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Turkey is not unanimously hated, disqualifying it from being The Scrappy. The general consensus on Turkey is that it's mostly pretty boring but does have a handful of paths that are really fun and challenging.


** In ''IV'', after Turkey got a unique focus tree in ''Battle for the Bosporus'' it quickly became one of the most despised countries to play. Its focus tree is considered overly large and time consuming, with many, many 70 days focuses that must be completed just to fix the country's political problems. By the time you do and are ready to start expanding (assuming you did one of the alternate history options, which, to be fair, aren't half bad), the whole world will be on fire and you must now fight entire factions by yourself. And if you did the historical path? Then it's the same problem as historical USA, on steroids: you don't do anything usually until 1943 or 44. As such, Turkey is largely held up by the fanbase as an example to Paradox of what ''not'' to do when making unique focus trees.
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** In ''IV'', Central and South American nations are generally mocked by the player base. They typically have very little impact on gameplay but have a major impact on game performance, as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene. Even with the [[AuthorsSavingThrow serious adjustments and improvements added to the entire region]] in ''Trial of Allegiance'' to make the experience more bearable, the terrain and logistics of the region still remain a persistent issue.

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** In ''IV'', Central and South American nations are generally mocked by the player base. They typically have very little impact on gameplay but have a major impact on game performance, as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene. Even with the [[AuthorsSavingThrow serious adjustments and improvements added to the entire region]] in ''Trial of Allegiance'' to make the experience more bearable, bearable[[note]]Such as giving all countries with unique focuses the ability to form a logistics department which gives a massive bonus to both supply consumption in core territories and supply hub construction speed[[/note]], the terrain and logistics of the region still remain a persistent issue.
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** In ''IV'', after Turkey got a unique focus tree in ''Battle for the Bosporus'' it quickly became one of the most despised countries to play. Its focus tree is considered overly large and time consuming, with many, many 70 days focuses that must be completed just to fix the country's political problems. By the time you do and are ready to start expanding (assuming you did one of the alternate history options, which, to be fair, aren't half bad), the whole world will be on fire and you must now fight entire factions by yourself. And if you did the historical path? Then it's the same problem as historical USA, on steroids: you don't do anything usually until 1943 or 44. As such, Turkey is largely held up by the fanbase as an example to Paradox of what ''not'' to do when making unique focus trees.
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** In ''IV'', Central and South American nations are generally mocked by the player base. No nation south of Mexico has a unique focus tree, leading to very little action in the entire region. They typically have very little impact on gameplay but have a major impact on game performance as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene. Even with the [[AuthorsSavingThrow serious adjustments and improvements added to the entire region]] in ''Trial of Allegiance'' to make the experience more bearable, the terrain and logistics of the region still remain a persistent issue.

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** In ''IV'', Central and South American nations are generally mocked by the player base. No nation south of Mexico has a unique focus tree, leading to very little action in the entire region. They typically have very little impact on gameplay but have a major impact on game performance performance, as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene. Even with the [[AuthorsSavingThrow serious adjustments and improvements added to the entire region]] in ''Trial of Allegiance'' to make the experience more bearable, the terrain and logistics of the region still remain a persistent issue.
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None


** In ''IV'', Central and South American nations are generally mocked by the player base. No nation south of Mexico has a unique focus tree, leading to very little action in the entire region. They typically have very little impact on gameplay but have a major impact on game performance as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene.

to:

** In ''IV'', Central and South American nations are generally mocked by the player base. No nation south of Mexico has a unique focus tree, leading to very little action in the entire region. They typically have very little impact on gameplay but have a major impact on game performance as the AI will favour doing nothing but spamming units the entire time but never declaring war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh-impossible, made even worse by the new logistic systems added in ''No Step Back'' and the penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe Doctrine by the US, if any non American nation decides to invade the hemisphere America will instantly intervene. Even with the [[AuthorsSavingThrow serious adjustments and improvements added to the entire region]] in ''Trial of Allegiance'' to make the experience more bearable, the terrain and logistics of the region still remain a persistent issue.
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** ''Hearts of Iron'' player touches Brest[[labelnote:Explanation]]A joke concerning the stereotype that all ''[=HoI=]'' players are basement-dwelling history nerds, and the only "breast" they'll ever "touch" is landing a naval invasion at the [[HehHehYouSaidX city of Brest]] in western France.[[/labelnote]]

