The Hearts of Iron Megathread

I mean it can't be said it's not warranted, basically every Nation Pre-Man The Guns is kinda shit, and I will bet money the reason theyjust added the first three DLCs to the vanilla experience was specifically to justify to themselves reworking all those trees.
 
I mean it can't be said it's not warranted, basically every Nation Pre-Man The Guns is kinda shit, and I will bet money the reason theyjust added the first three DLCs to the vanilla experience was specifically to justify to themselves reworking all those trees.
Yeah and it's less of a trap when you've got a regular dev team instead of volunteers. It's probably easier to get through country reworks when people can work on it as part of their jobs.

Such is the wonders of an actual budget, you can assign people to do something and know that they'll be spending time on it and won't just disappear for whatever reason (not to imply that modders are lazy or something- but there's nothing easy about doing that kind of work without pay).
 
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The RKs were an integral part of Germany's colonization of Europe. Frankly, they should have been there a lot sooner.
They were in at launch (or one of the early patches), just as a simple decision (unlocked by focus), iirc with no real reason to take other than spawning an SS Division with a special template.
 

Developer Diary | Raids

Hi, Thomas here talking about game mechanics again. I work as Design Manager and Design Lead on Hearts of Iron. Today we are looking at another of the new features that comes with Götterdämmerung, namely Raids. The normal caveats apply...
As mentioned in the beginning, you can for example do a strike against an enemy experimental facility - much like the historical raids on Penemünde. This will, if successful, cause damage to the facility; making it slower, and you can set the actual project work back by a number of weeks or even months, buying you more time to defeat your enemies.
If you do the Bouncing Bomb special project first, you can strike an enemy dam. Dams are a new building that we have added. They apply state level bonuses, and thus are useful for boosting your industry, but of course they can be a bit of a liability if your enemy comes up with a way of destroying them. You can't build dams per se, instead you get a few starting ones, and then certain countries can get more through their focus trees where appropriate.
Additionally, if you have developed the bouncing bomb, you can do lock strikes. There are two major locks represented in the game, Panama and Kiel. Blowing up one of these will stop naval traffic through the canals. And no, there are no locks or anything you can blow up in Suez… Sorry… It's just a flat stretch of water through sand…
Raids can be used as counters to enemy super weapons as well. If your enemy develops the V3 mega gun project, you can use your earthshaker bombs to target and destroy them.
Another thing you can do is to try to strike at your enemy's resources. For example, you can try to target the Ploiești oil fields, as was done by the USA in Operation Tidal Wave. A successful strike here will lower the oil output from Romania for quite some time, thus hampering the German (and Romanian) war machine.

A somewhat different type of raids are nuclear strikes. Yes, nuclear strikes are now planned in advance and you need to designate a unit to drop the bomb, you no longer just press a button in the state and province view. The nuclear raids work very similarly to other raids, with one major exception. Instead of having one or more set targets, the UI lets you select any province when planning a nuclear strike - as long as they can be reached. You can plan strikes against neutral countries, but you can't launch unless at war, and you cannot target your allies - they wouldn't be your allies if you could, right?

Not all raids are available to everyone. In order to make raids even more flavourful, we have also added a few custom raids; such as the German Eben Emael raid where Germany had spent a vast amount of money and resources on preparing for a combined paratrooper and glider attack on the Belgian border fortress - having their soldiers train on every step of the attack beforehand. Or as the UK, you can replicate the British bombing of Berlin during the early stages of the war (this was, and is in game, mainly a morale booster). We have also included some of the more odd but rather flavorful raids, such as Operation Jericho where the UK tried to free French resistance fighters by blowing up a prison using Mosquito fighter bombers.
 

Developer Diary | Raids

Hi, Thomas here talking about game mechanics again. I work as Design Manager and Design Lead on Hearts of Iron. Today we are looking at another of the new features that comes with Götterdämmerung, namely Raids. The normal caveats apply...
Also, Bulgaria can now finally actually take Northern Dobruja without conquering a third of Romania. Now instead you must eat an extra chunk of world tension to get the oil.
 
The Kaiserreich developers played the Russian Rework (Savinkov path, specifically, although you can briefly see the path guides at one point) on a stream yesterday

Apparently they're pretty confident that it will drop by the end of the year
 
I didn't mind brown natpop but there's no rule that the alt-fascism would have to have the same color scheme as OTL. Giving them their own thing makes sense and is a nice little bit of distinctiveness.

