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Hearts of Iron 4 DLC gives Germany new alternate history paths through WW2

More than eight years since it launched, Hearts of Iron 4 remains the go-to WW2 strategy game on Steam. The sprawling, in-depth recreation of World War II from Stellaris and Crusader Kings makers Paradox Interactive still pulls more players than its contenders, and it's about to get even bigger. Launching today, new HoI 4 DLC Götterdämmerung focuses on Germany and some of the countries in closest proximity to it, giving you entirely new ways to steer the nations through the globe-spanning conflict.


Read the rest of the story...


RELATED LINKS:

Upcoming Hearts of Iron 4 DLC gives lots of love to a WW2 underdog

New Hearts of Iron 4 DLC adds dramatic alternate history opportunities

The biggest WW2 strategy game is free for the weekend and 80% off

Götterdämmerung | Patch Notes

Greetings all,

With a mere one day to go before the launch of Götterdämmmerung, it is tradition that we leave you with the change log to pore over. The usual disclaimer applies; this list should be comprehensive but omissions may have occurred. Any items we add retroactively will be placed in a separate spoiler underneath the main list.



##################################
# Expansion
##################################

- Added new German ahistorical focus tree paths
- Added full Austrian focus tree
- Added full Belgian focus tree
- Added full Congo focus tree
- Added new Hungarian focus tree
- Added over 180 new 3D models, including cool experimental equipment, unit models, cool experimental equipment and landmarks.
- Added 11 new music tracks
- Added 28 new Special Projects
- Added Air, Paratrooper Raids, and targeted missile raids
- Added VO for Austria and Belgium
- Added Helicopter Brigade
- Added Helicopter Logistics
- Added Helicopter Medevac
- Added Armoured Maintenance Company
- Added Armoured Engineer Company
- Added Assault Engineer Company
- Added Super-Heavy Artillery Companies
- Added Land Cruiser Support Company
- Added Super-Heavy railway gun



##################################
# Feature
##################################

- Research Tab was enriched with Scientists, Experimental Facilities and Special Projects.
- Added 15 new Special Projects
- Added 2 Special Projects to the No Step Back expansion
- Added new historical German focus tree paths
"- Reworked Land and Coastal Forts - their maximum buildable level is now capped by the province terrain type. Those caps can be increased primarily by researching new Fortification Technologies "
- Added numerous new technologies associated with or unlocked by Special Projects
- Added a variety of horse colours for cavalry units
- Added focus shortcut system showcased in the German national focus tree
- added raids system for launching nuclear bombs



##################################
# Balance
##################################

"- Rebalanced Norwegian advisor traits
- Added Rolf Jørgen Fuglesang, Eivind Blehr, Eivind Heiberg, Christopher Hornsrud and Kirsten Hansteen as new advisors for Norway."
- Updated a few Czechoslovak focuses to be a bit better or faster. Also added more flavour to many of the names of the Czechoslovak focuses.
- A few faction-joining focuses in the Spanish and Portuguese trees have now been made into 35 days focuses.
- Updated the French focus and national spirit "Fortification Focus" to additionally grant +1 max level for land and coastal forts.
- Updated the Czech "Fortification Studies" and "Sudetenland Fortifications" focuses to grant additional max fort levels, to accommodate for the new fort system.
- The Turkish AI shouldn't start WW3 with historical focuses on
"- Fixed an issue with the French decisions to reorganize the various Air Force MIOs so that they no longer get the same name duplicated. Also rebalanced the decisions to be more worth taking.
- Added the Société Française Radio-Électrique asa new electronics concern for France.
- The French focuses “Latin Entente” and “Towards a New Europe” now don’t only change the country leader, but also change the name of the leading political party to match the leader you gain.
- The French Focus “Bring Home Quebec” now also gives claims on all Quebec cores.
- Fixed an issue where the French focus “Grow the Empire” didn’t account for the new Congolese states added in BBA.
- The French focuses “Reach Out To Spain” and “Invite Portugal” have been made into 35 day focuses.
- The French focus “The Natural Borders of France” now also gives claims on the target states.
- The French focuses “Celebrate the Commune” and “Legal Equality” have been made into 35 day focuses.
- The French National Spirit “Agricultural Collectivization” now additionally grants -10% consumer goods factories factor.
- The French focus “Proclaim the Third Empire” now creates a faction called “The Continental System”, that is renamed to Confédération du Rhin when taking the focus “Disunite Germany”.
- The French national spirit “Le Déluge” now additionally grants 10% war support.
- The French focus “Utilize the Leagues” now grants an additional 75 political power and -3% stability.
- Adjusted a few consumer goods factories values in the Soviet industrial Branch that still held values and tooltips from before the factories to factories factor change.
"
- The British focus "Home Defense" now unlocks a decision category that can use to aid in the defense of the British Isles.
- The American focuses "Tank Destroyer Doctrine" and "Main Battle Tanks" are now 35 day focuses.
- Croatia is now more likely to be created when yugoslavia ends up at war with germany
- South Africa now has access to a few of the British MIOs, and the focus "South African Railways" now can unlock the basic train tech for free, as well as adds 15 British trains to the stockpile.
- Added a new focus for the United Kingdom with La Resistance to expand the MI6, and gain an intel agency, operative slot and some other intel bonuses.
- Updated the Polish air-focuses to work better with the BBA techs. Also made the focuses "Expand Air Bases" into a 35 day focus.
- Added the ability for Ethiopia to prospect for a small amount of extra resources within it's core territory.
- The Estonian focus "Join the Axis" now takes 35 days instead of 70.
- Italy can now gain an Air Facility north of Rome in the focus "Città dell'Aria".
- The Soviet focuses "Modernize Aircraft Facilities" and "Soviet Atomic Bomb Project" can now give them a facility of the corresponding type.
- Sonar Modules Submarine Detection increased from 6/10 to 8/12
- Depth Charges Modules Anti-Submarine Attack Values increased from 8/12/16/20 to 8/13/17/22
- Submarine Torpedo Modules Attack Values reduced from 14/18/22/28 to 13/17/20/25
- Submarine Engine Modules Visibility Reductions changed from 0%/-5%/-10%/-15% to 0%/0%/-5%/-10%
- Some Chilean democratic focuses are no longer blocked from each other. Some effects in the branch have been adjusted to accommodate for this.
- Players can now reject handing pre-planned expansion states over to Bulgaria.
- Cavalry now gets +5% Breakthrough in Infantry Offensive Doctrine (Grand Battleplan Infilitration Path) and Cavalry Recon bonus from Infiltration Assault (Grand Battleplan Infilitration Path) now also extends to mounted infantry
-Prioritize Naval Aircraft Construction Decision for Japan now provides -10% cost reduction to Carrier Naval Bombers and Carrier Air Support, to reduce their double-dipping effect from -40% to -30%
-Admiral Trait Concealment Expert Visibility Reduction was reduced from -20% to -15%
-Giving Refuge to Italian and German Scientists now also provides +2% Special Project Research Speed
- Fuel Silos cost is now cheaper based on the amount of already existing Fuel Silo in the state.