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** ''Hearts of Iron'' player touches Brest[[labelnote:Explanation]]A joke concerning the stereotype that all ''[=HoI=]'' players are basement-dwelling history nerds, and the only "breast" they'll ever "touch" is landing a naval invasion at the [[HehHehYouSaidX city of Brest]] in western France. Furthermore, the game, or at least [=HoI2=] and its derivatives, ''enforce it'', since Brest is one of the few places you can actually attempt a naval invasion for the D-Day.[[/labelnote]]
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** ''Hearts of Iron'' player touches Brest[[labelnote:Explanation]]A joke concerning the stereotype that all ''[=HoI=]'' players are basement-dwelling history nerds, and the only "breast" they'll ever "touch" is landing a naval invasion at the [[HehHehYouSaidX city of Brest]] in western France.[[/labelnote]]
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** The French enclave on the Southern Chinese coast is historically accurate. It's the [[https://en.wikipedia.org/wiki/Leased_Territory_of_Guangzhouwan Leased Territory of Guangzhouwan]], which was ruled by France between 1898 and 1945, administrated as part of French Indochina from 1900 to it return to China.

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** The French enclave on the Southern Chinese coast is historically accurate. It's the [[https://en.wikipedia.org/wiki/Leased_Territory_of_Guangzhouwan Leased Territory of Guangzhouwan]], which was ruled by France between 1898 and 1945, administrated as part of French Indochina from 1900 to it its return to China.
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** The United Kingdom wields its navy as an impenetrable shield around Great Britain, meaning the only way you can pull off a naval invasion is by investing heavily in a navy (which is not at all practical for some countries) or building legions of naval bombers, which will need air escortion to prevent Britain from shooting them all out of the sky. alternatively, you could try and go for total air superiority and invade with paratroopers, but this is risky and heavily dependent on your troops being able to reinforce them in time.
** The United States is annoying as hell for basically being the only country with a ''hemisphere'' all to itself, making it very difficult to invade whatsoever if you're not playing as the UK. Not to mention you're basically on a super strict time limit to defeat them before their industry kicks into high gear, as virtually no Major Power by itself can compete with America's mobilized industry and it will make capitulating them that much harder.

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** The United Kingdom wields its navy as an impenetrable shield around Great Britain, meaning the only way you can pull off a naval invasion is by investing heavily in a navy (which is not at all practical for some countries) or building legions of naval bombers, which will need air escortion escorts to prevent Britain from shooting them all out of the sky. alternatively, you could try and go for total air superiority and invade with paratroopers, but this is risky and heavily dependent on your troops being able to reinforce them in time.
** The United States is annoying as hell for basically being the only country with a ''hemisphere'' all to itself, making it very difficult to invade whatsoever if you're not playing as the UK. Not to mention you're basically on a super strict time limit to defeat them before their industry kicks into high gear, as virtually no Major Power by itself can compete with America's mobilized industry and it will make capitulating them that much harder. If it doesn't fracture into Civil War or is attacked early on (usually by Mexico, Britain, or Japan) than the United States will be there to stay until the end of the game.
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**** As later patches ended up severely [[{{Nerf}} nerfing]] submarines, the default option for Navy has now become spamming Destroyers - these ships are cheap, have solid attacking potential, and can operate in more waters than [[CripplingOverspecialisation Submarines]]. Combined with naval bombers and/or some heavy ships, they tend to make up the bulk of most player-controlled fleets.

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* SequelDisplacement: It's easy to tell by player counts that the majority of ''Hearts of Iron'''s playerbase began playing starting with ''IV'' except for a much smaller old guard contingent of players who have been playing since ''II'' (and even smaller group sticking since the original game), due to ''IV''[='=]s paring down of the more confusing gameplay elements and adopting a more striking, less "spreadsheety" visual style causing a large NewbieBoom for the series. It also helps that ''IV'' is the easiest one in the series by far, both to play and to mod, allowing players to readily get into the game right off the bat, rather than spending hours reading in-depth guides and wikias to even try playing - even if it also causes a lot of disdain from the old guard for making "[[PretenderDiss kid-friendly HoI]]", it undeniably had an explosive effect on the size of the playerbase.

