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Hearts of Iron IV: General Edition!

[p]Generals![/p][p][/p][p]Allied Headquarters has organised a fresh task force, the General Edition![/p][p][/p][p]This offers the Base Game, La Résistance, and Battle for the Bosporus, minus Man the Guns on account of it being free, in advance of full integration into the base game when No Compromise, No Surrender launches.[/p][p][/p][p]Reinforce your Steam library with Man the Guns, now![/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p]

Developer Diary | Alt-Historical Japan

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Hisashiburi, and welcome back to another Japan dev diary, where this time I, D3vil, intend to showcase the alt-historical paths that Japan can take in the upcoming DLC, No Compromise, No Surrender. If you missed the historical and common branches, or just want to read up on them again before going into this diary, you can do so here.

[h2]The Imperial Way[/h2]
We will start today off by discussing the path most similar to what you have already seen, namely the Kodoha branch. Previously, this branch allowed only for the execution of a strike north doctrine, and a non-aligned Japan with the emperor at the top. This isn’t entirely accurate to the ideology of the Kodoha however, which you will get into power by selecting the following option in the event that fires at the end of the Coup Attempt mission showcased in the last dev diary and in the dev corner.



This path allows for access to the same foreign policy branch as the historical branch has, and as such allows for both a strike north and strike south playthrough, or even both. Here however the army takes much more of a front seat compared to the navy, so you will have to work harder if you want to make a Strike South approach as successful and tempting as it was historically.



The branch plays much less with puppets, and is more about directly occupying territories and eventually attempting to bring them more closely into the Japanese realm, which is highlighted through the annexation of Manchuria and the faction options, which allow for less puppet-bonuses and a more centralized approach.



The Kodoha can also after some effort put an end to the Kwantung army’s autonomy, allowing for a more flexible approach to the timing of the invasion of China.



This path has the ability to be either fascist or non-aligned in ideology, depending on the leader of the nation and the choices made in shaping its political landscape.



This path takes a more pro-rural economical approach compared to the historical one, as well as much more of a “supremacy of will” approach when it comes to warfare, as many of the young officers in the faction came from smaller villages, and as theorists within the Kodoha believed that no matter the technology, what would ultimately win wars were fierce and dedicated soldiers that would lay down their life for the Emperor.



The path ultimately culminates in the propagandization of the Japanese mythological founding tales, and the rapid indoctrination for a final war that will engulf the globe. Japan will march out on a conquest to unify the eight corners of the world, and attempt to seize its place at the top of the world.



[h2]A Turn Towards Democracy[/h2]

And with that, let’s turn to a bit less militaristic path, one where Keisuke Okada speaks out against the military’s growing power over the government after the failed coup attempt by the Kodoha faction.



Here, Japan will immediately flip democratic, however all will not be as peaceful as Okada may have wanted. By defying the military, he once again repeats the path of several prime ministers and politicians before him, and before long, tragedy strikes.



This will rapidly deteriorate relations between the various factions in the nation, and Hirohito will give his blessing to have Machida Chuuji, the leading candidate of the Rikken Minseito which won the last general election step in as an interim prime minister to deal with the crisis. He will rapidly hold an internal election to decide who is best fit to unite the democratic elements within the country, in order to counter the military, which is planning another coup d’etat.



The cabinet will need to start securing states within the country from being entrenched by the military, while securing the support of various groups and army leaders alike, to gain the upper hand in the coming clash.



Once ready to deal with the now volatile and unruly military, the Prime Minister will repeal the Peace Preservation Law, which was put in power by the militarists to limit democratic influence in the nation, and remove dissonance from the cabinet. This however, will not go as smoothly as the leaders of the nation may have wished for.



With a civil war not at their hands, the cabinet will have ample opportunity to reshape the army structure and military doctrine to better fit their wishes, and rid themselves of their militaristic opposition. Once the war is over, it is time to hold the nation's first free and open elections since the militarists first started rising to power during the late Taisho era. The outcome will shape how the economy and recovery process evolves, as well as who may be selected as the prime minister the next time the opportunity comes around.



