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Hearts of Iron IV - The Ultimate WWII Strategy Game

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Sweet jeesus...
As you can see, a few things have changed:
Initial War Support has been significantly reduced, aiming at making it a bit harder to get to War Economy super early on, something that the Soviet Union was not really ready to do in 1936.
Stalin has finally got a trait (and as you’ll see, this is not the only trait he’ll be getting).
There are far more starting National Spirits than before, we will take a look at them later, but the first two of them you might recognize: Home of the Revolution and Trotskyite Plot?
03A%20Home%20of%20Revolution%20NS.png

03B Trotskyite Plot.png

04A Yagoda.png
ManoDeZombi · Aug 4, 2021 at 15:00

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04A%20Yagoda.png

04B Yezhov.png
04C Beriya.png

ManoDeZombi · Aug 4, 2021 at 15:00

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04C%20Beriya.png


The advisor roster has been greatly expanded, these are the advisors available to Stalin in the early stages (unless he goes too wild with the purges).
05 Stalin Advisors.png
06A Marshals.png

ManoDeZombi · Aug 4, 2021 at 15:00

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06A%20Marshals.png

06B Primakov and Kulik.png
07 FULL HISTORICAL.png

ManoDeZombi · Aug 4, 2021 at 15:00

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07%20FULL%20HISTORICAL.png

Kinda wide and populated, yes? Well, our main goal with this rework was to offer a more flavorful and historically-accurate experience, while presenting the player with an ample variety of options (both historical and not-so-historical-but-still-plausible) to go for in every different area, just as the largest country in the world deserves!
In terms of gameplay, there are lots of short focuses in this tree, however you will never be able to complete all the focuses in all branches (unless you play until very, very late in-game). You will have to choose your strategy and pick the focuses and branches that will be key for your success in the campaign.

Let’s start talking about the industrial branch.
08%20Industrial%20Branch.png



During the first years of Soviet rule, the economic and industrial development basically consisted of recovering the formerly rural-agricultural Russian economy from the devastation of the Civil War. From 1921 to 1928, the USSR pursued the New Economic Policy (replacing the policy of War Communism, which had led to the decline of the national economy). During the time of the NEP parts of the means of production (light industry, food industry, etc.) was largely in private hands, while the state controlled the heavy industry, transport, banks and international trade.
However, during the Stalinist era, the primary goal was the establishment of an industrial base in the country, and during the late 1920s measures were taken again against the kulaks, initiating the collapse of the NEP. In 1928 the implementation of the First Five Year Plan began, followed by a forced industrialization and collectivization.

As you might guess, the main feature of the Soviet industrial branch is the Five Year Plans:
You start with a National Spirit representing the Second Five Year Plan (1933-1937), this plan was characterized by a harsh collectivization and a major advance in industrialization and infrastructure. However, the hectic pace of this industrialization and the lack of qualified personnel often resulted in high accident rates (meaning frequent losses in lives and expensive material) and, overall, low efficiency.
09%20FYP%20NS.png



As you complete focuses on the Five Year Plan branch, your National Spirit will evolve, representing the Third Five Year Plan (1938-”1942”, the plan was of course ruined in 1941 after Barbarossa). This plan initially emphasized the need of increasing quality in production and resource extraction. However, with tensions in Europe growing at an alarming rate, the plan soon started to gradually focus on defense and military production.

This is represented in game by the possibility of specializing your Third Five Year Plan, you can focus on increasing the efficiency of your factories in the long term, or you can shift the focus to start boosting armament production as soon as possible. As you might have noticed, the focuses in the centre are all resource-related.
10A%20FYP%20Generic.png

10B FYP Civilian.png
10C FYP Military.png

ManoDeZombi · Aug 4, 2021 at 15:00

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10C%20FYP%20Military.png


As I’ve mentioned, the Third Five Year Plan was ruined after Barbarossa, so how is that represented in HOI?
Well, all the focuses related to the Third Five Year Plan (the ones inside the red boxes below) will get locked forever once the Soviet Union gets dragged into a war against a major country, meaning that once the Great Patriotic War starts, the Third Five Year Plan goes to hell, forever. You will keep your current national spirit with all its bonuses, but you won’t be able to progress any further in this part of the branch.
11A Third FYP Focuses.png
11B%20Third%20FYP%20Tooltip.png



But fear not, that’s not the end of the Five Year Plans. If you manage to survive and defeat your enemies, and right after the peace conference against the enemy that ruined your five year plan, Restoration and Development will be automatically completed for you, not only granting temporary bonuses for repairing and rebuilding your (potentially) devastated industry and infrastructure, with a cost in consumer goods, but also unlocking access to the Fourth Five Year Plan and the final focuses in the industrial branch. The Fourth Five Year Plan (1946-1950) was focused around the reconstruction and economic development of the country.
12A%20Restoration%20and%20Development.png

12B Fourth FYP.png
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12B%20Fourth%20FYP.png


The focuses below the Fourth Five Year Plan are late-game focuses aiming to provide interesting things to do and goals to achieve if you decide to continue playing after the main war (or if you manage to have an independent war against another major while world war 2 is raging elsewhere).

