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Developer Diary | Post-Release

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Greetings all,

Today we’ll be casting an analytical eye over the release of BBA, what players have been up to, and what the immediate plans are going forward.

It wouldn’t be a traditional post-release diary without looking at what the player-base at large have been getting up to since BBA was launched.
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As you’d expect, Italy has been at the forefront of game sessions since BBA released. We were not expecting quite this level of interest however! 45% of 15+ hour accumulated game sessions were played on the Italian tree. By comparison, at the same period after launch, the Soviet Union accounted for 39% of similar length game sessions. Germany (purple) continues to be a popular choice.

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Ethiopia has shot into the first place in terms of minor nations. As expected, Ethiopian game sessions tend to last a shorter time; a combination of losing, having reached player-set goals earlier, and a lot of restarts to maximize efficiency.

We’re seeing fewer players rolling back to previous versions in order to play TC mods than we usually expect during a post-release period.

Everyone’s favorite targets to nuke remain broadly unchanged from previous releases (major capitals). The one new target country in the list is… Mexico, for some reason. Turkey’s nuclear industry has seen an upswing, being responsible for 4% of nuclear weapons created and launched.

2% of games are using the newly released Japanese localization!

There’s been a noticeable increase in players using normal (64%) rather than easy (10%) or very easy (25% ) difficulty since BBA released. 0.74% of games are played on hard difficulty, and 1.10% on very hard. Prior to release, 28% of games used very easy, with 12% on easy.


BBA Launch and Reception

An enormous number of fans are playing the game and we’ve hit several new records compared to NSB and previous releases. This said, BBA has been an unusual release. In comparison to the points above, we’ve also seen some dissatisfaction and confusion over certain mechanics. Combined with the excellent and consistent player numbers, this contributes to some difficulty in interpreting the situation. This said, we clearly don’t intend to handwave away feedback simply because it does not appear wholly representative.g

Thus, it can be difficult to ‘read the room’ on the key pain points that an entire community defines - what may seem obvious to one player is not always the same for others, and the vocabulary users exercise to express themselves over an issue often differs. It is also worth noting that compared to previous releases, the number of reported issues is actually lower in BBA - we’re still working on how to interpret this dissonance.

Peace conferences have by far been the most frequent talking point amongst the community. After a deep dive, it is clear that there are three main narrative detractors:
  • Genuine bugs (ie: behavior we consider not to be ‘working as designed’)
  • Confusion over the rules in the new system
  • Disagreement with the direction of the new implementation of peace conferences
The majority of legitimate bugs we’ve identified here are to do with AI behavior. This is something we consider a known issue, and are iterating on improving this. We’ve made some fixes in the last few patches, and we have some wider-ranging changes coming soon.

In terms of confusion over the new system, this is something we have some longer-term desire to improve. A lot of changes were made to core systems in BBA, for which players had already established a sense of mastery and habit. This extends to both peace conferences and the air system. In retrospect, changing these habits could have been accompanied with clearer onboarding for the new expectations. That’s on me, and we’ll have this in mind for future developments.

One of the major misunderstandings we’re seeing in the wild is to do with ending bidding. Players who are used to the old behavior are ending their participation with bids selected, expecting to be granted the territory they’ve bidded upon. In reality, there is nothing stopping the AI or other players from contesting these bids, now without the risk of being re-contested. We’re considering mitigation for this behavior.

Disagreement with the direction of the new peace conference system is a more nuanced debate, but one which we feel is primarily influenced by the previous two points. On one hand, we have a sizable cadre of players who enjoy the more adversarial nature of the conferences, and on the other hand, there are a range of opinions on how effective this turned out to be.

There are several commonly occurring conference comments worth mentioning:

  • Defeated major nations remaining ‘alive’ at the end of huge peace conferences is not intended to be a normal occurrence.

  • ‘Bordergore’ from the AI is worse than intended in certain situations - primarily ahistorical PCs involving multiple different-ideology factions.

  • ‘Bordergore’ created by players is a valid use of the peace conference system. While there are many legitimate concerns over how the AI is acting in some cases, we don’t consider it to be a failure of the system to allow the player to balkanize areas of the map if they so choose.

  • Limited points is a solution we are confident in as a necessity to drive a more adversarial conference system. It does, however, require a strong understanding of how bid conflicts are expected to work, and we can do better at telegraphing this in a conference situation. Passing turns for infinite points will not be making a return.

  • It is sometimes impossible to fully annex faraway war participants in smaller wars. This was somewhat intended, however the results of the balance around this are not something we consider satisfactory. There will be changes here.

  • Subjects and minor nations causing ‘trouble’ have generated some friction. We’ve addressed this in the short term with some balance, however we may look into game rules and/or options to allow the player to customize the nature of peace conference resolutions. This is not as trivial as it might sound. While the intended narrative of conferences was always intended to be an adversarial conflict between ideological/major actors in an immediate post-war scenario, many players enjoy having more control over the endgame - as evidenced by the popularity of mods such as Player Led Peace Conferences. Supporting this behavior for mods is something we fully intend to do, and there are some steps we can take to make this easier.

