In this update2
Full notes
Full Hearts of Iron IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Maps
- Events
- Gameplay
China's War: From Resistance to Liberation
Dàjiā hǎo, (that’s “Hello” for everyone who doesn’t speak Chinese), and welcome to this week’s Dev Corner. With this year marking the 80th anniversary of the end of WW2, we are here to walk you through the major themes and ideas for an extremely important participant in the global war effort: China.
Our intention is for this to be an early view of the Chinese content - some things may disappear, some things may be added, but you can be certain that things will definitely change!
It is a running theme that countries all around the world faced major difficulties in the 1930s, and China was no exception. Embroiled in a fractious state of civil war, the central government under the Kuomintang held only nominal power, while local warlords - regional military leaders - occupied significant tracts of land under privately controlled armies. It would be one of the smallest of these states, led by the Chinese Communist Party, which would defy odds - rising to power and uniting all of China.
Communist China
One of our primary design goals here was to introduce a greater level of detail to Chinese content. This included changing the starting situation for the Communists to be more accurate to the situation in 1936; they’ve been renamed to the Chinese Soviet Republic (the official name from 1931 to 1937), Zhang Wentian is now the nominal leader, and the starting territory is altered as the Communists did not control Yan'an in early 1936.
Like the rest of China, there is an underlying struggle between the true policy-makers in the country, as Mao Zedong and the 28½ Bolsheviks are vying for power.
A Communist China playthrough has always been one of the more challenging in the game as a result of the starting situation, and our revamped approach is no different. As expected, you’ll need to fight off the Empire of Japan, then attempt to reunify the rest of China in several stages.
Conspicuously placed magnifying glass only included subject to availability.
This feeling of overcoming insurmountable odds is something we wanted to hone in on and build the new content around: with great challenge comes great reward. There are both new systems and revamped, familiar ones that have been implemented to achieve this. A familiar face to all of you who have played as Communist China before is the Infiltration system, which is returning, but with some changes and additions. Besides the fact that you can flip the infiltrated state to your side when war breaks out between you and the state controller, the state gets some additional penalties before that.
You will also be able to Establish Guerrilla Cells on enemy territory - as long as they’re not cores of your enemy.
After having established guerrilla cells (or if the state is a core of your enemy), you can scale up your operations there and Launch Sabotage Campaigns.
This might hurt your enemy, which is all fine and dandy - but it doesn’t help you. Well, let me show a first in the game; introducing Land Raids. Having either established guerrilla cells or launched sabotage campaigns in a state, you can now launch a Raid, targeting one of the state’s Supply Hubs. If you’re successful, you’ll be rewarded with the necessary equipment to continue the fight!
All of these features are sprinkled out to varying
Source
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