Once democracy is properly back in fashion, the democrats have two main goals. To rapidly modernize Japan and bring it out of the economic slump it finds itself in, and to ensure that democratic principles can reign supreme all over Asia.



This path is by far the strongest when it comes to expanding the industries and research capabilities of the nation, and allows for the ability to choose between rekindling old alliances, or forging new ones.



They do also have the ability to expand their borders in the name of democracy, bringing the ultimate goal of unifying Asia under one government.



[h2]The Unthinkable Option[/h2]
Now with that side of the anti-militarist coin explained, it’s time to discuss the more left leaning elements within Japan, a group sorely dissatisfied with the heavy repression enforced by the militarists and the Thought Police, often being actively hunted and killed whenever found to harbor anti-monarchist ideas. You guessed it, it’s the communists, and though they are by far the smallest and least likely group to emerge victorious in Japan at the time, the circumstances Okada opened up for by opposing the military make this option far from unthinkable.



The first thing that can open up for their return to Japanese politics is if the socialist democrat Isoo Abe is assigned as the interim prime minister who is meant to solve the ongoing crisis. Placing him in charge of the democratic party opens up for the pre-civil war focuses on the left to be taken, in which the beaten but not defeated communist movement in strengthened as an effort by Isoo to build a stronger anti-military coalition, something which may not end up working out for him in the long run.



This will allow the communists to begin building their support among the workers and dissatisfied young officers of the nation, allowing for secret bases, farmers militias and the swaying of certain Kodoha young officers that were pardoned as an attempt to appease them after their attempted coup d’etat when the situation turned south for the civilian government.



When the civil war fires, the communists will not actually support Isoo as he had thought, but seize the opportunity to begin the resolution, sparking a three-sided civil war. During this war, the communists will have to use every page in the anarchist cookbook to deal with their enemies, and engage in sabotage operations and fifth column warfare to deal with their opponents.

Once the war has been won and the dust has settled, it is time to solidify the party’s rule over the nation, and decide which of the major groups within the party will gain the upper hand.



The lecture group is more closely aligned to the ideas of Lenin and Stalin, and will pursue a more centralized approach, building up the idea of a one-party state which will spread the communist ideas to the rest of Asia by force.



Meanwhile, the labor farmer faction takes a more umbrella-movementesque approach to governance, and focuses more on bringing the various socialist factions into the government and focusing on rural reconstruction and development.



Both of these paths share a subbranch relating to the restructuring of a society that has been stuck in imperial and feudal systems for centuries, dealing with the question of the monarchy, the oligarchs who rose to power during the Meiji era, the traitors who sided with the militarists as well as the backwards education system, all culminating in a strong industrial focus that will provide mostly sufficient catch-up to make up for the time they have lost.



Once the nation and its people are sufficiently prepared for war, the time will come to liberate the people of Asia from feudal decadence and imperialist ruin.



Important to note is that none of the Japanese communist factions really liked the Soviet Union at the time, and as such both wish to act as counterweights against their influence in the continent, though going for different approaches on how to deal with foreign powers.

The Lecture Group will try to unify East Asia under one banner by force, attempting to become a Soviet Union that can stand up against not only the USSR to its west and north, but also the Commonwealth and the USA to its south and east.



The Labor-Farmer faction however will attempt to establish puppet government throughout the comintern, adopting a similar playstyle to that of the Greater East Asian Co-Prosperity Sphere, using slightly more subversive tactics in an attempt to liberate Asia for colonialists and imperialists.



[h2]Final Teasers[/h2]
Now that I am done showcasing what will be coming in terms of new focuses branches for Japan, I will leave you with some teasers of characters you may encounter on your travels across Japan.



Oh and not to mention, of course Japan is getting new 3D models and equipment!



