8 months ago - PDX Katten - Direct link
Greetings all!

Today marks the first dev diary since the release of Trial of Allegiance, so we’ll be looking back over how things went, and community reactions in a little more detail than usual. While I would have loved to have some data on player choices and interactions for today’s diary, our analytics engine is busy chugging away. So, we’ll have to hold off on that until the machine spirit has assessed the incoming preponderance of data.

The Elephant in the Room
It would be hard to talk about Trial of Allegiance without first mentioning that we’re acutely aware of its critical reception from fans. I see no reason not to be transparent about this, and I’m going to use today as an opportunity to talk about what it means to us and how we analyze reactions, so let’s dive into some of the facts:

Everything’s on Fire!
Well, actually no. Trial of Allegiance has thus far been one of our most stable releases in terms of bugs and player-encountered issues. This doesn’t mean there aren’t bugs: stuff always creeps through, but as you may have noticed by now, we’ve had an Open Beta running with a patch scheduled sometime today. The patch notes will be attached to the end of this document. Furthermore, we have another patch scheduled in next week to give us a chance to tackle more complex problems.

Due to the low incidence of bugs in the ToA content, we’re spending a bit more time on general improvements and things folks thought were lacking.

Developer’s Perspective: bugs are defects in the game - errors or unforeseen complexities that render part of the experience to not work as intended. We don’t usually consider design choices or outdated content as bugs unless they cause the first statement to apply, since that evaluation is often subjective.

Circles Within Circles
Our steam review score has taken a fairly heavy beating on Trial of Allegiance. Reviews on DLCs are notoriously hard to draw accurate conclusions from, as very few people tend to leave reviews compared to the overall number of people who bought a DLC. Trial of Allegiance is particularly notable in that regard, as there are fewer reviews overall than we would normally expect. It’s absolutely possible to theorize behind why that is, but that’s all those are: theories.

That said, we read every review. Aaand it’s quite hard, tbh. Being a venerable ancient of the internet, I could wax lyrical on toxicity, vocabulary, and dissociation, but at the end of the day folks leave reviews for a reason. The language they use isn’t as important as the sentiment they’re trying to convey, even if they don’t always know the right way to do it.

What we try and do, therefore, is to try and don our armor of not-taking-things-too-personally, and group negative reviews by common themes or sentiments.

For Trial of Allegiance, we assessed clear ‘meta’ groupings in order of weight*:

- Unhappiness about recent regional currency price adjustments
- Unhappiness about the price of the country pack
> Compared to other HOI4 expansions
> Other
- Bought it but wanted something different
> New mechanics, or
> A european expansion
- Unhappy with the quality of the release
> In relation to specific issues;
> In relation to mods
> Unclear/Unintelligible
> Unclear/Horrendously offensive

*This requires looking at global reviews, not english-language only: something we take quite seriously.

The exact weighting here changes a lot over time, but suffice it to say that the top grouping is significantly larger than any of the others, and the last grouping vice-versa.

But hang on, does this just mean we’re being review bombed by angry interest groups? Well, that would be a nice easy assumption that allows us to feel good about ourselves and go home for supper, but there doesn’t seem to be any coordinated effort here as far as we can tell.

What we can tell here is that folks commonly leave reviews for reasons unrelated to the content we made.

So, these are the findings. So far these have been presented as factual; now we take a more subjective view when it comes to reacting to the findings.

Regional Pricing
This one was a little unexpected, though in hindsight it shouldn’t have been. Looking back over recent reviews on our other expansions, we see the same trend.

In January, Paradox made efforts to normalize pricing across various currency regions according to (as I understand it) a standard used by Valve. On HoI, we saw this as a mostly administrative change, and did not, I think, ask enough questions about the effect it might have on our game-specific player base.

I am not promising any sweeping changes here for decisions that have already been made. What I can say however, is that we will not be treating any such changes as administrative in the future. We will be doing our due diligence.

General Pricing
A little more expected, perhaps, but with some important notes. The vast majority of complaints about the pricing of this release came with comparisons or in relation to other content we’ve released in the past.

While it overlaps a little with the next topic, I feel like we could have been clearer with setting expectations about what a country pack is.

Another observation here is that our fanbase seems to attach more importance to the consistency of expansion prices than we tend to. A lot of the comparisons we’re seeing are equating content made many years ago or at a completely different scale to Trial of Allegiance.

