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Hearts of Iron IV - The Ultimate WWII Strategy Game

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
DD England
Hello everyone, and welcome to the second dev diary for the 1.6 “Ironclad” update and the Man the Guns DLC. To all Americans among us, happy 4th of July!

While our poor programmers have been slaving away at Fuel, we Content Designers have been busy working on the new focus trees (as well as some other cool stuff you’ll see in the future!). As the theme of the DLC is naval (and today is Independence Day) it really shouldn’t be a surprise that we’ll be starting with... the United Kingdom. :roll:

As per usual, we asked QA for feedback on the base tree, and combined this with the general feeling about the tree that existed among fans and colleagues. It seems that most complaints boiled down to two things:

1. Being too restricted by World Tension - various focuses are locked behind WT limits

2. No alternate history

As a result, we felt the actual structure itself of the base tree was not that bad, and that we didn’t need to do an extensive rework as we did with the Japanese tree. Much like with the German focus tree rework, this means we’ve left the base tree largely intact, and instead are adding/changing minor things to it, while putting the main emphasis on adding alternate history paths. Also as with the German and Japanese trees, adjustments to the ‘base’ tree will be free, while alt-history options will be paid.

The end result looks like this:

index.php

*Note that this is still relatively early implementation-wise, and the tree is likely to undergo further changes. Any numbers may be prone to change, etc etc.

First off, in the rearmament branch we felt there were a few things we could change or add. For instance, a major complaint was that the British needed to take the focus “A Motorized Army” to even get a motorized template. Now, we’ve made the UK start with that template, and the focus instead gives a 50% technology boost towards motorized, as is more common in our focus trees.

Furthermore, two new focuses in the “General Rearmament” branch expand upon some aspects of the war the British were well-known for; the Special Air Service and the Chiefs of Staff Committee. The former allows for more special forces to be recruited, and unlocks David Stirling as an advisor, who has the “Commando - Genius” trait. The latter gives army, naval, and air XP, as well as a spirit that gives bonuses to max command power, command power generation speed, and planning speed.

index.php


Finally, we intend to add more focuses to the naval path in particular, but this requires finishing up some other features first. Don’t be surprised if the end result looks a bit more fleshed-out than this, though :)

Next, the Empire branch of the British focus tree has gone through the fewest changes. I felt the “Service Overseas” focus was a bit lackluster, and so I added a national spirit gives an extra 10% hot acclimatization factor. In addition, the Secure Iraq/Iran and War with USSR branch was moved to an entirely different branch that I will get to a bit later…

index.php


In addition, “Reinforce the Empire” now is part of a mutually exclusive choice, the other side of which consists of revisiting the colonial policy. This branch represents the ‘what-if’ of the British government being much more amenable to total decolonization than they historically were. Some of the steps taken to achieve this goal will be quite controversial, however, and so the branch tends to reduce stability quite some, while also slightly increasing communist support.

One branch focuses on guiding the dominions to total independence, giving the option to also split India in its religion-based constituent parts. Not doing so will speed up your decolonization process, but will also result in a series of civil wars on the subcontinent that will likely prove devastating to the nation you released. If you want a powerful India in the post-colonial era, this is not an option. TFV focus tree interaction is a tough nut to crack here, but we have some ideas that we’ll be working on later in development.

The other branch involves returning all foreign territory that Britain holds (think Northern Ireland, Gibraltar, Hong Kong, Falklands). All these focuses (self-government and ‘towards independence’) give a certain amount of political power and manpower, representing placating the colonial governments and sparking immigration as certain people think they would have a better future in Britain than in their native country after decolonization has been achieved.

index.php


To differentiate between the Democratic paths (yes, plural) and the other ideologies, a new and shorter pair of mutually-exclusive focuses have been added with nautically-inspired names. From “Steady as She Goes” the player now has a choice between going down the historical path involving a focus on home defense and appeasement, trying desperately to obtain that elusive “Peace for Our Time”, and… Not doing so.

The former path has not seen too many changes. The previously-mentioned Secure Iraq/Iran and War with USSR branch that was detached from the Empire path has been moved to this branch instead, and we have added a single new focus to give players a bit more incentive to select this democratic option; “Prepare for the Inevitable”, which attempts to somewhat illustrate that Appeasement was at least partially intended to give the British time to build up their forces. This focus gives a permanent 10% military factory construction speed, and a 5% factory output. However, going down this path still means you will be locked behind World Tension limits for all focuses that currently have these limits in place.

The alternative path explores what a democratic United Kingdom could have looked like if the British had not continued with Appeasement for as long as they did. An initial focus on maintaining their imperial position rather than defending the homeland then leads into a “Motion of No Confidence”. This requires Neville Chamberlain to be the country leader, but then replaces him with Churchill, who now has a much longer time to whip the Britons in shape for what is coming. “No Further Appeasement” then provides the United Kingdom with altered game rules: being able to justifying a war on other democratic nations, being able to puppet countries, being able to send volunteer forces, and reducing World Tension limits on things like generating war goals, joining factions, and so on. It also allows the player to ignore all World Tension limits on other focuses, enabling a much faster build-up. All of this sounds nice, but is accompanied by massive hits to stability (as the people are still not fond of the prospect of another war), no increases in war support (resulting in you likely having virtually no war support when finally getting into a war), and the couple of free factories you get being generally much less powerful than the permanent construction and production speed bonus the Home Defense branch gets.

