanatic trait will only use submarines for example).

Here you can see your specific brethrens traits, how much loyalty they have towards you, how much loot they have and you can even build some industry that travels with your ships. You can also transport divisions in these task forces which act as raiders if they are close to land.

While you can no longer edit your fleets, every year the brethren court meets in a secret location. If one court member fails to attend in time he or she can be ousted by another one of your admirals, which can lead to wide scale mutinies.

Here you can use saved loot to bribe other leaders of your court to reshuffle ships, oust brethrens or create new task forces if need be.

As corsairs you capture ships instead of destroying them in combat. When you would normally enter a “naval battle” you now enter a “boarding battle” where your crew tries to capture the enemy ships. If you have diver divisions you can also try and capture submarines.

If a crew's loyalty drops below a certain threshold they will rebel and take a part of the fleet away and form their own pirate coven .This uses a very complex algorithm designed by me which follows
no loot -> :( = mutiny

A note from Podcat, Game Director​

So hi everyone, this diary is something that actually alerted us to CraniumMuppet being locked into the office. When we found him he was passed out under a desk where he seemed to have created some kind of weird court with the local wildlife. He seems a bit confused and groggy but should make a full recovery.
office.png

An accurate representation of the office when we found CraniumMuppet

So anyways, look forward to next week when we will start dev diaries for 1.11 Barbarossa and the next unannounced DLC. See you all then!
 
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Just throwing my hat into the ring for this one with all the people speculating what everything could be. I'll run through what I'm thinking:

This is the top part of the resources tab, which would only really come about if the image was edited, and not the game itself. So, I'm assuming, that there won't be a new resource that they've hidden in this cause it just looks like an edit in Paint.net or Photoshop.
example1.png


Coupled with this, the icons are squished slightly, which again wouldn't happen unless manually done so, but all of these could always be an early build or something, I'm doubtful though :)
example4.png


Nothing major, but the new bar I'm assuming for stockpile/supply is using the same icon from the stockpile menu in the intel ledger
example3.png


As someone mentioned above, there is a perfect space for another button in the division screen, (just edited the train button over to the left) one which I feel may have been covered over. Also got the decision alert button off to the right? I don't really know what that could be other than an alert for if a division's training or could be trained, but I guess we'll have to wait and see.
example2.png


Finally, god knows what this is, my leading idea is that it's something related to military high command and possibly doctrines, could be where your military advisors now go? Who knows, though if that's the case, that leaves up a lot of room in the rest of the country tab but I think it might be a bit too early to make assumptions like that :D
example5.png
 
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It took me a while to realise that this was a joke. Very happy to hear that DDs are coming back next week.
 

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nice find didn’t even see that, logistics confirmed?
Personally I think so, it's an eastern front expansion which was exemplified by supply (or the lack thereof) whilst pushing and fighting. The icon could possibly just be a way for the player to see their stockpile from the main screen, which would be nice, but also not specific enough for it to be helpful (at 80% you could only have no tanks but loads of guns) so I'm not too sure it's that. I'm going to take a shot in the dark and say that it could possibly be a factor to limit division count (some form of stockpile of food/ammo/etc.) which may prevent you from going over the division limit, with maybe civvies giving you supply the more you build? Literally based on nothing, but it could make sense haha
 
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For people who were confused as I was, since I just saw the new hat symbol in the menu bar, what is also new is the 100% chest thingy on the topbar next to current fuel. In the second screenshot/the first game screenshot.

Was completly blind for that before, the hat was just so distracting. ^^
 
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Personally I think so, it's an eastern front expansion which was exemplified by supply (or the lack thereof) whilst pushing and fighting. The icon could possibly just be a way for the player to see their stockpile from the main screen, which would be nice, but also not specific enough for it to be helpful (at 80% you could only have no tanks but loads of guns) so I'm not too sure it's that. I'm going to take a shot in the dark and say that it could possibly be a factor to limit division count (some form of stockpile of food/ammo/etc.) which may prevent you from going over the division limit, with maybe civvies giving you supply the more you build? Literally based on nothing, but it could make sense haha
I hope this is the case, there’s currently no pushback on how many divisions you or the ai can push out as long as the manpower and equipment exists. So if you’re right then finally we will
 
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I just know that someone is already turning this into a mod as we speak.
 
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So anyways, look forward to next week when we will start dev diaries for 1.11 Barbarossa and the next unannounced DLC. See you all then!

