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Arms Against Tyranny | Feature Breakdown #1

[h3]Generals![/h3]

Not only do we have a Developer Diary this week for you, but we also have some intel from the Development team about some of the features coming to Arms Against Tyranny! This is the first video fo a few that we have planned for you all, so we hope you enjoy!

Make sure to check it out The Video

[previewyoutube][/previewyoutube]

Developer Diary | 3D Art!


Hello everyone!

My name is John and I’m the 3D artist for Hearts of Iron IV here at Paradox! For this week's Dev Diary, I will be giving you all a behind-the-scenes look at my role in the team and our process for making the 3D art for Hearts of Iron IV.

My role is to create and manage all the 3D art in the game! Not all 3D art is created by a single individual, however. To save time we also have help from various talented outsourcing partners to make sure we can have as much juicy art ready for release as possible!

During this diary, there may be some terminology that may or may not be familiar to you but I will try and make sure that everyone can enjoy reading this and get a glimpse into the 3D art for Hearts of Iron 4.

Creating, tweaking, and managing all this 3D art is a lot of work but it is also a fun and rewarding process so let’s not waste any more time and get right into it!


[h3]Receiving art requests[/h3]

First of all, I will receive a bunch of 3D art requests from our awesome content designers that will provide me with some general information as well as some reference images and useful links to help explain what they want to be added to the game. Doing research and finding material is time-consuming work so this is very useful to get things started.

You never know what can end up being requested. There were a lot of interesting vehicles and uniforms during World War 2 so this helps keep things interesting!

To manage all of these requests we use Miro which is a useful tool to manage a lot of images and text. These requests will be added to my 3D art board in Miro where I will sort them by things like priority and country. From here I will decide which units to work on. I will place the assets that I want to outsource on a separate board where they can be gradually reviewed along each step of the creation process. I will usually provide them with more technical feedback when it comes to the 3D art and our content designers will give input on how the asset looks from a more historical standpoint.


[h3]Finding references[/h3]
These are the types of images that I look at when I’m making a 3D model!


For 3D art, you generally want to have as much reference material as possible so I will usually try to add some additional reference images from the information I have been provided if needed. To understand things like angles, scale, and movement better, watching videos can also be incredibly helpful. If there are any vehicles or uniforms that still exist to this day, then this will provide greater image quality and it can also be good for color reference. It’s important to be aware of re-created paint jobs and modifications that may have been added after the war. Finding good references can be hard at times, we always try our best to stay faithful to the reference material but time is always limited so it can be easy to make mistakes. Being very meticulous and delivering a lot of assets in a short amount of time is definitely a balancing act!

[h3]Blockout[/h3]
The process of creating 3D art can differ a bit from artist to artist or depending on what it is that you are creating but usually, I will begin blocking out the most important shapes for whatever I’m creating. During this phase, I won’t need to care too much about the typical rules of 3D modeling. Things like that will become more important later on. The most important part here is to create the basic shape and also get a good understanding of how all the pieces will fall into place. At the end of this phase, you can use the basic building blocks that you have created to make a high-detail and a low-detail version of your 3D model. This helps save a lot of time and it will ensure that the high and low-detail versions are not too different from each other.
A block out using simple shapes.


A common trick to make sure that you have the right base shape is to disable the lights in the viewport of your 3D modeling software, this leaves you with only the silhouette. If the silhouette looks good you know that you are on the right track!
Can you guess the names of all of these vehicles?


[h3]High Poly - Making a detailed version of our tank![/h3]
Now we will use the block-out model as a base to start working on a version with a lot more fun details. This is the part where you can truly let loose in terms of geometry, no polygon limits are needed here! We will use this model and bake it down to our low poly version later. In short, this means that a highly detailed version of the model will be projected onto the lower detailed version to simulate detail. This will make the end product look less blocky and detailed without using a lot of polygons that can impact performance. In other words, we will get the best of both worlds!