The COMECON was an economic organization, founded in 1949 by countries from the Eastern Bloc, and led by the Soviet Union. Once you complete the focus Found the COMECON (presumably earlier than 1949), a small decision system will be unlocked, aimed at aiding your allies (usually at your expense) in order to boost their military and industry so that they keep the pace in the potential wars to come.
13A COMECON Focus.png
13B COMECON Decisions.png

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13B%20COMECON%20Decisions.png


To the right of the Five Year Plan focuses, we have a choice to make: train National Specialists or rely on Foreign Experts. The first will significantly improve the national designers, which are now slightly weaker at game start. The latter will unlock the Gosproyektstroy.
14A National vs Foreign.png
14B Gosproyektstroy.png

ManoDeZombi · Aug 4, 2021 at 15:00

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14B%20Gosproyektstroy.png


The Gosproyektstroy was a State Design and Construction Bureau set up in 1930 following an agreement with the "Architect of Detroit" (Albert Kahn), by which American architects became consultors for all industrial construction in the Soviet Union in the early 30s. This is one of many cases in which the USSR concluded agreements with foreign companies, mainly American (Ford, General Electric...) and German (Krupp, Borsig...) to carry out industrialization during the years of the first five-year plan.

In HOI, you can bring back the project, represented by a construction designer that will provide no research bonus (you’re relying on foreigners, after all) but that can, however, be improved by bringing foreign experts, boosting your production in the long term. Each country will grant different bonuses, Germany will give a bonus to efficiency growth, the USA will grant an efficiency cap bonus and Japan will boost your starting efficiency, for example. All of them will also grant a License Production Cost bonus (atm it’s shown as that amazing “None: +0.75” in the pic below ).
15 Gosproyektstroy Decisions.png
16 Academy of Sciences Soviet.png

ManoDeZombi · Aug 4, 2021 at 15:00

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16%20Academy%20of%20Sciences%20Soviet.png


The first focus (The USSR Academy of Sciences) will grant you a research slot and a small bonus (1%) to research speed.The second focus will allow you to build more academies of sciences in the Soviet republics, both in integrated (not-released) republics and in puppeted republics, for an extra 1% research speed each and, if built on a puppeted republic, then it will also boost your puppet’s research, now that’s a win-win if I’ve ever seen one.
17A Academy of Sciences Puppet.png
ManoDeZombi · Aug 4, 2021 at 15:00

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17A%20Academy%20of%20Sciences%20Puppet.png
17B Academy of Sciences Integrated.png
ManoDeZombi · Aug 4, 2021 at 15:00

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17B%20Academy%20of%20Sciences%20Integrated.png


Moving on to the Airforce branch.
18 Airforce Branch.png
19%20Airforce%20NS.png



Throughout the Airforce branch, you will be able to fix most of these penalties and get some bonuses too. You will not be able to remove all of those penalties though, since you will eventually have to choose between production or pilot training: the left part of the branch aims at improving aircraft production (more planes, better planes), while the right is focused on getting skilled aviators from among flying clubs, and training men and women alike to become competent army pilots, culminating with the three all-female aviation regiments formed by Marina Raskova (they come with aces and everything!).
20 Female Aces.png
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20%20Female%20Aces.png


And it’s time to talk about the Soviet Navy!
21 Navy Branch.png
22 Naval Bases.png

ManoDeZombi · Aug 4, 2021 at 15:00

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22%20Naval%20Bases.png


You can then Expand Shipbuilding Plants to get a significant amount of dockyards, based on the naval bases you previously reinforced.
23 Shipbuilding.png
24 Red Fleet NS.png

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24%20Red%20Fleet%20NS.png


This national spirit will be further improved in the focuses below, based on your choice between surface or submarine warfare. Most of them will provide some navy experience, tech research bonus and production cost reduction for the appropriate type of ship.
25 Surface Warfare.png
26 Cruiser Submarines.png

ManoDeZombi · Aug 4, 2021 at 15:00

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26%20Cruiser%20Submarines.png


Similarly, Expand the Morskaya Aviatsiya will grant you bonuses for carriers and navy aircraft, while also adding a carrier to your production line.
27 Carriers.png
28 Army Branch.png

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28%20Army%20Branch.png


There are three branches here really, one for Military Industry, one for Defense, and one for the Army. Let’s start with the Military Industry, to the left.
29 Military Industry.png
30 SU 122.png
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30%20SU%20122.png
31 SU 100.png
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31%20SU%20100.png
32 T 34.png
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32%20T%2034.png


Development of Tankograd will make it cheaper for you to edit tank templates, while also building military factories in heavily industrialized states in the Urals and to the East.
33 Tankograd.png
34 Merge Tank.png

ManoDeZombi · Aug 4, 2021 at 15:00

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34%20Merge%20Tank.png

35 Merge Naval.png
36 Merge Aircraft.png

ManoDeZombi · Aug 4, 2021 at 15:00

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36%20Merge%20Aircraft.png


Well, during my research for Soviet designers, I was amazed by the sheer complexity of just keeping track of a single designer candidate during HOI’s timeline, since many plants were repeatedly renamed (or re-designated), merged or split into different bureaus (which were also frequently renamed, merged and split themselves). Sometimes plants or entire bureaus were merged into even bigger agencies, and other times a plant would just be merged into a nearby, bigger plant to focus on the R&D aspects of it, for example.
Last but not least, we have the evacuation of entire plants from West to East carried out by the Soviets shortly before Barbarossa and of course during the war, which often resulted in more merging, renaming, and repurposing of plants.
So, in the face of all this industry reassignment frenzy and plant renaming festival I thought: why not just embrace this chaos and make something out of it for HOI?

