Hearts of Iron IV

Hearts of Iron IV

Weimar and Österreich
of elrick 23 Nov, 2018 @ 1:56pm
Suggestions
Hello, these are my suggestions for this amazing mod. The suggestions I'm making will make the game more historically feasible and generally more appealing to download. Its a medium sized list and I hope that most of these suggestions I'm making are accepted.

Historical Suggestions
  • Adolf Hitler would never have been kicked out of Germany nor legally rose to power in Austria, so I've made a timeline to make this mod more historically feasible.

    Hitler takes power in 1933 however he does this by storming Berlin with thousands of armed Sturmabteilung members. When the SA arrive to take the Reichstag by force, they encounter it has been fortified with sandbags, artillery emplacements, and supply caches. The official army has heard of Adolf Hitler's plans ahead of time from multiple tips from concerned German citizens. The SA clash with the army and eventually the SA is unsuccesful despite the high intensity fighting with the army. The SA are pushed back and are forced to retreat due to dozens upon dozens of anti-Fascism militias and German armed forces members chasing them out of the country, in a last ditch effort to keep his forces loyal but alive Adolf Hitler illegally invades Austria. Adolf orders his remnant forces to defend the border and built fortifications. The German army does not want to Illegally invade Austria so they back off.

    This would allow you to expand the focus tree with multiple branches and paths like a branch to form Austria-Hungary or you can choose to bring Germany to greatness. You should also add a national spirit to Austria titled something like "Military Occupation" which brings down stability,war support,and political power gain due to a lack of official support and recognization from the people of Austria.

    Balance/Misc suggestions
    • Boost Austria to have enough military and civilian factories plus enough starting resources to produce 3 things. Artillery,support eq,and rifles.
    • Give Austria a big enough starting stockpile of rifles so every game people don't have to create 4800+ rifles with 1-2 military factories for multiple divisions.
    • Give Austria more starting divisions so they don't have to build for such a long time to invade Hungary since its going to be the first place players will invade.
    • Expand the industrial tree with more focuses for resources,military factories,civillian factories, and national spirits. Maybe a couple events too to choose prioritys for the nation like in the original German focus tree.
    • Add a branch to "Purify"(Ethnically Cleanse) Slavs,Jews,and other minorities groups in conquered nations where it gives you cores but removes manpower.
    • Improve the conquest focus tree. The way this mod is made forces us to only form Greater Austria, not the Greater Austro Hungarian empire or even Greater Prussia.
    • Increase manpower for Austrian states for more recruitable populations to compensate with the starting forces.
    • Expand most conquest focuses to 2 choices. Ally and puppet the nation, or annex and conquer.
    • Add expanded industrial trees for conquered lands.
    • Fix the "Swiss Politics" focus. The fascist influence they're supposed to get doesn't appear and you have to boost Fascism yourself.
    • Change the progressive victory tree. Its the Weimar Republic and if everything is good. Why would they just become Adolf Hitler: Part 2 Electric Boogaloo.
    • Add a focus branch to gain support of the Austrian people where you gain national spirits which improve stability,war support,construction support.
    • Add German generals and people as Adolf Hitler's advisors and generals for the Osterreich. It would make sense as who would command the SA during their assault and retreat? Plus many of them were already loyal to Adolf Hitler.
    • Add a focus branch to sabotage the Weimar Republic where you spark a rebellion in Bavaria then you conquer Bavaria.

      Thank you for your time.
Last edited by of elrick; 23 Nov, 2018 @ 2:00pm
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of elrick 24 Nov, 2018 @ 5:21pm 
Oh, and I don't know if it is compatible with The Road To 56 yet. But if its not, please make it compatible.
I'd like to see alterations to the Soviet Tree
I'd like to see this done by Paradox too,
of elrick 15 Dec, 2018 @ 4:58pm 
Its been 17 days, I'm assuming I'm getting no response from the creator?
Collins  [developer] 22 Mar, 2019 @ 10:13am 
Yes it has been a while! I'm currently tied up with uni, so it's difficult to keep updating this or implement changes :DD Sorry for the inconvenience! :D
ArmedWombat 29 Jul, 2020 @ 1:51pm 
Very interesting idea and mod. Bit of criticism though:
1. For some reason both Germany and Austria start with zero popularity for all political parties.
2. Is it on purpose that Germany can get no extra tech teams? Or are they somewhere in there and just not included in the focus descriptions?
3. Some of the foci are very weak when compared to others. e.g. Germanys Petrol Autarky focus gives a 75% research bonus. In the original it's 300%.
4. More balancing between the political paths. Only conservative Germany gets a manpower boost focus, making them a lot stronger than others. Maybe give the others one too (doesn't have to be as big).
5. Language/translations. Eastern Prussia is Ostpreussen, not Ostprussen.
6. You seem to have based a lot of this on the modern Germany (the Bundesrepublik), not Weimar Germany. There is acutally a significant difference. The Weimar Republic was built on (and with) the corpse of the Kaiserreich, while the Bundesrepublik was basically a complete overhaul based on the negative experiences of Hitlers rise to power, with more democratic safeguards and less centralisation. Also it didn't have a Bundeskanzler, but a Reichskanzler.
7. Germany doesn't have a navy. While it shouldn't have a big one, because in this timeline they didn't so aggressively ignore and cheat on the Versailles Treaty, they should at least have some (also see: https://en.wikipedia.org/wiki/Reichsmarine )
8. The Army could use an overhaul too. For starters, it's the exact one OTL Nazi Germany starts with, including relative novelties (like a dedicated tank division) that Weimar Germany likely wouldn't have. It even has the motorised SS division, which makes little sense without nazis in power. I suggest taking a look at the real Reichswehr and extrapolating from there. There are many concepts from the Reichswehr and the Kaiserliche Armee that would make for interesting unit choices, like Jäger (light infantry) or Stromtroopers.
9. Also Germanys choice of starting doctrines. The army doctrine would definitely not be Mobility Focus, but either Superior Firepower or Grand Battleplan. The navy one would probably also be Fleet in Being. The Weimar Republic wasn't a place for big game-changing doctrines and stuff (due to the conservative military and a very limited defense budget), so they would have mostly refined the tactics the imperial forces used in WWI.
10. Rudolf Hess was a fascist. There are probably better choices to fill the Silent Workhorse spot.

Sorry, this may come off as a lot, but again: I do enjoy your mod. Definitely keep up the good work.
Last edited by ArmedWombat; 29 Jul, 2020 @ 2:00pm
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