Space Satan
Arcane
minors should act like minors. On the other side...
The problems really start in case of HoI3's leadership in that the game has an extremely large tech tree and you have a huge need for officers, whereas it massively hamstrings minors by not giving enough Leadership in the base game to cover even the basic needs adequately. Issue isn't so much that minors can't keep up with anything, issue is that minors can't even keep up with infantry techs and doctrines alone. In the base game even the lower end majors like Japan have a huge problem in this regard that they don't have even a chance at keeping up with the leadership demands they're expected to meet even if they prioritize. The only exception to this was Germany, who had so much leadership that Germany would end up having best and most advanced land, air, and sea forces with everything at minimum at date-penalty limits right down to using cutting edge carrier task forces without any costs. Well, assuming it wasn't one of the patches where submarines were battle-ninjas of the sea.Vaarna_Aarne isn't happy until Finland can beat the Soviets.
Real life minors did have problems keeping up in tech and production. Even Japan failed to keep up in stuff like Radar/Carrier/Aircraft with the USA, which is sort of the highest priority for their situation. They entered the war with really good stuff but by the end were outclassed everywhere.
Hahahaha it seems that they played Kaiserreich.Fucking retarded swedes.I am curious if there is even one competent guy at their company.Their whole game history is copying other peoples work,and doing it poorly.It is really sad that there is not a competition on the market.DD about...lots of things. Wow, they are making some radical changes
Hello everyone! Today we are going to be talking about National Unity, or rather the fact that it no longer exists…
National Unity
National Unity first made its appearance in Hearts of Iron III, basically as a mechanic to make France surrender at an appropriate time (when Paris fell essentially). It was largely moved over to HOI4 unchanged. While it does accomplish what we wanted it's also a very restrictive currency to work with design wise. A player who is winning doesn't really care what their NU is, making a lot of focus choices meaningless in those instances (or almost, there is always that time your country gets blanketed in nukes and someone dropping paras on one of your big cities seals the deal in multiplayer). We wanted to model different nations better and make sure we could do more interesting focuses and events where picking a loss of NU wasn't always the better choice compared to giving up, say, political power. So what's the answer?
Stability and War Support
These are two new values shown in the topbar that replace National Unity. Stability models the people's unity and support for the current government. War Support on the other hand represent the people’s support of war and of fully committing to fighting that war. As an example Britain in 1936 would be a pretty stable nation, but with very low war support. A nation like France would be much more unstable and with equally low war support, while Japan would have high war support and also high stability (mostly due to the emperor’s influence).
Stability average is 50% and nations with higher stability than that gain bonuses to industry, political power and consumer goods. Once you drop below 50% there are penalties instead as well as lowering your surrender limit (although nothing as extreme as how NU affected things). Strong party support helps increase stability, but being in a war - no matter how well supported - is going to lower your stability. Stability also works to protect against coups against your nation as well.
War Support has several passive effects and also limits several of the laws. You can’t switch to full War Economy without enough war support for example.
Note that in the picture below France is getting +30% war support because they have been attacked by Germany. An offensive war on the other hand for Germany actually hurts their war support. This comes with some interesting balancing effects:
Speaking of mobilization speed, you no longer get a chunk of manpower instantly when enacting conscription laws or other changes to recruitable manpower. Instead how quickly the manpower is made available by the law change is controlled by your mobilization speed. The higher the war support the faster new manpower trickles in.
- Democracies challenging Germany early over Rhineland etc would put themselves as attackers, forcing them to fight hindered by the war support penalty.
- Fascist or aggressive nations will generally have more initial war support but are likely to be surpassed by democracies in a defensive war when it comes to war support.
- Defensive nations will be able to ramp up army sizes faster due to mobilization speed while attackers need to play a bit more carefully. The return of “national pride” from HOI3 in the form of combat bonuses on core territory will help here too.
The air war also affects things as successful enemy bombing (or nuking) will lower War Support. Shooting down enemy bombers will offset this somewhat, as people are seeing you fight back against the enemy.
Here is an example on what can happen in a nation with low war support and low stability in a war. The severity of these particular options depends on exactly how low your stability/war support are. Here it's pretty bad.
For Germany a good way of raising war support is to pull off its diplomatic expansions without being opposed:
War support is also affected by how your allies manage. If a major ally surrenders it will lower your war support, so make sure to keep your friends in the war. On the flip side successfully capitulating major enemies increases your war support.
There are also some new ways to affect War Support and Stability outside events, ministers and national focuses that we aren't ready to show off yet
See you again next week!
Last edited: Today at 14:28
Reject reason to make the impossible possible!
The devs are saying it's supposed to be out by the end of the month, but they have a reputation for taking way longer.Hahahaha it seems that they played Kaiserreich.Fucking retarded swedes.I am curious if there is even one competent guy at their company.Their whole game history is copying other peoples work,and doing it poorly.It is really sad that there is not a competition on the market.DD about...lots of things. Wow, they are making some radical changes
Hello everyone! Today we are going to be talking about National Unity, or rather the fact that it no longer exists…
National Unity
National Unity first made its appearance in Hearts of Iron III, basically as a mechanic to make France surrender at an appropriate time (when Paris fell essentially). It was largely moved over to HOI4 unchanged. While it does accomplish what we wanted it's also a very restrictive currency to work with design wise. A player who is winning doesn't really care what their NU is, making a lot of focus choices meaningless in those instances (or almost, there is always that time your country gets blanketed in nukes and someone dropping paras on one of your big cities seals the deal in multiplayer). We wanted to model different nations better and make sure we could do more interesting focuses and events where picking a loss of NU wasn't always the better choice compared to giving up, say, political power. So what's the answer?