Afterwards, they are presented with a choice to either pre-emptively intervene with naval powers that flagrantly defied the 5:5:3:1.75:1.75 strength ratio stipulated in the Washington Naval Treaty or otherwise threaten British naval dominance, or pre-emptively strike at any threatening and rapidly-growing powers on the European continent. Side branches allow for some military factories, securing the oil imports from the Middle East and Venezuela, as well as tying in to the “War with the USSR” branch that is shared with the Home Defense path.

index.php


“A Change in Course” leads to the trio of alternative ideologies that can be explored. The first of these, “The King’s Party”, only becomes available after the player goes through an event chain that fires around the middle of 1936. The then-King Edward VIII was enamored by the American Wallis Simpson, and intended to marry her. Unfortunately, she was not just divorced once, but actually in the process of pursuing her second divorce. This did not sit well with the British government and church, as the Church of England did not then allow the remarrying of individuals while their spouses were still alive (not to mention Edward was, as King, also Head of the Church of England…). This led to a constitutional crisis that historically resulted in the abdication of the King on December 10, 1936. The first event therefore describes the situation and offers the player a choice of which path to pursue.

index.php


Choosing abdication changes nothing compared to how the event played out before Man the Guns (where it was more of a notification event). However, choosing either to force through a royal marriage (making Wallis Simpson Queen) or a morganatic marriage (making her a consort and removing all children resulting from the marriage from the line of succession) will kick off a 200-day long event chain (and accompanying mission, for the player’s convenience).

index.php


Random events about individuals, parts of the population, and media either supporting or opposing the marriage will fire, resulting in random stability hits, boosts, political power penalties and bonuses, and Unaligned ideology increases and decreases. In addition, a ‘main’ event in the chain will fire every 50 days. This describes the growing support and opposition to the King’s intention to marry. As things get worse, this results in the cabinet resigning, leaving the United Kingdom without a government until the crisis is resolved. Eventually, even the Dominions, appalled at the King’s blatant disregard for the wishes and concerns of his subjects spread throughout the Commonwealth, see no alternative but to use this temporary political weakness to break with the Crown.

index.php


Once the marriage is out of the way, the crisis ends. With no cabinet and political turmoil, the King can direct his most potent supporters during this crisis, David Lloyd George, Winston Churchill, and Oswald Mosley, to then form a political party that is far more… amenable… to the King’s wishes… Much of the remainder of the tree then focuses on improving relations with Germany, taking out Italy to secure the Mediterranean, and reconquering the Empire with the aid of those Imperial loyalists that still remain in the old Dominions. Finally, it becomes possible to seek to unite the entire Anglosphere under one banner, and to pre-emptively strike at the USSR or Japan. Extra goodies involve increased non-core manpower and a unique National Spirit improving the speed and range of the Royal Navy, as well as a couple “become our puppet or die!” events for Iran and Afghanistan, facilitating reaching the Soviet Union from India.

index.php


Fascism in Britain is a bit of a ‘historical curiosity’, and Mosley’s name has obtained a notion of notoriety. What is certain, at least, is that the Blackshirts had some moderate successes with marching all over the country, and the British Union of Fascists peaked at around 50,000 members. Unfortunately for them, their increasing focus on pro-German and anti-semite rhetoric caused membership to drop, and opposition to these marches caused them to become increasingly violent until the infamous Battle of Cable Street sparked the government to take action. It passed the Public Order Act which outlawed the use of political uniforms and made it more difficult to hold marches.

index.php


These “Blackshirt Marches” are the key to turning Britain fascist in HOI4. After selecting the “Organize the Blackshirts” focus, a series of decisions will become available (implementation is WIP pending code support) allowing for the player to ‘secure’ Britain state-by-state. Each march will increase fascist support by a set amount depending on the state's population, while also reducing stability by a variable amount (depending on whether it was a particularly peaceful or violent march, but again depending on the state's population). Should stability go beneath 50% a civil war will start, with all ‘secured’ states on your side. This makes it possible to give yourself an advantageous position before intentionally kicking off the civil war. However, by expending extra political power to hold public speeches in which Mosley distances himself from Germany and Hitler’s rhetoric, you can soothe tensions and make fascism more palatable to the British people. These speeches increase stability, allowing you to remain above 50%. If you manage to remain above 50% stability and also obtain over 50% fascism support, you can then march on Downing Street and demand a referendum, peacefully switching to fascism. Once there, you can take your anti-German rhetoric even further, and seek an alliance with Italy to ‘take care’ of the continental menace.

index.php


Finally, for the communist path we decided to explore to what lengths a government might be willing to go to kick-start their rearmament. By opening negotiations with the Trade Unions, the player can unlock powerful temporary bonuses (or permanent ones, such as ‘free’ factories), but will then also be expected to give in to certain demands the Trade Unions have. These can range from appointing specific (rather less competent than usual) advisors, to paying a lump sum of political power, or to eating a temporary penalty to construction or production speed. Each ‘demand’ increases communist support by 6%, and once it gets high enough, they will demand a referendum, allowing the communists to take control of the government. Be careful though, for if you haven’t decolonized within 2 years of becoming Communist, your supporters may call you out as a fraud, and launch a civil war...

