Hearts of Iron IV

Hearts of Iron IV

[NO UPDATES] Anarchism and Monarchism Ideologies --- (Salty Anarchist Mod)
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New types of Anarchism
IF THE CREATER WISHES TO KEEP THE MOD ACTIVE, HE SHOULD ADD SOME NEW ANARCHIST IDEOLOGIES!

As we can see, there's only 1 Anarchist Ideology.
And of course, its sub-Ideologies.

If the mod return to active, the creater should add some new Anarchist Variants, like:

ANARCHO-CAPITALISM

  • Civilian Factories production is +30% faster
  • Can send Volunteer Forces
  • Factory Conversion is +25% faster
  • Research is +15% faster
  • Trade opinion modifier: +70%
  • Cannot Puppet


    ANARCHO-PRIMITIVISM

  • +85% Strenght fighting in Forest / Jungle lands
  • No Attriction
  • Research its +95% slower
  • Can seend volunteer forces
  • Cannot Puppet


    ANARCHO-PACIFISM

  • Join-Faction tension limit 90%
  • Justify War tension limit 100%
  • Cannot send Volunteers Forces
  • Military Factories production -50% slower
  • Civilian Factories production +50% faster
  • Infrasctruture production +25% faster
  • Consumer Goods +5
  • Guarantees decreases World-Tension
  • Cannot Puppet

    ANARCHO-INDIVIDUALISM

  • Can send volunteers
  • No minimium number of troops to send volunteers
  • Consumer Goods +10
  • Cannot Puppet

    ANARCHO-MUTUALISM

  • 10% Manpower
  • -10 Consumer Goods
  • Military / Civilian Factories are produced +10% faster
  • Can send volunteers
  • Cannot Puppet



    ============================================================
    ============================================================


    OPTIONAL, NOT IMPORTANT

    ANARCHO-TRANSHUMANISM


  • Research 90% faster
  • Can Send Volunteers
  • Cannot Puppet

Last edited by Klauss Marcellus; 24 Feb, 2017 @ 3:19pm
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Showing 1-15 of 24 comments
Anas 20 Feb, 2017 @ 6:37am 
First of all, anarcho-capitalism is not anarchism and exists since only the late 1950's in the intellectual milieu, even if it would be a possible "democratic" or non-aligned sub-ideology.

Primitivism is... Well, ok, it existed at this time, but seriously, no one was primitivist(and even today, in anarchism, except a few intellectuals lost in the USA, no one is primitivist)
Anarcho-pacifism already exists in the mod
Mutalism is already existing too(only in the modding files?)
Individualism poses a problem: by definition, it can be an entire society, unlike synthesis.
transhumanism is a recent idea too(like primitivism), even if it would be cool, it's not really a thing that should be in-game

I think that only one thing is lacking: events to choose the orientation of anarchism in the country.
Klauss Marcellus 20 Feb, 2017 @ 7:39am 
Originally posted by Ⓐnas:
First of all, anarcho-capitalism is not anarchism and exists since only the late 1950's in the intellectual milieu, even if it would be a possible "democratic" or non-aligned sub-ideology.

Primitivism is... Well, ok, it existed at this time, but seriously, no one was primitivist(and even today, in anarchism, except a few intellectuals lost in the USA, no one is primitivist)
Anarcho-pacifism already exists in the mod
Mutalism is already existing too(only in the modding files?)
Individualism poses a problem: by definition, it can be an entire society, unlike synthesis.
transhumanism is a recent idea too(like primitivism), even if it would be cool, it's not really a thing that should be in-game

I think that only one thing is lacking: events to choose the orientation of anarchism in the country.

Well, Anarcho-Capitalists consider themselfs anarchists, and it makes sense, since there's no State or centralized law.
And as far I know, Anarcho-Capitalism exists since the Victorian Era (but it was known as Anarcho-Liberalism at the time), so it might not effect or damage the timeline of the game.
The question is; why to make them simplily a sub-ideology for Non-Aligned and Democratic, since anarcho-capitalists are against the State? For me it doens't make sense.
Also, adding Anarcho-Capitalists would make the mod more complex and full of innovations.


Primitivism, yeah, I know there's a issue that no one was primitivist during the WW2, so its quite impossible to simplily start a '' primitivist revolution ''. By the way, it should be just an extra Ideology, where its not important to the game's history.


Anarcho-Pacifism indeed exists in the mod, but just as an sub-ideology. To be honest, Anarcho-Pacifists should haver their own Ideology since they're pacifists, so they should have their own abilities like Join-Faction tension limit 90%, Justify War tension limit 100%, Cannot send Volunteers Forces, Military Factories production -50% slower, etc...
Simplily to make the mod more realistic.


Mutualism also already exists, but I just wanted to make them their own ideology for the same reasons I said on ' Anarcho-Pacifists '.