I just hope this is not part of April Fool's joke! ;)
 

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Typical Paradox, adding new features while old promises like Horse Armour and National Dog remain undelivered for years! Shame!
 
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Personally I think so, it's an eastern front expansion which was exemplified by supply (or the lack thereof) whilst pushing and fighting. The icon could possibly just be a way for the player to see their stockpile from the main screen, which would be nice, but also not specific enough for it to be helpful (at 80% you could only have no tanks but loads of guns) so I'm not too sure it's that. I'm going to take a shot in the dark and say that it could possibly be a factor to limit division count (some form of stockpile of food/ammo/etc.) which may prevent you from going over the division limit, with maybe civvies giving you supply the more you build? Literally based on nothing, but it could make sense haha
For a more pessimistic, but still positive, approach, maybe there's a tooltip which tells you more in detail what you're missing? Or perhaps it's/can be setup to give some visual indication of when things are going sour. Like if you have a high priority tank template, and you run out of tanks, then the 80% turns red.

And while I'm on the topic, that green dot next to the templates also looks kinda QoL-ish. Maybe it alerts you when those troops can be deployed, or let's you hide old templates you no longer need to train more of?

What I'm the most hype for is the hat. Could it hint at an expanded military hierarchy/system?

I must however agree that it can be fun to speculate in all sorts of wild things.
 
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Spyseand

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so glad sandstone is finally being addressed. could this mean an egypt and ottoman rework coming up? they both are deserty and probably have sandstone, so i think its plausible. i hope egypt can annex all of africa and alexanders empire with their last focus, and ottomans should have two paths: 1 is they are the soviet union and annex russia early on (for small economy boost) and 2 is they release every state they conquer as a puppet and then the puppets break free and its a big war at the end!
 
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Krey_Lollipop

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A note from Podcat, Game Director​

So hi everyone, this diary is something that actually alerted us to CraniumMuppet being locked into the office. When we found him he was passed out under a desk where he seemed to have created some kind of weird court with the local wildlife. He seems a bit confused and groggy but should make a full recovery.
View attachment 699741
An accurate representation of the office when we found CraniumMuppet

So anyways, look forward to next week when we will start dev diaries for 1.11 Barbarossa and the next unannounced DLC. See you all then!
See that person in the back? The one below the parrot? That person is very relatable in this time of home-offices.
 

Ironside112

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For a more pessimistic, but still positive, approach, maybe there's a tooltip which tells you more in detail what you're missing? Or perhaps it's/can be setup to give some visual indication of when things are going sour. Like if you have a high priority tank template, and you run out of tanks, then the 80% turns red.

And while I'm on the topic, that green dot next to the templates also looks kinda QoL-ish. Maybe it alerts you when those troops can be deployed, or let's you hide old templates you no longer need to train more of?

What I'm the most hype for is the hat. Could it hint at an expanded military hierarchy/system?

I must however agree that it can be fun to speculate in all sorts of wild things.
I agree that the first one is the most likely, it's pretty much identical to the ledger one, but I guess it doesn't make too much sense to me because we've got a whole logistics screen itself? If you were running low on something, surely it would make more sense to just have a notification come up with a warning of the equipment running out, rather than the percentage based collection of everything, that's the only reason I find it not that useful, because we already have a logistics tab in the game, though it could always be revamped.

Really interested to see what that alert is on the division tab, because I honestly have no idea what it could be, your idea of hiding them does make the most sense if it were to be anything. EDIT: actually, it could maybe allow you to decide if you get a "new divisions" alert or not, say you're mass producing smaller size divisions, or could even work for subjects, so you could avoid getting notified when your puppet deploys divisions to you, just another idea

As for the hat, I really hope it's what you said too lol, it'd make sense considering it's obviously a military style cap, and it could be pretty neat for making countries feel and play uniquely, if the hierarchy options are different.
 

blahmaster6k

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For people who were confused as I was, since I just saw the new hat symbol in the menu bar, what is also new is the 100% chest thingy on the topbar next to current fuel. In the second screenshot/the first game screenshot.

Was completly blind for that before, the hat was just so distracting. ^^
I saw the chest before I saw the hat, since the hat is halfway out of the screenshot I almost missed it.
 

pheonicia

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Typical Paradox, adding new features while old promises like Horse Armour and National Dog remain undelivered for years! Shame!
I'm still waiting on the promised stellaris integration.
 
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Voigt

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I still wait for Chirpy integration into HoI4:
8.jpg
 
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