Hearts of Iron IV - PDXMidgeman


Greetings all, and welcome back for a slightly less content-focused dev diary than our latter soviet efforts. Today we’ll be covering a couple of smaller additions to be added in NSB, some of which have been hinted at before, followed by a small announcement from project management.

Weather 2.0

One of our long-standing goals with the new supply system, was to introduce some changes to the way weather affects the gameplay experience. To give some strategic relevance to weather, we’ve slowed down the system to modulate between potential weather effects on a less frequent basis. This gives a player some time to react to potentially advantageous/disadvantageous conditions, as well as being somewhat more predictable on a larger scale.

In addition to this, we’ve taken a broad look at the combination of stat effects on ground conditions, temperatures, and weather, in order to mesh more closely with the new supply system, and to give a greater impact on campaigns - especially those conducted in adverse conditions:
  • In addition to Org recovery, weather will now affect org loss from movement, and in extreme cases, supply consumption.
  • While temperature has no new modifier effects, we’ve taken a pass on temperature data across the world, with the intention of improving accuracy.
  • Ground conditions now also have the potential to affect org loss on moving divisions. This becomes particularly important in muddy/cold conditions such as the eastern front, where the combination of various conditional effects can severely slow an advance.

New Weather Effects: (WIP)​


New Ground Conditions: (WIP)​


Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster.

Equipment Management

In NSB, we’re introducing the ability to manage specific equipment usage by division template. This means you can ensure that your elite breakthrough divisions have everything they need, while line divisions have equipment of a lower priority. Please bear in mind that the interface is still a work in progress!



You can access this new feature in the division designer, where you’ll have a comprehensive breakdown of all equipment types currently stockpiled.



We’ve provided several broad methods of manipulating equipment usage, in the form of a togglable setting on whether this division template should automatically have newly researched equipment enabled, and a quick method of toggling the usage of foreign equipment.

Beyond that, you’ll be able to toggle categories (such as Infantry Equipment II), all the way down to individual variants.



Changing these settings will not incur any explicit cost, though you’ll need to maintain awareness of your production lines when using these settings prodigiously. The update division tooltip, as before, will give you a summary of the scope of your changes, as well as how many divisions are likely to be impacted by this change. Lastly, it is important to note that these settings will affect reinforcement and training only - your existing divisions will not have their weapons immediately confiscated.

Allied Construction
Indeed, as hinted at yesterday, we’re introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction.


Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options. We initially allowed the allied construction of forts, but, well, the office MP proved why that was a terrible idea.

For balance reasons, constructions with levels dependent on technology (ie Radar) will be limited by the tech of the recipient country, not the builder.

Graphical Encircled Unit Icons

We've taken the opportunity with NSB to add some feedback to one of the more serious situations an army can find itself in - encirclement. Whenever an encircled division is destroyed, a short animation will be played to draw some attention towards it. Of course, this animation also plays if you are the one doing the destroying.


Changing of the Guard
Here, I’ll hand over to @podcat to cover an upcoming change in the HoI development team.

Hi everyone Dan here, I want to let you know that you’ll be seeing Peter more and more as he is now taking over as game director on Hearts of Iron IV.

Looking back I have been working on HOI4 for about 7 years now and before this I worked a few years on HOI3. So it's fair to say that Hearts of Iron will always be close to my heart, but I also feel like it's time for something new to sink my teeth into.

I’m going to be working with a Secret Project which I can't tell you very much about - except that I am super pumped about it, and that it isn't HOI5. While I’m sure the time will come for that, right now we feel that HOI4 still has room to be developed with content and cool stuff.

Timing wise it fits well for me. No Step Back was the last expansion step I had penned down back when the original game released in 2016 so it's time for another 5 year plan (heh). It takes the game full circle as with NSB we will have touched on all the major systems in free updates and expansions at least once. It's also a perfect time to get more fresh perspectives to help evolve the game when most of my original ideas and plans have now been done.

Of course you will still see me around and I expect I’ll be poking around here and there in HOI (one does not simply let go of their baby so easily!), but I am confident in Peter and the team to take the helm and keep steering the ship now, and I am sure No Step Back will be awesome and that you will all love it.



Et tu, Peter?! Game development is serious business!

