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Developer Diary | Belgium

We’re going to be talking about a nation that was invaded in both World Wars, and were present and fighting until the end in both, despite being either partly, or wholly occupied for the majority of those conflicts. Their people were very much on the front lines, and the landscape remains scarred by the wars even to this day.

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Hello! My name is Mordred Viking, though some of you may know me as Gareth. I am a Content Designer on Hearts of Iron IV, and I very much wanted to see this nation given more content in the game because they contributed so much, but are often so little known.

As such, I’d like to present the real story of the plucky underdog: Belgium.

Behold! The Belgian Focus Tree! Plus a weird blurry bit in the middle. I wonder what that could be?

I had a couple of goals starting out with the design of Belgium. Firstly, I wanted to give them a chance to actually hold out. Secondly, if this failed, I wanted them to be fun to play in exile. Thirdly, I wanted to showcase the close relationship between Belgium and Congo. As is always the case in these diaries, please bear in mind that all you are about to see is a work in progress.

[h3]Overview[/h3]
Right! So with those goals in mind, let’s start taking a closer look at what all this actually means.

Paul van Zeeland is the Prime Minister at the start of the game.
You can see from his fancy top hat, that he is clearly a very trustworthy fellow!


At the start of the game, Belgium finds itself in an interesting position. The memory of the Great War is still very much in mind, their economy still recovering from its impact and the countryside still scarred by the many trenches meandering through the fields of Flanders. In order to avoid a second Great War, the Belgians embarked on a policy of neutrality, much like the Dutch and Swiss. They even canceled their alliances with Britain and France, something which took both those nations by surprise as they had fought to protect Belgium previously.

The Chasseur Ardennais give Belgium some unique fighting options in terrain other nations would find too rugged.

The political landscape wasn’t much better, corruption plagued the government of Prime Minister Paul van Zeeland, causing a furor which was whipped up by the fascists under Leon Degrelle who demanded an investigation- we’ll talk more about this later! Complicating all this, Belgium is of course a nation of twin cultures, the French speaking Wallons and the Dutch speaking Flemish. To reflect all this, they have the above starting National Spirits.

Which to tackle first? Security or corruption?

Despite increasingly hostile rhetoric from neighbouring Germany, the Belgian government historically refused to sanction further military spending needed to bring state forces and defenses up to scratch without the promise of a declaration of neutrality from the crown, so that they could avoid being drawn into what they saw as other people’s wars. Simultaneously, Fascist agitation against the widespread government corruption can cause the Democratic government to resign, triggering political manoeuvring which can ultimately lead to any of the ideologies rising to power.

[h3]Military and Industry[/h3]
Following the declaration that Belgium is “Independent, Neutral and Loyal”, you gain access to the defensive branch

The so-called Defensive branch is about, well, defending. When hostilities seem inevitable, Belgium would be wise to invest some time and resources into these. The Redoubt of Antwerp line will see the rise of impressive fortifications, while Belgian Gates and the Iron Wall act as force multipliers and improve the effectiveness of these defenses. The latter part of the branch provides additional defensive options, including the radical decision to really tap into Belgium’s position as one of the Low Countries, and saturate their enemies with more than just bullets.

The Belgians boast a number of powerful MIOs, particularly small arms producer FN Herstal who partnered closely with Browning (and would later go on to buy them).

Belgium’s army was surprisingly potent, having been able to muster 600,000 troops before the German invasion, with decent officers and well developed industrial support providing high quality equipment particularly in terms of infantry equipment and artillery. I’ve also chosen to tap a little into their WW1 penchant with armored cars to give them that option, and they can eventually overcome the Scars of WW1 and turn those experiences into their strength.

On the other side, education was important to the Belgian military, and high level courses in a wide range of different subjects were offered through the Royal Military Academy. Historically, Belgian integration into the British SAS met with excellent results, particularly in France… where being able to speak French was a real advantage... Quelle surprise? This combined with the Chasseur Ardennais modifiers, means that the Belgian Special Forces can indeed bring something powerful and unique to the battlefield.

For such an industrial nation, the Belgian industrial branch is curiously small…
I wonder why? Could there be another facet to this?


Although the economic situation facing Belgium at the start is quite poor, the scaling potential is quite impressive, with numerous ways to quickly get new factories up and running, and then to make those as efficient as possible. Historically, Belgian industry was in an interesting position, with companies having a very progressive attitude towards their employees, including the introduction of a 40 hour work week and paid vacations.

The cornerstone of Belgian industrial might was Cockerill, a company that suffered through the First World War, and continued manufacturing machines and ships throughout the interwar period and into the Second World War. Historically, they survived the conflict, maintaining high levels of employment manufacturing pig iron and trains rather than weapons for the occupiers. This gets to the heart of Belgian production at the time, trains, which were the primary export in the run up to war.

The Belgians were real innovators in the air, unfortunately their aeronautical industry never really took off in time.

Despite a good showing in the First World War, the Belgian Air Force was woefully under developed at the onset of the Second World War. The majority of Belgian aircraft in 1940 were old foreign planes, and despite a very brave attempt, the Belgians recorded only one German aircraft downed.

However, they did have some good home-grown design talent, particularly Alfred Renard who was a pioneer in the development of all-metal aircraft, and Nicholas Florine, the father of twin-rotor helicopters. Who knows what they could have achieved had that domestic industry been allowed to flourish.

The Belgians had a huge and flourishing port in Antwerp, not to mention overseas colonial possessions, so surely they had a mighty navy to protect it all?

The Navy in 1936 was… well, there wasn’t one. Despite being granted ships from Germany in the Treaty of Versailles, the Belgians disbanded their entire fleet in 1927 as a cost saving measure. This means that you have to start from scratch in order to develop a fleet at all. This focus branch therefore is all about doing just that. Thankfully, the Belgians are not without resources and capacity, with Antwerp particularly being capable of quickly bringing naval production online.

This highlights another facet of the Belgian game we’ve not yet touched on, their excellent capacity for diplomacy. Through having the right people in Government and developing Antwerp, Belgium can enjoy a significant advantage when buying resources on the world market, spending fewer civilian factories for each trade.

