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Developer Diary | Small Features #1

Hello there, it's me C0RAX.

This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.

So this week we have 3 main groupings;
  • Division structure
  • Economy
  • Presets

Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.

First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.

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Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
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Economy
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “Consumer Goods Factories Factor” . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.

Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then “taxed” that number of civilian factories.

This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.

This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
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We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.

For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown



Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didn’t really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didn’t understand how to translate that into the game with the designer.

What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.

So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.
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Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.

That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.

Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.
 
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presets are great. Will AI actively use them? It's a big disappointment to me that the AI doesn't use a lot of tanks. I do not see the Tigers, KV and Churchill on the battlefield. This does not create the need to design and study remedies against them. Only anti-personnel attack and knead the meat ((
Based on Dev comments, the presets will make available to human players the templates that the AI is already using.

IIRC players have speculated that the AI is scripted not to build too many tanks because it has never been taught how to use them properly for thrusts and encirclements. If true (and I don't think it's been confirmed), then the best solution would be to write new code so that the AI knows how to do encirclements. This would be very difficult and the devs have never mentioned planning it. I guess not building too many tanks is a rational alternative.

IIRC some of the AI templates also depend on hitting goals, which might be affected by your actions. E.g. (fictional example) if you as Germany always do Barbarossa in 1939, then the USSR AI may not have the factory numbers required for its medium tank templates.
 
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Plz give us also some amount of factorys for repairs.
Its a micromanagement nightmare to always balance the things that need to be build and the things that need to be repaired
I never thought too much about repairs so far, but that sounds nice. I could imagine an adjustable value like with dockyards for ship repair. The game then automatically assigns your chosen number of civs to repairs when something gets damaged, and the player would still have the option to only use free repair by setting it to 0.
 
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presets are great. Will AI actively use them? It's a big disappointment to me that the AI doesn't use a lot of tanks. I do not see the Tigers, KV and Churchill on the battlefield. This does not create the need to design and study remedies against them. Only anti-personnel attack and knead the meat ((

Well using Tigers would mean that AI wold be wasting XP and resourses to useless equipment, so It is good if we don´t see those!
 
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Based on Dev comments, the presets will make available to human players the templates that the AI is already using.

IIRC players have speculated that the AI is scripted not to build too many tanks because it has never been taught how to use them properly for thrusts and encirclements. If true (and I don't think it's been confirmed), then the best solution would be to write new code so that the AI knows how to do encirclements. This would be very difficult and the devs have never mentioned planning it. I guess not building too many tanks is a rational alternative.

IIRC some of the AI templates also depend on hitting goals, which might be affected by your actions. E.g. (fictional example) if you as Germany always do Barbarossa in 1939, then the USSR AI may not have the factory numbers required for its medium tank templates.
Well, speaking in general, there are problems with AI in HoI. In my opinion, this is more pronounced with other games. In the comments they wrote that this was done intentionally so as not to scare away most of the players. But in Stellaris there was also such a problem, and there, as I think, they could partially solve it.
 
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... the other way around: there was no NATO back then...
As far as I know, I assume NATO counters are in the game as a holdover from the old tabletop strategy genre where NATO counters were used, going all the way back to the '80s or maybe even the '70s. But that was before my time, so I don't really know. Basically, people were used to them from playing old games or being military nerds who meticulously studied the symbology, and they want them for those reasons or others.
 
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As far as I know, I assume NATO counters are in the game as a holdover from the old tabletop strategy genre where NATO counters were used, going all the way back to the '80s or maybe even the '70s. But that was before my time, so I don't really know. Basically, people were used to them from playing old games or being military nerds who meticulously studied the symbology, and they want them for those reasons or others.
Yes, and I'm perfectly happy with that because we have the choice.
I guess I'm just more sensitive about the general cosmetics in this game, my comment was not to reject an alternative option.
 
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Sorry but disagree. Dunkerque/Strasbourg are fast battleship, I'm fine with your assumption. But Richelieu/Jean Bart are definitely another class (belt armor 330 vs 225mm). Let me have my nice French BB, there's not so much we get as France before we get bullied...
Don't forget that Strassbourg was upgraded to 283mm belt armor in response to the Scharnhorsts, similar thickness to the North Carolina-class. Strassbourg is definitely a fast battleship.
 
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... the other way around: there was no NATO back then...
NATO symbols are based on the symbols used by the US Army Corps of Engineers in 1917, updated with modern units. The US used it in WW2.

"The infantry symbol of a saltire in a rectangle was said to symbolise the crossed belts of an infantryman, while the single diagonal line for cavalry was said to represent the sabre belt. With the formation of NATO in 1949, the US Army system was standardized and adapted, with different shapes for friendly (blue rectangle), hostile (red diamond) and unknown (yellow quatrefoil) forces."
 
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I always considered NATO symbols overcomplicated and unnecessary. For example, in Soviet symbols (neither during the war nor after) there was nothing of the kind. The Soviet symbol is the numerical value of the unit and its short letter meaning: MSD - motorized rifle division, VDD - airborne division, TD - tank division, etc. And this did not make it worse to fight without such a symbology of the unit.
 