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* SequelDisplacement: SequelDisplacement:
**
It's easy to tell by player counts that the majority of ''Hearts of Iron'''s playerbase began playing starting with ''IV'' except for a much smaller old guard contingent of players who have been playing since ''II'' (and even smaller group sticking since the original game), due to ''IV''[='=]s paring down of the more confusing gameplay elements and adopting a more striking, less "spreadsheety" visual style causing a large NewbieBoom for the series. It also helps that ''IV'' is the easiest one in the series by far, both to play and to mod, allowing players to readily get into the game right off the bat, rather than spending hours reading in-depth guides and wikias to even try playing - even if it also causes a lot of disdain from the old guard for making "[[PretenderDiss kid-friendly HoI]]", it undeniably had an explosive effect on the size of the playerbase.playerbase.
** A very similar effect happened with ''II'' against the original game. That time around, however, it was about taking the basic concept and [[EvenBetterSequel polishing every single element of the gameplay]], while simultaneously removing all the truly obtuse or non-functional parts. To the point where some consider the first ''[[ArtifactTitle Europa Universalis]]: Hearts of Iron'' to be nothing more than a tech demo for ''II'', rather than an actual game.
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* SequelDisplacement: It's easy to tell by player counts that the majority of ''Hearts of Iron'''s playerbase began playing starting with ''IV'' except for a much smaller old guard contingent of players who have been playing since ''II'', due to ''IV''[='=]s paring down of the more confusing gameplay elements and adopting a more striking, less "spreadsheety" visual style causing a large NewbieBoom for the series.

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* SequelDisplacement: It's easy to tell by player counts that the majority of ''Hearts of Iron'''s playerbase began playing starting with ''IV'' except for a much smaller old guard contingent of players who have been playing since ''II'', ''II'' (and even smaller group sticking since the original game), due to ''IV''[='=]s paring down of the more confusing gameplay elements and adopting a more striking, less "spreadsheety" visual style causing a large NewbieBoom for the series.series. It also helps that ''IV'' is the easiest one in the series by far, both to play and to mod, allowing players to readily get into the game right off the bat, rather than spending hours reading in-depth guides and wikias to even try playing - even if it also causes a lot of disdain from the old guard for making "[[PretenderDiss kid-friendly HoI]]", it undeniably had an explosive effect on the size of the playerbase.
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* SequelDisplacement: It's easy to tell by player counts that the majority of ''Hearts of Iron'''s playerbase began playing starting with ''IV'' except for a much smaller old guard contingent of players who have been playing since ''II'', due to ''IV''[='=]s paring down of the more confusing gameplay elements and adopting a more striking, less "spreadsheety" visual style causing a large NewbieBoom for the series.

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A game mechanic can't simultaneously be underused and a Scrappy Mechanic, plus this entry is full of complaining.


** The Planned Offensive mechanic of ''IV'''s Spanish Civil War is ''guaranteed'' to deliberately slow the game down to a crawl. It essentially makes it impossible to attack any enemy region without significant debuffs without taking a super-long decision to remove them first, in what is clearly a transparent attempt to [[FakeDifficulty artificially extend the length of the war to roughly when it ended historically (mid-1938) and prevent canny players from blitzing it so they can rush the Spanish focus tree]]. Players almost unanimously hate this mechanic as it turns what would otherwise be a gripping early-game MeleeATrois into one of the most boring wars imaginable as you slowly trundle your way toward capitulating the enemy side.



** In ''IV'', if you want to release a nation or form a Collaboration Government, you have to release all states they own...even if one of the states they own is a core of yours. Wanna release France as a puppet after forming the Holy Roman Empire so you can steal their manpower? Say goodbye to Savoy and Alsace-Lorraine. An especially annoying version of this is if the country you're trying to release ''gains'' a core on a state - if Poland annexes Germany and then gets enough compliance to form a collaboration government, if Germany did Danzig or War, Poland will lose Danzig in the process.

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** In ''IV'', if you want to release a nation or form a Collaboration Government, you have to release all states they own...even if one of the states they own is a core of yours. Wanna release France as a puppet after forming the Holy Roman Empire so you can steal their manpower? Say goodbye to Savoy and Alsace-Lorraine. An especially annoying version of this is if the country you're trying to release ''gains'' a core on a state - if Poland annexes Germany and then gets enough compliance to form a collaboration government, if Germany did Danzig or War, Poland will lose Danzig in the process. Luckily, Paradox eventually added a "keep core states" ability when releasing nations to specifically fix this.



