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Introduction

Slan

Mr. Fixit
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Oct 30, 2009
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Blame Canada! - The Current state of HPP

blame_canada.png

Hello and welcome to my new After Action Report!

I'm Slan, original creator of the Historical Plausability Project, a mod for Hearts of Iron 3 with the aim of letting it realize its full potential as a semi-sandbox where anything can happen that would make sense within the historical context. I have been absent from these forums and the development of the mod for over a decade and have only recently decided to get back into playing HoI3 and I was curious about what happened to the mod. Much to my surprise, it was still worked on, long after my departure! I'm not quite familiar with the history but from what I understand, the current project lead is @SSmith with help from several other people and there have been many updates in the past years. Understandably there's not all that much activity now (the latest version I found is about 20 months old) but the fact that it was updated to the last expansion still blows my mind!

So in order to find out how things have changed since my time as a beta for For the Motherland back in 2011, I have recently played a vanilla game as Japan in which I forced the Germans to fight on two fronts as I backstabbed the USSR as an Axis member, bringing everyone along for the ride and only joined the war effort against the Allies several months later and that turned out to be a mistake in the long run for no measurable gain. And now to see how the current version of the HPP mod works, I will start another game and I will be chronicling my journey in the form of a gameplay style AAR! Like in the good old days!

I will be using the 3.4.0 version of HPP (since to my knowledge that is the latest version), using the only available starting date, which is 1st of January, 1936. Difficulty will be normal and I don't plan on enforcing any special rules. I will be playing as Canada, mainly because I wanted to pick a country that has very little responsibility but still can see (almost) all the action from up close. And if anything goes wrong, you can always just blame Canada!
 
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This sounds like it should be a treat! And all hail an original HOI3 mod creator. Welcome back to the threads. :)
 
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Welcome back!
 
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This is great, I'm buckling up to go along for the ride!
 
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Chapter 1 - The Setup
Chapter 1 - The Setup

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The shape of Canada on January 1st, 1936

It's 1st of January, 1936. After the Statute of Westminster, 1931, Canada is acknowledged as coequal with the United Kingdom among the Commonwealth realms. Aside from some formal authority over certain constitutional matters, it has legislative authority, a Dominion no more. If you look from far enough, it looks very similar to its present day appearance, with the exceptions of Newfoundland and Labrador, which originated as separate Dominions and were granted their own independence but during the Great Depression, collapsed economically and were administered by an appointed governor between 1934 and 1949, effectively working as British overseas territory.

In this first chapter I will take a tour of the country, look at different tabs and panels and windows, check out the state of the World and my allies (and potential enemies) in it. My first step is towards Diplomacy.

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That's a lot of regions!

There are some definite changes here compared to vanilla, the most obvious being all those region filters in the top left. Clicking through them I can immediately see the benefit of being able to only look at a few countries at a time. (Though Japan being alone in their category doesn't seem very useful and I don't immediately see the value of Australia and New Zealand as separate groups either. Maybe later?) I also noticed how the good old game master country was renamed from GOD to HPP. Good choice. The old name always led to confusion and unnecessary questions.

Looking at the info on my country, I can see we have a Non-Aggression Pact with the United States and the Commonwealth realms are represented by an Alliance of our own (independent from the Allies faction, representing the British-French alliance) and a guarantee of independence from the United Kingdom. I honestly don't remember what the vanilla situation is, only that the few independent Commonwealth nations are not in the Allies at the start but I'm not sure if they are in any way affiliated with the UK. The guarantee of independence seems somewhat redundant with the alliance in place but this feels appropriate to the situation at the time. After 1931, they can't be considered puppets anymore but they aren't fully independent either due to the personal union. (I wonder if there'd be any repercussions if I chose to dissolve the alliance. I suppose that could have been an option, representing a unilateral declaration of independence from the crown. At the very least the UK should vehemently oppose it, with potential escalation but I won't try that.)

Looking at the British Empire, it is mostly as I remember it from vanilla, except a large number of colonies represented as directly govern by the United Kingdom are instead puppets. In vanilla the only puppets are Iraq, Oman, Yemen, Buthan and Nepal. In HPP, India is a separate entity (should probably be called British Raj but whatever) and so are Egypt (except the Suez), Transjordan, Palestine and Malaya, all of them puppets of the United Kingdom and members of the Allies faction. Kuwait is a fully independent nation, allied with the United Kingdom but not in the faction. They are also guaranteeing the independence of a large part of Europe and elsewhere, notably including Czechoslovakia.

An important note concerning colonial empires (like the United Kingdom) is that unlike in vanilla, they no longer have cores on every single province they start with. For example, the United Kingdom only has cores in the Suez in all of Africa. Not having a core in a province gives 1 point of local Revolt Risk, potentially giving a small but constant chance of rebels spawning in the province. Certain government types (likely all democratic ones, I'm guessing) have a reduction in Revolt Risk which can offsets that.
The situation in the Americas and Europe seem largely as I remember from vanilla, though some names have changed a bit (like French Republic and German Reich). France also has some puppet regimes in their colonies (Syria, Lebanon and Indochina are not directly controlled) and China looks a bit different, mostly with Tibet stretching a bit farther East and the Guangxi Clique being twice as large. But more importantly there is an intricate web of relations between the different Chinese factions, most of all the Kuomintang and the Communist Party being at war at the start and there are some guarantees and alliances. Mainly the two main factions have a guarantee on every other faction. (The Commies even guarantee the Nationalists, while at war with them!) What I also noticed is the Dutch East Indies are an integral part of the Netherlands. This is in line with my limited knowledge about the colonial situation at the time, but I believe in the older versions of HPP there used to be a separate, puppet entity to help with the Dutch surrender after losing their continental territory. Now this must be handled via some sort of event or the Dutch are just left a little more active while kicked out of Europe I guess. (Also directly controlling the colony with the -50% resource penalty means the East Indies are highly underutilized throughout the era.)

Also there are two mod-related Decisions I could use for introducing the mod and for settings. I will return to those at the end!​


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Slightly different layout. Maybe could use some more work?

Looking at Politics, the first thing I noticed is the layout being a bit different (text still overflows here and there) and the list of Laws being somewhat different. I have some recollection about these but my memory is not crystal clear, so let's check them out!

Civil Laws concern how open your society is and the options are Open Society, Limited Restrictions, Legalistic Restrictions, Repression and Totalitarian System. The more oppressive Laws give higher Partisan Efficiency, lower Consumer Goods demand (especially at peace), a bonus to Counterintelligence and Counterespionage (I believe the former is the information provided by spies while the later is the ability to kill off spies) and hurt Ruling Party Support while the more open options give a Research Efficiency bonus.