The Port of Antwerp can really help your trade

[h3]Political Introduction[/h3]
Behold! Politics!

Now that we’ve talked about the industrial and military facets important to any Belgian game, let’s talk about the political sphere, the Democratic resistance, Fascist rise or Communist tough-decisions. Finally, the Monarchy was a real power within Belgium and can be involved in all branches, although just what role they will play remains to be seen - and of particular concern to the people of Belgium is precisely where the King’s loyalties lie.

Step one. Stamp on van Zeeland’s hat.

As we mentioned earlier, rife corruption is the first political hurdle to be overcome. In order to begin tackling those horrible corruption modifiers, Paul van Zeeland’s government will have to resign. This will call an immediate election, with two outcomes. Historically, the Emile Vandervelde’s Labour Party won the most votes, but did not have enough to form a majority government. Therefore they allied with Zeeland’s Catholic Bloc to get the numbers needed, and the Government of National Unity was formed with our main man, and master survivor, Paul van Zeeland at its head.

The other option is for Vandervelde to form his own minority government. While this will cause some instability, it will lead towards a left wing- possibly Communist path. We’ll talk about that in a bit.

Going back to the first option, unfortunately Paul van Zeeland is himself a ticking time bomb, and his luck can hold out only so long. The Fascist Leon Degrelle intensifies the corruption investigations, and reveals that, shock horror, Paul van Zeeland himself is implicated! This leads in time to the fall of the Government of National Unity.

“Don’t make me choose!” - King Leopold III probably.

King Leopold III himself steps and mounts a royal intervention, declaring for either the democratic Paul-Émile Janson, or acknowledging Degrelle’s work tackling the corruption inherent in the system and swearing Degrelle in as the new Prime Minister.

[h3]Historical Branch[/h3]
The Historical branch is short and sweet, and it was definitely not an intentional design decision to give more time to spend on certain other parts of the focus tree. Nope, definitely nothing so nefarious.

The Historical branch focuses on stabilizing Belgium following all the chaos that has dogged the democratic side.

The first step is implementing Henri de Man’s economic policies (historically, he was the Minister of the Economy), in the amazingly named “Plan de Man” which helps relieve some of the pressure from “Economic Downturn”. This in turn leads to the Economic Recovery, though it does require the Dyle Plan. What is the Dyle Plan you ask? Well, it was the result of Belgium’s declarations of neutrality and breaking of their alliances with Britain and France.

Despite this public neutrality, Belgium was under no illusions about Germany’s intentions and maintained secret back channel negotiations with the Allied nations. The Dyle Plan was a military strategy where Belgium would resist invasion to the Dyle River line, allowing French and British troops time to arrive and assist in the defense, much like in the First World War. In game-terms, this increases the likelihood that Allied forces will actually come and help Belgium, rather than leave them to their fate.

Unfortunately, the Economic Recovery was something of an illusion, and Janson didn’t survive as Prime Minister, this time being toppled by Paul-Henri Spaak who is quite possibly the most important Belgian politician ever.

Seriously, look this guy up, he was quite impressive. He was Prime Minister of Belgium several times, first President of the United Nations (and sponsored the entry of the Soviets Union into the UN, ensuring there was a platform for the two Cold War rivals to talk), President of the European Coal and Steel Community (forerunner to the European Union), and finally General Secretary of NATO.

This leadership was first tested with the Adriaan Martens Crisis, where a Flemish Nationalist, WW1 German Collaborator and Fascist was appointed to the Royal College of Surgeons. Historically, Spaak did not survive this crisis, leading to his resignation and the arrival of Hubert Pierlot to the office of Prime Minister, although here you have the option to pay the political price and keep Spaak around, allowing you to call the Council of Europe, and form the European Union. Pierlot was the historical wartime leader of Belgium during the Second World War, and fled with his Foreign Minister (Spaak), Economic Minister (Gutt) and Minister of Colonies (Vleeschauwer) to London and formed the Belgian Government in Exile.

Now it is possible to just… not capitulate, in which case Pierlot can reverse the Belgian Neutrality and join a faction. If however, the worst should happen and Germany (or whomever) does successfully invade…

[h3]The King Surrenders[/h3]
Remember that I had a couple of goals starting out with the design of Belgium: I wanted them to be fun to play in exile - therefore there is a reason to keep playing if this happens!

I won’t spoil the circumstances around just how this happens! You’ll have to play it to find out.

(We’re still waiting for La Dame Blanche icon art!)

The worst has happened, and Belgium has capitulated. Some of that blame will, rightfully or wrongly, fall on the King’s shoulders. Just how he is treated by the government in exile will determine whether he falls by the wayside, or becomes a figure around whom to rally resistance.

The historical path was to declare the King unfit to reign, and centralize resistance efforts around the Government in Exile in London. This path is all about gaining support from allies, and using the resources in Congo to fight back and reclaim Belgium.

The Prisoner King is a very plausible alternative path, and the real Exiles agonized about how best to mount the resistance. In this scenario, the King plays on his status as a prisoner in his own nation, using his influence to solidify Belgian resistance and begin a monarchist resurgence.

[h3]Fascist Branches[/h3]
The rising power of the Fascists in Belgium have a lot of options open to them.

(We’re still waiting for Strength and Brotherhood icon art!)

Once Degrelle has been invited to take power as Prime Minister, he will need to make a choice between which Fascist group to support and empower. Degrelle will remain in power regardless of your choice here, this is because I absolutely cannot imagine him giving up that position once he’s got it, plus it was the King making *him* the Prime Minister, not the Fascists. They are still a minority in the country. As such, the decision here is not an indication of which faction is in power, but rather whose ambitions Degrelle is supporting.

There were two major factions at the time (and a whole myriad of smaller ones), and each has a broad set of goals they want to achieve but it can loosely be considered as follows:
  • The Rexists are the “Fascist Nationalist” path - Build up Belgium itself
  • The VNV are the “Fascist Expansionist” path - Make a bigger Belgium
  • The middle shared path - Things both sides can do


The Rexists believed mostly in a strong Belgium and worked with many different groups to this end. They were the primary collaborator with Germany during the war, so in this branch they are very Germany-aligned (early designs even had them become a puppet!), and have the most to gain from an alliance with Fascist Germany. The main thing blocking this tall approach is internal Fascist support, so Degrelle will need to work at consolidating his grip on power within Belgium.

