Hearts of Iron IV

Hearts of Iron IV

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Subideology Decisions
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5 Dec, 2022 @ 3:27am
3 Mar @ 6:20pm
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Subideology Decisions

In 2 collections by 1230james
The Associate's Artillery Accoutrements
59 items
James's HoI4 Mods
9 items
Description
Subideology Decisions
Your top solution for those pesky unchangeable leader ideologies!

Overview
Hearts of Iron IV divides each ideology group into subideologies. In vanilla gameplay, these ideologies don't do much, but some mods might decide to make them a little more interesting. However, HOI4 doesn't allow you to manually change subideologies by default, even with commands.

That's where Subideology Decisions comes in. SD will add decisions for all countries making it possible for you to swap to a different subideology within the same ideology group as the ruling party, allowing you to finally switch around without much fuss in exchange for political power and some time.

For a comprehensive explanation, see the Detailed Rundown at the bottom of the description.

Planned Features
I am planning one addition feature: events that are triggered upon decision completion to let you know when a subideology change was finished.

Recommended Mods
I highly recommend trying this mod out with the Ideology Rework for HOI4 mod!

I made this mod after switching my ruling party to communism gave me a random leader with anarcho-communism, tanking my stability (the 25% recruitable pop is nice, though). Upset without a way to change the subideology since there's no command for it and no other mod seems to be out there, I made this. Try them out yourself for some neat bonuses!

Ironman Mode
No, this mod IS NOT ironman/achievements-compatible.

Mod Compatibility
This mod uses its own files and changes NO files provided by the game. It should be compatible with literally everything that doesn't change the ideologies.

Conversely, this mod ONLY has decisions for the default subideologies. If you have a mod which adds more ideologies, this mod will NOT have decisions for you to handle the custom ones. That said, feel free to use this mod as a base to make your own version that is compatible with the mods of your choice!

This mod should cause no problems for mods that only ADD new ideologies. If you run mods that change the vanilla ideologies in any way internally, you may run into issues.

DLC Requirements
None of the mod features should be relying on DLC-specific content, so you do NOT need any DLCs for this mod.

Other Languages
汉化 (Chinese)

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own, especially for compatibility with custom ideology mods. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages. DO upload your translation as a separate submod to the Steam Workshop - I don't like maintaining translations in the main mod. I will link translations here if you make them and post them to the workshop.

Detailed Rundown
The HOI4 Wiki page on ideologies[hoi4.paradoxwikis.com] will tell you that each ideology contains multiple types. For example, democracies include conservatism, liberalism, and socialism. We will refer to these as subideologies. Subideologies are a trait associated with leaders and cannot normally changed by any other means, meaning that once you get one (either from it being hard-coded or from a randomly generated leader), you're stuck with it. Subideology Decisions changes that by adding decisions to all countries that allow you to change the subideology of your leader to any other one within the same ideology group.

Democracies get decisions to change to conservatism, liberalism, or socialism. These decisions will cost you 200 political power and 90 days to switch to a new subideology, the high cost and lengthy time representing the slow, relatively decentralized nature of liberal democratic governments.

Communist countries can switch between Marxism, Leninism, Stalinism, Anti-Revisionism, Anarcho-Communism (called Anarchist Communism in-game). These decisions will cost you 100 political power and 60 days, the reduced costs reflecting the more centralized and authoritarian nature of communist governments. You'll notice that communist countries do not share decisions with democratic countries. If your nation's ruling party changes, so will the subideology decisions available to you!

Fascist countries get the choice between Nazism of both flavors (there's a German one and a generic one), generic Fascism, Falangism, and Rexism. These also cost 100 political power and 60 days. However, the Nazism ones come with a catch: you can only adopt the German Nazism if you are Germany or are in a faction with an independent Germany. Conversely, you can only adopt the generic Nazism if you're not Germany, are not in a faction with Germany, or are in a faction with Germany that has been subjugated (i.e. Germany became someone's puppet). This was done due to some potential confusion caused by the localization of subideology names; if you have HOI4 modding experience, you can mod this behavior away with little effort and the game will run perfectly fine. There is no real technical reason behind needing this limitation.

Non-aligned countries can choose between Despotism, Oligarchism, Anarchism, Moderatism, and Centrism. These have varying political power and days requirements (a mixture of 100, 150, or 200 PP and 60 or 90 days, depending on the subideology) to represent the different possible political capital and time requirements to implement the chosen subideology.

All decisions also cost extra political power in the form of a daily political power cost of 1 per day for the duration of the decision, meaning you will pay an additional 60 or 90 PP depending on the subideology you're switching to. Changing the political trajectory of your government isn't cheap, so plan ahead!

The AI does NOT use these decisions. They exist only for player utility.

Before you Comment
THIS MOD DOES NOT, WILL NOT, AND I REFUSE TO MAKE IT ADD NEW IDEOLOGIES
This mod is strictly for adding decisions that let you change between the vanilla subideologies.
This mod does not add ideologies. That is feature creep.
This mod does not support modded ideologies. That is feature creep.
I will not have unwarranted feature creep in my mods.
Please look elsewhere for mods if you are interested in new ideologies.
98 Comments
1230james  [author] 30 Jun @ 8:20pm 
what did you expect would happen lmao
corruptxtitan 27 Jun @ 7:48am 
and literally every continent was filled with german puppets
corruptxtitan 27 Jun @ 7:44am 
and native america declared independence and attacked every country in europe
corruptxtitan 27 Jun @ 7:42am 
within 3 days it just started spamming events and spain was governed by habsburgs, literally every latin african country formed latin africa at the same time and the arabic countries formed the arabic union so i had 400 unions and literally everyone was communist except for germany
corruptxtitan 27 Jun @ 7:40am 
what the hell is that setting man
hellosguys 14 Jun @ 9:14am 
decision.nochecks and decsion.fastremove exist for a reason
BirdEaglePlaying 4 Jun @ 4:52pm 
Hopefully someone if not you will make an alternative mod that makes an instant change, its excessive to have wait 2 months to 90 days to change the sub ideology.
It's not the end of the world to wait, but maybe I'd like to start with a particular sub ideology for more immersion or before certain events happen.
1230james  [author] 27 May @ 7:44pm 
You should probably just write up a scripted effect console command to change the ideologies at will if you're trying to do scenario setup
tygical (donovanob1) 27 May @ 6:13pm 
can you add a way to do it without the wait? i want to set up a scenario at the start of the game, and if i let it run for 90 days then a lot of events will happen and i'll have to set everything up again
1230james  [author] 21 May @ 5:39pm 
>be you
>has the spatial awareness of a peanut