Peter here - I’m honored to have been asked to take the reigns on HoI. I’ve been working closely with Dan and the team over the last months, and feel confident that we can keep on building HoI in the right direction.

As some of you will be aware, I’ve come to HoI by way of Imperator, having previously worked on several PDS projects as a content designer. Prior to that, I had a long and entirely unrelated career in classical music. Historical PDS titles are something I’ve been an avid fan of from long before I worked here, and I’m super excited to take my experiences forward from Macedonian nation-building to the 20th century.

We have many plans for the future of HoI so after NSB is safely out of the door, you’ll get a chance to see my take on the future of the game. This said, I’ll point out that Dan and I are very much aligned on the creative direction of HoI 4, so to pre-empt some questions, a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy.

What does it mean? Well, it’ll take time to see that properly. We’ve made no secret of the intentions around future dlcs and content (see last PDXcon for more details!), so the best answer I can give you there is that we’ll be doing our utmost to meet this potential roadmap while I begin to put my personal spin on the game. I’m more than happy to try and answer broad questions about my thoughts on the future of this excellent game, my industry experiences thus far, or myriad other topics, but please be aware that (beyond what I’ve already implied) we will not, as usual, be able to answer qualitative questions on future releases.

In general, you’ll find me present and willing to engage in polite discussion on the forums and other media inasmuch as my time allows, so I expect to begin interacting more with this passionate community in the near future!

/Arheo

For the full Article: Read it here
Hearts of Iron IV - PDXMidgeman
“Comrade Bratyn, you have been found guilty of counter-WW2 activity. You have been seen consorting with citizens and even figurehead ideologues of the Imperator team. Undeniable proof of work -by your hand- can be seen in publications by this group of dissidents made over the course of the past year. You do not fool us. We know “Drikus” is just another alias you use.

“Your attempts at shirking your duties to the Team will not be tolerated. Discussion of the Classical Period is wholly unacceptable behaviour for a HoI4 citizen; publication of treasonous material is a crime far, far worse. You are hereby stripped of your rank and sentenced to the mines in HoI-beria. Perhaps a year’s hard labor working on good, proper WW2 material will enable you to see the errors of your ways, and rehabilitate you sufficiently to regain your previous liberties.

“Comrade Bratyn, I will not welcome you back. You were foolish to think you could ever leave, in the first place.”

Hello everyone, and welcome to the third (yes you read that right) dev diary on the Soviet Union focus tree! And yes, in the words of a famous hero who fought valiantly and sacrificed himself for the defense of Earth some 25 years ago: “Hello boys! I’m baaaaaaaaaack!” Not to worry, though! Unlike Russel, I’m not here to destroy the project by dealing catastrophic damage to the superweapon that is this very next DLC that we’re unleashing upon a collection of RVs near a remote and officially non-existing military base in Nevada the world. That requires backbone, and we’re not allowed to have one of those here in HoI-beria.

It has already been explained in previous DDs that the sheer size of the Soviet tree has meant multiple CDs have been slaving away working proudly on it. This has been doubly the case for the non-Communist branches (which the eagle-eyed among you already noticed in last week's diary must lurk off to the side of the picture you were shown): the collection of CDs that have contributed to these have almost been as numerous and varied as have been the groups comprising the White Movement that inspired the branches... *Laughs nervously, glancing at his room’s locked door* While I initially was given some background features to toil away on, I eventually was drafted into this group of laborers-- *Glances at the silhouettes of guards visible through the window in the door, sweating this time and continuing in an excessively loud voice* ...Erhhh, I-I mean, I volunteered for this honorable task to contribute in some small way to the ever-increasing glory of the HoI4 Team, which has so graciously and mercifully deigned to allow me to prove my unceasing loyalty through my labor! *Sweats profusely* ...I, uh, am also proud to have volunteered as… as spokesman for this assembled group of CDs, and tell you all about what we’ve been doing!

*Clears throat raspily* Very well, let’s get started.



The Exiles

In 1936 the so-called White Movement was in shambles. Despite extensive international support, the Bolsheviks had eventually defeated the loose and diverse anti-Communist coalition (who really only agreed on one point: that the communists must be defeated) that vied for control of the country in the Russian Civil War. With many of their leaders dead, much of the remnants of the Whites fled the country rather than be purged. Many of these fled to Manchuria, which in the early 1930s was invaded and occupied by the Japanese.

