Fists Of Steel 4 Info Thread

This Thread will be for Info for the IRP Game Fists Of Steel 4(IRP Hearts Of Iron 4)

This thread will contain Mods, Names For Countries Under Different Ideologies(Democratic, Frankist, Communist, Monarchist, Authoritarianism), Achievements, FOS4 Youwatchers, and DLC.

Its recommended that You create a post for your specific IRP Nation(s).

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Karnetvorian Crabry- Dominion of the Kingdom of Karnetvor
(updated in the Wings of Crimson DLC)
Starting Situaton
Capital: Gawrnov
Government Type: Monarchist- 40% popularity
Leader: Dmitry Pavlov
Traits:

  • Inexperienced Liberal: Political Gain -15%, Stability -10%
  • Railroad Enthusiast: + 5% Railway Construction Speed
  • Economic Reformer: -25% Economic Laws, +5% Consumer Goods
  • Newly Appointed: Monthly Stability Gain: 0.1

National Spirits

  • King Peter II: Stability: +5%, Political Gain +10%
    King Peter II’s many visits to the Dominion have improved his image as a benevolent, kind ruler of the people. This image of the King unifies the Garanian and Karnetvorian People.However, this support may not be as strong as it seems.
  • Economc Ties with the TCC: Consumer Goods -2%, Resource Gain Efficiency: +10%, Construction Speed: 10%.
    Due to its proximity, Garanian, and later Karnetvorian traders have made ties with the Terminan City states. This has allowed significant investments to be made for the developing Dominion. A Conflict with Termina may end these benefits, and with it, the support of the Industries
  • Influx of Immigrants from the mainland: Monthly Population: +20%, Consumer Goods: +15%, Monthly Autonomy Progress: -0.1
    The Dominion was indeed, made to solve the overpopulation issue in the Fatherland. However, as situation worsens there, many come to us to find jobs and settlement. While the Dominion welcomes them, they are unwelcomed by the Garanians, and even some Karnetvorians who arrived before them. What makes it worse is that it seems the Dominion’s economy is not as stable to withstand the influx.
  • Support of the Garanians- Indifferent: Stability: -5%, War Support: -10%, Recruitable Population Factor: -10%, Daily Compliance Growth: +0.2
  • Support of the Military- Low: War Support: -15%, Training Time: +20%, Army Organization: -10%, Division Attrition: +15%
  • Support of the Industrialists- High: Consumer Goods: -10%, Factory Production: +20%, Production Efficiency Cap: +10%,
    Industry and Resources at start
    10 Civillian factories
    6 Military Factories
    2 Naval Dockyards

Resources:
Oil 90
Steel 87
Aluminium 23
Tungsten 45
Chromium 15
Rubber 30

Routes

  • Historical: Dmitry Pavlov survives the assassination attempt, and continues to rule over Karnetvorian Crabry. His policies will slowly detatch Karnetvorian Crabry from Karnetvor. Garanians will find themselves with more rights than before, in return for their support. Pavlov will revolt against Karnetvor during the Great War, crippling Karnetvor’s foothold in Crabry. It will then proclaim a Democratic Republic.
  • Monarchist: Dmitry Pavlov dies after the assassination attempt, with Marshal Konstantin Shleyfon replacing him as the Governor-General. His hardline policies integrate Karnetvorian Crabry into Karnetvor, transforming it into a “Model Colony”.

Mechanics

  • Reforms: No matter what route you take, the Player has to make reforms, which are divided into 3 major policies. Social Policy, related to improving the rights of Garanians, will strengthen their support to the current authorities, which lessens Administrative strains. Economical Policy, related to modernizing the economical system and removing unnecessary regulations and implementing necessary ones, will strengthen the Industrialists’ support to the current authorities. Military Policy, related to modernizing equipment and improving doctrine to match the current situation in the Dominion, will strengthen support of the Military, making them more likely to join the Player’s side in the event of an Uprising. Reforms, that are in the form of decisions, will use political points to implement, and will either buff or debuff the “Support” family of national spirits.

Kingdom Of Emerald
Starting Situation
Capital: Starton
Government Type: Monarchist(Emerald Social Party)-75% popularity
Leader: (1946) Henryk Erikson, (1949) Sven Rivers
Traits:
(1946)

  • Isolationist: Research Speed +50%, Military Factory Construction Speed +40%
  • Economist: -25% Economic Laws, +10% Consumer Goods

(1949)

  • Military Reformer: Research Speed +10%, Naval Doctrine Cost -20%
  • Royal Puppet: Stability -10%, Political Gain -5%
  • Former Admiral: Dockyard Construction Speed -20%, Naval Research Speed -15%

National Spirits

  • King Jason II: Stability +15%, Political Gain +5%
    Crowned In 1932, King Jason II has been a unifying factor for many Emeraldians, even among Denverians he has been seen as unifying, but his lack of power will quickly become a struggle.
  • One Sided Military Spending: Army Doctrine Cost +30%, Infantry Research Speed +50%, Armor Research Speed +25%, Artillery Research Speed +50%, Support Company Research Speed +40%, Dockyard Construction Speed +30%, Naval Research Speed -50%, Naval Doctrine Cost -25%
    Emeralds Proud Naval History has meant that the Emeraldian Royal Army has gotten less and less funding in recent years, in order to focus on the Emeraldian Royal Navy.

Industry and Resources at start
16 Civilian Factories
10 Military Factories
15 Naval Dockyards

Resources:
Oil 80
Steel 78
Aluminium 10
Tungsten 35
Chromium 30
Rubber 15

Routes

  • Historical: Emerald slowly begins military build up, After the Gianlucan Focus “Seize New Colradia”, Emerald will declare war on Gianlucaland, and after Karnetvorian Focus “Attack Copenhagen”, Declare war on Karnetvor.
  • Union Path: If Player chooses Focus “Union Act Of 1946”, Emerald and Denver will Unite.
  • Imperialist Path: As Emerald, go down Focus “Stage Attack On The Faroe By Sedunn”, which will end up with Emerald declaring war on the Allies

Alliance: Denvari Alliance

Related DLC: Union Of Stars