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At the time, my most eminent colleague Zwirbaum noted it as “Dangerously shippable”, and it certainly is an enticing thought. From the perspective of a designer, a strong prototype or visual mockup is a good starting point for further ideation. We used this together with initial design documentation to produce further prototypes. Initially, we considered it as a way to consolidate the general abilities and skill bonuses, and give the player a way to sort of direct the intention of their use, along with making the effects more visible on the game map. Simply put, we’d enable abilities for units inside the commanders radius, along with buffing stats inside there. Additionally, we wanted generals to be capturable if their assigned division was encircled and destroyed.
Inside the circle, abilities active, buffs apply; outside, nothing!
Somehow the ideal case scenario. What.
You can probably see where this is going
Working with lines like that being the visual part certainly avoids the feeling of missed space and opportunity. Additionally, the bonuses now apply to units of the same Order, rather than just being in the same Army outright. In order to give benefits to units in terms of ability usage and planning bonus, players would have to attach the general to the same order. All that said, just adding a bunch of lines and calling it a day is sadly not enough to build a readable, and hopefully usable, feature on.
Hmmmm
Yes, quite.
A division with an assigned general from the old Dev Diary
Deploying allocates a certain amount of Command Power until the deployment is over. Additionally, it costs the indicated equipment to fully deploy the HQ. Note that HQ units cannot be trained like other units, only deployed this way.
Army HQs don't count towards total division count in an army (but they do count towards volunteer limits, mind, to prevent exploits), so when designing HQ units we want to focus on different things. The CP cost of deployment, as well as the time it takes to deploy them increases with the size of the HQ division; but of course, if it’s bigger it will both be stronger in case it gets caught up in combat, and it can provide more bonuses to its assigned army. But we don’t want it to be put in the rest of the division templates and have it mixed up, at which point it would just be another template. Which it is.
If you assign an HQ to an order, it’s signified by a line drawn to the order. The line grows thinner the further away the general is moved, signifying that the bonuses are weakened. Additionally, when a general is selected, faint lines indicate what other divisions are assigned to the same order (thus showing which divisions will get the increased benefits).
A new indicator allows you to set the proximity to the frontline for the army HQ. When enabled, the HQ unit tries to stay a certain amount of provinces behind the frontline. It follows it automatically upon advancing, or retreating, if need be. You can also set it to be free if you want to micro its movements in detail. Right now, you get scaling benefits to ability and general modifier output when moving it closer to the frontline, along with the aforementioned planning bonus increase.
Just wait for it. The little guy moves eventually.
This is what the raid options look like. Usually works best if you own a supply hub near where your general is captured!
Camouflage Discipline: The bonus enemy armies draw from air superiority over you drops by a further 15%, and logistics companies grant +0.1 entrenchment per infantry battalion.
There are two ‘Grand Special Forces Doctrines’ - to choose from, one which is mostly focused about expanding the limit of the number of Special Forces, while the other one is more focused about their quality and capabilities. Those that remember Waking the Tiger, will find that those two Grand Doctrines are loosely inspired by the Special Forces Technologies added with WtT, thus merging old, with newer things, and moving them to the brand new system.
After selecting the Special Forces ‘Grand Doctrines’, you will be able to select one of two, six or eight Subdoctrines (depending on which expansions you own) into two Tracks. Each Special Forces branch is represented by two Sub Doctrines, like Mountaineers have Cold Weather Specialists and Elevate the Mountaineers.
Example of mutually exclusive Sub Doctrines. When we added the doctrine system in No Compromise, No Surrender, things like mutually exclusive choices were not directly available, but now we have expanded Doctrines with a new set of things that can be done, which I am fairly sure modders will love to sink their teeth in.
Special Forces Doctrine track that needs to be activated.Pick the proper National Focus or enact a decision to further specialize and increase effectiveness of your second Special Forces branches.
Look at that subtle off-white coloring. The tasteful thickness of it. Oh, my God.
Updated Faction Military Window. You too now can spread the hard earned knowledge of Special Forces, or benefit from the hard labour of others.
And here it is, the new button that will allow you to peek into your (potential) opponents Special Forces Doctrine. 
The Khana Ratsadon is the main antagonistic force when playing as Siam. It is the only party in the country, and in game they are divided into the Civilian and Military clique. The two different cliques has their own opinion of you, the player, depending on what choices you make in the tree.
For example if you hold a military parade you make the military clique happier while making the civilians annoyed. It is essentially their relation with you, regardless of who is in charge; of course putting a military dictator in power will make the military happier, as an example.
You will have a certain period of time to remedy the situation before escalating into a full civil war.
You start activating the Khana Ratsadon. This is the entrypoint of the tree, separated into two main parts, one that is generally pro-civilian clique and one that is generally pro-military. Some of these focuses will either appease or piss-off one or the other clique.
When Phibun comes to power Siam becomes fascist. The focus can be completed by either gaining enough fascism support via advisors, or by selling privy purse lands(the scandal mentioned) and letting the spirit time out. Either or will unlock his premiership.