* UnderusedGameMechanic: At a certain point in ''IV''s development, each new DLC started to introduce new sets of modifiers and eventually fully-fleshed mechanics that are specific to a ''single'' country - or even just a single country ''tag''. Examples include, but aren't limited to stuff like the US Congress' support, Nationalist China's (and ''only'' that specific Chinese nation) inflation, Turkish republicanism, Stalin's paranoia or Polish and Italian factionalism (both handled as their own separate mechanics, working differently). Those gameplay elements are '''never''' used in a broader context or as actual mechanics affecting every nation, nor are they introduced retroactively to nations that could benefit from them, instead becoming nearly esoteric mini-games that players have to deal with whenever playing as an affected country. And that without mentioning the status of the majority of those as ScrappyMechanic.
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* SugarWiki/AwesomeArt: The [[https://www.youtube.com/watch?v=WEN5SEb5ASA pre-order trailer]]. Unlike other trailers which use stock images and footage, this one has awesome Soviet propaganda-styled artwork.

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* SugarWiki/AwesomeArt: The [[https://www.youtube.com/watch?v=WEN5SEb5ASA "Soviet Struggle" pre-order trailer]]. Unlike other trailers which use stock images and footage, this one has awesome Soviet propaganda-styled artwork.
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** The French enclave on the Southern Chinese coast is historically accurate. It's the Leased Territory of Guangzhouwan, which was ruled by France between 1898 and 1945, administrated as part of French Indochina from 1900 to it return to China.

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** The French enclave on the Southern Chinese coast is historically accurate. It's the [[https://en.wikipedia.org/wiki/Leased_Territory_of_Guangzhouwan Leased Territory of Guangzhouwan, Guangzhouwan]], which was ruled by France between 1898 and 1945, administrated as part of French Indochina from 1900 to it return to China.
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** The French enclave on the Southern Chinese coast is historically accurate. It's the Leased Territory of Guangzhouwan, which was ruled by France between 1898 and 1945, administrated as part of French Indochina from 1900 to it return to China.

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* ComeForTheGameStayForTheMods: [=HOI4=]'s extremely active and highly popular modding community which often creates entire separate scenarios or even whole ''games'' to play has resulted in many players getting [=HOI4=] just for the mods, often completely ignoring the base game.



*** If playing as one of the Chinese Warlords (who all share a focus tree), players will almost always pick the Guangxi Clique unless they need to play one of the other ones for a specific reason, as it's the only Warlord nation not plagued with inhospitable terrain and no supply as well as having reasonably good starting resources and industrial capability.



* JustHereForGodzilla: [=HOI4=]'s extremely active and highly popular modding community has resulted in many players getting [=HOI4=] just for the mods, often completely ignoring the base game.
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** If using the railway-and-supply system from ''No Step Back'', ports become the mass-spammed feature. Ports operate just like railroad supply hubs, but cost a fraction of their construction fee, while providing their full overland supply bonus right away from the first level. Since for the price of a single supply hub one can build four ports that will not only cover a four times larger area, but can also be supplied via convoys in case of disruption of rail lines, hubs are completely ignored whenever close to seashores.
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* GoddamnedBoss: Basically all of the game's Major Powers become this in the endgame:
** The Soviet Union is an absolutely sprawling mass of supply congestion and spread-out victory points which mean it's virtually impossible to capitulate quickly, and the Soviets [[WeHaveReserves basically not having to worry at all about Manpower]] means they can turtle for ''years'' as you try to break through their lines without ever giving up. This is on top of trying to garrison all the occupied territory they supply you with, which will eat up valuable manpower and equipment.
** The United Kingdom wields its navy as an impenetrable shield around Great Britain, meaning the only way you can pull off a naval invasion is by investing heavily in a navy (which is not at all practical for some countries) or building legions of naval bombers, which will need air escortion to prevent Britain from shooting them all out of the sky. alternatively, you could try and go for total air superiority and invade with paratroopers, but this is risky and heavily dependent on your troops being able to reinforce them in time.
** The United States is annoying as hell for basically being the only country with a ''hemisphere'' all to itself, making it very difficult to invade whatsoever if you're not playing as the UK. Not to mention you're basically on a super strict time limit to defeat them before their industry kicks into high gear, as virtually no Major Power by itself can compete with America's mobilized industry and it will make capitulating them that much harder.
** Japan has problems which are basically identical to the UK, being an island nation with a huge navy to defend its shores, but what makes it even ''more'' annoying is that oftentimes minor Fascist nations half the world away will join the Greater East Asian Co-Prosperity Sphere, meaning you'll have to capitulate Japan in addition to them, which may just flat-out be ''impossible'' depending on where you are in the world.
** China, if it becomes a Major Power, invariably becomes this due to the old adage of "never fight a Land War in Asia", with extremely congestive, mountainous terrain that makes it impossible to advance anywhere and a gigantic manpower pool to turn any Asian offensive into a unforgiving slog.
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** There are numerous nations, especially minor ones, in ''IV'' which really only have one obvious focus path to go down, with the rest being lackluster or downright bad:
*** If someone plays Manchukuo, they are basically guaranteed to go for the Independence War route so they can reform the Qing Empire, since the only alternative is to remain a shitty Japanese colony that can barely even help out its overlord for the whole game.
*** Playing as Mexico is really only worth it to play as the hyper-aggressive, expansionist Mexican Soviet Republic earned by putting the exiled Lev Trotsky in power, as even the other expansionist paths where Mexico tries to become a hemispheral superpower just don't have the same amount of bonuses to collect, and playing historically means you only get to participate in the war a little bit by sending aid to the Allies.
*** There is literally ''zero'' reason to play Turkey except to play the path where it reforms the Ottoman Empire, as it's the only real part of the tree where the player gets to invade other countries and actively play the game instead of waiting around for another country to do something. God forbid you ever see anyone playing ''Historical Turkey'', as it's literally an entire game of this punctuated by a tiny little bit of action at the very end.