##################################
# Gameplay
##################################

- Added names for Polish Cavalry Brigade Commanders
- Added the Czechoslovak State Railways as a new industrial concern (railway company) for Czechoslovakia.
"- Added admiral roles to Dimitrios Oikonomou and Epameinondas Kavvadias
- Added Stylianos Gonatas as a military high command and general for the Greek republicans
- The Greek industrial focus Fiscal Responsibility now hires Emmanouil Tsouderos for free if possible
- The targeting for construction in the Greek focus Making Use of our Islands has been switched from owned to controlled states, and can also target Cyprus if they are a puppet of Greece. It can also integrate Cyprus if that is the case.
- The MIOs gained from the Greek focuses Rapprochement with the Italians and Appeal to the Soviet Union now gain 2 sizes immediately
- The Hellenic Air Force Academy national spirit now grants an additional 5% air exp gain factor
- The Greek focus A Legacy of War also grants 3% organization
- The Greek focus The Backbone of the Army now grants half a percent of recruitable population, from the previous a fifth of a percent
- Added a new focus to the Greek industrial branch to utilize the Macedonian Farmlands in order to gain supply bonuses and a tiny reduction to consumer goods factor
- Many Greek focuses regarding switching ideologies, factions or wars, are no longer available to them if they are a subject of another nation
- Added a new focus to the Greek monarchist branch, allowing for the Reorganization of the Royal Guard, leading to some manpower and two free divisions
- Modified the event The Monarchists in Greece Request our aid so that the British are much more likely to say yes and send equipment
- Added a new focus in the Greek monarchist branch allowing for the further utilization of British capital, allowing for more infrastructure and building slots in Greece
"
- Added the Antillean Confederation as a new formable for nations in the Caribbean. Also fixed an issue where Belize couldn't access the decision to Form Central America.
- Added New South Wales Railway Company as an industrial concern for Australia.
- Added New Zealand Railways as an industrial concern for New Zealand.
- Various old focuses connected to the Soviet Union, Finland, Sweden and Portugal now grant dams as buildings that give states additional positive state modifiers.
- Added Fanny Schoonheyt as a General for the communist Netherlands.
- The French advisor Charles Maurras can now also be unlocked by the focus "Orleanist Restoration".
- Added Vasily Flug and Boris Shtefion of the Russian Protection Corps as characters that can become available through various means for Germany, Yugoslavia and the Soviet Union.
- Added a focus for Fascist/Tsarist Russia to gain a wargoal to reclaim Uryankhay Krai. Also changed the focus "Vengeance for the Yoke" to a 35 day focus.
- Tsarist/Fascist Russia can now release nations after taking the focus "Reconvene the Zemsky Sobor".
- Updated and improved the Post-Yalta events between Poland and the Soviet Union.
- Added a focus for the United Kingdom to expand Vickers Experimental Facilities in Foxwarren.
- The British national spirits "Wartime Industry" and "Prepare for the Inevitable" can combine, thus enabling less clutter in the UKs country screen.
- Luxembourg now starts with ARBED as an available Industrial Concern.
- Ethiopian High Command Feodor Konovalov can now join the Russian White Forces when the Second Russian Civil War starts.
- Added a crossing in the Philippines between Mindanao and Sulu.
- The British AI will now protect their main island better
- Mutapa can now be formed when a subject of another nation, and has seen its borders expanded slightly.
- Added Georges Valois as an advisor for France.
- If the conditions are right, Georgia may find an unexpected visitor on their doorsteps.
- Added Marcel Déat as an advisor for France.
-Degaussing Effects are now standardized. For MTG players, Degaussing Technology now gives +10% Submarine Detection to the Destroyers and Cruisers - and the unique spirits that awarded them are no longer granted. For non-MTG players those national spirits still provide the effect for those select countries
- Added new unit categories in order to clean up some of the less 'readable' technologies and doctrines (Hello, Mobile Infantry!).
- Cavalry now benefits from Anti-Tank Weapon Technology with the same ratio as Support Weapons. (2/5 - so +10% Hard Attack and +40% Piercing)
- Supremacy of the Battlefleet Japanese National Focus now awards a National Spirit granting +10% Capital Ship Armor and +100% Super Heavy Battleship Special Project Completion Speed
- Area defense orders now start with no pre-selected parameters, reducing overall interaction required in most circumstances



##################################
# UI
##################################

- Fix of bug where factory conversion button had no glow when selected. From now all building construction buttons will glow at once only if player not uses all of the available factories.
- Country-specific train icons are now shown properly in the production menu



##################################
# AI
##################################

- Fascist countries now also respect negative declare_war AI strategy values
- implemented a new system for AI political-power spending
- Invasion importance score is affected by 'invade' strategy, and tweaks to the US Operation Torch strategies



##################################
# Modding
##################################

- Fix trigger all_enemy_country trigger to evaluate all countries and not just any
- Added variable divisional_commander_xp to set divisional officer experience on unit creation
- Allow using MIO category equipment group as equipment bonus type
- Add state_resources__factor state modifier
- Add a equipment_production_min_factories_archetype AI strategy which only affects equipment of a specific archetype
- Fixed bugs and revamped how the AI designs division templates. Removed a bunch of properties from division templates that either didn't make sense or were simply not useful.
- AI division templates now get their AI role assigned on creation based on their target template, rather than being dynamically matched to a role based on match_to_count.
- Add MIN_SHIPS_FOR_HIGHER_SHIP_RATIO_PENALTY define which can be used to make penalties from having a higher ship ratio not apply to small fleets
- Added support for specifying division name list for AI templates
- Implement a trigger parameter to get all the states in a given continent
- A new trigger for naval invasion: has_naval_invasion_against_state
- Implemented a console command to show/hide all hidden techs
- Implement a new console command sp_prototype_reward
- Add AI strategy force_concentration_target_weight to affect which targets are being used by AI Force Concentration
- Add AI strategy force_concentration_factor to control to what extent the AI uses AI Force Concentration
- Add force_concentration_front_factor AI strategy
- Added support for disabling grow animations on buildings



##################################
# Graphics
##################################

- 3D buildings on map will now have fire/smoke pillars if they are damaged enough
- 3D cities on map will now have fire/smoke pillars if corresponding civilian structures are damaged enough
- Fixed DX11 trying to switch modes when Alt+Enter is pressed
- Selecting display monitor now works in DX11
- Selecting display monitor now works in both windowed and borderless mode
- It is now possible to override display settings from command line
- Free France flag should now use the proper historical blue/red hues rather than the post 1976 ones
- Updated the Czechoslovak focuses to improve the variation and spread of their focus icons.



##################################
# Bugfix
##################################

- Fixed a rare CTD for ai garrison order
- Now correctly display battalion modifiers when the factor is additive
- Spirits are now shown in the Modify Officer Corps alert
- Checkboxes in the strategic air view details graph and the fuel stockpile graph are now clickable
- Fixed an issue where previously-capitulated Lithuania would be released controlling Wilno state due to the Molotov-Ribbentrop Pact.
- No longer possible to justify war goal on impassable states
- Fixed an issue where the incorrect modifiers were applied to the Crusade Against Democracy ideas, leading to the effect not applying correctly.
- Fixed an issue where the the democratic party of Norway wasn't Høyre after taking the focus to get their leader as the new country leader.
- Fixed a bug that caused incorrect unit distribution when frontline is split
- Fixed an oversight where a few Turkish admirals were using the army versions of the traits "Career Officer" and "Media Personality".
- No longer possible to delete division templates used by divisions escaping into exile (which could cause crashes)
- Fixed broken texts in French news event for Claiming the French Throne.
- The Mexican decision Support the Spanish Right now also works with Non-Aligned Francoist Spain.
- Replaced Terrain Penalty Reduction modifier which was not working in National Spirits by the modifier Terrain Traits XP Gain.
- Fix the bug with the UI where daily power is clamped to 0 despite it being negative
- Soviet Union: Purge-Related National Spirits will now be transferred to the Stalinist side in the Soviet Civil War, and the relevant decisions to remove them will be available for the Stalinist side during the civil war.
- Soviet Union: Dissolve Aircraft Design Bureau purges will now properly work with MIOs when Arms Against Tyranny DLC is active. These purges will no longer trigger twice for an already dissolved bureau.
- Soviet Union: The decision tooltip to Reinstate Aircraft Design Bureau will now display the days that have passed since the Bureau was dissolved (as the decision is unavailable until a year has passed since the dissolution).
- Changed the post war names for Italy and Romania to better match the historical names
- num_battle_plans now also counts the field marshal's own battle plan
- Fixed an issue where Japan couldn't have integrated puppets despite no longer being fascist or non-aligned.
- Fixed an issue where Argentina could core states that it had already cored.
- Fixed an issue where the warlord focus Ideological Education required you to be and not be a subject at the same time.
- Fixed an issue where the Dutch focus "Expand the Artillerieinrichtningen" said it unlocked and gave bonuses to the MIO Siderius when it was meant to give it to A.I. Hembrug.
- adds conditions to effects that construct forts and coastal forts, as well as availables and improved bypasses in the British focus tree
- Fixed various instances of unlocalized strings throughout content.
- Fixed issues in the Italian events and decisions to invite Turkey or Greece to your faction in exchange for the Dodecanese, where they would previously target the wrong countries.
- Building slots are no longer reduced by 50% due to non_core_controller. This should be purely handled by resistance & collaboration
- Fixed an issue where the Blackshirt March on the Isle of Man would count as one having been done in the Highlands due to an incorrect flag being set.
- Fixed an issue where the Lithuanian general Kazys Skučas used his large portrait where he should have used his small icon.
- Fixed a small LOC issue in the Polish decision "Sideline the Right".
- Fixed an issue where Romanian puppets wouldn't be peaced out with their enemies when Romania switched sides using their decisions.
- Fixed and updated the requirements to take and bypass some of the Turkish faction joining focuses.
- Fixed a minor typo in the description of the Argentinian national spirit "The Roca-Runciman Treaty".
- Fixed an issue where Swedish advisor Frans Severin was hidden prior to being unlocked.
- Fixed ?s showing up instead of unknown characters in the Vietnamese namelist
- minor fix to Swiss focus Preempt Anschluss to bypass if Austria doesn't exist, or is a subject of someone else