These focuses will unlock decisions to merge different plants into your active designers, providing them with many different small bonuses. All these plants are real, although not all of them were actually merged into a bureau or into another plant.

37 Merge Plant Decisions.png
38B%20Materiel%20Plant.png

38C Aircraft Plant.png
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38C%20Aircraft%20Plant.png

38D Naval Plant.png
38D Tank Designers.png

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38D%20Tank%20Designers.png

38E Naval Designers.png
39 Batteries.png

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39%20Batteries.png


Further down the tree, we have Leningrad Polytechnical Institute, which will grant you your 5th research slot, The Road of life and the Soviet Atomic Bomb Project.
40 Final Defense Focuses.png
41A Atomic Bomb Focus.png

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41A%20Atomic%20Bomb%20Focus.png

41B Atomic Bomb Success.png
41C%20Atomic%20Operative.png



Now let’s talk about the army branch.
42 Army Branch.png
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42%20Army%20Branch.png


The Army Branch is one of the most important ones in the tree, and it has a lot of content related to it, so let’s focus on the key aspects of it, starting with the initial National Spirits.

The Military was highly politicized, making it dangerously inefficient, even though political discussions (and indoctrination) among the troops also had its benefits for the Party. Politicized Military can be improved further down the branch.
43%20Politicized%20Army.png



As you can see below, The Red Army has a lot of red modifiers, how fitting, right?
Well, no worries, most of the focuses in this branch will deal with those red modifiers, gradually putting your unreliable army in very good shape.
44%20The%20Red%20Army.png



Once you Strengthen the Mobilization Plan for some manpower and mobilization speed, you will be faced with a decision to make: Restore Cossack Units or opt for Cohesion First.

After the Russian Civil War, Cossack troops were disbanded, since many of them sided with the white movement. However, in 1936, the restrictions on conscription of Cossacks for the Red Army were lifted and some cavalry divisions received the status of Cossack Divisions. The wearing of the previously prohibited Cossack uniform was also restored (although it would only last for a few years), and in this uniform walked the Cossack units in their first military parade as part of the Red Army in 1937, and later on at the Victory Parade on June 24, 1945.

In-game, Restore Cossack Units will grant you small bonuses to cavalry, a new general and a few divisions, including a new Cossack cavalry template. To be fair, this template is inspired by the composition of cavalry divisions (not necessarily Cossacks) later on, around 1941, but I really wanted to offer the player an interesting cavalry template from which to work on.
45B Cossack General.png
45A Cossack Template.png

ManoDeZombi · Aug 4, 2021 at 15:00

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45A%20Cossack%20Template.png


Cohesion First will instead boost your division organization, in exchange for some extra training time.
46 Cohesion First.png
47A Rehabilitated Military.png

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47A%20Rehabilitated%20Military.png

47B Military Reorganization.png
48A Desperate Measures.png

ManoDeZombi · Aug 4, 2021 at 15:00

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48A%20Desperate%20Measures.png

48B Desperate Measures Decisions.png
49A Lessons of War.png

ManoDeZombi · Aug 4, 2021 at 15:00

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49A%20Lessons%20of%20War.png

49B Lessons of War Decisions.png
50 Penal Battalions.png
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50%20Penal%20Battalions.png


Partisan activity in occupied Soviet territory (especially Ukraine and Belarus) was impressively high and played a role perhaps not very decisive but definitely important to the overall war effort. Organization of the Partisans will give you a set of tools to increase partisan activity, disrupt enemy supply and hinder enemy offensives, including a related historical operative and an extra operative slot for him. It will also come with a couple of partisan Generals that can prove to be very useful.
51A Partisan Focus.png
51B Partisan People.png

ManoDeZombi · Aug 4, 2021 at 15:00

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Once you have carried out the military reorganization and learned your lessons of war, you may choose what to do with your Political Commissars:
Keep Commissars Organization means that political commissars will continue playing the role of “second commander” within the military units.
You can instead Swap to Political Advisors, and try to increase efficiency by subordinating political officers to commanding officers, allowing for more freedom in the military command chain while the new role of political advisor focuses more on morale-related functions.
52A Keep Commissars.png
52B Political Advisors.png

ManoDeZombi · Aug 4, 2021 at 15:00

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The Glory of the Red Army will make it easier for you to unlock those last doctrines remaining and field more special forces divisions. It will also unlock a Soviet-specific improved version of the Blitz Tactic, as well as a new General: I read a lot about General Rybalko in various different sources during my research, and I feel that he deserves a place in the Soviet Generals roster.
53B Rybalko.png
54 Internal Affairs Branch.png

ManoDeZombi · Aug 4, 2021 at 15:00

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In this branch you will be introduced to the new Propaganda Campaigns system, unlocked by the focus Expand the Agitprop. As you probably know, propaganda was a very important tool that the Soviet Union used extensively through media, books, films, theatre, etc. The use of propaganda was far from being Soviet-specific but, truth be told, Soviet propaganda was very characteristic.
55%20Propaganda%20Intro.png



Propaganda Campaigns are a decision-driven system, full of new and, imho, very cool art coming from real Soviet propaganda posters. The system has three slots that will allow you to activate up to three different propaganda campaigns at a time, from among a total of 24 campaigns.
Each campaign will grant certain bonuses for a duration of 6 months upon activation, after which the campaign will finish and the slot will become available again. Every time you activate a specific campaign, its cost will increase. There is also a cooldown for the propaganda campaign to be available again, so that you cannot activate the same campaign twice in a row.

