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Developer Diary | Raids



Hi, Thomas here talking about game mechanics again.

I work as Design Manager and Design Lead on Hearts of Iron. Today we are looking at another of the new features that comes with Götterdämmerung, namely Raids. The normal caveats apply, everything you see here is subject to change, especially visual details as some are awaiting final art touches at the time of writing, and other things, such as balancing and tweaking are ongoing. But you probably know the drill by now.

The Raids feature allows you to plan and execute targeted strikes on enemy installations, or perform unique missions of various kinds. Whereas strategic bombing targets enemy industry and infrastructure in a general way, Raids are pinpoint strikes against very specific targets that usually require months of preparation. Targets can vary, but the general goal of a raid is to inflict strategic damage to your opponent that will hamper their war machine for an extended period of time.

Perhaps one of the most important functions of the raids is that you can use them to target enemy experimental facilities in order to disrupt their special projects. Once you know the location of a facility, you can start planning a raid to damage it, and inflict a setback to the ongoing project there. A successful strike not only damages the facility, slowing research down until repaired, but can also damage equipment etc. and set the progress back by weeks or even months.

The feature also allows you to replicate things such as Operation Chastise, more commonly known as the Dambusters Raid. You can develop the Barnes Wallis' bouncing bomb, and then target an enemy dam with one of your raids. A successful strike not only knocks the hydroelectric power plant out, it also floods the region, hindering enemy troop movement.

Or, if you want to take that concept even further, you can try to blow up the canal locks in the Panama Canal, to stop enemy ships crossing from the Pacific to the Atlantic Ocean. But you will probably need a very long range bomber for that - unless you start in Central America of course…

Let's take a look at how to work with the raids:

Setting up a raid
The main interaction point for the raids feature is the map. You see potential targets on the map and when you hover them you get more details about them.

When you click the target icon, you start setting up a raid against that target. Some targets might have more than one viable raid type, in which case you first decide what top target with this particular raid. What do you want to strike, the Reichstag, or the experimental nuclear facility in Potsdam? (Just an example, right. Germany does not start with a secret nuclear lab, Promise!)

raids_1.png

Deciding on a target for a Raid in Northern Germany

After having selected your target, you need to find a unit to perform the raid, be it paratroopers, an air wing, or whatever is required by the raid. You can do this from the map as well, or you can select from a list of units that is displayed at this stage. Various factors affect how good a unit is at executing a raid, but the most important one is usually how experienced it is. The more experience, the better the chances of getting a really good result. But again, other things apply as well.

raids_2.png

Time to choose the airwing

The last thing you need to select is from where to launch the raid. If it is an air wing you need to pick an airfield within range of the target. Once you have made these choices, the selected team is ready to start preparing for the raid.

raids_3.png

Let’s launch from a safe place


Assembling and preparing
You can’t launch the raid immediately. The unit must travel to the starting location if not already there. Usually there are other requirements as well. It might require extra equipment of some kind. (Common examples being convoys, transport planes, infantry equipment, or even nuclear bombs…)

Once everything is in place, the unit can start preparing. Equipping the right type of bombs, undergoing special training, and so on. The amount of time needed depends on the raid type.

Once preparation is complete, you can launch the raid whenever you choose to - as long as the launch criteria are met. What does that mean? Well, some raids can be prepared in peace time for example, but can’t be launched unless a war is ongoing.

raids_4.png

It’s going to take some time, but hopefully it will be worth it

But what if I don’t want to sit and monitor whether a raid is ready to be launched? First of all, you get an alert when a raid finishes preparation, so you don’t really have to monitor it that closely. Second, if you feel that it is not necessary to time it exactly you can select auto launch instead. When you do that you get the option to only launch when your chance of a successful raid is at least at a certain level.

Launching and Success
As said above, the raid can be launched either manually or automatically. Or if you prefer, you can launch all prepared raids at the same time with the press of a single (red) button.

Once launched you will see a 3d model travel to the target, executing its orders. And when it strikes you get a report of the outcome.

raids_5.png

Getting there

A raid will not automatically be successful. There are a number of factors that come into play when executing a raid. Some depend on the unit itself (experience for example), others on specific conditions, such as for example air superiority, and others again on what the enemy does and how they have set up their defenses. You see a general indication of your chances on the raids display, and when you hover the display you get a more detailed breakdown in the tooltip. As a defender you do various things to decrease the chances of a successful raid. If it is an air strike you can add Anti Air and you can try to gain air superiority, for example.

raids_6.png

Our chances aren’t super high, maybe time to do something about it

There is one further lever you can pull. By increasing the risk taking of the unit you can increase the chance, but if they don’t succeed they run a higher risk of taking severe losses. And vice versa, you can lower the risk taking, and thereby minimizing the risk for a disastrous outcome, but also somewhat lowering the chance of a very positive outcome.