Press Laws go from Free Press through Cencored Press, State Press to Propaganda Press. The more oppressive options help reduce War Exhaustion, National unity Changes (good and bad), Stategic Warfare effects and also increase Ruling Party Support (potentially offseting the penalty from Civil Laws). The more free options increase drift due to ideological similarities (ie. how much a Democracy will drift towards the Allies or a Socialist country drifts towards the Comintern).
Economic Laws range from Full Civilian Economy through Basic Mobilisation, Full Mobilisation, War Economy to Total Economic Mobilisation. The more Civilian oriented economies have very high Consumer Goods demands (war and peacetime as well) and also a resource production penalty and reduction in War Exhaustion while the more state controlled laws increase your IC total (but not your resource production!) and cause more War Exhaustion and cost some of your money but also increase Consumer Goods demand. Basically you have more IC to spend but you need to find the resources to feed it and ways to suppress the Dissent increase from spending the extra IC on anything but Consumer Goods, at least while at peace... Full Mobilisation might be a good middle ground.
Industrial Policy Laws are Consumer Product Orientation (increasing wartime Consumer Goods demand but decreasing peacetime demand and also production efficiency), Mixed Industry (reducing Consumer Goods demand in general but increasing both Supply Consumption and Supply Throughput) and Heavy Industry Emphasis (doing the opposite of Consumer Product Orientation but also increasing Supply Consumption and Throughput).
Taxation Laws replaces Education from vanilla and goes from Very Low through Low, Average, High to Very High Taxes. As you would expect, the lower the Taxes the less Money you make but your Ruling Party will be more popular and your War Exhaustion will go down. Higher than average taxes will also increase Consumer Goods demand while at peace (which in turn generates even more Money) as your citizens expect more stuff for their taxes.
Conscription Laws are very different compared to vanilla. That was one of the major changes in the mod back in the day. Instead of going from mild conscription to scraping the barrel, we had two separate types with a few levels for both: you could either have a Standing Army (where most of your troops are professional soldiers and volunteers) or a Drafted Army (where you mainly rely on people forced into the army on demand). A Standing Army will always have 35% Reserve Impact (ie. a Reserve Brigade will be at 65% while not mobilized) while a Drafted Army will always be at 50%. Both types have some Decision-based options to go beyond the basic system and gain further advantages at certain costs.
Training Laws are similar to vanilla with some important exceptions. First of all, shorter training will reduce Unit Recruit Time but increase Air and Naval Build Speed. For Air and Naval units the majority of the time needed to create the unit is spent on building the equipment which is not really affected by the intensity of training. The result should be fairly similar production times for ships and aircraft but more varried times for producing land units. Also importantly the higher Training Laws will improve Officer Recruitment which makes a lot of sense and there's a bonus to Reinforcement for the lower Laws since you don't train replacements long either.
The last category is International Status. This is completely new to HPP (or at least I don't remember what it's replacing...) and mainly affects your Leadership, which no longer comes from provinces. It has a simple progression of Undeveloped Country, Developed Country, Industrialised Country, Regional Industrial Power, Intermediate Industrial Power, Major Industrial Power, Great Industrial Power and Industrial Superpower (which is a lot more categories than there used to be). To my knowledge, your International Status can also have a wide range of effects on international relations and your Status is entirely dependent on your total IC (and not being a puppet). Canada starts as an Industrialised Country and could advance to Regional Industrial Power if Total IC would rise to 40. (I'm not sure if that's Base IC or Available IC though. I suspect it's Available IC, of which I have 39 already!)​

The next thing I noticed is how many of the Minister bonuses have changed. For example, most of the Military leaders have a specific Practical/Theory decay at -100%. There's also a new possible minsiter called Nameless Clerk for every single office from every single party. These ministers have the Mostly Harmless trait and don't give any bonuses or penalties, with the notable exception of the Armament Minister always giving +200% Educational System Decay (I don't yet know what that means) and the Chief of the Navy always giving -100% Port Capacity Decay (I'm also not quite sure what that is yet).


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I have some recollection of this...

Now this page looks very different from my recent vanilla experience. There is one extra research tab called Operat. (Operational Doctrine) and the layout in the old tabs have changed a lot too. I could probably make an entire chapter about the changes (and I probably will go into some more detail in the next chapter) but I will only cover some basics for now. The aforementioned Educational System and Port Capacity are new types of Practical/Theory introduced for the mod. Educational System (the one that always has +200% decay) seems to represent a general basis of Research. It looks like there are three categories of Techs: applied technologies that benefit from different Practicals/Theories and increase Educational System, theoretical research which benefit from Educational System and increase various Theories, and Doctrines which rely on a doctrine Theory (and various others) and increase the selfsame doctrine Theory. So basically you no longer benefit directly from researching a certain type of tech alone, you also need to invest into the theoretical research (boosted by doing applied research). An interesting approach, though I'm not yet sure if I like it or not. Port Capacity is a component in many of the ship techs to a large degree but I don't yet see how it can be increased. (It will never decay due to the ever-present minister effect.) My guess would be either building Naval Bases (I can't do that yet because I lack the technology) or via event somehow. I remember a system we had back in the day that would limit how far you could advance certain naval techs based on the level of your biggest naval base, this might be an evolution of that concept.
Here are some bullet points on the major changes:​
  • No more Cavalry Weapons, Militia Weapons, Infantry Weapons. Everyone uses rifles, the same tech upgrades all of your forces except Militia, they get outdated gear as you develop new equipment for your main forces.
  • Militia Theory/Practicals are gone entirely.
  • Super Heavy tanks are removed (they were a theoretical idea that never really worked in practice), replaced by Infantry Support Tanks (fairly slow moving tanks used as mobile cover and direct fire artillery support for advancing infantry; the basis of the British and French doctrine). Researching Medium Tanks requires the appropriate Doctrine that uses tanks in an independent role.
  • Artillery, Anti-Tank and Anti-Air brigades are gone, replaced by a universal Support Brigade; or rather three: a horse-towed version (same speed as Infantry), a truck-towed version (same speed as Motorized Infantry but consumes fuel) and a mechanized version (same speed still but works on a tank chassis with lower softness; Tank-Destroyers are still a separate unit though); techs represent equipment, giving bonuses to any unit using that equipment.
  • In several areas there's a "basis" tech that is required to be at a certain tier for any other tech of that area to be researched for that tier. For example, Light Armor Chassis 4 is needed for Light Armor Gun 4, Light Armor Engine 4, etc. This goes for all types of tanks, all types of ships and also single, twin and four engine aircraft.
  • The Education tech no longer gives a percentage bonus to Leadership but gives 0.5 Leadership per level via Strategic Effect. It also doesn't benefit from any Theory/Practical and researching ahead of time is very slow.
  • Training techs are homogenized and tanks have generally lower Organisation (and gain from tech) than Infantry.
  • Land doctrines are entirely reworked into three categories, one mainly concerning Infantry, one mainly for Armour and one mainly for combat tactics and the Combined Arms bonuses. You can only pick one in each category for each tier ('30, '37, '40, '43 and '46) but you can freely pick which to go with for the next tier.
  • The recurring year for many techs start earlier now. For example, the 1936 Small Arms tech is level 5 already. This allows for a greater gap between underdeveloped countries and more advanced ones.
As for the starting technological state of Canada, we have reasonably advanced Infantry equipment (with access to regular Infantry, Cavalry and horse-towed Support but nothing more fancy), only the bare minimum in heavy ordenance, absolutely no tanks (except for some basic Armoured Cars), zero capabilities in Ship development, only very basic Aircraft, somewhat outdated Industry (with a good Education though) and rather minimal advances in Doctrines. We have Firepower Focus Concept (increasing the size of our Infantry and Cavalry Regiments), Infantry Support Role Concept (giving some bonuses to the Infantry Support Tanks we don't have) and Grand Battle Plan Concept (mainly building on Assault and Counter-attack and increasing the Combined Arms bonuses from support types but not tanks).​


production.png

We don't have a lot to work with but it's better than nothing!

