Why is Kaiserreich so much more immersive than the base game?

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Zeprion

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Story: Kaiserreich feels far more immersive than Vanilla because in Vanilla you're expected to know who these people are, why they are here, why one country has this ideology or these factories or this military. Kaiserreich isn't like that though, it's a deep story told through a game mod. Kaiserreich is essentially story driven, it's not like the base game at all, where the game is basically just a sandbox with minimal story outside your real life knowledge of World War II.

Gameplay: In Vanilla, even with ahistorical turned on, it mostly plays out in the same fashion with only minor differences. Kaiserreich's unpredictability, huge content and endless choices make it so great. The combination of the depth of majority of the countries available and the randomness makes it strange and different and more fun than Vanilla.

Long story short: Kaiserreich feels far more immersive than Vanilla because there's lore everywhere, focuses and events.

Which leads me to why I made this topic. I'm curious why can't Vanilla be more like Kaiserreich?

I previously made a topic where we discussed about more flavor vs more mechanics: https://forum.paradoxplaza.com/foru...e-immersion-department.1124899/#post-24812350 turns out the majority of Hearts of Iron 4 prefer more mechanics over flavor, but why can't we have both?

What Kaiserreich has that Vanilla doesn't have: Better represented state borders (regions), so many events, so many news (for lore), almost every leader and national idea has a description, a lot of nations have focus tress with a historical path but also alternative paths, unique portraits, even that small +20 Political Power during the national day with a news event that describes the significance of the national day adds more flavour, etc.

Of course you can't make Vanilla like Kaiserreich where something interesting happens in every part of the globe because you can't make up scenarios, but a lot of improvement can be made to make the nations feel more enjoyable. There's hardly a shortage of ideas, if you read the history of each country in World War II there's a lot that can be added in their focus tree in the historical path alone, let alone the fictional alternative paths.

Some players would think that adding more focus trees would make Vanilla feel less sandboxy, but the opposite happened in Kaiserreich. Because each Kaiserreich nation is so unique, has a different situation and has multiple choices, it feels that you have more choices than you would have with a generic Vanilla nation, and that is even with the limitations on factions and ideology that Kaiserreich has.

The devs claim that they only focus on the major nations because the players mostly play the major nations, 40% of the total games are with Germany, but could this be a confusion between causality and correlation? It is tempting to assume that this shows that players prefer Germany because it was the main combatant of the war, but could it be that players prefer Germany because it's one of the few nations with a lot going on? If you play for example Finland or Bulgaria (nations that could have an interesting focus tree) there's not much you can do and it feels rather boring.

I would play so much more Vanilla if it was presented like Kaiserreich, if the focuses were better written and the events came half as thick and fast. In Kaiserreich every country feels unique, in Vanilla only the countries with unique focus trees feel different in some way, and even those with unique focus trees feel close to generic.
 
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AHappyCub

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I have to agree with you on this, I like the Kaiserreich mod a lot, there is always stuff happening in-game that kept me immersed while playing
Especially the alt history scene, such as preventing a 2nd ACW to smaller conflict like Indochina Independence War, while admittedly I only as Major or Secondary power like Australasian Federation to the German Empire, and with the new update to Naval Forces its even more enjoyable to me because I prefer immersion most of the time (though the naval classification on that mod is still annoying with how much ship variant it has when you go to the unlocked ship list)
 

Zarine

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I would put it this way: without the lore, what would Kaiserreich be ?
The answer is plain HoI4. And that's the reason.

Paradox team is not trying to create a world using something that already exist.
They are trying to add new things, new mechanisms, new tools...
When Paradox has 3 people (not the real number but wouldn't be surprised if it was even less) working on National Focus compared to Kaiserreich 20 members, the difference is huge !


Then to tell the truth, when I look at such mod, I always start by just closing it right away because there are way too many things. Unless you played it X times, you have almost no idea what is going on if you try on your own.
Team did an amazing job and has a good lore but coming from outside, it's too much and you don't understand what is happening.
 

