Hoi4 National Focus Maker ☑

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author image by lylelin | 0 Comments | 21 Nov 2022

Hoi4 National Focus Maker ☑





 
 
 
 
 
 
 

Hoi4 National Focus Maker

while historically most countries have pursued only one type of focus (and almost all had their focus tree start with only one focus), various nations now have optional secondary focuses, which can be activated as soon as the primary focus is complete. there is no maximum limit on the number of secondary focuses a player can have active at once.

a decision can be made by either the players (which affects the applicable national spirit) or the ai (which effects what kinds of ideas will be available to the player). these decisions are recorded in a nation’s “decision memory”, which is only restored on certain conditions. a decision memory may further contain triggers (events which happen on particular conditions and can trigger a decision), but these will only be triggered once the decision has been made. a decision memory may also contain effects on a nation specific scale such as difficulties.

at any time, the nations may learn technologies, as well as construct or use units, buildings and labs. this information is not always shown on the game map directly, so it is not always possible to see what a nation is capable of. when a government’s technology tree is incomplete, players are advised to run an ai simulation to see how the nation is likely to act in the game. often, other nations will try to interfere with the decisions taken by the hoi4 national focus maker and its mods.

when players wish to play as a certain nation, they may either employ a nation or flag themselves as one. the same nation may be used for multiple plays – if a player captures another player’s flag, that player may be automatically flagged as the nation that the flag represents.

a focus needs to be in place on the main scenario map for its effects to work. if the map has more than one map slot available at the beginning of the turn, the first focus taken counts as the active focus for the turn. when switching between active focuses, there is no penalty for having active focuses in different branches – they will all be switched as long as the maintenance budget hasn’t exceeded that of the latest one.
each of the country’s foci has at least two types of challenges: simple, or history-based. the three simple foci are: economic: the country will attempt to expand, or seek to boost it’s economy by obtaining economic land. in order to do this, it will need to research the following technology: food with a cost of 1. military: the country will expand, or try to boost it’s military strength. if the country is just above the required number of troops to meet the minimum requirements, the number will increase. if that doesn’t happen, the number will decrease. culture: the country will expand, or try to boost it’s culture. with a lower national culture, the country will have less culture and less war power.
the history-based foci are: war of the arrow (requires a war of the arrow focus as well as a defensive war focus to be triggered): the country will try and use its navy and forces to attack another empire, with the intent of either expanding or maintaining its colonies. the empire targeted has the option to use the army of the north to assist the continental powers either by retaliating to the war or by attacking the attacker itself. war of the teutons: the country will attempt to expand into the eastern parts of europe using it’s armies or navy (if allowed), and will attempt to spread germanic culture (i.e. rome, charlemagne, etc.) throughout it’s european neighbors. defend the tower of london: the country will try and defend itself from a foreign invasion by any other neighboring empire. the only possible outcome is the victory or defeat.
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