The first thing to mention here is the change in Strategic Resources. In vanilla there are a dozen types with some rather weird ones like horses, antibiotics or black soil, each of which are available in 3-4 provinces throughout the World. That system was introduced after I left and while I wasn't against the idea of strategic resources in general, the specific examples felt forced. It seems the then current developers of HPP felt the same way, since they changed all of the available ones. For example, as Canada, I have Antimony (giving +1% Research Efficiency), Uranium (+40% Nuclear Research) and Tungsten (+15% Hard Attack). Looking around a bit, I found that Rubber gives 2.5% IC Efficiency, Gold gives nothing and the rest were removed entirely. (Which has the unfortunate consequence of the 11th page of the Statistics window crashing because the engine references those types I guess.) I also found these Strategic Resources to be extremely abundant, with Uranium being the rarest (appearing in 18 provinces). In fact, Germany starts with 3 out of 4 and will get access to the last one with the annexation of the Sudetenland. I appreciate the effort of finding every instance where these resources could be found and faihtfully putting them on the map but even with the ability to strategically bomb them, they serve no practical purpose like this.

Like I mentioned before, I don't have the ability to build my own ships at all, lacking all the technologies required (except for Convoys). I could build the most basic Great War era Medium Bombers (used to be called Tactical Bombers) and Light Fighters (used to be called Interceptors) and for ground forces, I have access to Cavalry, Garrison, Infantry, Militia and Horse-Towed Support Regiments. Aside from that I could build factories or land fortifications. The currently in-progress coastal guns are probably based on foreign design because I couldn't build them myself.​


intelligence.png

I know nothing about anything basically

This panel looks the same as in vanilla and I probably won't spend much time here with the limited Leadership I have. But who knows, we will see.


resources.png

Resource allocation in the North-Eastern USA, Quebec and Ontario

While looking at the Strategic Resources on the map, I also noticed something I've read about in a forum post: the current HPP map is much more decentralized than vanilla. There is a huge difference in scope between Hearts of Iron 2 and 3 with the province sizes being much, much smaller in the later game but I suppose the original dev team didn't put all that much effort into distributing the resources from their older map into the new, "higher resolution" map. This new distribution should allow for more dynamic changes when it comes to moving fronts, resources (and IC) being lost/gained more gradually. Victory Points were also redistributed, based on population and other factors, hopefully for more reasonable results (and also taking into consideration the added releasable nations).​


My glorious army!
order_of_battle.png
And here are the defenders of our great nation! A grand total of 3 Divisions (one Infantry, one Militia and one Cavalry), all with a Support Regiment attached (the Mechanized Support Regiment of the 1st Canadian Cavalry Division consists of Armoured Cars which I have developed but can't actually build myself without researching one more tech and I would need the most basic Light Tank Chassis or the most basic Medium Tank Chassis, the later of which actually requires the Light Tank anyway). I also start with 2 Transport Flotillas I can't build, 2 Destroyer Flotillas I can't build and 1 Light Bomber (formerly known as Close Air Support) Wings I can't build. None of these appear to be marked as licensed equipment but they probably are, I don't know. I remember caring very very little about the models and pictures and such back in the day already :D

I also checked out the Strategic Effects though I didn't take a screenshot of those. I have an Education modifier giving me +4 Leadership based on my current tech level, an extra point of Leadership from being in the Commonwealth (which only applies for my current International Status, if I increase that, I will lose the extra point, giving a net gain of 1 point instead of 2), a bonus to Money (also based on my Education tech), an indirect bonus to Crude Oil production (based on my Oil Refining tech, because techs can't give a bonus to Crude Oil itself...) some bonuses from having a realy high National Unity (90%) and a small penalty to Ruling Party Support because I have Mixed Industry instead of Consumer Product Orientation. There are also two general modifiers to Threat that have no condition: -50% Threat Resistance and +50% Threat Impact. I'm not entirely sure what these do but they are likely required for the fine tuning of some other effects and I guess they are here instead of the base values because either the modifeir type doesn't work there or the developers wanted these to be more visible, I don't know. And last but not least I get a teaser for some modifiers I could get if I had a lot more troops, giving me extra Leadership points but I don't think I will ever have 100 Brigades, 20 Ships or 10 Air Wings. I also don't know what the country flags they require are or where they come from so I won't worry too much about it.

And I almost forgot to check the Introduction and Configuration Settings decisions! The former told me about the game master country (which I invented), the Laws not being strictly better lower down on the list (and the interface not realizing that), the overhauled Leadership concept (which I explained already), manpower and conscription (I didn't go into detail about this but the gist of it is you can trigger an event where you gain a drastic bonus to your Manpower for a limited amount of time, representing mobilization, a system I also invented), land doctrines (I explained this above), naval treaties that don't concern me all that much but limit naval research of the majors, infantry and militia weapons (explained above), resources and storage (another system I invented, the idea being you get a penalty on resource production the more you have in stockpile) and politics (this part is fairly vague and we might not get to see too much of it for a while). And finally, here's the historical background text for Canada:​

I really like this idea, I missed the country descriptions form HoI2!
historical_bakcground.png

The Configuration Settings are an interesting addition as well! There's a set of Difficulty Settings allowing you to buff Factions separately or the AI in general for example. I won't be using that because I'm interested in the overall ballance. There's a Trade menu that can make the AI stop doing certain things on your behalf like allowing new trades that require you to send convoys to get them, which will then be sunk by your enemies, resulting in lost National Unity! This is a great idea, I love it! (In fact, I would go further and suggest the AI to heavily consider this on its own when trading with others while at war with a strong naval enemy!) There are more options regarding what you want to trade and how much you want to stockpile and also a list of options for Intelligence and the Production. The system is somewhat cumbersome to use but rather ingenious in the use of the limited modding tools! Darkest Hour can do all this via the interface because they had access to the engine!

Anyway, that is how things stand at the start of the game. The next chapter will be about laying some plans for the future for technology, production, maybe politics and also about how we plan to participate in World Affairs as Europe is undoubtedly marching towards another Great War!​
 
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This sounds like it should be a treat! And all hail an original HOI3 mod creator. Welcome back to the threads. :)

Welcome back!

This is great, I'm buckling up to go along for the ride!

Looking forward to seeing how this goes! :)

Thank you all for the warm welcome and your interest in my work! I hope you will like how it turns out! :)

I have no idea how frequent the posts will be but I'm kinda hoping for at least once a week. Highly depends on how much time I will have for actually playing and writing, we will see. But I am looking forward to doing this again! :)
 
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That was a very interesting overview of the changes both from vanilla to HPP and your insights on what had then changed since you worked on it. I haven’t yet played the mod but will get to it one day! Looking forward to some Oh Canada as the unpause button is hit!
 
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It's interesting to hear about how the game has changed. I should probably get around to playing HoI3 one of these days - I've bought it but not played it yet. Maybe this could help me understand how things work?
 
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There are some definite changes here compared to vanilla, the most obvious being all those region filters in the top left. Clicking through them I can immediately see the benefit of being able to only look at a few countries at a time. (Though Japan being alone in their category doesn't seem very useful and I don't immediately see the value of Australia and New Zealand as separate groups either. Maybe later?)

