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Arms Against Tyranny | Feature Breakdown Video #4

Generals!

The fourth and final Feature Breakdown video for Arms Against Tyranny is out NOW over on our YouTube channel!
This one spotlights the new Military Industrial Organizations feature, as well as the upcoming changes to Support Companies!

Make sure to check out the video!
[previewyoutube][/previewyoutube]

Developer Diary | Military Industrial Organisations (MIO's)

Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIO’s).

Now we talked about the concepts of the MIO’s in the Dev corner in may but since then we have done a lot of work taking onboard internal and community feedback and from that work we have changed lots of things. This means that some of the things we talked about previously in the dev corner won't be true anymore. That's enough prefacing so let's get into it, let's see what the finished MIO’s look like.

So to reiterate what we went over in the last dev corner here is what we identified and how we wanted to improve it. Firstly we have the current model of companies in HOI.

Currently we have to provide static modifiers and sometimes change them via scripted decisions or focus rewards, this makes them very un-interactive and mostly something you click once and then forget about, it's just another modifier on your country.

By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.

From this we had an intent and goals established.

[h3]Intent[/h3]
  • Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.

[h3]Goals[/h3]
  • Allow the player to define their designer direction.
  • Integrate design companies into production
  • Provide a framework for national specialisms that can be used on the world stage

So let's see what the final version of the MIO’s look like. So firstly how do you see your MIO's? This is as simple as previously you can find your MIO’s in the political menu where you would have found the buttons to unlock design companies before.


From here we can click on details and this will show the detailed page for that specific MIO, this is where you will upgrade that MIO as it grows in size.


Right so this is very different from the mock ups from the dev corner so let's go through this.

Firstly let's talk about the progression change in the middle. Previously we had 6 departments (3 design, 3 manufacture) each with their own stats and unlocks; this now has been condensed into 1 tree covering everything for the MIO. The old design was very void of narrative and feeling and often was overwhelming with choice but underwhelming in effect. By bringing everything into a tree like so with fewer actual unlocks your choices are more impactful and the compromises are clearer. The trees also allow for a narrative progression through the small advances made within companies that the bonuses provided represent.


In addition to this we have unique traits for some MIO’s that represent them having their historical unique capabilities.


Departments now represent the groupings of equipment an MIO will affect this allows you to have a quick snapshot of the bonuses an MIO can and is offering so if you see an MIO with a department for medium tanks you know to expect it to give you houses for that and once you’ve unlocked some of those traits you will see them on the department/


Now we have some entirely new things. So let's start with the initial trait. Every MIO has an initial trait this provides bonuses to that MIO always and generally designates the type of MIO so an MIO such as supermarine has the initial trait agility fighter this tells us this MIO is focused around agility for small aircraft and the initial bonuses will also be for that


Next we have policies, policies are mid upgrade bonuses. They cost political power and provide a bonus that is outside of the normal traits you would get for the MIO. These bonuses specialise you MIO in certain directions from making it grow faster or giving bonus stats or building faster. Once you select a policy you cannot change it for 180 days so you need to make sure you’re selecting the ones you need for each MIO because they are long term choices.


Now we will get onto using the MIO’s, so as detailed before in the dev corner MIO’s are applied when we research now, so when you go to research something that has an applicable MIO for it you will get the option to attack an MIO for a small PP income cost or to research without an MIO. MIO’s offer research time bonuses so attaching them makes the time faster and adds funds letting your MIO increase in size as you research.

If you didn’t attack on MIO or want to change the attacked MIO you can also do this after researching. You can go to any equipment and create a new variant and attack or change the MIO on the equipment for a small XP cost. Once an MIO is attached to equipment it will apply to any further variants you make.


However the MIO attached to equipment is a snapshot of the traits of the MIO when it was applied and must be upgraded to gain any new traits unlocked since then also for a small xp cost. This can be done via the make valiant screen or via the history tab.


The history tab in the MIO details screen shows every equipment you have with that MIO attached and any equipment currently being produced by the MIO. from here you can upgrade the MIO on the equipment up to the latest traits individually or you can upgrade all non obsolete ones with the upgrade all button. You can also upgrade all whenever you unlock a new trait via a check box.


Finally we can add mio’s in the equipment designers this works the same as with other equipment but we do when designing the equipment.


Finally we have production, any production line can have an MIO attached so long as it has the equipment designed in one of its departments, most MIO’s will have production bonuses for equipment allowing for faster or more efficient production when they are attached. On top of this you also gain funds from producing equipment so building something with you MIO’s will let them increase in size faster. This is integrated into the flow when you add a new production line and can be added later simply via the production menu


[h3]Modding[/h3]
Implementation of new MIO’s are very easy, you can create a new one or “include” and extend/modify an existing one all natively in the api.