In addition to today’s change log, we are also including a link to a mod update and migration guide compiled by a series of mod authors that have been given early access to Götterdämmerung in order to begin the process of updating their mods early.

You can check it out here https://pdxint.at/4epKrek



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

Developer Diary | Art & Achievements

Hello! And welcome to the last Dev Diary for the DLC Götterdämmerung!

I’m CreamGene and I hope you have had a good time reading previous Diaries and are as excited as we are for the release.

Since I’m here, I would like to share with you some of the art we on HOI have loved to see the most as well as show off some behind-the-scenes… or WIPs of how some of the features took shape and came to be… as well as a passion project from me that I’m very excited to finally unleash!

[h2]Features[/h2]
From my point of view, the features took some time to nail down and feel right, and I think it's very important to invest time and effort in that.

Here I’ll showcase some of the steps and directions that the Special Projects and Raids went through. I believe that you have already gotten some nice run-throughs from earlier DDs so if you want to refresh your memory, please head to the earlier DDs where our fantastic Content Designers explain the ‘hows and whys’ since I’ll mainly showcase the art journey for them.

[h3]Special Projects[/h3]
Let me tell you that I already had the vision here and I’m so happy that it came through! Since we wanted to introduce scientists and all the things they can do I wanted to make it look and feel like stationary! Paper and folders, ink and coffee stains to really tie this together. I started to change the font as well to match better and I’m so happy that it could stay in.


Mock-ups of how the windows could look

Fixing the Scientists and the List to hire scientists WIP!

Window coming together (WIP)

The project windows starting to look alright. Still, some tweaking left to do.

Adding colour-coded ribbons in the research tech tree to better tie the techs together.

Current In-Game look for Special Projects

[h3]Raids[/h3]
This was interesting because we really wanted to make this one feel right, and also stand out as its own thing. You primarily play from the map but the icons shouldn’t look like any generic icons but still not steal too much attention, yet be visible enough for you to interact with. Also, the window should feel linked to this as well. There was a bunch of trial and error and a lot of playtesting involved but in the end, I think we managed to get some really nice-looking art for you to go along with a cool feature!

The launch window.
From concept (and this is just the most recent concept, there would be too much to share if I showed the whole iteration process) to in-game.


The outcome window.
Again, from concept and prototype to how it looks in-game.


The on-map icons, from concept (again, so many iterations) to how they look in-game!

And some fancy iconography that shows how the landmarks look in the province view.

Current In-Game look for Raids

[h3]Focuses[/h3]
You know the drill! Here are some of our favourite Focus icons for this DLC.

German Focus Icons

Austrian Focus Icons

Hungarian Focus Icons

Belgium/Congo Focus Icons

[h3]Portraits[/h3]
And of course some of our favourite Portraits as well!


German Portraits


Austrian Portraits


Hungarian Portraits


Belgium/Congo Portraits


Scientists Portraits
[h3]
Loading Screen[/h3]
Another DLC, another loading screen!
Directions for the loading screen this time around were: Alt-history with the feeling of a rally, personal and a nod towards the cathedral of light!

I can’t say that buildings have been my strongest suit to put on but I believe it turned out pretty alright in the end! I hope you guys enjoy this too!
and not a boat in sight



[h3]Horse Coat Colour Project[/h3]
Maybe you already know this but I’m passionate about a four-legged creature called ‘horse’. During one of our internal development times, meaning not planned development time for this DLC, I felt something needed to be done with this poor outdated little guy. Everyone else gets a shiny new update… like, all the time! Why not the horse too!?

I made it my project during two PDTs (personal development time as it's called) to breathe new life into the companion that brings the soldiers to the battlefield.

Opening the 3D texture for the horse made me realize my limitations. The legs are mirrored, so that limited me making individual markings and gave me less customisation than I really wanted. Oh, cruel world.

Maybe updating the 3D model can be something for me in the future?

Anywho, I got to work pretty quickly and started to map out different shades and colours and took requests from the team if they had a favourite colour I should add as well.
When spawning the new looks for the horses into the game I also realized how careful I had to be with the shades but also how little or too much could show up on the model in the game because of the zoom limitations. There were a bunch of tweaking involved before I got the hang of it. And when I did… no one could stop me.

This is how the UV map looks for the horse in HOI4 and me doing some shenanigans to create a new colour.

Painting new coats on the diffuse map (diffuse = colour).

And here is an image of the same UV-map but on the 3D model where the pink part has been highlighted so that I know which parts are mirrored on the model’s diffuse sheet. Of course, I had excellent help from our 3D guy slurpen whenever I needed it.

Nice looking 3D model

Skip this next part if you’re bored with sciency-genetics stuff cause I can yapp!

Welcome to CreamGene's Ted talk! Sit down, relax and enjoy a fun lil dive into some very basic horse genetics.

A horse has two basic pigments; Red and Black which create two colours, namely: Chestnut (red), which is a fully (and when I say fully, I mean body, mane and tail) red-brown tinted horse and Black (black) which is a fully black horse.

All other coat colours you see are created by additional genes and become a modifier of the two! I know how much you guys like modifiers.

So all the brown horses you see are actually called Bay and have a modification that creates something called ‘point colouration’. ‘Points’ in equine terms is a name for the mane, tail, lower legs and ear trims.
I would say in HOI terms the point colouration is a modifier that suppresses the black colour to all but the extremities of the horse.

Bay, together with Chestnut and Black is called a ‘Base Coat’ and it's from these three colours that we can get a vast range and variety of coat colours for the horse.

For Example:
Chestnut colour variations and what they are named:
  • Liver chestnut: Dark red body, main and tail
  • Flaxen chestnut: Any shade of chestnut but with a significantly lighter mane and tail


Bay colour variations and what they are named:
  • Dark bay: Can look almost black
  • Blood bay: Bright red coat with black points
  • Seal brown: Can look almost black but the soft parts, such as the muzzle, around eyes, inner ears, and underbelly will be a light tan colour.


And as a bonus, I also want to add a lil snippet of some genes and modifiers that I’ll be showcasing just down below!

White? Horses are never white in terms of colour, but grey. Grey is a colour modifier that turns the original coat white with age! A pure white horse from birth is called “a dominant white” and is another form of mutation where the hairs are white and the skin is pink with dark eyes.