And with that concludes today's dev diary, the final one showcasing Japan before you get your hands on it in the near future! I thank you all for taking your time reading this, and hope you have fun playing as Japan, even if you may have to fight a land war in Asia.

Developer Diary | Historical Japan

[p] Kon'nichiwa! Hello and welcome to Japan’s proper Dev Diary where we, I, PDX_Danne, and D3vil, will be talking about what’s new for historical Japan in the upcoming DLC, No Compromise, No Surrender. We’ve already touched on a lot of this in our Dev Corner, but we’ll go a lot more in-depth this time around. Let’s get right into it, shall we?

[/p][h2]Historical Recap[/h2][p]I think it’s worthwhile to start with a quick historical recap of where Japan found itself in early 1936, since this will inform a lot of our design decisions we’ll be discussing. Even though Japan had fought on the Allies’ side during WW1 and had received German territory throughout the Pacific, they never felt like they were treated as equals by the Western Great Powers. This, together with the lesson that wars could only be fought and won through total war, as well as the lack of natural resources in Japan, was part of the reason why a belief in militarism took hold and grew stronger in the nation. This would hit a boiling point in the 1930s and would lead to Japan’s invasion of Manchuria in 1931, as well as the Second Sino-Japanese War in 1937, where part of the Japanese army invaded China on their own accord, and the civilian government couldn’t stop them from doing so. In fact, the army and navy were the ones coercing the government, and even assassinated ministers and prime ministers whenever these would become too inconvenient for the military. It’s safe to say that the political (and military) situation was a total and utter mess, because not only were the army and navy busy with pushing the civilian government around - they had a fierce rivalry going on between themselves too. This would lead to a lack of coordination, and both a waste of and a struggle for resources. Ok, that’s a lot of…. Lore dumping - but it hopefully provides you with a background check and an understanding of where Japan stands in 1936. Speaking of, let’s take a closer look at the 1936 Bookmark for Japan!

So many new things! New Focuses, new National Spirits, a new Country Leader, and a different Ideology

Well, that’s intriguing, isn’t it? Let’s find out what all of this means.

The Political Situation in Japan 1936

The reason why Japan starts out as Non-aligned now is because they were actually a Democratic nation with free elections in early 1936, but they were rapidly pulled towards authoritarianism in the starting months and coming years. We considered having them start out as Democratic and then switch to Non-aligned, and then end up as Fascist as you progressed through the Focus Tree, but there wasn’t much to be gained game-mechanically by doing this. Therefore, they will adopt fascism as their national ideology with the formation of a true one-party state in the early 40s. Now, let’s move on to the new, shiny National Spirits!

There is plenty to unpack here. As you might have noticed, the Imperial Army looks a bit different from other National Spirits as it’s kind of split in two parts: The Japanese Armor Doctrine at the top and the rest of the modifiers below. This kind of thing has been made possible with last year's DLC Götterdämmerung, and we’re using it here to differentiate armor-related modifiers from the rest of the army modifiers. The reason being that Japanese tanks had started to lag behind Western ones in terms of armor, firepower, and technology. Looking beyond that, at Japan’s overall tactics, they relied heavily on surprise attacks - on hitting hard and hitting fast - and found it disgraceful to ever retreat. But perhaps their biggest weakness was logistics - both on land and sea. All of these factors contributed to why Japan eventually got stuck deep in China and couldn’t push further inland.

The Japanese naval doctrine was all about Kantai Kessen, the decisive battle, where they sought to have one big sea battle to settle the dominance over the seas. This led to a very aggressive approach to all things navy (well, military really, since the army had a similar mindset), so much so that they designed and built their ships with enough firepower to make them top-heavy and suffered from accidents and damage because of this. This also resulted in an inability to detect the USA’s submarines and protect the all-important naval convoys shipping resources, food, and materiel all across the Empire. What they excelled at, on the other hand, was torpedoes.