As I recall, the intention behind this change was so more international trade would necessitate the use of convoys and be vulnerable to enemy raiding, trade within a "continent" of course being completely free of risk. Japan, Australia and New Zealand were probably isolated for that reason.

I wonder if there'd be any repercussions if I chose to dissolve the alliance. I suppose that could have been an option, representing a unilateral declaration of independence from the crown. At the very least the UK should vehemently oppose it, with potential escalation but I won't try that.

No, there probably wouldn't be any consequences of breaking the alliance, but you might lose out on some modifiers as a result. I am sure there is also a Commonwealth country flag involved somewhere as well, but most of this probably hasn't changed since you left.

What I also noticed is the Dutch East Indies are an integral part of the Netherlands. This is in line with my limited knowledge about the colonial situation at the time, but I believe in the older versions of HPP there used to be a separate, puppet entity to help with the Dutch surrender after losing their continental territory. Now this must be handled via some sort of event or the Dutch are just left a little more active while kicked out of Europe I guess.

Indonesia does exist as releasable country but I don't recall at any point the East Indies being present as Dutch puppet. There are events for Dutch and Belgian surrenders (I think the Dutch one still works as intended, though I have problems with Belgium's VP distribution). However, even if the Netherlands reaches 100% surrender progress, the colonies remain under the control of the government-in-exile. I think it might have been the case that Germany got to occupy the East Indies in earlier versions of HOI3, but that wouldn't happen now.

A Standing Army will always have 35% Reserve Impact (ie. a Reserve Brigade will be at 65% while not mobilized) while a Drafted Army will always be at 50%.

I remember adjusting those percentages and I did even up the total manpower between the Drafted and Standing Army systems. Otherwise, the system's probably not changed.

It has a simple progression of Undeveloped Country, Developed Country, Industrialised Country, Regional Industrial Power, Intermediate Industrial Power, Major Industrial Power, Great Industrial Power and Industrial Superpower (which is a lot more categories than there used to be). To my knowledge, your International Status can also have a wide range of effects on international relations and your Status is entirely dependent on your total IC (and not being a puppet). Canada starts as an Industrialised Country and could advance to Regional Industrial Power if Total IC would rise to 40. (I'm not sure if that's Base IC or Available IC though. I suspect it's Available IC, of which I have 39 already!)

Yes, I introduced more levels so leadership would scale more gradually. The trigger point is based on available IC.

So basically you no longer benefit directly from researching a certain type of tech alone, you also need to invest into the theoretical research (boosted by doing applied research). An interesting approach, though I'm not yet sure if I like it or not.

I guess this wasn't one of your changes then? I don't recall when it was introduced, but it has been there for a long time now.

Port Capacity is a component in many of the ship techs to a large degree but I don't yet see how it can be increased. (It will never decay due to the ever-present minister effect.) My guess would be either building Naval Bases (I can't do that yet because I lack the technology) or via event somehow.

Port Capacity shouldn't decay... but unfortunately it does! The decay can be offset (or Port Capacity increased) by building naval bases, yes.

That system was introduced after I left and while I wasn't against the idea of strategic resources in general, the specific examples felt forced. It seems the then current developers of HPP felt the same way, since they changed all of the available ones. For example, as Canada, I have Antimony (giving +1% Research Efficiency), Uranium (+40% Nuclear Research) and Tungsten (+15% Hard Attack). Looking around a bit, I found that Rubber gives 2.5% IC Efficiency, Gold gives nothing and the rest were removed entirely. (Which has the unfortunate consequence of the 11th page of the Statistics window crashing because the engine references those types I guess.)

I think Gold was only retained because removing it crashed the game for no obvious reason (and the only province with Gold is HPP's little island in the South Atlantic?). Unfortunately, yes, the 2nd page of stratetegic resources in the ledger does now crash the game (as you've obviously discovered!), likely because there are no more strategic resources to display.

I also found these Strategic Resources to be extremely abundant, with Uranium being the rarest (appearing in 18 provinces). In fact, Germany starts with 3 out of 4 and will get access to the last one with the annexation of the Sudetenland. I appreciate the effort of finding every instance where these resources could be found and faihtfully putting them on the map but even with the ability to strategically bomb them, they serve no practical purpose like this.

I fully agree. This was introduced as a result of the province files I merged in for 3.4.0, which supplied the extensive resouce, infrastructure and fortification changes, and to which I'd spent a great deal of time subsequently re-working manpower, IC and victory points. Yes, I could have delayed the project even further to fix the strategic resources, but by then I just needed to get the thing released!

There are also two general modifiers to Threat that have no condition: -50% Threat Resistance and +50% Threat Impact. I'm not entirely sure what these do but they are likely required for the fine tuning of some other effects and I guess they are here instead of the base values because either the modifeir type doesn't work there or the developers wanted these to be more visible, I don't know.

Basically, I remember threat and neutrality working very well back in the days of Semper Fi, but one of the game's expansion changed the system and broke a lot of stuff. I don't recall now whether it was FTM or TFH that did that. The problem now is that you don't generate much threat unless you're a member of a faction (preferably a major) and you don't register much foreign threat unless you happen to have a large faction member of a hostile ideology nearby. The result is some countries struggle to reduce their effective neutrality, and therefore can't do anything. These modifiers were an attempt to mitigate this problem, though a much more comprehensive solution is needed.

I could get if I had a lot more troops, giving me extra Leadership points but I don't think I will ever have 100 Brigades, 20 Ships or 10 Air Wings.

Some of the leadership that used to come from International Status can now be obtained by scaling up your armed forces. When you reach the threshold, you will receive the modifier and a country flag gets set (this just serves to lock in the modifier so you don't lose it if, say, a few of your ships get sunk). Apart from making leadership increases more gradual, the other reason I did this was because there was a glut of leadership in the early game. This way, total leadership scales up as the game progresses and there's more need for it.

In fact, I would go further and suggest the AI to heavily consider this on its own when trading with others while at war with a strong naval enemy!

I think there are a few country-specific rules in the trade script. Without checking, it is conceivable I told AI Germany to do this, but I might have thought "if you've got convoys, you may as well use them". After all, it's very difficult to script a computer to assess the merits of a particular situation in the same way a human would.

There are more options regarding what you want to trade and how much you want to stockpile and also a list of options for Intelligence and the Production. The system is somewhat to use but rather ingenious in the use of the limited modding tools! Darkest Hour can do all this via the interface because they had access to the engine!

These event menus are a little cumbersome to use, but they are quite powerful, and the whole thing is possible because the AI scripts are so accessible and can be coded to hook into the flags and variables set by the events. :)
 
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This goes to show how much I also forgot! The no_theory was indeed already in the last version I have worked on :D Then I guess I possibly have changed my mind about liking the concept. At the moment I think I would prefer a system where theories don't decay at all but are fairly difficult to increase in general but if they will decay even with the -100% modifier, that wouldn't work I'm afraid. And I'm almost sure the decay is proportional to what you have, not like "you lose 1 point per year"... Ah well.

Also I had a hunch the many filters were done by creating more continents but wasn't sure. That's a neat idea, though it has the unfortunate (and mostly irrelevant) consequence of hurting the Comintern faction bonus (the ability to trade for free) because from what I remember it only works on the same continent :D

As for the strategic resources, ye, I can totally understand fixing those would take ages :D I do believe that reintroducing the missing ones would be worth it, even with no bonuses, like Gold now, to fix the statistics page crash. Coming up with more appropriate ones than vanilla would need some hard thinking and design work but could be worth it as well, if there was a will for that. Still, worst case scenario you can just ignore the system, it's fine.