An MIO has a basic structure like this


equipment_type = { mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank }
research_categories = { mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules }


This acts to tell the MIO what equipment it will be affecting with traits and which tech categories it will be applicable to. Here we are using a new type of collection for MIOs equipment categories; these are script defined sets of equipment types that allow you to reference all of them with a single token instead of having to declare each one individually for every instance.


initial_trait = {
name = generic_mio_initial_trait_standardized_production

equipment_bonus = {
armor_value = -0.05
defense =-0.05
}

production_bonus = {
production_cost_factor = -0.1
}
}


Next we are defining the initial trait that is modifiers that the MIO starts with, these can affect the equipment modifiers, production modifiers or MIO modifiers like fund gain or research bonus speed.


trait = {
token = generic_mio_trait_simplified_suspension
name = generic_mio_trait_simplified_suspension
icon = GFX_generic_mio_trait_icon_reliability

position = { x=1 y=0 }

equipment_bonus = {
reliability = 0.05
}
}

trait = {
token = generic_mio_trait_crew_ergonomics
name = generic_mio_trait_crew_ergonomics
icon = GFX_generic_mio_trait_icon_maximum_speed

position = { x=4 y=0 }
relative_position_id = generic_mio_trait_simplified_suspension

equipment_bonus = {
maximum_speed = 0.02
defense = 0.02
}
}

trait = {
token = generic_mio_trait_improved_tracks
name = generic_mio_trait_improved_tracks
icon = GFX_generic_mio_trait_icon_maximum_speed


position = { x=0 y=2 }
relative_position_id = generic_mio_trait_simplified_suspension

any_parent = { generic_mio_trait_simplified_suspension }

equipment_bonus = {
reliability = 0.05
maximum_speed = 0.05
}
}



Now we are defining the traits we can declare where they exist on the trait grid and if they have any parents that they connect to and what parents are needed for the trait to be accessible. As above we have the any_parent trigger. We can also do things like mutual exclusivity and other things expected from hoi4’s trees.

When creating traits we don't always have to affect everything, we can limit a trait to only affect specific equipment. By using the “limit_to_equipment_type” we can select an equipment type that MUST be contained in the “equipment_type” categories defined.


tree_header_text = {
text = mio_header_tank_construction
x = 3
}


Finally for normal MIO setup we have headers, these are text entries that you can position on the grid. They will always be above a trait on the same grid location and are fixpoints numbers so can go between grids.

Now that works great for a new MIO but now let's talk about taking an existing one and expanding on it to make it a bit more unique without having to duplicate this for every MIO.


include = generic_medium_tank_organization


This include line will take all the script from the defined MIO and use it for this new MIO; we can now modify this include as well. We can simply declare non trait values normally and they will override just like with parenting in other parts of hoi4’s scripting. However for traits since they are a tree they need to have some explicit commands.


add_trait = {
token = ENG_mio_trait_expanded_turret_capacity
name = ENG_mio_trait_expanded_turret_capacity
icon = GFX_generic_mio_department_icon_tank_medium_tank_engine
special_trait_background = yes

position = { x=1 y=1 }
relative_position_id = generic_mio_trait_all_round_cupola

any_parent = { generic_mio_trait_all_round_cupola }
limit_to_equipment_type = { mio_cat_eq_all_medium_tank }

equipment_bonus = {
reliability = 0.05
armor_value = 0.05
breakthrough = 0.05
}
}


Here we can see we have used the add trait line to add another tree to the tree just for this MIO, we are even able here to give it a parent by using the token for a trait declared in the included MIO. in addition to add we can also “remove_trait” and “override_trait” if we wish.

The final part I'll talk about for trees is the allowed and available blocks. Allowed & available works just like any other in the game. We can lock MIO’s for any reason. So if you want to stop a trait from being available because of a decision or national focus you can do this. And allows you to lock MIO’s to specific countries but is only run on load as with other allowed blocks.

The finally part of MIO’s is policies


mio_policy_land_cutting_corners = {
icon = GFX_mio_policy_cutting_corners
allowed = {
OR = {
has_mio_equipment_type = armor
has_mio_equipment_type = motorized
has_mio_equipment_type = mechanized
has_mio_equipment_type = anti_tank
has_mio_equipment_type = flame
has_mio_equipment_type = anti_air
has_mio_equipment_type = artillery
has_mio_equipment_type = rocket
has_mio_equipment_type = infantry
}
}
available = { has_mio_size > 5}
equipment_bonus = {
same_as_mio = {
build_cost_ic = -0.1
reliability = -0.05
soft_attack = -0.05
hard_attack = -0.05
armor_value = -0.05
}
}
}


This is a policy in script. It's very simple to implement but we have a few special things for MIO’s. Has_mio_equipment_type is the trigger used to ask if the MIO has a specific unit type defined in “equipment_type = {....“ so this is very useful for making sure policies are only allowed or available for the mio’s you want. Finally we have same_as_mio this dynamically makes the stat bonus apply to whatever equipment was defined for “equipment_type = {....“ So we don't need to worry if the armour bonus we add with a policy is targeted against the correct equipment or cover them all, so long as we are allowing them correctly we just add the modifiers under “same_as_mio”.

