Closed Darksaber501st closed 4 years ago
As promised, here is a first pass at a SOV diplomatic tree. Again, please feel free to provide comments. I'll start coding the basics this weekend and continue this week.
What I have in mind: Two initial branches, "Respect the Treaty" and "Break the Treaty", or in other words give the player an option to rejoin the war that the AI will never take.
Going left to right: Respect the Treaty branch
First, Repect the Treaty gives a diplomatic boost to all members of the Central powers and a diplomatic malus to all members of the Entente, plus a small NU boost (I know I use NU boosts a lot but I think SOV's NU should be slow to start and have lots of little NU boosts as it turns into a real country)
The primary branch that requires respecting the treaty is the "Restore Order Branch"
The next two branches can be from either respecting or breaking the treaty of Brest-Litovsk, the first is the "Revanchism" branch
If this were to be extended to the Interwar period, I'd include more about the Chinese Civil War and such. but I think this is pretty good for a country that starts between 1915 and 1917.
Intervene in Finland: NOTE: This should not occur if Finland is somehow a German puppet. I'm thinking about adding a Finnish Civil War event, where the Finnish Reds could become a SOV puppet instead of outright annexation should they win after "The Third International", or otherwise they'd just get annexed. This focus would add Finland to the White Movement and create a Conquer CB on Finland to make it easy for SOV to intervene. Any intervention should bring about a significant NU drop, and should trigger an event giving Finland a massive set of nationalistic boosts to allow themselves a chance against SOV. It'd be bypassed if Finland is a German puppet or the Finnish Civil War is already over. Ergo, this is available for completing either Revanchism or The Third International.
Ukranian-Soviet War: Very similar to the "Intervene in Finland above", should be allowed if Ukraine is in its own Civil War. If SOV wins, Ukrainian SSR should either be puppeted (with Third International) or annexed (without).
Polish-Soviet War: Conquer or Puppet CB on poor Poland. Would give Poland an event National Spirit and lots of bonuses to survive. If SOV wins, Polish SSR should either be puppeted (with Third International) or annexed (without).
The other main direction is: Break the Treaty. It gives a diplomatic malus to all members of the Central powers and a diplomatic boost to all members of the Entente, plus a significant NU drop.
The other of the two central branches is "The Third International" branch
The final branch is the branch for re-entering the war
If you will rework russia check this : https://www.youtube.com/watch?v=JpycUBpgWzU
So over the course of this weekend, I'll be working on the NF tree for the Soviet Union.
The Soviet Union is a bit unique here, since they're probably not going to pop up until 1916 at the earliest, and having a NF tree full of major things that take 70 days would leave them in a little bit of a scramble to catch up to the other powers, though historically they took they time to focus internally I wanted to leave plenty of room for an overly ambitious player to bring them back onto the world stage very quickly. Therefore, while there are a lot of options, some things like most of the "Complete the Revolution" focuses or "Execute the Imperial Family" will be relatively short in duration.
Below is my first pass at a Soviet political NF tree. I obviously haven't coded it yet, and I'm happy to hear people's thoughts before that gets underway. I'll post something about diplomacy tonight or tomorrow.
What I had in mind:
Three unique directions for the player to focus on: External (i.e., anti-White) defense, internal purification, and revolutionary rollback.
Going left to right: Defend the Revolution branch
Next up: Complete the Revolution branch
Either way, it continues with
A side branch to "Complete the Revolution:"
Final branch: "End the Revolution" (the thought being it has gone too far, perhaps)
-Strengthen the Duma: PP drop, leader change to someone more Democratic. Allows for the invitation of the Romanovs to return in a lesser role, assuming you didn't murder them.
The other half of "End the Revolution" would be:
Embrace Authority: Increases support for Authoritarian, NU boost and PP drop. Allows players to move the country back to a more authoritarian or even fascist worldview.
Restore Imperial Glory: Big boost in support for authoritarian, NU drop, PP drop. Also may allow for Finland's independence.
Invite the Romanovs to Return. They would do so as a National Spirit, similar to many of the other monarchs from the base HOI4, given that the country is now much more liberal.
End Heretical Rule!: Increase support for Fascism. NU boost, PP drop, but represents a shift towards non-Tsarist authoritarianism.
A New Russia: New leader, party switches to Fascist. Also may allow for Finland's independence.