Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIO’s).
Now we talked about the concepts of the MIO’s in the Dev corner in may but since then we have done a lot of work taking onboard internal and community feedback and from that work we have changed lots of things. This means that some of the things we talked about previously in the dev corner won't be true anymore. That's enough prefacing so let's get into it, let's see what the finished MIO’s look like.
So to reiterate what we went over in the last dev corner here is what we identified and how we wanted to improve it. Firstly we have the current model of companies in HOI.
Currently we have to provide static modifiers and sometimes change them via scripted decisions or focus rewards, this makes them very un-interactive and mostly something you click once and then forget about, it's just another modifier on your country.
By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.
From this we had an intent and goals established.
Intent
Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.
Goals
Allow the player to define their designer direction.
Integrate design companies into production
Provide a framework for national specialisms that can be used on the world stage
So let's see what the final version of the MIO’s look like. So firstly how do you see your MIO's? This is as simple as previously you can find your MIO’s in the political menu where you would have found the buttons to unlock design companies before.
From here we can click on details and this will show the detailed page for that specific MIO, this is where you will upgrade that MIO as it grows in size.
Right so this is very different from the mock ups from the dev corner so let's go through this.
Firstly let's talk about the progression change in the middle. Previously we had 6 departments (3 design, 3 manufacture) each with their own stats and unlocks; this now has been condensed into 1 tree covering everything for the MIO. The old design was very void of narrative and feeling and often was overwhelming with choice but underwhelming in effect. By bringing everything into a tree like so with fewer actual unlocks your choices are more impactful and the compromises are clearer. The trees also allow for a narrative progression through the small advances made within companies that the bonuses provided represent.
In addition to this we have unique traits for some MIO’s that represent them having their historical unique capabilities.
Departments now represent the groupings of equipment an MIO will affect this allows you to have a quick snapshot of the bonuses an MIO can and is offering so if you see an MIO with a department for medium tanks you know to expect it to give you houses for that and once you’ve unlocked some of those traits you will see them on the department/
Now we have some entirely new things. So let's start with the initial trait. Every MIO has an initial trait this provides bonuses to that MIO always and generally designates the type of MIO so an MIO such as supermarine has the initial trait agility fighter this tells us this MIO is focused around agility for small aircraft and the initial bonuses will also be for that
Next we have policies, policies are mid upgrade bonuses. They cost political power and provide a bonus that is outside of the normal traits you would get for the MIO. These bonuses specialise you MIO in certain directions from making it grow faster or giving bonus stats or building faster. Once you select a policy you cannot change it for 180 days so you need to make sure you’re selecting the ones you need for each MIO because they are long term choices.
Now we will get onto using the MIO’s, so as detailed before in the dev corner MIO’s are applied when we research now, so when you go to research something that has an applicable MIO for it you will get the option to attack an MIO for a small PP income cost or to research without an MIO. MIO’s offer research time bonuses so attaching them makes the time faster and adds funds letting your MIO increase in size as you research.
If you didn’t attack on MIO or want to change the attacked MIO you can also do this after researching. You can go to any equipment and create a new variant and attack or change the MIO on the equipment for a small XP cost. Once an MIO is attached to equipment it will apply to any further variants you make.
However the MIO attached to equipment is a snapshot of the traits of the MIO when it was applied and must be upgraded to gain any new traits unlocked since then also for a small xp cost. This can be done via the make valiant screen or via the history tab.
The history tab in the MIO details screen shows every equipment you have with that MIO attached and any equipment currently being produced by the MIO. from here you can upgrade the MIO on the equipment up to the latest traits individually or you can upgrade all non obsolete ones with the upgrade all button. You can also upgrade all whenever you unlock a new trait via a check box.
Finally we can add mio’s in the equipment designers this works the same as with other equipment but we do when designing the equipment.
Finally we have production, any production line can have an MIO attached so long as it has the equipment designed in one of its departments, most MIO’s will have production bonuses for equipment allowing for faster or more efficient production when they are attached. On top of this you also gain funds from producing equipment so building something with you MIO’s will let them increase in size faster. This is integrated into the flow when you add a new production line and can be added later simply via the production menu
Modding
Implementation of new MIO’s are very easy, you can create a new one or “include” and extend/modify an existing one all natively in the api.
This acts to tell the MIO what equipment it will be affecting with traits and which tech categories it will be applicable to. Here we are using a new type of collection for MIOs equipment categories; these are script defined sets of equipment types that allow you to reference all of them with a single token instead of having to declare each one individually for every instance.
<code> initial_trait = { name = generic_mio_initial_trait_standardized_production
Next we are defining the initial trait that is modifiers that the MIO starts with, these can affect the equipment modifiers, production modifiers or MIO modifiers like fund gain or research bonus speed.
Now we are defining the traits we can declare where they exist on the trait grid and if they have any parents that they connect to and what parents are needed for the trait to be accessible. As above we have the any_parent trigger. We can also do things like mutual exclusivity and other things expected from hoi4’s trees.
When creating traits we don't always have to affect everything, we can limit a trait to only affect specific equipment. By using the “limit_to_equipment_type” we can select an equipment type that MUST be contained in the “equipment_type” categories defined.
<code> tree_header_text = { text = mio_header_tank_construction x = 3 } <code>
Finally for normal MIO setup we have headers, these are text entries that you can position on the grid. They will always be above a trait on the same grid location and are fixpoints numbers so can go between grids.
Now that works great for a new MIO but now let's talk about taking an existing one and expanding on it to make it a bit more unique without having to duplicate this for every MIO.
<code> include = generic_medium_tank_organization <code>
This include line will take all the script from the defined MIO and use it for this new MIO; we can now modify this include as well. We can simply declare non trait values normally and they will override just like with parenting in other parts of hoi4’s scripting. However for traits since they are a tree they need to have some explicit commands.
Here we can see we have used the add trait line to add another tree to the tree just for this MIO, we are even able here to give it a parent by using the token for a trait declared in the included MIO. in addition to add we can also “remove_trait” and “override_trait” if we wish.
The final part I'll talk about for trees is the allowed and available blocks. Allowed & available works just like any other in the game. We can lock MIO’s for any reason. So if you want to stop a trait from being available because of a decision or national focus you can do this. And allows you to lock MIO’s to specific countries but is only run on load as with other allowed blocks.
This is a policy in script. It's very simple to implement but we have a few special things for MIO’s. Has_mio_equipment_type is the trigger used to ask if the MIO has a specific unit type defined in “equipment_type = {....“ so this is very useful for making sure policies are only allowed or available for the mio’s you want. Finally we have same_as_mio this dynamically makes the stat bonus apply to whatever equipment was defined for “equipment_type = {....“ So we don't need to worry if the armour bonus we add with a policy is targeted against the correct equipment or cover them all, so long as we are allowing them correctly we just add the modifiers under “same_as_mio”.
That's a quick round up of most of the core parts of MIO’s from a modding standpoint but feel free to ask questions if there's something still unclear.
That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them. Later this week we will be looking at the International Market feature. I hope to see you there. C0RAX Out.
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And now for me. Hello everyone, it’s me Jonathan, here to write about some of the content I have helped with creating for Finland for the upcoming expansion. I have been jumping around and helping my fellow content designers wherever help has been needed for AAT, whilst working on other stuff in the background.
The White Death During the winter war, the Finnish fought fiercely to stave off Soviet attacks, cleverly using a combination of their (as mentioned in the previous Finland Dev Diary) Motti Tactics alongside snipers, who had been trained either by the Suojeluskunta (Finnish voluntary militia Civil Guard) or as hunters or Jaegers. Among these snipers was Simo Häyhä, who thanks to Finnish propaganda later came to be known as the White Death. The White Death however, despite being said to have been attributed to Häyhä by Soviet soldiers, to them rather symbolized the severe cold in the deep forests, and the tenacity of the Finnish people in a more general sense.
The White Death news event:
In game, this is represented through a series of events for Finland and an aggressor, be it the Soviets or someone else in case of an alt-hist scenario, where Finland has the option to prop up their sniper organizations, dealing damage to enemy manpower and equipment pools through events, and where their enemy can choose between simply taking the hits, or spending equipment and command power on dealing with these snipers before they become a problem. Finland also gets the option to either do as historically and use propaganda to build up Simo Häyhä as the embodiment of the White Death, or to embrace the original meaning of the word, by making their enemies take more attrition. At the end of the event chain, Häyhä can either escape unscathed, be wounded (as historically happened), or be killed by the enemy, getting a hero's funeral.
The Continuation War
At this point, you have all heard about the Finnish Continuation War before, but one not all that known fact is, how did they manage to worm their way out of the mess they had found themselves in?
