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HoI 4 Dev Diary - Japan Rework

Hello, and welcome to the first dev diary of 2018!

Although considering today’s topic perhaps we should call it the first dev diary of the year Heisei 30.

When we decided to expand on China for Waking the Tiger, we also decided that we would need to take another look at the Japanese focus tree and maybe do some minor rework and some alt-history expansions. While we were basically happy with the existing German focus tree, we felt that Japan might need a somewhat more extensive rework, so we asked our QA to compile a list of issues they had with the existing tree.

QA noted the lack of flavor and interesting choices, as well as the lack of really unique gameplay. Their final recommendation was fairly short:

Burn it down. All of it.

So we did.

japan_ft_3.jpg


As you can see, we have expanded the focus tree somewhat in comparison to the old one. The choice between striking north or south was a single focus each in the old tree, but has now been expanded into a full branch.

The first basic choice is what to do with the Kodoha (“Imperial Way”) faction in the military. This faction wanted to remove the last remnants of civilian government and restore the Emperor to his rightful place (i.e. a figurehead while the military has the actual power, as things were before the Meiji Restoration of the 19th century). Historically, supporters of this faction launched a coup in February of 1936 which failed within days as the rest of the military refused to support it.

For reasons of transparency and playability, we decided to not have the coup be an event that fires on or around a set date but made the choice of whether to support or purge the Kodoha faction part of the focus tree. Purging the faction sends you down the historical path to attack China, strike south and attempt to seize the European colonies for their resources.

As you can see, we decided to make Japan form its own faction in the historical path instead of having them join the Axis. The cooperation between Japan and Germany does not fit neatly into our current faction system. While Japan did join the Tripartite Pact, it did not join the war against the Soviet Union, and indeed the Germans concealed preparations to attack the Soviet Union from their Asian allies. While there was some military cooperation and exchange of technical know-how, it wasn’t anything like the scale to which the Western Allies cooperated and indeed closer to the military cooperation between the Western Allies and the Soviet Union.

Still, it is a historical fact that Japan joined the Tripartite Pact, and as such you can do so in the historical path. But instead of joining the Axis faction, it creates a set of mutual guarantees between Germany, Italy and Japan. Should either of them be attacked instead of being the aggressor, they can be called into each other’s wars (and frankly, that is a lot closer to the relevant Article 4 of the treaty).

While still not perfect, we believe that this solves more problems than it creates. In particular, it means that Germany isn’t considered to still be fighting until Japan is taken (which led to amusing side effects such as the Luftwaffe forming the Legion Pekingente and evacuating to Japan when Germany falls). Speaking of taking Japan: AI Japan will now surrender if they have been nuked twice or lost Manchuria and Korea when they aren’t holding any territory in China. A player has the option through the same decision but can, of course, choose to fight to the bitter end (the AI is simply scripted to always pick the decision as soon as possible).

Capture_nuke.JPG


Simulating the war in China itself has come with its own challenges. We wanted to make the war feel like the long campaign it was (lasting, historically, from 1937 to 1945), not least because a Japan with a secure China can bring far more resources to bear on other targets than it did historically. At the same time, China starts with crippling penalties to its army, which means that Japan could easily defeat them. This is not particularly historical, as the Japanese expected a quick victory and were rudely surprised as the Chinese divisions fought very tenaciously.

So in order to make the campaign in China feel historical and give the Chinese player a chance to survive the initial invasion, we gave Japan some penalties for fighting in China (or, specifically, when fighting against Chinese troops). These penalties can be reduced through decisions, which raise world tension, so you will have to balance out the need to finish the campaign fast against raising world tension too quickly. We feel that this best represents the disdain the Japanese military held their opponents in - the Chinese simply weren’t worth a proper effort. Of course you, as the player, can hound your military into actually taking this conflict seriously, but the rest of the world may not like the idea of all-out warfare in China.