The VNV (Vlaamsch Nationaal Verbond) were historically Flemish nationalists, and didn’t want much to do with the Walloons. However, I really didn’t want to add yet another civil war, nor did I want to break up an already small country (because a player’s first action would be just to unite it again). As such I thought they’d be most about embiggening Belgium, uniting with their Dutch speaking brethren to the north, and invoking the old ideas of Burgundy. If they’re feeling super bold, they can go after France proper in a bid to recreate the old Roman province of Belgica, including the ability to core a number of French states which comprised Belgica historically.

The shared focus tree allows Fascist Belgium to do a number of things, including a peaceful union with Luxembourg, abandoning neutrality early in order to join factions or attack other nations, plus it gives them a number of tools to consolidate power and enhance the power of the state.

[h3]The Constitutional Crisis Branch - Turtle Belgium[/h3]
What If Belgium held out? This is the branch to find out!

So Degrelle has come to power, but Hubert Pierlot, fearing what this would mean for the democratic traditions of the country, invokes Parliament’s own protections, declaring the King temporarily unable to reign before the monarch can sign the royal assent locking Degrelle in. This renders the appointment void, and Pierlot calls for a snap election. This will lead to King Leopold’s abdication, and Charles, Count of Flanders’ appointment as Royal Regent (Leopold’s brother).

For those questioning the realism of this, something similar actually happened in Belgium in 1990. King Baudouin didn’t want to sign a bill into law for personal religious belief reasons, so had himself declared temporarily unfit to reign, meaning Parliament could bypass royal assent.

The election is then between the Liberals, led by Pierlot and the Socialists, led by… you guessed it, Spaak! This gives Belgium a choice to gain Allied protections or go for another option- the Soviets. Internally, they build build build, combining defenses in this branch with the defensive branch will lead to some truly massive fortifications.

Belgian Maginot

Better than Maginot

Mobile Maginot!

[h3]Socialist/Communist Belgium[/h3]
Belgian Socialists had some interesting opinions on Spain and Congo.

Going down the other path after that initial election, choosing the Vandervelde Minority sets Belgium on the path of Socialism. At the time, there was very little actual support for Communism, with even the trade unions being quite weak. This was because, as mentioned earlier, many large companies were already very socially aware and progressive for their time. As such, in game Belgium will generally remain Democratic in this branch, though there are ways of going Communist further down.

Therefore this branch is less about radical shifts in policy, and more about their diplomatic outlook. Belgium has the potential to provide significant support for the Spanish Republicans (something that Vandervelde historically pushed hard for). Similarly, Socialist attitudes in Congo were quite paternalistic, providing a strange combination of imperialism with socialist values. Finally, Socialist Belgium can send peacekeeping forces (volunteers) without turning their back on neutrality.

Ultimately, lines in the sand must be drawn, and Socialist Belgium can turn to the Soviets (with “Raise the Red Flag” flipping them Communist for gameplay reasons), or form the European Union.

[h3]Advisors, Commanders and other Bits and Bobs[/h3]
Belgium has a broad set of skills at their disposal

Belgium has a good number of advisors, with a wide range of different abilities. Of note are:

Paul Henri Spaak, who can increase the amount of raw materials per civilian factory in trade. Did I mention he was kinda cool?

Edgar Sengier, who realized the importance of Uranium to atomic research, and so shipped the Belgian Uranium supplies to America before Germany could take them. He was also critical in reopening Uranium mining in Congo. It was his foresight that basically made the Manhattan Project even feasible. He boosts the speed of Nuclear Special Projects.

Walthere Dewe, leader of the Belgian resistance in WW1. Anticipating the German invasion, he went back into hiding just before the outset of WW2 to rebuild his networks, and led the resistance AGAIN. In-game he [REDACTED].

Dieudonné Saive, the principal designer at FN Herstal, and who collaborated closely with Browning. He increases factory output, research speed and MIO funds gain.

I know this was a weapon of the 1950s, but hear me out!

While we’re on the topic of Saive, there is one slightly controversial topic that I just know will come up, so let's address it. I’ve chosen to include the FN FAL as the final tier of Belgian Small Arms. So why is this weapon, widely adopted in the 1950s by NATO forces, in a WW2 game? I sincerely believe that had Belgium not capitulated, then between Saive’s exceptional weapon design capabilities, his very close collaboration with John Browning and access to the German Sturmgewehr 44 that Belgium would have developed their own assault rifle in the latter years of the war.

As it was, the first prototype of this weapon was delivered in 1947 and it went into regular service in 1953. Ideally I’d have included this as a 1943-44 weapon, but as this is the final weapon tech in our tree this is where it had to go. After all, isn’t half the fun of these games the “what-if” scenarios?

The Chasseurs Ardennais rocked the iconic green berets, although they were worn longer on the side.

Belgium was fortunate in generally having a competent officer class. While many of the generals here will not be available from the start, there is a good selection of skills available. Despite this, Belgium starts with no Field Marshals, and while a couple of the above would make good candidates in the interim, they can recruit the two below later.

Make the right choices and King Leopold III can also take the field!

Now, Belgium didn’t have a navy during WW2, and therefore I could find no admirals… but wait! The unknown designer before me who had added a couple of Belgians to vanilla had included an admiral. At first I thought he was just randomly generated, but no. Turns out he was the chap responsible for rebuilding Belgium’s entire fleet post-war, so he’s in!

If you get him a navy, he will lead it for you!

I know many of you will be curious about the Belgian units, well here we are!

Belgian Soldier (left), Chasseur Ardennais (right)

[h3]Music[/h3]
Before I sign off, there was one last thing I wanted to cover, and that’s audio. We have a super talented team who handles this, but it was the one area of development that I had never really collaborated with.

Therefore when we were told that each country would have 2 new music tracks added, I had zero idea about how to approach this. We had a sit down with the audio directors and composers who we’d work with, and they laid out the process. We then needed to find several reference pieces to give the general “sound”, as well as include the emotions we wanted the tracks to evoke.

