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HoI4 Dev Diary - Min jistenna jithenna - Malta focus tree

Hello everyone!

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

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

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

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

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

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

Economy 2.0​

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

image (88).png


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

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

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



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

Repeatable focus sets and building vertically​

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

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

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

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


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

A Corsair state​

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

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

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

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

Brethren court_1.png

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

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

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

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

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

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

A note from Podcat, Game Director​

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

An accurate representation of the office when we found CraniumMuppet

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

This is the top part of the resources tab, which would only really come about if the image was edited, and not the game itself. So, I'm assuming, that there won't be a new resource that they've hidden in this cause it just looks like an edit in Paint.net or Photoshop.
View attachment 699804

Coupled with this, the icons are squished slightly, which again wouldn't happen unless manually done so, but all of these could always be an early build or something, I'm doubtful though :)
View attachment 699805

Nothing major, but the new bar I'm assuming for stockpile/supply is using the same icon from the stockpile menu in the intel ledger
View attachment 699806

As someone mentioned above, there is a perfect space for another button in the division screen, (just edited the train button over to the left) one which I feel may have been covered over. Also got the decision alert button off to the right? I don't really know what that could be other than an alert for if a division's training or could be trained, but I guess we'll have to wait and see.
View attachment 699807

Finally, god knows what this is, my leading idea is that it's something related to military high command and possibly doctrines, could be where your military advisors now go? Who knows, though if that's the case, that leaves up a lot of room in the rest of the country tab but I think it might be a bit too early to make assumptions like that :D
View attachment 699808
The button on the templates looks like the one in the production menu that allows you to mark something as outdated, so maybe you can mark a template as outdated so you can hide it without deleting it completely.
 
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@CraniumMuppet

Thanks for the April Fool's joke and the early tease. :)
 
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Just throwing my hat into the ring for this one with all the people speculating what everything could be. I'll run through what I'm thinking:

This is the top part of the resources tab, which would only really come about if the image was edited, and not the game itself. So, I'm assuming, that there won't be a new resource that they've hidden in this cause it just looks like an edit in Paint.net or Photoshop.
View attachment 699804

Coupled with this, the icons are squished slightly, which again wouldn't happen unless manually done so, but all of these could always be an early build or something, I'm doubtful though :)
View attachment 699805

Nothing major, but the new bar I'm assuming for stockpile/supply is using the same icon from the stockpile menu in the intel ledger
View attachment 699806

As someone mentioned above, there is a perfect space for another button in the division screen, (just edited the train button over to the left) one which I feel may have been covered over. Also got the decision alert button off to the right? I don't really know what that could be other than an alert for if a division's training or could be trained, but I guess we'll have to wait and see.
View attachment 699807

Finally, god knows what this is, my leading idea is that it's something related to military high command and possibly doctrines, could be where your military advisors now go? Who knows, though if that's the case, that leaves up a lot of room in the rest of the country tab but I think it might be a bit too early to make assumptions like that :D
View attachment 699808
Well, well, first DD from the devs regarding Barbarossa. Thanks, Devs!

1. So, about the green button on the division templates tab

My guess: a QoL feature for Barbarossa, used to hide/show division templates.

I feel that, by the way. Everytime i annexing my puppets, they would clutter my template tab with their own templates. Especially when playing UK and forming the Imperial Federation.

Default stance on the game only shows the active (used) templates, so that when you annexed your puppets, the tabs would not be so cluttered. You can then access the unusable templates and update it to your liking.

2. The cap thing on the main tabs

My guess: Chain of Commands and/or Logistics system coming with the DLC

Maybe the Armed Forces Staffs on the Country tab would be moved there if you own the DLC. It would be expanded to cover each arm, and would play down on weighing which theater would get more supply and weapon production percentage (althought i think the default Army Theater tabs already covered it).

3. Missing button on the Division Templates tab

My guess: Reserve divisions for Barbarossa? Dunno about that.

Well, that's my opinion regarding the new features (if they were set to appear soon), can't wait for next Wednesday.

Stay safe, and fight on, Devs!
 
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Well, well, first DD from the devs regarding Barbarossa. Thanks, Devs!

1. So, about the green button on the division templates tab

My guess: a QoL feature for Barbarossa, used to hide/show division templates.

I feel that, by the way. Everytime i annexing my puppets, they would clutter my template tab with their own templates. Especially when playing UK and forming the Imperial Federation.

Default stance on the game only shows the active (used) templates, so that when you annexed your puppets, the tabs would not be so cluttered. You can then access the unusable templates and update it to your liking.

2. The cap thing on the main tabs

My guess: Chain of Commands and/or Logistics system coming with the DLC

Maybe the Armed Forces Staffs on the Country tab would be moved there if you own the DLC. It would be expanded to cover each arm, and would play down on weighing which theater would get more supply and weapon production percentage (althought i think the default Army Theater tabs already covered it).

3. Missing button on the Division Templates tab

My guess: Reserve divisions for Barbarossa? Dunno about that.

Well, that's my opinion regarding the new features (if they were set to appear soon), can't wait for next Wednesday.

Stay safe, and fight on, Devs!
The supply cache on the top bar has got my logistics hopes sky high. The hat definitely points towards something command wise I just can’t imagine what.....
 
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The supply cache on the top bar has got my logistics hopes sky high. The hat definitely points towards something command wise I just can’t imagine what.....
I'd argue the longer the wait, the more likely it'd be that a supply rework would be present. Modding states and the like, I can't imagine the difficultly you'd have to go through to not only change the way supply works as it is, let alone revamp it. Fingers crossed for railways :)
 
I'd argue the longer the wait, the more likely it'd be that a supply rework would be present. Modding states and the like, I can't imagine the difficultly you'd have to go through to not only change the way supply works as it is, let alone revamp it. Fingers crossed for railways :)
Railways would be a lovely addition
 
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Typical Paradox, adding new features while old promises like Horse Armour and National Dog remain undelivered for years! Shame!
am i the only one that remembers sharknados?
 
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PDX have done this before. Before the announcement of La Resistance, they showed in one of the screenshots part of the new interface with espionage. But I'm not sure if this is not just an April Fool's joke. What can you do with hat in this game?
IIRC the same happened with the Espionage tab in Stellaris before Nemesis was announced, during the Necroids dev diary.

And before Waking The Tiger was announced I think there was some screenshots showing the little red phone icon (Command Power) they were tight-lipped about.
 
As others have pointed out, the UI looks different in the two photos; obviously we are getting customizable tool bars. :D Within a week of release, the forums will have threads dedicated to find the perfect tool bar. META will find a way.
 
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Does anyone else see the officer hat next to the logistics tab... leaks??? Also next to the fuel it shows your equipment, at least I think so

Supplies, but I wonder what it would do there? Your nation can get starved of supplies? How does it get distributed on the frontline?
And I imagine they will bring a lot of depth to generals, and potentially other officers.
 
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