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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.

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

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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.

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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.

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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:
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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:

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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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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 :)

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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.

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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.

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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.

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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.

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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.

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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.

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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).

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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.

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WIP event picture!

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

Democratic: Commonwealth of Nations
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Fascism: The Empire
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Communism: Commonwealth of Peoples
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Neutrality: The Imperial Federation
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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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I think there should be some downside for the dominions for accepting the proposals or maybe a bonus for rejecting them, as it currently seems that if the dominion is a player there is no reason at all to reject them, unless your going for independence.
 
Very cool, but I don't like the 'Commonwealth of Nation' tag for the democratic IF. It should just be called the Imperial Federation for both neutral and democratic. I agree that you should never get cores on India, but I feel that the coastal regions of South Africa should core but no big deal.
 
This expansion has finally rekindled my excitement for this game!
 
Hello! And thank you podcat and the entire team for a new Dev diary keep them coming :). Maybe we get it done by Christmas... i do have some burning questions,

1. it will be possible with the new exile idea to have Kingdom of Romania fascist Government under Marshal Ion Antonescu receive support and house benefits (i.e. exiled) from Germany if the Romanian province get conquered?

2. and another one, will the bombers and strategic bombing get a look over in the sense that we can achieve a great success with strategic bombing and help the victory, i was thinking of hitting a specific high value target in germany much like sinking the french fleet after france get run over by germany

3. We will have strategic resources like in HOI 3 Motherland (Uranium, Heavy water, to name a few i chose this one so you would mistake with the ones in HOI IV :D) of course in next dlc/patch at some point in the future :D

4. i really like the shared technology but i like the HOI 2 idea of blueprints will this come back somehow i was thinking more in the idea of espionage system in which you infiltrate Germany and steal rocket technology

5. are there any plans to expand the doctrines tech tree currently we have 4 doctrines land forces, and only 3 for naval and air force

6. will it be possible to improve the modding tools such us to be able to easy upgrade to the next version, its kind of a big work to replace big MODS, also a revamp of the modding will be very much welcoming as well :)

Overall looks good, and please keep supporting LINUX system as well, i know Windows offers a lot but i cant stand their new metro style... :D

Looking forward to next dev diaries, and release date to this lovely baby boy/girl :)

Good luck!
 
Hoping you or @Havebeard can answer this, but can we pretty pretty please with a cherry on top let players who go down the Imperial Federation route train and deploy soldiers to overseas (core only?) states? A national spirit or something to permit it only in certain circumstances would be ideal, but otherwise it's going to seem really weird to have gained all this manpower from Canada / Australia / India / whatever and yet not be able to raise regiments there.

A possible workaround would be a repeatable decision to move the capital, say you could do it every 60 days or so but that would result in strange things for building ships. Though I think you should have to choose where a ship will be built when you order it.
 
Would this government exile stuff only apply to the allies/democracy or does it also happen for the communist/fascist factions?

While I can still remind the devs I would like to kindly ask for some drag and drop magic on the division recruitment interface, I'm talking about the division template list.
Either that or at least make it order itself alphabetically.
Thanks, much love.
 
"The leader portraits for their successors are in the game files" is the key part of your statement I think; asking for new leaders might be too much, but given that some are already used in the '39 scenario, it would be a nice touch indeed to get them for '36.
I agree. I would completely understand if they don't get around to five new leader portraits just for Australia, but there should at least be events added for the pre-existing leader portraits. That being said, Tim Buck and Arpad Szakastis (the Democratic leader for Hungary) really should've gotten leader portraits as part of Together for Victory and Death or Dishonor respectively. When you make leader portraits for the other ideologies in a country, add a focus tree to a country, and sell it in exchange for money as 'the definitive expansion for region x,' it just comes off as weirdly sloppy to not have one of the leaders for no particular reason. It would be a nice acknowledgement of that if they were added in the next update.
 
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.

I agree as well to a focus tree, but I'd argue that by 1936 their was just so much bad blood with the Irish (nearly all to our fault) that the commonwealth existed only on paper and Ireland was practically just filing the divorce settlement. whereas in india, the Anglo-Indian population still made their presence in a Federation possible.
 
