
Is there a historical reason as to why Chiang Kai Shek needs to die in order for the fascist blueshirts to take power?
From what I've read, there was no real opposition between him and that party. Is it just a balancing thing?

From what I've read, there was no real opposition between him and that party. Is it just a balancing thing?
The new tag for communist czech tag is fun albeit a bit derpy.
Generals!
It’s time once again to talk, even if I consider myself a man of action. In this dev diary we’ll go over these new Thunder at Our Gates Features: Ship Captains, and our Division Designer rework, which includes Regimental Support Companies.
Ship Captains
Ship Captains are, at their core, a naval implementation of Division Commanders. Individual ships get captains, who can gain experience from being onboard the ships, and it’s also possible to assign medals to said captains, giving additional bonuses.
We’ve also updated the design of the ship details window and made a more detailed history log. It will show things like what combats it has participated in, sunk ships, assists, and some other stuff.
Also, when you have updates in the history log, a small notification appears next to the ship icon. Similarly if you have the opportunity to grant the ship a medal.
Medals apply as normal, and now have specific naval effects when they’re applied to a captain. This is a new modifier applied to the same medals, so it’s also quite easily moddable.
Additionally, a new set of traits are added to distinguish the kinds of ship captains that are available. Destroyer captains will unsurprisingly become better admirals for destroyer fleets, etc.
The entire thing is quite straightforward business, really! Just another way to build the admiral of your dreams.
Division Designer & Regimental Support
The Division designer will be available to everyone and has gotten a make-over. It is bigger, bolder, and hopefully better. Best to dive right in on this one:
First off, it’s physically bigger. More or less as big as we can make it and still fit on a 720p screen. We’ve used this opportunity to fit a few extra things. An additional row concerning main stats, including a combat width indicator directly in the division grid. Through truncating the terrain stats, we’re able to give the 3d model viewer a bit more real-estate, too. The usual stats remain in their place for a detailed breakdown. Resource and production cost have gotten a bit of a highlighted placement, too.
But what else is new?
https://i.redd.it/7tu8h56foh2h1.gif
We’ve added a nifty set of hotkeys (shift-clicking and others), to let you instantly fill regiments with battalions of the same type, to reduce unnecessary clicking. I hope you’re as excited about this as I am.
Apart from that, things are still fairly standard. Keen eyes might have noticed the move of division support to the right hand side. It’ll feel odd at first, but it’ll become second-nature to most of you quickly, I reckon. Of course, there’s a new row of interesting stuff at the bottom.
Regimental Support Companies
Also as part of this update, we’re adding regimental support companies for everyone. There’s a lot of focus on division design and building in this update, and this felt to us a reasonable addition to add to that focus. Regimental support works quite similarly to divisional support, in that they allow you to put additional stats to a division without overloading combat width.
In the previous dev diary, we experimented with scaling support companies stats based on the amount of battalions in a regiment. We now go for a more binary approach, and if you do not have enough line battalions in a regiment, you will not be able to attach a regimental support company.
In addition, we’ve added a fair amount of new support companies, specifically to bolster the regimental bit. We hope that this will let you have a bit more freeform experimentation when building divisions, and lead to some new interesting templates being built. An additional limit on regimental support is that not all companies are available to all types of line battalions; e.g. infantry pieces cannot be attached to motorised or armored companies, etc.
As a final addition to this, the support weapons research tree is getting a small adjustment in line with this change, to focus solely on certain regimental support equipment. Before it was a bit more of an obvious and free upgrade, assuming you had the slot over. Now it becomes a bit more intertwined with the industrial capacity of the nation you play as.
That’s all for this one! We hope you’ll enjoy these changes, and that it leads to some new interesting considerations when building divisions!
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Paradox Forums: https://forum.paradoxplaza.com/forum/developer-diary/thunder-at-our-gates-ship-captains-division-designer.1923872/
Positive 80% attack on urban. Siege artillery doctrine is surely balanced, right guys?
UP: Hey everyone, I'm seeing a lot of requests for the beta. Just to be clear, this post isn't AI slop my English just isn't great, so I used AI to translate it. I promise I'm doing my best to get the beta out. I'm not claiming to have the best AI or performance mod out there anyway. I just wanted to share the data with you all.
Hey guys. I got tired of the late-game lag on my mid-range setup (i5 11th Gen laptop), so I started making a performance mod. Instead of giving the AI artificial buffs like Expert AI does, I tried to optimize how the vanilla AI manages its military.
The main change is a hard cap: countries can only train divisions based on their current factory count and available manpower (e.g., 10 factories = max 5 divisions, 40 factories = 25). This stops minor nations from spamming units and choking the CPU. It also forces major nations to build high-quality, fully equipped templates instead of flooding the map with weak units.
I left an observe mode test running overnight. When I woke up, the game was in August 1949 and running surprisingly well on Speed 5 (FOW on):
1943: 1 day = ~1.8 seconds
1945: 1 day = ~2.0 seconds
1949: 1 day = ~2.4 seconds
Some observations on how the AI handled these restrictions by 1949:
Germany focused on economy until late 1938, then took Poland in 20 days with 16w templates. France built heavier divisions and held out until early 1941. Germany also invaded Switzerland right before Barbarossa.
For Barbarossa, Germany built around 4.5K planes (Fighter/CAS). The Soviets used a deep defense with infantry and AT stacks. It turned into a stalemate until 1945, but the Soviets eventually capitulated while I was asleep.
Axis forces invaded Turkey and pushed into Egypt.
The UK is stuck on its island with a massive iron deficit due to convoy raiding. However, the AI managed its production well: they have zero equipment deficits, a 10K plane stockpile, and 210 fully supplied divisions using Modern Tanks.
The US puppeted Japan.
AI dynamically adjusted production to fix deficits and built specific counter-units (like Germany making 16w AT divisions against naval invasions).
I'm not planning to upload this to the Workshop yet; I just wanted to share the test run.
(Screenshots are from 1945, when the Soviets were pushed back to the Urals.)
I was playing Brazil with historical on when all of a sudden I saw a flag looking like Mengjiang initiate the Chinese civil war. I took a look at Japan and Japan has turned into the "Mongol United Autonomous Government". Idk if this is a glitch or not since im on historical. has this happen to anyone else
Naturally, focus trees for UK or USA are rather bland due to being outdated, but there are some trees which are bad, despite having a lot of content. To me, it's Turkey. The focus tree is messy, disorganized and from my experience, full of glitches. Overall, the trees from Battle for Bosphorus, are a bit out of place (because of being made by modders, I guess), but the Turkish tree, as the main character of that DLC and former Empire, should be better, more polished and more cohesive.
What is your opinion on the matter?
Rule 5: Ataturk doesn't even pass away in '37 but the devs must have had a reason for it.
I've conquered the world as the Ottomans. Why hasn't Hardly Anything Sevres triggered?