Though I can't help but wonder what color environmentalist ideologies would have lol, something tells me that non-ecofascists (ecoNPs?) probably wouldn't want the association :V
 
Welcome to Congo Rework:

Developer Diary | Congo

Hello! My name is MordredViking (Gareth), and I’m joined in this Developer Diary by D3vil (Jonathan). We previously talked about Belgium and now it’s time to talk about Congo! I’ll start talking about a specific part of the focus tree which...
 
Okay, that system of dual trees making a tug-o-war between the colonial power and the colony is super interesting (and will get even more interesting in multiplayer), and could be reused for a lot of other countries, like the other European colonies, the RKs, the CPS client states, Soviet republics...
 
The mechanics do look like they'd be great for cold war mods. Add some politicking between factions depending on which researcher or project you back, and it practically writes itself.
 
Just played 2WRW a while back before the update broke everything, and....

Frankly NGL but honestly....I found the US skeleton the weakest part of 2WRW.

For those that haven't played....bascically the NPP implodes no matter what. Now I know the NPP was always contentious, and I am aware there is a TNO sequel mod(The Fading Order) that deletes the concept entirely, but the way this is done is frankly an extreme deus ex machina to revert US politics back to democrats and republicans. There is no organic buildup to the implosion of the NPP unless you run a pure democrat and republican game.

Basicallythe Extremists are eventually booted out, and Schafly and Jackson face so much obstruction in congress that they never get anything done and ragequit. Big name dems and republicans overwrite everyone for 76.

Now perhaps it's my own regret at suggesting Yockey in the NPP in the first place, but Yockey and Hall leading the NPP to collapse makes sense, especially since I think the more "out there" devs that had the whole "Hall peacefully introduces socialism with American characteristics" and "Yockey creates a violent genocidal state or gets couped by weathermen" crowd left long ago(whether it's because of the Ma Mod split or the later split, I'm not going to entertain) and especially with a closer relationship to TNO devs, you'd kinda need to shift things a bit closer to hard alternate history(ie: IIRC the Latin America team had to drop Serrano and the cursed colonia dignidad route for Chile for simular reasons), so realistically those candiates have no chance. That said, I do feel that Yockey might actually have to be removed from office by more external means(like an arrest by the military when he tries to do something really gamer, the courts and congress say no, and he tries to stir some shit up). I know that the difference is that TNO is not planning to intergrate 2WRW anytime soon but I do feel that working closely with TNO, and given the general aversion of HOI4 mainstream mods outside of KR in having an radical right or left America of any sort

However for say an NPP that managed to govern 8 years after Harrington? Or an RFK-->Scoop run? I think things would be much different since we'd have the NPP actually governing for 12 years. I can understand the arguement that the duopoly-oriented structure can't support the NPP and its inherent contradictions would tear it apart but frankly? It would have meant that the NPP, before it dissolved, would have significantly changed the overton window of the R&Ds that the R&Ds slowly have to pander more to them.

It would make more sense if we had Schafly or Scoop win in 72, but as the NPP fractures, they rely more and more on the side of the R-Ds that would agree in their agenda, shifting either the dems to a more progressive but hawkish end or the Republicans to a more far-right but OFN skeptic end. This culminates in the NPP slowly folding into the R-Ds rather than collapsing, and we'd get Scoop run as a democrat in 76 or Schafly run as a Republican in the same election year(and they'd be pitted against for Scoop someone who's more isolationalist but more to the right on the GOP side, and for Schafly a explicitly "unite to stop far right" sort of candidate)

Likewise if we had Harrington leaving office in 1976, the idea could be that he slowly learns to rely more on the dems(the DSA was always pro-dem lesser evilism in a way anyways) and by shifting the American political environment as the progressive NPP folds into the dems, the dem nominee in 1976 would be very left wing(like a Henry Wallace sort of person) because of the merging of the NPP-P and the dems.

There's also the fact that you get the same candiates regardless when honestly what R-D candidates show up in 76 when realistically, Ted Kennedy would honestly work as a post-Schafly(let's say he's the dem nominee when Schafly and NPP-right wing flips to the GOP) or Post-Yockey sort of "this time the camelot legacy will save America" sort of person(or alternatively the 76 dem candiate after a mostly successful RFK run against George Romney on the basis that they'd do better), and Birch Bayh realistically would only work for a post-MCS run; to perhaps abolish the electoral college in order to stop the radicals seeping into the dems or the gop from "corrupting" the political establishment.


And a quick nitpick, frankly having Reagan as a republican candidate in TNO is literally something the mod wanted to avoid.
 
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