Orlunu

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I disagree with you very much on the causes. I know, as do several others I can think of, far more about the historical setup than I do about the KRR lore even with what it tells me, yet KRR is still far more immersive for me and for these others. It's down to the depth of story telling - the alternative history scenarios in vanilla are generally similar, utterly predictable, scantly described, and are not tied in well with the decisions of other countries or the pre-existing history of the country that is taking them. A greater wealth of news events and so on would go some way to helping, but the primary problem is with decision-taking, be that by event or by focus, that is well grounded in the backstory, can be challenging to pick a side on, and feeds back well into the world situation.
 

Achab

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Wait, event spam introduced into the vanilla? German CW and CUF poppings are enough already.
 

George Parr

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Big mods like that are basically always more immersive, regardless of which games they are made for, that's kind of the point.

Game-developers have to keep every playing-style in mind, and they have to put much of their development-time on the mechanics of the game. Mod-teams, on the other hand, don't have to bother all that much with game-mechanics, because they mostly tweak what the game already offers. They can put far more focus on the content, and they can develop their mod for a certain playing-style which they prefer.

Which isn't to say that basic HOI 4 couldn't have more immersion, I for one prefer more in-depth games/mods as well, but comparing the basic game to a mod isn't really fair.
 

Bratyn

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When Paradox has 3 people (not the real number but wouldn't be surprised if it was even less) working on National Focus compared to Kaiserreich 20 members, the difference is huge !

This, mostly. Without going into the exact details of the size of the team (the number stated here isn't all that far off for Content Design), this is the biggest reason why mods are able to add much more flavor than the core game team is able to. Another reason is that, on top of having less manpower working on the lore in the first place, the implementation progress is also slower for the core team. We go through a long iteration process, and at every stage of implementation (and even before implementation is begun - research, design, draft, initial stage implementation, second stage (feedback) implementation, and further polish) the current state of a tree is scrutinized and receives feedback from at least half a dozen, and oftentimes multiple dozen, people. This takes extra time.
 

JackAlNXT

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The devs claim that they only focus on the major nations because the players mostly play the major nations, 40% of the total games are with Germany, but could this be a confusion between causality and correlation?

This, I 200% agree. It can be quite the self-fulfilling prophecy to say that because major X is played the most then it should get all of the new content, while because minor Y isn't played as much it should get no content. I believe the logic should always be the opposite: if minor Y isn't interesting by default, then make it interesting. You don't even need big focus trees or any focus trees for that matter to accomplish this. Content is what's important.

Imagine, for example, an event where Vietnam declares independence in 1937/38. Because France has the Disjointed Government idea, they cannot declare all out war and thus will have a very small window (mission) to retake the country in 90 days (for example), otherwise they white peace and they lose the colony. Logic would also dictate that you give the player the option to, when Vietnam declares independence, that they can switch over to the Vietnamese side. Even with a generic focus tree, a player can have a lot of fun holding off the French and then having to worry about the Japanese invading.
 

Bratyn

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The devs claim that they only focus on the major nations because the players mostly play the major nations

I am not aware that we've ever said this. So far 2 DLCs have exclusively focused on minor nations, and 1 DLC has had a big focus on minor nations, while MtG will have a 50-50 spread. Considering there are only so many more major powers left to rework, I find it hard to imagine how we could 'only focus on the major nations' for much longer, even if that was what we were doing.
 

cnwi

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This, mostly. Without going into the exact details of the size of the team (the number stated here isn't all that far off for Content Design), this is the biggest reason why mods are able to add much more flavor than the core game team is able to. Another reason is that, on top of having less manpower working on the lore in the first place, the implementation progress is also slower for the core team. We go through a long iteration process, and at every stage of implementation (and even before implementation is begun - research, design, draft, initial stage implementation, second stage (feedback) implementation, and further polish) the current state of a tree is scrutinized and receives feedback from at least half a dozen, and oftentimes multiple dozen, people. This takes extra time.