Well, there were talks held with the Allied powers around the time of the battle for Stalingrad, as Finland saw that there was great risk that things would go south real fast, regarding changing sides, and declaring war on the Germans in exchange for peace with the Soviets, but this plan never really panned out due to the Western Allies’ fear of intruding on the Soviet sphere by allowing Finland to join them. That is why though it didn’t succeed historically, it and the historical outcome both exist and can happen, as can be seen below.
Decisions to get yourself out of the Continuation War if worse comes to worst:
When not switching sides, but instead offering concessions to Moscow in exchange for peace, Finland will have to concede any of Salla, Petsamo and Karjala that Finland still owns, and they will need to transfer equipment over to them, signing the historical Moscow Armistice with the Soviets.
The Moscow Armistice news event:
This is however not the end of the struggles for Finland or its people, as a part of the agreement signed with the Soviet Union was the expulsion of Axis troops from Finnish territory. As the Soviets press Finland to comply with the treaty, the Lapland War starts, and Finnish troops clash with Germans retreating into German-occupied Norway (or Sweden, if the game has gone slightly a-historical). The Germans will have options for how to deal with the Lapland war, allowing for slightly different bonuses and maluses when withdrawing.
The German response to the Lapland War starting:
When all this is said and done however, if this was the option of peace Finland chose, there will be no actual war between the countries, as compared to if they were to switch sides completely.
The Lapland War news event
City and State Name Changing
Now onto something a little bit different. During BBA, Italy introduced states and vps that change names depending on who controls them, such as Zara being called Zadar when not under Italian control.
This has now been updated to include certain state and vp name changes for Finland and Sweden, as seen below.
Petrozavodsk becomes Äänislinna if under either Finnish or Karelian control
Murmansk becomes Muurmanski, Kandalaksha becomes Kantalahti, and the state of Murmansk becomes Kuolan Niemimaa (Kola Peninsula) when under either Finnish or Karelian control
Many cities in Finland, due to the sometimes significant Swedish minority (or in some specific places even majority), officially use both Finnish and Swedish names to this day, such as Turku and Åbo both being frequently used for the same city, and Sweden and Finland still harboring a close bond to this day. Thus, if Sweden were to go rogue and decided to occupy Finland, it would only make sense that they would use the Swedish names for towns in the region.
Here you see the southern parts of Finland when under Swedish control, with many cities gaining their official Swedish names, such as Turku becoming Åbo, and Viipuri becoming Viborg.
And here you can see northern Finland when under Swedish control. Also take note that Inari (which can not be seen here) becomes Enare.
Releasables and Game Rules
And now we can move on to something a bit less Swedish, and also a bit less Finnish, we have two new game rules for the fragmentation of the Nordic countries!
You can choose between no fragmentation, only releasing Sápmi from the Nordic nations, or doing that alongside liberating Iceland, Karelia and Greenland from Nordic countries. If you combine any of these rules with the fragmentation of the Soviet Union, Sápmi and Karelia will gain their Soviet-held cores as well.
The new game rules
The Nordics Fragmented option has been chosen
And with our brand new releasable nation, Sápmi jumping into action, we had to do them some justice with just that extra pinch of flavor added on top. As can be seen in the image below, Sápmi will not only have unique party names and flags as do any other nation, but also unique leader and general portraits.
Sápmi with all of its cores
Sápmi has its own unique Admiral portrait
Sápmi also has its own unique General portraits
Sápmi has many new advisor portraits, some of which can be seen here
And that’s been all from me for now. I will see you all when I have more cool stuff to deliver! But now, back to Manu.
Alright, let’s take a look at the last batch of changes and content for Finland.
Some of you might have noticed a new focus in the historical branch that was not there in the last Dev Diary. The focus “Pärmi’s Devils”, available for both historical and fascist Finland, is themed around the Finnish Separate battalion 21, a penal battalion formed mainly by political prisoners and commanded by Nikke Pärmi.
In-game, this focus will unlock a limited recruitment of Divisions formed by penal battalions, and spawn Pärmi’s very own full division, a veteran unit with a very promising officer ready for action!
A few extra Generals have been added at game start, based on some of the feedback from the last Dev Diary. Karl Oesch is now available to Finland.
Aksel Airo is also available to Finland, although his portrait is still not in the game.
Raappana has made an appearance and is now replacing Törni as the general unlocked by the focus “Sissi”. Törni will, in turn, be unlocked via the fascist focus “Military Promotion”.
In terms of military advisors, Vilho Nenonen has joined the Military High Command roster as an Artillery Genius, while Kaarlo Somerto has been downgraded from Artillery Expert to Artillery Specialist. This way, Finland has the option to go for a cheaper and weaker artillery officer early if needed, and then move on to the Genius later on.
Akseli Anttila is now only available to Communist Finland, and Erik Heinrichs is the available military theorist for non-communist Finland
Something I wanted to implement for a while was French Renault tanks (available at game start) and the modified British Vickers tanks (available in the 1939 Bookmark or via “Foreign Armor” focus).
And before finishing, I would also like to give a big kudos to our 2D and 3D artists because they keep doing an amazing job delivering incredibly cool assets for our content! From focus icons to portraits, tech icons and 3D models, they’re great!
Throughout the diary you have seen a lot of cool 2D art but only a few 3D models, so here are some more pics of the new Finnish 3D models!
Let’s start with the new Soviet T-28 model (and icon), which is now the default model for the Interwar Medium Chassis for Soviets and for Finland.
We now have a Marine 3D model for Finland, based on the Rannikkojääkärit (or Marine Jaegers).
And we got a fourth regular infantry model, the best of them all. Behold the beauty of an infantry division walking alongside one of the coolest means of supply, the reindeer!
This new infantry model also has a winter version and a warm weather version. This is the winter one. Again, the coolest of them all in my honest opinion..
And last but not least, the hot acclimatization version of all 4 regular infantry models!
And that was all from me! I hope that you all enjoyed reading about the Finnish Alternative history content coming with the new DLC as well as the changes and additions implemented since the first Finnish diary. I wish you all a nice week and make sure to stay tuned for the next dev diary where we’ll be talking about one of the new features in Arms Against Tyranny: Military Industrial Organizations!
Moi! It is Mano de Zombi again to welcome you all to a new HOI4 Dev Diary for the upcoming DLC Arms Against Tyranny, and just a heads up this one is going to be split in two here on Steam since its a hefty one!
Today we’ll be talking about the alternative history available to Finland with the new DLC. In case you missed it, you can read more (a lot more) about the Historical content for Finland here
As per usual, keep in mind that some of the stuff you’re about to see is still work in progress, there is still some balancing to be done and some art in the workings. Last but not least, some of the content might vary if certain previous DLCs are not active.
And without further ado, allow me to introduce you to Finland’s Alternative History content, starting with a screenshot of the full Finnish Focus Tree!
Let’s begin with the Fascist Branch, to the right of the Historical focuses. First a short-ish piece of context!
In the 1920s and 1930s, Europe saw the rise of far-right and authoritarian movements in response to economic difficulties, social unrest, and the aftermath of World War I, and Finland was not immune to these trends, with various far-right and nationalist movements emerging.
The most notable of these movements was the Lapua Movement, formed in 1929, and succeeded by the Patriotic People’s Movement during 1932-1944. It drew its support primarily from agrarian and nationalist groups. The movement aimed to combat what it saw as the growing influence of left-wing and communist forces in Finnish society, using tactics such as street violence and intimidation to suppress left-wing organizations and activities. They targeted labor unions, communist sympathizers, and other perceived threats to Finnish nationalism.
The actions of the Lapua Movement led to a political crisis in Finland, with the government struggling to maintain order. Eventually, President Pehr Evind Svinhufvud declared a state of emergency and took measures to disband the Lapua Movement and restore stability.
But now let’s take a look at how the branch looks in-game.
As you can see, the Fascist Branch shares some focuses with the Historical Branch, which were already covered in the Historical Dev Diary, so let’s talk about the unique stuff: “Right-Wing Policies” is the first focus in your path towards a Fascist Finland, unlocking your Fascist Demagogue so that you can start boosting ideology in the country. After that, you can choose to “Discredit the Democratic System” for a slower-going but peaceful change of ideology, using your advisors to boost ideology in the country until you reach the required support and stability to complete “A Fascist Regime” and have a peaceful change of government. On the other hand, “Prepare a Military Coup” will set you up for a faster (yet more violent) change of ideology. This focus will unlock a series of decisions granting some advantages for the Civil War that will, in turn, be triggered by the Focus “A Fascist Regime” after choosing the military coup focus.