The thing I will need to keep in mind here is to add detail to make the model interesting and accurate to the source material but at the same time, it is important to not add too much detail that will make the model hard to read from a distance. Adding too many tiny details will make it hard for the brain to distinguish between different parts of the model.


Some extra details like tools or holes will be added! These aren’t present in the low-detail version of our model. I will use colors to mask out various parts that will help me later on when adding textures to our model.
Here is the high-detail version of our tank!


It’s fun to be able to view these models up close with this level of detail so here are a few other examples of high poly models for your viewing pleasure!
Here are some high-poly models that are used for Arms Against Tyranny.


[h3]Low Poly - Making an optimized low-detail version of our tank![/h3]
Now that we have added all that sweet-looking detail to our high poly 3D model, we can go back to the block-out version of our model to make ourselves a low-detail version that will be the version that is used in-game!
I will go through the model and make the adjustments like this!


Most of the work here is spent on removing unnecessary polygons in various ways to ensure that the model is optimized. We have a polygon limit for each type of asset. We want to stay within these limits as much as possible without sacrificing too much visual quality!
Here is the low poly version for now!


I have kept some polygons on parts that will help speed things up later on when we will prepare it for animation! It’s important to remember how the model will move, so you will also have to be careful not to remove geometry on parts that will bend. This is especially important for objects with more organic properties such as the limbs of a character for example.

[h3]UV-mapping - Preparing the model for a paint job![/h3]

Before we can start adding textures to our model we need to go through a process known as UV mapping. This is where you create a 2D map of your model so that you have something to paint on. It’s sort of like cutting a paper model into different sheets of paper that you fold out so that you can paint on them.

Once you have cut your model into all of these pieces we will need to put them into a 2x2 square that will end up being our UV-map. This process is very much like a puzzle game. The actual size of the texture image that will be used in-game is quite small so different shells will be mirrored and stacked on top of each other. This is a technique that’s commonly used in games when you want to cram as much resolution out of your texture map as possible. There are limitations to doing this, it can make camouflage or dirt look repetitive in ways that are not so appealing so we will need to be conscious of how the model will be viewed in the game. Not all artists enjoy this part but I find it to be pretty fun in its own right!
This is what our UV map looks once we have sorted everything!


[h3]Texturing[/h3]

If you have ever painted a miniature model in real life then this is the part where we grab our brush and start painting our model! This is honestly one of the most satisfying parts of being a 3D artist because you are no longer looking at a model without realistic materials and well.. texture!

To create our textures I will use a program called Substance Painter. I will prepare the high and low-detail models, sort the different parts by name and separate some parts from the rest of the model. After this, we will import our low-detail model into our texturing software. Once that’s done we will take our high-detail model and project it onto the low-detail model. Once this is done we get a lot of these maps with different properties that we can use for various effects when we start painting our model.

From here, it’s all about listening to your favorite music tracks (low-fi HoI anyone?!) as you add color and detail to your model. When you are texturing you will make adjustments to different values that will affect how different materials are perceived. It’s good to start with a base color and from there, add color variation as well as other properties such as how shiny or metallic the different parts should be. Working in Substance Painter is all about working with layers and masking out different parts using various methods. Thanks to the colors that we added to our high-detail model earlier we can quickly add color to things such as tiny holes as well as materials to other details such as small pickaxes and other tools. I will add some ambient occlusion to add some dark color to the nooks and crannies. This will also help separate some of the details from each other. Camouflage will be made a bit larger than in real life to make the texture appear less cluttered from a distance. Last but not least, let’s add a tiny amount of highlights to the edges to make the details pop!
A timelapse of the texturing process!


[h3]Rigging and Animating[/h3]
We can’t have our model be completely static in the game so let’s make it come to life with some animations! Like many things, animation and rigging is a science in itself so there are artists that specialize in this process alone. But in most cases, I will be able to create my animations from scratch or reuse older ones if needed.