Historically, Japan had two different air forces; the army’s and the navy’s - and they would guard any technological advancement jealously from one another (yeah, their inter-servis rivalry was intense). In the game, we bundled both of them into one National Spirit; Army and Naval Air Services, but once again we can see that this Spirit is also split in two with the Separate Air Services research debuff and the rest of the modifiers. Japan probably had the best carrier air wings at the beginning of the game, but also suffered immensely later on when they started to lose pilots at a rapid pace because their training was so rigorous. This meant that they couldn’t replenish their losses fast enough, but had to use untrained pilots.

Japan had industrialized at a never-before-seen pace in the late 1900s, frantically trying to catch up with the West. And while they achieved something truly impressive with their rapid industrialization, they never really got on the same level as the other major powers. The biggest issue facing Japanese industries was the lack of natural resources within the home islands - and the reason why the military wanted to expand and acquire these through aggressive means.

Japan suffered from political infighting between various factions and unchecked military aspirations during this period. The inter-service rivalry between the army and the navy is reflected in the Imperial Influence, where both are vying for influence and the limited resources Japan possesses; if one faction gains influence over the other, it’ll produce its equipment at a cheaper cost, while the opposing faction will face more expensive production costs. But there are two other factions that’s struggling to attain the Emperor’s attention; the industrial Zaibatsus and the civilian government.

Ok, so why didn’t we use the Balance of Power to simulate the inter-service rivalry between the army and the navy? It’s perfect for that purpose, after all. And it is - if that’s all you want to simulate. But we’re trying to showcase more of the messed-up political situation that was going on in Japan during this time, so instead of having two different BoP mechanics you have to keep track of, we smashed them all into one and placed it in the middle of the Focus Tree.

[/p][h3]Imperial Influence[/h3][p]The four stages of Influence

If you work with the various factions within the Imperial Influence, they can be of great assistance to you and your ambitions, but you will have to pick and choose which one(s) you support - and when. There are four levels of influence a faction can be at; Subdued being the lowest, and then rising to Meddling, Influential, and then Dominating at the very top of the hierarchy - each stage giving you different modifiers (and changing the frame around the factions’ icon in the inlay window, as seen above). There can only be one Dominating faction at any given time, and only two Influential factions at the same time.

All of this means that you can focus your attention on a specific thing to make it more effective; the Army faction and Navy Faction will decrease production costs towards their respective equipment, while the Zaibatsu faction will increase Civilian factory and Infrastructure Construction Speed, and the Civic Faction will increase your Political Power and reduce the cost for changing Trade Laws.

Due to their inter-service rivalry, the Army and Naval Factions are the only ones that directly affect each other; as long as they are on the same level, they will suffer slight Production Cost maluses, while if one of them rises above the other one, the more influential of them will gain bonuses towards its Production Costs, while the other one receives even more severe maluses. This means you can start out supporting the army by building lots of infantry and artillery equipment before and during its invasion of China, before pivoting to support the navy and building up a strong fleet to face off against the allies.

The level of Influence within the Imperial Influence not only determines the bonuses for each Faction, but it will also determine if you can take certain Focuses or not:

The Influence level can also boost the rewards you get from some focuses. So, how do you go about increasing (or decreasing, for that matter) the level of a faction? This can be done by completing focuses or by simply spending some Political Power and either Endorse or Suppress a Faction within the Imperial Influence inlay window.


If a faction becomes influential enough, they will also start to send Demands. If you complete these Demands, they will gain additional influence, but if you fail, they will lose it instead. If you’ve played historical Italy you should be familiar with the “Missiolinis”, where Mussolini will want to do certain things, you have a pretty good idea of what the Faction Demands are all about.

With that out of the way, it’s high time we take a look at the actual meat and bones of this Dev Diary; the Focus Tree! And let’s start with:

[/p][h3]Industry[/h3][p]The Industrial Branch for Japan

Here, you can choose to focus on your colonial possessions and subjects, or on the home islands.

The Ministry of Colonial Affairs sub-branch is all about building up your puppet Manchukuo and your colonies throughout the Pacific with Civilian and Military Factories, Dams, Infrastructure, and Resource Prospecting - all the while helping your own economy.

