Remove National Spirit Hoi4 ((BETTER))
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A national spirit is a modifier that describes unique advantages or disadvantages of countries. A country can have several national spirits at the same time. They can be acquired, removed, or modified by finishing national focuses or through certain events. National spirits can be viewed in the political menu. Some countries already start with national spirits as can be seen below.
A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country. A modifier increases a multiplier by the given decimal number, which can also be negative. Modifiers can unfortunately not directly be used in place of triggers or effects (but see this workaround), usually an effect from for example a national focus, would add an idea (national spirit) that contains these modifiers as permanent bonuses.
The United States of America is one of the largest and richest countries of the globe in 1936, and the only major power outside of Europe and Asia. However, despite its immense wealth in resources and infrastructure assets, the USA is heavily restrained by its laws and national spirits at the start of the game. But should the U.S. remove these restrictions and build up their military might (and optionally get allies by creating or joining a faction), they can easily become a world superpower, in a similar fashion to its real-life counterpart.
The United States boasts, without a doubt, the largest construction capability of the major powers by 1936. However, due to the immense 80% consumer factory requirements by the country's national spirits, the U.S. only has 22 civilian factories available for construction. To fully exploit the U.S.'s economic potential, one has to go to war to enable the removal of The Great Depression modifier and to change the economic laws. Another undermining factor for the country's might is the low number of military factories, rendering its army very weak at the start.
Both cost 150 political power to appoint. Support for the fascist Silver Legion of America led by William Dudley Pelley, or for the communist Communist Party USA led by Earl Browder himself, will steadily increase. Because of the USA's national spirit Home of the Free this will be slower than normal - Ideology Defense Drift: +20%. The result of this will be to convert the USA to a fascist or communist country. The party and leader of the country will change, and they will change the name and flag. Once this has happened, the diplomatic rules applied to fascist or communist countries apply to the USA. There will be no more elections.
For each path of the Fatherland Front, it is possible to fall victim to a Royalist coup. All paths will start off with the Royalist Resistance national spirit which can be removed, diminished, or diminished and then removed. If removed, it is possible to also join the Belgrade Pact.
If the Orange Guard couped and Aleksandar Stamboliyski came to power, he will have to navigate royal resistance. Taking the focus 'Throw Out the Royal Memorials' will lessen the Royalist Resistance national spirit but not get rid of it. To remove it, 'Socialization of the Land,' Perfect Democracy,' 'Organize the Bulgarian Youth,' and Mass Pressed Labor Actions' must be taken first.
If the Royalist Resistance national spirit was not removed or just diminished, taking 'A Path to Peace' will see the Royalists strike and coup the government. With Tsar Boris dead, his brother Kyril will be invited to take the throne.
If the focus 'Minority Political Integration' was taken last after all other in his tree, it will remove the Royalist Resistance national spirit, enabling him to safely join the Belgrade Pact if the focus to do so was taken.
The Republic starts in some deep waters. It has a whole laundry list of negative national spirits that cripples the nation on every front, which requires progression in the focus tree to remove. Its starting industry is quite weak, and only 1 civilian factory will be usable at the start of the game. Its starting military is relatively large however.
The first issue at hand is dealing with the Republic's unruly generals, represented by the national spirit Unruly Army. General Reinhard Suntail and Claus Rosewing have been causing significant trouble for the Republic since their exile to the north. Both generals are dissatisfied with Kemerskai's rule, and still control a significant number of troops, putting the Republic at the risk of a civil war.
There are 3 choices of political paths, 1 of which further subdivides into 2 more paths. All three paths eventually remove The Language Issue, Banditry, and Risk of Famine national spirits.
The initial section for Suntail involves gearing the nation for war against the Empire. The focuses will remove the Risk of Famine and Banditry national spirits, change the economy law to Early Mobilization and mobilization law to Service by Requirement, along with several positive national spirits that grant general bonuses such as stability, Supremacy support, and combat bonuses. "An International Coalition" will create the faction Republican Pact.
There are two major political sub-paths for this path: "Placate Far-Right Generals", and "Placate Remaining Republicans". Both grants positive bonuses and removes the Banditry and Risk of Famine national spirits.
Immediately after Cloudbury-Herzland is proclaimed, skepticism begins to pour in, giving the country the national spirit "Skepticism On All Sides", which reduces daily PP gain by 0.15, reduces division organization by 15%, reduces recruitable population factor by 25%, and reduces stability by 10%.
The military tree is shared between all political paths, and is unlocked when the national spirit Unruly Army is removed or replaced. The military tree consists of three components: an air force tree, an army tree, and a navy tree.
"Banking Reform" and "A Self-Sufficient Economy" will remove the negative national spirit Moderate Poverty, while "Cloudbury Education Initiative", "Expand Northern Schools", and "Illiterate No Longer" will remove the negative national spirit Mass Illiteracy.
Equestria starts as a continental superpower, with a large industrial base, a decent army, some of the best tech in the game (second only possibly to Stalliongrad ), and two puppets ( Crystal Empire and the Commonwealth of New Mareland). Like the USA in vanilla HOI4, this strength is offset by its peaceful nature - its national spirits slow research and military expansion, and it is locked from increasing conscription or progressing beyond Early Mobilization. The spirits and locks cannot be fully removed without the onset of a major war or 40% War Support.
At the end of the first year Princess Luna will propose a series of reforms to resolve the problem. Celestia can choose to back these reforms personally (Option 1), or allow Luna to lead them (Option 2 or 3). Option 1 is safer but more expensive. The Luna led reforms lead to a long character arc about Luna, and are more dangerous - they can remove the spirit at almost no cost, but can also lead to civil war if the player is not careful.
The reforms will occur over the next year, and involve three sets of choices. To successfully remove the spirit, Equestria must earn 4 reform points, using expensive reforms. Anything less will cause the spirit to only be partially removed. It cannot be removed otherwise unless the Solar Empire is formed. 2b1af7f3a8