Hearts of Iron IV

Hearts of Iron IV

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Japan Expanded
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Jun 1, 2023 @ 4:00am
Mar 30 @ 3:00am
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Japan Expanded

Description
Hello and welcome to this expansion mod for Japan. This mod aims to improve the Japanese focus tree by an assortment of bugfixes, changes and balancing. It was made for those players who like the current Japanese focus tree but want it to be a bit more expansive.

Updates
  • Update to 1.16.4 and small improvements- 30/03/2025
  • Update to 1.15.4 - 26/01/2025
  • Update to 1.14.5 - 10/05/2024
  • Update to 1.13.6 - 30/12/2023
  • Initial Release - 01/06/2023
Fixes
  • Japanese resource development focuses and decisions now work on puppet controlled states.
  • The Secure the Philippines focus now has check to still provide a wargoal if annexed by the US.
  • Completing the Exploit/Establish the Southern/Northern Resource Area with remove/reduce the consumer goods penalty from the zaibatsus.
  • For non-MtG users, the The Ultimate Battleship focus now will now add two Yamato-class battleships to the build queue.
Changes
  • The Alliance with Siam focus will allow you to puppet Siam if Japan controls the Cambodia state.
  • The Strike on the Southern Resource Area will allow you to ask for territory if any member of the Axis controls it.
  • The Kodoha path has been completely revamped to be more accurate to their aims.
  • Kodoha Japan will also be able to join the Central Powers by completing the Technological Exchange focus.
  • Three new advisors and one new army chief have been added for the Kodoha faction.
  • The development focuses for the Northern/Southern resource areas now core Karafuto/Taiwan respectively.
  • New sub-branch that focuses on the Southern colonies of the Japanese Empire.
  • New industrial concern, Nanyo Kohatsu, specialising in island development.
  • Changes to naval tree to strengthen Japan's naval ability.
  • Complete localisation of all new focuses to be as vanilla-like as possible.
  • Adjustment of AI strategy to improve AI Japan, especially when it goes down the Kodoha path.
26 Comments
Portal #0  [author] Jul 31 @ 12:53am 
@513k0m0r1 Please feel free to do so!
513k0m0r1 Jul 30 @ 5:53pm 
日本語に対応させて欲しいです
I want it to be compatible with Japanese
General CIS Jun 16 @ 7:11am 
What about to add the possibility to create historical protectorates?
vengefulscorpio Mar 31 @ 7:54pm 
@ Portal#0 Well if I gave you any good ideas then I'm glad for that. I would say though that I'd be interested in just working it on my own. I'm interested in learning how to mod the game (I enjoy design and balance). If you like anything I come up with, we can just be integrate. I would just like to use what you have as a start point. Maybe I could help out with those other mods once I figure it out.

Just FYI, it looks like the North/South Resource Area focuses (foci?) require that the states be owned, not controlled. This seems like an oversight, considering those can only be owned by winning the war (and by that point the game is effectively over).
Portal #0  [author] Mar 30 @ 2:58am 
Sorry for the belated response guys but thank you for your thoughtful discussions. I'll make a small update to the mod with some of the easier suggestions before I consider how to implement the more technical ones.

@vengefulscorpio Thanks very much for your interest. It may be slightly difficult for me currently though as I'm a dev for the Second Sengoku and Hagakure mods, so I'm usually committed there. As for your colonial police suggestion, I was considering a special native police law that utilized the Nanyo Kohatsu company (which historically aided in Indonesian logistics too). I'll try to get that balanced and added soon.

@kucsidaveee I've changed the decisions to now work on puppet controlled states. While I tried to implement your Showa Steel works idea, the downside is how detrimental it is for Manchukuo to lose so much steel, since resource rights grant all of the resource in a state. I'll see if there is alternative that would work better.
kucsidaveee Mar 29 @ 9:47am 
One thing I noticed is that you need direct control over the territories in the prospect for resources decisions. Could you also make those being able to do so if your puppet has them like the focuses?
vengefulscorpio Mar 28 @ 3:14pm 
@Portal #0
I realize it is incredibly presumptuous to just talk about overhauling your mod. However, I would be genuinely interested in helping develop something like this. I really do like how elegant and lightweight this sort of expansion is.
vengefulscorpio Mar 28 @ 3:14pm 
@kucsidavee
Sure it can be any sort of combination of those mechanics. Yes, part of my idea is that with each focus it expands the given bonus to each region. My real point is that "Exploit the Southern Resource Area" and "Develop Chinese Resources" are quite anticlimactic endpoints for the tree.

So as an example: "Strike on the Southern Resource Area" unlocks "Enforce Indonesian Liberation": [Allows the use of "Colonial Police" (or equivalent) in Indonesian cores]; and related ones for other territories ("Enforce Philippines, Enforce Burma, etc.) follows suit. And then they can build up to like a capstone "Prosperous Integration" which boosts the mechanic and some other things. And then this would dovetail with "Pacific Dominion": [Gain Claim on all previously unclaimed Pacific States.] to lead into "Empire of the Rising Sun", which would be some sort of big (but not broken) buff.
kucsidaveee Mar 28 @ 1:52am 
@vengefulscorpio
Now claims are a good way to help an integration process considering they give a 5% compliance growth, and a -5% to resistance target.
That is not an overpowered bonus at all, and can even be useful on already owned territories.
Maybe the Southern Colonies tree could also give a claims on the islands you already have for this bonus.
Using a claim not for the purpouses of expansion but stabilisation is something I have never seen, and would be unique.
Also special occupation laws like the Italian colonial police could also be a solution, and I like that better because it is a toggle you can flip on/off, and it is easier to read than clicking on each state one by one to see which one has the bonus. You can also gradually improve garrison laws and could easily expand which territories can have those laws.
vengefulscorpio Mar 27 @ 7:37pm 
I can certainly appreciate the history, but the game flow should also be rooted in the players actions. Though I can agree that coring something like Java is admittedly a little intense, in both a historical and game balance way. (I really like the dev's idea to have Exploit North/South do some coring as well.)
Perhaps something instead like the local modifiers that boost manpower and resource gain like Expanded Corporatism/ Novus Ordo from the Italian Tree. With a capstone of something like Pacific Dominion, which just gives claims on all land in/bordering the Pacific (and maybe some other bonuses).