However you will not start with all these slots and campaigns available at once, Expand the Agitprop will unlock the system with a limited number of campaigns (both military and non-military) and only one poster slot. You will get extra slots in the focuses right below Expand the Agitprop, and different campaigns will be gradually unlocked by certain focuses scattered throughout different branches (Industrial, Military, Political…). In the image below you can see, from left to right, an active propaganda campaign, an available poster slot that is still empty, and a locked poster slot still to be unlocked.
56%20Propaganda%20Slots.png



There are many different campaigns, there are military campaigns that will grant bonuses to MP, breakthrough or core defense, there are industry-related campaigns that will boost production or repair speed, there are campaigns related to prosperity (stability, research speed), campaigns to glorify and support the partisans, etc. Also, a small (yet very cool) detail is that all these posters will actually age when they near the end of the campaign duration.
57A%20Propagandas.png

57B%20Propagandas.png

57C%20Propagandas.png



Back to the Internal Affairs branch, both Positive Heroism and Collectivist Propaganda will still lead towards mutually exclusive sub-branches, however there have been some changes in them. First of all, both focuses will grant an extra poster slot for your campaigns, and each will unlock a different propaganda campaign.
Further down the Positive Heroism branch, you will get some production and military bonuses, and some of your generals will get promoted to Marshalls (prioritizing Konev, Rokossovsky and Zhukov, if possible).
In the Collectivist Propaganda branch, you will find bonuses to research speed, consumer goods and production efficiency growth.
58A Positive Heroism.png
58B Collectivist Propaganda.png

ManoDeZombi · Aug 4, 2021 at 15:00

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In 1941, after having learned about the beginning of the Great Patriotic War, Metropolitan Sergy wrote an epistle to the pastors and believers of the Russian Orthodox Church, blessing those who decided to go to the front. Relations between the Church and the Soviet government gradually improved and, in 1943, Metropolitan Sergy was elected Patriarch of Moscow and All Russia.
The focus will unlock Patriarch Sergy as an advisor. He will boost your stability and division recovery rate, while also reducing the Compliance growth in your lost states.
59 Patriarch Sergy.png
60 Foreign Politics Branch.png

ManoDeZombi · Aug 4, 2021 at 15:00

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The Eastern Development sub-branch is focused mainly on preparing your minor allies in Asia for war. You will be able to build some factories and help them field some more troops, as well as increasing their efficiency defending their own borders. You will also be able, of course, to annex everyone’s favorite, Tannu Tuva.
61 Eastern Development.png
62 Foreign Policies.png

ManoDeZombi · Aug 4, 2021 at 15:00

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62%20Foreign%20Policies.png


Additionally, in the Policy of Collective Security branch, we can try to form a defensive alliance with France.

63A Collective Security.png
63B Collective Security Event.png
ManoDeZombi · Aug 4, 2021 at 15:00

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63C Collective Secuirty Successful.png
ManoDeZombi · Aug 4, 2021 at 15:00

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The branches in the middle are basically a slightly expanded version of the choices the Soviet Union had before the rework.
64 Foreign Basics.png
65A Influence.png

ManoDeZombi · Aug 4, 2021 at 15:00

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65A%20Influence.png

65B Cooperation Decisions.png
65C Ultimatums.png

ManoDeZombi · Aug 4, 2021 at 15:00

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66 Far East Branch.png

ManoDeZombi · Aug 4, 2021 at 15:00

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66%20Far%20East%20Branch.png


If you decide to work against Japan, you can then pick your favorite Chinese tag and make it your protégé. Note that the Soviet Union will no longer be able to send volunteers to every single Chinese tag, but only to their chosen Chinese best friend. If you choose to aid the People’s Republic of China or the Kuomintang, you will grant them some bonuses to licenses and you will also unlock a (currently) beautifully unlocalized decision to send them equipment.
67 Mainstream Chinas.png
68A Sinkiang Focus.png

ManoDeZombi · Aug 4, 2021 at 15:00

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69 Political Branch.png

ManoDeZombi · Aug 4, 2021 at 15:00

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As you may know, the 30s and 40s were quite turbulent times in terms of social stability in the Soviet Union. After having secured power, Stalin was (at least, officially) quite worried about potential saboteurs, wreckers, counter-revolutionaries, spies, and so on. After several incidents (probably the most important one being the assassination of Kirov in late 1934), and with the desire of protecting and perpetuating his authoritarian regime, in order to lead the country in the direction he envisioned, Stalin gave green light to a period of extremely harsh political repression among civilians, the military and even among the Communist party: The Great Purge had commenced.
Hundreds of thousands of individuals and entire groups were oppressed during this period (mainly 1936-1938), in which everyone could be suspected of being an enemy of the people, and be treated as such, with potentially lethal consequences.

So, before going through the focuses, let’s talk about how this instability, political oppression and the process of the Great Purge is represented in-game through the new Stalin’s Paranoia system.
70 Paranoia UI.png
71A Paranoia Focus.png

ManoDeZombi · Aug 4, 2021 at 15:00

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71A%20Paranoia%20Focus.png

71B Paranoia Stalin.png
71C%20Paranoia%20NKVD.png



And how does this Paranoia affect you? Well, once the system is activated, random purge events might happen if your Paranoia gets over 25. The higher the Paranoia and the more days it’s been that high, the more likely it is for a purge to happen. If Paranoia goes over 75 (note that it is capped at 100), then really nasty things can happen, and you might get what I call “great purge” events, instead of “regular purge” ones.