It's interesting to hear about how the game has changed. I should probably get around to playing HoI3 one of these days - I've bought it but not played it yet. Maybe this could help me understand how things work?

I hope it can be of help or at least you will enjoy the ride! :)
 
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Chapter 2 - The Plan
Chapter 2 - The Plan

Now that I know what's going on in my country, I can make some plans about what I want to spend my time leading it. Broad strokes but also some details.​

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The first thing I will want to decide is Leadership allocation. I have 10 points (5 from being an Industrialised Country, 4 from my Education technology and 1 from being a Commonwealth member). I don't like having a fraction spent on Research so I will definitely allocate a whole number there. I don't think I will have to care too much about Diplomacy but at least some buffer will be nice so I want at least some effort there. I won't care about Espionage at all. I'm not worried about any spies in my country and I feel like putting any effort into manipulating others would be a waste unless I heavily focus on it which I don't want to. I will maintain a fairly small army so Officers shouldn't be a huge concern but a bit of ongoing effort should still go there. And having more Research projects is always better than fewer Research projects, so that will always be the main priority.

With all that in mind, I have decided to allocate 9 points towards Research, 0.3 towards Diplomacy (0.15 Diplomatic Infulence per day, ie. one/week, more or less) and 0.7 towards Officers (giving 4.3 new Officers with my Basic Training).
As for actual Research, I have decided about a few things in advance. First of all, I will not work on any Secret Weapons. I will also not build any artillery, tanks, ships or aircraft of my own design, I will only ever build licensed equipment in all of these categories. I have limited resources but I have influential friends! This means my units will be stuck at whatever tech level I buy them at. That isn't a huge deal for ships since usually they can barely be upgraded with more modern parts anyway (although I believe there's an option to retrofit them in HPP?) and I don't really plan on using any tanks at all but for aircraft it might be a bit more risky. I will either have to only build them much later or reconsider at some point. If I end up with nothing to research later on, I might change my mind and develop Canadian single engine aircraft. Maybe. I very likely won't research RADAR though, which would be a significant weakness for domestic designs, so it will need some consideration.

That leaves us with Infantry, the different types of Doctrines and Industry. Due to our limited Manpower and industrial base combined with our relative isolation from any potential threats and my many stronger friends, I envision Canadian armed forces in a specialist role. We won't ever have the strength for holding the line on an entire front, what we can do is hit the enemy where it hurts, with units specifically equiped and trained for this purpose. In short, instead of using the more common Infantry Divisions with Support Regiment attachments, I will train Mountaineer, Marine and Paratrooper Divisions with no Support. This narrows down recurring Research spending to 4 technologies on the Infantry page: Small Arms, Offensive Support Weapons, Defensive Support Weapons and Man-Portable Anti-Tank Weapons. In fact, I might even end up skipping on the Man-Portable Anti-Tank Weapons unless I have nothing else to do. Due to how Armor Piercing works, up-to-date Infantry will penetrate up-to-date Light Tanks (and probably Infantry Support Tanks) but not Medium Tanks. With the expected limitations, I would rather pick my battles than spend precious points on something I could rarely make use of.

Also due to our limitations, Doctrines will be crucial. There aren't many Land Doctrines I'm interested in. Special Forces Training and Officer Training will be a priority for sure and I can safely ignore the tank based doctrines lines. For the infantry doctrine lines I start with Firepower Focus Concpet which I don't much care about. I will orient towards the Infiltration line, though not all of those are relevant for me either. The first on in the line (Infiltration and Maneuver Concept) is not available for me anymore (since I already start with a '30 Doctrine) but it would only affect Militia, Infantry and Cavalry anyway, not a big deal. The second tech will be available but it still has limited use, giving terrain-related bonuses (or penalty reductions at least) for Militia, Mountaineers, Gurkas, Gou (a unique unit type I don't have), Cavalry and Garrisons. Of this list, I plan to have at least some Mountaineers so it's not a complete waste and my other options would be Infantry Firepower Concentration (making my Cavalry, Mountaineer and Garrison Regiments larger and more expensive for some stats buffs) or Frontal Assault (giving a Morale boost and Officer reduction to Cavalry, Garrison and Militia, increasing the size of Ast, another unique unit I don't have), neither of which is really appealing to me. In 1940 and 1943 I will get more terrain-based bonuses to my special forces (and some other types) from Specialist Missions and Maneuver Focus respectively. The 1946 doctrine Mechanized Infiltration I will ignore since it only affects Mechanized Infantry (same as the other two options for that year) which I won't have.

In Operational Doctrine, I start with Great War Experience and Grand Battle Plan Concept, both of which are giving a higher chance for certain combat tactics to be used, mainly Assault and Counter-attack. Most of the Operational Doctrines concern Support Regiments which I won't be using but they also give some other bonuses as well as more combat tactics which can be useful. The Blitzkrieg line would give me more Attack Movement and shorter delay between attacks (which wouldn't benefit my slow units all that much I don't think) and also Breakthrough, Blitz and their more powerful Masterful versions along with Elastic Defence. Superior Firepower would increase the size of Support Regiments for a sizeable stat boost and also several different tactic chance increases. The Human Wave line would slightly reduce the Combat Width of regular units and increase Combat Reinforcement Chance and Unit Cooperation, which is useful if you have a lot of units and gives small tactic chance increases. I can completely ignore the Combined Arms bonuses and the Support Regiment changes and I don't care much about the speed factor from Blitzkrieg, nor the Combat Width from Human Wave. The former also has tactics focused on speed while the later has lower bonuses there in general, so it comes down to Grand Battle Plan and Superior Firepower. The former would give me an increased Combat Reinforcement Chance with simple and safe tactics while the later gives me no special bonus but higher tactic chances and more clever ones at that. All in all I feel Superior Firepower fits best for what I have in mind!

For Naval Doctrines, my options are quite limited due to a lack of ship building capacity. I could research Base Operations (increasing the supplies brought in via convoys), Battleship Taskforce Doctrine (Battleship and Battlecruiser Positioning), Battleline Cruiser Doctrine (Light and Heavy Cruiser Positioning) and ASW Tactics (Destroyer Sub Detection and Attack and Escort Efficiency). Notably I can't get any Destroyer Positioning because that comes from Fleet Escort Destroyer Doctrine which is in the Force Projection (Carrier) line, which requires Carrier Crew Training, which requiers either Aircraft Carrier Design Principle or Light Carrier Design Principle. There is a smaller boost for Destroyer Positioning from Destroyer Crew Training but I would need to have my own Destroyer designs to work on that as well. Now, since if I buy a Production License for a ship and the licensor has better Doctrines than I do, the ships will come with those higher Doctrines "equipped". Basically the new crew will be trained in the ways of the licensor, so I would get the higher positioning stats. For example, if I were to buy an Aigle & Vauquelin-class Destroyer Flotilla from the French, it would have 0.36 Positioning and 36 Organisation. If, on the other hand, I were to buy a Tribal-class Destroyer Flotilla from the United Kingdom, it would only have 0.27 Positioning but 41 Organisation, because they have different Doctrine techs. Either way, the only thing on this page that I need to be concerned with is ASW Tactics (if even that), the rest I can ignore.