index.php


index.php


From there, you get rid of the upper classes and the royal family, before choosing between either creating your own Communist alliance, or going with the Soviets. Doing the former allows you to either go on a world-wide anti-colonialist crusade, or reach out across the channel (the reason why you can’t do both is that all of the countries across the channel -are- colonial powers…). Then, you can either negotiate a strike against Germany with the Soviets, or attack the Soviets yourself to determine once and for all whose version of communism is the most ‘pure’. Going with Moscow, on the other hand, allows you to focus either against fascism (once again coming down on Germany and Italy from two directions), or focus on capitalism and utterly crush the American Dream.

index.php


Finally, both the fascist and communist paths will result in the Dominions leaving you if you do not take quick and decisive action. “Move to Secure the Dominions” allows for installing Martial Law, but requires at least a number of divisions equalling 9600 manpower to be deployed in each of the dominion’s states (as well as 5 times this number in their capital). Martial Law prevents the Dominion in question from becoming independent and leaving your faction for 180 days, giving you time to seize control. From there, you can begin bombarding the population with propaganda, and, once ideological support is high enough, finally flip the government to match your own, thereby securing them for your alliance. If you do this as Communist Britain, any Dominions you have ‘secured’ in this manner will also NOT be released as an independent state once you decolonize. As fascist Britain you could also simply let them leave and reconquer them using the same focuses the Unaligned path provides for that purpose...

index.php

Small bonus portrait pic, and basically what it looks like in the office right now.

Next week I’ll be on vacation in Norway, but I’ll be setting aside some time so we can take a bit of a closer look at just what was involved in making decolonization possible... :)
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,093
As an ex-game developer I say using trees doesn't work too much, because politics is interactive unbalanced system. Trees are directed imperative system. A policy between two states should appear as interaction between two subjects. Thus what they are doing is just patching system with inherent design flaws which would need a lot of ad hoc coding to even feel right.

But they can add few troops in India rebellion. AI would be very happy to move troops reinforcing Belgium to save its influence in India. Because who cares about Belgium right?

(They are changing it into Kaiserreich, and Kaisserreich did it better in version 1.4. Version 1.5 AI changes broke Kaisserreich balance.)
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
DD England
Hello everyone, and welcome to the second dev diary for the 1.6 “Ironclad” update and the Man the Guns DLC. To all Americans among us, happy 4th of July!

While our poor programmers have been slaving away at Fuel, we Content Designers have been busy working on the new focus trees (as well as some other cool stuff you’ll see in the future!). As the theme of the DLC is naval (and today is Independence Day) it really shouldn’t be a surprise that we’ll be starting with... the United Kingdom. :roll:

As per usual, we asked QA for feedback on the base tree, and combined this with the general feeling about the tree that existed among fans and colleagues. It seems that most complaints boiled down to two things:

1. Being too restricted by World Tension - various focuses are locked behind WT limits

2. No alternate history

As a result, we felt the actual structure itself of the base tree was not that bad, and that we didn’t need to do an extensive rework as we did with the Japanese tree. Much like with the German focus tree rework, this means we’ve left the base tree largely intact, and instead are adding/changing minor things to it, while putting the main emphasis on adding alternate history paths. Also as with the German and Japanese trees, adjustments to the ‘base’ tree will be free, while alt-history options will be paid.

The end result looks like this:

index.php

*Note that this is still relatively early implementation-wise, and the tree is likely to undergo further changes. Any numbers may be prone to change, etc etc.

First off, in the rearmament branch we felt there were a few things we could change or add. For instance, a major complaint was that the British needed to take the focus “A Motorized Army” to even get a motorized template. Now, we’ve made the UK start with that template, and the focus instead gives a 50% technology boost towards motorized, as is more common in our focus trees.

Furthermore, two new focuses in the “General Rearmament” branch expand upon some aspects of the war the British were well-known for; the Special Air Service and the Chiefs of Staff Committee. The former allows for more special forces to be recruited, and unlocks David Stirling as an advisor, who has the “Commando - Genius” trait. The latter gives army, naval, and air XP, as well as a spirit that gives bonuses to max command power, command power generation speed, and planning speed.

index.php


Finally, we intend to add more focuses to the naval path in particular, but this requires finishing up some other features first. Don’t be surprised if the end result looks a bit more fleshed-out than this, though :)

Next, the Empire branch of the British focus tree has gone through the fewest changes. I felt the “Service Overseas” focus was a bit lackluster, and so I added a national spirit gives an extra 10% hot acclimatization factor. In addition, the Secure Iraq/Iran and War with USSR branch was moved to an entirely different branch that I will get to a bit later…

index.php


In addition, “Reinforce the Empire” now is part of a mutually exclusive choice, the other side of which consists of revisiting the colonial policy. This branch represents the ‘what-if’ of the British government being much more amenable to total decolonization than they historically were. Some of the steps taken to achieve this goal will be quite controversial, however, and so the branch tends to reduce stability quite some, while also slightly increasing communist support.

One branch focuses on guiding the dominions to total independence, giving the option to also split India in its religion-based constituent parts. Not doing so will speed up your decolonization process, but will also result in a series of civil wars on the subcontinent that will likely prove devastating to the nation you released. If you want a powerful India in the post-colonial era, this is not an option. TFV focus tree interaction is a tough nut to crack here, but we have some ideas that we’ll be working on later in development.