In the years afterwards these exiles in Manchuria were supported by the Japanese to cause problems for the Soviets across the border (including such intrepid endeavours as erecting a giant neon swastika 3km from the Soviet-Manchurian border). While certainly not the only collection of White exiles in the world, they were the only ones to be in any conceivable position to do any material damage whatsoever to the Soviet state. If an anti-Soviet uprising was to take place, it would therefore likely be in the old White-controlled areas of the Far East and Siberia: far from the tightly-controlled industrial areas of the far west of the Soviet Union, and where Japanese equipment and support would be most forthcoming.

Are you up for the challenge of ousting the Bolsheviks after all, guiding the nation through an Electric Boogaloo of Russian civil wars, reinstating the Romanovs, and, finally, returning its former Glory to the Russian Empire?

The Build-Up
If so, the only way to affect such a drastic change by the mid-1930s is through civil war.

In many ways the build up to the Civil war for the Nationalists and the Tsarists plays similar to the Communist Opposition build ups, albeit with a somewhat different touch. The red army is highly politicized so you will find it harder to actually gain a large following there, and you won’t get any support from the NKVD either. But let’s look at the “pre-civil war” part of the tree:



This part of the branch all revolves around various ways in which to prepare for the civil war: obtaining equipment, units, factories, national spirits, decisions, and even advisors for when the civil war kicks off. At the same time, decisions allow you to spread your influence (starting in the Far East) throughout the Soviet Union, readying states for an uprising to coincide with crossing the border from Manchuria. Despite this preparatory work, however, the Soviets have solidified their power tremendously over the past 20 years, and this war will be a challenge.




Religion

One way of preparing for the continuation of the counterrevolution, and undermining communist support, is to gain the support of the church. Some of the Orthodox Church’s bishops (‘metropolitans’) had fled abroad rather than cooperate with such a militant atheist government as Stalin’s. Others elected to stay, and in 1927 Patriarch Sergy issued a divisive Proclamation on behalf of the Russian Orthodox Church that professed absolute loyalty to the Communist government of the country. Many metropolitans broke communion with him as a result. Despite the proclamation, 1931 still saw the destruction of the Cathedral of Christ the Savior in Moscow, to make room for a colossal Palace of the Soviets. These are the kinds of decisions that need to be overturned to return faith and religion to the central position that it deserves in Russian society, providing suitable rewards accordingly.



Eventually, you may begin the war:


As stated, it will not be easy, and the Soviets enjoy a tremendous military and industrial advantage over you. You will have to make intelligent use of your resources and subversive activities to level the playing field even slightly and make an unlikely victory happen. Luckily, the possibility of foreign aid exists, though even this may not be enough. The final ‘ace in the hole’ is swallowing your pride and making the Japanese an offer they cannot resist: the elimination of a rival power to their northwest, major territorial gains on the Pacific coast, and even the installation of a subject regime in the power vacuum their rival’s collapse would create… All this might buy their direct involvement, but the price is very high...


Consolidation



Once the civil war has been won, it is now time to consolidate your power, rebuild the war-torn nation, and replace the White provisional government with the more stable will of a Romanov. This calls for the convening of a Zemsky Sobor, who will elect Tsar Vladimir I to this position. These focuses (and some of the later religious branch’s focuses) also will also spark the return of many anti-Communist exiles to their homeland. From here, you may continue to embrace either of the two predominant ideological flows that comprise the White Movement:



The first of these is the Tsarist branch - solidifying the Tsar’s autocratic control over the country and restoring the Romanov dynasty. This branch seeks to restore the Russian Empire’s old borders; reconquering the many states that were lost after the Great War, and pushing beyond.




The second of these is the Fascist branch - turning over power to Rodzaevsky and reducing the Tsarist to a figurehead monarch, like in many nations in the West. Under this leadership, the embarrassments of old will be redressed and avenged; in particular the Empire’s defeat at the hands of Japan over 30 years prior. This path also focuses on naval build-up in the far east, and even explores bold forays into the Americas…



Finally, a doublet of formable nations exist for these branches. As the Tsarists, it is possible to extol the unity of the Slavic Peoples, and truly take up the role of their Protector. Be strong enough, be liked enough, and Slavic nations under threat will join you willingly. If not, you may take them by force. Regardless of how you unify them: you may form a grand Union of the Slavs if you succeed in this task.