And simple as that, you are now a fascist. But what does the future hold for you? Well, first of all let’s take a look at your new leader, Vilho Annala:
SOME CONTEXT Vilho Annala was a Finnish economist, nationalist and far-right political figure active in the 1920s and 1930s. He played a role in the early stages of the Lapua Movement, and was known for his involvement in organizing paramilitary activities and actions against left-wing groups during the turbulent political climate of the time. He supported the replacement of capitalism and free market economy with state-led corporatism, similar to Italy.
In-game, this is represented by Annala’s trait Economic Reformer. Also, to represent the influence of other prominent individuals of the right-wing movement, Annala’s personal Agenda will make the Balance of Power (BoP) move towards high trust when Finland has a considerable army and is not losing a war, whereas having too much Democratic or Communist support will make the public trust decay over time.
In the focus tree, the rightmost sub-branch is themed around internal affairs and utilizing and empowering multiple right-wing organizations.
Here you will unlock advisors, get bonuses for the army and industry, some Balance of Power, etc. But there are a few focuses that stand out a bit more:
“Mustapaidat” was a youth organization of the Patriotic People's Movement (Blackshirts), the successor of the previous Sinimustat (Blue and Black, hence the color of the focuses in-game). The focus will unlock militia units and spawn some in the capital state.
“Take Over the Suojeluskunta” represents the fascists taking absolute control over the Voluntary National Guard and will grant a new division template and spawn some of these units, which can be useful as garrison against sneaky naval invasions.
As for the final focuses, “Intellectual Elite” grants the fifth research slot, while National Fanaticism will, among other things, boost the army’s manpower and performance when on core territory, increase the Militia cap and improve their stats, and finally improve Vilho Annala’s trait as country leader, to represent is success as the leader of the country and the turn towards national corporatism in Finland.
Finland will potentially have to deal with a winter war regardless of Finland’s ideology, and in this regard the fascists have the historical option “A Cry for Help”, or they can “Seek German Protection”, trying to secure a Non-Aggression Pact with Germany and a German Guarantee, in exchange for military access and some resource rights.
In terms of Alliances, Fascist Finland can either “Join the Axis” or work to achieve “Finnish Supremacy in the North” and form a Finnish-led faction focused on the Nordic and Baltic states.
The focuses under “Join the Axis” are more focused towards getting German (or other major fascist countries) aid to boost Finnish industry and army getting, among other things, some research and doctrine bonuses, military factories and some old foreign tanks, whereas the mutually exclusive focuses spin around Finland’s own way of developing the armed forces, boosting Finnish generals and divisions.
“Finnish Irredentism” has multiple effects, the most relevant ones being claims in Kola and East Karelia, significantly reducing the cost for taking cores and claims during peace conferences, and unlocking a new set of decisions: The Last Kinship War.
The Heimosodat, also known as the Kinship Wars or Kindred Nations' Wars, were a series of conflicts in the early 1920s involving Finland and other Finno-Ugric ethnic groups in the aftermath of World War I and the Russian Revolution. These wars were characterized by the desire of various ethnic groups to assert their independence and self-determination.
Finland's involvement in the Heimosodat was primarily aimed at supporting the aspirations of fellow Finno-Ugric peoples, such as the Estonians, Karelians, and Ingrians, who sought to break free from Bolshevik or Soviet control and establish their own nations. Finnish volunteers and military aid were provided to these groups during their struggles.
In HOI, Finland has now the option to ignite one last Kinship War in Karelia. These decisions are available both to Fascist Finland (via the focus “Finnish Irredentism”) and to Non-Aligned Finland (via the focus “Finnish March of Conquest”). You will start by creating Anti-Soviet sentiment in Karelian states controlled by the Soviet Union.
Once you have stirred the Anti-Soviet sentiment in the region, you have one year to arm the Karelian independentists and ignite the uprising, before the instability and agitation fades away. During this time, the Soviets will also have a decision to crack down on Karelian rebels, crashing down the uprising before it had the chance to happen.
Once the Uprising happens, Finland can choose to openly side with Karelia, fighting alongside the Karelian independentists against the Soviets and puppeting their government, or just provide support to Karelia without officially joining the conflict.
Here you can see a Karelia, supported (and puppeted) by Fascist Finland.
Karelia will also spawn with a general who will also be the leader of Non-Aligned Karelia if it is Non-Aligned Finland causing the uprising. His portrait is still not implemented in-game (it is almost finalized now), so I took the liberty of making a quick sketch for you so that you all can get an idea of what he looks like in-game. You are welcome.
And this is how his portrait is coming along. I know what you’re thinking, you can barely tell the difference between the in-game portrait and this one, just a couple of shadows here and there…
Just a final note about the Kinship War content, you can also support your Karelian friends during the second Russian civil war.
Finally, “Keepers of the North” will demand Nordic states from allies and claim states controlled by neutral or enemy countries.
And just like with Non-Aligned Finland, this branch culminates with “Greater Finland”, granting the final cores and claims that Finland needs to further its expansion in Scandinavia, Baltic and Russia.
And to wrap up the Fascist content, let’s take a quick look at the fascist advisors and generals unlockable throughout the branch:
And now let’s jump into the Socialist branches:
Finnish Socialism in the 1930s and early 1940s was marked by political tensions and the growing influence during the 1940s of the Finnish Communist Party (SKP). The Great Depression had led to economic hardship, fostering support for socialist ideas among the working class. However, as Finland geared up for the Winter War (1939-1940) and the Continuation War (1941-1944) against the Soviet Union, political focus shifted towards national unity, temporarily reducing internal political conflicts. Socialist parties, particularly the Social Democratic Party of Finland (SDP), still advocated for workers' rights and social welfare policies during this period, but the geopolitical challenges of the wars played a dominant role in Finnish politics.
The conservative political parties in Finland are represented as NonAligned, so it kinda made sense to have the democratic ideology representing the more progressist social-democrats, and having the Communist and Democratic branches sharing part of the focuses.
Since the two branches are a bit intertwined, let’s start by looking into the way of changing government and the unique focuses in each branch.
“Suomalainen Sosialismi” unlocks the Communist Revolutionary and Democratic Reformer political advisors. These advisors will in turn unlock decisions to help Finland switch ideology when they are hired.
The focuses below (“Towards a Red Government” and “Social-Democracy”) will unlock two more ideology-related advisors each. And these advisors will also unlock, when hired, more decisions to help change the government.
“Pragmatic Socialism” will peacefully swap the government to Democratic. It requires fairly high Democratic support (60%) to be available, but with the help of your advisors and their decisions, you should be able to get there without much problem. The rest of this democratic internal affairs sub-branch is initially focused on BoP, PP, boosting ideology and unlocking advisors shared with the Historical branch (“Align the Agrarian League” and “The Finnish Swedish Party”), shared with the communist branch (“Sosialistinen Eduskuntaryhmä”) and unique to the social-democrats (“Social Democratic Women’s Union”). The last focuses, “Mineral Wealth” and “Funds From Kalevala Koru Oy” grant some factories, resources and consumer goods.
And now you are democratic, what does it imply? Well, first of all you get Väinö Tanner.
Tanner played a crucial role during the Finnish Civil War as a leader of the Red Guards, the socialist faction, which ultimately lost to the White Guards. After the war, he faced imprisonment and later political rehabilitation.
During the turbulent years leading up to World War II, Tanner adopted a pragmatic approach. He supported President Risto Ryti's government during the Winter War (1939-1940) and the Continuation War (1941-1944) against the Soviet Union, prioritizing national unity over internal political divisions.
In-game, Väinö Tanner is the Democratic country leader, a Pragmatic Socialist. His BoP Agenda includes having very high democratic support while controlling all owned states (including Karjala even if ceded to the Soviets) in order to get trust, and watching out for Fascist or Communist rise in the country so as to not have Public Trust decreasing.
We’ll talk more about the late-game focuses available for Democratic Finland later, but for now let’s just move to the leftmost part of the tree and see how the communists can rise to power in Finland.
Flipping to Communism in Finland can be a bit faster than flipping to Democratic, but it’s definitely going to be harder, since you will have to undergo a civil war in order to achieve it.
All the decisions unlocked by the Communist advisors will help you getting the upper hand when the civil war starts: granting extra states and percentage of the armed forces, sabotaging some of the enemy’s factories and supply lines, imprisoning far-right politicians and officers to weaken the fascist side, and getting aid from the Soviet Union.
Once you are done with your preparations and complete the focus “The Second Finnish Civil War”, it is time to purge fascism from Finland once and for all!