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* AluminumChristmasTrees: Upon release of the related DLC, the concept of a focus tree giving Estonia oil as a resource was scoffed off as absurd and gamey. In real life, Estonia has huge deposits of oil shale, which it started to use industrially [[https://en.wikipedia.org/wiki/Oil_shale_in_Estonia#Developments_in_interwar_Estonia during the interwar period]] - just not for fuel production.

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* AluminumChristmasTrees: AluminumChristmasTrees:
**
Upon release of the related DLC, the concept of a focus tree giving Estonia oil as a resource was scoffed off as absurd and gamey. In real life, Estonia has huge deposits of oil shale, which it started to use industrially [[https://en.wikipedia.org/wiki/Oil_shale_in_Estonia#Developments_in_interwar_Estonia during the interwar period]] - just not for fuel production.production.
** Many might assume that the [[spoiler:secret Monarchist focus]] for Finland is just a bit of fun AlternateHistory, but it is legitimately based on a failed attempt to [[spoiler:establish the Kingdom of Finland right after the country declared its independence from Russia in 1918]], and was one of the things that the National Coalition Party (Kokoomus) was founded to create.
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** If you deleted all but one division, exercising it would give you tons of army XP. This was unsurprisingly patched.

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** If you deleted all but one division, exercising it would give you tons of army XP. This was unsurprisingly patched. However, ''another'' bug means that the XP growth is still tied with percentage of your total troop count training vs. army total size [[note]]Rather than the far more logical scaling tied to total number of troops engaged in training, making big exercises worth more than the ones conducted by a single division[[/note]], with monthly re-checks. Thus is simply requires 10 months of "wind-up" to get to the absurd values provided by the original bug and remaining just as powerful for any country that has those 10 months to spare (like the US or the Commonwealth's dominions).
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** ''IV'''s focus trees continuing to give countries unique mechanics that usually influence the focuses you can take (unofficially called "{{Minigame}}s" by the fanbase) has split the community four ways. The first camp says that they're universally annoying distractions that are banal to keep track of on top of everything else in a massive grand strategy game. The second camp points out that the alternative is focus trees like Yugoslavia and France, which require the player to sit around until 1939 waiting for focuses to complete before being able to actually do anything interesting, which is boring and time-consuming in and of itself. Finally, a third group enjoys specific "Minigames" like Bulgaria's which provide something engaging to do while progressing the tree, but acknowledges that certain ones like Switzerland's are both confusing and obnoxious to the average player. And finally, there are people who don't mind the minigames themselves... if they were universal game mechanics, rather than country-specific stuff, especially when there can be two or even three different minigames to ultimately tackle the exact same thing.