Belgian Wartime Track : Proud, Stubborn, Defensive
Belgian Peacetime Track : Trepidation, Uncertainty, Loss

This was the general premise I provided for the peacetime track

I’ve got to say they absolutely nailed those notes, and I am super, super excited for you to hear these tracks when you play Belgium in Götterdämmerung!

[h3]Final Notes[/h3]
That’s all we have for you for Belgium!

I can’t wait to see you all give it a try when we release, and I eagerly await the stories from your playthroughs!

Next time…

See you on the 4th of November!



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:
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Developer Diary | Raids

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Hi, Thomas here talking about game mechanics again. I work as Design Manager and Design Lead on Hearts of Iron. Today we are looking at another of the new features that comes with Götterdämmerung, namely Raids. The normal caveats apply, everything you see here is subject to change, especially visual details as some are awaiting final art touches at the time of writing, and other things, such as balancing and tweaking are ongoing. But you probably know the drill by now.

The Raids feature allows you to plan and execute targeted strikes on enemy installations, or perform unique missions of various kinds. Whereas strategic bombing targets enemy industry and infrastructure in a general way, Raids are pinpoint strikes against very specific targets that usually require months of preparation. Targets can vary, but the general goal of a raid is to inflict strategic damage to your opponent that will hamper their war machine for an extended period of time.

Perhaps one of the most important functions of the Raids is that you can use them to target enemy experimental facilities in order to disrupt their special projects. Once you know the location of a facility, you can start planning a raid to damage it, and inflict a setback to the ongoing project there. A successful strike not only damages the facility, slowing research down until repaired, but can also damage equipment etc. and set the progress back by weeks or even months.

The feature also allows you to replicate things such as Operation Chastise, more commonly known as the Dambusters Raid. You can develop the Barnes Wallis' bouncing bomb, and then target an enemy dam with one of your raids. A successful strike not only knocks the hydroelectric power plant out, it also floods the region, hindering enemy troop movement.

Or, if you want to take that concept even further, you can try to blow up the canal locks in the Panama Canal, to stop enemy ships crossing from the Pacific to the Atlantic Ocean. But you will probably need a very long range bomber for that - unless you start in Central America of course…

Let's take a look at how to work with the Raids:

[h3]Setting up a raid[/h3]
The main interaction point for the Raids feature is the map. You see potential targets on the map and when you hover them you get more details about them.

When you click the target icon, you start setting up a raid against that target. Some targets might have more than one viable Raid type, in which case you first decide what top target with this particular raid. What do you want to strike, the Reichstag, or the experimental nuclear facility in Potsdam? (Just an example, right. Germany does not start with a secret nuclear lab, Promise!)

Deciding on a target for a Raid in Northern Germany

After having selected your target, you need to find a unit to perform the Raid, be it paratroopers, an air wing, or whatever is required by the Raid. You can do this from the map as well, or you can select from a list of units that is displayed at this stage. Various factors affect how good a unit is at executing a Raid, but the most important one is usually how experienced it is. The more experience, the better the chances of getting a really good result. But again, other things apply as well.

Time to choose the airwing

The last thing you need to select is from where to launch the Raid. If it is an air wing you need to pick an airfield within range of the target. Once you have made these choices, the selected team is ready to start preparing for the Raid.

Let’s launch from a safe place

[h3]Assembling and preparing[/h3]
You can’t launch the Raid immediately. The unit must travel to the starting location if not already there. Usually there are other requirements as well. It might require extra equipment of some kind. (Common examples being convoys, transport planes, infantry equipment, or even nuclear bombs…)

Once everything is in place, the unit can start preparing. Equipping the right type of bombs, undergoing special training, and so on. The amount of time needed depends on the Raid type.

Once preparation is complete, you can launch the Raid whenever you choose to - as long as the launch criteria are met. What does that mean? Well, some raids can be prepared in peace time for example, but can’t be launched unless a war is ongoing.

It’s going to take some time, but hopefully it will be worth it

But what if I don’t want to sit and monitor whether a Raid is ready to be launched? First of all, you get an alert when a Raid finishes preparation, so you don’t really have to monitor it that closely. Second, if you feel that it is not necessary to time it exactly you can select auto launch instead. When you do that you get the option to only launch when your chance of a successful Raid is at least at a certain level.

[h3]Launching and Success[/h3]
As said above, the Raid can be launched either manually or automatically. Or if you prefer, you can launch all prepared raids at the same time with the press of a single (red) button.

Once launched you will see a 3d model travel to the target, executing its orders. And when it strikes you get a report of the outcome.

Getting there

A Raid will not automatically be successful. There are a number of factors that come into play when executing a Raid. Some depend on the unit itself (experience for example), others on specific conditions, such as for example air superiority, and others again on what the enemy does and how they have set up their defenses. You see a general indication of your chances on the Raids display, and when you hover the display you get a more detailed breakdown in the tooltip. As a defender you do various things to decrease the chances of a successful Raid. If it is an air strike you can add Anti Air and you can try to gain air superiority, for example.

Our chances aren’t super high, maybe time to do something about it

There is one further lever you can pull. By increasing the risk taking of the unit you can increase the chance, but if they don’t succeed they run a higher risk of taking severe losses. And vice versa, you can lower the risk taking, and thereby minimizing the risk for a disastrous outcome, but also somewhat lowering the chance of a very positive outcome.

It worked flawlessly

[h3]Cost[/h3]
Starting a Raid is a bit of an investment. Especially in time, as the unit involved will be unavailable for quite some time. In addition, additional equipment is sometimes needed, forcing you to have it in your stockpile. Finally, there is a Command Power cost to Raids, lowering your max cap while preparing and executing.

We’ve allocated 25 to this, but we still have plenty to go

[h3]Filtering[/h3]
Together with the map mode selection ui, you have a new section with raid filters. This allows you to hide and display your raid targets and raids depending on your preferences. If you are only interested in displaying Air Raid targets for example, you can hide other categories. Or if you want to hide them all in the Land/Sea/Air map mode, you can do so, and only access them through the raids map mode.