When developing the home islands, you first have to choose between Continue Takahashi Korekiyo’s Policies or Increase Armament Spending. And after that, you get to approach one (or all four) of the Big Zaibatsus, industrial conglomerates - each one unlocking at least an Industrial Concern.

The Fund the RIKEN Institute has one of those effects we talked about above, where if the Zaibatsu Faction is at least Influential within the Imperial Influence, you gain a Nuclear Research facility - pretty fancy if you ask me.

With the last focus in the branch, the Resource Security, you transform your Early Industrialization Efforts to The Economic Miracle - but it comes with hefty requirements:

There are also a lot of new Industrial Concerns and MIOs - why don’t we have a look at them? Just a quick sneak peek ;)

We’ve talked about how to build up your industry now - but why is that so important? Well, because you need a strong industrial backbone if you want to be successful in waging wars. Speaking of, let’s talk about…

[/p][h3]Military[/h3][p]The Japanese military, from the army to the navy, was more or less all about striking hard and striking fast. The army focused on fast-moving and mobile infantry units, intended to win quick wars, while the navy followed the Kantai Kessen, the decisive battle way of thinking - where they aimed to knock out an enemy navy (*cough*USA*cough*) in one single battle. The military branches, therefore, all start with The Imperial Defense Plan, which grants National Spirits if you declare war on countries that meet a specific goal:

With that focus out of the way, you can progress down the individual branches of the military.

[/p][h3]Army[/h3][p]Almost from the get-go, you have a choice to make when going down the Army Branch; do you embrace tank superiority and Reform the Army, or do you accept the supremacy of Will and Rely on Infantry Offensives? Either choice will boost your research for and usage of armor or infantry and artillery equipment, letting you lean into those categories further and streamline your army and doctrines.

The Imperial Army’s National Spirit after specializing in tanks, infantry, and artillery, respectively

During WW2, the idea of Bushido (a moral code and lifestyle for samurai) became very prevalent, and with Instill the Spirit of Bushido, you’ll rally the army and unlock the Grand banzai Charge Tactic.

The final important decisions you’ll have to make are probably dependent on how the war is going; will you Pivot Towards Defensive Measures, or Strengthen the Supply Lines?

Having looked over Japan’s ground forces, it’s time to look up at the sky, and the….

[/p][h3]Air Force[/h3][p]Rejoice, all Japan players, for no longer do you have to choose between the Zero or the Yamato! You can now, as the second focus in the Army and Naval Air Service Air Force branch, choose to develop the Zero with the Develop New Fighters and then make it even better by completing the 7075 Aluminum Alloy.

As you move into China, it might also be wise to invest in your bombers so you can truly take advantage of your almost guaranteed air supremacy to research Modern Bombers. After that, you can also lay the groundwork for a successful strike of Pearl Harbor and Improve the Type 91 Aerial Torpedo (which was specifically designed for shallow harbours).

Once you’re at war, you can Invest in Aerial Escorts before deciding if you want Sturdy Aircraft with better defenses, but less range, or Long Operational Range but less defenses - and if you choose to focus on this, you can also develop the Z Bomber Project (a programme similar to Germany’s Amerikabomber with the aim to bomb New York).

Having finished that, you can Unify the Air Forces under the same organization, effectivizing the organization and getting rid of those damn maluses.

Now, let us turn our gaze towards the rolling waves at the horizon and to the….

[/p][h3]Navy[/h3][p]Before choosing what you want to focus your navy on, you can Expand the Navy’s Technical Department to gain some nice tech bonuses, and/or Prepare the Southern Fronts to improve your naval invasions of South East Asia for when that time comes around - both should be quite helpful though.

After that, it’s time to make a pivotal decision regarding your navy; do you want to Focus on Aircraft Carriers, take a Balanced Naval Approach, or go for the Battleship Initiative? Either one of them should help you lean into a specific playstyle. This decision will also dictate which of the following focuses you can take.