raids_7.png

It worked flawlessly


Cost
Starting a raid is a bit of an investment. Especially in time, as the unit involved will be unavailable for quite some time. In addition, additional equipment is sometimes needed, forcing you to have it in your stockpile. Finally, there is a Command power cost to raids, lowering your max cap while preparing and executing.

raids_8.png

We’ve allocated 25 to this, but we still have plenty to go


Filtering
Together with the map mode selection UI, you have a new section with raid filters. This allows you to hide and display your raid targets and raids depending on your preferences. If you are only interested in displaying Air Raid targets for example, you can hide other categories. Or if you want to hide them all in the Land/Sea/Air map mode, you can do so, and only access them through the raids map mode.

Types of raids
There are a few different types of raids to choose from in Götterdämmerung, some of which I will talk a bit about below:

As mentioned in the beginning, you can for example do a strike against an enemy experimental facility - much like the historical raids on Penemünde. This will, if successful, cause damage to the facility; making it slower, and you can set the actual project work back by a number of weeks or even months, buying you more time to defeat your enemies.

If you do the Bouncing Bomb special project first, you can strike an enemy dam. Dams are a new building that we have added. They apply state level bonuses, and thus are useful for boosting your industry, but of course they can be a bit of a liability if your enemy comes up with a way of destroying them. You can’t build dams per se, instead you get a few starting ones, and then certain countries can get more through their focus trees where appropriate.

Additionally, if you have developed the bouncing bomb, you can do lock strikes. There are two major locks represented in the game, Panama and Kiel. Blowing up one of these will stop naval traffic through the canals. And no, there are no locks or anything you can blow up in Suez… Sorry… It’s just a flat stretch of water through sand…

Raids can be used as counters to enemy super weapons as well. If your enemy develops the V3 mega gun project, you can use your earthshaker bombs to target and destroy them.

Another thing you can do is to try to strike at your enemy’s resources. For example, you can try to target the Ploiești oil fields, as was done by the USA in Operation Tidal Wave. A successful strike here will lower the oil output from Romania for quite some time, thus hampering the German (and Romanian) war machine.

raids_9.png

Hampering the German access to oil

A somewhat different type of raids are nuclear strikes. Yes, nuclear strikes are now planned in advance and you need to designate a unit to drop the bomb, you no longer just press a button in the state and province view. The nuclear raids work very similarly to other raids, with one major exception. Instead of having one or more set targets, the UI lets you select any province when planning a nuclear strike - as long as they can be reached. You can plan strikes against neutral countries, but you can’t launch unless at war, and you cannot target your allies - they wouldn’t be your allies if you could, right?

In addition to the initial destruction caused by nuclear bombs, they also now have some lingering effects, making them a bit more devastating than they used to be for the country getting nukes dropped on them

raids_10.png

Selecting a place to bomb


Custom Raids
Not all raids are available to everyone. In order to make raids even more flavourful, we have also added a few custom raids; such as the German Eben Emael raid where Germany had spent a vast amount of money and resources on preparing for a combined paratrooper and glider attack on the Belgian border fortress - having their soldiers train on every step of the attack beforehand. Or as the UK, you can replicate the British bombing of Berlin during the early stages of the war (this was, and is in game, mainly a morale booster). We have also included some of the more odd but rather flavorful raids, such as Operation Jericho where the UK tried to free French resistance fighters by blowing up a prison using Mosquito fighter bombers.

raids_11.png

raids_12.png

raids_13.png

Chinese Bombers enroute to Japan - but wait what are they dropping?

That's all for this Developer Diary, we hope you enjoyed it. Stay tuned, more Götterdämmerung content will be arriving on Wednesday where we will be talking about Belgium and neutrality. Surely Belgium can manage to stay out of the war this time…



 
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Reserved for Developer Replies~

chak do be late on tallying up dev replies, but they're done now my bad!

Wrongwraith replies;

So you don't have to have air superiority to perform raids?
No, but it helps...
So it affects you chance of completing a raid successfully.
I'm guessing we can't commit nuclear armageddon do late-game nuclear carpet bombing anymore with this system?
It takes more pre planning, but will look cooler when executed...
(although, no, you probably need too much command power to pull a total armageddon off...)
Very excited to see the nuke raids, the current nuclear carpet bombing of the enemy front line is kinda silly. Will nukes become hard to come by now, so it is a major setback if the nuclear raid fails and the bomb doesn't find its target?
Harder at least. They require a bit more effort.

How will nuclear attacks work after the ICBM project is unlocked?
Like this?