[h3]Types of raids [/h3]
There are a few different types of Raids to choose from in Götterdämmerung, some of which I will talk a bit about below:

As mentioned in the beginning, you can for example do a strike against an enemy experimental facility - much like the historical Raids on Penemünde. This will, if successful, cause damage to the facility; making it slower, and you can set the actual project work back by a number of weeks or even months, buying you more time to defeat your enemies.

If you do the Bouncing Bomb special project first, you can strike an enemy Dam. Dams are a new building that we have added. They apply state level bonuses, and thus are useful for boosting your industry, but of course they can be a bit of a liability if your enemy comes up with a way of destroying them. You can’t build Dams per se, instead you get a few starting ones, and then certain countries can get more through their focus trees where appropriate.

Additionally, if you have developed the bouncing bomb, you can do lock strikes. There are two major locks represented in the game, Panama and Kiel. Blowing up one of these will stop naval traffic through the canals. And no, there are no locks or anything you can blow up in Suez… Sorry… It’s just a flat stretch of water through sand…

Raids can be used as counters to enemy super weapons as well. If your enemy develops the V3 mega gun project, you can use your earthshaker bombs to target and destroy them.

Another thing you can do is to try to strike at your enemy’s resources. For example, you can try to target the Ploiești oil fields, as was done by the USA in Operation Tidal Wave. A successful strike here will lower the oil output from Romania for quite some time, thus hampering the German (and Romanian) war machine.

Hampering the German access to oil

A somewhat different type of Raid are the nuclear strikes. Yes, nuclear strikes are now planned in advance and you need to designate a unit to drop the bomb, you no longer just press a button in the state and province view. The nuclear raids work very similarly to other raids, with one major exception. Instead of having one or more set targets, the UI lets you select any province when planning a nuclear strike - as long as they can be reached. You can plan strikes against neutral countries, but you can’t launch unless at war, and you cannot target your allies - they wouldn’t be your allies if you could, right?

In addition to the initial destruction caused by nuclear bombs, they also now have some lingering effects, making them a bit more devastating than they used to be for the country getting nukes dropped on them

Selecting a place to bomb

[h3]Custom Raids[/h3]
Not all Raids are available to everyone. In order to make raids even more flavourful, we have also added a few custom raids; such as the German Eben Emael raid where Germany had spent a vast amount of money and resources on preparing for a combined paratrooper and glider attack on the Belgian border fortress - having their soldiers train on every step of the attack beforehand. Or as the UK, you can replicate the British bombing of Berlin during the early stages of the war (this was, and is in game, mainly a morale booster). We have also included some of the more odd but rather flavourful Raids, such as Operation Jericho where the UK tried to free French resistance fighters by blowing up a prison using Mosquito fighter bombers.

Chinese Bombers enroute to Japan - but wait what are they dropping?

That's all for this Developer diary, we hope you enjoyed it. Stay tuned, more Götterdämmerung content will be arriving on Wednesday where we will be talking about Belgium and neutrality. Surely Belgium can manage to stay out of the war this time…


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Developer Diary | German Systems

Willkommen zurück to another German Dev Diary!

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Last time we talked about the Common Branches and the Historical Branch of Germany. Now, I, Paradox_Danne, ManoDeZombi, D3vil and Nattmaran (please insert joke about how many content designers it takes to make a Germany) will at least try to explain the various new systems for Germany. As we alluded to and hinted at in the last German Dev Diary, Germany has a whole swath of new mechanics we’d like to go through with you. Keep in mind that all of this is still very much a work in progress, which means things may change. So without further ado, let’s press on!

[h3]The MEFO Bills[/h3]
Historically, the MEFO Bills played a major role in the German rearmament in the 1930s and were devised by Hjalmar Schacht. It was partly a way to keep military production hidden (because it directly violated the Versailles Treaty from WW1) and functioned as a means to pay for the actual rearmament program. While Austrian and Czech gold reserves that were seized helped to bolster the economy and staved off an impending collapse, it only bought the Germans some time. In the end, this glorified Ponzi scheme almost bankrupted the country and can be seen as a motivation for why Germany went to war when it did. The armament program constantly required new resources to devour, so Germany was forced to continue to feed the beast as it were. This led to large-scale plundering and theft wherever the Nazis and the Wehrmacht went, to sustain the ever-hungry war machine.

In-game, this economic collapse was never really seen or felt, and it wasn’t until after the first war that you had to pay back the MEFO Bills. This means that the vast majority of players probably never even knew there was a price to pay for them. This is all changing. The intention of the reworked MEFO Bills is partly to slow down early German build-up somewhat and at the same time drive a German player to go on a conquering spree.

The MEFO Bills at the start of the game in1936

Granted, this is a far cry from what the MEFO Bills looked like in the old version, but if you read the previous German Dev Diary (which you really should) you know that this National Spirit can be improved. But something else you probably picked up on, is that Consumer Goods Factories factor (that is to say, the percentage of your civilian factories that are put on producing Consumer Goods, ergo not able to trade or build anything) is increasing each month, and it will continue to increase until it reaches 100%. This is the price Germany pays for quickly rearming again; all available resources are diverted to military production. The keen-eyed among you have also read two other things; additional penalties will be added once you reach 100% Consumer Goods Factories factor (henceforth known as CGFF because I can’t be bothered to type all of that out every time I refer to it), and that the rate of increasing CGFF will be higher based on the amount of non-core states controlled by Germany. What does all of this even mean? Well, simply put, if you fail to feed the beast that is your arms industry, you will start to produce less material. And by controlling non-core states, you’re diverting valuable resources away from rearmament.

Bad things will happen if you can’t manage the MEFO Bills

Price Controls
There are of course ways you can manage the MEFO Bills - at least for a while. Institute Price Controls will not only lower the monthly CGFF increase by 0.5% (so from 3% to 2.5%), but it also unlocks decisions to temporarily lower the CGFF.

Institute Price Controls will reduce the monthly CGFF increase ever so slightly

Price control measures will be crucial to managing the MEFO Bills

[h3]Seizing Gold Reserves[/h3]
Sooner or later you’ll run out of tricks to keep your economy afloat though, and what do you do then? You do what every other dictator does when things are going south at home; go to war. Going to war will trigger an event, asking you if you want to get rid of the rearmament program and receive Recovering Economy instead, or if you want to switch MEFO Bills for Economy of Conquest and unlock the decision to Seize Gold Reserves.