Now, about the individualists you're right, so that's why I gave them the ability of sending volunteer troops without the need of the '' Minimium Soldiers to Send Volunteers '' and +10 Consumer Goods.

And finally, yes, that's why I said Transhumanism was just optional.

---

'' I think that only one thing is lacking: events to choose the orientation of anarchism in the country. ''
In some cases I agree, but not at all.
Like, not all anarchists are the same.
I can see a red star on your profile, so probally you're an Anarcho-Communist or Syndicalist.
Even if you're anarchist, anarcho-capitalists disagree with your ideas.
That's why every type of Anarchy should have their own abilities, not just Sub-Ideologies. Doens't make sense to unite every single anarchist to a single branch.

Big Bad Burf 22 Feb, 2017 @ 2:46am 
you need some luxemburgism/council communism it may not be anarchism but it is pretty close
TheWolfFate 22 Feb, 2017 @ 6:48am 
Originally posted by Ҝłคцรร:
Well, Anarcho-Capitalists consider themselfs anarchists, and it makes sense, since there's no State or centralized law.
And as far I know, Anarcho-Capitalism exists since the Victorian Era (but it was known as Anarcho-Liberalism at the time), so it might not effect or damage the timeline of the game.
The question is; why to make them simplily a sub-ideology for Non-Aligned and Democratic, since anarcho-capitalists are against the State? For me it doens't make sense.
Also, adding Anarcho-Capitalists would make the mod more complex and full of innovations.

Victoria 2's Anarcho-Liberalism is pure invention on the part of Paradox...
Klauss Marcellus 22 Feb, 2017 @ 6:58am 
Originally posted by TheWolfFate:
Originally posted by Ҝłคцรร:
Well, Anarcho-Capitalists consider themselfs anarchists, and it makes sense, since there's no State or centralized law.
And as far I know, Anarcho-Capitalism exists since the Victorian Era (but it was known as Anarcho-Liberalism at the time), so it might not effect or damage the timeline of the game.
The question is; why to make them simplily a sub-ideology for Non-Aligned and Democratic, since anarcho-capitalists are against the State? For me it doens't make sense.
Also, adding Anarcho-Capitalists would make the mod more complex and full of innovations.

Victoria 2's Anarcho-Liberalism is pure invention on the part of Paradox...

oh, really?
darn
Funny Joke Goes Here  [developer] 24 Feb, 2017 @ 3:12pm 
Anarcho-Capitalism wasn't a thing until around the 1970s so it would be ahistorical. (I'm not touching whether or not it's anarchism with a 20 foot pole on non-leftist Internet spheres.)

Anarcho-primitivism is not being added because it was never a big movement like syndicalism and communism were.

Pacifism, mutualism, and individualism are already in the game. They are sub-idelogies of socialism like syndicalism and communism are. The focus trees are geared towards syndicalism because that was the primary form of anarchism in the day. (I don't really plan on expanding the focus tree for anarchists either unless someone can give me some good balanced ideas.)

Transhumanism wasn't a thing until around the 1960s so it would be ahistorical.
Klauss Marcellus 24 Feb, 2017 @ 3:19pm 
Originally posted by sudo apt install rekt:
Anarcho-Capitalism wasn't a thing until around the 1970s so it would be ahistorical. (I'm not touching whether or not it's anarchism with a 20 foot pole on non-leftist Internet spheres.)

Anarcho-primitivism is not being added because it was never a big movement like syndicalism and communism were.

Pacifism, mutualism, and individualism are already in the game. They are sub-idelogies of socialism like syndicalism and communism are. The focus trees are geared towards syndicalism because that was the primary form of anarchism in the day. (I don't really plan on expanding the focus tree for anarchists either unless someone can give me some good balanced ideas.)

Transhumanism wasn't a thing until around the 1960s so it would be ahistorical.

(1) Well, alright then.

(2) Yes, that's why I think they should be added just as an small optional ideology. Like, you can add it to the mod, but do not focus on it.

(3) Indeed they're in the game as Sub-Ideologies, but as I said, some of those Sub-Ideologies are not similliar to Anarcho-Communism/Syndicalism, since they work differently comparing to each other.
Like, I think Anarcho-Pacifism should be added also just as an small optional ideology. Same for individualism and mutualism.

(4) Well, alright then.
Funny Joke Goes Here  [developer] 24 Feb, 2017 @ 3:21pm 
@hopper

I do have Luxemburgism, Left Communism, and Council Communism in the mod. They are subideologies of socialism. I'd like to have a unique focus path for them, but it's not possible to detect these subideologies in games, so yeah... (I have also yet to find a workaround.) Until that happens, they have to deal with the standard anarchist path.
Funny Joke Goes Here  [developer] 24 Feb, 2017 @ 3:24pm 
Yeah, I'm aware that mutualism, individualism, and primitivism aren't that close to syndicalism and communism. However, I also don't want the mod to end up like Kaiserreich where there is 20 different ideologies in the game.