Alternatively (and open to both branches), you might emphasize the role of the Church in the new nation you have created. Choosing this spiritual path will elevate the Metropolitan of Harbin to leader of the nation, and opens up the ability to claim Russia’s rightful place as the only true heirs of an empire long gone…



Finally, I’ll briefly hand over the word to Comrade @Wrongwraith.


New Releasables

As hinted in last week's DD we’ve also added a few more releasable countries that can become independent in a peace deal or through focuses. So basically all SSR’s, ASSR’s and some of the Okrugs of the USSR are covered, as well as some other countries that existed before the establishment of the Soviet Union in 1922.

To give you an idea, the map can now look like this:



Some of the releasable countries overlap. For example, the Far Eastern Republic has cores on both Chukotka and Vladivostok as well. The map above shows as many simultaneous countries as possible in the Soviet Union area.

And of course this means loads of new flags. Some of you guessed right last week! The flags shown were for an independent communist Karelia and a non-aligned Buryat Republic.

And there are loads more, like this one for example:


In addition, we added a few new formables for those countries, just in case you feel like reforming Idel Ural for example.

Now, with that out of the way: that was all from us for today! It should go without saying that the tree is still being actively worked on, and so what you saw here may not represent 100% what is eventually released. I do hope you liked this little peek into what’s going on with the not-so-Communist Soviet things! *Attempts to feign a joyful laugh, but then glances nervously at the door again, and adds in an urgent whisper:* I mean it… If I don’t meet my quota of likes and get a ratio of above 90% for this diary I’ll be scrubbing keyboards for a month!

Oh - almost forgot - the Soviet Focus Tree behemoth as of currently:


For the full article, Dev discussion and more content, Read it here!
Hearts of Iron IV - PDXMidgeman

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.



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.



Trotsky

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.



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



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



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):



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.




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:



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:



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.



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



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.



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.





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.



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).



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.



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:




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.



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.


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…



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:


With for example this guy in charge…



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.



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:



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




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)



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.



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:



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



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:



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.



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.



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



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


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:


There are a few extras, but you'll have to check those out on the forums!

Hearts of Iron IV - PDXMidgeman

Greetings Comrades & Generals!

We know you're ever watchful for more No Step Back information, and we'll deliver with this weeks dev diary, but for now we wanted to take a moment to talk to you about Operation Zoomer.

As of 14:00 BST, August 9th our landing craft invaded our latest Social Media platform - Instagram. Magenta Beach is open. We're under heavy fire and we need reinforcements!

Join the Hearts of Iron community team for a whole host of new, community content on our latest platform. We've got bundles of planned content, including special video content, sneak peaks, history bites and behind the scenes info! Who knows, there might be a dev diary tease later today too!

Join the fight: Hearts of Iron Instagram
Hearts of Iron IV - PDXMidgeman
Added server visibility settings to Steam MP (Public, Private, Friends)
Update MS as well to keep version parity.
Hearts of Iron IV - PDXMidgeman
Здравствуйте товарищи! - Greetings comrades! And welcome to a new Hearts of Iron 4 Dev Diary! I hope that you are all having a great summer, and that you are prepared for a little reading, because today we’ll be talking about the last country left to show for the upcoming expansion, a country that, in the direst of times, did take No Step Back.

As you all know, the Soviet Union is huge, and we’ve had to form our own Content Design Soviet to properly implement all the cool stuff we wanted to represent. So today I’ll be talking about my main responsibility, which has been the historical and the common branches for what is one of the most interesting countries in HOI.

I’d just like to mention a couple of things before we start:
First of all, yes, everything we’ll be talking about today will be coming for free with the Barbarossa update, although some content might vary if you don’t own some of the previous DLCs.
Secondly, our beloved Motherland is still WIP so you might see content, values or even art that’s not final and is subject to change before release. You will also see a fair amount of debug decisions that we use in order to test the new systems.
And with that said, I suggest you make yourselves comfortable and ready for a long read, and let’s get started!



This country entered World War I as the Russian Empire, but got out of it as Soviet Russia, having lost substantial territory in Eastern Europe as a result of the Treaty of Brest-Litovsk in 1918, where the Bolsheviks in Petrograd ceded control of Poland, Lithuania, Estonia, Latvia, Finland and other areas to the Central Powers.
Since the Allies did not recognize the Bolshevik government, no Soviet Russian representation attended the Peace Conference of 1919 at Versailles, where the former Russian territories previously ceded to Germany became independent states.