Would you rather have a Recovering Economy or an Economy of Conquest

The decision to Seize Gold Reserves is key to managing the ever-increasing CGFF. Once you have capitulated a country (and this is important; the country must have capitulated to you or one of your subjects) you will be able to seize their gold reserves. This will temporarily reduce the CGFF - just as with the Price Controls decisions. The CGFF reduction is based on the number of total factories in the core states of the targeted country you control. Ergo, more developed countries will reduce the CGFF more. These decisions can however only be taken for countries in Europe - so don’t go around thinking you can seize the USA’s gold reserves. There’s one catch though; seizing the gold reserves of a country will increase Resistance and lessen Compliance in the states. I’m also toying with the idea of giving each state a productivity penalty for a short amount of time.

Seizing Gold Reserves

Seizing other country's gold won’t fix your own economy though, it’s just buying you more time. Is there a way of getting rid of the Economy of Conquest? Why yes, yes there is! But it obviously involves a lot of conquering before you can fix the mess you’ve put your economy in.

By completing Autarky Achieved you will transform your economy and gain Wirtschaftswunder

As you can see, you need a lot of natural resources. (Just a quick fyi here; these numbers are not set in stone yet and might change before release.) Not only will Autarky Achieved replace Economy of Conquest with Wirtschaftswunder (or Economic Miracle, for those who didn’t read the previous German Dev Diary - naughty, naughty!) but it will also improve the Trade Law Autarky.

And that’s all there is to say about the MEFO Bills and Economy of Conquest and how to manage them. Let’s move on to another brand-new mechanic, an utterly unique one for Germany.

[h3]The Inner Circle[/h3]
The Nazi government functioned in a pretty peculiar way; on the one hand, you had the proper government and all its institutions and whatnot, but on the other hand, you had the Nazi party functioning as a parallel ruling body. This system of having two governing bodies often clashed with each other, and people within the Nazi hierarchy often plotted and intrigued against each other to gain the favor of Hitler. Hitler was happy to let them do this, he even encouraged it - as long as the results benefited him. Nazi officials often had overlapping roles, and these roles often overlapped with government institutions, creating a chaotic administrative system. We knew that we wanted to have this represented early on - but we struggled for a long time to get it right. Finally, Arheo and ManoDeZombi found a very (imho) interesting solution.

The people of the Inner Circle will try to ascend within the Nazi hierarchy

So how will we represent the in-fighting between these fellas and the parallel administrative system that existed? By letting each one of them work on and complete focuses in their own mini-branch. This means that you will be able to work on multiple focuses at the same time.

An Ascending Reichsleiter will work on and complete his own set of focuses

If you paid close attention you will have noticed that the GUI (Graphical User Interface) for the Inner Circle is shaped like a pyramid with Mister Mustacheman himself on top, and three empty slots just under him. And some of you might already have guessed that you can only have three Reichsleiters ascending (that is, working on their own focuses) at the same time. Yes indeed, you can only have three Reichsleiters simultaneously completing focuses.

Only three Reichsleiters can Ascend within the Inner Circle at the same time

The cool thing though, is that you can swap out which of the Reichsleiters you want to ascend within the Inner Circle, which means that you can prioritize different things depending on your needs.

Swap out your Inner Circle depending on your current and future needs

This doesn’t mean that swapping out one Reichsleiter for another will save you from the jaws of defeat; it takes them quite some time to complete the focuses they work on.

Letting a Reichsleiter ascend within the Inner Circle takes time and investment

Besides, why would you even want to let someone ascend within the Inner Circle? Well, they all offer different bonuses based on their historical roles. You can see their traits and bonuses both in the new UI in the Focus Tree, by hovering over the portraits, and in the National Spirit tab.

All Reichsleiters have their unique traits and bonuses

Worth mentioning, most of these advisors have a small daily PP cost when ascended, which increases once they complete their second focus in their branch. On the other hand, your Party Chancellor (be it Bormann or Hess), will grant you daily PP bonus which counters part of the PP cost from the others, so if you are not swimming in PP it might be a good idea to save one of the Ascending slots for the Party Chancellor of your choice.

Another reason why you’d let someone ascend is if you want to swap out Hitler. Who needs that low-life scumbag anyways, right? Surely Himmler, Göring, or Goebbels could do a better job! Or why not maybe Hess? They all seem like very reasonable and stable people…. Yes, this is how you get to play with an alternative Führer. They keep their Inner Circle traits and get a new one to boot!

A new Führer has Ascended

How do you go about usurping Hitler then? Well, first off, you have to have three Reichsleiters completing all of their focuses they can complete and then finish A Strong Successor.

Whoever will you choose to become the new Führer

We hope you like this new feature and find it interesting! It took a lot of blood, sweat, and tears (mostly ManoDeZombi’s) to get this working. One of the main goals of this system was to declutter a bit the otherwise-overcrowded political advisor list, so players can choose different political advisors within the three political advisor slots, while still being able to pick among historically party figures in the Inner Circle, which can in turn evolve and provide different bonuses and effects on their own, allowing the player to utilize the invaluable focus time in whatever branches they consider most important.

Moving on, we would like to mention a small system that we didn’t have the time to talk much about in the first German Dev Diary, and that is quite interesting and can prove to be pretty useful if you are planning on expanding your influence across the Ocean, and challenge the USA’s hegemony in America.

[h3]The Monroe Doctrine[/h3]
Hello again, Malin Monroe (it’s actually Nattmaran though) here to talk about the Monroe Doctrine. We’ve all come to know the Monroe Doctrine through Trial of Allegiance, but as a recap; the Monroe Doctrine was USA’s attempt at keeping the peace in America, primarily to make sure no one else, and certainly not someone hostile, got a foothold that close to them. Of course, the Germans however, would most certainly have liked to have a foothold that close, and we wanted to represent this in game.

The focuses below Crossing the Atlantic are meant to give you the tools to challenge the USA’s military and influence over America

Decisions on the map will appear to sway American countries, once you have brought at least five countries into opposition, you will be allowed to destabilize the doctrine once and for all.