The other branch involves returning all foreign territory that Britain holds (think Northern Ireland, Gibraltar, Hong Kong, Falklands). All these focuses (self-government and ‘towards independence’) give a certain amount of political power and manpower, representing placating the colonial governments and sparking immigration as certain people think they would have a better future in Britain than in their native country after decolonization has been achieved.

index.php


To differentiate between the Democratic paths (yes, plural) and the other ideologies, a new and shorter pair of mutually-exclusive focuses have been added with nautically-inspired names. From “Steady as She Goes” the player now has a choice between going down the historical path involving a focus on home defense and appeasement, trying desperately to obtain that elusive “Peace for Our Time”, and… Not doing so.

The former path has not seen too many changes. The previously-mentioned Secure Iraq/Iran and War with USSR branch that was detached from the Empire path has been moved to this branch instead, and we have added a single new focus to give players a bit more incentive to select this democratic option; “Prepare for the Inevitable”, which attempts to somewhat illustrate that Appeasement was at least partially intended to give the British time to build up their forces. This focus gives a permanent 10% military factory construction speed, and a 5% factory output. However, going down this path still means you will be locked behind World Tension limits for all focuses that currently have these limits in place.

The alternative path explores what a democratic United Kingdom could have looked like if the British had not continued with Appeasement for as long as they did. An initial focus on maintaining their imperial position rather than defending the homeland then leads into a “Motion of No Confidence”. This requires Neville Chamberlain to be the country leader, but then replaces him with Churchill, who now has a much longer time to whip the Britons in shape for what is coming. “No Further Appeasement” then provides the United Kingdom with altered game rules: being able to justifying a war on other democratic nations, being able to puppet countries, being able to send volunteer forces, and reducing World Tension limits on things like generating war goals, joining factions, and so on. It also allows the player to ignore all World Tension limits on other focuses, enabling a much faster build-up. All of this sounds nice, but is accompanied by massive hits to stability (as the people are still not fond of the prospect of another war), no increases in war support (resulting in you likely having virtually no war support when finally getting into a war), and the couple of free factories you get being generally much less powerful than the permanent construction and production speed bonus the Home Defense branch gets.

Afterwards, they are presented with a choice to either pre-emptively intervene with naval powers that flagrantly defied the 5:5:3:1.75:1.75 strength ratio stipulated in the Washington Naval Treaty or otherwise threaten British naval dominance, or pre-emptively strike at any threatening and rapidly-growing powers on the European continent. Side branches allow for some military factories, securing the oil imports from the Middle East and Venezuela, as well as tying in to the “War with the USSR” branch that is shared with the Home Defense path.

index.php


“A Change in Course” leads to the trio of alternative ideologies that can be explored. The first of these, “The King’s Party”, only becomes available after the player goes through an event chain that fires around the middle of 1936. The then-King Edward VIII was enamored by the American Wallis Simpson, and intended to marry her. Unfortunately, she was not just divorced once, but actually in the process of pursuing her second divorce. This did not sit well with the British government and church, as the Church of England did not then allow the remarrying of individuals while their spouses were still alive (not to mention Edward was, as King, also Head of the Church of England…). This led to a constitutional crisis that historically resulted in the abdication of the King on December 10, 1936. The first event therefore describes the situation and offers the player a choice of which path to pursue.

index.php


Choosing abdication changes nothing compared to how the event played out before Man the Guns (where it was more of a notification event). However, choosing either to force through a royal marriage (making Wallis Simpson Queen) or a morganatic marriage (making her a consort and removing all children resulting from the marriage from the line of succession) will kick off a 200-day long event chain (and accompanying mission, for the player’s convenience).

index.php


Random events about individuals, parts of the population, and media either supporting or opposing the marriage will fire, resulting in random stability hits, boosts, political power penalties and bonuses, and Unaligned ideology increases and decreases. In addition, a ‘main’ event in the chain will fire every 50 days. This describes the growing support and opposition to the King’s intention to marry. As things get worse, this results in the cabinet resigning, leaving the United Kingdom without a government until the crisis is resolved. Eventually, even the Dominions, appalled at the King’s blatant disregard for the wishes and concerns of his subjects spread throughout the Commonwealth, see no alternative but to use this temporary political weakness to break with the Crown.

index.php


Once the marriage is out of the way, the crisis ends. With no cabinet and political turmoil, the King can direct his most potent supporters during this crisis, David Lloyd George, Winston Churchill, and Oswald Mosley, to then form a political party that is far more… amenable… to the King’s wishes… Much of the remainder of the tree then focuses on improving relations with Germany, taking out Italy to secure the Mediterranean, and reconquering the Empire with the aid of those Imperial loyalists that still remain in the old Dominions. Finally, it becomes possible to seek to unite the entire Anglosphere under one banner, and to pre-emptively strike at the USSR or Japan. Extra goodies involve increased non-core manpower and a unique National Spirit improving the speed and range of the Royal Navy, as well as a couple “become our puppet or die!” events for Iran and Afghanistan, facilitating reaching the Soviet Union from India.