There are a lot of different purge events, and they can be sorted based on the “area” they’re targeting: the administration (civilian), the army, the navy and the airforce. Additionally, as I mentioned above, each “area” has its own “regular” and “great” purge events.

Regular purge events will usually purge a single character (be it a political advisor, a navy chief, a field marshal, etc.), or give some penalties in the form of national spirits.
Great Purges are significantly worse, their effects varying from granting nastier national spirits than their regular counterparts, to purging a number of characters at once while cowing some of the survivors, to even dissolving your aircraft designer!
72 GP Aircraft.png
ManoDeZombi · Aug 4, 2021 at 15:00

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72%20GP%20Aircraft.png


As you can see, the loc, and also the system's UI are still WIP, but I thought I’d tease you with an event and maybe a few of the National Spirits you can get. Some of these National Spirits will be temporary, others will need to be removed via decisions.
73A Purge NS Airforce.png
73B Purge NS Civilian.png

ManoDeZombi · Aug 4, 2021 at 15:00

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73B%20Purge%20NS%20Civilian.png

73C Purge NS Naval.png
74%20People%20Purged.png



Now, how do we get rid of Stalin’s Paranoia and the purges (when going Stalinist)? That’s when the focus tree comes into play. The Stalinist tree can be split into two parts: The upper half before the Purges end, and the bottom half, after you have removed the Paranoia system. Let’s start talking about the first half.
75 Purge Branch.png
ManoDeZombi · Aug 4, 2021 at 15:00

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75%20Purge%20Branch.png


The focus The Centre will grant you some stability, PP and will add a fairly weak national spirit, The Politburo, which will be improved by the focuses in this branch (just like in almost every other branch in this tree).
The focuses featuring a bloodied sickle will trigger the historical purges in the form of unavoidable Great Purge events such as the Moscow Trials and the Trial of the Generals. These purges will always attempt to target people that were historically purged and, if some of them have already been removed from the game, then some random candidates will be picked to fill in the slots.
As a side note, keep in mind that, even though we are trying to keep it as historical as possible with these focus-triggered events, we need to take some licenses and group people to be purged let’s say in the First Moscow trial even if some of them were actually purged a few months later, for example.

These purge-related focuses have a cooldown requirement which will prevent the player from rushing that part of the tree. But once you complete The Bloc of Rights and Trotskyites the Third Moscow Trial event will be triggered and the Paranoia system will be removed forever: the Purges have finally ended.

Worth noting that some focuses in different branches (such as part of the foreign politics branch and some military and industrial focuses) will be locked until you get rid of the Paranoia system.

In case you were wondering, Behead the Snake will unlock two different operations to attempt to kill Trotsky while he is in Mexico. One is a raid on its villa, as happened in May 1940, the other one is a more subtle operation representing the one that actually killed Trotsky three months after the raid. Succeeding at killing Trotsky will not remove entirely your Trotskyite Plot national spirit (you never know how many Trotskyites may have escaped the purges and be still plotting against you), but it will drastically reduce its penalties.
76 Trotsky Operations.png
77%20Cult%20of%20Personality%20Branch.png



This part of the Stalinist branch is mainly focused on developing a strong cult of personality around Stalin, starting with a new unlocked propaganda campaign, but you will also find focuses granting some bonuses to the Politburo, building some railways and unlocking a tank design template, can you guess which one?
78 IS2.png
ManoDeZombi · Aug 4, 2021 at 15:00

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Back to the cult of personality, all these focuses are titles that were at some point applied to Stalin in real life, and as such, they will grant Stalin new traits or improve existing ones. In order to emphasize the character of propaganda and manipulation of the masses of these focuses, they all require a certain number of propaganda campaigns to have been activated, the further down the branch, the more they require.
79A Inheritor.png
79B Great Cmmander.png

ManoDeZombi · Aug 4, 2021 at 15:00

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Finally, the focus Father of Nations will replace Stalin’s starting trait, culminating the branch with a “fully-traited” Stalin (WIP values), ready to carry out a world conquest!
80 Father of Nations.png
ManoDeZombi · Aug 4, 2021 at 15:00

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80%20Father%20of%20Nations.png


Aaaaand that was all from me! It was a long diary but I hope that you guys enjoyed all the new stuff we’ve been working on! (I definitely enjoyed working on it!)
Make sure to stay tuned for the next dev diary, where we will talk about the opposition against Stalin!
Be seeing you, comrades!

P.S. By the time this diary goes live I will be on vacation. I will do my best to try and answer any questions or concerns you guys might have, but I might not be able to answer right away, so please be patient
 

Vaarna_Aarne

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I have a creeping suspicion they've been playing TNO for that graphomania.

I personally don't mind in principle, in TNO it's essential due to the nature of the mod as a strategy/visual novel hybrid... But in base HoI4 where things are balanced around 70 day focus cycles it's a little odd as a fit.

EDIT: But at least the Soviet Union has a really big and beefy load of focus trees, decisions, and extra mechanics they have deserved for a long time.
 