Before our model can move we will need to add “bones” or “joints” that will be placed into the model. These can then be moved around to create our animation. We will place our bones in a manner that lets us manipulate how we want the model to move. Once the bones are in place we can move on to a process called weight painting which lets us tell the game exactly what part of the model should move together with a specific joint.


Now we will animate it by moving the skeleton we have created and pinning certain key poses. It’s important to get certain timings right to sell the weight and gravity that’s being applied to the vehicle as it moves. This can be trickier than it sounds but with some patience and minor adjustments, we will hopefully get the result we are looking for!
It’s alive!


Finally, It’s time to put our model, textures, and animation into the game! Once added we will make some minor adjustments to the textures and that’s that!
Tadaa!


While we are on the subject of animated assets, here is a bonus one for you! You may have gotten a peak of it if you read the Historical Finland Developer diary!
Look at them go!

And with that, our tank is ready to wreak havoc on the battlefield! Things are still under development so changes may happen here and there but I hope I was able to give you some interesting insight into the 3D art for Hearts of Iron!


This is just a small taste of all the 3D art we will have in the upcoming DLC so I hope some of you will zoom in every now and then as you play, even if it's just for a moment!

Best regards, John

Developer Diary | Summer Open Beta

Hello there, it's me C0RAX.
[previewyoutube][/previewyoutube]
A bit of the different DD than you’re used to this week. I'm here to introduce a new thing I will be doing over the summer. This summer for weeks we will be giving you the chance to test some of the balance changes coming with the 1.13 Stella Polaris patch. These changes are hand picked for testing in order to get feedback from the community on specific changes that might have large impacts. These changes will affect all three major combat groups (Army, Air, and Navy), and vary from value changes to some new functionality and behavior so be sure to read the change list so you know what you're getting yourself into.

So let's go into how this is going to work. From July 6th until August 3rd there will be a special Summer Open Beta branch on steam, this branch will have the new changes listed below. Additionally it won't have anything new coming with AAT just changes for base game and previously released DLC’s. In the last week of the test we will post a feedback form to be able to collect feedback data that we can use to analyze your responses. Of course this doesn’t mean you can’t or shouldn’t post about it outside the form, I want to encourage as much discourse, theorizing and number crunching as possible so give it a try and let us know what you think.

Now lets go over the change log.


##########
[h3]Balance[/h3]
##########

##########
[h3]Mid Summer Beta Update[/h3]
##########
- updated combat width defines as per
- implemented type 2 combat widths as per
- improved some templates for planes
- balance pass on new modules
- rebalanced dismantle and conversion costs for BB engines
- adjusted damage reduction thresholds for ships

#####
[h3]hotfixes[/h3]
#####
-fixed damage reduction happening before stat initialisation
-fixed +1 to threshold values

##########
[h3]Air[/h3]
##########
- Excess thrust will now increase agility instead of max speed (0.5 AGI per excess thrust)
- airframes now how base max speeds to better represent airframe size speed effects
- reduced terrain combat widths slightly, change support widths also
- major air rebalance pass for airframes and modules
- increased tech date for survival studies to 1939
- Improved aircraft turrets
- slight decrease in agility hit for large bomb bays
- small airframe can only take single turret modules
- adjusted turret stats so they are less powerful for fighters but better for bombers
- rebalanced thrust and weights of modules and airframes,
- added new modules
- Large autocannon
- Large bomb rack
- Armor piercing bomb rack
- 3 levels of torpedo mounting
- Added new techs for plane designer (see above)
- Combat better Agility and Speed has increased effect on air combat

##########
[h3]Land[/h3]
##########
- Super Heavy tanks are now support units. Super Heavy tanks are no longer line battalions
- Armor skirts provide 1 more armor
- Most tank chassis' now grant 10-20% more armor
- Super heavy tanks now cost more overall, but require 20 per support company.