Depending on what you decide to focus on, the Naval Armaments Program will give you different things:

And with that, we’ve come to the conclusion of the Common Branches, and it’s time to take a look at what Japan’s politics has to offer!

[/p][h3]Historical[/h3][p]Hello again, it’s me D3vil here to bring you Japan’s political branches accessible to the historical path.

So to reiterate a bit of what was told back in the dev corner, all political paths in the Japanese tree start with the Kodoha preparing for their attempted coup d’etat, in order to replace the decadent government and return to Japanese tradition. Before they can do this however, one of their leaders needs to be let out of house arrest while his trial is happening, giving you a small buffer to prepare.

When the coup fires, the outcome you choose affects which path you go down, automatically completing the first choice of mutually exclusive political focuses, leading you down the historical, Kodoha or anti-military (which later becomes democratic or communist) paths, which all start out as locked until the attempted coup occurs. Choosing the option for the military to crack down on the Kodoha leads into the historical path.


The first thing to note is that the historical political tree shares its foreign policy branch with the Kodoha path. The branch is divided into three distinct subbranches, from left to right being about northern expansion, southern expansion as well as western and chinese affairs.


Strike north and south are no longer mutually exclusive things, but do instead have certain requirements of time gone in between going down them, or naval and army factions respectively holding a certain amount of influence. Another thing these branches allow for is more dynamic operations against and occupations of the enemies, such as allowing you to perform a raid against the US base in Pearl Harbor.


As was briefly shown in the dev corner, another change for Japan is that now, instead of always having full control of when or even if to go into China, they depending on the branch they are going down might have to start a war whether they like it or not, as the Kwantung Army is always seeking new opportunities to expand their zone of control. This means that, though you can choose to delay or start it early, historical Japan cannot avoid an oncoming conflict with China.


Some focuses can however increase or decrease the time for this intervention into China to happen, such as seeking temporary peace accords or reinforcing the East Hebei Garrison, giving more strength to the autonomous Kwantung Army.


Of course these wars aren’t the only thing these branches allow you to do, as they open up the possibility to coerce and occupy other parts of Asia as well, and allow for new strategies to be developed.


But that’s enough yapping about the foreign policy branch for now, as it’s time to move on to the internal politics branch for historical Japan. Important to note is that, though quite a few historical prime ministers are represented as country leaders in the game and the emperor is represented as a different role, some have been omitted in order to stick to the parts that would make the gameplay more interesting. The first change is when Okada steps down, and Hirota takes over to sign the military minister's attache system back into law, in an effort to appease the military.


This leads down into the early political turmoil, which starts off when some civilian ministers decide to stand up against the growing military dominance.


This gives two options, to either support the civilian cabinet after this debacle, choosing to appoint Hirota’s designated successor Ugaki as the new prime minister when he steps down, or to take the historical approach and favour the military, leading to Senjuro Hayashi’s cabinet which rapidly destroys itself in an effort to increase authoritarianism in the nation.


This also presents Japan with its first choice of factions, which can later down the line be reformed into the Greater East Asian Co-Prosperity Sphere.


Further down, Japan can adopt a more totalitarian approach, adopting fascism as its ruling ideology and signing the tripartite pact with Germany and Italy. Doing this unlocks the GEACPS subbranch, which allows for the exploitation and development of your newfound Asian subjects.


In the bottom part of the tree comes the main and final choice for which person to lead Japan during the later stages of its war efforts and the zenith of its conquests. Here, depending on the strength of the internal factions, you will be able to choose either Tojo or Yamamoto, or have the Emperor step in and take command of the Taisei Yokusankai directly.


This bottom section is about steering and aiding any potential war efforts you may have, be it by requisitioning materials or producing propaganda.


In the end, depending on how the wars are progressing, you may be able to either proclaim the creation of the eternal empire, or do all in your power to stop the rapid collapse of the state.