Militia divisions will be spawned for both sides in this civil war (some pre-civil war decisions will grant the communist side more militias and some will grant the fascist side less militias).
Once you have dealt with the tiny issue of fascists rampaging around the country, you can start working on the internal affairs branch.
Here you will get access to extra advisors (some of them shared with the social-democrats) and get some industrial and intelligence bonuses, and a couple of custom operatives.
As for country leader, Communist Finland there are a various options:
The initial Communist leader is Aimo Aaltonen.
Aaltonen studied in the Soviet Union for several years during the 1930s, where he became a member of the Communist Party of the Soviet Union. He returned to Finland on two occasions to organize the military branch of the Finnish Communist Party, but got arrested in 1935. He remained in prison until his release after the Continuation War, and was elected chairman of the now-legalized Finnish Communist Party.
In-game, Aaltonen’s BoP Agenda will be focused on fighting (and be winning) wars against fascist countries in order to increase Public Trust, and keeping a united proletariat with a very high Communist support in order to not lose Public Trust over time.
The focus “The Red Watch” unlocks a decision to appoint Yrjö Leino as leader of the Communist Party.
Yrjö Leino was sentenced to three and a half years’ imprisonment in 1935, for high treason. Allegedly, he became a communist during this period and, when he was released in 1938, he participated in underground activities of the prohibited Communist Party of Finland. During the Winter War Leino stayed underground, hiding in communist safe-houses across the Finnish countryside. In 1940, Leino was detained in a secure facility, until 1941 when he escaped from a prison train in Riihimäki, which was taking prisoners to fight in a penal battalion. Leino participated in underground Communist Party activities until the 1944 armistice between Finland and the Soviet Union and the legalization of the Communist Party.
Leino’s BoP Agenda will make Public Trust grow by wiping out fascism from Finland’s society and from European Governments. Just like Aaltonen, he needs high Communist support to prevent Public Trust from going down over time.
Last but not least, Otto Wille Kuusinen will automatically become the country leader the moment Communist Finland joins a faction led by Stalin’s Soviet Union (including if Soviet Union puppets Finland after a war), and the Finnish Democratic Republic will be formed.
Kuusinen had fled to Soviet Russia after the defeat in the civil war, and there he forged his political career. He played a key role in the founding of the Communist International and managed to survive the Great Purge. During the Winter War Kuusinen was appointed as leader of the Finnish Democratic Republic, also known as the Terijoki’s Government, a short-lived puppet state of the Soviet Union in occupied Finnish territory during the war.
In-game, when the Finnish Democratic Republic is formed, Kuusinen will grant the Soviet Union a small but convenient Consumer Goods and Supply Efficiency boost for a couple of years, in exchange for some construction speed bonus for Finland.
In terms of his BoP Agenda, “A Solar system of organizations" is a reference to Kuusinen’s proposal for a network of various political and mass organizations that are either sympathetic to or directly affiliated with the Communist Party. These organizations would work in conjunction with the Party and serve as a means to influence and mobilize the masses for political purposes aiming to create a system of interconnected entities that can effectively advance the party's objectives and prevent the loss of political influence among the masses.
Even though this concept has nothing to do with actual invasion of any nations, in order to spice-up Kuusinen’s gameplay and make it a bit more rewarding to expand with him in charge, controlling all Scandinavian and Baltic countries or having them as puppets will make Public Trust increase, while not having control over all three Karelian states will make Public Trust slowly decrease.
Regardless of its ideology, Finland will most likely have to deal with the Soviets kindly asking for Karjala state in order to secure Leningrad from potential threats coming from Finland. In this regard, both Communist and Democratic Finland have two options: “Approaching the Soviets” or “Antagonize the Soviets”.
“Approach the Soviets” is your way to show the Soviet Union that Finland poses no threat to their country, trying to cooperate with them and leading to establishing a “Finno-Soviet Pact”, getting a Guarantee from the Soviets as well as other diplomatic deals. This option will also unlock Finnish generals exiled in the Soviet Union, available for the Civil War, and a decision to request the extradition of Kullervo Manner, who was imprisoned in 1935 in the Soviet Union and died of tuberculosis in 1939, so you better hurry to get him out of that prison camp before it is too late!
On the other side… Does Finland really need the trust of the Soviets? “Antagonize the Soviets” will make Finland reach out to major communist or democratic European countries (Soviets don’t count, obviously) to get a guarantee from them. Further down the branch, you have focuses themed around the fortification of the country and getting trade Agreements with friendly nations.
In between those two options, there are shared focuses granting the fifth research slot, boosting industry, and seeking a union between Finland and Estonia.
When it comes to factions, as you have probably noticed already, there are three options:
To the left, assuming Communist Finland did “Approach the Soviets” and a “Finno-Soviet Pact” was signed, you can choose to “Join the Comintern”. But remember: if you do so with Stalin at the helm of the Soviet Union, Kuusinen will inevitably pop-up, pushing aside your former leader! Well, Stalin might initially not be in the mood to trust just any Finnish leader, so he will only accept Kuusinen, but over time, he will get confident in the Finnish leadership and you will be able to complete the focus “Finnish Autonomy”, once the industrial bonus to the Soviet Union, provided by Kuusinen, has expired. This will bring back your former communist leader, country name and white color on the map!
Apart from territorial and war-related focuses, the branch culminates with “Red Finland”, which, similar to Greater Finland, will not only grant some cores and Resistance bonuses, but it will also increase the Militias cap and improve the country leader trait (whoever is in charge).
To the right, Democratic Finland can “Approach Major Democracies”, assuming you decided to “Antagonize the Soviets” previously. This branch will get some industrial and naval bonuses, some territorial demands and it has two culminating focuses: “Proclaim the Grand Finnish Federation” will grant cores and big Compliance bonuses in certain neighboring states, and “Socialist Welfare” will grant pretty good bonuses to industry and research, but it will also improve your current leader trait
But Finland can always (regardless of your ideology and how you dealt with Soviets) opt for forming their own faction, the Northern Defense Front. This branch will (unsurprisingly) focus on the Nordic and Baltic countries, and as you can see shares many focuses with the other two options. However, there is one unique focus, “Confederated Finno-Russian Republics”, with which Finland will work towards the integration of several semi-autonomous republics within the nation, appealing to the Finnic peoples living in these regions to spread a sentiment of trust towards the Finns among the local population.
In terms of advisors, these are all the ones you can unlock in the Socialist branches.
These are the generals that Communist Finland will unlock. As you can see, a couple of portraits are not finalized so they have not been implemented yet
Here is the (WIP) portrait of one of the missing guys, Antikainen.
And, even though this is pretty much the alternative history for Finland, we are not done with all the new content for Finland just yet, since there have been some changes and many new things implemented for historical Finland (or just Finland in general). And for these various flavorful details and content I have had the luck to count with some extra help, so allow me to hand you over to Jonathan!
Now that the QnA is wrapping up, we've got yet another announcement for you all:
We're proud to introduce HOI4 Frontlines - the brand new Hearts of Iron E-Sports community hub to help you set up your own Paradox supported HOI4 multiplayer events!
Hey there, everyone, Carlo here. As Content Designers, and developers, we not only make content, but we’re always trying to find new tools to do our job better and faster. And since HoI4 is crazy moddable, these tools are available to modders too, these are some of the new things you’ll be able to do when making mods, starting with Joint Focus Trees.
How do you make a Joint Focus Tree?
Well, at its core, a JFT is a Shared Focus Branch, one where depending on conditions, has a set of member countries, and the completion of the focuses is shared between them, and different effects apply either to the country completing them, to the rest of the countries or to all of them equally. After that it’s all Joint Focuses, and they’re different in a few ways. First thing you’ll notice is the text_icon parameter, we’ll talk about later, but the SECOND thing you’ll notice is the joint_trigger section. It’s a trigger that determines which countries will be considered part of the JFT and get their corresponding effects. In this case it’s checking if you have the alliance leader flag or you are in a faction with this country. The other thing that’s different from normal focus trees is there’s 3 (THREE) different sections for Completion Rewards. First one, regular old completion_reward does its effect in every valid country in the Joint Alliance, the same for everyone. Then there’s completion_reward_joint_originator, that only applies the effect in the country that completed the focus. And finally the completion_reward_joint_member, which applies the effect on every valid member of the alliance that is not the country that completed the focus. That’s basically it. It’s a simple system, but we hope it’ll be flexible enough to have a bunch of use cases and variations, specially since it doesn’t need to be a faction! We used a faction as the most obvious use for it but you can make any amount of related or unrelated countries share the tree. Every country in a continent? Sure. Every communist country? Go ahead. Countries on both sides of a war? Can’t stop you! I can’t wait to see what you do with it.