##########
[h3]Navy [/h3]
##########
- added damage reduction to piecing thresholds for naval combat
- convoy hitprofile reduced from 120 to 85 bringing it inline with new hitprofile calculations
- Ship torpedoes accuracy increased to bring them back in line with new hitprofile calculations 145 > 100
- slightly decreased AA disruption from ship AA
- removed visibility effects of super heavy bb armor
- rebalanced, ship engines
- removed visibility impacts from medium guns
- rebalanced IC costs to reflect engine changes
- super heavy armor now part of normal heavy armors
- rebalanced armors
- added cruiser armor to carriers


##########
[h3] AI[/h3]
##########
- AI more likely to upgrade division in the field even with equipment deficits
- added generic AI upgraded infantry template for late game infantry
- added ENG and USA upgraded infantry templates for AI and improved their infantry templates in general

Right now let's get into some explanations.

Thrust and weight:
Let's get the big one out the way thrust and weight for planes. This change requires a bit of game explanation and some explanation of aircraft. So why affect agility, agility previously was a stat that was seldom increased but often reduced by making it something you are rewarded by not using all your thrust budget you can lessen the agility effects of modules by not loading up your entire plane creating a choice between maximizing raw damage or maximizing damage bonuses during air to air combat by bring higher Agility.

Now the aircraft stuff, so power/weight is very not intuitive for aircraft, adding more power will make a plane faster but taking weight off a plane won't make it faster since speed is almost entirely determined by thrust against drag not weight. What less weight does provide is better climb rate acceleration plus some other things. These are abstracted into agility in game. So now if you want your plane to go faster you either use a newer airframe with lower drag (higher base speed) or by putting a bigger engine in the existing airframe.

Combat widths:
Now the next big change, terrain combat widths. This is the change that originally spawned the open beta idea. These changes are generally intended to flatten the efficiencies further for combat widths while also reducing division sizes. There will obviously still be certain numbers that fit better than others but overall these differences should be less extreme.

  • Terrain = CW+Reinforcement Width
  • Desert = 82+49
  • Forest = 76+40
  • Hills = 72+36
  • Jungle = 74+34
  • Marsh = 68+22
  • Mountain = 65+25
  • Plains = 82+49
  • Urban = 86+28


Ship penetration:
Finally the last change I want to discuss is the new penetration effect for ships. To put this imply they now reduce damage directly on top of reducing critical chance. The damage reductions are smaller than for land combat but that's because they have a much greater effect on the combat but be careful defeating an armored foe with just small guns should be much harder now.

Thresholds and damage are as follows



Pen to Armor Threshhold

Critical Change Factor

Damage Factor



2

2

1



1

1

1



0.75

0.75

0.9



0.5

0.5

0.7



0.1

0.1

0.5



0

0

0.3





That concludes the run down of the upcoming “Summer open beta” and it's coming to you tomorrow!. I hope to see you try it out and give feedback on the changes. See you next week for more Arms Against Tyranny content coming your way. It's going to be a pretty one.

Steam Summer Sale!

Generals!

The Steam summer Sale is kicking off, and we've got the deals for you all to get the packs you want or need for up to 70 percent off! Grab a drink, find a lounge chair, and relax down by the beach with us B)

[h3]Base Game[/h3]

  • Hearts of Iron IV 70% off
  • Hearts of Iron IV: Starter Edition 70% off

[h3]Expansions[/h3]
  • Hearts of Iron IV: By Blood Alone 20% off
  • Hearts of Iron IV: No Step Back 30% off
  • Hearts of Iron IV: Battle for the Bosporus 50% off
  • Hearts of Iron IV: Death or Dishonor 60% off
  • Hearts of Iron IV: Together For Victory 60% off
  • Hearts of Iron IV: Waking the Tiger 60% off
  • Hearts of Iron IV: La Résistance 50% off
  • Hearts of Iron IV: Man the Guns 50% off

[h3]Music & Model Packs[/h3]
  • Hearts of Iron IV: Eastern Front Music Pack 50% off
  • Hearts of Iron IV: Eastern Front Planes Pack 50% off
  • Hearts of Iron IV: Allied Speeches Music Pack 50% off
  • Hearts of Iron IV: Radio Pack 50% off
  • Hearts of Iron IV: Sabaton Soundtrack 50% off
  • Hearts of Iron IV: Sabaton Soundtrack Vol. 2 50% off
  • Hearts of Iron IV: Allied Armor Pack 50% off
  • Hearts of Iron IV: Axis Armor Pack 50% off