And with that, the historical part of the tree has been shown off to the world. Thank you for reading, thank you for all your feedback in our Dev corners, and hope to see you for the alt-history section in the coming weeks.
[/p]

Developer Diary | Doctrines

Hello! I am Jack, a recent Game Designer addition to the HoI IV team. I’ve been given the exciting privilege of presenting you with a feature/system rework: Doctrines.

Doctrines as a system has existed more or less untouched since the original release of the game, so when I was given the chance to rework and expand this system, I eagerly sank my teeth into it. Naturally, none of this could be possible without the most excellent help and input from my fellow designers; with very special thanks given to Zwirbaum (Tomasz), who has graciously listened to my questions and concerns, along with being a stalwart protector against frankly insane balance changes. Additionally, our beta testers have been a great help in preparing this.

The rework as presented still has some Work In Progress parts to it, so I would like to caution readers that things in here might still change to some degree by the time we release. A lot of changes and work have already gone into this, but it carries many small moving parts, with feedback constantly being factored in.

The intention of the Doctrine rework is to give players a more intentional gameplay experience when it comes to modifying and applying your armed forces. Instead of a single doctrine tree, we’re looking at something you build up and enhance over time by using your armies and equipment practically; namely, you should strive to put units in divisions, on the map, and use them in combat situations to actually upgrade their abilities. Free lunch is a figment of most of our imaginations, after all. Additionally, we want to give players more opportunities to play around and experiment with different division designs and their approaches to strategies in general.

Let’s get into the gritty of it! Behold, your new doctrine screen:

That does look a bit sad and empty, like a Swedish winter. Follow me along as we fill it up during this dev diary! (Not the winter. That’ll never be fixed)

[h2]Grand Doctrines & Subdoctrines[/h2]
The most obvious change for returning players will be the new Doctrine tab, along with a split, in what we’ve chosen to call Grand Doctrines and subdoctrines. The design and flavour intention of the split is basically to have a Grand Doctrine that encompasses your intention for the kind of warfare you wish to pursue, further supplemented by discrete improvements to units through the use of subdoctrines. Subdoctrines are the newer, more special part here, being tailored around choosing which units to enhance.

In the new hierarchy, if you’re not playing a nation that starts with a Grand Doctrine assigned, that is what you will select first.



Ah, now it’s starting to look like something. Through picking our grand doctrine, we get a chance to see what Tracks we have available, to further customize our doctrinal interests.

[h3]Category Tracks[/h3]


Subdoctrines are chosen by category, or Tracks. Each doctrine folder is associated with a set of tracks, in the case of Land Doctrines, these are “Infantry” “Combat Support & Artillery”, “Armor” & Operations. Rejoice, as you can choose one subdoctrine per track (and modders rejoice, the system supports an arbitrary amount of tracks). Assigning both grand doctrines and subdoctrines will cost you army xp, and some bonuses associated with the doctrines are unlocked immediately. You might however notice that not all bonuses are given at once. I mentioned that the doctrines build up and enhance over time, so how does that happen?


[h3]Mastery & Mastery Levels[/h3]


As an addition, or a side, to Army XP, we’re introducing a new concept known as Doctrine Mastery or simply Mastery for short. Mastery is a type of practical experience gained by using units directly. They’re also split per track, so you have to use units related to your subdoctrines to actually keep gaining mastery.


The primary way would be to include units in combat directly, but you can additionally gain smaller amounts through unit training, using military attachés, and through faction sharing. Because of updates to the way doctrines are handled, you might also find mastery bonuses lurking in focus trees and decisions. By default, each track is associated with a certain set of mastery-generating units, but this can be overridden per subdoctrine.



Mastery is essentially handled by way of deployed manpower in combat, where there are diminishing returns to mastery gain after a certain amount of deployed manpower is used in combat. We’ve done this especially to make sure minor nations, or nations with overall small armies don’t get left behind completely. Generally however, you should expect majors and large armies to be able to gain mastery a bit faster.

