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Dev Corner | Thermodynamics

If you missed the previous Dev Corner, check it out here!


Briefing: Thermodynamics
Author:
@Zwirbaum


Hello everyone!

It has been eight days since the last dev corner, which means it is time for another one. Last time, I was talking about some of the new naval concepts and changes coming to the Hearts of Iron IV. Today I will be talking about the introduction of Coal and Energy into the game. As a casual reminder keep in mind that everything discussed here is in a relatively early stage, and as such is subject to change.I also want to add that not every dev corner will be a long one, and some may end up on a rather short side. But without further ado, let’s keep this lump of coal rolling.

For the first time since the launch of the game we will be adding a new resource to the game, as every other resource, Steel, Rubber, Tungsten, Chromium, Aluminium and Oil were since day 1 in-game (with Oil getting Facelift in Man the Guns to be used for Fuel production instead of equipment production). This resource is Coal - to put it very briefly it will be serving as a ‘fuel’ in the form of Energy for your industry to keep it running efficiently.

Core Concept
What are some of the goals when it comes to adding Coal & Energy, and what do we want to achieve with it?
  • We want to introduce a potential soft-limit on the current almost limitless industrial expansion.
  • Increase importance on expanding and securing a resource base for your needs.
  • Provide a bit more interesting choices when it comes to economic laws, give some incentive for a player to consider ‘demobilize’ at some point during the gameplay, and that War Economy / Total Mobilization is not always the one and the only one right choice.
  • We are not aiming at creating a super complicated or overly complex system for energy/economy model

What is all the fuse about?

dc_thermodynamics_001.png

Sardinia starts with 2 units of Coal at the beginning of the game. As usual, numbers are subject to change, so please do not despair yet.

Base Concept
So the system works like this: Coal is excavated just like every other resource in-game. Each unit of Coal that you have for your own use (so not traded away) will produce a set amount of Energy, which then in turn is used to power up your industry - your civilian, military factories and naval dockyards, which for the ease I’ll be later calling them in this dev corner as ‘factory’. Each Factory, regardless of the type, has the same base Energy demand, so what you are seeing in the top bar as your industry size should also give you a very rough estimate of the demand.


dc_thermodynamics_002.png

This totally mysterious country, that is totally unrelated to Sardinia from the previous screenshot starts with 56 factories, and now has a mysterious bar under the factory count.

Economy of the Scale
However the base Energy demand is not everything, as each Factory you own will also introduce a little extra scaling cost to the demand per factory, so a small, undeveloped minor country will be able to sustain their few factories with a rather small amount of coal, while historically accurate Luxembourg spanning across Eurasia will require much more energy in order to effectively satisfy the ever hungry maw of their Industry.

Lower Mobilization Law is your friend?
Most, if not all, economic laws will also have factory energy consumption modifiers, which will essentially either increase or decrease how much each factory (including the ‘scaled’ portion from ‘size’ of the industry) will demand energy. Higher mobilization laws will have higher energy demand, to represent longer working hours, more shifts etc.

dc_thermodynamics_003.png

Economy Law picker will also now proudly display the energy consumption modifier at the first glance, so that you do not need to scour through the tooltip to find the modifier. Before you start going crazy with guessing what is the second number, it is just the expected amount of consumer goods - the icon is currently placeholderish, as we haven’t adjusted the previous icon yet.

How does it work though?
I will start with a quick reminder how the Civilian, Naval and Military Industry operate in-game currently. Essentially each of the ‘factories’ have a specific base amount of output valued in points that they contribute daily to. (5, 2.5 and 4.5 respectively). And that was further modified by all the technologies, laws, ideas, ministers, national spirits with various ‘Construction Speed’ or ‘Dockyard/Factory outputs’ modifiers. I am not mentioning Production Efficiency, as that was unique to the Military Factories.

So how will that operate in the brave new world? We will now have a base output for each of the industry types - which means that regardless of the energy, you will always have at least this much output from your factories. And there will be ‘fully powered’ output values for the industry. Depending on the energy ratio you are providing, you will end up somewhere on that scale, e.g. If you have 50% energy - you will be getting output that is ‘50%’ way from the base output to the fully powered up. All the previously mentioned Construction Speed, Dockyard/Factory Output modifiers will also be scaled accordingly to the % of the energy you have.

dc_thermodynamics_004.png

This is the current debug display that allows us to see energy demand & consumption, and how much it impacts the industry. In this case we have 26.7% energy needs satisfied, and it means that each of our CICs provide 4.2 IC daily, MIC provides 3.7 IC daily and NIC provides 2.1 IC daily. Of course as usual, reminder that all values are subject to change.