Wanted Something Different
This one is a real games-industry conundrum. Traditionally, if you bring something to market that doesn’t interest everyone, the uninterested ones avoid it. Not so here.

We knew that South America would be a divisive topic amongst the fanbase: some regard it as important, some do not. We calculated that this would make these nations perfect for a country-pack release instead of a full expansion - including mechanics in something that may not interest everyone would put fans in the situation of having to purchase something they did not want.

And, uh, that backfired a bit. Overwhelmingly, reviews in this category are asking where the mechanics are, or why we’re spending time on X instead of Y.

Importantly though, we aren’t gonna change that. We will sometimes have country pack releases, and they will not contain mechanics, though perhaps there’s some middle ground for tech/unit/other additions.

This all comes with a big but: the Juno team who created Trial of Allegiance are not the only ones working on HOI4. Creating content packs is not being done at the expense of other things. We aren’t ready to talk about exactly what’s coming yet, but simply put: we have mechanical expansions in the pipeline that are being built at this very moment. Outside of expansions, we have even more big stuff happening for HoI in the very near future. Watch this space.

Developer’s Perspective: Even if we wanted to, making two mechanical expansions in parallel would be a significant technical challenge. Some games are built to make that easy! HOI is not one of them.

Quality of Release
This is predominantly the stuff that reviews traditionally focus on. Was the delivered content good/bad/neutral? The nature of this is subjective, and these reviews are really where we can act by making changes and fixes. Below you’ll find the patch notes for our first iteration on ToA’s content, with more to come soon.

Overall what we’re seeing from players that stated an active interest in South America is a trending positive reaction. There are some key problems raised to us from highly invested players, which we’ll do our best to address. There are learnings we want to take into future country packs or war effort patches, including but not limited to:
  • Shared branches were one of those things that made sense at the time, but in hindsight we should have avoided.
  • People love map changes more than I thought humanly possible.
  • Power creep is real, and we should have a balance reckoning sooner rather than later
  • We can do more with units, tech, and non-focus content without being explicitly ‘mechanical’ in nature. This was sort of on our radar already, but player feedback confirms that.
As I mentioned above, this has been a very bug-light release, but if an issue is plaguing you then please let us know through the usual channels, and we’ll spend any time left over on making other improvements to ToA’s content.

—-----------

Stuff That Doesn’t Really Help
Reviews that are empty/irrelevant/insulting/contain mysterious dwarven chanting are not going to be useful to us. When I say that we read all reviews, I’m not kidding - but if there’s no actionable text, we can’t do anything with it. Of course, it is your right to maintain a practice of critical ambiguity, I’m just saying it won’t produce results.

Reviews and comments that set up a strawman and try to assign a motive to the decisions we make serves only to create a rift between developers and community. We love this game as much as you do, and while it would be naive of me to assume that every discussion can be equally polite and constructive, I do believe that it is better if we let people represent themselves.

Of course, the vast majority of you understand this.

In Conclusion
From my perspective, team Juno had a cracking debut release, and I’m beyond proud of what they accomplished. The strategic side of things is where we’ve fallen short, and that is my cross to bear.

Finally, the reason I’m saying any of this stuff is to give you folks some context. This is hopefully an insight into the thought process that collectively happens behind the scenes at HoI HQ.

I’ll be around to try and answer any questions!



Below, you’ll find the patch notes for the update coming sometime today:


################################################################
######## Patch 1.14.2 "Bolivar" #########
################################################################