Grey variations and what they are named:
  • Steel grey: Looks steel grey in tone but with age turns white. More usual on a black horse than a bay.
  • Dapple grey: Looks like the body has rings of grey hair mimicking dappled sunlight if you will. Will eventually fade to white or fleabitten grey with age.
  • Fleabitten grey: Fully white coat with either brown or dark grey dots throughout the body.


Leopard gene: A white horse with either black or brown spots, resembling a Dalmatian or a leopard. Here I mimic the breed Knabstrupper which is a native breed to Denmark.

Silver gene: Affects the black base coat to a chocolaty brown, points will get a silvery shade and the mane and tail will usually range between a flaxen colour or a silvery grey.

And from here we dive into the modifiers that change, tweak and add patterns to the horse's coat. There are a myriad of different colours and a bunch of different ways that a horse acquires them genetically and me explaining these occurrences would probably explode the character limit of what we can post on a DD. So I’ll of course refrain from doing just that and just showcase the colours I’ve made so far that you can now find roaming the maps of HOI4.

However, If you are in fact curious, I highly recommend doing your own research.

Welcome back from the lil Sciency bit if you skipped it!
So with the power of Zoom, I’ll present to you the different colours that you can now randomly find on your frontlines:

Chestnut, Flaxen chestnut, Liver chestnut and Flaxen liver chestnut

Seal brown, Blood bay and four basic-looking Bays

Just two cute-looking black horses with different markings

Dapple grey, Steel grey and Fleabitten grey

Bay base and Black base… and my bad, I forgot the in-game look for the black leopard.

One cute Silver Bay horse!

Maybe you have a new favourite horse colour now or maybe even a little bit of interest in the vast variation of our four-legged friend on the battlefield. Regardless, I hope you enjoyed scrolling through my little passion project and I do hope that they will make you look twice on the map when you play!
Horse Designer when?

[h2]3D Models[/h2]
And of course, the Art and Achievements Dev Diary would not nor could not be completed without showcasing some of our favourite 3D models as well!
I’ll hand over to slurpen for this ofc since he’s the one in charge of our pretty 3D models.

Thank you CreamGene
Wow, you really love horses! I suppose those 3D horses are a good segway for me to show off a bunch of the new 3D models related to this DLC! There’s a bunch of stuff to see so let’s not waste time and get right to it!

Let’s take a closer look at some of the soldiers that will be seen on the frontlines this time around:



Something new to Hearts of Iron is the landmark buildings that can be seen around the map.
They are fun to look at but even more fun to destroy. They will eventually get rebuilt but that may take some time.



Let’s move on to some models related to the special projects. Various unique models can be seen on land, in the air and out at sea. Let’s start in the air and work our way down!

[h3]Air-Based Projects[/h3]
Somewhat steadily hovering over the battlefield are the helicopters. A groundbreaking new way of flying through the air! Are helicopters here to stay? Whatever the case, they may be of some use to you.

Helicopters

Next up, we have the motherships with their adorable little planes that are there to protect them when things get tough! A big plane paired with a small plane should give you the best of both worlds right?

Motherships with their cute babies.

One way to ensure air superiority is to be the fastest kid on the block. With the development of the jet engine, you can travel faster than the speed of sound. If you can manage to harness this power you might just be able to turn the tide of the war in your favour!

Supersonic Jets

If nothing else works there are always nukes. Missiles and nukes can be developed and launched towards your enemies. The question is, who will strike first?

Missiles

[h3]Land-Based Projects[/h3]
On land, we will have to start with the crazy but wonderful land cruisers.
They are hard to miss after all:

Land cruisers

You will need some big guns to take on those beasts. Here are some super-heavy howitzers that can even the odds:

Super-Heavy Howitzer

Super-Heavy Self-Propelled Howitzers

Things are heating up! Speaking of heat, next, we have the flamethrower tanks coming in hot:

Flamethrower Tanks

Land vehicles can be used for more than just destruction. They can also help clear a path or help out with retrieval missions. These vehicles are categorized as engineering vehicles. Have a look:

Recovery vehicles

Mine-Clearance vehicles

Crossing Support vehicles

[h3]Sea Based Projects[/h3]
The ocean is vast so there is a lot of space for some crazy experiments. If you truly want to show off the power of our navy these ships will make a statement. Whether it’s a ship made of ice (kind of), a supercarrier or a modern super battleship equipped with radar equipment you are sure to make a name for yourself.

Special Project Ships

If you prefer the sneaky approach to naval warfare, don’t worry! We have got you covered:

Submarines

Before we go completely off the rails with the in-game screenshots and achievement icons we can’t forget the super heavy railway guns:

Super-Heavy Railway Guns

To top it off let me show you some of the models in action:



Believe it or not, there is still more to see but I think we will wrap things up here. A lot of work has gone into making these special projects a reality so I hope you will have fun researching and utilising them in the game!

Until next time, Slurpen out!

[h2]Achievements[/h2]
And here we finally have them. What you have been waiting for. The awaited shiny new achievements for you to conquer from Götterdämmerung!
Disclaimer: Names and Descriptions of how to get the achievements can have been changed on release.

Antischluss
As Austria, control all German starting states


No Friends, Only Family
As Austria or Hungary led by a Habsburg Monarch, Control the Swiss Plateau and have at least three other countries be led by a member of the Habsburg family


Edelweiss Seedelweiss
As Austria have a coastline, at least 10 Battleships and have Georg von Trapp as an Admiral


Otto-man
As Austria or Hungary, led by Otto von Habsburg, control the starting states of Austria, Hungary, Czechoslovakia, Romania, Bulgaria, Greece and Turkey as well as the states in Polish Galicia, Slovenia and Croatia.


Spaak of Genius
As Belgium, with Paul-Henri Spaak as country leader, research at least 10 different Special Projects


Brentry
As Austria, Belgium or the Netherlands be the leader of the EU and have the United Kingdom join your faction


The 501st Legion
As Belgium, have the National Spirit “Rexist Legion” and be in control of all of your starting neighbours’ Capitals.


Congolese Belgium
As Congo break free from the shackles of your old overlord and take control of all of their starting states


The Lenin Boys are Back in Town
As Communist Hungary bring back the Lenin-fiúk and take control over Leningrad


A Great Hunger
As Hungary proclaim Greater Hungary and control all of your historical states


Weltpolitik
As Germany take control of all of your former colonies


Naval Arms Race
As Germany led by an Admiral capitulate the United Kingdom


Woman in a High Castle
As Germany with a female leader either annex the USA, including Alaska and Hawaii or have an American puppet that owns all the American starting states, including Alaska and Hawaii


American Prometheus
As the USA have Robert Oppenheimer complete the Manhattan Project


Tsar Bomba
As Tsarist Russia complete the Special Project for Thermonuclear bombs


Super Heavy Metal
Complete the Special Projects for Intercontinental Bombers, Land Cruisers, and Super Heavy Battleships


Backfire
As the United Kingdom complete the Special Project for Medium Range Ballistic Missiles, have a rocket site, and be at war with Germany


Dam It!
Successfully execute a Dam Busting Raid


Bullseye
Successfully launch a raid on a Landmark


The True Successor
As Luxembourg led by Charles Marx control both Brussels and Trier


And with this Dev Diary on Art and Achievements, we on HOI4 wish you a happy conquest and many, many hours of challenges and fun gameplay!


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



If you haven't heard just yet, we announced earlier today that we've launched a small Amazon Merchandise shop with the release of Götterdämmerung. You can grab a Hoodie or T-shirt to better equip yourself for your World Domination endeavours, or simply to sport something stylish.

(Some restrictions apply, check Amazon for shipping eligibility and costs)

Grab yours via the link below or by clicking the image!

Developer Diary | Performance and Modding

Hello everyone, it's again the time to give you a glimpse into the fun stuff we've been doing from the tech side. You know, in addition to implementing the new features. This time around, I (PDXen) got the honour to write the Dev Diary.