The first two decisions are free in this case, after which they start to cost political power.
The Soviet style propaganda posters are also making a comeback, but this time as propaganda movies. The Sala Chaloem Thai Movie Theater was used for these means during Phibun's rule, and they work the same way as the Soviet version. I wanted to bring back an existing system that is familiar for players but tailor it specifically for Siam
This path allows you to retake some of the territories that were lost while also peace out without it remaining a permanent war. One of the criticisms from GoE was that it was too hard to do early expansions without it escalating into WW2 instantly. Hopefully this will allow for an easier time doing so.
You now have X days to finish the limited war by occupying the targeted states. If you occupy them before the timer runs out the opposing country will sign a peace deal where you keep the states you conquered
And if you are more than 20% towards capitulation you won' get annexed as normal, but you will get a penalty
The hope is that it gives Siam an easier way to expand, either early on but even later after the big war kicks off. As a minor power it can sometimes be hard to field a large enough army early on, so I wanted to also have the opportunity to gain these territories after the big war kicked off.
When you have gained your brand new territories you can develop them. Getting compliance high enough is important since it allows you to form the Greater Thai Empire, gaining cores on the territory
Using Prajadhipoks legitimacy, you can appeal for support from different cliques. Another return from the Swedish tree, but a bit expanded upon.
In this version you do not just pay a pp cost to appease the cliques, but rather have to do something in the game. The industrialists expect you to build 2 civ-factories, because it is in their interest. The Absolutist Monarchists want a return to absolute monarchy (shocker), while the constitutionalists want a more moderate option, these two cannot exist at the same time, so if you want support from both, you will eventually have to disappoint one of the cliques.
After the Royalist win and Phibun is ousted the question of "who is ruling" becomes a bit complicated. Ananda is still king, but underage,Prajadhipok is terminally ill with congestive heart failure, which will eventually lead to a heart attack, which means that a Reagent must step in until Ananda is fit to rule.
Eventually Ananda will become of age. The game tracks his age, and when he is at least 15 years old he can ascend the throne. Being young you get to influence him by steering his studies, molding him to become what you need for that playthrough.
What is cool is that he gets a title depending on which trait combinations you pick. In this case I picked two industrial traits and one research trait, thus getting the Pragmatic title. There are 18 different title combinations currently. If you seek strength, the rest will follow.
This led to Siam being unprepared for war, despite their posture after the fall of France.
You start with looking to foreign expertise, sending your administrators abroad, tying the baht to a stable foreign currency and launching a foreign cooperative. This lays the foundation for the next step..
You can then launch a savings bond, giving bonuses depending on your conscription law. The lower you are the higher the bonus is, conversely the higher penalties you have to eat. The general ethos of the left path is that the bonuses are overall more direct in their power and allows you to reform the Thai Industry faster, but it also comes at a risk of collapse should something go wrong.
The next focus doubles down on this. Eating the factory energy consumption is probably fine as long as you have access to enough energy. This particular focus was thought of as a kickstart focus which would help Siam get its industrial ball rolling quickly, as they start with quite a low baseline.
You can then start to expand the agricultural base with a mix of modernization. This focus specifically acts as a gate, locking the other focuses. The requirements aren't meant to be super hard to achieve, but the player needs to plan for it. Putting one mil on trucks early on should be enough, but if not it might take a little more time. It goes back to the risk/reward aspect of this path that if everything goes as planned its not an issue but if it does it might take a little longer.
You can also take out a loan for a short injection, and either pay it off immediately or have a long low-interest repayment.
And at the end of the tree you get a massive boost to production, if you have the proper resources for it.
You are able to put some of your current output into a "rainy day fund", where you can release a large influx of output while at war, its length depending on how long you have saved for before releasing it.


This one I'm particularly happy about. This actually happened in real life, when the allies bombed Bangkok the government used the ships Thonburis engines as a backup power source to run the tram.
And as others this ends in a powerful focus. This path also is a bit more geared towards military production than the other. 
In our alternative world, Pridi realizes that he isn't strong enough to challenge the military head on, so the civilians devise a plan. They will leak a new fake version of the Yellow Dossier to military affiliates, intended to be pushed in the general assembly, the military will overreact, denounce it to the public as communist (again), and when a more moderate version of the draft is presented, the military will be made to look like fools.
The more you let the military criticize the fake plan, the harsher the blowback will be towards them, the higher support the player will actually get when the civil war to oust Phibun is triggered. It comes at the cost of some negative outcomes though.
If the players total support (25% of it comes from democratic support, 75% from the militarys overreaction score) is over 80%, no civil war is triggered.
After Phibun and the military is deposed, it is time to secure the state. Doing so means either purging the military (Stalin style) or putting them under close surveillance.
You will also have to reach outwards to get global legitimacy.
Some of the issues that the minors without a strong starting fleet is that its very hard to catch up. So this tree is trying to alleviate some of the hurdles. While not having a massive fleet it should still be possible to get an ok navy up and going
If navy isn't your cup of tea, you can join the Chinese united front directly in the land war against Japan
When the fighting is over you have the option to be a kingmaker against either the Nationalists or the Communist.