In December 1922, the Union of Soviet Socialist Republics was formed. The term soviet means “council”, and they emerged in the 1905 Revolution as groups or assemblies of Russian workers, soldiers and peasants, in opposition to the Tsar. These soviets disappeared after the (failed) revolution of 1905, but re-emerged under socialist leadership during the revolutions of 1917, which overthrew the Tsar.
Through the Soviets, the Bolsheviks, led by Vladimir Lenin, constituted the political structure of the new regime.

Following Lenin’s death in 1924, Iosif Stalin came to power and soon began to suppress all political opposition inside the Party, starting with Trotsky and his followers, but turning against many of those who supported him in his political struggle shortly after (such as Zinovyev or Bukharin), developing a climate of political paranoia and carrying out the Great Purge, with its massive arrests and extremely harsh repression to citizens, military and even party members.

But that’s enough history for now, let’s take a look at how the Soviet Union looks when you start the game in 1936.



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?



We also have a starting advisor, Genrikh Yagoda. He is one of three possible Heads of the NKVD, each one with different characteristics, that you will not be able to manually remove/replace until you get rid of the purges (during which, Yagoda might get purged and be replaced by Yezhov, who can in turn get purged and be replaced by Beriya, as happened historically).



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).



There is an even longer list of advisors available for the alt-history communists, most of them will be targeted during the purges, but those are for the next dev diary!

There have also been some changes to the Generals roster: You will now start the game with the five first Marshals of the Soviet Union. Kulik has been demoted to General (since he was made marshal only in 1940, after having lost 3 of the previous marshals in the purges), and there is a new cavalry-specialized general, Vitaly Primakov, available at game start, although a potential target in the purges (generic portraits mean WIP portraits!).





Last but not least, we have sent several Soviet generals on leave to a rejuvenation center, as some had portraits from long after the war. But as you can see, they have not yet returned from their trip (traveling up to 30 years back in time might take some... time, after all).

Okay, we are now finally ready to take a proper look at the new Soviet focus tree (well, except for the Alt-history branches, those are for the next week).



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.


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.



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.



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.



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.





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.



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.



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 :D).




The Russian Academy of Sciences, founded in the 1700s, became the highest scientific institution in the Soviet Union after the revolution. National academies appeared throughout the 20th century in the Union republics, and regional branches were created as part of the USSR Academy of Sciences.




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.



Moving on to the Airforce branch.


During the 1930s, the Soviet government funded missions to break numerous world aviation records. Aviation achievements and records became demonstrations of the USSR's technological progress and Soviet media continuously exalted record-breaking pilots.

However, Soviet aviation was far from being in as good a shape as the Soviet media seemed to indicate. It was, in fact, plagued by mismanagement, inefficiency and technologically-deficient equipment, leading to a staggeringly high accident rate (in early 1941, prior to the war, apparently 2-3 planes on average were lost daily due to accidents, which led to the famous “flying coffin” incident, which sealed Pavel Rychagov’s fate during the Great Purge).
The Great Purge definitely took its toll on the Soviet Air Force too, newly promoted officers lacked flying and command experience, while older commanders, having witnessed the fate of so many officers during the purges, lacked initiative and efficiency out of fear of being labeled as enemies of the people.

In HOI, this terrible situation is represented via the National Spirit Soviet Airforce, which has fairly harsh and frightening penalties to anything related to getting your feet off the ground.



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 plains, better plains), 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!).



And it’s time to talk about the Soviet Navy!


The Soviet Navy was divided between four operational zones: The Baltic Fleet, the Black Sea Fleet, the Arctic Fleet and the Far East Fleet, with vast distances separating them.
By 1941 the Red Fleet possessed few large modern warships, its expansion had focused instead on submarines and light ships, aiming at protecting the country’s coasts and borders from enemy attacks, the naval defense strategy. After the purges (in which many of the advocates of the defense strategy perished), Stalin pushed to turn the maritime strategy into a resolutely offensive one, but the construction of large military vessels was hindered by the war.
Anyways, when Operation Barbarossa commenced, German bombers focused on airfields instead of targeting naval bases. The Third Reich didn’t need to destroy the Soviet navy, as long as their navy managed to blockade Soviet ships in their ports with mines.

