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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.


Make sure to check out the Expansion Pass Here
:
https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1

Developer Diary | Historical Germany

Guten Tag oder guten Abend depending on when you’re reading this!

Me, Paradox_Danne and ManoDeZombi will guide you through the big boi; the myth, the legend, the one and only - the German Focus Tree. Yes, you read that right (and probably expected as much), Germany is getting a (much-needed) facelift. But what does this mean? It means that most of the old base Focus Tree is getting yeeted out, and replaced with a reworked version. Now, before we go any further, please remember and keep in mind that this is very much a WORK IN PROGRESS, which means, but is not limited to, missing icons, placeholder texts, and weird modifiers. Things might and will change, so feedback is very much appreciated so we can make the best possible German content possible. We know you’re eager to delve into this, so let’s get moving!

[h3]Quick Historical Recap[/h3]
I think we all know this part of history pretty well, but let’s quickly recap where Germany was at the beginning of 1936 and what it's gone through. After the defeat in the Great War, harsh stipulations were put on Germany, with the Treaty of Versailles causing resentment and economic hardship. Hyperinflation and political instability defined the early 1920s, and the Great Depression in 1929 led to rising support for extremists like the Nazis. By 1936, Hitler had become the absolute ruler of Germany and started to rearm, breaking the Treaty of Versailles.

The country select screen for Germany, a TL:DR for the historical context

What’s that? New National Spirits and Focuses?! Oh, we’ll get to the new Focuses - either in this Dev Diary or an upcoming one, don’t you worry ;) But let’s start with the political situation in Germany in 1936:

The Political Situation for Germany in 1936

As you can see, the Führer himself got a facelift as well. But what might be more interesting are the new National Spirits:

The National Spirits in 1936 for Germany

Out of all of these, the reworked MEFO Bills might be the most interesting one, but it’s also the one we won’t be discussing today; that’s for another day and another Dev Diary about German Systems, so stay tuned. What I will say is that Germany was nowhere near ready for WW2 when they invaded Poland, and we kind of want this to be better represented. You now have to build up your strength, and this means that Germany is receiving quite the nerf without actually getting that many negative modifiers. Other than that, what might jump out is the new military Spirits, which have been split into three separate entities; Heer, Luftwaffe, and Kriegsmarine. They all have different maluses, representing difficulties they battled with.

Germany initially saw great success with their Bewegungskrieg doctrine (popularized as Blitzkrieg) when they invaded Poland and France and subjugated both nations in lightning-fast campaigns. But as they tried the same tactics yet again against the Soviets, the vastness of Russia soon put a strain on German logistics they never really overcame. The German High Command had misjudged the sheer size of the Eastern steps, and the resistance they would face.

The Kriegsmarine never saw a truly major, direct engagement with the Royal Navy - but when they did fight, the Germans mostly lost. The Battle of the Atlantic saw initial German success, but they suffered heavy losses. They lost most of their heavy-hitting ships, such as Bismarck, Tripitz, Admiral Graf Spee, and Scharnhorst in various engagements.

The Luftwaffe was very effective and devastating early on, especially in its campaigns against Poland and France, and enjoyed technical superiority as the war broke up. But underneath it suffered from internal strife and poor leadership (looking at you Göring) among other things. It took heavy losses during the Battle for Britain, and never truly recovered.

So that’s Germany at the outset of 1936. But can you improve these National Spirits, I hear you wonder. And how do you do that? Can you change your fate? Must Germany face defeat in the skies over Britain, or among the ruins of Stalingrad? I suppose you want to see the new, reworked Focus Tree, don’t you? Can’t blame you; I’ve been eager to show it off for quite some time now! So without further ado:

The Reworked Historical German Focus Tree

Yes, it’s chunky - and this is only the Historical and Common branches. It’s big, but it has a ton of 35-day focuses. And if you look closely you’ll see something completely new, something never before seen in HoI4

The Inner Circle

This is yet another new system for Germany and something we sadly won’t discuss today either, but sit tight; it’s coming up in a future Dev Diary with the MEFO Bills.