That's a quick round up of most of the core parts of MIO’s from a modding standpoint but feel free to ask questions if there's something still unclear.

That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them. Later this week we will be looking at the International Market feature. I hope to see you there. C0RAX Out.

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Bergagårdhof 23 - Live Streaming Now!

The Premier Frontlines Event: Join Us on Sweden's West Coast for a Massive Axis VS Allies LAN Party, Presented by HyggeGaming!


HyggeGaming wishes you all a very warm welcome to Bergagårdhof23!

A Hearts of Iron IV multiplayer event with 36 players, hosted in Falkenberg, Sweden.

Here you can follow the whole event as it unfolds in real time.


[h2]Watch Live now on Twitch![/h2]

Developer Diary | Finland Alt History Part 2!

And now for me. Hello everyone, it’s me Jonathan, here to write about some of the content I have helped with creating for Finland for the upcoming expansion. I have been jumping around and helping my fellow content designers wherever help has been needed for AAT, whilst working on other stuff in the background.

The White Death
During the winter war, the Finnish fought fiercely to stave off Soviet attacks, cleverly using a combination of their (as mentioned in the previous Finland Dev Diary) Motti Tactics alongside snipers, who had been trained either by the Suojeluskunta (Finnish voluntary militia Civil Guard) or as hunters or Jaegers. Among these snipers was Simo Häyhä, who thanks to Finnish propaganda later came to be known as the White Death. The White Death however, despite being said to have been attributed to Häyhä by Soviet soldiers, to them rather symbolized the severe cold in the deep forests, and the tenacity of the Finnish people in a more general sense.

The White Death news event:


In game, this is represented through a series of events for Finland and an aggressor, be it the Soviets or someone else in case of an alt-hist scenario, where Finland has the option to prop up their sniper organizations, dealing damage to enemy manpower and equipment pools through events, and where their enemy can choose between simply taking the hits, or spending equipment and command power on dealing with these snipers before they become a problem. Finland also gets the option to either do as historically and use propaganda to build up Simo Häyhä as the embodiment of the White Death, or to embrace the original meaning of the word, by making their enemies take more attrition. At the end of the event chain, Häyhä can either escape unscathed, be wounded (as historically happened), or be killed by the enemy, getting a hero's funeral.

[h3]The Continuation War[/h3]
At this point, you have all heard about the Finnish Continuation War before, but one not all that known fact is, how did they manage to worm their way out of the mess they had found themselves in?

Well, there were talks held with the Allied powers around the time of the battle for Stalingrad, as Finland saw that there was great risk that things would go south real fast, regarding changing sides, and declaring war on the Germans in exchange for peace with the Soviets, but this plan never really panned out due to the Western Allies’ fear of intruding on the Soviet sphere by allowing Finland to join them. That is why though it didn’t succeed historically, it and the historical outcome both exist and can happen, as can be seen below.

Decisions to get yourself out of the Continuation War if worse comes to worst:


When not switching sides, but instead offering concessions to Moscow in exchange for peace, Finland will have to concede any of Salla, Petsamo and Karjala that Finland still owns, and they will need to transfer equipment over to them, signing the historical Moscow Armistice with the Soviets.

The Moscow Armistice news event:


This is however not the end of the struggles for Finland or its people, as a part of the agreement signed with the Soviet Union was the expulsion of Axis troops from Finnish territory. As the Soviets press Finland to comply with the treaty, the Lapland War starts, and Finnish troops clash with Germans retreating into German-occupied Norway (or Sweden, if the game has gone slightly a-historical). The Germans will have options for how to deal with the Lapland war, allowing for slightly different bonuses and maluses when withdrawing.

The German response to the Lapland War starting:


When all this is said and done however, if this was the option of peace Finland chose, there will be no actual war between the countries, as compared to if they were to switch sides completely.

The Lapland War news event


[h3]City and State Name Changing[/h3]
Now onto something a little bit different. During BBA, Italy introduced states and vps that change names depending on who controls them, such as Zara being called Zadar when not under Italian control.

This has now been updated to include certain state and vp name changes for Finland and Sweden, as seen below.