On the subject of the air system and plane designer, we’ll be working on some improvements to the flavor elements that were somewhat lost during the transition to the new designer interface, as well as tackling bugs as we see them. There’s been a lot of guesswork from the community over what the ‘air combat formula’ is - much of which has resulted in erroneous conclusions. We’ll be making sure that the relevant parts of this are more clearly communicated; either in-game or through the wiki for those who want a deeper dive into the numbers.

We’ve now released two patches for BBA which address many of the most frequently occurring problems. We have more bugfix patches planned in the short term (likely next week for our next iteration), as well as a patch scheduled slightly more distantly with some more impactful changes.

In addition to the above, we will be continuing with the practice of monthly recurring patches throughout the BBA lifecycle - as indicated previously, we recognize the importance of ongoing maintenance for HoI.

All in all, many of you are continuing to find great enjoyment in BBA, and we fully intend to keep working on the key areas that some of you feel don’t meet your standards.
 

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On my 2nd BBA game (solo Japan), after numerous carrier battles have resulted in ZERO damage to one either side from their many airwings I have stopped playing HOI4 today. I consider it a waste of hard disc space until fixed. And I have many 1000's of hours playing all aspects of this series. Very disappointed. Also think other aspects of the air war need tweaked, some of my air wings never reinforce despite all attempts and me having to look up every aircraft historically to type in the correct design is tedious. One aspect that's much better is the naval OOB seems much more historical and the ship design tree is great.
 
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Haven't picked up BBA yet, but it seems solid overall. Good that you are communicating what bugs/issues are known and are being worked on.
 
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Btw, minor QoL request: you can now create air wing "divisions", but if you click the "add air wing" button the new air wings will automatically be added to the "unassigned" group. I think that if I select an "air division" and click add air wing, it should automatically add those to that group.
 
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This all spunds really good, I dont want to detract from that, though there is something missing I wanted to hear and you guys somewhat promised now nearly a year ago (unless I totally misremember if tahts the case I apologise):

Updating older DLC focus trees. (aka a HOI castellan project from stellaris)

Now I understand we shouldnt expect a huge amount of content at once, or even full revamps of stuff liek canada and so on, but the older focus trees really need an update, hell even germany needs a bit of an upgrade in comparisson to the newer ones, japan, france and britain too (though japan does need it the most).
But can you comment about wether or not we can expect anything in that direction? Like a small addition or small revamp for one nation per update cycle would be great, something like stellaris with updates every three months with just one larger rework would also be great. Especially small stuff for better focus tree integration and interaction woudl eb awesome, stuff like a small canadian hidden tree that unlocks if britain goes communist, a small indian tree if they just get their freedome for free or whatever.

I really just wnat to hear something about taht stuff to be honest, as this is my biggest problem with HOI at the moment, the odler nations often feel so much worse than the newer ones in terms of Focus tree quality that its just not fun to play them.

Again thanks for the support for the game, but I really want to know wether we will see anything like that for HOI in the near future-
 
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Dev
As I said in another thread about peace conferences, I personally wish to be able to give lands to nations created/puppeted/released during the peace conference (currently you can only give land to countries that existed before the peace conference). This is how it worked before and since you can give lands to other nations, I don't see why you shouldn't be able to do the same for newly created nations. Not being able to this fundamentally prevent us from "painting the map" as we like.

Also, not sure if it's worth a proper bug report, but there are two missing strings for SWI_fly_over_the_mountains_desc and large_plane_airframe_design_cost_factor.
Dev commented elsewhere that countries created during the conference are imable to recoeve non core lands due to technical limitations in the code.
 
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Will you be rebalancing the way the italian civil war works, it feels kinda stupid with mussolini being ousted and Italy plunged into civil war while having 100% stability, 100% war support and all core territory under control. Maybe add more things to fight the balance of power mechanic.
 
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Things I want to see badly with air designer and wings:

1. Take out presets from focuses, give them with tech instead. Or at least put good ones into focuses, not basic stuff you can do with dozen exp points.
2. Turn in auto-naming, pretty please. And I would be really happy for auto-picking appropriate image and picture. Currently it just picks default ones for nation from base game.
3. Clear out some mess in air designer. Like, allow for medium frame naval bombers at very least.
4. Please, allow for stacking planes with different missions, that thing is really killing me. I think it can be solved with some button "reinforce regardless of available missions". So if this type of plane has, say, port strike, It will get reinforced with any planes of this frame/type, but you will lose access to port strike if they don't have it.. Only missions shared between all planes in wing, basically,

Oh, and Italian events dealing with Ethopia post-war are still bugged as hell, especially puppet events.

Huh, auto-naming is promised in beta. Will check that out.