##################################
# Bugfix & Gameplay Additions
##################################
- Presets in the equipment designer should not be blocked because of so-called negative stats
- Blockade runner now requires fighting with at least one >37 knot ship
- Added a decision for fascist Chile after completing the focus "Forge a New Chilean Identity" to change the national flag to the Patria Vieja based one, due to popular demand.
- Added Felipe Molas López as advisor for Paraguay
- Valentino Riroko Tuki's trait has been buffed, and RAP now gains slightly more things when released and chosen to be played as a part of the Araucanian-Chilean civil war.
- Blockade runner is now actually obtainable
- Flourishing economy for Paraguay no longer expires
- Revenge for the Triple Alliance and Rekindle old gripes now gives wargoals against both actors in a civil war if BRA or ARG is in a civil war
- Fixed an issue where two designer companies for Chile wouldn't have icons with AAT disabled.
- Fixed a bug where Bartolome Blanche would go to the revolting side in the Araucanian civil war despite the non-aligned side still meeting all the requirements to keep him.
- Fixed an issue where taking any of the Promote Spanish Immigration decisions as Chile would permanently block the player from taking any further immigration decisions.
- Support the Spanish republicans no longer spams the error folder
- Historical AI behavior setting for Uruguay no longer disallows achievements
- Fixed an issue where Paraguay could take a focus before taking the prerequisite focus
- You no longer require French Somaliland for the Chilean empire achivement
- USA should no longer guarantee Monroe countries in addition to having the Monroe spirit if Trial of Allegiance is on, unless Tension is > 90%
- Replaced some Uruguayan spirit icons with nicer ones
- Italy now joins the war when France proper is being invaded by Axis troops, or on the historical date
- Reshuffled priorities for building slots for URG/PAR to make it less likely that the capital hits the 25 slot limit
- Paraguay river navy gets properly removed upon capitulation
- Fixed Oscar Escudero Otárola having his name backwards
- 'Reach out to Soviets' in the Argentina tree now checks if the Soviet Union is communist.
- Election event will now only fire if Brazil has completed 'Repeal the National Security Laws'
- Made the requirements to get Senor Hilter slightly easier.
- Added the correct Mechanized tech icons for Brazil
- Fixed an issue where Argentina and Chile could not use their modern small aircraft icon for carrier aircraft.
- Added a fix so you can now see that Prestes will become country leader with the 'Align with Moscow' trait.
- Added a check to Argentina's 'Support the Spanish Republicans' focus so it can only be taken if the Spanish Republic exists.
- some more portrait tweaks for minvervino, valentino and dartnell
- Added a check to the Juan Peron focus to make sure he is still recruited. Also added tooltip to event to make it more apparent he will not be available.
- Argentina can now peace out all UK allies when taking the Falklands
- Modified requirements for 'Revise Treaty of Roca-Runciman' in Argentina focus tree. Now accessible to communists after civil war.
- New Edelman portrait added and minor tweaks to previously existing portraits
- Fix for the Cisplatine war achievement not working.
- Fixed snake smoked achievement file names.
- Nerfed some of the recruitable population and supply in Communist Argentina
- Merged two instances of a duplicated Brazilian admiral/advisor
- Added fix to prevent elections from firing if Vargas is still country leader
- Eugenio Gomez portrait updated to show the right person
- Neglected state and Cangaco state modifiers will now be removed when another country owns the state.
- Fixed an issue that was preventing players from inviting countries to the Org of American states faction and made it easier to see how to integrate countries into US of South America.
- Updated some focuses that were not adding cores to new states.
- Added a fix to make sure that Support the Spanish Nationalists isn't available if they win the civil war
- Added chief of army for those without ToA for Argentina
- Removed "Fascism on the rise" decisions for Argentina
- Made Fascist demagogue advisors available from game start in Argentina
- Brazil and Argentina now have full access to their respective intel agency icons
- Improved tooltip for Align with Moscow focus
- Beneath the shadow of the Triple Alliance and Rekindle old gripes no longer instantly white peace PAR/URG, giving them the option of continuing the war without being teleported back
- Fixed confusing Tooltip for blockade runner
- Peru can no longer go to war with Ecuador if subject
- Chile can no longer create their own faction is subject
- Mexico can no longer invite Peru to their faction if they are at war with Ecuador
- Normandy is now part of Chile's decisions to core France
- Manuel A. Rodriguez no longer has a duplicated localization key and is recruited when ToA is disabled.
- Added fix that prevents players from taking "Demand Compensation From Spain" if Spain does not own Equatorial Guinea
- Fixed an issue with Argentina's starting plane having the wrong icon.
- Fixed a bug where "TAG makes aggressive moves on Uruguay" event fires twice
- URSAL focus now grants cores to Brazil
- Fixed a bug which required reloading the game to show hidden Senor Hilter focuses


##################################
# AI
##################################
- AI now motorizes supply hubs if needed, even if they are controlled by allies or puppets
- The ai should no longer be as willing to send volunteers to the Kingdom of Araucania and Patagonia for all of eternity.
- Limiting some italy ai strategies for only when in faction with germany


##################################
# Modding
##################################
- Removed the check on negative stats that disabled create_equipment_variant and AI equipment creation


##################################
# Stability & Performance
##################################
- Improve performance in resource computation.
- Various minor optimisations across the game (infrastructure etc)
8 months ago - PDXKatten - Direct link
Reserved Area for Developer Replies

Gun Metal Grey said: I'm personally bummed out about the lack of equipment names and icons for most of the TOA countries', will they be ever fixed?
Arheo: We plan on taking a look at least names for the next update.