If you decide to side with the Kodoha faction, you effectively decide to strike north against the Soviet Union (as many in the Kodoha faction believed that the Soviets were the bigger threat). Subsequently, you will have to do some diplomatic maneuvering to keep your southern flank secure: Where historically the Japanese signed a Non-Aggression Pact with the Soviet Union while they were engaged in China (at least in part because the Battle of Kalkin Gol revealed some serious shortcomings in the Japanese military) to secure their northern flank, now you will have to sit down with the Western powers to ensure they will stay out of your hair while you deal with the Soviet Union. The London Naval Treaty reduces your dockyard output quite dramatically, but should serve to keep the Allies happy enough to look the other way when you go to war with the Communists. You will also have to send some equipment to your Manchurian “ally” to enable them to actually be somewhat useful in the war.

Later on, you can join a technological exchange program with Germany and even gain access to German Rocketry. Going down this path will also allow you to prospect for resources in Siberia.

But of course, you don’t need to follow history quite so closely. The democratic branch assumes that there could have been a significant pushback against the militarization of Japan from forces inside the civilian government. After all, Japan did have a functioning system of democratic elections and a working parliament during the Taisho period, a mere 10 years before the start of the game.

However, the militarists will not go quietly and will rather flee to Manchukuo than to surrender their position. Those elements of the army that can’t or won’t go abroad will start a civil war. Once that has been dealt with, you can rewrite the constitution to turn the Emperor into more of a constitutional monarch like the Europeans have. Afterwards, you can either try to reach out to the British and revive the Anglo-Japanese Alliance that has served so well during the beginning of the 20th century, or you can form your own West Pacific Treaty Organization (or WPTO).

But that still leaves the problem of Manchukuo, now firmly run by the Kwantung Army and supported by the very militarists you kicked out of the country. You will have to go and remove this threat to your freedom with some good old fashioned liberty bombs. From there, you can go and ensure that the colonial powers actually make good on their promises of freedom and self-determination for the native people. After all, if you can have a functioning democracy, why can’t the rest of Asia?

Capture_usa.JPG


Finally, there is the communist branch, which is not quite as far fetched as it may seem. Historically, Japan experienced the same rise of leftist agitation as the rest of the world, and the Japanese Communist Party enjoyed some successes until new legislation effectively banned it. Extensive measures by secret police agencies ensured that by 1936, the party posed little threat to the establishment. That, however, does not mean that there wasn’t a potential for a revolution. A large number of young officers came from a peasant or working-class background, and many civil servants considered socialism to be the way of the future (or in any event better than the Japanese form of capitalism dominated by the huge industrial conglomerates, the Zaibatsus).

hoi4_102.jpg


Historically, these civil servants were quickly banished to Manchukuo or “encouraged” by the secret police to reconsider their political stance. The first step towards a communist revolution in Japan, therefore, is to recall those civil servants that have kept the faith back to the homeland as well as sending a number of militarist hardliners to serve in Manchukuo instead. By arranging for a number of younger and more revolutionary minded officers to be promoted, you will also gain three very loyal and reasonably capable Generals who will definitely serve on your side in the unlikely event that a civil war should break out.

In the next step, you trigger a civil war.

Here, the decision to send the militarists to Manchukuo is both a blessing and a curse, as the Japanese holdings in China are taken over by loyalist troops - who are nonetheless unable to interfere in the civil war in the homelands. Once you have secured the Home Islands, you face another problem: The Emperor has been the foundation of Japan’s political system for thousands of years, and you have just deposed him. Your government has very little legitimacy in the eyes of the people, so you will have to rebuild their trust and stabilize the country. Only then can you go over to the Asian mainland and eradicate the pest of militarism before making common cause with either the Soviets or the Chinese Communists.

Capture_rivalry.JPG


The Japanese military was famous for the poor relations between the Imperial Army and the Imperial Navy (for example, it took the Navy until 1943 to confess that the Battle of Midway hadn’t gone exactly as planned and had in fact included a minor setback). In the game, this is represented by a number of decisions about the prioritization of resources and resolving conflicts between the two parties. Each decision affects a national spirit representing the balance of power between Army and Navy, which affects things like factory output and dockyard construction speed.