Yeah. works fine now. If only it head image/model auto-picking :rolleyes:
 
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Actually I like the new peace conf: 1. You can get a navy as even a minor nation 2. You don't get stitched up by the AI taking your key states - just bid again 3. I now get war score for fighting and killing enemies not just for getting my own guys killed and 4. Its more realistic. Not sure about scout planes - I think you can't make small airframe ones (I may be missing something). Medium airframes for scouts is too expensive to be worth it. You can put cameras on small planes as multi roles, but then they have to operate as a wing size of 100 = too much. Small scout planes please ? However, overall very happy with BBA - thanks Guys. MMM
 
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Maybe add a value next to stability or maybe a warning like when you have mils that are not assigned that tells you that the balance of power is changing, there should be a quicker way to check where the balance of power is at at a glance.
I like this idea a lot. Info in the main screen that show balance of power, maybe even number. 0 if the balance is in the middle +10 in the extreme right, -10 at the extreme left or something like that. Or mini bar that shows the direction of the balance.
I think that many people don´t go to look the balance until it is too late! There are many ways you can react, by using political power, but if you don´t know that you need to react, then it can cause frustration.
 
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I have skimmed through the discussion concerning peace conferences, but I have not found anything on this more general topic.

What always struck me throughout the history of Hoi4 was that there never was an individual peace conference with a country after it has been defeated. Peace conferences always occur only, after the whole faction has been overthrown.

To use a few historical examples:
1) Germany wins against Poland. Shouldn't there be 'a sort of peace conference' for Germany to decide what to do with the country, such as for annexing all, some states, forming the Generalgouvernement (puppet), or (non-historically) making them an Ally, demilitarizing them, etc.? Provided Poland is part of the Allied faction, Germany would not have to wait until all Allied countries are beat to make that decision. If Germany gets beat, the Allies of course could come up with their own plan for Poland.
2) Germany beat Russia in WWI and the peace treaty of Brest Litowsk was established. Of course it did not last long after Germany surrendered.

In short, why can't peace conferences tied to countries instead of factions/war theaters? Is there a limitation in programming this?


EDIT: Don't get me wrong. Overall, I am a Hoi4 addict, so to speak. The game and how it has been designed is great, especially with the scope and options it offers. This was just a feature that I always wondered about why it wasn't implemented more historically.
 
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The problem with a new peace conference system is in newly forming countries. As an example I defeated a germany as USSR and making a new poland puppet on a peace conference, but i can make a puppet poland only on its cores, but cant give a non-core land to a newly formed country (east germany lands to poland as it was IRL).
This was possible before so please paradox fix it.
 
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The problem with a new peace conference system is in newly forming countries. As an example I defeated a germany as USSR and making a new poland puppet on a peace conference, but i can make a puppet poland only on its cores, but cant give a non-core land to a newly formed country (east germany lands to poland as it was IRL).
This was possible before so please paradox fix it.
This is something that most likely can't be "fixed":
You can award other countries territory. There are some limitations on puppets that were created during a peace conference for technical reasons, but outside of that things should function similarly.
Puppets you make during conferences will be able to receive any of their core territories. It was basically a choice between this or not having multi-puppets. We'll carry on iterating, but I doubt this one will change.
 
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South Tyrol isn't correctly portrayed as an occupied territory affected by resistance but instead as core state despite the vast majority German population, the famous South Tyrolian resistance(which eventually forced the colonizers to grant South Tyrol autonomy) and Greater German stance of the population...
You're doing this for the other italian colonies, most notably Zadar/Zara despite more than 70% of the population being italian, why not this one??

It's not even shown in the occupied territories tab as releasable.
And neither Austria nor Germany have it even as their own core.
Please fix this in the next patch.
 
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I love the new dynamic puppet names along with all of the other little roleplay differences added like dynamic battleplans. However, it appears that puppets now always end up with the default focus tree. Maybe there is a way that it can be coded to have that flavor but still keep the unique focus trees? Either starting down the path of whatever ideology the master nation is or like halfway progressed down the tree within that ideology group. I know there's the issue of multiple puppets so like maybe player prioritization over the ai or perhaps whomever creates the largest puppet, that puppet would be the "legitimate" satellite nation. I also would love to see more interactions available with puppet/master roles. And please can we get some better form of puppeteering from democratic nations?
 
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I love the new dynamic puppet names along with all of the other little roleplay differences added like dynamic battleplans. However, it appears that puppets now always end up with the default focus tree. Maybe there is a way that it can be coded to have that flavor but still keep the unique focus trees? Either starting down the path of whatever ideology the master nation is or like halfway progressed down the tree within that ideology group. I know there's the issue of multiple puppets so like maybe player prioritization over the ai or perhaps whomever creates the largest puppet, that puppet would be the "legitimate" satellite nation. I also would love to see more interactions available with puppet/master roles. And please can we get some better form of puppeteering from democratic nations?
Maybe there could be a special "puppet tree" shared by all puppet countries, based on the ones for Manchukuo and Vichy?
 
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