I'm gonna start off with some outdated news from the past: Did you know that we did a performance pass on Trial of Allegiance? I honestly hope that you didn't. Being a country pack, we never intended to improve the performance but we did make improvements to counter the influx of data that happens when we add more content.

But I know you don't want to listen to ramblings about the past. So let's get started on what we've done this time. While we've taken time to look at the performance and improve parts of it, we've also added some new generic features that we hope our modders will like.

[h2]Performance[/h2]
I'm gonna be brutally honest with you from the start: The performance goal of this DLC was to not decay performance. (Un)fortunately, this doesn't mean we can lean back and ignore it. More content and new features all add to the computations we need to run and I wanted all the new stuff to happen at net-zero performance cost. Essentially, the same thing as for Trial of Allegiance, but with much more. So we had to do something to maintain the status quo with performance.

So whenever our performance tracking indicated a slowdown for the first time I took a look at what we could optimize and became a bit disheartened. The French Paradox did a very good job at parallelising much of our code for AAT. There were not many easy options for parallelisation left but we managed to identify a few places. Even on our machines with quite a lot of cores, this wasn’t enough so we took a step back and looked at optimizing the sequential parts of the code. I hope this is quite good news for all of us that run on hardware with fewer cores.

The hunt for optimization opportunities led to looking at old systems that now had more data and the uncharted lands of legacy code. I’m just gonna give you a few tidbits of old systems that we found interesting assumptions about the data in or simply interesting ways of solving it.

[h3]Focuses[/h3]
I imagine some of you have been with us from the start. Do you remember the size of the original focus trees? And for those of you who don't, simply open up the generic tree to get an idea. Over the years, we've had a large influx of focuses in the focus trees. For example, we have ~60 in the generic focus tree compared to the ~180 national focuses in Belgium, not counting the Belgian-Congo part. And the size of the Belgium focus tree doesn't even compare to the new German one (which is somewhere between 350 and 400 focuses).

The new German focus tree with 350-400 focuses, which I couldn’t even fit into a 2k screen.

The new Belgium focus tree with ~180 focuses.

The Haiti docs tree is using the generic focus tree with ~60 focuses

The size in itself is not that much of a problem since you generally don’t have the focus tree open at all times. However, we have a nifty functionality to bypass focus. Over time this function has taken more and more performance to run. Guess why? It checked every single focus in the game, every single time. At some point in time that might not have been an issue but with the size of the current focus trees? The good thing is that it’s not as bad anymore. We now only check the focus that has a remote chance of being bypassed.

[h3]Dynamic memory and paralelism[/h3]
When we started looking at the sequential parts of our parallel code we found a quite interesting trend. There's a lot of dynamic memory allocation. Now every time we do something that requires dynamic memory allocation, the operative system may grab a global lock. Essentially, risking the algorithm to become at least partially sequential. Finding this caused a period of going through the code and eliminating the worst of these dynamic memory allocations.

[h3]Hidden AAT Inefficiencies[/h3]
AAT was the expansion that optimized HoI4 (in modern times). Now there’s a drawback with the drastically improved performance: All the inefficiencies from the new systems in AAT were hidden by the drastic improvements in the rest of the game. A lot of old content was optimized by a large margin, and as a result new performance overhead simply got lost in the steadily improving numbers. For example, on my machine disabling the international market automation saved me 2ms per daily update. It’s not a lot (about 0.5% of the overall performance on my machine). But for market automation? Good news, it’s way less now. Bad news, you can still improve performance a very small amount by disabling it (though, manually clicking will have way worse performance in terms of speed).

Another hidden inefficiency that we’ve found is the increase in the number of equipment variants. Before, there was a very limited amount of equipment variants in a game but now, there’s a lot of them. Every single MIO update can create a multitude of different variants. And not to mention that International Market and Lend Lease pass these variants around in the game. Now throughout the code base, there are a lot of things that interact with equipment. Every interaction wasn’t adding much but all put together, that’s quite a bit. I won’t say that variants are free but please go ahead and add more, there should be less performance impact now than before at least.

[h2]Modding[/h2]
Now let’s leave the area of performance and continue with some other things we’ve looked at from the tech side: New fancy modding stuff. During the development, I got a bit fed up with requests for support for new tooltips. So we sat down and thought: How can we get content developers to write the tooltips themselves? While we couldn't backport Jomini to HoI4, we took some inspiration and made it possible to write more complex tooltips in the GUI and script files.

[h3]Localization, localization and localization[/h3]
If you have looked into our localization files before, you've probably noticed something like the following:


SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP: "§YClick§! to sort according to $REASON|Y$"


Traditionally, this meant that `REASON` was replaced with something that was provided by the game (i.e. not scripteD). In many cases, these variables were just replaced with some other localized string. So to avoid having to update the source code every time we wanted to change this, we introduced a new concept to the scripting language: Bound localization.

Bound localization simply allows you to bind variables to the localization from script. So instead of opening up the source code, we can now simply update the script files like the following:


bound_tooltip = {
localization_key = SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP
REASON = SCIENTIST_ROSTER_SORT_BY_NAME_REASON
}


The localization for the sort by name button injects the sort key from script to localization.

Oh, and did I mention that it’s recursive so you can do stuff like this if you want to:

bound_tooltip = {
localization_key = SCIENTIST_ROSTER_SORT_BUTTON_TOOLTIP
REASON = {
localization_key = COLOR_GREEN
DATA = SCIENTIST_ROSTER_SORT_BY_NAME_REASON
}
}


Naturally, doing this was opening up Pandora's box with requests from some content developers so we continued a bit more to push the boundaries. For example, in the German focus tree we can find the following odd syntax:


custom_effect_tooltip = {
localization_key = building_state_modifier|dam
INDENT = " "
}


The custom effect tooltip that shows the state modifiers for a dam with a custom indentation to fit this very specific tooltip.

This adds another new concept we introduced: localization formatters. Essentially, it allows you to get a localized text property of some static token (in this case then state modifiers for
the `dam` building). You’ll recognize a text formatter when you see a localization key that has the format `|`. Some of the formatters also take some parameters (such as the `INDENT` in the example above). The benefit of using these over new tooltip overrides for effects or triggers is that the localization formatters are usable in every place a bound localization is usable (some might require that it’s localized with some context but that should be documented).

One of the main drawbacks with the new things we add, is that you can in general only use it in specific places that is pointed out from source code. Unfortunately, this still holds for the new stuff but the goal was for fewer requests for tooltips so we made some effort to make it a bit more usable. For example, you can use this in the very much (ab)used `custom_effect_tooltip` effect, `custom_trigger_tooltip` trigger as well as in some of the new places (see for example, the building database). But the main thing is that we added support for this in GUI files.

All our GUItypes now support the new tooltip `bound_tooltip` construct. If you use this, then you'll be able to use the bound localization. And maybe more interesting is the `context_aware_tooltip` construct that is a bound localization but it will be localized with a context so you can use contextual localization. Unfortunately, this requires us to provide the context from the source so mostly new places support this (and we try to document it in the GUI files, when and where it is supported). Note that this is recursive so if a parent object is localized with a context, then all children objects will be localized with the same context.

We'll come back to this in a short while when digging into the tech behind the new inner circle GUI in the focus tree.

[h3]Naming is Hard[/h3]
Imagine that you have a province or state that, depending on who you ask, has a different name. For techs, equipment and a lot of other things we’ve had the support to add country specific names (we call it cosmetic tags) by simply adding the countries tag before the name of it. Now we’ve added the same support to province and state names as well.

We can take Turku as an example, this Finish area has both a Finish and a Swedish name (Turku being the name in Finish and Åbo is the name in Swedish). Before we had quite some script to change the name of the state depending on its owner but now we simply have to prefix the name with the correct country tag in the localization file:


STATE_926: "Turku" # Default name
SWE_STATE_926: "Åbo" # Cosmetic name for when Sweden owns the state


The state of Turku (i.e. Finland owns the state).