Pluto2006 said: Do you also read reviews on Hearts of Iron IV base game, or only on the DLCs?
Arheo: Not as often, but I try and keep up with things, especially if there are trends up or down at any point.

Ringwraith_JP said: Not going to go into detail about what I think about the contents of TOA, but I do have a question. Can you share a bit of information about how your team researches and plan regional content? Is it a local (SWE) team, do you have regional advisers? How does this look like?
Arheo: This varies a lot, our teams are pretty small but have a lot of different nationalities represented. I'm sure we can do a dev diary on the research process at some point, but in short we have dedicated research periods for each release; a [theoretically] unlimited literature budget, and a particular role (content designers) who have research and historicity as a key responsibility of their work. There is no role at paradox that would own responsibility for advising on a specific area.

jag95 said: Hey I’m just wondering, are you planning on implementing ai into the game? Are you going to do anything with ai?
Arheo: Do you mean generative AI?

jag95 said: Yeah especially with all the new developments in ai. Has that affected you guys at all? Or changed the way you do stuff?
Arheo: A bit, I'd say. I think the technology is still very much in its infancy, but as a development tool it has some merits. The extent of what we use it for is pretty small; posing scenes, early concepting etc. It is abundantly poor at anything resembling research though.

We have no plans to implement generative AI directly in the game, though, at this stage.

Staden said: One thing I've noticed is that Argentina lacks an Illusive Gentleman, in addition to lacking flavor when creating an intellingence organization, is this an oversight?
It is not a huge deal, but it makes establishing an Intelligence organization as Argentina more punishing and less rewarding. Other than that I've found the DLC to be quite fun.
PDX Eiliidh: Hey! Glad you liked the content we have produced! As for Argentina, there are focuses that add boosts to the intelligence organizations (as well as create one) later in the tree! I appreciate your feedback though, and I'll be taking this into account for future updates / DLC :)

Observia said: Thanks for the communication.

How does the paradox team pick which major features (MIO’s, International Market, etc) are added?
Arheo: There's a long list of things we want to do. I've covered some in roadmaps, and others are ideas we've had floating around. Ideas are usually the easy part, but in general we design expansions to fit a theme: with AAT for example, we chose and developed mechanics which supported the fantasy that most players expected from playing one of the Scandinavian minors.

Observia said: If a major rework or overhaul of a country with a preexisting DLC (Japan, for example) occurred, would it be distributed as an update for those who own the DLC, or would it be a separate purchase? I ask as a rework of Japan would be extensive, and resource intensive, and it seems like a tricky situation.
Arheo: It really depends on the scope. Minor changes and additions aren't something we'd usually charge for. If a scenario arises where the entire tree is removed, and a new one redeveloped in its place, I expect this would be a separate purchase, yes. The process of development is not free, and while we can sometimes find ways to include smaller changes alongside other, paid content, a full focus tree overhaul is a major resource investment. You're not wrong though, it is a tricky situation, and that is why we haven't done this so far.

salamin15 said: I'm waiting for a day when paradox developers will finally understand that without mods their games would die quickly. People wants from you new mechanics because they are interesting and they give new life into game. New country packs will never be interesting like new mechanics because there are already tons of mods which add content to South America or any minor country that have generic NF tree and usually these mods are much better than your content because their creators have better sources, they working on them few years not months. You will always lose with mods in creating new content. But you will never lose with mods in creating new mechanics because modders cant do that ( in most cases ). Players know that, modders know that, but it looks like you dont know that and that's sad.
Arheo: Mods are there for those who want to use them. If you feel a mod fulfills your needs better than we can, then use the mod instead. For those who feel that isn't the case, we'll continue along this path. I'd correct you on one thing though: we absolutely do recognize how important mods are to our players. We have an open and frank dialogue with many modding teams, and we regularly build features to support both the work we do, and the work they do. It isn't an either/or.