Focus Title Background
In the previous point I mentioned a text_icon parameter, that’s the way we are giving you the ability to change the background for the Focus titles. It’s one of the features that were added to enhance the Joint Focus Tree, but can be useful for any kind of focus tree content.. It came about because we wanted a way to quickly differentiate normal focuses from joint focuses. At first we thought about just making them have the same framing on the focus icons but that proved… Not ideal. The biggest problem is that it immediately made every focus icon be too busy and hard to read. Plus, when the whole tree was pentagons everywhere, it looked way too repetitive. Eventually, we accepted that we couldn’t solve this problem with art or design, and we were gonna have to resort to an extreme measure… Talking to a programmer D= We barely survived, but after an arduous process we agreed to make a system to change the title background changeable. It was the best option; relatively simple to implement, noticeable, and we didn’t need to make every icon from scratch. Of course there was still a bit of trial and error to get the look right. Setting them up is relatively easy. First, you will have to set up the 4 GFX entries you set up in the nationalfocusview.gfx, in our case, most of the animations and masks work just fine so it was mostly copy-pasting. There’s a new file called 00_titlebar_styles where you can add style entries and specify the GFXs for each state, and set one as default so you don’t need to specify the style for every single focus.. And now you just use your new style with the focuses you want in the text_icon parameter. They’re set on a focus by focus basis so you can go wild and do dumb stuff with any kind of focus!
Dynamic Focus Icons
Another feature that we added thanks to the Joint Focus Tree. You now can have the focus icons change depending on conditions. This is something I’ve wanted for a long time but never found a big enough excuse to do it… Until now. The reason we finally added it for the JFT is that we want to have the option of playing it as more than one ideology, while still giving you some thematic distinction. After all, a democratic alliance should have a very different look from one formed by monarchies and dictatorships. How they’re set up is very simple. Instead of specifying a GFX, you can open brackets and enter a trigger and a value. First one to be true becomes the icon for that focus! Just remember to add the “dynamic = yes” parameter so it’s updated more easily.
Showing Event Option Tooltips
One of the things I hate the most when doing events is showing the effects of both sides of the events in tooltips. Usually, when we have an event option that sends another event to another country, we have to show you what will happen in your country, and in the other country, so you can better judge what’s the right choice. This has always meant adding effect_tooltips and duplicating the other side’s effects inside it, which is time consuming and annoying to maintain and keep track of. Well not anymore! (Kind of). We’ve added an effect called event_option_tooltip, that allows you to show the tooltip that option will display. This is also very useful for those effects that go after the “If They Accept” tooltip. It does have some limitations, like ignoring anything inside a FROM so you don’t accidentally crash the game with an infinite loop if you have a show_event_tooltip on both sides, but it’s already been a time saver and we hope to improve on it in the future. .
Modifying the Effectiveness of Forts
You know, not every fort is built the same, but until now they were in HoI. To make it easier to represent just how bad and outdated fortifications were in Norway and Denmark we needed something extra, so we added a couple of percentual modifiers that change the attack penalty inflicted on the attacking enemy by forts: land_bunker_effectiveness_factor and coastal_bunker_effectiveness_factor. Before, if we wanted to represent having bad forts, our only option was reducing their production speed, which numerically could make some sense but feels a bit off thematically. You can be very fast in making really bad forts and vice versa. For example, if a fort normally inflicts a 15% penalty and you have a -50% value in land_bunker_effectiveness_factor, that penalty will be reduced to 7.5%. Forts are already plenty effective so we’re mainly using this to make them worse, but of course, there are exceptions here and there. And that’s it for me, but Mano de Zombi has a bunch of other stuff to show you! Mano de Zombi here! After returning from a sunny vacation to this Swedish deluge I really needed to go through some of the code support we've been getting lately in order to give meaning to my life and remind me of the things that I enjoy and that not even this weather can ruin for me. So here you have a selection of functionality, tools and improvements that have been added during the past months by our amazing coders: Scripted Loc can now be used in Dynamic Modifiers Your dynamic modifiers can now dynamically change name (previously we needed to create duplicates and swap the modifiers and it was really painful and ugly T_T) New Generator Parameters for create_wargoal effect We can now use an array as the generator in the effect create_wargoal, allowing us to set the generator states based on the world conditions by the time the effect is executed:
You can use an already set array if you so desire:
Or you can create your own array and add states based on whatever requirements you'd like:
New Functionality for CTRL + ALT + Click
We’ve added more functionality for the (debug-only) hotkey CTRL+ALT+Click on certain UI elements. For those of you who might not know about this hotkey, this is an extremely useful tool for scripting and debugging: when used on a certain object in the UI, it will automatically open the file and lead to the line in which said object is defined, so you can immediately see the script behind it, and do whatever you need to do with it. Quick example: (with debug mode on) you can CTRL+ALT+Click on a focus and it will open the appropriate focus file and lead you to the line in which it is defined: As a reminder, this could already be used in focus, events (clicking on any of the event options), decisions, ideas (National Spirits, Designers, Laws, Officer Corps Spirits), characters (advisors, country leaders, unit leaders), technologies and doctrines. Please forgive me if I forgot something, I can barely hear my thoughts on this rain… Now, our amazing coders have fixed an issue with unavailable advisors not working with this (now they do!), and new functionality has been added so that we can now CTRL+ALT+Click on:
Designer Modules in the Ship/ Tank/ Plane Designers
Battalions in the Division Designer
Production Lines and Equipment in the Production Tab
Intel Agency Upgrades
Operations and Phases
MIOS and Traits
Improvements for Division Commanders.
We have improved a bit the way of scripting Division Commanders (Field Officers). Now you can define them with a localized name and with portraits, both in OOB files and inside the create_unit effect:
Parameter random_select_amount
This useful new parameter can be added to all the every_[scope] effects (every_character, every_state, every_other_country, etc.). The parameter takes an integer as value, and this value is the number of times the effect will run before breaking the “for” loop running behind the scenes. Previously, we had a few different ways of applying effects to, let’s say, 3 random states, but all of them required an unreasonable amount of script and custom tooltips in order to make sure that the effects could not be applied to the same state twice, and they all generated very shitty tooltips. Now, the use of random_select_amount allows us to apply effects to a number of random scopes (states, characters, countries…) in a very simple way with no possibility of choosing the same scope twice and generating a standard tooltip that indicates the actual states targeted by the effect:
Filter for including invisible unit leaders in effects & triggers
If you ever had the need to apply effects to all your land and navy officers, regardless of them being visible to the country or not (due to, for example, the country not having completed a focus yet), you will find the new parameter include_invisible pretty useful. This parameter is now available as an optional parameter in the full set of scoped triggers and effects related to unit leaders (every/random/all/any_unit/navy/army_leader). By default is set to false, so you only need to use it if you want to scope to all the unit leaders belonging to a TAG, regardless of them being visible (unlocked) to the country or not. This is the full list of effects and triggers that benefit from this parameter: every_unit_leader random_unit_leader every_army_leader random_army_leader every_navy_leader random_navy_leader all_unit_leader all_army_leader all_navy_leader any_unit_leader any_army_leader any_navy_leader
Use of Variables as tag in targeted modifiers
Now it is possible to input a variable as the tag parameter inside the targeted_modifier block, allowing us to store the appropriate country inside a variable and then apply the National Spirit targeting the appropriate country very easily! And this is all for me, I’ll see you soon in a future Developer Diary but in the meanwhile I wish you all a great summer!
Velkommen tilbage to Danne’s Danish corner and the country where one of its leaders looks like Santa Claus while another one is literally named Christmas. It’s time for another Danish bashing Dev Diary, where we’ll look at what kind of alt-history shenanigans Denmark can do to avoid their world-breaking record for fastest capitulation. Will they be able to withstand German Panzer divisions? Will they be able to ally with the Germans? Will they be able to avenge their humiliating defeat of 1864? Will anyone finally make sense of the Danish language? Of all these questions, I have the least hope for the last one…
Before we get started, you might want to read up on the Historical Dev Diary if you haven’t done so, and keep in mind that all of this is still a work in progress - things might and will change before release.
Let’s start off with looking at a bunch of art assets that I either forgot last time around, or that weren’t finished back then. Here you can see Denmark’s standard infantry at the very top, together with the Danish Brigade and the Resistance militia divisions. And down in the left corner, you can see the literally brand new militia unit - based on Denmark’s WW1 uniforms. Fun fact: the faces of the Danish soldiers are in fact modeled after a real-life Danish officer who fought in WW2.