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It's more that Paradox is full of retarded commies, and these faggots have the habit of writing long treatises on insignificant shit no one but themselves care about.
Plus their "content creators" can work for minimum wage to churn out this crap as opposed to the programmer valued at something 6-digits needed to improve/fix base game mechanics.
 

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Much of the additions to the Soviet tree are flavor for roleplaying purposes. No one builds cavalry, or a navy in a Soviet game.
 

Space Satan

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or a navy in a Soviet game
I do. In fact it is essential to build a decent navy as SOV because you will have to invade USA eventually and Japan and they have huge and super strong navies so SOV had to have better navy and choose their fights. Sure, you can wait for, like, 2-3 years of balsting USA, JAP and UK navies with NAVs but I like to have direct engagements because, well, sinking Royal Navy or US navy without cheese brings satisfaction
 

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you will have to invade USA
I don't play in ways which lead to developments I consider too implausible. :)

BTW, who has impressions to share about beating Japan as KMT China? I got the achievement a couple of days ago. It was both fun and not especially difficult.
 

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I'm walking some kind of line on the edge between mild larping and mild minmaxing, which varies depending on how much I know about the state I play as. Like most players, I guess.
 

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BTW, who has impressions to share about beating Japan as KMT China? I got the achievement a couple of days ago. It was both fun and not especially difficult.
I think it's pretty fun but to short. And the AI is fucked, you can invade Japan with basically no ships and they don't even try to disrupt the supply lines. I like to arrange long wars, where i end up surrounded and slowly fight my way back. Like Italy holding both the allies and soviets back after Germany surrenders.

this crap is a dollar on humble bundle, or more if you want dlc https://www.humblebundle.com/games/hearts-of-iron
That's a fair price. You can then play multiplayer on the official server with losers who bought all the DLC.
 

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Speaking of larping, I'm currently larping Britain in HoI4+BICE. I used to larp a lot when I was a student playing HoI2 Armageddon with the USSR. After the war was over, I would have my strategic bombers conduct patrol missions around the border with the US in the Far East and stuff like that. I would also recreate the Soviet OOB before the German attack in 1941. Fun times.

I think it's pretty fun but to short. And the AI is fucked, you can invade Japan with basically no ships and they don't even try to disrupt the supply lines. I like to arrange long wars, where i end up surrounded and slowly fight my way back. Like Italy holding both the allies and soviets back after Germany surrenders.
My game was to bleed them out by holding off around Beijing and also protecting against invasions. In retrospect maybe I waited too long before I went on the offensive in 1941.
 

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HOI4 Dev Diary - Soviet Union Opposition

https://forum.paradoxplaza.com/forum/developer-diary/hoi4-dev-diary-soviet-union-opposition.1483120/

Hello comrades, and welcome back to another DevDiary for No Step Back. After Comrade @ManoDeZombi (as chairman of the People's Commitee for Focus Tree Production) introduced you to the historical and shared branches of the Soviet tree last week, today we will be talking about the Opposition against Stalin.
1_header.png



The opposition to Stalin during the 30’s was diverse and divided. Thus I guess it is fitting that the work on the various paths for the Soviet Union has been divided between several CDs unlike normally, when one tree is designed by one CD. Thus the creation of the CD Soviet.

I got the honor of writing this diary, so I shall do my best at covering all the options available for the alternative communist branches.

It is also my first dev diary, as I am relatively new to the Content Design team at HoI. Hope you like it!

Please note though that at the moment of writing this dev diary, a lot of things are still being worked upon, and copy edits to be done, so there will be changes before release.

Even before Lenin’s death, there was a bitter power struggle within the party. Lenin introduced a ban on factionalism, which Stalin later used to defeat his opponents. But before that happened, several sub groups had formed behind outspoken leaders. Initially the strongest ones were Kamenev and Zinovyev and their so called “New Opposition”. Their main opponent, back in the early 20’s, was Trotsky, leading what came to be known as the Left Opposition. On the other “side” of the spectrum was the Right Opposition, fronted by Bukharin. Of course, there were other groups as well - as the Workers’ opposition, and the Decemist faction, and nothing was stable for long as allegiances shifted.

Stalin, forming his own faction, aptly called the "center", and using his position as party secretary to his advantage, played the others against each other, gradually gaining total control of the communist party.

While all this was happening, the surviving leaders and generals of what had been the disunited white movement were plotting in Manchuria.

As communist you will have three main options. One is to stay with the center and keep Stalin as country leader. That option has already been covered, so let’s move on.

The second option you have is a move to the left.

1628682438933.png


As you can see from the tooltip, if you go down this path, you will end up in a civil war. There was simply no way Stalin would just hand over power to Trotsky or his allies. You have a few things you can do to make life easier for you once the war starts, and to prepare for what comes after.

3_left_opp_pre_cw.png


You can send trusted advisors abroad, in order to keep them safe from Stalin. Relatively safe anyway, stay clear of ice picks.

1628682487453.png


You can tie closer bonds with Smirnov, and his Workers' opposition, who were always close to the left opposition anyway.

1628682514440.png


Additionally you can convince a few notable Military Officers to side with you. That will strengthen the ties with the military, making your side stronger in the upcoming civil war. Like e.g. Primakov (portrait is work in progress by the way, just wanted to show you one of the new guys):

6_primakov.png



Also, Stalin agitated a lot against what he called “wreckers” - organized workers doing planned sabotage - associated with the Trotskyists. Whether historically true or not, you can use that tactic against him and actually organize wrecker squads.