Louco doido said: I loved this DLC, I had a lot of fun invading all my neighbors and creating a great nation with all of South America.

Paraguay is, in my opinion, the most fun to play.

The only thing I didn't like about it was the lack of an option to do cores in South America with communist Brazil and the lack of content with Lampião in power, so I ask you to take a look at it.
AveeBee: The core issue for Brazil is being fixed for a patch :)

TheHostName said: This was also the first DLC i didnt buy. My reason for it was that it doesnt include any mechanics aswell. AND THAT IS GOOD.
I dont want to spend X amount of money for a country pack with nations i dont care about only to have to spend a vaste majority of that DLC price on those countries.
So i want to say that its correct to keep country packs mechanic free and i wont have to buy and complain about it through negative reviews or even dropping the game after too many of those cases (which would be financialy worse for you then just producing country packs and keeping mechanics out of them)


( i dont know why but i couldnt directly quote like i usally can from a post)

This is more of a half truth though. Yes it doesnt impact the Hoi4 "main" team. But one could argue that those Juno team members could be part of the main team and help it do things faster. They also cost wages so if they were not to deliver a revenue, then that would indanger Hoi4 as a whole.
Iam not of the opinion that the later part is the case. But the former part about them helping the main team to produce mechanical content faster is not unreasonable.

On the regional prices. I think some south american currencies were hit bye those changes if i remeber correctly. So yeah not supprising then.
Arheo: Not really, the skill competencies required to build content packs are something the Juno team specifically has - creating mechanics requires a different set. Developers are not usually regarded as fungible items. One day I'll do the art for a release and you'll see what I mean ;)

Gobbe said: I wanna start off by saying i really liked the DLC, its very refreshing for global conflicts that south america is something to keep an eye on.

I think a really good idea for future DLCs is to make small tweaks to countries that are not nessecerily the focus of the DLC.

A lot of people i know (me included) got very excited the day Yugoslavia got a slight rework on the BFB(Or it might've been BBA im not sure), or how Romania got a couple extra focuses, or when PRC started with 1 extra military factory. Small things like this give a refreshing feeling to "old" countries and make the game more interesting overall. Adding a new one or two decisions or focuses for 3-4 countries per DLC could do a lot more than a full content pack centered only around the tip of a content no-one ever reaches. (For example, the German focus tree could really use some spy bonuses considering Italy gets like 8 spy slots alone.)
Arheo: I should say that War Effort patches (which added the Romanian and PRC changes you mention) will continue after the ToA post-release cycle is done. I still believe this is the best way to maintain the game moving forwards.

Lamartine said: Could you say more about how mods factor into planning DLC, if at all. A lot of people say that country packs are pointless because mods can fill in focus trees, or at least, never do justice to the focus tree of a dedicated modder passionate about that country. Others that DLC should stop reinventing the wheel and just adapt the content straight into the release.

Can you share anything to clarify those views among players?
Arheo: Players go to mods for some things, and to us for others. Additionally, we know that while many of our players use mods, even more of them don't want to use mods at all; it would make no sense to adjust our strategy on a cross-section of only modded users that happen to play a specific mod that we think might do something similar to what we're considering.

MrMcQue said: Will we see an updated roadmap soon, or do we have to wait until after the next full-size dlc comes out?
Arheo: This is something I'd like to do again soon. Especially because I know what's coming soon....

Lean_XD said: Why not give USA-made Aircraft models available for SA nations to USA, since the USA model pool for aircraft is a bit lacking, like P-36 or TBD are available for Bazil but not for the US
Arheo: Not a bad idea tbh - maybe we will!

Zoponen said: Tbh dlc is good but one thing ruining it mostly is USA with Monroe doctrine because its hard to do anything without USA coming into things. It would be better if it would be clearer for knowing boarders but same time I think USA has too much power over South America. So I would wish you nerfed USA on behalf of SA
Arheo: Interestingly, one of the earlier points of feedback we had was that the old version of the Monroe doctrine felt very unrealistic.

Observia said: In AAT, we saw that some states in non-Nordic (UK and Albania, too) countries got much needed reworks.