index.php


Fascism in Britain is a bit of a ‘historical curiosity’, and Mosley’s name has obtained a notion of notoriety. What is certain, at least, is that the Blackshirts had some moderate successes with marching all over the country, and the British Union of Fascists peaked at around 50,000 members. Unfortunately for them, their increasing focus on pro-German and anti-semite rhetoric caused membership to drop, and opposition to these marches caused them to become increasingly violent until the infamous Battle of Cable Street sparked the government to take action. It passed the Public Order Act which outlawed the use of political uniforms and made it more difficult to hold marches.

index.php


These “Blackshirt Marches” are the key to turning Britain fascist in HOI4. After selecting the “Organize the Blackshirts” focus, a series of decisions will become available (implementation is WIP pending code support) allowing for the player to ‘secure’ Britain state-by-state. Each march will increase fascist support by a set amount depending on the state's population, while also reducing stability by a variable amount (depending on whether it was a particularly peaceful or violent march, but again depending on the state's population). Should stability go beneath 50% a civil war will start, with all ‘secured’ states on your side. This makes it possible to give yourself an advantageous position before intentionally kicking off the civil war. However, by expending extra political power to hold public speeches in which Mosley distances himself from Germany and Hitler’s rhetoric, you can soothe tensions and make fascism more palatable to the British people. These speeches increase stability, allowing you to remain above 50%. If you manage to remain above 50% stability and also obtain over 50% fascism support, you can then march on Downing Street and demand a referendum, peacefully switching to fascism. Once there, you can take your anti-German rhetoric even further, and seek an alliance with Italy to ‘take care’ of the continental menace.

index.php


Finally, for the communist path we decided to explore to what lengths a government might be willing to go to kick-start their rearmament. By opening negotiations with the Trade Unions, the player can unlock powerful temporary bonuses (or permanent ones, such as ‘free’ factories), but will then also be expected to give in to certain demands the Trade Unions have. These can range from appointing specific (rather less competent than usual) advisors, to paying a lump sum of political power, or to eating a temporary penalty to construction or production speed. Each ‘demand’ increases communist support by 6%, and once it gets high enough, they will demand a referendum, allowing the communists to take control of the government. Be careful though, for if you haven’t decolonized within 2 years of becoming Communist, your supporters may call you out as a fraud, and launch a civil war...

index.php


index.php


From there, you get rid of the upper classes and the royal family, before choosing between either creating your own Communist alliance, or going with the Soviets. Doing the former allows you to either go on a world-wide anti-colonialist crusade, or reach out across the channel (the reason why you can’t do both is that all of the countries across the channel -are- colonial powers…). Then, you can either negotiate a strike against Germany with the Soviets, or attack the Soviets yourself to determine once and for all whose version of communism is the most ‘pure’. Going with Moscow, on the other hand, allows you to focus either against fascism (once again coming down on Germany and Italy from two directions), or focus on capitalism and utterly crush the American Dream.

index.php


Finally, both the fascist and communist paths will result in the Dominions leaving you if you do not take quick and decisive action. “Move to Secure the Dominions” allows for installing Martial Law, but requires at least a number of divisions equalling 9600 manpower to be deployed in each of the dominion’s states (as well as 5 times this number in their capital). Martial Law prevents the Dominion in question from becoming independent and leaving your faction for 180 days, giving you time to seize control. From there, you can begin bombarding the population with propaganda, and, once ideological support is high enough, finally flip the government to match your own, thereby securing them for your alliance. If you do this as Communist Britain, any Dominions you have ‘secured’ in this manner will also NOT be released as an independent state once you decolonize. As fascist Britain you could also simply let them leave and reconquer them using the same focuses the Unaligned path provides for that purpose...

index.php

Small bonus portrait pic, and basically what it looks like in the office right now.

Next week I’ll be on vacation in Norway, but I’ll be setting aside some time so we can take a bit of a closer look at just what was involved in making decolonization possible... :)
Didn't they just pump out a whole dlc about England? What a bunch of lazy faggots.....
 
Joined
Jan 7, 2012
Messages
15,269
As an ex-game developer I say using trees doesn't work too much, because politics is interactive unbalanced system. Trees are directed imperative system. A policy between two states should appear as interaction between two subjects. Thus what they are doing is just patching system with inherent design flaws which would need a lot of ad hoc coding to even feel right.

But the point of DLC is to be able to sell easy-to-make content endlessly, decision trees accomplish this expertly.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Kaiserreich 0.7 is out, comes with focus trees and stuff for South America, Indonesia, and Greece.

EDIT: Their changelog:

Changes

Notable Additions
  • Full compatibility with 1.5.4
  • The focuses for Canada to intervene in the ACW have been moved to decisions. As a side-effect, you should see Canadian intervention occur a lot more often now
  • The AI production system has been completely overhauled. You should now see the AI building a wider variety of units and do so more sensibly. Most notably the AI will now build tanks and motorized units
  • The peace conference system has been completely overhauled. While this still isn’t perfect (it’s a finicky system), you should see a lot fewer bizarre results when a war ends in a regular peace conference rather than by event
  • Note: there’s still a vanilla bug which affects any country which is in more than two separate wars - when it capitulates, not all enemy countries get invited to the peace conference. We haven’t been able to fix this one sadly
  • The annexation events have now been moved to decisions - or, more precisely, they’ve been moved to missions. Once they become active, you have 60 days to select the decision or else the game assumes you are occupying the territory permanently and applies the penalty
  • Stability has been totally overhauled, now fully utilizes the new stability counter rather than being a fusion of the old and new systems
  • Party popularity totally overhauled, now based around the new counter added to the UI
  • Garrison units have been removed, the AI could never use them right and balancing them was near impossible
  • The April Fools joke has been removed, near no-one was playing it but it required checks to be run in every game, a performance nightmare
  • The combination of the above, along with some behind the scenes work, has improved performance by 5%-10%, though of course your mileage may vary
Added Focuses to:
  • Argentina
  • Baltic Duchy
  • Bolivia
  • Brazil
  • Dutch East Indies
  • Dutch Government in Exile
  • Ecuador
  • Greece
  • Insulindia
  • Patagonian Worker’s Front
  • Peru
  • Uruguay
  • Venezuela
Added Events to:
  • Argentina
  • Bolivia
  • Brazil
  • Dutch East Indies
  • Dutch Government in Exile
  • Ecuador
  • Greece
  • Insulindia
  • Netherlands
  • Patagonian Worker’s Front
  • Peru
  • Siam
  • Uruguay
  • Venezuela
Added Decisions to:
  • Argentina
  • Baltic Duchy
  • Brazil
  • Canada
  • Dahomey
  • Deutsch-Ostasien
  • Dutch East Indies
  • Dutch Government in Exile
  • Greece
  • Insulindia
  • Patagonian Worker’s Front
  • Peru
  • Siam
  • Venezuela
GFX
  • New unit models for the Dutch East Indies, Insulindia, German Government-in-exile and the Austrian sphere
  • Russian tsars have had their portraits re-done
  • Tech GFX added and assigned around the map, generic infantry weapons especially have almost been crushed
Miscellaneous
  • Added Privacy Policy button, we love you GDPR
  • Added a new reference to Winston Churchill
  • Added checks to many of the Italian nations to try and stop that suiciding into much larger nations
  • Added impassable areas in the Amazon
  • Converted Ottoman focus tree over to relative_position_ids to make changes easier to do in the future
  • If Canada nears the point of surrender, it has an event to disband the Entente as the king flees into exile.
  • Localisation file structure has been redone, fixed a major bug (see below) as well as making things easier for translators
  • Much of the mod files have been formatted for readability, anyone working on submods should enjoy this
  • Much of the mod has been cleared of trailing white spaces, should again help anyone working on submods and getting merge errors
  • National France now begins the game as a major
  • Nerfed the Ottoman electronic research bonus from four to two
  • Redid the Ottoman Jewish events to avoid some edge case issues
  • Redid the Ottoman coring events to not be a performance nightmare
  • Removed Facebook button
  • Removed devil event kr.political.666, seems to have been a joke that someone sneaked in before we had proper quality control, it just gave you +1% Syndie popularity, I’m not kidding I swear
  • Removed war support modifiers for being in an offensive or defensive war, they didn’t play nice with our civil wars
  • Reworked Algerian States
  • Reworked Chinese States
  • Reworked South American strategic zones
  • Vietnamese and Australian English Voice Over added
Fixes

Notable Fixes
  • While not a fix in this patch, we thought we’ll mention here that the infamous ‘37 crash was fixed a few weeks ago with PDX’s help
  • Several other, rarer, CTD’s have been fixed involving puppeting nations due certain conditions
  • A major bug causing vanilla localisation to overwrite mod localiation has been fixed. We aren’t exactly sure have common this bug was, but if you suddenly see a lot more flavor text, this’ll be why
Other Fixes
  • A couple of misaligned VPs have been fixed
  • A lot of spelling fixes all over, notably to the Italian nations and Transamur
  • Added some AI logic to National France’s declaration of war on France
  • Belgrade Pact peace events will now include Romania even if Romania dropped out of the faction due to its civil war
  • Bulgaria no longer joins the Weltkrieg if it’s a puppet
  • CSA strike focuses for PSA and New England can now actually work
  • Fixed Russian focus to deal with syndicalist Ukraine to actually check that Ukraine is syndicalist
  • Fixed a broken Japanese unit model
  • Fixed a bug with Japanese ministers caused by trying to assign dead minister to government posts
  • Fixed a missing MAF OOB tooltip
  • Fixed event chain where Ireland could potentially peace out its entire faction from a war
  • Fixed several MAF ministers being convicted of treason, but then allowed to still be generals
  • Fixed several MAF ministers being in two places at once
  • Fixed several UoB events firing as news events
  • Fixed two Ottoman events that weren’t firing due to checking for the tag ‘NOT’
  • Fixed, another, issue with the Japan-Russia-Mongolia-Transamur events where one nation was pupped by a third party
  • Japan can no longer invite Hawaii or Philippines into their faction if either country is at war or is a puppet
  • Mexico is no longer able to finish invalid focuses
  • Several misaligned ports have been realigned, mostly in the Caribbean and Indonesia
  • Ships can now pass through the Panama Canal if neutral with the owner
  • The Sudanese revolt now actually gives Sudan some units
  • The “deal with the devil” between AUS and CSA now works
  • Turkestan no longer gets a core in eastern Siberia
  • Two rounding errors in Bulgaria fixed
  • Wallonia and AFM Australia can no longer peace out the entire Weltkrieg
  • When countries are puppeted and then restored to their previous government type by the code, the ideology popularities will now also be reverted - it’s not exact, as but it’s better than before
  • And many many other fixes we forgot to note down
 
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Vaarna_Aarne

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Personally I think OWB's problem is that it has chosen a poor start date scenario, which greatly limits how thing can turn out.
 