Capture_bicycles.JPG


Finally, as part of the rework, we decided to give Japan a bit more flavor by adding two units that are currently unique to Japan: Bicycle Battalions and Torpedo Cruisers. The former are about what you’d expect: infantry mounted on bicycles move a little faster than regular infantry but require some more resources. Although they are currently restricted to just Japan, they might end up being accessible for the rest of the world if we can find a place to put them in the tech tree. The Torpedo Cruisers were a fad in the Japanese Navy, who refitted a number of light cruisers with no less than 40 torpedo tubes (20 per broadside). Together with the Japanese bonuses to torpedo range, they can become a very terrifying force on the high seas - if you can manage to lure the enemy into a decisive surface battle.

Capture_torpedo.JPG


In the process, we also fixed a small issue that pestered some fans of Japanese aviation:

Capture_aircraft.JPG


Similar to the German focus tree, parts of the new focus tree will be part of the Waking the Tiger DLC. While most of the new focuses are free, the communist and democratic branches of the political part will be paid.

We will continue to rework vanilla focus trees in future DLCs (assuming, of course, that this meets with approval from the community), with an eye to which countries make sense with the overall theme of that DLC (for example, reworking the Soviet Union doesn’t really fit into a naval-focused DLC). Expect further updates on future plans after the release of Waking the Tiger.

DLC focus trees will see occasional updates when necessary to accommodate new mechanics (for example, Hungary now inherits Austria’s generals if they manage to form Austria-Hungary) but probably won’t see major reworks.

That is all for today. Tune in next week, when we open up Bag of Tricks #3. There is no World War Wednesday stream today, but it will be returning next week as normal.

Rejected Titles for this dev diary:

It’s pronounced YA-PAN

Glorious Nippon Focus Tree folded 1000 times

We’re not making this focus tree because we like you or anything

While you were waiting for dev diaries, we studied the blade

This focus tree makes our hearts go doki-doki

Girls und Schwerpunktbäume

Basically Sengoku 2

The Emperor demands Focus Trees

That wasn’t even the Focus Tree’s final form

FIXED: Japan’s Focus Tree no longer a Shameful Display

Samurai Communists are the best Communists

No Kaiju were harmed in the making of this Focus Tree

Japan 2.0

Japan Digital Remastered Edition

Japan HD Edition

Japan: Online Tactics Advanced
 
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Hello, and welcome to the first dev diary of 2018!

Although considering today’s topic perhaps we should call it the last dev diary of the year Heisei 29 (which ends on January 8th).

When we decided to expand on China for Waking the Tiger, we also decided that we would need to take another look at the Japanese focus tree and maybe do some minor rework and some alt-history expansions. While we were basically happy with the existing German focus tree, we felt that Japan might need a somewhat more extensive rework, so we asked our QA to compile a list of issues they had with the existing tree.

QA noted the lack of flavor and interesting choices, as well as the lack of really unique gameplay. Their final recommendation was fairly short:

Burn it down. All of it.

So we did.

View attachment 324962

As you can see, we have expanded the focus tree somewhat in comparison to the old one. The choice between striking north or south was a single focus each in the old tree, but has now been expanded into a full branch.

The first basic choice is what to do with the Kodoha (“Imperial Way”) faction in the military. This faction wanted to remove the last remnants of civilian government and restore the Emperor to his rightful place (i.e. a figurehead while the military has the actual power, as things were before the Meiji Restoration of the 19th century). Historically, supporters of this faction launched a coup in February of 1936 which failed within days as the rest of the military refused to support it.

For reasons of transparency and playability, we decided to not have the coup be an event that fires on or around a set date but made the choice of whether to support or purge the Kodoha faction part of the focus tree. Purging the faction sends you down the historical path to attack China, strike south and attempt to seize the European colonies for their resources.

As you can see, we decided to make Japan form its own faction in the historical path instead of having them join the Axis. The cooperation between Japan and Germany does not fit neatly into our current faction system. While Japan did join the Tripartite Pact, it did not join the war against the Soviet Union, and indeed the Germans concealed preparations to attack the Soviet Union from their Asian allies. While there was some military cooperation and exchange of technical know-how, it wasn’t anything like the scale to which the Western Allies cooperated and indeed closer to the military cooperation between the Western Allies and the Soviet Union.