I'd like to add some unique paths for them, but until there is a conidition I can check in game to check for subidelogies that isn't really practical, imo. (I can't even make a good workaround. I tried...)
Last edited by Funny Joke Goes Here; 24 Feb, 2017 @ 3:25pm
Klauss Marcellus 24 Feb, 2017 @ 3:29pm 
Originally posted by sudo apt install rekt:
Yeah, I'm aware that mutualism, individualism, and primitivism aren't that close to syndicalism and communism. However, I also don't want the mod to end up like Kaiserreich where there is 20 different ideologies in the game.

I'd like to add some unique paths for them, but until there is a conidition I can check in game to check for subidelogies that isn't really practical, imo. (I can't even make a good workaround. I tried...)

Well, you've made a lot of progress untill now, so what's the problem of adding like 20 ideologies?
I mean, you already made the Anarchist Ideology, and recently added the Monarchist ideology. I cant see what's the problem of expanding the mod's ideologies, it would make the mod even better and immerse.

For me, you could slowly keep adding more ideologies, and more types of Anarchism (I know you're on the College and your life is not quite easy, so that's why I said you could work on the mod slowly).

But anyways, just do what's better for your mod, who I am to judge?
Funny Joke Goes Here  [developer] 24 Feb, 2017 @ 3:46pm 
@Ҝłคцรร

The problem with 20 different ideologies (at least, in my opinion) is that hoi4 can't represent coalition governments.

Imagine the following scenario, I split republicanism into liberalism, conservatism, and centrism. You are playing as a country with elections. Your country demographics are 20% liberal, 15% conservative, 25% centrist, and 40% fascist. In real life, the liberals and conservatives would coalition with the centrists and form the foundation of your government that way (with the centrists in power or, at least, more powerful in the upper house than the fascists and would block attempts by the fascists to do almost anything). However, in hoi4, the fascists would gain power even though 60% of your upper house are supporters of liberal, capitalist democracy. All ideologies equally hate all other ideologies in hoi4. (I hope that made some amount of sense for my reasoning.)

This is my biggest problem with so many ideologies. I may change my mind later, but I think the 6 that are currently good.
Funny Joke Goes Here  [developer] 24 Feb, 2017 @ 5:22pm 
Oh, I also forgot to mention something. It's hard to determine how to make each ideology feel unique. I kind of already had anarchism being an industry ideology in mind when I first made the mod (because of syndicalism), but I was stumped about monarchism. My thought process was:

Non-aligned: Diet Coke of Republicanism
Republicanism: Vanilla
Fascism: Lots of manpower
Communism: Internal Stablitiy(?)
Anarchism: Industry
Monarchism: ???

Eventually, after much thought, I decided to make monarchism focused on mana gain; political power, army/navy/air force points.

I have no idea what other ideologies could be focused on because hoi4 doesn't have much mechanics beyond war.
Klauss Marcellus 25 Feb, 2017 @ 1:21am 
Well, in this case, can you at least change the Monarchist Non-Aligned to your Monarchy's version?
Because indeed there's no great reasons to expand the Anarchist sub-ideologies, so we should expand somewhere else.
Ralof 2 Rivebois 25 Feb, 2017 @ 6:10am 
Hi salty anarchist developper ! I sincerely like your mod as a fan of the representation of politics in games :-)
Also, your idea to make each ideology unique is a good point... So i propose (if it can help you) :

- Non-aligned (maybe it should be renamed ?) : Authoritarian form of governement which is not an absolute monarchy => little bonus of manpower but couldn't interve.

- Republicanism (maybe parliementary democracy ?) : Vanilla as you say.

- Fascism : Lot of man power and bonuses in combat and to boost ideology.

- Communism : Stability and manpower but malus in research and to boost ideology too.

- Anarchism : Industry and research bonus but malus with stability and manpower (it's difficult to mobilizate all these individuals with a soldier spirit). Maybe you can add bonuses in guerilla warfare (battle in forest, in jungle and the effeicacity of partisants).

- Monarchism : bonus of manpower (more than "non aligned" but less than "facsits") and bonus of stability : A monarch is a good symbol for unite a territory.
Funny Joke Goes Here  [developer] 25 Feb, 2017 @ 10:30am 
@Ҝłคцรร

I'm not sure what you mean. Are you suggesting remove non-aligned? Not all non-aligned countries are monarchies. For example, Poland was a democracy, but is considered non-aligned in the game. I figure this is because democracies are the UK and her allies.

@Vaesor

Not all non-aligned countries were authoritarian. Poland was a democracy, for example. I figure this distinction was made by Paradox because democracies are suppose to be the UK and her allies.

I'll consider your suggestions. However, I don't like give maluses because, in my opinion, makes the game less fun. Though, I like your idea about guerilla warfare for anarchists. I will probably nerf anarchism to make it harder to change manpower laws (on par with democracies), but add bonuses to guerilla warfare in the national focuses.
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