And here are 2 airplanes unique for Denmark - and definitely alt-history since these designs never left the design phase:
Aligning with Your Overlord
Denmark (in)famously capitulated two hours after the German invasion, and if you capitulate to an invading enemy the Occupation Branch becomes available and you’ll be able to gather foreign support to eventually topple your evil overlord and become free once more. That’s all historical and nice and all - but what if you could join forces with your overlord and go on a conquering rampage through the Nordics? Wouldn’t that just be swell? Well, if that sounds interesting I got just the thing for you, chap!
Why not take advantage of being a puppet and use your overlord for your own gains? By completing the Focuses Align with Overlord and Contribute to the War Effort you unlock Denmark’s Military Branch again and you can conquer the rest of the Nordic countries you’re not in a faction with. Sometimes it just feels good being bad! This doesn’t preclude you from backstabbing your overlord though; you can still pursue your independence by building up a resistance movement, declaring your independence, and waging war against your former masters. Or, if you against all odds have had your fill of war, blood, and steel (I doubt it though), you can work on becoming independent through peaceful means.
Rearming Denmark
But what if you really don’t wanna become a puppet of a bigger, stronger neighbor? Well, there’s something for that too. If you want to withstand the onslaught of the Wehrmacht, you better rearm and seek out allies in the Rearmament Branch.
Historically, there were forces within Denmark that wanted to rearm and strengthen the defenses - Christmas Møller, the leader of the Conservative Party, being a notable example. Thorvald Stauning, the Prime Minister of Denmark, even tried to seek an alliance with the rest of the Nordic nations, but those plans fell through. He then tried to initiate cooperation with the UK, where he under no uncertain terms was informed that they could not guarantee Denmark’s safety and wouldn’t make any commitment to military support. This cemented Danish pacifism and neutrality even further. But you don’t have to suffer the same fate…
Let’s start off with the sub-branch that is shared with the Historical Path:
This branch is all about building up and improving your industries and production. You’ll add 1 level of infrastructure in all of mainland Denmark, before having to choose what kind of regulations you want to impose on your industries - if any at all.
The astute among you will have figured out that there is no pure communist path for Denmark - but that will not be an issue if you want to overthrow the king and let the people’s revolution sweep across the nation! You simply have to use the election system implemented for Denmark ;) But they do have a Focus only they can take, namely Introduce the Five Year Plan
And if you don’t wanna go commie, you can have a Limited Social Mobilization to face any German looming threats
Now, let’s get to the meat and bones of the Rearmament Branch. One thing that’s prudent to do is to prepare every facet of society for the coming war, which you can do through the various Preparation Focuses before being able to do a Full Social Mobilization
Preparations are all fine and dandy, but it might still be a bit challenging to hold back German Panzers all on your own. As luck would have it - you don’t have to do it all by yourself. Completing the Focus Seek Protection will open up two distinct possibilities for you; seeking out a Guarantor of sorts, or joining a Faction. Both of these sub-branch's effects will vary slightly depending on the choices you make. But let’s break them down individually, shall we?
Signing a Non-Aggression pact might seem like a silly focus to do, and not at all worthwhile - but there are benefits to be reaped eventually. Completing the Sign a Non-Aggression Pact will open up the decision Seek a Guarantor, where you can choose between different countries to approach. Mind you, they will all have different ramifications for the following focuses!
Then with Negotiate a Trade Deal you get a couple of Subsidies for various equipment targeting the Non-aggression signator country - plus a Licensing Agreement with them
With Enter a Research and Partnership Program you start to truly see the effects of your previous choice of country to sign a pact with:
And the last focus of this sub-branch, Territory for Protection (which is precisely what it sounds like), is where the true effects of your choice of signatory country comes into play; which piece of your nation are you willing to part with in order to get a guarantee from a major power?
But there are other ways of getting friends if you don’t feel like parting with a single territory of your realm. All you have to do is seek Strength in Numbers, which will remove your National Spirit Declaration of Neutrality - which also means that you no longer will have the option of instantly becoming anyone’s puppet in case of an invasion. Completing this focus will give you a Decision to choose what nation you want to form an alliance with; do you want to join an existing one, or maybe start a brand new one? You also open up the Joint Focus Tree if you want to have deeper cooperation with your Nordic neighbors. But as with Sign a Non-Aggression Pact, the choice of ally will have ramifications for the following focuses.
Yeeeeeaaaaah, that’s one BIG tooltip, isn’t it? I’m afraid it’s necessary in order to show the different outcomes of each choice you can make; I would rather have a well-informed player than remove crucial information.
Last but not least, you can invite the other Nordic countries into your faction. But see, the Scandinavian nations weren’t too keen on joining any alliances at this point in time, so what do you do if or when they turn you down? Well, I suppose they would still need protection, whether or not they realize that themselves. And I suppose it would be best if a fellow Nordic brethren did the protecting. And I suppose you, who understand and see the severity of the situation, would be in the best position to offer said protection. And I suppose you have been rearming Denmark for a reason, so you might just as well put that brand-new grand army to use - to protect the Nordic peoples of course.
But what if you want to take a more… proactive approach instead of letting the Germans come to you? Well, you can always-
Let the King Assume Power
Now, historically King Christian X didn’t meddle too much in politics - not after the Eastern Crisis, when a Civil War almost broke out in Denmark - even though he had the authority and power to do so. He actually served for quite some time in the army before becoming King, and as such he often wore uniform and maintained his identity as an officer. But even so, he can’t just overthrow the government and grab power for himself willy-nilly. You gotta work for it, where the first step is to Unify the Right and start to gather the right-wing parties in a form of coalition. The first few focuses in your effort to give Christian X full authority of the government will be all about strengthening the support for the Non-aligned party and undermining the Democratic parties, but also to gaining the support of the officer corps and strengthening them too. But while doing so, you’ll also boost the Fascist party - so be mindful not to let them become too powerful!
Having come to power, Christian X can promote unity with For Konge og Fædreland, where you’ll get access to the Chief of Navy and begrudgingly bad-ass-looking crown prince of Denmark.
And just here’s a non-game related picture of the future bad-ass-looking King of Denmark, Frederik IX covered in tattoos. Who knew royalties were even allowed to get inked?
You’ll also be able to realign the industries and economy to better serve national interests with Align the Industries to National Interests and Economic Mobilization and making sure that Denmark isn’t a technological backwater by expanding Copenhapen’s University and gaining one more Research slot.
While you can take a more proactive foreign political stance, you can still choose to join forces with the Allies, imperial Germany, or any of the Nordic nations and access parts of the Rearmament Branch. This would preclude a more offensive approach though - but the choice is there.
If you choose to take the offensive to your enemies and turn your gaze toward a Europe in turmoil you have first to secure your Northern Flank with Scandinavian Security. You’ll have to decide if you want to create your own faction, or if you wanna solo it completely.
After that, the Nordics are your oyster! You can try to influence countries around the Baltic Sea and eventually offer them proper protection in the form of subjugation - there is after all something to be said about the pen being mightier than the sword.
Or you can try to reclaim old Danish territory. Norway was after all united with Denmark for literally hundreds of years, and Sweden really should know its place under Danish rule - just like in the good old Kalmar Union days. On your way to conquering the Scandinavian countries, you’ll be helped by a nifty National Spirit;
But, if you manage to convince one of these nations to accept your protection and become a puppet, the focuses will offer other benefits;
And with Sweden under your control you can exploit their immense mineral wealth, and even offer resource rights to a nation for guarantees:
And lastly, we have the end focuses for Denmark - all based on different time periods in Danish history. You can either take on the Germans with Avenging 1864 - to make sure that they never threaten the Danish heartlands ever again. Or, you can pick up the Danish ambitions of establishing a Baltic Sea empire, the Dominium Maric Baltici; Danish expansions into the Baltics go back to medieval times and they fought the Swedes over dominance in the region.
Lastly, you can turn your gaze even further back in time, to when Denmark first emerged as a unified country, and try to re-establish the Danelagen, or the Danelaw. This will allow you to re-form the old Viking realm of the North Sea Empire.
But this last focus is only available to the fascists. Oh, I suppose we have to talk about-
The Fascist Options
Having overthrown the government and installed a new one, you might not want to empower the monarchy any further, but take Denmark in a different direction. Well, then you’ll have to have the Fascists March on the Capital to show how discontent they are with the lack of influence they have in the new regime. And after reaching the capital you have to make a choice; do you wanna go alone about conquering the world, or do you wanna team up with your fellow Fascists down south, just across the borders; the German Reich?