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both ncr and legion can suffer a civil war, also most of the times they're so equal that you can make a difference attacking one at the right moment. my gripe is with the mormons. who the hell would like to become a mormon? half of north america, looks like. also the map is going to be expanded (hopefully) so maybe more threats will be added.
i'm not much into fallout lore, i'm into asymmetric factions in strategy games, and in owb they're different enough to warrant several different playthroughs each. quite something in my eyes.

what i'd really like to see adjusted is manpower. i just can't find a way to play succesfully some of the smaller high-tech factions like vegas or vault city, their manpower pool is so little that the superior technology doesn't matter because it has absolutely no staying power.
 

Vaarna_Aarne

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Bleh, OWB really should have followed the example of FO Doomsday and instead have everyone be a minor at the start. The asymmetric aspect does not work at all, all it does is make everything completely predictable because NCR and Legion are simply too strong too early. The Mormon alliance spam is also a stupid idea, no factions is the only way to do it, same as Doomsday did.
 

Vaarna_Aarne

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Well, Kaiserreich is the top one, little doubt about that, but Road to 56 is a good way to play the "vanilla" scenario, and there is something hypnotic about BlackICE's level of OCD detail that doesn't mesh together. The Cold War mod is in its infancy, but it looks like it'll be pretty interesting once it gets more work done. Modern Day 4 is also something that might be interesting later on. I haven't gotten around to trying out August Storm yet.
 

Raghar

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Main problem is with improvement in AI in 1.5.0, before it took time, but actual engagements were more lethal. Now it's MUCH more about number of units, than about luck and position. As a consequence smaller factions are much more in disadvantage and whole systems feels lest reactive.

Also was Kaiserreich balance changed to work with 1.5.0, or they are using balance for 1.4.0 which doesn't work well?
 

Humppaleka

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This is bound to change by the time I will get to playing this game (currently thinking of trying the very first Hearts of Iron game), but is the Road to 56 as close to the vanilla experience enhanced as possible where as Kaiserreich is a total makeover or smth?
 

Vaarna_Aarne

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Well it depends on how you define the vanilla experience. Kaiserreich changes very little gameplay details, units and technology are pretty much the same as base game, the main thing is the focus trees and events. Road to 56 has expanded tech trees, focus trees, units, and so on without the alt-history scenario.

Total makeover I guess would be BlackICE, but that's more like mesmerizing chaos because of how neurotic and disjointed the design of the mod is, or Old World Blues but I at least think that the scenario is too heavily rigged to have only three real proactive countries.
 

Zeriel

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I suppose Grand Battle Plan is superior to Superior Firepower if you intend to turtle like crazy, due to its huge entrenchment bonuses.

Mobile Warfare gives you great tanks, but tanks are very cost heavy so you need a crazy amount of IC to use that path. Superior Firepower is just best when it comes to universal applicability.


And yea, Guerilla path of Human Wave is from what I understand widely considered the second-best doctrine in the meta since it allows low IC countries with massive manpower pools to punch way above their weight.

What I never understood is why tanks path is the only doctrine that eventually gets recruitment population % buffs. Sure its a cute nod to the desperation of Germany towards the end of the war, but it seems like that bonus should really be in Mass Assault, or at least have something similar there, you'd expect Mass Assault to give you more troops, not just buff infantry efficiency.
 

Destroid

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I suppose Grand Battle Plan is superior to Superior Firepower if you intend to turtle like crazy, due to its huge entrenchment bonuses.

Mobile Warfare gives you great tanks, but tanks are very cost heavy so you need a crazy amount of IC to use that path. Superior Firepower is just best when it comes to universal applicability.


And yea, Guerilla path of Human Wave is from what I understand widely considered the second-best doctrine in the meta since it allows low IC countries with massive manpower pools to punch way above their weight.

What I never understood is why tanks path is the only doctrine that eventually gets recruitment population % buffs. Sure its a cute nod to the desperation of Germany towards the end of the war, but it seems like that bonus should really be in Mass Assault, or at least have something similar there, you'd expect Mass Assault to give you more troops, not just buff infantry efficiency.

It's a dumb hack and only makes sense for historical Germany. Those buffs should probably be moved to the focus tree.
 

Vaarna_Aarne

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Mass Mobilization path of Mass Assault actually does give 5% extra recruitable population, so you can throw several ten million more compact infantry into the meatgrinder. Deep Battle can also throw in mass infantry, but the whole idea of the doctrine is that you already have that enormous manpower pool so you can fully benefit from its infantry bonuses but you also get a more wider array of bonuses (ie, a huge array of tactics) in contrast to Mass Mobilization so the additional manpower is not part of the package.

