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podcat

Game Director <unannounced>
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Jul 23, 2007
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Hi and welcome to this weeks development diary. This time we are going to talk about some of the new mechanics you can use to steer the political landscape in your country.

To do this we are introducing a new gameplay concept called Party Loyalty. It simulates both the "our family has always voted conservative!" phenomenon as well as how funded and organized certain parties are in your states. It effects how people vote during an election and is also in turn affected by the election, so if the conservatives won in your state they will build up some party loyalty because of their local success no matter the outcome on national level. As a player you can affect the party loyalty in a state using a set of new national focuses as well. Election events have also been changed to show more clearly what parties think and how much the decision will affect things.

ahd_pol.png
ahd_decl.png

Speaking of national focuses we have been improving the interface for them and they now show in the outliner for a quick overview and things like colonization have progress bars shown on the map so it's easier to see how things are going at a glance. You are also able to set national focuses directly from production and population screens where states are listed.

ahd_col.png

Next week we are going to talk about our nifty new message system. See you then!
 
This is great. It was only just before that I was playing a game and thinking, "I wish election events were clearer". It's such a pain trying to remember what the policies are of the party you want in power. Also, being able to drop NFs from the POP screen is incredibly helpful.
 
Nice improvements on the politics part. However, what if more parties within a state have the same ideology?
 
Nice improvements on the politics part. However, what if more parties within a state have the same ideology?

in those cases the national focus gets shared
 
That's nice finally it seems I got a use for the NF in late game, though I hope there will be more improvements in the colonization part, just putting a national focus on a province it's a bit underwhelming.
 
I love the new party focus NF.

I'm a little bit worried about the Outliner having even more in it now though.. has making the Outliner more customizeable ever been considered? I know on my screen it could stand to extend all the way down to the minimap.

Or having multiple outliners beside eachother set to different display options..
 
Sounds good to me. I posted something akin to party loyalty, only looking at how it could work in reverse (to stop parties getting into power and staying there).

POPs have a party preference and only shift away from it very slowly, leaving parties in power for decades. The old saying that oppositions don't win elections so much as governments lose them doesn't really fit in V2. Ideally, POPs would not only have an ideology, but also an activity/apathy modifier, which shows how likely they were to vote. If a party has been in power for too long, or is mired in corruption (presumably event-driven) or too warlike (especially if it's nominally Anti-Military), then its supporters would be less likely to vote, giving the opposition an in. Similarly, opposition supporters should grow more active the longer they are from power.

Is the voter preference view single-state only or is it possible to see how the entirety of your country votes? It would make for some nice post-electoral analysis and show which states need to be targeted.
 
I love the new party focus NF.

I'm a little bit worried about the Outliner having even more in it now though.. has making the Outliner more customizeable ever been considered? I know on my screen it could stand to extend all the way down to the minimap.

Or having multiple outliners beside eachother set to different display options..

You do know you can decide what appears in the outliner?
 
Looks good, and most of all looking forward to all those new map modes!
 
I like the changes and new feature :)

It'd be also fine some improvement in politics... Could it be possible something like making that classes reacted to the winning party in their province, increasing their conciousness or even militancy when they're in cities and villages where their 'natural' ideology is not winning? Just for the classes warfare, I mean capitalists raising in their unrest because they live in a too conservative (or even socialist) country, with low liberal support. They could feed this way rebellions or social movements.

Edit: partially Dewirix'd
 
You do know you can decide what appears in the outliner?

If I'm controlling my army's and navy's, everything else in the outliner is out of view due to my brigades and fleets hogging all the outliner space

(Important stuff such as SoI percentages)

clicking between the view modes is agonizing during a war and trying to fight for influence over a country.
 
If I'm controlling my army's and navy's, everything else in the outliner is out of view due to my brigades and fleets hogging all the outliner space

(Important stuff such as SoI percentages)

clicking between the view modes is agonizing during a war and trying to fight for influence over a country.

I find if you remove provincial and factory construction from it it becomes a lot more managable.
 
If I'm controlling my army's and navy's, everything else in the outliner is out of view due to my brigades and fleets hogging all the outliner space

(Important stuff such as SoI percentages)

clicking between the view modes is agonizing during a war and trying to fight for influence over a country.

I'd love a way to re-arrange the outliner things to my liking. Sadly, that's not possible. :(
 
do new national foci affect votes or ideology?

they affect party loyalty which in turn affect voting.

If I'm controlling my army's and navy's, everything else in the outliner is out of view due to my brigades and fleets hogging all the outliner space

(Important stuff such as SoI percentages)

clicking between the view modes is agonizing during a war and trying to fight for influence over a country.

I agree. we have some ideas to help out, but I'm not going to talk about it until its done
 
nice!! but, there will be some other improvements to colonization?
Edited for language - RRW.

Exact same stat of mind and question... so is colonization improved ?

On the today's subject : don't you think that a little more NFP are therefore needed... They are very limited because they are very few of them, and you cannot use 2 of them in one region. I just want to use many of the NF option but usually cannot because I have few very important NF to use and cannot waste them.