Developer Diary | Historical Denmark

Velkommen til Danmarks historiske Dev Diary! As you might have so astutely observed, today’s Dev Diary is all about Historical Denmark (and if you didn’t catch that, it’s ok; no one understands Danish anyways, so you’re not alone). Denmark has had the great misfortune to be designed by a Swede, namely me - and why would that be such a terrible thing you might ask yourself? Well, let me shed some light on that and give you a bit of context dear reader. Denmark and Sweden have fought the most wars between them than any other countries, so there’s some old blood and rivalry here. Which is thrilling to me; I now have the chance to make them as underpowered as I want - muahahahaha!

Before we go any further, do keep in mind that everything is still a work in progress and might change before releasing in- oooopsie! Spoilers ;) But every bit of feedback and correction is welcome! Do you think I missed something? Do let me know! Did I misspell something in Danish? Don’t even bother - I’ll never get it right anyways ;)

Denmark is famous for surrendering after merely 2 hours when Germany invaded, so this Dev Diary will be similarly short and sweet. Let’s jump straight into it, shall we?


And there you have it folks, that’s all from-

….

….

So, this is awkward…. I’ve been told that this won’t do and that Denmark needs at least 2 more focuses. I might be able to throw something together. But before we get there we have other things we gotta talk about.

[h3]Historical Context[/h3]
Let’s start with some historical context because it’s crucial to understand Denmark’s situation leading up to the war and why they surrendered so quickly. Denmark’s entire foreign policy was based around their perceived biggest threat, which prior to WW2 was Germany (and thereafter the Soviet). This way of viewing the world was shaped by their disastrous war with Prussia and subsequent defeat by them in 1864. From this date onward they pursued a policy of neutrality and did all it could not to anger Germany, lowering military spending and eventually focusing on what would become the welfare state.

One of the reasons why they kept this strict neutrality and disarmament was because they were unable to obtain security guarantees from the UK or from a Nordic Alliance once the war was looming on the horizon. The UK was in no position to offer any meaningful support to the Danes (and told them so in no uncertain terms) while the rest of the Nordic nations had widely different security concerns and couldn’t unify behind a common policy. The Danes realized that they had no hope to withstand a potential German invasion and didn’t, therefore, bother with military spending except to keep a symbolic force to emphasize their sovereignty.

[h3]Map changes[/h3]
Before we delve into what changes are coming to Denmark, let’s first look at some maps! My suggestion to simply bundle up all of Denmark into one state and rename it Southern Sweden was sadly downvoted (but just barely!). Instead, Denmark gets a whole bunch of new states (so that any Swedes - and Norwegians too! - can really savor the sweet, sweet sensation of conquering all of Denmark, bit by bit). As you can see, Germany is getting an additional state as well, and the Kiel channel has moved to a more accurate position. In total, Denmark starts out with 7 states now.


Besides that, the Danish Belts have gotten a makeup too


[h3]At the Game's Start[/h3]
With that out of the way, let’s take a look at Denmark’s starting position in 1936.



The more observant of you might notice that Denmark now starts out as a Disarmed Nation to better reflect their unpreparedness and policy of disarmament. Secondly, you might also have noticed that there’s an upcoming election in April of 1936 - which isn’t at all the usual 4 years cycle other nations have. Denmark actually has this little quirk where an election has to be held within the next 4 years from the last one, meaning an election can be held after 2 years, or 3 years, or whatnot. In-game, this is represented by Denmark holding elections every 3 years (this will be a great opportunity for you to switch the ruling party - but more on that later), but I digress! Other things some of you might have picked up on is that the non-aligned party is now called Bondepartiet and not Venstre. I would say that this is a more accurate reflection of the political landscape in Denmark during the 1930s, but it also fits better with how elections and politics at large has been reworked for Denmark with Arms Against Tyranny.