There's also kind of secret to why the Desperate Defense path is not just a cute nod: It's because Mobile Warfare is shit for EVERYTHING except tanks. The only bonus it gives to non-tanks are speed and organisation, and the primary thing high organisation allows a division to do is die for longer. So this means your otherwise shit army (since you can't build enough tanks to maintain a huge front like say Russia, because of the way the doctrine is focused you should go for specialized tank divisions instead of combined arms, and those you can't field a 100 3x3 divisions of until too late) will rake in huge casualties, especially on the defensive where it has only tactics to fall back on. Mobile Warfare lives and dies by micro'd tank encirclements, and it will be doing a lot of dying because the only thing it has going for it is tanks and speed.

Personally I'd say that the first thing to always do when playing Germany is to run away from Mobile Warfare as fast as you can and get Superior Firepower or Grand Battle Plan instead since those are simply superior due to having all-around performance (personally I'd wager AirLand Battle and Mechanized Offensive are superior for tank blitzing as well).
 
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Mass Mobilization path of Mass Assault actually does give 5% extra recruitable population, so you can throw several ten million more compact infantry into the meatgrinder. Deep Battle can also throw in mass infantry, but the whole idea of the doctrine is that you already have that enormous manpower pool so you can fully benefit from its infantry bonuses but you also get a more wider array of bonuses (ie, a huge array of tactics) in contrast to Mass Mobilization so the additional manpower is not part of the package.

There's also kind of secret to why the Desperate Defense path is not just a cute nod: It's because Mobile Warfare is shit for EVERYTHING except tanks. The only bonus it gives to non-tanks are speed and organisation, and the primary thing high organisation allows a division to do is die for longer. So this means your otherwise shit army (since you can't build enough tanks to maintain a huge front like say Russia, because of the way the doctrine is focused you should go for specialized tank divisions instead of combined arms, and those you can't field a 100 3x3 divisions of until too late) will rake in huge casualties, especially on the defensive where it has only tactics to fall back on. Mobile Warfare lives and dies by micro'd tank encirclements, and it will be doing a lot of dying because the only thing it has going for it is tanks and speed.

Personally I'd say that the first thing to always do when playing Germany is to run away from Mobile Warfare as fast as you can and get Superior Firepower or Grand Battle Plan instead since those are simply superior due to having all-around performance (personally I'd wager AirLand Battle and Mechanized Offensive are superior for tank blitzing as well).

Mobile Warfare isn't even that amazing for tanks.

Org doesn't finish fights faster. The point of armor is to quickly finish fights, break through and encircle before reinforcements come. For that you want superior firepower (the concept and the doctrine).

+breakthrough is basically only useful if you don't have that many tanks in a group. Tanks already have huge breakthrough and if you make even a 50/50 division you'll be way, way above any opponent's attack with your vanilla stats, so this bonus is going for some weird distributed-tank strategy with a bunch of softer divisions.

+speed is, of course, great. But it's only great if the enemy is defeated by the time you reach the province. So Germany only really excels at breaking through medium to weak resistance with no reserve. Granted vs. AI on normal difficulty that's basically the entire game, but if you face anything stiff you'll be begging for 25% or so more damage per division. It's sort of like Germany's medium tank divisions have the speed of USA's light tanks but also the damage of USA's light tanks, so it's a wash.

Integrated Support is just OP at the moment compared to basically everything else. Shock & Awe and AirLand battle are both decent. For Grand Battle Plan I prefer infiltration actually, the night bonus is really, really good for all divisions. But GBP kind of sucks overall since they fucked with planning even worse than before, so I'm 100% Superior Firepower all day every day.

As to the usefulness of +recruitable population, I'll refer all to my post a few pages back about the joys of recruiting your imperial guardsmen divisions from puppets.
 
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Bleh, OWB really should have followed the example of FO Doomsday and instead have everyone be a minor at the start. The asymmetric aspect does not work at all, all it does is make everything completely predictable because NCR and Legion are simply too strong too early. The Mormon alliance spam is also a stupid idea, no factions is the only way to do it, same as Doomsday did.

Not everyone in FODD starts as a minor. FUSA starts absolutely huge (but in the middle of civil war), Enclave starts small and mostly self-contained but hella strong, NCR starts owning most of Southern California. Canada owns a lot of land at the start, but they get screwed by land in Canada being shit. Brotherhood of Steel in the West has major-level military but they're boxed in unless you conquer or build ships.

Also FODD does have factions (unless you use the option not to), its just that until the 2250s, the game doesn't involve them much.

Major factions also have way superior tech teams.
 
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FODD is a bit weird since one province factions can still have 50-100 IC. It's more like there's 15 or so majors. But it's a large map and can support this since there aren't 100 made up factions that exist purely to be gobbled up by NCR/Caesar like OWB does. OWB would be a lot better with most of these minors compressed into a few bigger factions, roughly mid-tier powers like New Vegas or Vault City has in the mod.
 

Vaarna_Aarne

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Yea, you really need to take NCR and Legion down several notches, strengthen up multiple or perhaps all minors, and add in more potential majors that will emerge as time goes by. Maybe add in distances of empty space like FODD does (since that trick can totally still be done I think).
 
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but why? it's like asking to weaken germany or urss in vanilla. that said, i'm definitely not a good hoi player, not a minmaxer, on the opposite side on the spectrum of autism, and managed to "win" the scenario with the supermutants, the western brotherhood and washington's, and beat the crap out of the mormons with vault city.
 

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