[h3]The Common Branches[/h3]
The Military and Industrial Branches

Something that definitely can be said about every part of the new Focus Tree compared to the old one is that it’s bigger - you won’t be starving for things to do. And that is kind of the point; you will have to prioritize; what is absolutely necessary to have achieved before going on a world-conquering rampage to war? Germany wasn’t ready when they faced Poland and France. They more or less got lucky in France and Poland. Don’t get me wrong, they achieved some stunning victories and shocked the world with how fast they conquered Europe, but in the end, they were ill-prepared to wage a drawn-out war, especially after invading the Soviet Union and facing off against the USA. But how can you avoid their missteps? What will see you knocking down the gates of the Kremlin or cruising past the Statue of Liberty in your battleships? We’ll soon find out, but first, we need to take a look at your starting commanders.

[h3]The Army[/h3]
Germany now starts with fewer Generals and Field Marshals, but more can be unlocked through various focuses, while others might get retired.

As the more astute of you may have noticed, certain generals and field marshals are missing. Where did they go, and can you get them back? Why yes, of course!

The Army branch allows you to specialize your army with an emphasis on either tanks or infantry and artillery

It’s in the Army Branch you unlock several generals and promote others to field marshal. The important choice in this branch is how you want to shape your army; do you want to rely on new tech and tactics using tanks, or do you want to expand upon the lessons from the Great War? Both options will offer different bonuses from each other and will unlock different generals. But the different paths also unlock two different Decisions to help you out with invading neighbouring countries strolling past those tedious border checks - so you don’t have to declare what you got in your luggage. You will simply speed right through. Let’s take a look at what makes the different paths so different.

Honoring The Prussian Legacy will steer your army toward infantry and artillery, rather than the historical focus on tanks.

I think the big question here is “What the Hell is Operational Planning?” That my friends, is how you speed past those pesky border checks by taking a decision that bolsters your military for a short while. This is of course meant to simulate Germany’s “blitzkrieg” during WW2, but is focused on a more traditional approach instead of tanks. (“Blitzkrieg” was never an official doctrine, but rather a term applied to Germany’s old and tested Bewegungskrieg tactics, which was all about maneuver warfare.) So what does this Operational Planning look like, how do you use it and what benefits does it have?

Operational Planning will yield a State Modifier in a country you are at war with, giving you an edge in those states

A fully maxed-out Bewegungskrieg will look like this. Operational Planning is specifically designed to not make Germany too overpowered, while still giving some nice military bonuses and at the same time representing the lightning-fast invasion they are so famous for. The state modifiers will last 90 days, and the decision will be repeatable once a year to simulate the various offensives Germany launched throughout its Russian campaigns. Another cool thing you get from The Prussian Legacy path is this new Support Company, called Sturmtruppe

The Sturmtruppe Battalion is an elite force meant to help break through enemy lines and fortifications

But what happens if you want to go down the historical route and have your panzer divisions steamroll the enemy? Luckily, there’s an option for that too!

The Blitzkrieg state modifier puts an emphasis on tank warfare

While the Blitzkrieg state modifiers might not last as long as the Bewegungskrieg one, they’re packing quite a punch nonetheless. And choosing to develop your panzer forces will unlock two familiar faces:

Taking Adopt New Panzer Doctrine will unlock both Rommel and Guderian as generals and military advisors

To round this part off, let’s check out what a maxed-out Deutsches Heer looks like by completing the Army Branch and compare the bonuses from The Prussian Legacy and Adopt New Panzer Doctrine paths with each other:


The left picture shows a fully developed Heer after completing the Adopt New Panzer Doctrine path, and the right picture shows a fully developed Heer after completing The Prussian Legacy

[h3]The Airforce[/h3]
The Luftwaffe branch

The important choice to make here, is how you want to specialize the Luftwaffe; will you go down the historical route and focus on dive bombers and CAS, or shift your doctrine towards tactical or strategic bombers?