Could we ever expect a War Effort patch that contains a good deal of state reworks for cleaner and more unique borders?
Arheo: Actually this is something we try not to do. Geographical changes have the unfortunate side effect of breaking savegame compatibility, so we try to only do them around major releases that would do that anyway.

sreckom92 said: Personally, I would've considered buying this DLC, had it contained update for every South American country.
I know there are too many countries in that region for a single DLC, but Paradox already knows how to make shared focus trees. This way, I'm looking at a DLC with tons of alternate history paths and meme content. And I know there are mods that can satisfy the itch for memes.
I'm not really overly negative about this DLC. I just don't care, since I don't have it. But I am growing distant from this game, as I would prefer meaningful content.
As it stands right now, I can apparently expect South America DLC #2 for the rest of the countries, or a pack containing focuses for Albania+Belgium+Luxembourg+Ireland... Not overly enthusiastic about that.
Arheo: Yeah I've seen this sentiment around a bit. For context though, we've consistently aimed for 3-4 focus trees in a release. There are occasions where we've had marginally more than that, but it's been development hell trying to get everything done. ToA already has 5 focus trees albeit with 2 of them being lower scope, so there is no way we'd have ever done 10+ in one release, it would have been a disaster.

ChoricColony said: No new mechanics are done, but this is a South America DLC titled Bolivar, and Bolivia didn’t even get a focus. Or Columbia. Or Venezuela.
Arheo: Our patches are named after operations.

SocialistRepulbicofItaly said: Is it intended for Argentina, Brazil and Chile to start with 2 research slots and end with 4?

(I’m korean i’m not good english)
Arheo: Yes, but:

Kosaki MacTavish said: Wait, you guys really did it again by hardlock the number of research slots to only 4 and not making the 5th softlocked industrially (only available through a difficult-to-obtain industrial requirement) like i have suggested?
Arheo: Let's not start the great research slot war once again :D

renorp said: Can you add a way to remove “Neglected state” debuf from Brazilian provinces, if it conquered by another countries?
AveeBee: This should be in the patch today :)

Red Mapoleon said: I would like to know what percentage of players like to play minor countries vs the traditional major countries. I believe there are many players like me who don't find it very appealing to play minor countries other than our own personal home country.
Arheo: I can tell you pretty exactly. Over the last 4 months (not including March) the number of unmodded games played as major nations has fluctuated between 49.5% and 53.1%. So yes, there are many players who like playing major nations. But clearly the balance is close to even.

Red Mapoleon said: I expect most are looking for improvements or change in the main major ww2 countries and games mechanics.
While I see the value of regional DLCs, I believe interest will always be limited without also including changes that improve overall game mechanics while playing the major countries.
Arheo: The issue with your statement about majors vs minors is that you assume your lived experience is generally true for others - it's a common if broad group of human behaviors called egocentric bias (which makes it sound a little unpleasant, but I didn't name it, and I don't mean it in such a way!). It also doesn't prevent that opinion from being right, as I expect it may be in your comment here about what others are looking for. But I don't think that means we should only ever do what is demonstrably right for the largest group. Business and design can also be about providing something for everyone, and in some cases even whole expansions might be more targeted towards a group that doesn't include you.

Red Mapoleon said: In terms of games mechanics, I would like to see improvements in analytics in terms of providing players more insights as to battles results so we can make adjustments.
Red Mapoleon said: Why are my fleets or division losing battles? Not enough AA? Piecing? It would be great to have a better way to get insights. I would like to be able to view view past battle results, analytics and insights.
Arheo: I would actually love that too. Especially for naval combat where you really need that information before your highly expensive ships are sunk due to mistakes you made 5 years ago.

ItThatAltersSanity said: I do wonder if some players making such reviews are taking inflation into account. Perhaps they are only considering it in one direction: their own disposable income is shrinking and they don't want a reminder that inflation can hit other sides of the world too. The book "Scarcity" by Sendhil Mullainathan & Eldar Shafir presents research on how people obsess over a resource (money, time, calories, friends, etc) when they're aware of a scarcity. Meaning some people will be very closely tracking exactly how much mileage they get out of every dollar, euro or other currency.
Arheo: This is a lengthy and interesting topic which I won't pretend to be a mega-expert on, but some context specific to this industry is that the price of games more or less stagnated for 15 or so years until quite recently. There's a bunch of contributing reasons to that, that include everything from communications advances making it easier to have a wide reach, or the massive shift from physical to digital media making it easier to maintain a competitive price by not adjusting game prices for inflation.