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** ''IV'''s focus trees continuing to give countries unique mechanics that usually influence the focuses you can take (unofficially called "{{Minigame}}s" by the fanbase) has split the community four ways. The first camp says that they're universally annoying distractions that are banal to keep track of on top of everything else in a massive grand strategy game. The second camp points out that the alternative is focus trees like Yugoslavia and France, which require the player to sit around until 1939 waiting for focuses to complete before being able to actually do anything interesting, which is boring and time-consuming in and of itself. Finally, a The third group enjoys specific "Minigames" like Bulgaria's which provide something engaging to do while progressing the tree, but acknowledges that certain ones like Switzerland's are both confusing and obnoxious to the average player. And finally, there are people who don't mind the minigames themselves... if they were universal game mechanics, rather than country-specific stuff, especially when there can be two or even three different minigames to ultimately tackle the exact same thing.
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** ''IV'''s focus trees continuing to give countries unique mechanics that usually influence the focuses you can take (unofficially called "{{Minigame}}s" by the fanbase) has split the community three ways. The first camp says that they're universally annoying distractions that are banal to keep track of on top of everything else in a massive grand strategy game. The second camp points out that the alternative is focus trees like Yugoslavia and France, which require the player to sit around until 1939 waiting for focuses to complete before being able to actually do anything interesting, which is boring and time-consuming in and of itself. Finally, a third group enjoys specific "Minigames" like Bulgaria's which provide something engaging to do while progressing the tree, but acknowledges that certain ones like Switzerland's are both confusing and obnoxious to the average player.

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** ''IV'''s focus trees continuing to give countries unique mechanics that usually influence the focuses you can take (unofficially called "{{Minigame}}s" by the fanbase) has split the community three four ways. The first camp says that they're universally annoying distractions that are banal to keep track of on top of everything else in a massive grand strategy game. The second camp points out that the alternative is focus trees like Yugoslavia and France, which require the player to sit around until 1939 waiting for focuses to complete before being able to actually do anything interesting, which is boring and time-consuming in and of itself. Finally, a third group enjoys specific "Minigames" like Bulgaria's which provide something engaging to do while progressing the tree, but acknowledges that certain ones like Switzerland's are both confusing and obnoxious to the average player. And finally, there are people who don't mind the minigames themselves... if they were universal game mechanics, rather than country-specific stuff, especially when there can be two or even three different minigames to ultimately tackle the exact same thing.
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** ''IV'''s focus trees continuing to give countries unique mechanics that usually influence the focuses you can take (unofficially called "{{Minigame}}s" by the fanbase) has split the community three ways. The first camp says that they're universally annoying distractions that are banal to keep track of on top of everything else in a massive grand strategy game. The second camp points out that the alternative is focus trees like Yugoslavia and France, which require the player to sit around until 1939 waiting for focuses to complete before being able to actually do anything interesting, which is boring and time-consuming in and of itself. Finally, a third group enjoys specific "Minigames" like Bulgaria's which provide something engaging to do while progressing the tree, but acknowledges that certain ones like Switzerland's are both confusing and obnoxious to the average player.
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** The Stalin Paranoia mechanic being introduced really bought to a head complaints & arguments in the fanbase about Paradox stuffing the game full of what the community call "mini-games" where you have to manage esoteric country specific mechanics that do away with the regular way of managing your country. These include certain civil wars having you build support per province, border conflicts, the US congressional politics mechanic that no-one else in the game uses, Turkish, Dutch & Greek investment decisions, the Chinese warlords and the Bulgaria focus tree, or the Italian, Ethiopian and ''Swiss'' balance of power mechanics.
** Any country that has a focus tree without a ''single'' 35-day focus, because it's such a chore to work your way through it, especially if you're basically on a time limit and another country will usually declare war on you by 1938. The worst offenders of this are probably Yugoslavia, whose focus tree is confusing on top of all this, and ''France'', of all countries, because its' focus tree has so many individual paths to go down

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** The Stalin Paranoia mechanic being introduced really bought to a head complaints & arguments in the fanbase about Paradox stuffing the game full of what the community call "mini-games" where you have to manage esoteric country specific country-specific mechanics that do away with the regular way of managing your country. These include certain civil wars having you build support per province, border conflicts, the US congressional politics mechanic that no-one else in the game uses, Turkish, Dutch & Greek investment decisions, the Chinese warlords and the Bulgaria focus tree, or the Italian, Ethiopian and ''Swiss'' balance of power mechanics.
** Any country that has a focus tree without a ''single'' 35-day focus, because it's such a chore to work your way through it, especially if you're basically on a time limit and another country will usually declare war on you by 1938. The worst offenders of this are probably Yugoslavia, whose focus tree is confusing on top of all this, and ''France'', of all countries, because its' focus tree has so many individual paths to go downdown.