The different bomber doctrines will yield different bonuses

If you want to fix the issues that plague the Luftwaffe you have to Reorganize the Luftwaffe and Solve the Logistical Bottlenecks, but you can’t do that while Göring is in charge. Speaking of the Devil, he’s got a wholly unique trait to reflect the central position he held, not only in the Luftwaffe, but within the Nazi regime as a whole

Herman Göring now has the trait of Reich Marshal, which will allow him to produce more aircraft

If you decide that you don’t need him, you’ll unlock Helmut Wilberg, who historically played a major role in developing German air warfare and combined arms tactics - but since he was of Jewish descent you can’t hire him with a Fascist Government (he was so crucial and competent though that Göring himself helped hide this fact). While the Luftwaffe can’t be improved a whole lot, you’ll gain a lot of bonuses toward Special Projects for Rockets and Jets, and a whole bunch of timed ideas, and by far the most Aces in any focus tree (ALL aces from WW2 with 100 or more victories are German, but only roughly 50% survived unscathed).

A fully developed Luftwaffe could look like this

[h3]The Navy[/h3]
The Kriegsmarine Branch will give you hegemony over the seas - and under them

The Naval Branch works in a slightly different way than most other branches; there are no mutually exclusive choices here, but you will be forced to prioritize nevertheless. You cannot work on both the Plan Z and Trade interdiction paths at the same time; once you’ve started one of those paths, the other one gets locked, until you have completed The High Seas Fleet or Unrestricted Convoy Raiding respectively - and once you complete one of those focuses, the rest of that path gets locked. This got convoluted real quick. Let’s try with an example: Say you finish Trade Interdiction first; this will lock you out from even beginning the Plan Z focus. To unlock that focus, you will have to complete Unrestricted Convoy Raiding, but this will also lock you out from doing any more focus under Trade Interdiction. In the end though, you get a much stronger Kriegsmarine, and completing Seeherrschaft yields even further goodies

A fully realized Kriegsmarine could look like this, together with Seeherrschaft

[h3]Wunderwaffen[/h3]
Something I’ve only touched upon but haven’t delved any deeper into is the Special Projects bonuses that Germany can get, which is a central theme and mechanic of this expansion. Germany famously tried to turn the tides of the war by putting their hope in these “miracle” weapons, but their doom was already sealed. But what if they put more effort into this earlier? Well, you can do that now, and the results come with one of the coolest icons in the game

Wreak havoc upon the world with your glorious wunderwaffen

[h3]Industry[/h3]
The choice of Industrial path will have big ramifications on how you play as Germany

Hellbent on becoming self-sufficient, Hitler launched the 4-Year Plan in 1936. The goal was to strengthen the industries so he could carry out an ambitious and rapid rearmament program. Going down this path will make you stronger in the short term, but will leave you open to other problems caused by the MEFO Bills (which, you will remember, we won’t talk in-depth about in this Dev Diary). Suffice to say, the Four Year Plan will put a strain on your economy, but you’ll be ready for war sooner. This strain will be somewhat offset by, not one, but two unique laws for Germany and this path; Autarky and Totaler Krieg. Both new laws come with a price though; it will either remove another law or lock others from being accessible.

Autarky Efforts will unlock the new Trade Law of Autarky, but locks other laws in turn

The second unique law is the Economic Law of Totaler Krieg

This particular path is closely tied with the MEFO Bills, which we will talk more about in a later Dev Diary, and the impact it has on your economy. For now, though, let’s look at the non-historical Industrial path, which starts with Prioritize Economic Growth.

Prioritize Economic Growth will absolutely gut your economy, but you can rebuild it stronger than ever

This path will ruin your economy, but fear not, because down the line you can rebuild it, stronger than ever. In pure numbers, you’ll get more factories from this path, but they take longer to come by. You even get more building slots, leaving room for even more factories. The trade-off is that the focuses take longer to complete and are locked behind tech and stuff. You might also notice that this focus unlocks a new advisor, Ludwig Erhard. This was the man behind the “German Economic Miracle”, or Wirtschaftswunder, after WW2 which this path is loosely based on.