7_wreckers.png


As can be seen from the screenshot above, you can point your finger at the Right opposition, in the hope that Stalin’s paranoia will hit them, rather than your people.

When you feel ready, you complete the “Ignite the Flames” to start the war - unless of course, Stalin’s paranoia has forced your hand already.

We’ll return to the Civil War in a sec, but first, let's take a peek at the other end of the alternative Communist Branch:


Bukharin's side of the Tree:

8_right_opposition.png


If you want to oppose Stalin, but don’t feel Trotsky is your guy, you can always go to Bukharin, and the Right Opposition. In order to confuse everyone, this time we have “the right” to the right of “the left”... But at least “the left” is to the right of “the center”, to keep some chaos… (There’s a reason for that though - which you can probably guess from the above, but more of that later).

Bukharin was one of Stalin’s first allies, and he used him to thwart Kamenev’s plans. Later he got brushed to the side and accused of plotting against Stalin. When the game starts he is out of favor, out of power, but not entirely out of options.

Just like the Left Opposition you can try your luck at removing Stalin by starting a civil war:

9_ro_civil_war.png


It should be noted though, that the Right opposition will have a much lower support within the military than the Left Opposition has - it is after all “Trotsky’s Red Army” - so if push comes to shove you might have to get some help from abroad.

10_concessions_1.png


For example, you can offer Vladivostok to the Japanese, making them more inclined to support you when the war starts.

11_concessions_2.png

Other options include e.g. trading future resource rights in return for Military factories.
If you are lucky, some nations might even send a general or two to help you.

The New Opposition and Common focuses
But before we delve deeper into the Civil War, let’s take a step - not back - but rather to the side. I mentioned there’s a reason the left and the right are together in the focus tree and that is of course because, as I said before, alliances shifted all the time, and if you want, you can actually join forces against Stalin. And ally with Zinovyev and Kamenev if you want to do that.

12_new_opp.png


By choosing the “cooperative” option, you get access to more advisors and get a higher level of popular support, but you also get penalties due to the many differences of opinion in the party.

13_coop.png



14_zin.png


But of course, you don’t have to do this, if you’d rather work alone, you can always use the other side as scapegoats.

Another (very) important part in this part of the focus tree are the focuses intended to help you prepare for the actual war. You can start infiltrating the military, to gain control of a larger part of the Red Army/Navy/Airforce when the war starts, secure more generals and admirals to your cause, or simply divert Stalin’s attention to the military branch, making him target them instead of your political leaders, weakening his own forces before the actual show of force.

15_mil.png



Similarly you can infiltrate the NKVD. This can be extra useful if you are planning on having the Right Opposition replace Stalin. More on that soon.

The Civil War Mechanics
Ok, so let’s return to the actual Civil War mechanics:
In general, the mechanics are very similar to the Spanish Civil War mechanics, although slightly simplified as the sheer number of Soviet states would make it overwhelming.
The first thing you have to do is decide from where you want to start the uprising. Depending on which branch you have selected you will be presented with slightly different options. This is roughly what it will look like for the Left Opposition. (again bear in mind the rather rough appearance of the Decision text etc - it is a work in progress image after all).

16_civil.png


Once you have established a base, which will then be your base during the civil war, you can start infiltrating neighboring states - as long as Stalin hasn’t made a crackdown there first. In general it is a good idea to keep the supply situation in mind when planning your civil war. Only controlling states with a poor supply situation will make your attack on the capital much harder.

17_ukr.png


When the war finally starts, the states you have infiltrated will be the ones you control, so doing some thinking ahead can be recommended. Note that you cannot infiltrate central Russian states, nor Leningrad. Stalin and his cronies have too tight a grip on those for them to be taken.

The Military support focus unlocks a number of decisions that can be taken:

18_support.png


These will ensure that you get more officers and/or a larger portion of the armed forces when the war starts. However, as with almost anything the opposition does this also affects Stalin's paranoia. The more people you try to sway to your cause, the likelier he is to randomly swing at his opponents, real or believed.

You can also, as mentioned before, interact with other countries. Either by offering various concessions or by just doing a fundraising campaign (Left Opposition).

So far so good. However, Stalin won’t sit idly by while you are preparing to remove him. First of all, as soon as he gets wind of the plot, he will make crackdowns in various states, blocking them from being taken over by the opposition, as can be seen in the next picture, where Mykolaiv is secured by Stalin.

19_crackdown.png


Additionally, he will use whatever means at his disposal to ensure the loyalty of Generals and admirals. So if you dally too long, you might lose a few key ones - having to fight them rather than having them on your side.

20_stalin_gen.png


But perhaps most importantly, Stalin will continue with his own focus tree. And, as those of you who read last week's diary remember: that has effects on the opposition…

stalin_focus.png



stalin_focus_desc.png


So the longer you wait with kicking off the war, the more people Stalin will have had time to purge. So it’s basically a balancing act. Some purges can be avoided, but it will cost you, and the paranoia will continue to increase. And if it increases too high, there is a risk that Stalin will actually start the war, rather than you. This is not only bad because you don’t get to choose the time, it is also bad as you won’t get the bonuses that the focuses that kick off the war gives.