The same general rule applies for Air Doctrines but I have somewhat more options because I have the ability to at least build the most basic planes domestically. I could work on Fighter/Bomber Pilot Training (Organisation for all Fighter/Bomber types), Fighter/Bomber Ground Crew Training (Morale for all Fighter/Bomber types, except Light Bombers; not quite sure why they are handled separately), Ground Attack Tactics (improving Ground Attack Efficiency), Army Air Command Structure (reducing Ground Attack Organisation Penalty) and Fighter Defense Doctrine (unlocking Interception Tactics and some others). My plans are to have a small force of Light Fighters but ignore Bombers overall. I will try to remain up-to-date on Fighter Pilot and Ground Crew Training and also on Interception Tactics. When I get the chance, I will go for Fighter Targeting Focus. (In vanilla, you can concurently develop techs that give Fighter and Bomber Target Selection increases, which negate each other. Same for Frontline and Reserves Target Focus. In HPP, you get an event where you select which one you will focus on and can only develop that tech from then on.)

Industry will be the other large area of research. I intend to remain up-to-date on the resource techs as well as Education, Industrial Production and Industrial Efficiency. I might work on Supply Production, though it shouldn't be a main priority I believe. First Aid and Combat Medicine sound like nice options but no need to rush them. Census Tabulation Machine is a nice and fairly cheap +2% Research Efficiency boost and I will probably continue with researching the more advanced computers (including the Electronic ones). I will ignore Encryption/Decryption though unless I have too much Leadership to spend. I will develop at least one level of Combat Radios because it gives +0.5 Radio Strength for HQs, which I believe increases their effective range which will likely be a relevant boon for my plans. If it doesn't work out, I will ignore the tech later since the Organisation gain for Support Regiments would be a waste for me.

With all of these considerations, I have decided to start with Mountain Infantry, Small Arms, Offensive Support Weapons, Defensive Support Weapons, Industrial Production, Industrial Efficiency, Census Tabulating Machine, Combat Radios and Rare Material Refining Techniques.​

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First results are expected during the Summer of 1936.


Looking at Production, I can say with absolute certainty that I do not care for that Coastal Fort in Hamilton one bit. I will instead build a few factories over the next year or so. I plan on licensing some Light Fighters and some Transport Planes from the United Kingdom later on. Or potentially the United States if I can, I will check who has what on offer. I already peeked at the chances and prices, the United Kingdom would license me anything for free (likely due to the Alliance we have), France asked reasonable prices (around 50-100 money for a build), same for the USA. I might have to consider the stats more carefully for the Transport Planes since I want to have a 1:1 ratio between Air Wing and Division if possible and I don't yet know the weight of the Paratroopers. I know I can reduce that weight by 0.5 per Regiment and I don't think it's increased by anything but I will need to check to make sure. I might also invest into some Destroyers at some point though I could probably never get enough of them to matter. I just need to get my units accross the Ocean safely and I will highly depend on my Allies for that.​

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As for my Diplomatic plans, I will remain a staunch ally for Democracy and a proud member of the Commonwealth. I will never give up, never give in, etc, etc. I expect war to engulf the World at some point but I won't be the one causing it. We shall see how it goes.

In regards to my domestic Politics, looking through my Cabinet, I will make the following changes: Thomas A. Crerar replaces Ernest Lapointe as Minister of Security, Joseph Roméo Vachon replaces George Croil as Chief of the Air Forces and Alasdair Murray replaces Percy Nelles as Chief of the Navy.​

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The Leadership bonus, however small, is more useful than the Counterespionage boost (I will spend it on more officers), I won't be using Strategic Bombers but plan on having Fighters and Transport Practical (paired with some Naval Base Efficiency) sounds more useful than Sealane Control Doctrine (even though I might use that a little bit).
Laws can't be changed until I unpause the game because the engine always assumes the laws lower down the list are better and to save on development time and effort, instead of setting up all the countries to have specific laws and other things at the start, the engine will select the "best ones" for everyone. To avoid this, the mod uses a global flag to turn on law changes shortly after starting the game proper. Once I'm able to make adjustments here, I want to change my Industrial Policy Laws from Mixed Industry to Consumer Product Orientation (it will reduce my IC Efficiency for Production but also Consumer Goods demand and Supply Consumption) though I'm not 100% sure how that actually works because it involves some country flags, probably set via decision. I also intend to change Training Laws for more Specialized ones but that's not so easy either. In order to get Advanced Training, I will need Infantry Training at level 2 and Officer Training at level 1 (was planning on increasing Officer Training but it looks like I will need some more Infantry Training levels as well) and to have Specialist Training, I will need both of those one level higher, as well as Special Forces Training (which I also planned on increasing anyway). So this is more of a long-term plan.

And last but not least, my starting armed forces. Once I have the ability to do so, I will retrain my Infantry and Militia Divisions into specialized forces and train a few more troops. I plan on having a full Army Corps consisting of Mountaineers along with my 1st Canadian Cavalry Division as mobile support, serving as my main force. I eventually want to have a smaller Marine Corps (with 3 Divisions most likely) and an Airborne Corps (2 or 3 Divisions I believe). I would prefer to have a full command chain with all levels of HQs for the bonuses they provide. I especially want the Supply Consumption reduction from the Army Group level. All of these forces will be formed as Reserves. My existing Light Bomber Air Wing will be used to support them as best as they can. I intend to end up with 2, maybe 4 Light Fighter Air Wings to provide cover for my Light Bombers and also for the Transport Air Wings I plan to license for my Airborne Corps to use. I can't work out a full timetable for these yet, it will very likely take many years but hopefully I will be somewhat ready when war comes.

And that's it for this Chapter. Next time I will finally unpause the game and see what happens!​
 
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Very thorough starting review. I like to do the same kind of force requirement analysis myself in HOI3, especially when playing a larger minor power.
 
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Canada seems to have a good starting position. They have no outright enemies on their side of the Atlantic, and they can rely on others to grant them weapons. There are worse places to fight a war from.
 
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Very thorough starting review. I like to do the same kind of force requirement analysis myself in HOI3, especially when playing a larger minor power.

I like making such plans for pretty much anything, including RPGs and sometimes even action games :D

Canada seems to have a good starting position. They have no outright enemies on their side of the Atlantic, and they can rely on others to grant them weapons. There are worse places to fight a war from.

Indeed! The fact that I'm so far removed from any actual threat means I can pick and choose not only my battles but my fronts, campaigns, theaters! Very comfortable for sure!

I have some progress into the game now, will post a new update sometime this week. Considering this is an old game and not the best liked in the series either, I expect little traffic here but I still want to wait a few days between updates even if I play ahead :D
 
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I do wish there were better agonizing choices for things, especially laws. Granted, I'm sure that's to keep the AI from also constantly changing them. I also have to say that I'm much more a fan of individual ships in the small surface combatants category (destroyers, frigates/torpedo boats, escorts, subs) than as flotillas. Certainly to me, this leads to the interesting choices that nations like Italy and France had: do we build larger ships optimized for surface warfare, smaller accompaniment for the fleet with a few larger escorts, or smaller escorts for subsurface fights.