After having paid off the MEFO Bills you’ll have a Recovering Economy with plenty of penalties but that can flourish into the Wirtschaftswunder

And just for funsies, let’s compare a fully developed Wirtschadftswunder with the evolved version of the MEFO Bills, namely the Economy of Conquest (mainly because I wanted to leave you all with a cliffhanger; whatever could Economy of Conquest be?)

Wirtschaftswunder vs Economy of Conquest and Wehrwirtschaft

And now, onward to the really juicy bits - the political branch!

[h3]Political Branches[/h3]
This part of the focus tree was mostly designed by the one and only ManoDeZombi , but he’s frantically doing other stuff, so I’ll walk you through the political branch. As you already have seen we have expanded the historical path for Germany quite a bit and changed existing focuses. We have built the new Focus Tree around the core of the old so that some things will be familiar.

The Political Branch is structured so that Far Eastern foreign policies are to the far right, European policies are in the middle, while Internal politics are to the left.

The beginning of the political branch starts as before, with Remilitarize the Rhineland, whereafter you can decide where you want to take the Reich; perhaps focusing on re-establishing the old German colonies throughout Asia and Africa, to eventually invading the USA from the West, or influence the Middle East and secure beneficial trade deals for those countries, or tie the Baltic states and Scandinavia closer to you. There are plenty of possibilities here! But before we travel to the Far East and see what you can do there, let’s take a minute and explain something you probably have seen throughout this Dev Diary and the focus tree and are wondering about - what the hell is this:

Introducing Historical Frames

These are new icon frames meant to help players understand which focuses were historically taken - they act as a visual guide. Since this Focus Tree is pretty big (way bigger than the Soviet or Italian ones) we wanted to highlight and differentiate the historical path from alt-historical options. Oh, some of you don’t like these handy guides? Fret not, we got you covered!

You can easily turn the Historical Frames guide on and off with the push of a button

The Far Eastern path allows you to reclaim old colonies and align more closely with either China or Japan and decide how you want to handle the Soviets and/or the USA.

This path is all about cooperation and negotiation to get your old Asian colonies back, and getting claims on your old African possessions. Ultimately, you’ll have to decide if you want to approach the Chinese in order to take down the Japanese, or if you’d rather strengthen your ties with Japan for a more advanced navy and go after the USA. A little bit to the left, and West as it were geographically, you’ll find focuses concerning the Soviet Union. These largely remain the same as in the old Focus Tree, except that the unholy Berlin-Moscow Axis you get through Alliance with the USSR only lasts two years now; an alliance between these countries would never have lasted anyway. So you’ll have your cake and eat it too in the sense that you can turn your attention to the Western front without worrying about the East, but also rolling your panzers across the wide-open Russian steppe and knocking on the gates to Moscow. It’ll just have to wait a little while longer ;)

An alliance of convenience with the Soviets will make you both stronger when eventually facing off

Now, let’s turn our gaze towards Europe - the bread and butter of the Historical branch. As we already stated, we built this part around the old focus tree, just adding bits and pieces here and there. You might notice that there’s now a focus for Operation Sealion and an entire mini sub-branch for tackling the Americas. There are also alternative focuses for using diplomacy to sway countries to your side, instead of having your panzers run over everyone - if you like that kind of thing. Me, I prefer my enemies as flat as possible ;)

Do you want to conquer all of Europe by force or would you rather use diplomacy to get your way? Some conquering may be required

You’ll notice that before you can do Anschluss and use Austria as an appetizer, you have a choice to make; are you siding with Ribbentrop to Reorganize the Wehrmacht or will you Heed von Neurath’s Concerns? The first option will lead to the infamous Molotov-Ribbentrop Pact and a non-aggression pact with the USSR, and the dismissal of several of your generals. The reorganization of the Wehrmacht was a very important event in Germany in 1938 just before the outbreak of war and is how Hitler assumed direct control of the armed forces as Supreme Commander. The second option will instead have you listen to the concerns of von Neurath and the Wehrmacht, which will prepare you for the wars to come. The downside is of course that you won’t have that non-aggression pact with the Soviets…. Oh well, it can’t be that important.