In the left part of the tree, you will be able to reinforce the naval bases of any of the four fleets.


You can then Expand Shipbuilding Plants to get a significant amount of dockyards, based on the naval bases you previously reinforced.


To the right, the PC of the USSR Navy will grant you The Red Fleet national spirit.


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.



Long Range Raiders will also unlock Cruiser Submarines tech and add a couple of K-Class submarines to your production line.



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



And we’ve made it to the last actual common branch, the Military branch!


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.


Here you will find multiple research and production bonuses, some military factories and some tank templates.



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.



Last but not least, let’s talk about Merge Tank and Materiel Plants. Did you notice that there were similar focuses in the Air and Navy branches?




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.



Worth noting that there are also a few new Naval and Tank designers available for the Soviet Union.



In the Defense Branch you can choose between building a defensive line in the border with Poland (Stalin Line) or in the border with Germany, assuming you have somehow gained control over Eastern Poland (Molotov Line). You can also fortify Moscow and the White Sea-Baltic Canal and the border with Japan and their minions. Impregnable Forts is meant to represent the fearsome coastal batteries around Leningrad and in the Crimea, that caused so much trouble to the Germans during the invasion.



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.




The Road of Life were the transport routes across Lake Ladoga (water routes during the period in which the lake is navigable and ice routes in winter) to Leningrad during the Second World War. They were the only Soviet surface routes into the city while it was besieged by the Germans (if you want to know more about the Road of Life, I can recommend watching a fantastic episode centered about the siege of Leningrad, as part of the documentary “Soviet Storm - WW2 in the East”. I find the whole documentary very interesting and enjoyable, by the way).
In-game, this focus represents the desperate yet brave and daring supply methods used by the Soviets in the direst of times. It will become available as soon as one of the key Soviet cities is threatened by enemy troops, and it will provide some bonuses to winter attrition and supply.

The Soviet Atomic Bomb Project was the military project, part of the Soviet atomic program for nuclear research and development, aimed at developing nuclear weapons during the war. It was greatly stimulated by the activities and achievements of scientific institutions and military industry of foreign powers such as the German Reich and the United States of America.
Initial efforts were hampered by the German invasion and remained largely reliant on the intelligence knowledge gained from the Soviet spy rings working in the USA's Manhattan Project.
The focus requires having built at least 7 Academies of Sciences, and it will provide an array of bonuses and tools to infiltrate enemy atomic programs and develop your very own nuclear bombs, including an extra operative slot and a new historical operative.



Now let’s talk about the army branch.


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.



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.


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.




Cohesion First will instead boost your division organization, in exchange for some extra training time.



The old Rehabilitated Military and Military Reorganization have suffered some changes. Rehabilitated military will be available once you get rid of Stalin’s Paranoia and the purges (more of this later), and will help you recover some valuable organization.
Military Reorganization has now become an actual reorganization, during which you will have to deal with some nasty penalties that will be applied when you start the focus. However, once the focus is completed, not only will you get rid of said penalties, but your national spirit The Red Army will also get useful bonuses to modifying division templates.



Similarly, Desperate Measures and Lessons of War have also suffered significant changes.
Desperate Measures can only be taken while at war against a major power, and will grant a temporary boost to fielding divisions, as well as a set of decisions to help you contain the enemy invasion.




Lessons of War can only be taken once the national spirit granted by Desperate Measures is gone, representing how, even though the Soviet Union suffered numerous and devastating defeats and military failures during the first years of the war, those fatalities were acknowledged and the military slowly learned their lessons from them.
This focus is probably the turning point in which the Red Army leaves behind the terrible state in which it was at the start of the game, to begin the path towards becoming a formidable military force. The focus will not only add key bonuses to The Red Army national spirit, but it will also unlock the famous Order 227 (“No Step Back”), which will, in turn, unlock decisions to prepare and carry out important Military Offensives.




In your struggle against the enemies of the people, you will also be able to raise Penal Battalions in the form of divisions entirely composed of convicts. Penal battalions might not be as well-equipped as regular infantry, but they are definitely easier to replenish and overall can perform very good as cheap meatshields, as long as you don’t care too much about your manpower (something that is probably not the biggest issue in the Soviet Union).