The state of Åbo (i.e. Sweden owns the state).

[h3]Focus Navigation[/h3]
More national focus means more fun, right? But at some point it just becomes hard to navigate the focus tree. Fear not, we’ve added an option to add navigation shortcuts to focus trees. The new German tree has 6 different navigation icons (as of me writing this).

The focus navigation tabs for the new German tree.

If we click for example the “Economy” navigation tab, then we’ll be moved to the economy section of the tree with a nice zoom level for it. Naturally, this is completely scriptable so you can modify the focus trees to your liking for your mods.

[h3]Focus Inlay Windows[/h3]
You've probably seen the Inner Circle GUI in another Dev Diary by now, but did you know that the whole GUI is written in script, and it doesn’t contain a single scripted GUI window? The inner circle is the first usage of what we call focus inlay window. A focus inlay window is, similar to the continuous focus window, a GUI object that is drawn inside the focus tree view..

Let’s go through an example: We want to display all the potential members of the Nordic Defence Council and if they have joined. For some reason it’s also very critical for us that we show the leaders of the countries. Something like the following:

A focus inlay window to show the potential members of The Nordic Defense Council with access to the joint focus tree.

When defining a new inlay window, there's three main components that you need to implement: The inlay window definition; the GUI definition; and add it to the focus tree(s) it should be shown. Let's start with the completely new construct, the inlay window definition.

As for most components in HoI4 different databases have different folders and so has this. The inlay windows are located in the `game/common/focus_inlay_windows/` and we can throw up the first definition of the inlay window as follows:


nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window
}


This is actually a minimum working example for a focus inlay window definition. We've now a new inlay window with ID `nordic_alliance_inlay_window` that points to a container window named `nordic_alliance_ui_window`. Let's continue with adding more stuff to this later on and continue with the GUI itself.


guiTypes = {
containerWindowType = {
name = nordic_alliance_ui_window
orientation = lower_left
size = {width = 400 height = 450 }
clipping = no # Never clip in focus inlay windows due to some legacy bugs

background = {
name = background
quadTextureSprite = "GFX_tiled_window_1b_border"
alwaystransparent = yes
}

instantTextBoxType = {
name ="faction_name"
orientation = upper_left
position = { x = 0 y = 20 }
font = "hoi_36header"
context_aware_text = [Country.GetFactionName]
format = center
maxWidth = 400
}

iconType = {
name = "sweden_frame"
spriteType = "GFX_ascended_advisors_unappointed_frame"
orientation = upper_left
position = { x=55 y=107 }
centerPosition = yes
scale = 0.4
}
iconType = {
name = "Sweden"
spriteType = GFX_blank_leader_portrait
orientation = upper_left
position = { x = 40 y = 90}
context_aware_tooltip = [SWE.GetLeader]
scale = 0.2
}
instantTextBoxType = {
name = "sweden_text"
orientation = upper_left
position = {x = 100 y = 105 }
context_aware_text = {
localization_key = NORDIC_COUNCIL_MEMBER
IN_FACTION = [SWE.NordicCouncilMemberInFaction]
COUNTRY = [SWE.GetNameWithFlag]
}
}
# Below are copies for the Sweden entries adapted for the rest of the Nordic countries.
[...]



The GUI components aren't anything new, but I've thrown in some of the new localization capabilities to give you an example. Since all focus inlay windows are localised with the focus tree country as the context, we're free to use all the new fancy stuff when writing the localization. We have one `context_aware_text` that uses the contextual localization to grab the faction name. Another that uses bound localization to localise `NORDIC_COUNCIL_MEMBER` with the parameters `IN_FACTION` and `COUNTRY` with the result from localising `[SWE.NordicCouncilMemberInFaction]` and `[SWE.GetNameWithFlag]`, respectively. I’ve also thrown in a `context_aware_tooltip` to get the name of the leader when hovering over the portrait.

While we're at it, we can complete the localization by adding the following scripted localization to the game (in `game/common/scripted_localisation`):


defined_text = {
name = NordicCouncilMemberInFaction
text = {
trigger = {
is_in_faction_with = ROOT
}
localization_key = TRIGGER_FULLFILLED_PREFIX
}
text = {
trigger = {
always = yes
}
localization_key = TRIGGER_UNFULLFILLED_PREFIX
}
}


And add the localization key `NORDIC_COUNCIL_MEMBER` to a loc file:

NORDIC_COUNCIL_MEMBER: "$IN_FACTION$ $COUNTRY|Y$ has joined"


With the localization done we only need to fix the portraits of the country leaders. Defining dynamic images for focus inlay windows is done in the focus inlay window definition:


nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window

scripted_images = {
Sweden = {
GFX_portrait_SWE_per_albin_hansson = {
SWE = {
has_country_leader = {
ruling_only = yes
character = SWE_per_albin_hansson
}
}
}
GFX_blank_leader_portrait = yes
}
# Insert definitions for the rest of the nordic countries below
[...]


The `scripted_images` entry contains a list of image definitions that will be used in the focus inlay window. In this case, the icon named `Sweden` will have its image replaced with `GFX_portrait_SWE_per_albin_hansson` if Swedens’ current country leader is `SWE_per_albin_hansson`. If this doesn’t hold, then the next entry in `Sweden` will be checked and so on until something that evaluates to true is encountered. The last entry in this example (`GFX_blank_leader_portrait`) always evaluates to true and is therefore the default image if no other is true.

Now there’s only some final touches to be made. Firstly, we’ll restrict the inlay window to only be shown if the country has formed (or joined) a Nordic joint alliance (i.e. has completed the `NORDIC_form_joint_alliance`. Secondly, we’ll set the window to only be visible to the country owning the focus tree (so no other player can view it).


nordic_alliance_inlay_window = {
window_name = nordic_alliance_ui_window
internal = yes

visible = {
has_completed_focus = NORDIC_form_joint_alliance
}
[...]
}


That’s it, really. We’ve now completely defined a focus inlay window. All that remains to do is to add it to the relevant focus trees:


focus_tree = {
id = sweden_focus
[...]
inlay_window = {
id = nordic_alliance_inlay_window
position = { x = 6500 y = 1000 }
}
[...]
}


I really look forward to seeing all the cool stuff you can come up with the focus inlay windows. And I hope you all enjoy the new modding constructs.

Happy modding!




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

Developer Diary | Alt-History Germany

Hallo, wie geht es dir?

[previewyoutube]video here[/previewyoutube]

Stay tuned for tomorrow, Thursday November 7th, that there will be a Dev AMA over on Reddit!

Paradox_Danne here one last time to guide you through the final German Dev Diary before Götterdämmerung drops and you can experience all of this first hand. Buckle up, because today we’re diving into German alt-history! Before we get started though, let’s have one last look at the old German Focus Tree and then compare it with the new one.

The Old German Focus Tree has served us well over the years

But it’s time to let a new German Tree sprout

As you can see, the new German Focus Tree is something of a behemoth and by far the largest Tree in the game. If you’ve read the previous two Dev Diaries about the Historical branches and the German systems (if not, stop reading this and head over there immediately!) most of you will recognize a lot of this, but there’s uncharted territory here as well. Hoist your proverbial sails and let’s see where the current takes us as we explore Germany’s alt-history.
But a word of warning before we cast off; all you are about to see is very much a work in progress, which means things might and will change.

Germany’s democrats and monarchists have received more to do and are now even accompanied by the communists

As you might be able to tell, the alt-historical branch has been greatly expanded upon and offers a wide range of different playstyles for Germany. One thing that remains the same though is the actual Civil War. We decided very early on not to expand this bit or alter it all that much; we reasoned that if you want to play alt-history you want the Civil War to begin and end as soon as possible. So it’s very much straight to the point still (with maybe one or two new minor surprises). Before moving on to the various political paths, let’s talk about the few Civil War-centric focuses there are.