On a positive note, the trees you've been releasing in DoD, and especially WtT, are great. TfV is slightly off and I sure hope they will be at least tweaked for integration with the new British tree, as well as adding some unique decisions.

Beyond the historical setting, there are 2 reasons why I play with Paradox trees rather than KR:
  • more balanced trees
  • more polished trees with no bugs (in theory; this isn't quite there yet: the key problem being that triggers are often not thorough enough. An example: focus that demand territory don't check who is the owner of said territory, so you get situations such as SAF asking defeated France to give Madagascar, which is controlled by Italy or Germany actually. It then gets the territory without Italy or Germany having a word about it)

The paradox team is limited by history. This is no dig on alt history which I enjoy as well.

I'd say that even for historical branches, the paradox trees are weaker on flavor (but it's getting better and better). For Vanilla and TfV especially. An example: autonomy is a key mechanic of TfV; but when the Commonwealth puppets reach freedom, *there is not even a news about it.*

I'd actually be interested in a News DLC, a small thing in the $-range of the cosmetic packs of other Paradox games.
 
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Alex_brunius

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I previously made a topic where we discussed about more flavor vs more mechanics: https://forum.paradoxplaza.com/foru...e-immersion-department.1124899/#post-24812350 turns out the majority of Hearts of Iron 4 prefer more mechanics over flavor, but why can't we have both?

I don't play Kaiserreich because it doesn't even attempt to change any of the mechanics that I find lead to very unbalanced gameplay such as combat mechanics or equipment/doctrine balance.

From my view mods can change all flavor, but only some mechanics, while devs can change both so it makes the most sense for devs to focus on solid mechanics as a foundation ( and improving how moddable the mechanics are ), rather than spending alot of effort on flavor where they will never be able to compete with the quantity that all mods can put out together.

A too heavy flavor/content focus from Paradox also risks more people becoming vocal about how the team mostly sell stuff similar to what mods already provide for free.

I am not aware that we've ever said this. So far 2 DLCs have exclusively focused on minor nations, and 1 DLC has had a big focus on minor nations, while MtG will have a 50-50 spread. Considering there are only so many more major powers left to rework, I find it hard to imagine how we could 'only focus on the major nations' for much longer, even if that was what we were doing.

Well on both of the yearly PDX con presentations about the future of HoI4 Podcat presented detailed player statistics for how popular it is to play different countries and conveyed the impression that what nations are played the most also is what is most interesting or relevant for you to improve the experience for. Now I'm not saying this must mean that Majors always will receive more love than minors, but I certainly can see how people have gotten that impression since majors have the highest player numbers.
 
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philjd

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Also most of the significant mods add extra countries, of whatever format those take, and just by doing that add all sorts of possibilities into how the game works/flows etc. With the vanilla game, it is also a case of 'what works for most within the constraints of what should or could have happened'. If paradox provide us with a great engine to play around with (vanilla) then we can pimp it up however we want to so that it includes whatever content we, or groups of we, desire.
I looked at Kaisereich, and might even give it a bash at some stage in the future, but it didn't appeal even though I admired the huge amount of time and effort put into it. I wish all the best t those who do want to play and develop it.
(my most 2 played mods are British Overhaul https://steamcommunity.com/sharedfiles/filedetails/?id=1384292518 and Total War https://steamcommunity.com/sharedfiles/filedetails/?id=806209426 )
 

hkrommel

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There are several reasons. As @Nuklearius points out, there's no need for historical research beyond the odd wikipedia article. Another reasons is that Paradox has to put together and patch the whole game, KR just builds off of Paradox's work using tools that Paradox has provided.

The biggest reason, I think, is the number of focus trees. In KR just about every nation has one (even if they're very basic) so it feels like more is going on. With more nations having focus trees, they can be more reactive to each other as well.

There's also an issue where people confuse war with immersion, and since there are so many random wars in KR it "feels" immersive because, well, stuff is happening! But the problem is that Weltkrieg 2 is always a huge disappointment because the insane number of regional wars weakens everyone to be glorified speed bumps for the communists/Germany. I wish for the days of Darkest Hour Kaiserreich, where the Weltkrieg was a truly global and truly epic conflict with unpredictable outcomes.