The decisions are rather straightforward, you can bolster sentiments to boost the popularity of fascism in the target country. A fascist country is more likely to oppose the Monroe Doctrine. You are not alone in this endeavor however, the United States will be alerted of your actions, and like you, they might very well start their own campaign in search of support. Once you have garnered enough support (which is actually opposition) you can click the button, and demand the dismantling of the Monroe Doctrine, and as such, you will most likely have a good landing point for further American crusades, invasions and expansions.

Finally we are rid of some of the guarantees…when I took these screenshots, it came at a high cost however…

And we have one last system we need to talk about before wrapping up this Dev Diary, namely-

[h3]The Reichskommissariats[/h3]
And now for the new Reichskommissariat mechanics, brought to you by D3vil and ManoDeZombie.

Hi, it’s me, Jonathan here again to now introduce all of you to the new mechanics and content surrounding the Reichskommissariats! Starting off with how to get them, you will enable the mechanic after completing the focus Uplift the Rosenberg Office near the top of the fascist part of the focus tree.

The focus in question.

Alfred Rosenberg, head of the Reichskommissariat projects, will not show up as a regular national spirit or advisor. Instead, he will show up in his own GUI in the decision category, and you will be able to see what effects he grants by hovering over his icon.

Alfred Rosenberg.

Now I hear you asking, why would I create these puppets when I could just occupy the territory normally? Well about that, as explained previously, the MEFO bills/Economy of conquest grows ever more taxing the more non-core territory you occupy yourself, not counting puppets. Apart from that, these special puppets have various bonuses to both their leaders and national spirits, and not only that, because Alfred Rosenberg gets stronger the more Reichskommissariats you create.

Alfred Rosenberg becoming stronger when founding a Reichskommissariat.

As seen in the image above, creating Reichskommissariats also gives you the choice of what kind of leadership you want to instate. One of them being a German governor who is better at keeping resistance down and granting more resources for you, the other being a local collaborator, one who will be better at gaining compliance in the Reichskommissariats-owned territories. The new Reichskommissariats do not have any cores, similar to Italian East Africa, but that shouldn’t be too much of a problem due to the bonuses they possess.

The event you get when creating a Reichskommissariat.
Reichskommissariats also possess a new type of ownership referred to as contested ownership, where, apart from their established capital state, they do not actually own states unless you own them first before selecting their respective decision. This helps to not mess with the surrender progress of the nation you are invading, for example the Soviet Union, so that you won’t have to push past the Urals because you founded RK Ukraine, whilst also ensuring that not only the capital (for example Kiev for RK Ukraine) counts for the Reichskommissariats own surrender progress.

How contested ownership looks.

From the beginning, only European Reichskommissariats are available to you, but there are a few focuses that can enable the creation of such states in other continents as well.

All of the Reichskommissariat focuses.

And as one final thing before moving back to Paradox_Danne, here is how the world looks when having created every possible Reichskommissariat.


The New World Order.

[h3]Closing Words[/h3]
Paradox_Danne here one last time for this Dev Diary, just to say that’s it from us! All of these systems and mechanics are part of the German rework and won’t require the Götterdammerung DLC, but will be baked into the base game. Hopefully, you’ve enjoyed this Dev Diary about German Systems. We hope these systems will distinguish Germany from any other nation, and more importantly, that you feel they’re interesting and fun. But wait, we’re not quite done with Germany just yet! We still have to talk about the alt-historical branches for Germany; how will we handle the old Democratic and Imperial branches, and will there be a Communist one? Who knows! Tune in for the next, and last, German Dev Diary coming later. But before that, why not stop by to read the very next Dev Diary that’s coming on October 28th about Raids? And if that doesn’t sound too interesting, we have Belgium to look forward to as well!

Tschüss


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Developer Diary | Small Features

Hey everyone! I'm Plankie, one of the game programmers on hoi4, and one of my favourite parts of developing a game is to work on the game AI. So when I was asked, almost a year ago, whether I wanted to take charge of a small AI feature, I was delighted! The goal of this feature was to make the AI better at concentrating their hardest and meanest divisions instead of spreading them out along an entire front line. This is something we've wanted to do for a long time and with the Germany-focused Götterdämmerung expansion, we had the perfect opportunity. We call this feature AI Force Concentration, or AIFC for short (an acronym which has caused many football-related jokes in the team).

[h2]AI Force Concentration[/h2]
[h3]So WHY did we want to focus on this?[/h3]
Well, first of all, the AI has frankly not been very good at handling their armoured divisions. Sure, they produce tanks and assign them to fronts, but they are seldom concentrated enough to actually pose a threat for the defender.
Second, the AI always pushed along the entire front with equal effort. There's nothing strictly wrong with that, but most military operations have a strategic goal like capturing a city or a supply hub rather than just taking ground, so making a concentrated offensive effort towards a specific goal seems more realistic and human-like.
Third, we want to make the combat gameplay more dynamic and interesting for you as a player. If the enemy concentrates more and better divisions in a certain sector, it requires you to make choices. Should you meet the anticipated offensive head on, will you lure them into a trap, or use the opportunity to attack somewhere else?

The days before Operation Barbarossa. The AIFC divisions are visible in the right picture as the turquoise army, preparing to quickly take a supply hub in Volyn when the war kicks off.

[h3]Cool! How does it actually work then?[/h3]
For the most important fronts, the AI considers whether it wants to concentrate its forces. If it has enough units available to both hold the line and still allocate units for offensive duty, then it will create an AIFC army. This army will receive the "best" divisions along the frontline, taking into account factors like attack and breakthrough stats, how experienced they are, how fast they can move, and so on.

The AI then evaluates possible targets close to the front line, for example supply hubs, ports, large cities and so on, and it finds a path from the front line to the chosen target. This path is determined according to the path-of-least-resistance principle, which essentially means that it tries to avoid river crossings, bad terrain, fortifications and so on, while also following railway lines in an attempt to avoid ending up in a situation where it can't supply the troops.

The paths evaluated by Germany before Barbarossa.

The AIFC armies follow those paths-of-least-resistance and will continuously update their orders to make sure that the front lines match up with the intended path. Of course, since placing too many units too close together might cause some problems with your Amazon deliveries (a.k.a. your supply situation), they will spread out somewhat along the neighboring provinces.