If you simply Seize Power for yourself, a civil war will ensue, but after that, you can put Denmark First and create a faction of your own - but this will of course remove your National Spirit Declaration of Neutrality.
On the other hand, if you want a big, strong neighbor helping out in your expansions you can always turn to the Germans and Ask for Support. You can then deepen your cooperation with the focus Dano-German Military Cooperation.
But the country’s been through quite a bit at this point - not one, but two coups! - so you’ll have to Rally the Nation before moving on.
But after that is done you can wreak havoc as you see fit. The Fascist path largely shares the same expansionist focuses that the Monarchist path does, so you know all about that part already. But what the Fascists can do is Institute Corporatism
You’ll also get the opportunity to Prioritize Søværnet or Prioritize Hæren
And if things are going really badly for you and you find yourself being pushed back on all fronts and losing ground, you can declare Total Krig - Total War
I think that’s about it for alt-historical Denmark. I hope you’ve enjoyed reading these Dev Diaries and found at least one of the branches intriguing - I have had a blast working on Denmark! I think their history with the occupation was really interesting, and trying to incorporate that somehow was a lot of fun. Their failed attempts to join or create an alliance were also really useful. Their rich history ranging from the Viking era to their different forms of empire throughout the ages gave a lot of inspiration to where to take their alt-history paths too. Hopefully, you can take this small nation and restore it to empirehood once again (I’ve heard that those pesky Swedes have been bad-mouthing the Danes - so go and teach them a lesson in humility)!
Summer break is over here in Sweden, most of the team is back from vacation and it's full steam ahead towards the finnish line. As mentioned in the last Swedish DD there’s two designers for the Swedish tree, so you might see both of us answer in the comments below. Without further ado
Communist Sweden
In game the path to communist Sweden is to the left side (we finally managed to have the communist path on the left and the fascist one one the right) of the democratic historical path where you instead choose to align with the Swedish trade union to unlock some communist advisors
When your support for the cause is high enough, you can flip communist with the leader Nils Flyg. This guy definitely does not fit into the HoI mold as he became disillusioned with the Soviet Union and became pro-axis.
In game this means that the non-comforming Flyg can join the Axis (for the rest of you historical figures it would really help us if you only stuck to your designated 4 allowed ideologies please)
Flygs grip on power will be challenged by Karl Kilbom after a period of time, where you can choose to align more with the allies for a less radical future.
As you flip communist the fascists are not all too pleased and will start gathering support for a counterrevolution, eventually also dragging in the military if you wait too long. Preventing a counter revolution will expose the big ringleaders of the plot.
The ringleaders are 3 of your generals, and you get to decide what to do with them. Either you prosecute them for treason using the legal system, which retires them permanently but gives stability, or you “promote” them away from power where they can do any real harm, keeping them as generals but getting a debuff.
In any case fascism is crushed in the country and we now get to a cornerstone of the communist branch, socialist reforms. All those toasters that you used to throw away? They are now used for something
You also get to enact different policies that relates to consumer goods, turning your civilian population into a potential powerhouse.
To the left there are two refuge focuses. The first one is quite self explanatory.
The second allows Sweden to get foreign communist advisors depending on what focus path other countries are going for. In this example Portugal has gone down the Iberian Wedding path, Poland has gone with the April constitution and Ethiopia has gone down the Fascist path, so these advisors will flee to Sweden and become available. This list will grow or shrink depending on what other countries pick as their focus path. Regardless, the player will always get the specialized Communist Military Council.
State planning committee and Establish Politibury both expand on the consumer goods decisions and give some needed factories, while the Starve the fascists/allies of iron embargoes your future enemy and increases your output at the cost of consumer goods.
The end of the tree deals directly with your neighbors, for Norway and Denmark you can more easily influence them and eventually topple their government in a civil war for that James Bond (™) spy experience.
The Finnish version is more about actively helping the Finns and use them as a buffer state against a potential angry USSR.
The capstone focus of the tree is when you offer everyone a base minimum income, which will help with newly conquered states compliance. At the end the path merges with the late game focuses as described in the first DD.
As you might see, a lot of this path is focused on using consumer goods in a beneficial way. You can control how much/little goods you spend, thus increasing the strength of Folkhemmet at the cost of your consumer industry.
In this extreme example I have gained a lot of bonuses
But it has also resulted in my civilian economy tanking.
Small changes since last time
There's some small changes since the last DD that I think I should mention, first of which are changes to how Hungershield works.
Previously if you were under a % stability threshold the game would roll a die each month, and if the player were unlucky enough they would get strikes. While being under the threshold had the desired effect being at unease I never liked putting the player at the hands of RNGesus for such a critical component.
The most likely outcome if a player got a bad roll would probably just be reloading from the latest autosave, which was something I wanted to avoid.
The system is now more deterministic. The player can always see the conditions for the strikes starting to tick down, and it gives you some time to adjust your strategy accordingly, which is a more fair system. If you have ever played Mexico this might look familiar to you.
The Nordic defense council branch also got some additions. There are some new focuses, and the entire branch now hooks directly into the tail end of the democratic branch so that it is no longer just a dead end..
And if you get to a fully powered council you get to build the ultimate battleship, but it might sink your economy for a little while.
If you are unlucky and no one accepts your invitation, you can now coax them to join, so even if no one initially joins its not game over and you have to restart.
And here is the council portrait itself
Raoul Wallenberg is now an advisor and operative and Sweden now gets a snow focused armored car
Resource balance boggolo two
Unrelated to Sweden here are some new numbers on the upcoming steel changes coming in the accompanying patch. All stats are at game start (‘36), with infrastructure and no production lines. The (start) rows are with the starting trade law of the country, while (total) is on closed economy.
Germany
PRE-AAT
AAT
Delta
Steel (start)
381
253
-128
Steel (Total)
508
284
-224
Austria
-
-
-
Steel (start)
5
15
10
Steel (Total)
10
29
19
France
-
-
-
Steel (start)
457
313
-144
Steel (Total)
914
625
-289
UK
-
-
-
Steel (start)
229
262
33
Steel (Total)
452
524
72
As you can see Germany and France still get axed in regards to some of their steel production, but not as bad as before. With the drastically reduced steel production presented in the first dev diary Germany had no option to go on any other law (unless spending massive amounts of resources on trade).
While making Germany more reliant on trade and reducing the overabundance on steel that the game has, essentially allowing Germany and France to bypass a lot of the resource aspect of the game was a goal, I did not want to force players to be on limited trade and that was the end all be all, which would be the same as free trade being the end all be all before.
Now a German player has the ability to go on Free Trade while still hovering on the green (barely) at game start with no additional mils (using the starting lines).
If the goal is to build civs for the first years of the game free trade might still be lucrative for you, but once you start ramping up military production you will probably be forced to change laws.
Vice versa if you are more into a mil rush build you might want to bump the law to export focus instead.
France instead has gained some steel from before, mostly due to Africa.
Northern Africa's deposits are now more abundant than before (note that you don’t access it all due to compliance at the start but can unlock it all with the Blum -Violette proposal). My hope is that it is gonna incentivize the Northern African campaign from both sides, with the allies wanting to secure the steel and the axis wanting to claim it.
As you can see the UK has also gained some resources, those are from the Sierra Leone and Ghana mines
This is to give a larger purpose to areas of Africa that historically in game has had little reason of justification to hold or conquer. The real value of the steel is a bit higher than is presented here but is lower due to occupation and compliance.
Germany also has 1 new focus where it can gain resource rights for Västerbotten, giving them a nice 49 tungsten, 55 steel and 21 chromium, and some nice buffs to Sweden’s economy
Additionally Operation Weserübung now has the additional effect of adding civilian factories if Germany controls Narvik. This hopefully will add some extra incentive to control the port. However this also gives the option of the UK launching Plan R 4
If the UK invades Narvik they can be given the option to go into Sweden, blow up the Swedish iron ore mines and get out. Successfully doing this will remove all the civilian factories that Germany has gotten from controlling Narvik, and sabotaging the Swedes mines. It will also give the UK the option to white peace Sweden to avoid a full scale Swedish war. This will only be available for a short period though as if you fail the operation the public will see through the charade of “we are just trying to help the Finns”, leading to a large drop in stability.
Currently the resource gained from compliance has also been increased from 60% to 65%, but as always balance is in flux and these might be changed later. Germany still starts with 2 extra civs.