What’s also noticeable is that the Danes are starting out with 3 new National Spirits, 2 of them are quite bad and the third one is in bad shape.

Neglected Military is a reflection of the poor state that the Danish military was in when WW2 broke out, but by completing certain focuses you can improve this spirit and remove it entirely.


The Great Depression hit Denmark slightly later than other places, but it did have a great effect on the country. It led to businesses going bankrupt, farmers foreclosing and skyhigh unemployment. All of this spurred the growth of extremist movements on the political fringes. This is all represented by Economic Crisis, which the player can use to their advantage if they wanna boost Bondepartiet, for example. But like with Neglected Military, you can improve and even remove this spirit through focuses.


The last of the 3 starting spirits is Danish Industrial Capabilities, which also can be improved through focuses, but as you can see is in a pretty rough spot at the start of the game. Oh, that Consumer Goods Factories factor might look quite high, and I know that a few of you are wondering about that. We know this seems high but don't worry it's a new modifier which we will be explaining in a future dev diary.


[h3]Balance of Power[/h3]
Before we move on to advisors and the actual Focus Tree, we need to check out Denmark’s Balance of Power since it’s going to be affected by all of these things. This is where all of the political decisions will be happening, and all of them will affect the balance between Welfare and Warfare. Now, what exactly does Welfare and Warfare actually do? Good question, and I’m glad you asked! Let’s take a closer look.


The more you spend on Welfare, the more you’re pouring into developing your country. This is reflected in population growth, faster research, and the construction of Infrastructure, Civilian Factories, and Railways. On the other hand, this means that you are pulling resources away from military build-up and construction.


If you go all out on Military Spending civilian construction will suffer, but you’re going to produce military equipment much faster and deploy troops at a quicker pace.


[h3]Advisors[/h3]
As I mentioned, Advisors will affect the Balance of Power - so you better think it through properly when hiring someone. What they will do is push the Balance of Power in either direction - largely based on their historical leanings.


[h3]Politics[/h3]
Like I previously mentioned, Denmark has a 3-year election cycle now, and the perceptive among you might have noticed a Balance of Power decision called “Motion of No Confidence”. This all plays into how politics works in Denmark for Arms Against Tyranny. You will be able to select between different democratic parties and leaders now, as well as the Non-aligned, Communist, and Fascist parties.

The “Motion of No Confidence” decision allows you to choose a different country leader based on if their political party meets the right criteria.


Not only can you change your country's leader, but you can also call for a snap election if other political parties have high enough popularity.


If you called for a snap election you get the opportunity to boost the popularity of a political party and give them a higher chance of forming a new government. This is also what happens during the regular elections.


[h3]The Focus Tree[/h3]
Sadly, I wasn’t allowed to only make a 2 focuses long tree - even though I argued it was historically accurate! Anyways, without further ado, here it is


[h3]The Industrial Branch[/h3]
It’s through the Industrial Branch that you can improve and eventually remove the Economic Crisis spirit, but even before starting out on the Industrial Branch, you have to make a decision that will affect the rest of your game. Will you go for Sign the Kanslergadeforlig or Fortify Our Borders?


Historically, Denmark signed an agreement called the Kanslergadeforlig which was the very beginning of the modern Welfare State they have to this day. This will also unlock Karl Kristian Steincke as an advisor.


Moving down this path will provide civilian factories and building slots, as well as a National Spirit called “Danish Produce”.


If you on the other hand are more concerned with how flat Denmark is and how it’s just perfectly suited for, let’s say tanks, then you might wanna fortify the borders and receive the Defense Minister Alsing Andersen as an advisor.


This path will yield forts and military factories all over Denmark, as well as the spirit “Improved Logistics”

But no matter what your first choice is, there are plenty of focuses the 2 paths have in common! The first one is Devalue the Krone, which leads to being able to trade with both the UK and Germany. This is actually something Denmark did during WW1 and leading up to WW2


And with Connect the Islands both paths meet up again and share the same focuses.