And sooner or later you have to start that war:

Soviet_civil_war.png


With for example this guy in charge…

trotsky.png



Killing Stalin
“And sooner or later you have to start that war” - to be totally honest; that is not entirely true. If you go down the Right Opposition path, you can actually try to remove Stalin in a different way. If you manage to convert the current NKVD chief to your cause, you can attempt to assassinate Stalin instead, and then stage a coup claiming power in the chaos that reigns after that.

You have to do this before Stalin’s ally (and basically 2nd in command) Beriya becomes head of the NKVD, however, or else it will be too late. If you succeed, you will have a window of opportunity in which you can move to replace Stalin's temporary successor with the man of your choice. Thus basically replaying the historical events of 1953, only some 15 or so years earlier. But beware, if the attempt fails, Stalin's paranoia will increase greatly (rightly so this time, I guess) - and that might lead to him launching a full scale war against you, so you’d better prepare for that eventuality...

Infiltrating the rank and file of the NKVD in addition to getting their chief on your side certainly increases the odds as well.

DeathOfStalin.png




After the Civil War
So you fight the civil war, defeat Stalin. Then what?
Well, if you do it as one of the two communist branches, you can still do basically everything that Stalin could - apart from those focuses locked behind the The Centre focus. Not all, but most of the industrial and military focuses are still valid - as are most of the foreign policy ones.

But going through all this must surely lead to something else as well, right?

And yes it does.

For the Left opposition the “bottom half” (more really) of the tree looks like this:

t1aujI-lvVVCadwGRYu0KrZPb4JclEUsO2ayxEXDBxLarF562WWzzfV1-Z8GkG_OOTTYMWthPw5mEDhBnv5ckrcNUpfm3nJ0Pjkk4rxXAJuZmkBC3a4XlvJnijqAAbPiNMGSlofK



You have the “Permanent Revolution” sub branch that helps you spread world revolution:

permanent_revolution.png


perm_rev_desc.png


If you have Trotsky as your leader, he also gets an upgraded trait when you go down this route.

You can make final call on how to deal with any remaining opposition groups as well (goes for both left and right opposition)

opposition_options.png


If you go for the Builder of the Red Army focus ( only available with Trotsky at the helm) you can also have Trotsky assuming command of your field forces.


builder_red_army.png


Aside from restarting world revolution you will have the decision on how to proceed with what was once the Soviet Union. How far will you decentralize? Either you can go for a fully decentralized state, including giving greater autonomy to the republics, in effect releasing them as puppets and then helping them get stronger:


regional_dev.png


Or you work towards giving the Supreme Soviet increased power, basically removing the need for a figurehead leader

supreme_soviet_focuses.png




sup_soviet.png



If you are going down the Right opposition path, you will have a similar amount of things to do after the take over, but with a slightly different mix:

right_opp_lower.png


The “Back to the NEP” sub branch contains various focuses for revamping the Soviet economy, with the goal of turning the country into an economic powerhouse.


You can also upgrade Tomsky’s traits, again improving your ability to compete with the USA for example.

whn5JKRP6-4y1TRN_gKGDqmNIa3Z3PMVdPSRGRzPh76ouEqijBdTTmqyG--30rlcZ550WyREhwDXBdxKG73v0jvPMGOh1rZMfIqA6s7XTNm0cmYJU0lgmFaZZtwDXh36PrM8a6KI



You can also get puppet wargoals and bonuses against non-communist neighbors through the “Enemies of the people” focus.

Like the Left Opposition you can go down the “Supreme Soviet” path, but you can also choose to keep your current leader and instead go for the “For the Common Good” sub path.

E9Ryo-8uiC4rREL7EEqMH3BphYza6Y3WivS5eugLc_XkZ-efUuJZzN7phqSaYNbSiB-u4LCwIG7bc7jdRYdNvbM0B-2aRqO2BcA8T6w5jGZZsIkHPMoqOexn5pdk8oRp1mkk24Ly



This further strengthens your country, and also your allies. Ending with the Socialist Humanism focus:

socialist_humanism_desc.png



And here's a summary of the new leaders you can get through these parts of the Focus tree:

1628681251845.png


1628681281767.png



1628681362110.png


1628681409424.png


1628681533843.png


That was all from me for now. I hope you liked this little peek into what’s going on with the not so Stalinist Soviet things!

And hopefully I can come back with more details at some later stage.

Oh, I almost forgot, the entire Communist Focus Tree:

soviet_communist_tree.png


state_border_2.png



flags.png
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
It bugs me a bit how they tend to push stuff into the 1936 start, which actually belongs in the 1920s, and I mean this for other countries as well.
 

Luka-boy

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Is Darkest Hour still the best in the series?
If you consider the vast mod environmet, definitely. The vanilla experience is pretty good too.

Though I think the still updated Arsenal of Democracy is the best HoI vanilla experience.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Playing HoI4 multiplayer demonstrated to me once again that the zoomer generation has no idea how to have fun to save its own life. It's just otherwise bored people who have been thrown a couple of toys with little explanation or idea how to use them and they are trying to have fun with them, like a group of chimps would with human children's toys.

The majority of the time I observed not people who are genuinely enjoying the activity - and who can blame them, no one really enjoys spending 3 hours in preparing for the next 3 hours' war - nor people who were larping their country, aka immersing themselves in the game. I observed people who are instead larping other people who they have watched on twitch and who seemed to be having fun doing what the zoomer is imitating. He is not having fun playing the game - he is pretending to be having the same experience as a guy he watched on stream seemed to be having.

:discohitler:
 

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