Wrapping Up
And that is all from this dev corner. While this post is one the shorter side, impact from adding this ‘system’ could of course be quite big - however thanks to covering only this one matter, feedback, opinions, suggestions from you dear readers, should be laser-focused and allow us to get a much clearer picture of what you are thinking. Anyways, that is all from me for this week, and next week Thomas will be back with more things to say about the Factions.

Thanks for reading, and until next time, farewell!

/Zwirbaum
 
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Please can the devs consider also factoring in infrastructure level to the amount of energy required to run factories. Infrastructure has had a reduced importance since it cut ties with the number of factories it allowed and this would be a good opportunity to bring back its relevance.

It would also make strategic bombing more effective by having damaged infrastructure less effective at distributing energy to factories. Full damage on infrastructure could potentially sever energy supply entirely.
 
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Going to say that if the idea is to encourage demobilization, so long as higher mobilization increases contruction rate by increasing the amount of construction available makes me think that is better to suck it than to switch to a lower law. Consumer good demand demand should probably be a thing separated from industry dedicated to consumer goods.

Also would be great for modding purposes if we finally get the ability to set other resources as flows like oil.
 
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I approve Coal addition as a way to reduce unnatural autarky HoI4 nations have.

What I fail to understand is why no mention is made of having to haul it too - being a cheap bulky cargo historically, a lot of Coal in e.g. Britain was moved around via coastal shipping. Rendering this as yet another instance of resource teleportation would once again deprive Navy of its legitimate wartime targets. Please, don't tell us we will be able to freely use Coal located half a map away.

What I also fail to understand is why the MIC/NIC output disparity is reinforced instead of getting addressed.
Each Factory, regardless of the type, has the same base Energy demand
That's just short-sighted the same way as Light and Medium tanks consuming the same amount of Fuel.
 
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In what ways can you disrupt your enemy's energy production ? Stirring up resistance to reduce ressource extraction should work I assume, where possible, but can one disrupt the coal chain through convoy raiding or damaging/capturing railways, isolating factories, or does coal magically turn into energy teleporting to factories accross the world as soon as it's extracted ? Adding a new resources is a really good opportunity to give some more love and importance to industrial logistics, even if just a little... notably to convoys - them being more important for the industry to run could also make navy more impactful.
Absolutely agree, good point!

Anything that feeds the concept of 'resources war' will make the map (and, therefore, military operations) more interesting.
 
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Uranium would be a resource that probably does not matter at all until ~1942/1943, and it's importance only increase (or even skyrocket) after that date, making it a resource that is completely ignored for the first half of the game. I'm not a fan of adding a resource that could matter only in some runs.
I'm not sure I agree with that. While Uranium did not have real military purposes until 1939, it became improtant before WW2 started when scientist realised its potential, like Einstein wrote in his famous letter to Roosevelt. At the time, Union Minière had over 1000 tons in stock in Olen, Belgium from its Uraniuam mine in Katanga. British and French scientist expressed interest in it, but before anything could be sold, the Germans invaded Belgium and took the Uranium (but didn't accomplish anything with it).

As we all know, another part of the stock made its way to the USA and was used for the Manhattan Project. I already mentioned this in the Dev Diary of the new faction mechanics, but the international cooperation for the Manhattan Project was essential and could be improved on in the game.

If not used as a resouce, could you add some more events relating to Uranium? The fate of the stock in Olen: sold to the French, sold to the Britsh or captured by the German (historical path after the surrender of Belgium or capture of the tile east of Antwerp). Improving the Katanga Mine and using the Uranium for the Manhattan project are already part of the Congo Mission Tree iirc, but not in the Belgian or USA mission tree and it could be expanded for alt-history.
 
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Sounds awesome I play with a mod that makes civilian factories use existing resources in the game and I like the idea of it preventing gross snowballing. HOWEVER it seems to me you can’t trade coal which is unfortunate. I feel like that’s not the best way to go about it, because certain countries would get unfairly capped IMO. While countries like us USA,sov,ger,eng get stronger long run.

Maybe trade laws by resource? I’ve always wanted that (since 2016). Always felt weird to constrict all my other exports over 1 resource being scare
 
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If coal ends up equally tradeable as the rest of resources, AI will run out of IC so quickly.
Also, trading coal makes no sense. You trade away coal, to get factories which need coal… only a few countries will be able to afford that. Needs a bit of a rethink…
 
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Sounds awesome I play with a mod that makes civilian factories use existing resources in the game and I like the idea of it preventing gross snowballing. HOWEVER it seems to me you can’t trade coal which is unfortunate. I feel like that’s not the best way to go about it, because certain countries would get unfairly capped IMO. While countries like us USA,sov,ger,eng get stronger long run.

Maybe trade laws by resource? I’ve always wanted that (since 2016). Always felt weird to constrict all my other exports over 1 resource being scare

Coal is a normally tradable resource.
 
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No oil power plant then?
 