After starting the Civil War you have a few focuses to help you through these dark times

With the Civil War tearing Germany apart, you can Rally the Nation to bring down the Nazis faster and Rebuild the Nation to help your industries recover faster, which then can be expedited with Revitalize the Nation. All of this should bolster Germany and help it recover quickly to move on to other things, such as tending to the future and deciding what kind of politics you want to pursue.

[h2]Democracy or Monarchism[/h2]
The Democratic and Monarchist paths share most focuses but cater to different playstyles while not excluding any of them

You don’t have to be Sherlock Holmes to quickly deduce that the Democratic and Monarchist branches share almost all focuses between them. This of course means you can be hyper-aggressive as a Democratic Germany, or become the saviour of East Europe as the Kaiser and fend off Soviet aggression. This has been done to offer different ways of playing Germany, but it also has a basis in reality. After WW1 Germany never ratified the eastern borders set by the Versailles treaty (it would actually take until 1970 for the eastern borders to be accepted and ratified properly), and it always harboured a desire to regain these territories. Even during the Weimar Republic, Germany coveted these areas and never fully accepted the loss of these lands. You’ll be able to regain these lost parts of Germany through different means - but more on that later. Let’s discuss what exactly sets Democracy apart from a revived Kaiserreich.

[h3]Democracy[/h3]
After you Re-establish Free Elections you can become a technological powerhouse, secure better relations with your Western neighbours, but also become a beacon of Democracy

The Democratic branch is all about cooperation, reconciliation, and technological advancements. You can Reverse the Brain Drain to kick your research into high gear and then further improve it with Shared R&D Programs to really accelerate the research pace. And by making amends with your Western neighbours you can increase trade with them or even regain some of your old colonies. Depending on what you choose between Embrace Liberal Leanings or Strive for Conservative Values you’ll either make political advisors, Economic and Trade Laws much cheaper or get all political and military advisors at a slightly reduced cost while Conscription Law also gets a lot cheaper.

Cooperation and reconciliation will lead to technological innovations and more trade

The Shield of Democracy comes in two different flavours

[h3]Monarchism[/h3]
After you Revive the Kaiserreich you can start to realize the Imperial Forces’ true potential

The keen-eyed among you will notice that you can now choose which flavour of authoritarianism you want; the rule of good old Wilhelm II or install a Military Dictatorship with Wilhelm III as figurehead, with the Fourth Supreme Army Command as the true power in Germany. This also has a historical background with the Army Command being the de facto authority in Germany during the later parts of WW1. Both options have their own exclusive focuses with the Kaiser geared more toward research and the development of Special Projects while the Supreme Army Command is all about preparing Germany for the next war and strengthening its military. What’s true for both though, is the eagerness and willingness to rearm and demand lost territories and exact vengeance….

[h3]Weltpolitik[/h3]
With Germany’s old colonies lost, the question is how you will regain them

Now, after having chosen your leader and political course, it’s time to set sail and venture out on the open seas to rebuild your old empire through some good old-fashioned Weltpolitik - which simply means “world politics”. This was the imperial foreign policy under Wilhelm II as Germany aimed to become a global power. There are basically two ways to become a global empire once more; you can either accept British naval dominance and ask nicely (and sometimes not so nicely - looking at you Portugal) to get your old colonies back, or you can simply go to war over your old claims and demand your rightful place in the sun. Wedged in between these two paths you have a third option; to align more closely with China and offer both industrial and military help to bolster them. In the end, you’ll carve up Asia between yourselves in spheres of influence. “But wait, hold up, hold up”, I hear you say after taking a long, hard look at the picture above, “‘Carve up Congo’ doesn’t sound like anything the British would agree on”. Believe it or not, but this also has a basis in history; the then Prime Minister of Britain, Chamberlain, once offered Hitler to carve up Congo between both nations. This was a part of his appeasement strategy (famously working out oh-so-well), and the idea was that this would placate Hitler and his lust for conquest. Lmao. I thought it was a neat idea and put it here instead.

[h3]Realpolitik[/h3]
What alliances and deals will you strike to strengthen Germany?

If Weltpolitik is all about global power plays on the world stage, then Realpolitik is about how you conduct politics and diplomacy closer to home. The big name associated with the term is of course Otto von Bismarck, who used Realpolitik to achieve the unification of Germany and created a delicate balance of alliances in Europe designed to keep Germany out of a two-front war (which abruptly fell apart as soon as he left office - leading to WW1). There’s quite a lot to go through here actually, so let’s get started - and we’re starting from the far left with:

[h3]Mitteleuropa[/h3]
Tie other nations closer to Germany by strengthening their industries and exploiting their resources

Mitteleuropa of course means “Middle Europe” and is a German term for Central Europe, but the definition of what Mitteleuropa encompasses has shifted throughout the ages. It is not merely a geographical term, but also a political one. Mitteleuropa envisions a German-dominated central Europe with countries strongly tied to, or even ruled by, Germany. And this is exactly what you can achieve by going down this branch. After the Civil War you stand alone, without allies, but this changes here; this is where you once again can form your own alliance to weather whatever may come. This is also where you decide how to handle poor old Austria; do you invite them into your newly founded faction or do you push for unification, giving Burgenland to Hungary to entice them to join Mitteleuropa? From here you have to decide whether or not to restore the old Central powers (with either Austria or Hungary depending on your earlier choice), but under a much stronger German influence, or try to unify as much of Europe under your leadership as possible while making every faction member stronger until you’re able to form the European Confederation?

[h3]See to the Eastern Front[/h3]
Who said playing nice can’t be fun? Protect Eastern Europe before the Soviets come knocking on your door

What happens if you play it cool and don’t decide to gobble up other nations? Well, someone else is just going to take your place, aren’t they? There’s a very high likelihood that the USSR will start to eye the countries between them and you with increasing appetite (so not very different from history actually). Who’s going to stop them anyway? You? Ravaged by Civil War you can’t possibly hope to save the countries of Eastern Europe from their fate. It is sealed. A done deal. The Soviets will have these nations for breakfast. Well, I guess you can always try to help them. Offer them guarantees, construct forts, build up their industries, train their militaries - do whatever you can. There’s even a possibility that you can invite them into your faction and further boost their industries….

[h3]Restore the Brest-Litovsk Borders[/h3]
Coerce your eastern neighbors into giving up lands so you can restore the borders set by the Treaty of Brest-Litovsk

Well, what if you don’t want to play nice? Oh, there are options for you too (the Weltpolitik branch notwithstanding)! Many of you may already know this, but Germany signed a separate peace deal with the Russians towards the end of WW1, the Treaty of Brest-Litovsk, where the Russians lost ⅓ of their population and over 50% of their industrial lands. So, a pretty severe blow. Well, all of this was undone by the Treaty of Versailles which annulled the treaty, and all of the lands Germany had gained became free nations. It is now within your grasp to restore these borders and German honour!

[h3]Reject the Locarno Treaty[/h3]
If you are of the mindset that the Treaty of Versailles was unfair you can Reject the Locarno Treaty and reclaim Elsass-Lothringen

The Locarno Treaty was signed between Germany and a whole bunch of other nations to secure and guarantee Germany’s new WW1 borders with France and Belgium. If you have chosen to bring back the Kaiser from his exile or appoint a military dictatorship, you have the option to first bully the Danes into giving back southern Jutland (another piece of land lost with the Treaty of Versailles), before you can Reject the Locarno Treaty and have at it with France one more time. As you may have noticed, this path is also accessible if you Accept British Naval Dominance in the Weltpolitik branch; the caveat being that France has to fulfill certain criteria first, much like the old focus with the same name.

But what if you don’t want to play a fascist, democratic, or monarchist Germany? Well, there are slim pickings then, but you can always start;

[h3]The Proletarian Revolution[/h3]
Throw off the shackles of capitalism and free workers around the world as Communist Germany

Welcome to the revolution comrades, it’s been a long time coming. It’s time to establish the Proletariat and bring it to the masses all around the world. There are two ways of doing this, one more aggressive than the other, but neither is peaceful (those damn capitalists just won’t see common sense!), but before we get ahead of ourselves we have to discuss how to turn Communist in the first place. You didn’t think you’d do it by the press of a button, did you? No, you need to press several buttons!