I agree. I would completely understand if they don't get around to five new leader portraits just for Australia, but there should at least be events added for the pre-existing leader portraits. That being said, Tim Buck and Arpad Szakastis (the Democratic leader for Hungary) really should've gotten leader portraits as part of Together for Victory and Death or Dishonor respectively. When you make leader portraits for the other ideologies in a country, add a focus tree to a country, and sell it in exchange for money as 'the definitive expansion for region x,' it just comes off as weirdly sloppy to not have one of the leaders for no particular reason. It would be a nice acknowledgement of that if they were added in the next update.
Well, the Democratic path in the Hungarian Death or Dishonor Focus Tree is completely BROKEN, so Arpad Szakastis not even having a portrait kind of makes sense in a twisted kind of way...
 
Is the option to pick up exiled soldiers and talent limited to the allies? Or available to all democracies? Example. I go democracy in Germany, reverse the brain drain, and stand up to the soviets. Does talent from fallen eastern European or victims of French commies come flocking to Germany to help?

I'm wondering if these options are ideology specific or country specific. Not that Germany needs more generals, but you get where I'm going.
 
Do you have any intention to give players options to deal with country modifiers that are added by other countries? I ask this as it can be rather annoying to be playing as Hungary/Romania and have the 'alignment' modifier forced upon you by Germany and have no ability to change it.
It would be lovely if you were given a decision when the modifier was activated.
 
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:
Where do their units deploy once trained? And if we're playing it, can we choose to deploy anywhere in our faction's lands or only in the, say, capital state of our host country?

There's a typo here.

"With the earlier Indian Government's rejection of this proposal..."
 
I agree as well to a focus tree, but I'd argue that by 1936 their was just so much bad blood with the Irish (nearly all to our fault) that the commonwealth existed only on paper and Ireland was practically just filing the divorce settlement. whereas in india, the Anglo-Indian population still made their presence in a Federation possible.
I would still rather the game portray it as it was in History, just give Ireland incredibly high autonomy.
 
Well, the Democratic path in the Hungarian Death or Dishonor Focus Tree is completely BROKEN, so Arpad Szakastis not even having a portrait kind of makes sense in a twisted kind of way...
I only played a game as Democratic Hungary, then lost interest when I flipped ideology and found out they didn't have a leader portrait. In what way is it broken?
 
For events and decisions involving the British Empire, you should spell it as "Defence", with a C, since that is how it's spelt in English speaking countries that are not USA. Even British things during WW2 write "Defence".

"Commonwealth of Nations" with the modern Commonwealth flag is extremely stupid for a 1930s British Empire. All of the Dominions except for South Africa were extremely pro-Empire and considering that they had (and except for Canada still have) a Union Flag on their own flags and were all British citizens, it doesn't seem likely that upon bringing the empire closer together they would all just toss out the flag they all had and reject any notion of the empire. Things were different back then, so the game should reflect the time period it is set in. In Canada for example, Britain was home, and USA was seen as an economic and cultural threat that was posed to tear it away from Britain.

Essentially what I am trying to say is that the Union Flag should be used for the country and "Imperial" or "Empire" or some other variant of that should be included in the name. If you still want a different flag, perhaps just model it off of the Dominion flags and put the Union Flag in the corner and have some sort of imperial symbol or something in the middle.
 
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Please change the numbers especially for Poland, it wasnt 7,9. It was far more than 80k active

https://en.wikipedia.org/wiki/Polish_Armed_Forces_in_the_West

There were also a very successfull polish air force . Also it seems that polish ppl from all over world joined the polish army after 1940.

Lot of comunists from Poland joined the sowjet union,too.

https://en.wikipedia.org/wiki/Polish_Armed_Forces_in_the_East

So there must be armed polish west & of course east.

Iam not sure what about other countries. Please fix that and do decisions for France, UK and Comunists to allow polish forces to join. Important for MtG (there was also a exiled controlled polish navy, but i couldnt find much about them except that polish navy was often using to protect trade routes)

Thanks in advance to create a very good dlc

Work faster i want it