Petrozavodsk becomes Äänislinna if under either Finnish or Karelian control


Murmansk becomes Muurmanski, Kandalaksha becomes Kantalahti, and the state of Murmansk becomes Kuolan Niemimaa (Kola Peninsula) when under either Finnish or Karelian control


Many cities in Finland, due to the sometimes significant Swedish minority (or in some specific places even majority), officially use both Finnish and Swedish names to this day, such as Turku and Åbo both being frequently used for the same city, and Sweden and Finland still harboring a close bond to this day. Thus, if Sweden were to go rogue and decided to occupy Finland, it would only make sense that they would use the Swedish names for towns in the region.

Here you see the southern parts of Finland when under Swedish control, with many cities gaining their official Swedish names, such as Turku becoming Åbo, and Viipuri becoming Viborg.


And here you can see northern Finland when under Swedish control. Also take note that Inari (which can not be seen here) becomes Enare.


[h3]Releasables and Game Rules[/h3]
And now we can move on to something a bit less Swedish, and also a bit less Finnish, we have two new game rules for the fragmentation of the Nordic countries!

You can choose between no fragmentation, only releasing Sápmi from the Nordic nations, or doing that alongside liberating Iceland, Karelia and Greenland from Nordic countries. If you combine any of these rules with the fragmentation of the Soviet Union, Sápmi and Karelia will gain their Soviet-held cores as well.

The new game rules


The Nordics Fragmented option has been chosen


And with our brand new releasable nation, Sápmi jumping into action, we had to do them some justice with just that extra pinch of flavor added on top. As can be seen in the image below, Sápmi will not only have unique party names and flags as do any other nation, but also unique leader and general portraits.

Sápmi with all of its cores


Sápmi has its own unique Admiral portrait


Sápmi also has its own unique General portraits


Sápmi has many new advisor portraits, some of which can be seen here


And that’s been all from me for now. I will see you all when I have more cool stuff to deliver! But now, back to Manu.


Alright, let’s take a look at the last batch of changes and content for Finland.

Some of you might have noticed a new focus in the historical branch that was not there in the last Dev Diary.
The focus “Pärmi’s Devils”, available for both historical and fascist Finland, is themed around the Finnish Separate battalion 21, a penal battalion formed mainly by political prisoners and commanded by Nikke Pärmi.


In-game, this focus will unlock a limited recruitment of Divisions formed by penal battalions, and spawn Pärmi’s very own full division, a veteran unit with a very promising officer ready for action!


A few extra Generals have been added at game start, based on some of the feedback from the last Dev Diary.
Karl Oesch is now available to Finland.


Aksel Airo is also available to Finland, although his portrait is still not in the game.


Raappana has made an appearance and is now replacing Törni as the general unlocked by the focus “Sissi”. Törni will, in turn, be unlocked via the fascist focus “Military Promotion”.


In terms of military advisors, Vilho Nenonen has joined the Military High Command roster as an Artillery Genius, while Kaarlo Somerto has been downgraded from Artillery Expert to Artillery Specialist. This way, Finland has the option to go for a cheaper and weaker artillery officer early if needed, and then move on to the Genius later on.


Akseli Anttila is now only available to Communist Finland, and Erik Heinrichs is the available military theorist for non-communist Finland


Something I wanted to implement for a while was French Renault tanks (available at game start) and the modified British Vickers tanks (available in the 1939 Bookmark or via “Foreign Armor” focus).


And before finishing, I would also like to give a big kudos to our 2D and 3D artists because they keep doing an amazing job delivering incredibly cool assets for our content! From focus icons to portraits, tech icons and 3D models, they’re great!

Throughout the diary you have seen a lot of cool 2D art but only a few 3D models, so here are some more pics of the new Finnish 3D models!

Let’s start with the new Soviet T-28 model (and icon), which is now the default model for the Interwar Medium Chassis for Soviets and for Finland.


We now have a Marine 3D model for Finland, based on the Rannikkojääkärit (or Marine Jaegers).


And we got a fourth regular infantry model, the best of them all. Behold the beauty of an infantry division walking alongside one of the coolest means of supply, the reindeer!


This new infantry model also has a winter version and a warm weather version. This is the winter one. Again, the coolest of them all in my honest opinion..


And last but not least, the hot acclimatization version of all 4 regular infantry models!


And that was all from me! I hope that you all enjoyed reading about the Finnish Alternative history content coming with the new DLC as well as the changes and additions implemented since the first Finnish diary. I wish you all a nice week and make sure to stay tuned for the next dev diary where we’ll be talking about one of the new features in Arms Against Tyranny: Military Industrial Organizations!

Nähdään pian!