Some of you may deem this the most unrealistic path for Germany to take, but they had several socialist uprisings just after WW1 and some even broke away from Germany and proclaimed their own, independent Soviet republics. In fact, it was the Kiel Mutiny of November 1918 that sparked the following revolutions and uprisings and the downfall of the monarchy in Germany. This mutiny had clear socialist undertones, and while the Left was finally defeated in the German Revolution of 1918 and all German Soviet republics abolished, the Weimar Republic emerged from this turbulence helmed by the Social Democrats. Ok, why am I giving you this quick history lesson? Because this is kind of how you turn Communist; by mimicking history.

Spread the Proletarian Revolution to new states to gain momentum for your cause!

For each state you spread the revolution to the stronger the Communist movement grows, but so does the instability of Germany. And be mindful that not all states are equal; the more industries a state has the more workers you can sway to your cause, and the bigger the impact in loss of stability and increase in Communism support you’ll get. You might also have noticed the Imminent Proletarian Revolution that’s ticking down. So what happens if you reach 0 days?

The Second German Civil War

The states you manage to spread the Proletarian Uprising to will join you in any potential Civil War. Luckily, this Civil War is avoidable - if you play your cards right. For each state you spread the Proletarian Uprising to, you'll add days to the Imminent Proletarian Revolution, postponing the Civil War by a few days. This can also be achieved by completing certain focuses. It’s a race against the clock, but one which you should be able to win - especially if you plan ahead just a little bit.

With The People’s Victory, you have finally become a true socialist nation

So, you’ve emerged as a Communist nation - what now? How will you secure the Revolution, or even spread it elsewhere? There’s a lot left to cover so let’s do a blitz through the various shared branches the Communists have.

If you like the spy game, a Communist Germany is what you’re looking for where you can form the infamous Stasi

Get Communist militias and upgrade Ernst Thälmann’s advisor trait in the Nationale Volksarmee branch (where you might have to sack some generals but also get new ones)

Nationalize Industries to improve August Thalheimer and your factory output before expanding your Recruitable Population with Women’s Rights and Equality

Sign the Second Treaty of Berlin to boost your and the Soviet’s industries and maybe trade some of your factories for resource rights

And that’s it for this blitz round. Let’s turn our attention to more intricate stuff, like how you-

[h3]Spark the Flame of Revolution[/h3]
You have had your revolution, comrades, but what about everyone else?

If you like flipping countries Communist, this is the path for you! Here you can Bolster Communist Sentiment in countries, and in doing so eventually trigger a Civil War in said nation. But to secure the Revolution and guarantee that your side comes out on top, you can send Infantry Equipment to countries embroiled in a Communist Civil War, or even send boots on the ground with your volunteer forces. By completing Spark the Flames of Revolution you’ll also create your very own faction: the Proletarian International. With Strengthen Proletarian International you’ll automatically invite any country you helped turn red to your new faction (so those pesky Soviets don’t sweep right in and reap what you’ve sowed by enlarging the Comintern).

Turn all of Europe Red to bolster your faction in ever-growing numbers and put an end to Fascism in Europe

[h3]Root Out Imperialism[/h3]
You might have ended Fascism in Europe and turned all of your neighbours into docile allies, but what about the rest of the world?

If you want to spread the Proletariat beyond Europe’s borders you’ll have to Root Out Imperialism and increase resistance and autonomy in African and Asian countries suffering under the boot of colonialism. After that, you can spread the word of Marx to South America or the Middle East before facing off against the forces of Capitalism (which we all know resides in the USA) and the remnants of corporatism in Japan (we don’t care if they’ve turned their backs on their emperor or not - to us they’ll always be fascist sell-outs unless they’re actually Communists, which makes them waaaay cool).

Communist hegemony won’t be realized until we have Hegemony over Europe

[h3]Legacy of the Spartacus League[/h3]
Look toward the past and follow in the footsteps of the Spartacus League

The roots of the German Communist movement and the German Communist Party (the KPD) can be found in the Spartacus League, a breakaway group of the Social Democrats. The Spartacus League was founded and led by Karl Liebknecht and Rosa Luxemburg (both murdered during the Spartacist uprising in 1919), who both were very much anti-militarists. Luxemburg in particular believed in Democratic institutions and that Communism should use those venues to gain power, while Liebknecht believed in the proletarian revolution. This is also reflected in the exclusively Communist National Spirit of Politbüro.

Politbüro will take on different aspects depending on which Communist path you go down

Honoring the Legacy of the Spartacus League emphasizes the spread of the revolution and embracing Democratic institutions, which all come together in a brand-new type of subjects, exclusive to this path - namely the:

[h3]Volkskommissariats[/h3]
By spreading Communism to neighbouring countries you can subjugate them to Protect the Revolution after you Embrace Democratic Institutions and protect Civil Liberties. This in turn will let you create Volkskommissariats out of these neighbours. The Volkskommissariats will give you a higher percentage of their industries and manpower to their Overlord, namely you.

The Volkskommissarit will strengthen its Overlord’s industries and military

You can also choose to develop your Volkskommissariats’ industry, which in the end will boost your own production. You can also help Instill German Discipline in your subjects, to make them a more effective fighting force

Boosting your Volkskommissariats will inevitably strengthen you too

And in the end, you can choose to integrate any Volkskommissariats and create the German Socialist Volksunion. But what if you want more action? What if you don’t like taking your time map painting? What if you’re the impatient kind who just wants war? Welcome to the-

[h3]Proletarian Dictatorship[/h3]
The Proletarian Dictatorship resembles the other branches more in the sense that you get to gobble up a bunch of nations

This branch is more straightforward and to the point compared to the Legacy of the Spartacus League with its ability to set up Volkskommissariats; here you simply apply superior forces to conquer other nations. Yay! But before you can start your world-conquering rampage you have to sign a Defense Treaty with the Soviets to exchange mutual guarantees with each other, and after that, there’s just one more step; carve Europe into Spheres of Influence. Divide Europe into your respective playgrounds, where you’ll relinquish control over the East but have the West all to yourself. How fun! This will mean that it becomes more expansive for you to try and take any state that resides in the other’s influence.

The Spheres of Influence will divide Europe between you and the Soviets

Okay, you must be getting tired of reading about how to turn Communist, or thinking about if you want to protect Eastern Europe from the greedy Soviets, or if you want to gobble it up yourself. We’re nearly done, let’s just look at some pretty pictures before saying goodbye.

[h3]Country Leaders[/h3]
Feast your eyes on some (but not all) of the new country leaders you can get with Götterdämmerung

There might be some more surprises besides these, but the only way to find out is to play the game once the DLC has been released.

[h3]Advisors[/h3]
The political advisor roster for Democratic and Monarchist Germany

The political advisor roster for Communist Germany

[h3]The Various Shapes and Colours of Germany[/h3]
Germany has a plethora of new formables

[h3]Units[/h3]
Phew, we’re very nearly done! Thanks for sticking around this long (it’s been quite a long read). To finish this Dev Diary off we just want to show off some of the very cool new models we have! This is not all of them, but some of them.

Some handsome German Infantry

Some very hot German Infantry

Some Very cold German Infantry

And with that, I would like to say so long, farewell, auf wiedersehen. This is the last Dev Diary about Germany before the release of Götterdämmerung on November 14th, but it is not the final Dev Diary. Next up we have Performance and Modding dropping on November 11th, and after that, the last Dev Diary, Art and Achievements, out on November 12th. I hope you have enjoyed reading about what’s in store for Germany and I can’t wait for you to actually get to play it! See you around folks.

Note: Fixed the date for the Reddit AMA


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