Still, it is a historical fact that Japan joined the Tripartite Pact, and as such you can do so in the historical path. But instead of joining the Axis faction, it creates a set of mutual guarantees between Germany, Italy and Japan. Should either of them be attacked instead of being the aggressor, they can be called into each other’s wars (and frankly, that is a lot closer to the relevant Article 4 of the treaty).

While still not perfect, we believe that this solves more problems than it creates. In particular, it means that Germany isn’t considered to still be fighting until Japan is taken (which led to amusing side effects such as the Luftwaffe forming the Legion Pekingente and evacuating to Japan when Germany falls). Speaking of taking Japan: AI Japan will now surrender if they have been nuked twice or lost Manchuria and Korea when they aren’t holding any territory in China. A player has the option through the same decision but can, of course, choose to fight to the bitter end (the AI is simply scripted to always pick the decision as soon as possible).

View attachment 324961

Simulating the war in China itself has come with its own challenges. We wanted to make the war feel like the long campaign it was (lasting, historically, from 1937 to 1945), not least because a Japan with a secure China can bring far more resources to bear on other targets than it did historically. At the same time, China starts with crippling penalties to its army, which means that Japan could easily defeat them. This is not particularly historical, as the Japanese expected a quick victory and were rudely surprised as the Chinese divisions fought very tenaciously.

So in order to make the campaign in China feel historical and give the Chinese player a chance to survive the initial invasion, we gave Japan some penalties for fighting in China (or, specifically, when fighting against Chinese troops). These penalties can be reduced through decisions, which raise world tension, so you will have to balance out the need to finish the campaign fast against raising world tension too quickly. We feel that this best represents the disdain the Japanese military held their opponents in - the Chinese simply weren’t worth a proper effort. Of course you, as the player, can hound your military into actually taking this conflict seriously, but the rest of the world may not like the idea of all-out warfare in China.

If you decide to side with the Kodoha faction, you effectively decide to strike north against the Soviet Union (as many in the Kodoha faction believed that the Soviets were the bigger threat). Subsequently, you will have to do some diplomatic maneuvering to keep your southern flank secure: Where historically the Japanese signed a Non-Aggression Pact with the Soviet Union while they were engaged in China (at least in part because the Battle of Kalkin Gol revealed some serious shortcomings in the Japanese military) to secure their northern flank, now you will have to sit down with the Western powers to ensure they will stay out of your hair while you deal with the Soviet Union. The London Naval Treaty reduces your dockyard output quite dramatically, but should serve to keep the Allies happy enough to look the other way when you go to war with the Communists. You will also have to send some equipment to your Manchurian “ally” to enable them to actually be somewhat useful in the war.

Later on, you can join a technological exchange program with Germany and even gain access to German Rocketry. Going down this path will also allow you to prospect for resources in Siberia.

But of course, you don’t need to follow history quite so closely. The democratic branch assumes that there could have been a significant pushback against the militarization of Japan from forces inside the civilian government. After all, Japan did have a functioning system of democratic elections and a working parliament during the Taisho period, a mere 10 years before the start of the game.

However, the militarists will not go quietly and will rather flee to Manchukuo than to surrender their position. Those elements of the army that can’t or won’t go abroad will start a civil war. Once that has been dealt with, you can rewrite the constitution to turn the Emperor into more of a constitutional monarch like the Europeans have. Afterwards, you can either try to reach out to the British and revive the Anglo-Japanese Alliance that has served so well during the beginning of the 20th century, or you can form your own West Pacific Treaty Organization (or WPTO).

But that still leaves the problem of Manchukuo, now firmly run by the Kwantung Army and supported by the very militarists you kicked out of the country. You will have to go and remove this threat to your freedom with some good old fashioned liberty bombs. From there, you can go and ensure that the colonial powers actually make good on their promises of freedom and self-determination for the native people. After all, if you can have a functioning democracy, why can’t the rest of Asia?

View attachment 324960

Finally, there is the communist branch, which is not quite as far fetched as it may seem. Historically, Japan experienced the same rise of leftist agitation as the rest of the world, and the Japanese Communist Party enjoyed some successes until new legislation effectively banned it. Extensive measures by secret police agencies ensured that by 1936, the party posed little threat to the establishment. That, however, does not mean that there wasn’t a potential for a revolution. A large number of young officers came from a peasant or working-class background, and many civil servants considered socialism to be the way of the future (or in any event better than the Japanese form of capitalism dominated by the huge industrial conglomerates, the Zaibatsus).