Missiles.png


So can national icons (Big Ben etc) be damaged by nukes or not? Some dev reply earlier told us to wait for the Raids DD for more on Nukes-effects...
Does this count?
London.png

How we can see potential targets on the map? (I don't talk about ui but about "targets" that we can raids)
We will see all of them from beginning or we need to do something more?
Depends on the target type, some need to be detected - like the Experimental Facilities - and that requires Intel. Spy operations in the area helps as well.

Can you plan and execute multiple raids at once?
Yes, but as they lower your Command Power Cap you can't do unlimited amounts at the same time.
Hallo, ich habe eine Frage an die Entwickler, ob das hier möglich ist. Werden auch andere Fokusbäume aus anderen Ländern durch die Hinzufügung von Dämmen überarbeitet?
There are Dams in some other Focus Trees as well, yes.
----------------------------------------------------------------

One example of the lingering effects of a nuclear strike:

Nuclear Fallout.png

This looks rather lovely. Is operation Chariot (blowing up the drydock at St Nazaire) represented? Understandable if not, it would be difficult with the way ports and dockyards are implemented already. I'm also wondering about non-facility raids - capturing intel from U-571 Dieppe, rescuing Mussolini or kidnapping Horthy Jr, that kind of thing. One last question - in the UI, what's the "Disabled" dropdown element in the bottom left? Is it for selecting what chance of success will allow auto-launch to trigger?
Regarding operation Chariot; as you yourself suggest, it wouldn't really work that well, so we decided against including it.

No, we don't have any kidnapping raids or similar.

Yes, you can set the "minimum chance" for the auto launch option if you want. So that the raid isn't launched unless the situation is favorable enough.
So all of Kyushu will suffer these maluses if you nuke Nagasaki? I guess it makes sense for gameplay purposes in breaking into a state, but it seems excessive for a early nuclear device. Especially if using one would suddenly irradiate a thousand miles of Siberian or all of New Mexico for instance.
The state level ones yes, but please note that values are being tweaked as we speak, and the screenshots aren't always the latest version, I just wanted to show the general type of effects.
What would a raid failure look like? Especially a critical failure.
Usually it means very heavy losses to the unit, and very little, or no, damage to the target
Will there be a method for nations on the receiving end of raids to actively mitigate the effects? Say if you have enough intel on an opposing nation, you can be forewarned and establish more defenses in the area, or perhaps be able to pre-emptively strike / capture the staging location to put an end to the raid's preparation.

My main concern here being that this new mechanic may end up in a state similar to the spy system, where you have to rely on passive modifiers and have no real means of actively countering the various operations the enemy has performed. (Example being that you are able to hunt down infiltrators or root out collaborators to reduce colab gov. progress, things like that.)
Your intel on your enemy determines how much advance warning you get. And you can deploy fighters, state AA, etc to reduce the effectiveness of the raid.
 
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Ooh, blowing up the Reichstag sounds interesting!

But I notice when you discuss types of raids, you discussed canals, dams, and experimental facilities. So what kind of raid would an attack on Berlin be?

Would it be focused around enemy capitals? Enemy VPs in general? Or tiles with particular historical sites?

Can Mexico do a raid to symbolically strike, say the Alamo or other sites historically associated with their struggle with Texan separatists and the United States, for example? Can you do a strike specifically on the Eiffel Tower or Big Ben (it already gets destroyed in the Fall of London news event, after all!).
 
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Nearly 3 months is quite a long prep time for a raid. Do all the raids take that long, or are there some raids that require significantly less time? Also, do some of the raids require civilian factories during the preparations like certain spy agency missions?
 
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That's all for this Developer Diary, we hope you enjoyed it. Stay tuned, more Götterdämmerung content will be arriving next week where we will be talking about Belgium and neutrality. Surely Belgium can manage to stay out of the war this time…​
What? Next week? Not in 2 days?
 
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Very nice to see the Eben-Emael raid included. If Germany had not prepared so extensively, the Fort would not have been taken one the first day and the bridges it defended would not have been available to the Germany. Not saying it would've changed the outcome of the war, but it would've slowed down the Germans significantly.
 
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I'm guessing we can't commit nuclear armageddon do late-game nuclear carpet bombing anymore with this system?
It takes more pre planning, but will look cooler when executed...
(although, no, you probably need too much command power to pull a total armageddon off...)
 
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Very excited to see the nuke raids, the current nuclear carpet bombing of the enemy front line is kinda silly. Will nukes become hard to come by now, so it is a major setback if the nuclear raid fails and the bomb doesn't find its target? Or is the "wasted" preparation time the major loss?

Will paratroopers be required regularly enough for raids that it's worth having them even if you don't do normal paradrops? If yes and the AI does paratrooper raids, that's a nice boost to immersion.
 
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