Hearts of iron iv dev diaries
The radar station is no longer just a radar station but is now an intelligence-gathering site. Heart of Iron 2 modeled some of this stuff in terms of basic encryption/decryption, radar, spies, sabotage, propaganda, and assassinations, but Heart of Iron 3 looks to bring the concept center-stage. Without "Magic," no penetration of Japanese naval and diplomatic ciphers.
Without "inexperienced, tired or lazy" German Enigma machine senders, so much the worse for allied efforts at Bletchley to break the encipherment keys that proved so crucial to the allied prosecution of the war. Modelling Nationalism: Integrative and DisintegrativeWithout the German navy's B-Dienst, no practically clairvoyant intercepts by Karl Donitz's U-boats of allied transatlantic convoys. POPs and issues, further elaboration part 1 POPs and issues, further elaboration part 2 Military Miscellany: Reserves, Mobilization, Blockades, Leaders New Party Loyalty mechanic and improvements to National Focus interface.Ī new screen added along with changes to economics and terrain affected railroads.Īll developer diaries about Victoria II (base game). Pop-ups, notification icons and other messages. Leader Prestige, New Sprites, Late Game Improvements and Mobilization Changes. New tab added to show overview of investments. Military and Economic reforms for uncivilized nations and westernization.Ĭhanges to influence and flavor names for wars. Production, National Focuses and Recoloring.
Investing in Projects and Interface Improvements Mapmodes for RGO output, Population density, Nationality, Spheres of influence, Supply limit, Party loyalty, Migration, Civilisation level and Relations. Naval Rally Points, Auto-split units for transport, Attachable units, Visible country borders, Promotion/demotion/migration rework, Tech AI Improvements and New modding format. The production methods mechanic and how it ties into buildings.Įxplaining goods and how they interact with the world of Victoria III.Įxplaining capacities, the four main "currencies" of Victoria III.ĭeveloper video diaries and developer's let's play sessions on the various expansions.Īnnouncement trailer to Victoria 3 played in PDXCON 2021.Īll developer diaries about the Heart of Darkness expansion.Ĭhanges made to Industry and a few misc changes.Ĭhanges made to wars and the military in general.Ī look at the Crisis system and some of the AI improvements.Īll developer diaries about the A House Divided expansion. Interest groups and how they form the core of Victoria III's political gameplay. The categories of laws and an overview of legal reform. Institutions, bureaucracy, and government services. Pop professions, how and why Pops change professions.Ī brief overview of state infrastructure and market access.Īn introduction to the National Market system. National income, expenses, gold reserves, and debt. The standard of living system, wealth, Pop needs, and consumption. Political movements and how Pops make demands to the government. The representation of slavery in Victoria III.
Intra-market and mass migration, and how migrants are attracted.Ī deeper dive into States, the main political and geographical unit in Victoria III. National rankings and the mechanic of prestige.
National relations, infamy, and strategic interests. The types of diplomatic actions that a country can undertake. The core mechanics of land warfare: Fronts, Generals, Battalions, and Mobilization.Ī discussion on the design pillars of Warfare in Victoria III.Ī first look into Diplomatic Plays, the signature diplomatic feature in Victoria III. The cost of warfare and how Victoria III models the long-lasting effects of conflict.
HEARTS OF IRON IV DEV DIARIES HOW TO
All developer diaries about Victoria III (base game).Īn overview of the 2D art and the User Interface of Victoria III.Ī deep dive into the user experience including nested tooltips, charts, tutorials, and accessibility.Ī look at flags and the dynamic flag generation.īilateral peace deals and how to negotiate an end to wars.