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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

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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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I don't know about that, I think we saw the ICBM's launches from subs, and as Pearl Harber is a naval base on land, we could bomb the base and we would just do some naval and/or air units for the job. The real question is, Will they require the AI and/or the player to have ships posted at Pearl Harbor?

Edit: Also if we target a naval base, If we can destroy ships or just damage the naval base?

They've mentioned that you use the intel interface to know what is available. It could simply be that to do a port raid, you're basically guessing at what you're hitting based on your intel

And it definitely shoudln't be limited to Pearl and Carriers. Operation Catapult seems prime as something that this system can do
 
Perhaps another Dev Diary is in order to answer the many question regarding this very interesting new feature? Not saying it was a bad Dev Diary, but there are a lot of things that could be considered a raid so maybe it should be clarified what this new mechanic is and isn't?
 
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Perhaps another Dev Diary is in order to answer the many question regarding this very interesting new feature? Not saying it was a bad Dev Diary, but there are a lot of things that could be considered a raid so maybe it should be clarified what this new mechanic is and isn't?

There are a few features in both the nuclear and raid dev diaries that seem...less explained than other DDs

It's appropriate that the "secret project" DLC has quite a few secrets, but it does mean it's more difficult to know what we're getting into

That being said, even what they've shown off is good enough for me to be getting it. I just hope we can see more information to fully understand the system

Maybe the modding Dev Diary will have more information
 
They've mentioned that you use the intel interface to know what is available. It could simply be that to do a port raid, you're basically guessing at what you're hitting based on your intel

And it definitely shoudln't be limited to Pearl and Carriers. Operation Catapult seems prime as something that this system can do
Agreed, The British Did this several times during the war.
 
Pearl harbor was deconfirmed as a raid target in today's livestream.

an odd omission, I would think a planned attempt to destroy the US fleet which took months of preparation and training to execute was more important then say the Ploiesti oil field raids (which didnt do too well IRL)

the devs in the stream said the reason why there is no raid is because most of the raids are supposed to be useable by everyone, and that the attack on pearl harbor is already represented by other systems (like the espionage operation Coordinated Strike) or just port strikes in general, which I disagree with, but alas they've made their design choices.
 
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Pearl harbor was deconfirmed as a raid target in today's livestream.

an odd omission, I would think a planned attempt to destroy the US fleet which took months of preparation and training to execute was more important then say the Ploiesti oil field raids (which didnt do too well IRL)

the devs in the stream said the reason why there is no raid is because most of the raids are supposed to be useable by everyone, and that the attack on pearl harbor is already represented by other systems (like the espionage operation Coordinated Strike) or just port strikes in general, which I disagree with, but alas they've made their design choices.

Not to mention Coordinated Strike is currently bugged (as in doesn't actually run the port strike)

Not to mention port raids are things many nations did. Judgement (Taranto), Catapult (Mers el Kebir), and Tungsten (Tirpitz) come immediately to mind as major operations that took massive amounts of planning and weren't just attacks of opportunity the way port strikes are, carried out by the British. Leading to the idea that anyone with enough guts to get ships (or special forces) close enough to an enemy port for long enough should be able to give it a try

Hopefully the modders can fix this oversight
 
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I can give you the real reason. It was 100 percent discussed and as the next addin q4 2025 will be pacific war, naval rework and japan tree it was decided to include more complex ship raid mechanic alongside the naval rework.
We will get a much better pearl harborish mechanic in 2025!
 
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Not to mention Coordinated Strike is currently bugged (as in doesn't actually run the port strike)

Not to mention port raids are things many nations did. Judgement (Taranto), Catapult (Mars el Kebir), and Tungsten (Tirpitz) come immediately to mind as major operations that took massive amounts of planning and weren't just attacks of opportunity the way port strikes are, carried out by the British. Leading to the idea that anyone with enough guts to get ships (or special forces) close enough to an enemy port for long enough should be able to give it a try

Hopefully the modders can fix this oversight
I recently tried the coordinated strike mechanic and had the feel it had zero effect. I even turned off AI and placed ships in the port, it did nothing, now i know why.
 
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I can give you the real reason. It was 100 percent discussed and as the next addin q4 2025 will be pacific war, naval rework and japan tree it was decided to include more complex ship raid mechanic alongside the naval rework.
We will get a much better pearl harborish mechanic in 2025!
If that ends up being reality then I'm fine with that, I am not devastated about why Pearl harbor isn't a raid, and would be more then happy to wait until a much more lucrative system is introduced alongside naval reworks and a full rework for Japan. While a 1:1 historic raid that damages alot of U.S battleships would be cool, i wouldn't mind some small ahistoric modifiers like say if you choose to strike Pearl harbor on a different day then historically, maybe you'll sink all the U.S carriers but all of the battleships were out of port that day for training so the war in the Pacific changes drastically the 1st year.

I don't know what Arheo, or any of the current devs opinions on how the state of HOI4 plays out but Japan still leaves much to be desired. Their role in game is to cut off Rubber from the allies (as well as the Soviets since the Japanese shouldn't sell any rubber to them just like how Japan didn't buy any oil from the Soviets. In game currently the Soviets are Japan's most reliable oil provider) and force the U.S to fight them instead of only focusing on Europe. They are not fulfilling that role in most games ive been playing currently, they never capitulate British Malaya or the DEI.
 
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It looks like the Developers are tired and done with the questions. After reading all of them, it seems the most important issue and/or questions for this Dev Direry are
1) Is there a Pearl Harber Raid?
2) How will the Spy systems and the Raid system connect and reflect one another?
3) Why will there be no assassination attempts for raids or spy missions?
4) Will there be Raids that land forces can do? (Tank breakthrough, Small navel Invasions, Paratroops assault, etc.)
5) What can we target for raids?
6) How long will raids take to prepare and complete?

I don't know if these questions or issues are everyone's concern, but it seems that these have their own consistent support from these dev diaries questions.
I think we should ask them all of our questions on the stream.

I missade the stream. Was any of the questions resolved?
 
I'm sure this was mentionned several times already, but the mention of Eben Emael concerns me.

Simply said, at the scale of the game is, why anyone would bother with doing a complicated (1) raid on Eben Emael instead of just using brute force ?

Presumably, the Belgian border will be massively buffed by the Belgian tree...but even if the entire Belgian frontier was fortified (and not just the northernmost province....and this would means fortifications in the Ardennes, as a-historical as possible) Belgium will still fall within days, because the French AI never rush to their help and because the Germans move across the undefendable Netherlands-Belgium border.

The whole reasonning apply to all raids that will not target stuff added in the patch. Daring commandos raids and special operations (in addition that I'm of the school that is somewhat skeptical about their usefulness overall) are not really ''to the scale'' of the game and the existing systems

Blowing up the locks at Saint-Nazaire, for instance, would this be remotely ''useful'' in the game ? The game does not adress the need to have large graving docks for ships so blowing up a specific shipyards seems of discutable use. (except maybe making some production facilities offline for a significant time)

(1)Complexity is not bad in any game, far from it, but I meant that this is a lot of effort from developpers for a feature that is, overall, somewhat optionnal. Like spies)
 
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