The system supports an arbitrary set of mastery points to reach per level, but you will find that most in-game doctrines require a similar amount; it keeps things a bit more digestible. For each mastery level you attain in a doctrine, you gain further bonuses to your units as you progress down the tree.

[h3]Mastery Banking[/h3]
And of course, additionally, mastery can be stored even without a subdoctrine (to an extent), or if you have one fully mastered already, so that you don’t necessarily lose out on using troops before you can actually invest in subdoctrines.



[h3]Milestones[/h3]
Completing doctrine tracks will be in your interest, not only for your own bonuses, but it is also how you enhance your Grand Doctrine. Each track is associated with a Milestone, which gives bonuses directly related to your grand doctrine. Some of these bonuses occasionally show up in a subdoctrine too, so keen players can probably find some interesting stacks. As a brief example, mobile warfare - nominally associated with planning speed - has some of those improvements nested in their milestone upgrades. Be careful though, as replacing a completed subdoctrine will also deny you the milestone. In a similar fashion, replacing a grand doctrine can be expensive to do late game, as it means you’re also wiping progress on your existing subdoctrines.



And finally we arrive at a fully fleshed out land doctrine screen (There are of course air and naval doctrines too). We have filled up our four tracks with various subdoctrines, all progressing towards their final rewards, along with an unlocked milestone to our Grand Doctrine.



[h3]The Officer Corps Window[/h3]
As part of the upgrade there are also changes to the officer corps window and the doctrine representation. The doctrine icon changes in small fashions as you unlock and reach new reward levels in your chosen tracks. Additionally, there’ll be small event ticks notifying you when you reach a new reward level in a doctrine.

[h3]Smaller Updates: Army Spirits[/h3]
With these encompassing changes, we’re also doing some updates on army spirits. Like milestones, we will tie them to the completion of certain subdoctrines. This is done partially in order to keep some of them connected to doctrines like before, but also to give a bit more which each subdoctrine picked. Army spirits as such are based on completing a subdoctrine track; but once they’re unlocked, you can still have them adopted even if you change subdoctrines, making them more akin to actual army traditions. Also, since the changes to how doctrines work messes with army/navy/air XP use, having additional sinks for those currencies are certainly welcome. So for example, completing “Mobile Infantry”, an infantry subdoctrine, might unlock the Bayonet Strength spirit.

This rework might drop a bit as a surprise, but I hope it feels like a pleasant and positive one! There's still a ways to go, so I hope you’ll excuse me while I do my dark bidding in the scripts. I’ll be around for any questions and concerns you might have. Until next time!

Steam Autumn Sale!

[p]Generals!

The Steam Autumn Sale is live now and you know the drill! The Quartermasters at Steam have leveraged more deals for you all, whether its to fill out your collection, or to grab something for a friend.

Also, Man the Guns is free, so make sure to pick it up!

[/p][h3]BASE GAME[/h3][p]Hearts of Iron IV - 70% off Hearts of Iron IV: Starter Edition - 70% off

[/p][h3]Expansions[/h3][p]Hearts of Iron IV: Götterdämmerung 20% off Hearts of Iron IV: Arms Against Tyranny 30% off
Hearts of Iron IV: By Blood Alone 30% off Hearts of Iron IV: No Step Back 30% off Hearts of Iron IV: La Résistance 50% off Hearts of Iron IV: Man the Guns Free

[/p][h3]Country Packs[/h3][p]Hearts of Iron IV: Battle for the Bosporus 50% off Hearts of Iron IV: Trial of Allegiance 30% off
Hearts of Iron IV: Graveyard of Empires 20% off

[/p][h3]Music & Unit Packs[/h3][p]Hearts of Iron IV: Prototype Vehicles 20% off Hearts of Iron IV: Songs of the Eastern Front 50% off Hearts of Iron IV: Eastern Front Planes 50% off Hearts of Iron IV: Allied Speeches 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 50% off Hearts of Iron IV: Axis Armor 50% off[/p]