You can also get Niels Bohr as an advisor


With Expand the Industries you unlock the decision to develop Greenland, the Faroe Islands, and Bornholm.


You can also improve an Industrial Concern and/or unlock one.


But you can also extract more minerals from Greenland


The intention with the Industrial Branch is to make it flexible so that you can really focus on your overarching strategy and have the branch complement that vision. And speaking of which, let’s move on to the military side of things!

[h3]Military Branch[/h3]
I gotta be honest with you all here. I could have put most of this part in the alt-history dev diary since Denmark didn’t do most of these things. As I’ve already mentioned, Denmark was fearful of angering their bigger, southern neighbor, so they spent as little money on the military as possible. But playing like that makes for a boring WW2 war game! Wanna play a little game? Guess how far Denmark got in the branch below ;)


You’ve made a guess? Ready for the answer? They completed Expand Ubådsvåbnet. To be fair, they were also like 90% through the Foreign Designs in the Airforce path. But that’s it! The rest is me piecing together stuff they did after the war and just finding something to do that kinda makes sense for Denmark. Anyways, I’m digressing again…

Do you remember that Neglected Military spirit I mentioned way back when we started this dev diary (feels like ages to me who’s been writing this dev diary for several days now, but for you, it’s been like… what? 5 minutes? 10?)? Yeah, this is where you work to improve it and completely remove it through various focuses, including Stockpile Oil

But let’s take a closer look at the Army branch. This is where you receive the Hæren spirit and improve it throughout the branch. You will also be able to improve your MIO’s here. It’s mainly defensive in nature, while the more aggressive stats can be found in the political branches.


The first Focus will see you take your first step in reorganizing the army after almost a century of peace and lack of actual combat experience.


Then you can choose between investing in your MIO’s, namely Hærens Tekniske Korps, and Dansk Industry Syndikat

With Hjemmeværnet you get the decision to activate the Home Guard during wars, but also the Hæren spirit.


I could go on about each individual focus here, but it’s mostly about improving Hæren, research bonuses, and increasing funds for the various MIO’s. Let’s instead take a look at what Hæren yields after completing these focuses instead!


These stats can be improved even further in the political branches - which will add entirely new modifiers as well.

Now, let’s turn our attention to the Naval Branch, where you’ll get the Søværnet spirit. Here you have a few choices to make, depending on where you want to take your navy. You can refit old ships, or modernize the navy. You can try to dominate the Baltic Sea with smaller ships or try to rule the North Sea with carriers and capital ships.


Going with the Refit Old Ships will improve the Danish Industrial Capabilities spirit and unlock two decisions to get access to ships fast.


If you on the other hand Modernize The Navy you will get the Søværnet spirit. This will give you two ship variants in production; one for a Coastal Defense Ship and one for a Destroyer. These variants are actually based on designs the Danish navy had but were abandoned due to budget constraints. There are actually different variations of these variants depending on the tech level.


Towards the end of the branch, you face the second choice you will have to make; do you aim for Baltic Sea Domination or do you have North Sea Ambitions? The Baltic Sea Domination is the more straightforward of the two;


Having completed this focus and the Generalkommandoen in the army branch will open up the Frømandskorpset, which might be helpful for naval invasions…


The North Sea Ambitions is a bit more complicated though, since it’s affected by what choice you made between Refit Old Ships or Modernize the Navy (and I know the tooltip is egregious, but it’s necessary to show off the effects):


And finishing off this focus will also open up the Torpedofly focus in the Airforce Branch;


Before we leave the Navy Branch and take our first look at how the International Market can interact with the Focus Trees, let’s see what the Søværnet can look like after completing the Naval branch. After completing the Baltic Sea Domination:


And after completing North Sea Ambitions;


Now, let’s fly over to the Airforce Branch - where you’ll have to decide between Domestic Designs or Foreign Designs for your aircraft straightaway.


