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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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Are La Resistance's intelligence operations changing due to the raids being added in the next expansion? Since some of them are targeting resources/infrastructure in raid-style operations etc.

EDIT: Will there be any content for Dieppe Raid aka Operation Jubilee? (Mini trial run of d-day in 1942)
 
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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.)
 
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Will we have the tools to do the following with modding?

Can we set an intelligence requirement to unlock certain raid opportunities? Example - 50% army intel = know location of 50% of army research centers, 100% = all known.

Are raid targets dynamic? Example - building a refinery in any state marks it as eligible for refinery raids

Are raids available by land air and sea? Example - coastal facilties/targets can be raided by marine commandos, in land facilities can be air raided, or have commandos air dropped on them, or raided by partisans rather than air dropped commandos (balance not withstanding)

Can raids set decaying state modifiers? Example - Raids in the Ruhr making factories in this state need more resources than normal (sabotage), apply factory output, construction speed, or resource mining penalties?

Building off the last, is it possible for raids to affect MIOs? Example - raiding a whatever represents the MIO's headquarters (say the country capital) causes the MIO to have a temporary debuff such as reliability or factory output. Could be a cleaner way of doing the above

Can raids affect characters? Example - capturing or rescuing a scientist (bohr), assassinating or wounding a general or political advisor

Can raids affect divisions in a target state? Example - A raid which deals direct strength (preferably an equipment preset) to a type of division. Such as raids against armored divisions blowing up some tanks, blowing up fuel stockpiles resulting in a temporarily fuel capacity penalty and loss of X% of fuel in the division.

Can raids steal breakthrough progress? Wonder weapons/research facilities sound immune to blueprint stealing. Example - rather than destroying a facility, commandos could attack the facility with the purpose of stealing breakthroughs or breakthrough points.

With the above in mind, could that be paired with high intel to unlock infiltration missions instead? Example - Germans/Soviets with high spy infiltration can raid the USA's nuclear program. An ongoing raid that leaches breakthrough progress to the Germans/Soviets nuclear techs.
 
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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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Even though the diary only shows air raids, I'm still hoping amphibious or raids via land will also be included.

There's so many great examples: the raids by Italian divers on ports (sinking two British battleships in Alexandria in 1941), commando raids on 'Fortress Europa', raids by the Long Range Desert Group in Northern Africa, attacks by the British fleet on the French fleet to avoid them joining the Axis (operation Catapult)....
 
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So Nukes apply a state level debuff, do the bigger ones also apply a surrender limit debuff perhaps?
 
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Will transportation of nuclear weapons be a factor? Currently it doesn't make much sense that you can nuke anywhere in the world as long as any strat bomber is in range, it would be cool to have to stealthily move your bombs to where they need to be over rail or sea without the enemy intercepting or destroying them.
 
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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…



Is the doolittle raid represented?
 
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I would say with the Raids and pre-existing Operations/Missions features a lot of the interesting and secret missions of WW2 could be added to the game. There are probably hundreds of them. There's a lot of books and videos about them. Even as a minor DLC. I think it would sell well.
 
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.

Very interesting. So now I have to decide: either spies for missions and operations or counter-espionage to prevent the enemy's operations or make them very expensive. So now to get warnings that a raid is running against me. Looks for me that counterspy become even more important and that England and Russian ai get a strong advantage. Does the warning work like an invasion or do I have to access it via the enemy country's spy website from where I have to search the world map like I do at the moment when I want to find out in which province the enemy is currently construct which buildings.

When we get a real message can we get the same when spys was killed also? I ask for my spy chef. He always only receives the information 30 days after someone of his spys has been murdered, as opposed to being taken prisoner.
 
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Does the raids mechanic limit the normal way paratroopers are used? Do paratrooper cheese strats still work, or will a massive paradrop now require interacting with the raids system?

If we're being honest I wouldn't mind if paratroopers were removed as on-map units completely and reconceptualized as on-demand assets for very special tasks (which they historically kind of were). Seems fitting to nerf them considering tactical nukes are nerfed.
 
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