Do you Reorganize the Wehrmacht or do you Heed von Neurath’s Concerns?

Having made your choice you now face a revamped Anschluss, as alluded to by Nattmaran in the Austrian Dev Diary (go read it if you haven’t!). The requirements to start this focus have changed, and while the numbers might seem ludicrously high, you have to remember that Austria doesn’t have a big army to begin with, and is severely hampered to expand it. Basically, what you need is a bigger army than the Austrians, and it has to be well-equipped. Having gobbled up Austria, the world is your oyster! One final thing before we start looking into our new (and old) advisors and 3D models, we have one last mini branch to look at.

To Bribe Senior Officers was a very real thing and part of the reason why so many generals remained loyal to Hitler

Some of you may be wondering why there haven’t been any mentions of a Balance of Power for Germany - and that’s because there is none. We just wanted to spell that out so no wild speculations are going on as to what it might entail. Something else we didn’t touch upon on this Diary was the Reichskommissariats, and that’s because they’ve been expanded upon and new features have been added to it. But that’s for another time and another Dev Diary - namely (you guessed it) for the German Systems.

Regarding the SS divisions, the system has been reworked a bit. SS Divisions are now unlocked by the focus Expand SS Divisions which will not only allow for the recruitment of foreign SS units, but it will right away spawn some historical German units. Infantry battalions within these divisions are now represented as Militias. These militias can also be significantly improved by Himmler within the Inner Circle system. And they also got a new model!

The focus Expand SS Recruitment unlocks the recruitment of SS divisions.

And these militias have gotten a new 3D model too!

[h3]Advisors, Designers and Concerns[/h3]
Phew, we’re nearly done! Thanks for sticking around this long (and it’s been quite a long read) - we’re nearly done now. With all of the Focus Tree finally being discussed, let’s turn to internal affairs, specifically advisors of all kinds, designers, and industrial concerns - because there are quite a few to go through! Let’s start with the advisors you can hire (and those you can’t ). There are way more advisors to choose from now; some are locked behind ideologies and others behind focuses. Quite a few of these can be “upgraded” and plenty have unique traits now.

Advisors

German political advisors

You might be wondering what happened to some of the more prominent historical figures, like Himmler, Goebbels, Speer, etc. Well, they are gone… from the political advisor roster, they now belong to the new Inner Circle system, we’ll go through it in detail in the German Systems Dev Diary in the near future.

German military theorists

German High Command

German Army, Navy, and Air Chiefs

[h3]MIO's[/h3]
MIOs (or rather Military Industrial Organizations) were added in the last major DLC Arms Against Tyranny where I was forced to expand the Danish Focus Tree beyond the two focuses they realistically should have had happily worked on Denmark and where ManoDeZombi made sure the Finns could stop the onslaught of the Soviet in… well, Finland. Anyways, Germany’s MIOs have also been expanded upon with unique traits and even organizations. Let’s do another blitz!

German Tank MIOs

German Ships MIOs

German Planes MIOs

German Material Equipment MIOs

And lastly, we have the Industrial Concerns, and guess what? There’s more of them too now!

German Industrial Concerns

In terms of 3D models, and without getting into Special project content, Germany has gotten a few nice additions:

You can now proudly deploy the old Leichttraktor

Some infantry models, including colonial troops unlocked by the Far East and Africa -related focuses

German soldiers are now way more comfortable under extreme weather thanks to the newest tactics developed by the Wehrmacht: rolling sleeves and furry hats!

[h3]Conclusion[/h3]
And that’s more or less everything from us! Remember to look out for the next Dev Diary, which is all about Small Features. Among other things, this will dive into AI, Command Power and New Technologies. This will be airdropping on or near you October 21st.

Auf Wiedersehen!

(Note: We are also working on a video for Historical Germany; it will be added next week!)


Make sure to check out the Expansion Pass Here
:
https://store.steampowered.com/app/3152810/Hearts_of_Iron_IV_Expansion_Pass_1