View attachment 324959

Historically, these civil servants were quickly banished to Manchukuo or “encouraged” by the secret police to reconsider their political stance. The first step towards a communist revolution in Japan, therefore, is to recall those civil servants that have kept the faith back to the homeland as well as sending a number of militarist hardliners to serve in Manchukuo instead. By arranging for a number of younger and more revolutionary minded officers to be promoted, you will also gain three very loyal and reasonably capable Generals who will definitely serve on your side in the unlikely event that a civil war should break out.

In the next step, you trigger a civil war.

Here, the decision to send the militarists to Manchukuo is both a blessing and a curse, as the Japanese holdings in China are taken over by loyalist troops - who are nonetheless unable to interfere in the civil war in the homelands. Once you have secured the Home Islands, you face another problem: The Emperor has been the foundation of Japan’s political system for thousands of years, and you have just deposed him. Your government has very little legitimacy in the eyes of the people, so you will have to rebuild their trust and stabilize the country. Only then can you go over to the Asian mainland and eradicate the pest of militarism before making common cause with either the Soviets or the Chinese Communists.

View attachment 324957

The Japanese military was famous for the poor relations between the Imperial Army and the Imperial Navy (for example, it took the Navy until 1943 to confess that the Battle of Midway hadn’t gone exactly as planned and had in fact included a minor setback). In the game, this is represented by a number of decisions about the prioritization of resources and resolving conflicts between the two parties. Each decision affects a national spirit representing the balance of power between Army and Navy, which affects things like factory output and dockyard construction speed.

View attachment 324956

Finally, as part of the rework, we decided to give Japan a bit more flavor by adding two units that are currently unique to Japan: Bicycle Battalions and Torpedo Cruisers. The former are about what you’d expect: infantry mounted on bicycles move a little faster than regular infantry but require some more resources. Although they are currently restricted to just Japan, they might end up being accessible for the rest of the world if we can find a place to put them in the tech tree. The Torpedo Cruisers were a fad in the Japanese Navy, who refitted a number of light cruisers with no less than 40 torpedo tubes (20 per broadside). Together with the Japanese bonuses to torpedo range, they can become a very terrifying force on the high seas - if you can manage to lure the enemy into a decisive surface battle.

View attachment 324955

In the process, we also fixed a small issue that pestered some fans of Japanese aviation:

View attachment 324954

Similar to the German focus tree, parts of the new focus tree will be part of the Waking the Tiger DLC. While most of the new focuses are free, the communist and democratic branches of the political part will be paid.

We will continue to rework vanilla focus trees in future DLCs (assuming, of course, that this meets with approval from the community), with an eye to which countries make sense with the overall theme of that DLC (for example, reworking the Soviet Union doesn’t really fit into a naval-focused DLC). Expect further updates on future plans after the release of Waking the Tiger.

DLC focus trees will see occasional updates when necessary to accommodate new mechanics (for example, Hungary now inherits Austria’s generals if they manage to form Austria-Hungary) but probably won’t see major reworks.

That is all for today. Tune in next week, when we open up Bag of Tricks #3. There is no World War Wednesday stream today, but it will be returning next week as normal.

Rejected Titles for this dev diary:

It’s pronounced YA-PAN

Glorious Nippon Focus Tree folded 1000 times

We’re not making this focus tree because we like you or anything

While you were waiting for dev diaries, we studied the blade

This focus tree makes our hearts go doki-doki

Girls und Schwerpunktbäume

Basically Sengoku 2

The Emperor demands Focus Trees

That wasn’t even the Focus Tree’s final form

FIXED: Japan’s Focus Tree no longer a Shameful Display

Samurai Communists are the best Communists

No Kaiju were harmed in the making of this Focus Tree

Japan 2.0

Japan Digital Remastered Edition

Japan HD Edition

Japan: Online Tactics Advanced
Regarding the issue of Bicycle battalions, I think the best way to handle that would be to change the motorized tree as follows:
1. The tree now starts with Cavalry which is researched for all nations at the start of the game.
2. The tree now branches, the main path leads to the current tree for Motorized and Mechanized, while a small branch goes down from Cavalry to Bicycle divisions.
3. The change to the tree also permits other sub-branches allowing for things like Motorized or Mechanized having a sub-branch for Armored cars and such like.
This system could also be used on other tech allowing for changes like having the Mountaineers tech branch have a sub-branch focused on Ski-troops. (If those are ever added)
 