Ultimately, if nothing changes on the KR end, I think Paradox will have a better NF tree "web" if you will, since it will all be focused around WWII. KR seems to be thinking in terms of "how do we make country X or region Y interesting" which results in gratuitous regional wars, whereas Paradox seems to be thinking in terms of "how do we make country X interesting in a way that contributes to the global conflict," meme alt history aside.
 
Last edited:

DukofDeth

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On a positive note, the trees you've been releasing in DoD, and especially WtT, are great. TfV is slightly off and I sure hope they will be at least tweaked for integration with the new British tree, as well as adding some unique decisions.

Beyond the historical setting, there are 2 reasons why I play with Paradox trees rather than KR:
  • more balanced trees
  • more polished trees with no bugs (in theory; this isn't quite there yet: the key problem being that triggers are often not thorough enough. An example: focus that demand territory don't check who is the owner of said territory, so you get situations such as SAF asking defeated France to give Madagascar, which is controlled by Italy or Germany actually. It then gets the territory without Italy or Germany having a word about it)



I'd say that even for historical branches, the paradox trees are weaker on flavor (but it's getting better and better). For Vanilla and TfV especially. An example: autonomy is a key mechanic of TfV; but when the Commonwealth puppets reach freedom, *there is not even a news about it.*

I'd actually be interested in a News DLC, a small thing in the $-range of the cosmetic packs of other Paradox games.
There's a lot of checks that need to be made - mostly for nations that continue on their paths of aggression after they've been capitulated, and had a new government forced upon them. I've had this happen with the Soviets. Then there are the situations that need tweaking - such as the one mentioned about Madagascar. In a recent game of mine, I had Japan declare war on the Dutch East Indies and Malay after both had been puppetted by Germany following the fall of France and the UK. And this was after the Tri-Partitade [I know I spelled that wrong] had been signed. It would be nice to allow a mechanism for friendly nations to help one another out by offering discounts on resources [Oh, Such Communism] to deter rivalry between themselves - or a mechanism to transfer territory in a friendly but non-allied [meaning another faction] MP's area of influence.
 

Secret Master

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In Vanilla, even with ahistorical turned on, it mostly plays out in the same fashion with only minor differences.

Are we playing the same game?

How many times in the past year have I read a thread where someone complains about Poland forming a faction, China turning into a fetid mess of bizarre decisions, and Italy defeating France.

Hell, we just had a game in MP with historical turned on where the Chinese caved on Marco Polo. That's changed everything in Asia, especially after the Soviets authorized the murder of Chiang after he was captured. I have no idea what in the Hell is going to happen in Asia now.

Maybe what I consider minor differences and what others consider to be minor differences are quite... different. But I'm not playing HOI4 like it's EU4 or CK2. It's a game about WWII, so I don't want things to get too crazy.
 

LiberiusX

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Why is Kaiserreich more immersive?

It’s not. It’s a Syndacalist fanboy’s wet dream, and loses all immersion upon opening the box.
 

Torma25

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it's pretty simple: the devs of the main game need to work on non-country specific stuff. Just look at all the shit we're getting in MtG; naval terrain, admiral traits, state resources being leased, naval mines, naval treaties, and a ship designer. Let me repeat that. A GOD DAMN SHIP DESIGNER. The KR devs can spend all of their energy on country immersion.
Also, Kaiserreich gets away with a LOT of absurd stuff just on the basis of being "alt-history", the base game needs to be historically accurate for the most part. Paradox devs can't get away with anything. The "randomness" is okay with a role playing mod, like Kaiserreich (and it is a roleplaying mod), but vanilla is still supposed to be a historical strategy game.
 

Ironside121

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Why is it more immersive?

Well OP, it's because of your preferences, nothing more, nothing less.

I find the base game to be more immersive, because I would prefer a WW2 game over the Kaiserreich scenario. Preferences.

A whole bunch of spam events and civil wars aren't really my thing.