And then all of a sudden the industry started to realize that it had overstretched that practice to the point where not only had the expectation become that games always cost $30-40, but costs had increased to the point where that was no longer a viable business model. So within the sphere of the games industry, there have been a relatively rapid series of cost increases, especially for AAA(A) games. And naturally, the time the industry realizes that is when it becomes squeezed, which is, funnily enough, when everyone else is squeezed. It isn't a wonderful situation for anyone, and I'm not offering justification for anything here, but those are the facts.

ItThatAltersSanity said: My theory is that players don't like being reminded that they belong to a diverse community. Some feel left out that they don't get anything fun while others do. Then there's some who think everyone plays with mods. And those who think it's fair to compare the fruits of unpaid labour of love with that of salaried, scheduled labour.
Arheo: See above replies re: egocentric bias. It's common and understandable, but that doesn't make it true.

mecanojavi99 said: I would like to say that I greatly enjoyed the DLC and I specially enjoy playing small nations like Paraguay and Uruguay to teach the big kids how it's done, which brings me to my main complain about the DLC.

I understand that Paraguay and Uruguay were meant as small scope focus trees and I don't have a problem with that, but I find that they lack a "flavour".

Things like having only 4 generals between the 2, no admirals for Uruguay, almost no unique looking Focus icons or Spirit icons (specially egregious when you see things like the shared army branches that give you Ethiopia's Army and Air Focus icons instead of the bespoke ones for those nations like with BRA, CHL and ARG), lack of historical Intelligence agencies (something even Iceland got), lack of voices and lack of 3D sprites for the infantry (an issue shared with Iceland)

This may look like small things when separate, but if you look at them as a whole it really starts to sour an experience that otherwise would have been almost perfect.
Arheo: This is good, actionable feedback. Thankyou.

mecanojavi99 said: An example of extra flavour that made me incredibly happy was when you added Portuguese voices in a patch for Portugal, you didn't have to, but at least for me it greatly enhanced the experience.

I don't know if you'll have time to go back and add some of the things I mentioned for Paraguay and Uruguay (and Iceland as well plx), but if its possible please be more mindful about this short of things in the future.
Arheo: For everything, probably not, but I'll see what we can do.

mecanojavi99 said: Sorry for the long post and I cannot way for your next content drop (Tannu Tuva focus tree when)
Arheo: I don't know, but before Belgium.
twinxor said: I'm not sure it would be profitable but revisiting the trees from the first few DLCs would be very welcome. They don't all need to be super powered but a number of countries just have a very boring focus tree compared to the more recently developed ones. Also it's pretty weird this game still has no mention of the Pearl Harbor attack.
Arheo: That one is more mechanical in nature. At the time, I think it was deemed a bit of a weak option when a player could just… move their navy and avoid the catastrophe they knew was coming.
DarthSigma said: I understand that many people play without historical focuses, but it seems odd to me that the game which is and was a world war two simulator first now seems to be completely shifting to creating focus trees with the purpose of alt history instead of reworking the focus trees of the nations which are most relevant for the "ww2 simulator" that hoi4 claims to be
Arheo: I don't think we've said it is a ww2 simulator. HOI's defining internal mission statement is to be the "premier 20thC wargame". It lets you simulate ww2. Or other things if you want.

austrianemporer said: I think on a fundamental level, the problem boils down to the game's foundational design around focus trees. Not only are focus trees manpower intensive to create, but they also box the game and the player into a set of predetermined routes with no organic paths without actually immersing the player. Combined with a paucity of flavor outside of focus trees and mechanical staleness (in my opinion, the last major positive overhaul to HOI IV's mechanics was logistics which was quite a few years ago), DLC is less well-received now than before. I think a big part of the prominence of focus trees is the rigidity and simplicity of politics and production. Although they are not the first thing someone may think of when they think of World War II, they were no less crucial to the victory of the Allies over the Axis than simple military operations.
Arheo: I'd disagree that they don't immerse the player, but I tend to concur that focus trees can be a design limitation. I am on record as calling them our "best, worst feature". They're actually great for providing an authored narrative, but poor for systems-driven game design and organic simulation. All of that is a moot point really, because that's not the kind of thing you change at this point in a game's lifecycle.
DarthSigma said: I would disagree. The steam store page's description states "Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history," clearly emphasizing that it is a strategy game revolving around World War Two. Additionally, the "about this game section" states "Hearts of Iron IV is a compelling simulation of modern war that rewards replay and strategic thinking," so combining the two we get a simulation of modern war focusing on World War Two. If that isn't a World War Two military simulator, I don't know what is.
Arheo: I guess what I'm saying is that I see it as a military simulator, not explicitly a historical-only one. But I understand your point, and that's a reasonable conclusion.

