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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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Great Dev Diary, I have a few questions though.

1. Does the amount of planes in the airwing affect your chance of success? Also, is it possible to assign more than the minimum amount of airwings to a raid in order to boost your chances?

2. Are there different requirements for how many airplanes need to be assigned to begin with? Operation Hydra (the bombing of Peenemunde) involved almost 600 aircraft after all.

3. I assume the different chances on the different airwings relate to the strategic bombing stat on those aircraft and not just the type of bomber? Also, does higher air defense reduce losses?

Yes, but as they lower your Command Power Cap you can't do unlimited amounts at the same time.
4. Are there different values depending on the type and method of nuke deployment? I can imagine a ballistic missile requiring less CP than dropping it from an airplane.

5. Which of the special spy operations are going to be replaced by raids? Stuff like Operation Gunnerside and Operation Biting come to mind. Or will those remain spy missions?

6. Do raids also involve naval units, such as submarines to pickup dropped commandos?

7. Are there going to be changes to the special forces doctrines or air doctrines, to give those units an edge in certain kinds of raids?

8. Which parts will come for free and which are part of Götterdämmerung?

And thank you very much for all the work. It looks amazing and I can't wait to play around with this stuff. It looks like there's going to be some good reasons to build strategic bombers finally.
 
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1. Is there anything you can do to actively prevent or at least lower the chances of success of enemy raids? It seems that air supremacy and intel play a role in the odds, so I guess there is that, but are there any other actions you can take to defend yourself? (If it was already stated, sorry if I missed it)
2. What contributes to the "intel" exactly? Is it the same thing as the "intel advantage" of battles? Will scout planes increase that and thus improve the raid's success? I think they should, IMO.

One example of the lingering effects of a nuclear strike:
View attachment 1208487

3. This is certainly more impactful XD. I know you are tweaking the numbers, if I may suggest, what about making the debuff a dynamic one where the values progressively decay over time? Not only it would make sense, but I think it would allow to use of initially stronger debuffs (and therefore more impactful) and with lasting effects that don't cripple forever an area though. It would also be a bit weird to see such a strong debuff suddenly disappear. But maybe it already works as I'm suggesting.
 
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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!)

View attachment 1205867
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.

View attachment 1205868
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.

View attachment 1205869
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.

View attachment 1205872
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.

View attachment 1205877
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.

View attachment 1205881
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.

View attachment 1205882
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.

View attachment 1205884
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.

View attachment 1205885
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

View attachment 1205886
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.

View attachment 1205887
View attachment 1205888
View attachment 1205890
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…



Can y’all bring back the old puerto Rican fascist flag??? Considering it’s the historical one… the flag of the nationalist movement of Puerto Rico of pedro Albizu Campos
 
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From the previous week stream:
View attachment 1208521
Attack on Pearl Harbor incoming... Given how planes can magically move from place to place almost instantly. I have a feeling that it's going to be easy to stomp AI and even player raid attempts. Maybe telling the player that a raid is being prepared but not telling you where would be a bit better.
 
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One example of the lingering effects of a nuclear strike:
View attachment 1208487
Unclear if those maluses are due to the nuclear fallout or due to it being the West Midlands.

Also, for my two pence worth, I'm not sure it's a good idea to tie resistance growth speed to a nuclear weapon. I doubt dropping a nuke would do much to inspire the civilian population to take up arms against the invaders - if anything it should probably provide a -100% buff.... I dunno, HOI does a good job in staying away from these sorts of effects on the civilian population, this is coming a bit close to the line for my taste. Just my opinion.
 
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Hooray for another dev diary. Special raids are part of modern warfare to this day to provide a special advantage, and small pinpoint raids to boost morale like the Doodelberg raids would definitely be a good additional feature.

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.

My question would be how you would know when this is worth it. How do you know that the enemy is preparing a project at one of these experimental facilities and whether the raid will pay off?

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.
Again, for how long and can the damn be rebuilt?
Are these raids worth it?

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.

This is sort of the issue, with all the other things going on during a war, how will you be sure people will even use the raids?

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.

Again, if it takes 2 months to prepare the raid, and it only sets it back a few weeks....
how is this worth it?

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.

And how long would it take for the enemy to revuilt their V3 facilities?


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?

Ok good, as this is more historical, at least in the infancy of the technology.
However, curious what failure would entail in terms of a nuclear strike? Wouldn't the bomb still drop or go off if it fails and the plane is shot down? Could there be a chance of that happening during failure?


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

good. I still imagine however that in terms of the obvious effect of dropping such a bomb on a city, it will remain unrealistic.


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.
Awesome for a historical playthrough.

But Pearl Harbour and the Dolittle Raids would be nice too. Pearl Harbour in a particular way that allows it to happen just as war is declared.
 
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After reading and re-reading the dev diary, I have several questions.

1. Do players have the ability to find, target, and destroy nuclear stockpiles?
2. Let's say Germany captures some British spies. Would that captured spy reveal details of raids or special facilities (type, target, progress, location, etc) that England is planning or has to Germany? Like for example, say a spy leaks the details to a raid that wishes to strike the Peenemuede facility to hamper or spoil Germany's progress developing the nuclear bomb. Would it add a large chance for failure to said raid? If yes, how long would the British player have to wait or what could they do to to improve the success of the raid or mitigate the damage such a leakage would cause?
3. Will this affect naval port strikes? Will players be able to sabotage ports and degrade/ruin their ability to host fleets, which would mess with Naval missions?
4. If one captures an experimental facility with military forces, will they have an option to destroy the facility and the progress made inside it?

Wald
 
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One more question. Can the counter intelligence hinder or even abort a raid?
So if my Agents finds out that enemy is gonna raid my secret doomsday weapon facility. Can my spies sabotage that raid attemps or can i make counter ride by using the intelligense that my spyes gives about enemy raid…

This could make spy game much more important and more interesting!
 
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