Fascism and Monarchism
Let’s dive into the other ideological alternate history paths for Sweden, those being monarchism and fascism. It isn’t really accurate to categorize Swedish far-right activity during this period as simply fascist. The public were largely disdainful of Italian style fascism, seeing it as a foreign ideology trying to undermine the foundations of their nation, much the same as they viewed communism. Instead, many would-be fascists looked to German National Socialism for inspiration due to the strong cultural and economic links between Sweden and Germany. While this would make the movement more palatable to Swedes, it would have repercussions for the movement in the long-run.
The National Socialist movement in Sweden during this time period, while active and visible, was unsuccessful in gaining much traction with the public. There were many reasons for this, but we shall try to summarize the main points. Perhaps the primary factor that undermined them, and the communists for that matter, was the success of the Social Democrats in providing a strong social safety net and employment for the masses. This meant people were less likely to be radicalized in the same way that occurred in Germany or Italy following the Great Depression. Furthermore, there were multiple National Socialist parties all bickering with one another, keeping the movement fragmented.
Geo-political factors also contributed to undermining far-right activity. The historic animosity with Russia led many to see communism as a Trojan horse for Russia to gain influence over Swedish affairs. This prevented the communists gaining too much support and in turn prevented large numbers of would-be National Socialists joining movements to curtail them, as had occurred in Weimar Germany following WWI. Furthermore, Swedish neutrality over the previous century meant there was little appetite for the militaristic rhetoric that was so successful in other nations of the time period and there were no seriously pressing territorial disputes that could be called upon to galvanize the public against a common foe. Instead, most of the public supported the nation’s continued neutrality, save for the Winter War when many Swedes were prepared to fight in defense of their eastward neighbor, Finland.
As mentioned above, the far-right in Sweden were predominantly National Socialist in character and this would ultimately be the undoing of the far-right in Sweden. Once World War II began there was a shift in Swedish attitudes against National Socialism, due to the threat Germany now posed to Swedish independence. While there were those of a ‘Quisling’ persuasion who hoped to be swept to power by a German occupation of Sweden, the National Socialist Movement fragmented further and was forced to drop their militaristic uniforms and tone down their rhetoric to maintain any semblance of support among the public.
With regards to the monarchy during this period, King Gustaf V had reigned since 1907 and had overseen the transition of the nation from a highly centralized power structure around himself, to a constitutional monarchy with universal suffrage. While there was much controversy over the King’s actions during the time period and high proportion of aristocrats in positions of power in the military, there was no movement advocating for the return to absolute monarchy.
Given all of this, you might be wondering if we even bothered to make a fascist or monarchist path for Sweden. Well, rest assured that we did. And whilst it took some time to figure out how to do it, I think we were successful in creating some engaging alt-history narratives that give players an immersive experience into how different things could have been in little old Sweden. So let’s get into it.
As you’re well aware by now, the National Socialists and the monarchy both suffered from similar issues and their supporters shared common grievances. Therefore, the path to restoring the monarchy or installing a National Socialist regime are initially the same. By taking the focus ‘The Old Enemy Stirs’ players can use the public’s fear of the Soviet Union and communism to gain support for their nationalist agenda. Players will have to walk a tightrope between lowering stability enough to gain support for radical political changes, while not enraging the political opposition too hastily and triggering civil disobedience.
The first real choice in this path is between undermining the fascists or revoking the anti-militia laws. ‘Undermine the fascists’ will put the player on the path towards restoring the powers of the King and becoming an absolute monarchy once more.
Meanwhile, ‘Revoke the Anti-Militia Laws’ will lead to the National Socialist movement coming to power. The historical context for this focus comes from 1931 when the Munckska kåren, a paramilitary organization of anti-communists were unveiled which led to a debate over such groups among the public. In 1934, the government would outlaw such organizations before they could get out of hand. This prevented the same sort of street violence that occurred in other nations during the time period, but in this scenario we are reversing course. In game play terms, this will allow players to recruit Stormtrupper militia divisions. These will be crucial to the player should the nation be embroiled in a civil war.
The following focus is shared between the monarchist and National Socialist branch, but allows the player to increase support for their respective ideology via decisions. However, these boosts in support will come at a price. Once democracy is suspended, missions will be activated whereby the player must fulfill their obligations to these benefactors, or face severe hits to stability.
On the National Socialist Side, another path must be chosen between pursuing a purely independent movement in Sweden, or approaching the German Reich for support. Gaining the support of Germany will be the easiest path for changing ideology and offers great rewards, however it will come at the cost of becoming their puppet. At least for now…
Let's take a closer look at the ‘Delegation to Berlin’ sub-branch first. As you can see, there are multiple mutually exclusive focuses here that allow the player to tweak the nation to their play style. While many will be content to fight alongside the Axis as a puppet, there are those who enjoy the challenge of overthrowing an overlord, both options are viable here. The path culminates in a decision to become the master of Scandinavia in the German sphere of influence or to backstab the Germans by declaring an independent Swedish Reich and attempting to defeat them militarily. Timing your betrayal of Germany with the war turning against them can be extremely fun.
Over in the independent part of the branch, the path to power requires gaining enough support to orchestrate a putsch. With the country undergoing so much internal turmoil in such a short space of time, the following focus gives a boost to rebuilding the nation and preventing adversaries from undermining the new regime via espionage.
If a monarchist play through is more your interest, you’ll have noticed the ‘Meet With the King’ branch. This section was inspired by three main factors, one being the historic ties between the Swedish royal family and Germany. The King’s wife, Queen Victoria, was one of many royals of German descent for example. These historic ties lead many to believe that King Gustaf was somewhat sympathetic to Germany during the time period. This wasn’t helped by him writing to Hitler of his support for the invasion of the Soviet Union in 1941. The second factor that influenced our narrative was that the King invited the leader of the National Socialist party, Sven Olav Lindholm to the royal palace for a meeting. The third factor in our narrative was King Gustaf’s willingness to insert himself into political discussions despite the undemocratic nature of doing so. For example, in 1940 he threatened to abdicate as a means of forcing his preferred policy option during the ‘midsummer crisis.’ In our monarchist path, we’ve expanded on these factors so that we can see what might have happened if the King had been a little bit more politically active. The ‘Meet With the King’ focus triggers an event for unifying the nationalist movements of the nation under the banner of the King. Decisions are then unlocked to boost support for the King and the restoration of his authority. In order for this to work, the authority of the Social Democrats and the unions has to be undermined in the following focus. Finally, with enough support and destabilization, the King can return to power as absolute ruler.
Now, with either the King or the National Socialists in power, we come to ‘The Counter Revolution’ and the job of rebuilding Sweden upon a new ideology. This focus triggers the previously mentioned missions for fulfilling obligations to the supporters of your chosen movement as well as removing the Social Democrats’ Folkhemmet national spirit. This in turn allows the nation to more rapidly expand the military at the expense of stability. You may have noticed a number of hits to stability in this branch of the tree, this is because we wanted the process of changing Sweden from a well established, neutral democracy to a more authoritarian government to feel challenging.
Finally we come to the foreign policy aspect of this alt-history branch, which unsurprisingly allows for multiple expansionist opportunities at the expense of your neighbors. While we won’t go into every possible route today, the overarching theme for initial expansion is similar to Germany in the 1930s. These focuses give Sweden the opportunity to create an international crisis over small territorial disputes with their neighbors that ultimately undermines the integrity of said neighbors and allows Sweden to eventually conquer or puppet them.
However, we also have more co-operative methods of foreign policy here too. Sweden has the opportunity to approach the Allies and join their faction in exchange for Sweden’s historical overseas territories being returned to them. If accepted, Germany will be starved of much needed Swedish resources during the war and give Sweden territory in the Caribbean, Africa and India.
To the opposite end of this branch, we have opportunities to cooperate with the Axis and Finland in their dealings with the Soviet Union. This side culminates in Sweden gaining claims on the lands of Eastern Europe that once had historical ties to the Swedish vikings in centuries past. For those unaware, much of Russia and Ukraine was invaded or colonized by vikings who used the river networks of the region to navigate deep into the continent. While this may seem far fetched at first, it’s not unheard of for nationalistic movements to demand some sort of ownership of distant lands due to long forgotten or dubious claims. So it seems fitting that such a movement in Sweden would make such outlandish claims too. Plus, you’re still going to have to conquer and occupy those regions which offer interesting challenges.
The ultimate culmination of this branch though, is the creation of the Greater Nordic Reich. This focus allows Sweden to fully integrate the Nordic regions of their empire, gaining greater access to their resources and manpower.
That’s it for this week's dev diary! Hopefully you enjoyed this foray into alternate history Sweden and are looking forward to playing it for yourself in the not so distant future! Next week’s diary will be on alternate history Denmark with Daniel. See ya!