What you’ll get by completing Domestic Designs is two aircraft variants which are actually based on historical designs Denmark were working on when they got invaded.


But if you on the other hand opt to go for Foreign Designs you’ll receive something called a Subsidy, which will make you as a buyer pay off your purchase faster. As a seller, you’re receiving the full payment with the only difference that the deliveries will go faster. So it’s kind of a win-win situation. You can read more about the International Market in the this dev diary.


This specific Subsidy is for airplanes, but others can be for tanks, trucks, infantry equipment or what have you. If you look closely you’ll also realize that this Subsidy is only eligible for airplanes purchased from the Netherlands, The UK, Germany, or Sweden. That’s pretty cool, huh? I know you wanna know more about all of this, and we’ll talk more in-depth about it in an upcoming dev diary, so don’t you worry! Anyways, let’s move on with the Airforce Branch.

The next focus is Unify Flyvevåbnet, where you’ll get the Flyvevåbnet spirit. Denmark used to have two different airforces; the Army’s and the Navy’s, but they were eventually unified in the 50s. You don’t have to wait that long though!


After that, you improve the Flyvevåbnet even further before choosing how you want to specify your Airforce; do you want to focus on fighters, close air support, or bombers? It’s really up to you and how you want to play the game. After completing the Airforce branch and having done the Jagerfly focus, the Flyvevåbnet spirit would look like this:


[h3]Political Path[/h3]
Now we’ve come to the Political branch, where we’ll only take a look at a small part of it, and leave the rest for the alt-history dev diary (because this is getting long). The left part of the branch is accessible after completing the Policy of Disarmament, which will see you enhancing your industrial capabilities even more.


And in the end, you'll be able to complete Full Employment

But before getting this far you have to first Reaffirm Neutrality as your very first focus in the political branch. Yeah, yeah I’m doing this backward; finishing with the beginning - but there’s good response for that! You see, when you have taken Reaffirm Neutrality you’ll get the Declaration of Neutrality spirit which will give you the option to fight or fold when attacked.


Historically, Denmark surrendered after two hours of the German invasion (even though fighting took place up to four more hours). The Danes had a very different experience as an occupied country from everyone else that got invaded; they got to keep their government and even had elections during the occupation. And that’s what you’ll get too if becoming a puppet while having the Declaration of Neutrality spirit.


And to be honest, this is the true historical path. Let me introduce to you the resistance, or as they say in Denmark; velkommen til modstanden!

[h3]Occupation[/h3]
This is what you have to work with as a subject; the Industrial Branch and the Occupation Branch. But don’t think for one moment that you’ll be a good little puppet that will do your master's bidding. No no, this branch is all about gathering foreign support and building up a Resistance so you can topple your overlord! There are also plenty of International Market Subsidies throughout the branch, to build up your forces even more.


With Align with Foreign Powers you’ll seek out support that can provide you with weapons and support during the occupation, but once you declare independence you’ll also be able to join their faction - gaining an ally in your war for freedom.


Historically, Denmark set up an exile force in Sweden. They were training to help in the liberation of Denmark under the guise as “military police”. This is of course something you’ll be able to do as well! Having gained a host for your Danish Brigades, you’ll also get a new division template that you can improve through focuses.


To help you resist your overlord you have the Motstandsbevægelsen spirit which you have to improve to stand a chance against Germany.


[h3]Balance of Power Redux[/h3]
As a subject you’ll also get a different Balance of Power which will be crucial to regaining your freedom. All of these decisions are unlocked through various focuses and will help you in your struggle against your overlord.


And that’s about it for me this time around. Who knew there was so much to say about such a small country? It’s barely more than a suburb of Sweden, but there are surprisingly many interesting things going on in Denmark during this time period. I hope you enjoyed the (looong) read! And if you don’t want to become a puppet of the Germans - don’t fret! There are ways to resist an invasion, but those will have to wait until another time.

Farvel!