I also don't like that Canada doesn't start with at least some level of ship production. They were key to building ocean escorts.
 
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While they aren't very agonizing, at least I feel like they don't have "the one clearly best choice if you have access to it". Conscription and Training Laws are certainly not on a linear progression, Taxation is situational too (if you need the money but don't have much Consumer Goods, you need to get it from somewhere...). Industrial Policies are more about the availibility of resources (since you don't get a buff on them past Full Mobilisation, but resource usage still increase form higher IC). Civil and Press Laws are more restricted by your government type but they also have some tradeoffs to consider.

As for the ships, like I have said in several occasions, I'm not an expert on things Naval. But aside from the fact that handling Destroyers as individual ships instead of Flotillas screwing up Capital/Screen ratios and the already rather iffy "have X number of ships in your Navy to be considered a large naval power" triggers, it would also double-triple the units to be handled on the map and by the AI, which probably wouldn't understand that a Destroyer only has the fraction of power of a Light Cruiser now. On the other hand, I also don't know what the ratio of power should be between a single Destroyer, a single Light Cruiser and a flotilla of Destroyers (which, as far as I know, contains an unspecified number of individual ships to begin with)... I generally prefer abstraction when it helps with a smoother experience.

And regarding Canada not having any ship production capabilities, from a gameplay point of view, in the end I don't particularly mind as much because I can just license what I want. With the exception of Escorts, actually, which cannot be licensed (since they are not a unit) and I require the Destroyer techs... At least I could produce my own Convoys if I wanted to.

Anyway, I'll start posting the next Chapter momentarily! ;)
 
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Chapter 3 - The Buildup
Chapter 3 - The Buildup


It's unpause time!

The very first thing that happened was the Setup event which should take care of a bunch of stuff that couldn't be done without it. Among other things, it unlocked changing laws. For now, I could only change my Taxation Laws to High Taxes which I don't much care for. That notification won't really be all that helpful at any point I'm afraid. The other thing it unlocked was some new decisions.
One was "Hold Early Elections". In a Constitutional Monarchy the government is appointed by the ruler on recommendation of popular vote. The Head of State has the power to dissolve the parliament or replace the government if they have lost their support. Enacting this decision would result in the Ruling Party losing significant Organisation and Popularity while a random party would gain more Popularity and a random party would gain more Organisation. Not necessarily the same party. Then an event would temporarily change the form of government to force an Election as soon as possible. For me, this is not very relevant now and possibly won't be later, but it can make things rather spicy if you start going nuts with it!
The second new Decision was "Restructuring the Army". Enacting this allows you to switch between Standing Army and Drafted Army, as long as you haven't committed to one path yet. Once you start calling in reserves or draw volunteers in large numbers, you are set with your decision and can't change it anymore, because the gameplay effects are irreversible. While the Decision will immediately make changing laws possible, it will give a -5% Land Organisation penalty for a whole year, so if you want to switch, you should do it as soon as you can. I'm perfectly fine with Drafted Army though.
The third one (that I couldn't actually use) was "Prepare for War!". This Decision is only available with a Standing Army and requires high National Unity or Ruling Party Organisation and it doesn't give any obvious bonuses but would probably trigger further events/decisions I can't see yet. I'm not quite sure if this should be visible with a Drafted Army at all and I can safely ignore it.
Also, triggered by the Setup event (or just coinciding with it, I don't know), the USA had an introduction event to the Great Depression. According to the text, they will be suffering from severe modifiers hurting their economy that will fade over time and can be sped up by "keeping up with the New Deal" (whatever that means, a Strategic Effect maybe?) and by increasing Economic Laws. I don't remember exactly what the modifiers are but I do remember them lasting for quite a while, even into the War, they don't just magically disappear once you get involved. Luckily (and rather ahistorically) it doesn't concern me at all for now.

Over the first few days, the French Republic and Spanish Republic enacted "Enable Goumier Recruitment" and Nepal and the UK enacted "Enable Gurkha Recruitment". These events unlock unique unit types to build with higher base Organisation and improved terrain modifiers mainly. I'm personally not a huge fan of unique unit types, it leads down a road where every Division and Brigade could be considered unique for very little appreciable benefit (at the expense of making several screens and tooltips indecipherable), unless you are really into this specifically, which I'm not. Though at least it looks like they aren't country-dependent anymore, instead you get a Decision if you own any of the culturally relevant provinces (directly or via a puppet I think, since the UK got Gurkhas too?). I still don't like the concept but I appreciate it being adapted to the HPP philosophy.
With the clock now ticking, I happily observed that my Resource flow was breaking even on Rare Materials with a small surplus of Energy and a decent overproduction on Metal. The increased Rare production later this year should hopefully be enough to cover the extra factories in production.​

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Early signes of trouble in Europe.

In February, I got my first Doctrine choice events as the Soviet Union were suffering from Political Turmoil and the German Reich re-occupied the Rhineland. I picked Infantry Support Role (I have to pick something but it really doesn't matter), Infiltration Focus and Forward Air Control. A few days later I also got to choose my Operational Doctrine, going with Superior Firepower. I have explained these last time, not much else to add. Except that sticking to the same path you picked last time gives a small boost for the next tier but I'm not entirely sure how that works exactly, the event choice tooltip is a bit vague and I don't remember the mechanics. (I think you get a certain number of research-days but not 100% sure anymore.)
As for the Soviet and German events, there's a bit more to those. The political turmoil hurts the Soviet internal politics a lot and should lead to serious issues unless they go with the Great Purge later. The Rhineland re-occupation is also changed a bit compared to vanilla: it is no longer a decision but rather an event that triggers if you manually move forces to the Rhineland (ie. actually re-occupy it). If you don't, it is possible to go for a diplomatic treaty a bit later that allows you to do so without hurting relations with France and the United Kingdom, though from what I remember, your population won't like you begging. Of course the AI has no idea about this and will just move some units to defend the border with France, triggering the event.​

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More trouble in Europe.

Normally when the Spanish Civil War breaks out, all Spanish forces are on the border with Portugal (and maybe with France). In order to mix things up a bit (and to make it more dynamic), there are some more events leading up to the conflict in the HPP. On March 8th, several revolts started in Spain to get the Army to move out. A week later the Spanish Civil War was in full swing:​

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HPP decided to Failed Coup.

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The front changes somewhat once the armed forces pick sides.

The early days of the war had some rapid gains and losses before the frontlines could consolidate, mainly because both sides have their forces in complete chaos with units all over the place. I can't actually see what's happening (with the exception of the few provinces bordering Gibraltar) but I expect the large number of provinces causes the frontline forces to be very thin, if not full of holes. This would also explain why provinces will keep changing hands all the time as single units move around unopposed, rarely meeting each other. But that is just a suspicion with no hard evidence.

Meanwhile the great powers had to decide if they want to keep the Naval Treaties going or not. After the Great War, it was decided that the naval arms race was causing economical ruin to everyone involved and thus the major naval powers agreed to put limitations on the number of ships each country could have in the Washington Naval Treaty in 1922, then in the London Naval Treaty in 1930 which expired in 1936. A Second London Naval Treaty was signed by some of the former signators but this time Japan and Italy decided against signing. In game terms this is represented by restrictions on naval research while you are under the effects of the treaty, which you can remove via decision under certain conditions. In newer versions there are also some decisions available for the reconstruction of older ships. For example, the Queen Elizabeth-class battleships of the United Kingdom got retrofitted, being removed from the game and put into the production queue as more modern versions on March 26th. (This is handled by addressing the unit by name. I was always worried about using that feature because you can just change the name of the unit for exploits. But who would do that, am I right?)​

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Volunteers for the cause.