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.



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.




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.



Now, let’s skip the political branch for a moment and jump to the Internal Affairs branch, a common branch for the communist paths.



Unfortunately, we've reached steams maximum word count for a Dev Diary; So you'll have to read the rest over on our forums right here: https://pdxint.at/3CalDVz

Hearts of Iron IV - PDXMidgeman


Take a seat at the table, General. It’s time to fight.

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Jun 30, 2021
Hearts of Iron IV - PDXMidgeman

Greetings all, and welcome to today’s dev diary on the huge supply system update coming with the barbarossa update. Before we begin, I’ll leave a heads up that this will be the last dev diary before we break for summer, so don’t expect anything new until some time in August at the earliest.

Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.

The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.
Supply flow
From each hub connected back to the capital, potential supply is projected outwards - adding up when overlapping. This is represented by the brighter colors below. For each province in distance that supply needs to travel from a hub, there is a reduction in the amount as some is lost. The amount depends on various factors like terrain, crossing rivers etc. The dark purple areas below are reduced to local supply only, and the highlighted red-orange areas indicate locations where there are units suffering from significant supply issues.



In the picture above, the Ukraine/Caucasus front is mainly struggling because it is overextending before the captured rails have been converted, so a lot of the rail network there is not operating. When a railway is taken over there is a longer cooldown when it gets converted for use by you (representing a combination of repaired damage, gauge-alteration, and general maintenance), and without connected hubs supply won’t flow.

How much you can output from each hub depends on the level of railways leading back to the supply capital, and the total max there depends on your industrial base (so Luxemburg can not feed as many as soviet union, for example).



Here, the clock indicates rails that are not yet converted, and the hub icons with red crosses indicate that they do not connect back to your network.
Motorization

To increase the range of a hub (perhaps to help supply the front above better) you can choose to improve the motorization level. The horse icon on the right indicates no motorized supply from the node, but you can opt to toggle it to a higher state of motorization. Be careful, as this will cost you trucks which are taken from the stockpile.



It is also possible to set the motorization level on an army, in which case it will automatically toggle on motorization for hubs that it uses without requiring further interaction from the player.



There are also some other options on a hub. The star icon lets you move your supply capital to a new location, provided that you have sufficient surrender progress. This lets you get around issues where your capital ends up cut off or surrounded, but also comes with a period of bad supply as the new location is prepared.

The blue flag next to it lets you control allied access to the node. This can be a great way to flag to an AI that you do not want them on your front, or to stop them from joining a tight landing situation.

The rail icon lets you quickly switch to construction mode and extend rails from there while the green plus will automatically queue up construction for rails to combat any bottlenecks your node may suffer from back towards the capital. The chevron icon lets you prioritize train allocation if you are running low.

Floating Harbors
As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.



These weighty and expensive pieces of infrastructure (don’t look too close at the numbers above hehe) aren’t intended for every-day landings, but are instead intended to represent the equipment used in large-scale operations such as the Battle of Normandy.



Naval invasions utilizing a floating harbor will be represented by harbor apparatus placed parallel province targeted by the invasion, and will immediately create a stocked supply hub at their location:



Used carefully, one or more mulberry harbors can keep a sizable invading force supplied without requiring the immediate capture of an important enemy harbor. Of course, harbors should remain amongst the first targets of any successful invasion, and the supply hubs created by a floating harbor will be temporary; lasting a matter of weeks or months, depending on the strength of enemy air superiority and other factors.

Of course, there is yet more to cover regarding supply, and we'll have another diary on this subject in the future, but I hope you like what you've seen so far and we’ll be seeing you again after summer!

Oh, and one last thing - one of the new loading screens for NSB is this awesome polish cavalry, so we figured we should share it as a summer wallpaper for you (fear not, there will be a soviet one eventually!)


Read in full here: https://pdxint.at/3x9gpGG
Jun 28, 2021
Hearts of Iron IV - MagnusPDX


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Hearts of Iron IV - MagnusPDX
Hello there C0RAX, here!

For my first HoI dev diary, I’m here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.

In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.

You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.

Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches.

Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly.


Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning.

With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps.

The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.

This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force.

The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.

Well that's all for this week comrades, see you at the front. C0RAX
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