I stand corrected. Not sure if I consider the Aichi M6A (with its armament of 1 torpedo or 1 850 pound bomb or 2 250 pound bombs) to be much of a step up from a real bomber, but it is a significant step up from its predecessor as a sub launched bomber, the Yokosuka E14Y 'Glen' (and its payload of 2 76 kg incendiary bombs)

Aye, from my notes earlier (which are pretty rough, so take with a grain of salt) it could carry up to an 800kg bomb load if they removed the main float, although I'm guessing this wouldn't be much use for operation from the Sen-Tokus! I definitely agree that it wouldn't match up to a similar aircraft carried from a carrier, but 250kg of bomb load (or 750kg from one sub's worth of aircraft) isn't too shabby for a raid launched from a single (albeit massive!*) submarine.

* Going from memory again, so may be wildly out here, but I think two Sen-Toku's would have been a similar displacement to one CVE, and you'd get far better aircraft handling from the CVE - but much better submersible operations from the Sen-Toku :).
 
lol, i like the "strike on the southern area resources" icon a lot :) in my ooold japanese AAR from HoI2 (kiku no ha - shaping the world co-prosperity) i called the japanese campaign in asia "operation octopus's garden".
 
Damn that seems rally interesting, I'm so excited for this expansion. However I do have a question and a request linked to the Japanese.

Firstly if you lose Manchuria in democratic/communist focus trees will you be able to go through the 'Manchuria project' (industrial) focus tree?

Secondly I would really like if you can fix some news events especially those related to Japan conquering a city (Vladivostok, Singapore, Calcutta, New Delhi). The reason why news events related to the fall of Singapore, Calcutta and New Delhi won't pop up is that the conditions for it to trigger is that those places must be owned by UK (which isn't so for Calcutta and New Delhi since the launch of the game and for Singapore since Together for Victory DLC). Why the Vladivostok one won't pop us is unknown to me but it never worked (at least in my game) whether I played as Japan or Japan AI took Vladivostok. Could you please fix that, it isn't a big deal, I'm asking you just for immersion sake?

Keep up the good work!!
 
Hmm,

that capitulation condition for the Japan AI can lead to very cheesy abuse. I realise that a condition like this might be needed due to the AI being so super weak in naval campaigns and in planing naval landings. I mean AI only battles where Axis power sliders where pushed to max and germany holding complete europe and haveing won against the UDSSR still being unable to land into the UK speak volumes.

Still some scenarios should be avoided. Most problematic case would be Japan surrendering to a side that threw them out of the countries listed but has not a Navy anywhere near to challange Japan's. Or manage to sneak in two nukes with night bombings. I think Naval power should be part of the descision here. For the nuke part maybe maybe air supriority should be the deciding factor.

Examples:

To get Japan to surrender either your Navy needs to be a lot stronger than theirs (like 2:1) after throwing them out of China, Mandschuria and Korea or you need to controll a certain amount of sea regions adjacent to Japan Mainland for a certain amount of time.
To get Japan to surrender to the double nukeing it has to be close together (say within 3 month) and be paired with a good length of you holdeing air superiority over at least parts of Japan Mainland Airspace (if that is to demanding maybe at least air supriority being contested for some time).
 
I would suggest to start a war between Japan and China as a limited border war for Bejing region. With both China and Japan scripted to spin it into a full scale war.
If a human player decides to not escalate then in 12 months Japan attacks in a limited war again.

I know that attack on Bejing was not a Tokyo initiative but a local commander enterprise. You can spin it too.
 
Now I want a new achievment: Tour de France - Conquer France only using divisions composed of Bicycle Batallions entirel.
 