But as they say, "a plan never survives contact with the enemy". This can be true for the AI as well. Because of this, it keeps track of how well an AIFC offensive is going. If the offensive is going well, by all means let's continue pushing. But if it stagnates and fails to make progress towards the target, then the AI sooner or later decides that the plan indeed didn't survive the enemy contact, and it tries to find another target for its next offensive. Similarly, if the offensive succeeds and the target is taken, the AI will start looking for new opportunities to concentrate their forces and break through, taking into account the newly conquered areas as a potential start of the offensive.

In order to make it feel like the AIFC behavior is not static, the degree to which it is used is (mainly) tied to the doctrines an AI has unlocked. This means there will be a difference between for example fighting an early war Soviet Union compared to a late war Germany. Doctrines which narratively and stats-wise promote a higher force concentration will make the AI prefer using AIFC to a higher degree (fully scriptable of course, so all our wonderful mod creators can play around with it).

On the receiving end of an AIFC offensive.

[h2]More new things[/h2]
Thomas here now to add some more info about a selection of other things we have been working on. Aside from the AIFC, we have - as we tend to do - tried to touch up things here and there during the development of Götterdämmerung. So let’s take a quick look at some of the other smaller features and changes we have done:

[h3]New Technologies[/h3]
The tech tree has as mentioned in the Special Projects Developer Diary received a few new techs relating to Special Projects. But those are not the only changes we have made to it. We have also added a few new techs to make research and gameplay slightly more diverse, and give you a few more options.

First of all we have added a few new Transport Plane Techs and related tech and equipment icons. The main benefit of researching these is that your transport planes gain more range, allowing you to paradrop or supply your troops at a greater distance.

One cannot have too many Junkers, right?

The other, slightly bigger change we have made is to Forts. Previously everyone could build level 10 forts everywhere from the get go. Now the max fort level depends on the terrain the fort is in, and the techs you have researched - as well as other modifiers you can get from e.g. focuses. This means the engineering tab has received 5 new techs for forts - one general, and two each for Land Forts and Coastal Forts.

Initial maximum fort levels, without techs or other country specific modifiers are set to 6 for all Coastal Forts, and Land forts are as follows:
Plains: 5
Hills: 5
Urban: 5
Forest: 4
Mountain: 4
Desert: 4
Jungle: 3
Marsh: 3
(Note that values might change before release. Yes I know that I’ve said this already, but just to make sure the message gets across :) )

The new fortification techs,

Here we have upped our fortification capabilities a bit, just need to construct the actual forts

[h3]Command Power Cap[/h3]
We have also slightly changed how the Command Power Cap works. Now your High Command will actually increase the Command Power Cap, so that with a good set of military commanders, you will have more Command Power at your disposal. This should make it less punishing to build up your high command, rewarding you for having a competent staff.

By adding von Rundstedt to our staff, we increase the Max Command Power by 20

[h3]Dams[/h3]
As Mentioned in other dev diaries, there are now Dams in the game. They can be targeted by Raids which makes them a bit of a liability, but not by strategic bombing so they are relatively safe. What do they do? Their main effect is that they boost the state they are in, making it easier and better to invest in industry there. You can’t build new dams except through specific focuses.

[h3]Landmarks[/h3]
Another thing you can see on the map, and that several of you have already noted in previous diaries and streams are what we call Landmarks. First of all, these look super cool on the map, and make countries more unique. But additionally they have small country level effects. A bit like National Spirits, but as buildings on the map. The cool thing with these bonuses is that they only apply to the country that originally owns the Landmark, so by capturing for example the Statue of Liberty, you can deny the USA their bonuses, but you won’t get them yourself.

A landmark in the UK

[h3]State and Province UI - minor QoL changes[/h3]
In order to make the difference between State and Province effects a bit easier to see at a glance we have made some changes to the State and Province UI. The main focus of these changes were to ensure that Province Effects are in the lower part of the window, and state effects are in the upper section.
A special area for all state effects and a summary of all state related effects from buildings has been added at the bottom of the “State section”.

Some of the more unique Province level buildings, such as Dams, Landmarks, and Experimental Facilities, are displayed in the “Terrain section”, while the rest are displayed beneath it as before.

The upper section, marked in yellow in this image, contains things that are relevant for the entire state, so e.g. state related modifiers have been moved up there. Down in the bottom section, we have collected all the info that relates to the province, such as terrain, weather, victory points etc. Not a drastic change in any way, but hopefully it should be a bit easier to understand what relates to what.

[h3]Area Defense QoL[/h3]
We have also done some minor quality-of-life updates to the Area Defense settings. First of all, no specific settings are active by default when you open it up (unlike the old behavior where all settings were activated by default). Instead, if no special setting is specified, the divisions will spread out as evenly as possible in the selected area. We changed this since a very common pattern when using Area Defense was to immediately unselect all the options one wasn't interested in, which led to a lot of unnecessary clicks.


The new Area Defense settings for guarding borders and special project facilities (red arrows), and the updated supply setting (orange arrow).

The supply setting has received some small changes: Instead of trying to cover the supply hubs and ALL the railways, it will now cover supply hubs and railway junctions. It has also received a new icon depicting a supply crate instead of the previous railway icon. We have also added two new settings to Area Defense: Guarding borders, and guarding special project facilities.

The new Area Defense setting for guarding borders

[h3]Horsies with different colours[/h3]
All horses aren’t bays, or browns for that matter. This is something one of our artists, who happens to really like horsies, was very aware of and wanted to do something about. So after having convinced one of the programmers that this was a brilliant idea, they set out to make a few new textures and ensured that the horsies in the game now have more varied and realistic colours.

I assume these would be Hanoverians…

[h3]There’s always more… [/h3]
That was a selection of the things we have been working on aside from the major features for Götterdämmerung. Of course, we have been up to more things. There is always some balancing, tweaking, and bug fixing work going on. And fixes to code and to the AI in general. We have made some changes to how we script things for example, that we hope to describe more in the upcoming modding diary (together with some other cool stuff). But for now, we hope that you have enjoyed this diary.


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