Stability and War Support
These are two new values shown in the topbar that replace National Unity. Stability models the people's unity and support for the current government. War Support on the other hand represent the people’s support of war and of fully committing to fighting that war. As an example Britain in 1936 would be a pretty stable nation, but with very low war support. A nation like France would be much more unstable and with equally low war support, while Japan would have high war support and also high stability (mostly due to the emperor’s influence).
Stability average is 50% and nations with higher stability than that gain bonuses to industry, political power and consumer goods. Once you drop below 50% there are penalties instead as well as lowering your surrender limit (although nothing as extreme as how NU affected things). Strong party support helps increase stability, but being in a war - no matter how well supported - is going to lower your stability. Stability also works to protect against coups against your nation as well.
War Support has several passive effects and also limits several of the laws. You can’t switch to full War Economy without enough war support for example.
Note that in the picture below France is getting +30% war support because they have been attacked by Germany. An offensive war on the other hand for Germany actually hurts their war support. This comes with some interesting balancing effects:
Speaking of mobilization speed, you no longer get a chunk of manpower instantly when enacting conscription laws or other changes to recruitable manpower. Instead how quickly the manpower is made available by the law change is controlled by your mobilization speed. The higher the war support the faster new manpower trickles in.
- Democracies challenging Germany early over Rhineland etc would put themselves as attackers, forcing them to fight hindered by the war support penalty.
- Fascist or aggressive nations will generally have more initial war support but are likely to be surpassed by democracies in a defensive war when it comes to war support.
- Defensive nations will be able to ramp up army sizes faster due to mobilization speed while attackers need to play a bit more carefully. The return of “national pride” from HOI3 in the form of combat bonuses on core territory will help here too.
The air war also affects things as successful enemy bombing (or nuking) will lower War Support. Shooting down enemy bombers will offset this somewhat, as people are seeing you fight back against the enemy.
Here is an example on what can happen in a nation with low war support and low stability in a war. The severity of these particular options depends on exactly how low your stability/war support are. Here it's pretty bad.
For Germany a good way of raising war support is to pull off its diplomatic expansions without being opposed:
War support is also affected by how your allies manage. If a major ally surrenders it will lower your war support, so make sure to keep your friends in the war. On the flip side successfully capitulating major enemies increases your war support.
There are also some new ways to affect War Support and Stability outside events, ministers and national focuses that we aren't ready to show off yet
See you again next week!
Last edited: Today at 14:28
Reject reason to make the impossible possible!
By the way does anyone knows when approximately the new version of kaiserreich will come out?I take it that it will come out some time after the next dlc-patch.
Kaiserreich 0.5 Heia Safari is out now.
Wouldn't recommend trying it just yet though - rather buggy and some of the major events don't work.Kaiserreich 0.5 Heia Safari is out now.
It's goddamn Lithuania again, isn't it?Wouldn't recommend trying it just yet though - rather buggy and some of the major events don't work.Kaiserreich 0.5 Heia Safari is out now.
Wouldn't recommend trying it just yet though - rather buggy and some of the major events don't work.Kaiserreich 0.5 Heia Safari is out now.
Bugs are far more tolerable than vanilla bugs.Also factions are not that important.Would recommend playing as Russia,it is crazy fun.If you decide to play as Russia i will give you a pointer that all the stupid YT players missed.Don't try accumulating political power,and always have active focus.You get more from completing focuses than from saving pp.Another fun country is Mongol empire and Genghis Khan the reincarnation.Wouldn't recommend trying it just yet though - rather buggy and some of the major events don't work.Kaiserreich 0.5 Heia Safari is out now.
Haven't tried Kaiserreich for HoI4 yet, but wanted to do so. Are the bugs that bad? And if so, is it for all factions? I generally don't mind long as there isn't anything game-breaking.
Does the hands of people in Paradox sear and burn when they get their hands on a book of brazilian geography, or when they type "Brazilian State Map" on google?
Because that's not Maranhão... not quite. I can recognize when the Tocantins and the Araguaia meet (also, my entire macro-region). Like, only half or so of this province is Maranhão, the other half is a (badly-rendered) Pará.
I still remember those prospertastic Vicky2 brazilian provinces. Strange, because HOI2 Pará looked ok.
Also Paradox cannot into fucking tildes, but somehow they can into umlats. This ins't 1998 people, EVERYONE has multi-character support nowdays.
As Vaarne_Aarne said they're specific to this update, but you should also be aware that the devs made a pretty idiotic change to production costs that makes minors nearly unplayable. Thankfully they've said they'll remove it in a hotfix.Wouldn't recommend trying it just yet though - rather buggy and some of the major events don't work.Kaiserreich 0.5 Heia Safari is out now.
Haven't tried Kaiserreich for HoI4 yet, but want to do so. Are the bugs that bad? And if so, is it for all factions? I generally don't mind so long as there isn't anything game-breaking.