As the strength of the faction grows, so does everyone in it.
This gives lots of boosts for rapidly defending against an oncoming invasion.







The tradition of having a focus name for the DLC continues

If you do not want to engage with the navy branch at all there is a shorter branch which basically sells of all the dockyards for some civilian industrial bonuses
And with that I am done! That is what is coming for Siam in Thunder at our Gates. If you have any questions or feedback, I'll be reading them.
After beginning the Underground Revolution branch, you will select a few states to establish militia bases, of which one will be your headquarters. These states will be under your control once the revolution starts. The exact number of bases is dependent on the states you select. Putting an HQ in Java is more costly than Sulawesi, for instance.
The second stage of the revolution begins after establishing all militia bases and finishing a focus. You are now independent, but the Netherlands does not recognize Indonesian sovereignty, instead seeing the Republic of Indonesia as rebels and criminals.
…Until we remembered we already have a system in the game that does pretty much exactly that. The Italian/Ethiopian Escalation System from By Blood Alone is perfect for Indonesia, so we decided to repurpose it.
During this stage of the revolution where Indonesia and the Netherlands are not yet at war, Indonesia will have Land raids available to them which can be used to take control over Dutch-controlled Indonesian states.
Our solution for this roadblock is Marine Commando Raids. Indonesia can use them similarly to the land raids to annex a state, however, they are extremely risky. A singular Dutch destroyer could easily take out the whole raiding fleet without effort, and therefore they require very careful planning and must be executed covertly, with raiding vessels being disguised as fishing boats.
There are many armed militia groups of various sizes across the archipelago, known as Laskar. They are mostly autonomous and sometimes rival the government. Indonesia has focuses available to form alliances with these militia units, allowing them to be deployed as fully-manned, fully-equipped divisions.
Each group of Laskar have their own ambitions, demands, and political ties. Their focuses tend to be quite powerful, but each comes with a demand, which if not met, will give Indonesia serious penalties to stability and political power.
More examples
Historically, when the People’s Security Army was formed in 1945, a vote was held on who should become the Commander. This was an extremely close vote, requiring three rounds as in the first two they tied evenly. In the third round Sudirman won by a singular vote (22 to 21).
The Indonesian naval branch begins with two mutually exclusive focuses. “A Cheap Navy” is a 35 day focus which does not lead to any other unique focuses, and “Divert Army Funds to the Navy” is a 70 day focus which leads to several other focuses.
In order to help manage the flow of the conflict, we decided to add a small joint focus tree which is separate from the one found in the Loyalist path. Unlike other JFT’s, this one is focused on sabotaging each other rather than cooperating. Some focuses will give bonuses to the originator and penalties to the member.
Another example is the focus “No Compromise, No Surrender”, which can be taken by Indonesia as a reaction to the Netherlands declaring war, giving them a set number of days to occupy all of Java and shut down the Dutch East Indies government to win the war.
Historically, the Indonesian government at the time was quite hectic and a lot of infighting occurred. This is represented in-game via events that will fire periodically and as a result of escalation increasing. These events will have varying effects, which can be good or bad (usually both). Examples include stability loss, ideologies gaining or losing support, and unlocking new characters, depending on the option you choose.
The Guided Democracy path requires unaligned support and will keep Sukarno as the country's leader. It contains focuses to militarize the nation as well as focuses to cooperate with Japan. This branch prioritizes playing tall rather than wide, and gives you several major economic bonuses.
Shared with the communist branch are two mutually exclusive focuses to either go for a secular state or integrate the Islamic parties.
The Indonesian administration at the time was made up of the President, and the National Committee, which was an advisory council at first. However, after facing resentment and demands for a more even distribution of power, President Sukarno and Vice President Hatta signed the 10th Vice Presidential Edict, granting legislative power to the committee. This led to Indonesia having both a President and Prime Minister simultaneously, which were not necessarily from the same party.
If you decide to continue with hybrid politics, Sukarno will be permanently locked as an advisor, giving you stability penalties. However, this also gives you access to some of the focuses in the unaligned path.
If you dissolve the national party and abolish the presidency, Sukarno will be removed, and you can hold Indonesia’s first democratic election. Each leader has his own mini-branch based on his policies.
The communist path is based around the question of “What if one of Tan Malaka’s many attempts of taking over the government worked out?”, and begins with supporting his coup attempt.
When the National Revolution is over, you will be able to spread it further, and declare the pacific revolution. This is done with decisions that let you focus on one country at a time, and help its local communist movements. Once the communist party has high enough popularity, you can call a revolution, and then move on to another country.
Tan Malaka is an interesting character to say the least. He is an anti-stalinist and a visionary. He has grand plans for a united pacific country called “Aslia”, which quite literally means “asia australia”.
If Tan Malaka successfully ousts Musso from the party, Indonesia will be able to subjugate countries that join the pacific revolution.
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