Improved Imperial Federation

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Author: Fart Shartley

Last revision: 28 Apr, 2021 at 13:32 UTC (5)

File size: 5.57 MB

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Description:
Features

Smooths out Inconsistencies when forming the Imperial Federation

-Getting India to support a federation now gives you cores on core Indian territory, just as you receive on other Dominions. (Note – India does NOT have cores on Pakistan or Burma, despite both of them being owned by the Raj)

-Depending on how far South Africa has got through its focus tree, the Imperial Federation will gain a different number of cores on their territory. If they haven’t completed "Police Windhoek", the Federation gains no cores at all. If they have done so, the Federation gains cores on every state save for Transvaal. Now, if they also complete "Suppress the Stormjaers", the Federation will gain the core on Transvaal as well. If some South African land is not cored by the Federation, a decision becomes available to core the remaining states.

Gives purpose to the Dominion Politicians

-Upon forming the Imperial Federation, all political advisors, designers, and cheifs of staff join the federation, rather than falling off the face of the earth, allowing you to pick from the best & brightest of the Commonwealth

Gives a Commonwealth Focus Tree

-Adds an extension to the British focus tree following the "Imperial Federation" Focus. These additions focus first on improving areas of the Commonwealth neglected by the British focus tree (West Indies, Africa), and the industrially-underdeveloped India. After investing in these regions, there are then opportunities for the united Commonwealth to make use of its immense political, industrial and military might to push for expansion in nearby regions

-There are also focuses to make use of the Commonwealth’s vast human resources, giving boosts to research speed and political power growth

-Finally, there is one specialised focus for each ideology: a democratic commonwealth can lend its expertise to its allies, allowing them to core colonies in return for industrial payments, a non-aligned Federation can gain access to a group of military buffs to help protect their vast and spread-out domains, A fascist unified empire can gain access to army buffs to aid a world conquest at the expense of becoming diplomatically isolated, whilst a communist commonwealth gains buffs to spies, as well as the ability to ignite nationalist revolutions within foreign colonises

Allows for the Expansion of the Commonwealth

– After forming the Imperial Federation, you gain access to a new set of decisions that allow you to core other territories of the empire.

-To core a territory you need to have at least 50% compliance there. To aid compliance growth, your country leader receives a trait that boosts compliance growth by 0.05%. Though this may not seem like much, it will completely negate the "High Compliance" penalty up to, and beyond the 50% required to core.

– Coring new territories costs Political Power, the cost being proportional to both the population and development of the territory. Whilst Coring, you take a stability penalty as the citizenship is expanded. When coring is completed, 20% stability is refunded, which will cover the stability losses incurred whilst coring most regions. Particularly well-developed or populous regions however may cost more stability than the refund, meaning you may have to take other measures to maintain your stability

– Former Dominion leaders lend their expertise to the Federation as Federation Builders – a new type of advisor. In order to core a territory, you need to have a Federation Builder from the right part of the world hired as an advisor

-You can core all territory that Britain and its dominions start out owning. In addition, you can core overseas territories that focus trees may lead you to war with, including: Ireland, the USA, Mexico, Iran, Afghanistan and Iraq. Additionally, following the Federation’s focus tree, you can core the Caribbean, Central America, Arabia, Bhutan, Nepal, Siam, Yunnan and Guangxi

More Options for a Non-aligned play-through

-Allows a monarchist-leaning Britain to secure the dominions similar to how communist and fascist Britain are able to. Beware however, securing the dominions as non-aligned Britain will be on a strict time-limit with the Abdication Crisis, meaning you will have to act fast, and make efficient use of your and your Dominions’ starting armies if you want to keep the empire whole

-To aid you, the manpower requirements for ensuring loyalty to the crown have been slashed, as well as the power cost for taking the decisions. Royalist propaganda, already being a feature of mainstream politics is also more effective, and does not require martial law to begin

-In line with the crisis in British Democracy however, aiding the overthrow of Democracy in the Dominions will sap away at your stability and war support, and random events (unchanged from vanilla), may drain your political power, leaving you unable to take all of the decisions. You may have to decide on prioritising one dominion over another, alternatively, it may be better to just wait until you can ignite the Imperialist Civil Wars

Enhanced Commonwealth Flavour

-New Division and ship Namelists unlock depending on who joins the Imperial Federation, allowing you to use dominion names for specific units, or use ‘Imperial’ namelists, which mix names from both Britain and all the dominions.

More interaction with Ireland

-Within the timeframe of HoI 4, Ireland is making its final departure from connection to the British Commonwealth, using the abdication crisis as an opportunity to dispatch of loyalty to the king, and establishing a formal constitution as the independent Republic of Ireland in December 1937. Ireland was thus still considered a member of the Commonwealth, and was invited to take part in the Imperial Conference – the last one to discuss Imperial Federation – in the Summer of 1937.

-In reference to this, a Democratic UK can invite Ireland to come and take part in the Imperial Conference, where they can take part in imperial debates, both contributing to, and benefiting from the Imperial Debates.

-Ireland can also be involved in creating the Imperial Federation, as a last-ditch effort from the UK to try to convince the Irish to stick with the commonwealth. If they vote to join the federation, Ireland becomes a dominion of the UK, and gets the same federal integration national spirit that the other dominions do.

-The Irish AI, as was the case historically, is not forced to accept the invitation to the conference (it has a base chance of 40%, increasing with diplomatic opinion). Even if it attends, Ireland is significantly less likely to accept federation than the other dominions.

-"Why just democratic UK?" Because both non-alligned and fascist UK can get a wargoal from focuses, leaving no room for diplomacy, and communist UK favours decolonisation, giving up the claim on Ireland.

Limitations & Incompatibilities

-Sadly, unit sprites are tied to country tag, so the Imperial Federation cannot make use of all the dominion sprites – names only

-naturally, this mod makes changes to the "Imperial Federation" focus in the British focus tree, and as such, will be incompatible with other mods that alter the British Focus Tree

-This mod also makes some minor changes the Britain Man the Guns Events (in file events/MTG_Britain). this may cause some minor issues with other mods that edit this file, but it should not be game-breaking

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Required DLC:

These DLC should be installed in order to use this item.


Hearts of Iron IV: Together for Victory
Hearts of Iron IV: Man the Guns
Revisions:

Old revisions of this mod are available below. Click the link to download.