* UnderusedGameMechanic: At a certain point in ''IV''s development, each new DLC started to introduce new sets of modifiers and eventually fully-fleshed mechanics that are specific to a ''single'' country - or even just a single country ''tag''. Examples include, but aren't limited to stuff like the US Senate's support, Nationalist China's (and ''only'' that specific Chinese nation) inflation, Turkish republicanism, Stalin's paranoia or Polish and Italian factionalism (both handled as their own separate mechanics, working differently). Those gameplay elements are '''never''' used in a broader context or as actual mechanics affecting every nation, nor are they introduced retroactively to nations that could benefit from them, instead becoming nearly esoteric mini-games that players have to deal with whenever playing as an affected country. And that without mentioning the status of the majority of those as ScrappyMechanic.

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* UnderusedGameMechanic: At a certain point in ''IV''s development, each new DLC started to introduce new sets of modifiers and eventually fully-fleshed mechanics that are specific to a ''single'' country - or even just a single country ''tag''. Examples include, but aren't limited to stuff like the US Senate's Congress' support, Nationalist China's (and ''only'' that specific Chinese nation) inflation, Turkish republicanism, Stalin's paranoia or Polish and Italian factionalism (both handled as their own separate mechanics, working differently). Those gameplay elements are '''never''' used in a broader context or as actual mechanics affecting every nation, nor are they introduced retroactively to nations that could benefit from them, instead becoming nearly esoteric mini-games that players have to deal with whenever playing as an affected country. And that without mentioning the status of the majority of those as ScrappyMechanic.

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You're describing Low Tier Letdown, not The Scrappy.


* LowTierLetdown: Ever since army doctrines were introduced in ''II'', Grand Battle Plan is consistently overshadowed by better picks, is clearly weaker than alternatives, requires some specific gimmick to shine or any combination of the three. In ''II'' and ''Darkest Hour'' it is particularly awful due to the way how research works in those. Since research is done by tech teams and they come with pre-definied specialisations, chances are if your country has a team geared for researching Grand Battle Plan doctrine, it won't have alternative doctrinal team. And researching lackluster doctrine is still better than trying to catch-up in different field without a specialist.

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* LowTierLetdown: LowTierLetdown:
**
Ever since army doctrines were introduced in ''II'', Grand Battle Plan is consistently overshadowed by better picks, is clearly weaker than alternatives, requires some specific gimmick to shine or any combination of the three. In ''II'' and ''Darkest Hour'' it is particularly awful due to the way how research works in those. Since research is done by tech teams and they come with pre-definied specialisations, chances are if your country has a team geared for researching Grand Battle Plan doctrine, it won't have alternative doctrinal team. And researching lackluster doctrine is still better than trying to catch-up in different field without a specialist.specialist.
** In ''IV'', the Commonwealth countries are generally considered lackluster to due to their focus trees (which were the first DLC ones released with ''Together For Victory'') having aged very poorly in terms of rewards and alternate history options. The most significant part is however being under ''heavy'' penalties to industrial production and expansion that can't be removed until the country is already at war, so there isn't really much to do but passively wait until mid-August 1939. Paradox has acknowledged this and at least tried to go back and alter the focus trees for free to make them better, but most players still aren't impressed. The exception would be Canada, however. After a patch made it possible to fix both Canada's manpower and industry debuffs (they were originally mutually exclusive), Canada is now considered one of the best minor nations to play.



** In ''IV'', Central and South American nations are generally mocked by the player base for a multitude of reasons:
*** No nation south of Mexico has a unique focus tree leading to very little action in the entire region.
*** They typically have very little impact on gameplay but major impact on performance as the AI will favour doing nothing but spamming units the entire time but never declaring war. El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units.
*** The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh impossible, made even worse by the new logistic systems added into the game.
*** Due to the Monroe doctrine by the US if any non American nation decides to invade the hemisphere America will instantly intervene.

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** [[GoddamnedBoss The Allies]] in ''II''. Due to the way the game operates and the requirement to force an alliance to surrender, you will eventually perform a naval invasion on some tiny archipelago in the middle of the Pacific to take out the final British province with victory points, after already taking ''all'' of Africa, Australia and third of Asia first. And you must take down each and every member of the alliance. Needless to say, the Allies are the biggest cluster that can control three-fourths of the map. ''Darkest Hour'' at least introduced events triggering for all the majors and their alliances to surrender after key areas are taken out, but those are scripted - on its own, the AI will just never surrender. Paradox introduced National Unity in ''III'' as a way to address the issue in a more organic way.
** In ''IV'', Central and South American nations are generally mocked by the player base for a multitude of reasons:
***
base. No nation south of Mexico has a unique focus tree tree, leading to very little action in the entire region.
***
region. They typically have very little impact on gameplay but have a major impact on game performance as the AI will favour doing nothing but spamming units the entire time but never declaring war. El war[[note]]El Salvador is a meme in the community for sitting on its two tiny provinces and doing nothing but creating dozens of units.
***
units[[/note]]. The terrain in the regions is primarily jungles, swamps and mountains as well as impassable regions making logistics nigh impossible, nigh-impossible, made even worse by the new logistic systems added into in ''No Step Back'' and the game.
*** Due
penalties regarding mountain regions added in ''Arms Against Tyranny''. Finally, due to the Monroe doctrine Doctrine by the US US, if any non American nation decides to invade the hemisphere America will instantly intervene.intervene.