As the Spanish Civil War was raging on, countries all over the World were allowed to send volunteers to one side or another. Staying out can earn you some Neutrality and reduce the organisation of the more extreme parties related to the side you don't help, selling equipment gives them Supplies in exhange for money (1000 Supplies for 100 Money to be precise, which is about the regular rate for selling Supplies, but in one big, instant and invulnerable shipment) while sending volunteers would lower your Neutrality, increase Organisation and Popularity for the extreme parties in your country, increase the Organisation and Popularity of the Stalinists in Spain and also fire an event for them, spawning some troops. (Probably a Militia Division or maybe just a Regiment.) I do want them to win but not at the expense of Socialism on my soil so I went with limited intervention, selling them Supplies. Their capital is in Valencia and they have reasonable supply lines it seems, so I hope this helps. This is a potentially recurring event, you can send help multiple times but it is voluntary help via random event, not a decision you can do on your own. Over the course of 1936, the Germans and Italians sent significant help to the Nationalists, the Soviet Union also sent their full support to the Republicans, the Netherlands sent volunteers to the Republicans while Yugoslavia and Hungary sent volunteers to the Nationalists. There might have been more minor contributions, these are just the ones that gave actual fighting units to one side or the other.

On August 15th, after a long struggle, Italy managed to defeat Ethiopia and enforced their Puppet wargoal. Meanwhile, the lines have somewhat stabilized in Spain:​

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The front is in constant flux still but there are no tiny pockets anymore.

In October, Germany started advertising the Anti-Comintern Pact which was quickly signed by Hungary, Italy, Japan and the Republic of China. Meanwhile it has been scinetifically proven that Combat Radios do in fact increase the range of HQs so I will keep them up-to-date later. (In fact I accidentally left the research on so I was developing radios ahead of time...) Also, I was running into the same issue with the IC Sliders I did in vanilla: the AI needs to allocate extra IC to Production because that is how it knows it can produce more stuff. I, on the other hand, want to decide how much I want to be in production and manage everything else around that. Maybe that's not efficient and it would be better if I had something at the end of the queue that sometimes gets funded and sometimes doesn't but I just hate that idea. So far I've been using Manual Sliders but since units constantly need reinforcing (due to Peacetime Manpower Rotation I believe) and sometimes I get new stuff and have to spend IC on Upgrades, it's a chore I don't want to deal with. I would much rather have unneeded IC to be spent on Supplies that can serve as a buffer rather than have it wasted or build something at a limited efficiency. Anyway, a few days later Italy proposes the Rome-Berlin Axis which brings the two fascist nations even closer.

In November, Chinese leader Chiang Kai-Shek was detained by his own officers in an effort to force him to sign an armistice with the Communists and form a unified front to oppose the looming Japanese threat. Historically he folded and the hostilities between the two factions were put aside for the time being. In a somewhat unexpected turn of events, he was left to his fate this time:​

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This might turn out to be a mistake...

The immediate consequences of this are the Chinese Civil War continuing between the Communist and Nationalist sides and him being replaced by Zhang Zun as Head of Government (and the Head of Intelligence and Chief of Staff positions becoming vacant, I've read an old bug report about that somewhere) but in the long term this might be more significant when the Japanese are coming.

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On December 16th, by researching Industrial Production, I reached 40 Available IC, allowing me to improve from Industrialised Country to Regional Industrial Power, giving me 2 extra Leadership points. This would also allow me to annex and puppet weaker countries, though this probably won't come up at any point. It also lost me the Commonwealth Nation modifier, so I only gained a net +1 Leadership, but that's still worth it of course. And by this point I had enough Officers to cover all of my forces twice over so I was running two more Research projects at a time, including Chemical Theory to help with the resource production techs as my daily surplus of resource was getting low. With the 3 IC still in queue, I would get to 44 effective IC soon, which will result in a daily resource deficit. (I also ran into trouble with everyone and their uncle trying to buy my Crude Oil so I turned on the Trade AI early on.)

1937 started with the Soviet Union initiating the Great Officer Purge. They are between a rock and a hard place with limited options on how to deal with the situation. Again, I don't remember the specifics but I'm pretty sure the Political Turmoil gives them a constant strain on National Unity (if nothing else) and they have to do something about that. We shall see how it affects them in the long run.

In February of 1937, I finished my 3 Factories I've been building during 1936 and started to retool my production lines towards strengthening my Army. I have ordered my Militia and Infantry Divisions to upgrade to Mountaineers and queued up two more Divisions of 4 Mountaineer Regiments as well as 2 extra Regiments to complement the two smaller Divisions I already had. This will mostly fill the agenda for the next 6 months. By that time I should be able to start training Marines. I was considering disbanding the two Support Reginemnts I started with since I won't be upgrading them ever, but then decided to just keep them attached to the first two Mountaineer Divisions. Hopefully the extra Supply cost will be worth the small stat boost they provide.

Meanwhile in Europe, as of March, 1937, the Spanish Civil War was still an undecided back and forth. Sometimes the Nationalists gained momentum only to be turned back. Sometimes the Republicans gained a bit more ground here or there. The Nationalist side was having the upper hand in general but it was definitely not a forgone conclusion yet. The Chinese Civil War on the other hand was a proper stalemate, with that one province taken by the Communists and that was it.

In April, 1937, Burma became a separately administered colony of Great Britain, turning from being a part of the UK's Indian puppet into a separate puppet. This shouldn't have much of any consequence to me, though it might be important in case of a larger scale war in Asia. We shall see. A bit later, after the death of King George V, the coronation and later the abdication of King Edward VIII and the coronation of King George VI, Stanley Baldwin resigned as Head of Government in the UK via an event and Neville Chamberlain was appointed in his place. And in July, 1937, Japan started to mobilize their forces. That war in Asia was soon becoming a reality.​
 
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Good looks! Definitely wish there was a way for some of the bigger nations that were selling kit to have a better option for their client states. Not many nations were building their own stuff (much beyond licensed small arms, etc), one thing that I certainly like about HoI4. Certainly, I also prefer the division designer of that game as well, because it more adequately reflects how nations put their armed forces together (ie, set a doctrinal standard, build/buy stuff to that standard... Not this weird conglomeration of production).

As a housekeeping measure, not sure if you're aware: if you use the headline feature, it will automatically develop an index and provide a way to move between posts. That way maybe it saves some time in generating your post so you're not having to go hunting for the links to put in.
 
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There are many things I really like about HoI4, the equipment production system among them, it's just the feature they clearly put the most effort into (the National Focus Trees) ruins the whole thing for me. Maybe I should start making a mod for that game sometime...

As for the headline feature, thank you for the suggestion, I did see it just a few days ago, I just didn't get around to checking out how it actually works yet. Will do soon! (Though what takes the most amount of time for posting an update is reading through the text one last time, doing the formatting and putting in the pictures, the index links are not that hard honestly.)

Edit: updated the posts using the threadmarks feature, I will use it from now on, thanks again for reminding me! :)
 
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