DarthSigma said: I don't say this to argue or be rude, but I am simply pointing out that it is odd to me that the focus of the development teams has shifted to created focus trees for the purely a-history paths before refining the main contributors of WW2 and adding the rest of the nations that were involved in the conflict more directly than south america (ie Dutch East Indies, Siam, Iran, Iraq, Egypt, Phillipines). I enjoy the alternate history paths and they add interesting flavor, but the game is mainly marketed as a ww2 game so its odd that before finishing a refined ww2 game (with alt-hist options for the nations involved) the developing team has shifted to purely alt-history additions.
Arheo: We don't sit down and decide what to focus on by order of ranking its importance to the progression of ww2, these days. That was certainly more of a factor earlier on (a south america expansion as our first DLC would have been a strange move), but at this point many countries already have content, and weighing up the remaining ones based on perceived impact to the war feels really arbitrary. I think it's also fair to say that our fans have been asking for South America far more than I've seen anyone ask for Dutch East Indies or Egypt, ie.

ValmyLipbalm said: I'm probably unduly obsessive about this, but in Paraguay, Ciudad del Este (the second victory/capture point) didn't exist in 1936. Not even a village, not even a project for anything until the 50s. And the place wasn't called Ciudad del Este once they founded it either. It was called Puerto Flor de Lis, then soon after and for most of its existence Puerto Presidente Stroessner (the old dictator's name). It got the current name in '89. I think you should probably add Encarnacion further south as the second city in Paraguay instead. It's rather immersion breaking, at least for me.
AveeBee: This is really interesting! I will update the victory points to reflect this in a future update :)

Colombiano1492 said: Why is Gustavo Barroso as a general named something else? And Who is domingos bras???? Lowkey this dlc kinda sucks and I’m just waiting for you guys to update it because this game is just unplayable now….
Arheo: If the generals are not correct, we'll look into it. However, if your bar for unplayability is some incorrect character names, I'm not sure there's much I can do or say to make you happy.

I'm not sure why 'unplayable' has become the goto word for every complaint. Perhaps because people know that developers prioritize bugs that make the game (literally) unplayable? Whatever the reason: if every bug for every person is priority 1, priority 1 means nothing.

jag95 said: Just a few questions.

When will we get a Communist focus tree path for Germany with Ernst Thalmann and his KPD? and why don't we currently have one?

Why wasn't the North sea oil implemented as an exploitable resource option for players during the Norway focus tree in the previous expansion? We have Nazi Germany with nuclear weapons, why not North sea oil?

Also what about a Rhodesia focus tree and making it playable? Since it was part of the British Empire and Ian Smith fought for the British empire during WW2 and there was a referendum in Rhodesia about whether it and South Africa should become one country in the 1920s.
Arheo: I'm sorry, I'm not sure how those things relate to South America.

Luis Mao Zedong said: I really can't see any difference between before and after and i am not the only one.
Look at his picture on Kaiserreich, look soo much better
Arheo: This is, as it happens, also a reference picture of the same person. At this point I feel like we're going in circles. The portrait will not change any further.

I think there might also be an additional concern underlying a lot of these "groupings", being the amount of technical debt that HOI4 is accruing through each new release and a belief that pushing more paid content while leaving a lot of this debt unhandled or adressed decreases the general health of the game.
Arheo: There might be. Doing that would be a statistical assumption however, and there is no significant correlation to back that assumption up in the analysis we performed. There could also be an underlying concern that Tannu Tuva is not strong enough, or that we didn't ship enough free ice cream this time. Granted, your assumptions seems more likely than mine at face value, but that just makes it a very easy statistical trap to fall into.

herr anfsim said: Reading the forums, there is no lack of players requesting that features sold in previous releases are fixed or brought to a more functional state, and I would guess that some annoyance is generated not only from the DLC revolving around content one isnt too interested in, but that said content ist prioritized above improving what has already been sold and possibly contribute to introducing new problems.
Arheo: One might infer that you have a curiously Norwegian horse in this race ;)