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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!)

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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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Any chance that the state of Muntenia gets split in 3 as free update?
Yellow: Muntenia
Red: Ilfov
Blue: Dobrogea
And maybe North Transilvanya split in 2? To represent the Székely Land
This is just a suggestion for a better and balanced geographically representation of this areas
Then make a suggestion post, buddy.
 
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How does spies, spy agencies, intel, counter-intel tie into the raid system, if at all?

During the HOI4 Discord Q&A last friday I asked a similar question and was told that this new system wont replace operations from La Résistance.

I'm afraid to say that this dev diary has only confused me further. Planning a raid against dams or resource fields feels very close conceptually to the current "Sabotage Infrastructure" operation currently in the game, bombing a research facility seems to be rather similar to "Sabotage Industry", and being able to pre-plan raids and stikes before going to war is exactly what "Coordinated Strike" is all about.

The dev diary also mentioned that Special facilites will have a intelegence threshhold that needs to be reached before raids against them can occur, so clarity on the interplay between agencies and raids would be appreciated!
 
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Here are my question for this diary:

1. Is it possible to conduct a non-nuclear raid against a landmark to deprive the enemy country of their bonuses?
2. What does the thermonuclear bomb special project do? Does it increase the potency of all nuclear strikes, or is it a separate type of raid?
3. Can submarines perform nuclear strikes as well? If yes, do I need MtG DLC to add a special module for that, or is there some other way for that?
4. Likewise, can dam strikes and mega gun strikes be performed without the BBA DLC?
5. Which resources can be targeted in a raid? Did content designers or developers have to script all potential targets manually, or is there some mechanic, like all sources that provide more that X amount of a given resource?
 
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.
 
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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
Glad I can finally send Major Kong to perform Wing Attack Plan R.

Is there equipment that can be produced to mitigate these effects? Do they impact neighboring provinces/regions at all?

Is there a special project to create a Cobalt Thorium G doomsday machine and to close the mineshaft gap?
 
Hi there,

Lovely diary.

Regarding the defensive side, can you implement some measures to reduce raid chances ? (fixed anti air, local division garrisonning the facility for example)?
 
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So nuclear strikes are going to be limited to only a few provinces at a time? I do like the required preparation, but it feels rather limiting if we're only going to be able to nuke two targets at a time. I feel like we should at least be able to launch something like five nuclear strikes in succession; I want my sea of radioactive cobalt
 
Usually it means very heavy losses to the unit, and very little, or no, damage to the target
Are they evaluated together or separately? So, is it possible to lose the entire force but still complete the objective (they got shot down on the way home), or fail the objective but take no losses (in and out undetected, but the macguffin was moved to a different location the day before)?
 
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Is the presence of the submarines in this screenshot a coincidence or can we actually launch nukes from subs?
The special projects stream gave us glimpses of projects for conventional ballistic missile and then nuclear ballistic missile submarines (the latter probably requiring the former), so definitely not a coincidence. Be interesting to speculate how they'll function in-game... I guess a bit like how aircraft carriers do, just for ballistic missiles instead of airplanes?
2. What does the thermonuclear bomb special project do? Does it increase the potency of all nuclear strikes, or is it a separate type of raid?
3. Can submarines perform nuclear strikes as well? If yes, do I need MtG DLC to add a special module for that, or is there some other way for that?
I answered the part of about the submarines above, but for the themonukes, if you watch the dev video and pause at 2:34, you'll see that you choose from four different types of nuclear strikes after selecting a nuclear raid: a nuclear strike via bomber, a nuclear strike via missile, a thermonuclear strike via bomber, and a thermonuclear strike via missile. Based on that, the it seems like a more powerful sub-type of a nuclear raid the project unlocks, though what the final difference is in terms of actual effects... well, clearly only the devs know for sure at this stage.

So nuclear strikes are going to be limited to only a few provinces at a time? I do like the required preparation, but it feels rather limiting if we're only going to be able to nuke two targets at a time. I feel like we should at least be able to launch something like five nuclear strikes in succession; I want my sea of radioactive cobalt
Well, within the timeframe of 1945-1950, that does actually make quite a bit of sense as the limitations in early nuclear delivery warheads and delivery method* availability meant that strikes would be a bit limited. Once you move into the early 50s, however, the technology of weapons production and delivery had developed a fair bit more to permit mass delivery and what we've seen of the special projects move into stuff that goes into the late-1950s.

*Even early nuclear bombers were extremely specialized variants of strategic bombers until weapons designed to fit the aircraft (and not the other way around) were developed.
 
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During the HOI4 Discord Q&A last friday I asked a similar question and was told that this new system wont replace operations from La Résistance.
Thank you for telling me!

However, I wasn't expecting changes to spy operations. My question was aimed towards intel having some influence on success chances, and having good intel on your enemy providing you with notifications that something is coming for this or that facility. Even without special operations, it would provide an incentive to always infiltrate the enemy.
 
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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.
Personally, state level effects for nuclear attacks should be more based on how saturated the state are by nuclear attacks rather than a single nuclear device, effectively creating a wasteland over all of Texas or something. This is more of an issue of provinces not being modeled and states being inconsistently sized more than anything else though. I also think that recovery in stages would be more appropriate for all sorts of raid-state effects rather than all of the damage from dams and nuclear strikes disappearing overnight.
 
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Is the Doolittle Raid going to be represented? Can we recreate the attack on Pearl Harbor or similar surprise port strikes?

More importantly, is the AI actually going to execute raids or is this going to be a player only thing like paradrops currently are?
 
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