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Adding coal as a resource to the game would be a highly challenging design choice, as this change could shift future confrontations to focus on seizing key industrial regions. Given that Ukraine supplied nearly half of the Soviet Union's coal, would the game potentially reflect scenarios like "Germany capturing Ukraine resulting in a near-halving of overall Soviet industrial capacity"?
 
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Will the economic laws be reworked to make non-militarized options more viable? Right now, Civilian Economy mostly feels like a handicap with no real benefits, while rushing to Early or Partial Mobilization is always the optimal strategy. It would be great if there were more meaningful trade-offs or incentives for staying civilian longer. I don't think an increased or decreased energy demand offsets this imbalance enough.
 
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Currently we are letting Industry in states with Dams or Reactors require less coal.
That seems like a workable solution, but it could be better. If you look at where Hoover Dam sends its power, you’ll see that (today) about half goes to California.

I’m not sure what the best solution is, I appreciate you don’t necessarily want to create sources of energy production apart from coal, as the system you’re currently using doesn’t really work with that set up. The first idea that comes to mind:

Trace out a radius around the location of the dam/reactor, and apply the modifier to factories in the states that fall within that radius. The game should be able to handle that - aerial warfare works with straight line distances.

Also, I just want to say how excited I am to see the economic underpinnings of modern warfare being more fleshed out.
 
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Wow, you chosen to copy paste Black Ice this time. Good job.

EDIT
Okay, but more seriously: it's good you're (finally) trying to establish some limitations to the industry. Hovewer the increased energy consumption with mobilization is not enough. It still relies on that fundamental flawed principle "bigger, more = better", because it will just incentivize players to conquer more lands with coal and we're back to square one. Plus it discriminates over minor nations, which are already tough to play if you don't follow a specific meta.

What you should do is add some cost to mobilization that can't be mitigated by just expanding. For example, make something similar to HoI3, where high mobilization at peace grants debuffs to the economy.
Or take inspiration from Victoria and rework stability, war support, party popularity etc. so that they actually impact the game meaningfully, instead of just making annoying "Strikes!" pop-up that you pay with pp to go away. For example, imagine you mobilize too high, your stability and war support start going down, and if you don't do something to mitigate or slow it down (propaganda, censorship?) civil war or army rebellion starts.
You could make it so low mobilization grants great bonuses in those aspects. It would also make avoiding war for some time sensible, while currently the game incentivizes the player to go and grab as much land and resources as they can asap.
 
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Concept is intresting, but:

Economic Laws:

I dont know why you want to add soft-limit to industrial expansion when we already have hard limit in from of building slots(that I personally found very restrictive).

I understand what you try to do with adding another modifier to economic laws, but it create in current state very wierd situation. If your "Building Energy" will drop after implementing better economic law (for example War Economy) you will produce less military equipment than you would while still having civilian economy. And you only get Consumer goods modifier and building speed for factories in return. I dont think thats a good balance. I would even predict noone will go(apart from coal rich Major Powers) past partial mobilization.

If you want players to not instantly go into Total Mobilisation, or at least for them to reconsider, I would suggest swapping Civilian factories building speed modifier around, so that you get buffs at Civilian Economy but debuffs at "better" Economic laws. And maybe adding some other building modifiers in same way also. And on top of that maybe making new categories of laws where you can put power consumption modifier and maybe something else too. So called "Prodaction Laws" or something.

Just make Civilian Economy specilized in building yourself up, and Total Mobilization specialized in war time production. This way players will have intresting choice when and if to swap.

Power Production:

I expected something more when I heard you are adding power to hoi4. Maybe some new power plant building with state modifiers would be nice(on top of producing power of course)? Right now its just another fuel that you will or will not have. And thats besicly it.

First of all, if you want to add rich gameplay into the game and not another poor mechanic, you have to add possibility to burn oil as power.

Second: You propably should add a way for nations without coal to be able to use its limited resources more efficiently or something. Just because they have small coal consumption at low amount of factories does not mean they will not have problem down the line.

Third: Add a way to turn of all or to set how much factories of each type you want to turn off to preserve power. You might for example pick up during conquest some dockyards that you will not use as you are land power, or you are desperately defending your last scrap of land and those civ factories will really not come in handy at that hour.

Overproduction:

What happens in this case? Can you direct excessive power to your neighbour at price or to your ally for free? Maybe some additional buff? That is not scaling?
 
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Could you please add the ability to give land to liberated/other nations in peace conferences? It would help a lot doing "realistic" things. Also other fun thing would be to make weaker nations able to "steal" land from countries who are having a civil war.
 
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What i will like most about the feature is that i hope it allows to take strategic ressources away through capturing in order to limit the ecomomy. I already liked the fights for rubber uk vs ger and ger vs sov related to oil in romania and kaukasus. If this adds another layer boosting the importance for certain strategic regions affecting the entire xountry its going to be great.