Speaking of taking Japan: AI Japan will now surrender if they have been nuked twice or lost Manchuria and Korea when they aren’t holding any territory in China. A player has the option through the same decision but can, of course, choose to fight to the bitter end (the AI is simply scripted to always pick the decision as soon as possible).
Does that mean that you can fully annex Japan as China if you kick them out Korea and Manchuria? Even if you have not the means of invading the Japanese islands?
It would be more logical if states from the Japanese islands could not be taken in the peace conference if such decision is taken by Japan and accepted by the winning side (e.g Nat China). Although I don't know if this would be possible with the current peace conference system.
 
Does that mean that you can fully annex Japan as China if you kick them out Korea and Manchuria? Even if you have not the means of invading the Japanese islands?
It would be more logical if states from the Japanese islands could not be taken in the peace conference if such decision is taken by Japan and accepted by the winning side (e.g Nat China). Although I don't know if this would be possible with the current peace conference system.

We might just replace the surrender with an event for the Chinese player, giving him the option to accept a peace in return for all Japanese mainland territories or continue to fight until the bitter end.
 
We might just replace the surrender with an event for the Chinese player, giving him the option to accept a peace in return for all Japanese mainland territories or continue to fight until the bitter end.

So as the surrender system is currently, if as the Soviets I take Korea and Manchuria from the Japanese but have no capability to land troops on mainland Japan due to lack of naval forces and the allies havent yet defeated the IJN, will they still surrender? And if so, could I still theoretically annex parts of Japan proper? (Ie. Hokkaido) Obviously until we see the system in practise its difficult to say but the whole nuke twice/no mainland Chinese provinces feels very artificial and could lead to some interesting scenarios where Japan surrenders unconditionally after only facing a setback.
 
Perhaps surrendering after the loss of Manchuria and Korea can only be available if they are at war with China (preferably all of the Chinas)?
I also agree that there needs to be a timespan between the two nukes in order for it to work. Imagine a situation like this: the US declares war on Japan and immediately nukes one of their provinces (imagine the Japanese air force being occupied somewhere else). Then Japan achieves air superiority and a second nuke cannot be deployed. A long drawn out war follows, Japan invades the US, nukes them several times, they are halfway through conquering the entire country, but they also transport all their planes to the US. Then, one lone US carrier sneaks up and nukes Japan. Done, we surrender. I can definitely see this being exploited.
 
This is interesting stuff. Question to @podcat - will the historical Japanese puppets formed in 1943-45 (Burma, Philippines, India, Vietnam, Laos, Cambodia) be covered in the DLC via, e.g., decisions? I don't see any way of forming them in the focus-tree, and obviously doing so in the present game requires first defeating the allies.

We might just replace the surrender with an event for the Chinese player, giving him the option to accept a peace in return for all Japanese mainland territories or continue to fight until the bitter end.

Maybe make that a three-option decision (1 - take all mainland territories, 2 - take all mainland territories + Taiwan + higher risk of Japan not accepting, 3 - fight to bitter end)?
 
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@Archangel85
Some remarks:

1. The new NF-tree doesn't seem to support one of the most popular strategies: Defeat China first, then join Germany in a war against the Soviets. It seems to be either "NAP with China, then DoW Soviet" or "go China, then NAP with Soviet, then DoW Allies".
Maybe some less railroading and linking those branches at some point to allow more options like "DoW China, then DoW Soviet".

2. Historically, Japan surrendered after 2 nukes and 1 DoW from the Soviets. It is debatable which contributed more to the surrender. Since the nukes didn't cause nearly as much damage as the conventional strategic bombing campaign of the US, I personally believe that the Soviet DoW contributed more to the surrender.
Be that as it may, I would still attach the condition "at war with Soviets" to the decision, not just the 2 nukes.
If you base the decision on nukes, you should definitely make sure that the a.i. uses its airforce properly. Japan's a.i. should be focused heavily on defending her airspace while the US should use massive force to control Japan's skies and also use strategic bombers.

3. Love the bikes!
Might be something for Germany as well:
the-nazi-propaganda-image-shows-members-of-a-german-wehrmacht-bicycle-hphbc8.jpg

508722382.jpg

97bf16c7addd173cf29f49a8e3dc9bcd.jpg
 
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