** In ''IV'', the Commonwealth countries are generally considered lackluster to due to their focus trees (which were the first DLC ones released with ''Together For Victory'') having aged very poorly in terms of rewards and alternate history options. The most significant part is however being under ''heavy'' penalties to industrial production and expansion that can't be removed until the country is already at war, so there isn't really much to do but passively wait until mid-August 1939. Paradox has acknowledged this and at least tried to go back and alter the focus trees for free to make them better, but most players still aren't impressed. The exception would be Canada, however. After a patch made it possible to fix both Canada's manpower and industry debuffs (they were originally mutually exclusive), Canada is now considered one of the best minor nations to play.
** The Allies in ''II'', as in - the Allied powers. Due to the way the game operates and the requirement to force an alliance to surrender, you will eventually perform a naval invasion on some tiny archipelago in the middle of the Pacific to take out the final British province with victory points, after already taking ''all'' of Africa, Australia and third of Asia first. And you must take down each and every member of the alliance. Needless to say, the Allies are the biggest cluster that can control 3/4 of the map. ''Darkest Hour'' at least introduced events triggering for all the majors and their alliances to surrender after key areas are taken out, but those are scripted - on its own, the AI will just never surrender. Paradox introduced National Unity in ''III'' as a way to address the issue in a more organic way.

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Might go under Scrappy Mechanic, but the main issue with Allies is that they keep getting more and more countries, and eventually you have to fight the entire globe


** In ''IV'', the Commonwealth countries are generally considered lackluster to due to their focus trees (which were the first DLC ones released with ''Together For Victory'') having aged very poorly in terms of rewards and alternate history options. Paradox has acknowledged this and at least tried to go back and alter the focus trees for free to make them better, but most players still aren't impressed. The exception would be Canada, however. After a patch made it possible to fix both Canada's manpower and industry debuffs (they were originally mutually exclusive), Canada is now considered one of the best minor nations to play.

to:

** In ''IV'', the Commonwealth countries are generally considered lackluster to due to their focus trees (which were the first DLC ones released with ''Together For Victory'') having aged very poorly in terms of rewards and alternate history options. The most significant part is however being under ''heavy'' penalties to industrial production and expansion that can't be removed until the country is already at war, so there isn't really much to do but passively wait until mid-August 1939. Paradox has acknowledged this and at least tried to go back and alter the focus trees for free to make them better, but most players still aren't impressed. The exception would be Canada, however. After a patch made it possible to fix both Canada's manpower and industry debuffs (they were originally mutually exclusive), Canada is now considered one of the best minor nations to play.play.
** The Allies in ''II'', as in - the Allied powers. Due to the way the game operates and the requirement to force an alliance to surrender, you will eventually perform a naval invasion on some tiny archipelago in the middle of the Pacific to take out the final British province with victory points, after already taking ''all'' of Africa, Australia and third of Asia first. And you must take down each and every member of the alliance. Needless to say, the Allies are the biggest cluster that can control 3/4 of the map. ''Darkest Hour'' at least introduced events triggering for all the majors and their alliances to surrender after key areas are taken out, but those are scripted - on its own, the AI will just never surrender. Paradox introduced National Unity in ''III'' as a way to address the issue in a more organic way.
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** In ''IV'', the Commonwealth countries are generally considered lackluster to due to their focus trees (which were the first DLC ones released with ''Together For Victory'') having aged very poorly in terms of rewards and alternate history options. Paradox has acknowledged this and at least tried to go back and alter the focus trees for free to make them better, but most players still aren't impressed. The exception would be Canada, however. After a patch made it possible to fix both Canada's manpower and industry debuffs (they were originally mutually exclusive), Canada is now considered one of the best minor nations to play.

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