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As far as I know, I assume NATO counters are in the game as a holdover from the old tabletop strategy genre where NATO counters were used, going all the way back to the '80s or maybe even the '70s. But that was before my time, so I don't really know. Basically, people were used to them from playing old games or being military nerds who meticulously studied the symbology, and they want them for those reasons or others.
The first game that I know of that used NATO symbols was Tactics II in 1958. I bought Avalon Hill's Waterloo in 1965 when I was ten, and it had them.
 
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in base game you majors will have unique presets and most minors will share common presets but there's nothing stopping shared historic presets across multiple countries.

XP is spent the same as normal so the preset is loaded in and the equipment designer will tell you how much XP it will cost to Save that design
Thank you for your speedy and thoughtful reply!

I ask because if we can't save templates that we create ourselves, then the next best way to minimise number of clicks is to pick the historical design closest to our ideal design and modify from there.

For example, the American Sherman could be only two clicks away from my ideal design, so playing America I pick the Sherman and modify from there. However, if I play Germany and I can only pick German presets, then the closest tank to my ideal might be the Tiger I that's ten clicks from my ideal. Five times as many clicks to reach the same design. I might then play a game as Soviets, where I need to review all of their historical presets to find their tank that's closest to my ideal. Then modify again from there.

I know it sounds a bit petty, but these small frictions add up to noticeable hassles over dozens of runs.
 
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Total Mob + 100% Stab leave just 5% to be nulified by a lucky roll in Civil War leader switch. Albeit that's far from "easy", I agree. I doubt many players even use that resource to get any random generic traits, let alone re-roll to get something that specific.

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Reaching 100% Stab, especially during Offensive War (which is what you're after, unless you want to play Allies or something) is also not that "easy" for every nation. Hell, at some point people even complained they can't go TotalMob any more on some minors due to War Support changes (no idea if it still holds true or not).
 
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Division Structure
This is one area where 'change for change's sake' is acceptable, because I think the vast majority of HoI4 players enjoy deciding how to plan our divisions and this change forces us to rethink them a bit.

It feels a bit harsh on minors, since the amount of land XP required for adding that first artillery battalion is quintupled, which is a big deal for some of them.

It also penalizes artillery line battalions generally. I'm not a minmaxer, but I guess that it will perpetuate the current trend for a dichtonomy between pure infantry divisions in defence and pure tank+MOT/MECH divisions for offensive thrusts??

Consumer Goods Factories
I love to see incremental improvement to existing features! This looks like a straightforward win, so good work guys and girls.

Presets
This is going to be very popular as it deals with one of the major complaints about the Designers. I really enjoy the existing Designers but I will certainly take advantage of the opportunity to make some Gladiators, Spitfires, Zeros, etc. to historical designs.

Although it's here as a minor feature, I think this has the potential to be a lot of work, especially on the naval side since the number of classes is typically higher.


I guess this is one way to reduce the workload. But I am a little disappointed that presets won't be backported to other countries with DLC content—at the very least the AAT countries.


I think we have been promised that this bug has been fixed internally. If it isn't, and better presets are listed as a patch feature, then I foresee a lot of unhappy players, unfortunately.

I think this is a big ask and misunderstands the level of abstraction involved. A HoI4 heavy fighter is defined by the fact that it uses two or three engines, not everything that has ever been labelled as a "heavy fighter" in the literature. Something like the P47 Thunderbolt is very broadly represented by a Level 3 Engine on a light fighter airframe. The new MIOs might make it possible to apply range boosts that would enable the design labelled as the B-29 to reach Japan from the Marianas. But it would be a colossal amount of work to make every preset match all of the historical design's characteristics, and would probably require country-specific modules. In an ideal world, the HoI4 team would have a hundred devs and it could be done. But given the current limits on dev time, I feel like that belongs to the BlackICE mod, not the base game, since there are higher priorities.

Division Structure
This is one area where 'change for change's sake' is acceptable, because I think the vast majority of HoI4 players enjoy deciding how to plan our divisions and this change forces us to rethink them a bit.

It feels a bit harsh on minors, since the amount of land XP required for adding that first artillery battalion is quintupled, which is a big deal for some of them.

It also penalizes artillery line battalions generally. I'm not a minmaxer, but I guess that it will perpetuate the current trend for a dichtonomy between pure infantry divisions in defence and pure tank+MOT/MECH divisions for offensive thrusts??

Consumer Goods Factories
I love to see incremental improvement to existing features! This looks like a straightforward win, so good work guys and girls.

Presets
This is going to be very popular as it deals with one of the major complaints about the Designers. I really enjoy the existing Designers but I will certainly take advantage of the opportunity to make some Gladiators, Spitfires, Zeros, etc. to historical designs.

Although it's here as a minor feature, I think this has the potential to be a lot of work, especially on the naval side since the number of classes is typically higher.


I guess this is one way to reduce the workload. But I am a little disappointed that presets won't be backported to other countries with DLC content—at the very least the AAT countries.


I think we have been promised that this bug has been fixed internally. If it isn't, and better presets are listed as a patch feature, then I foresee a lot of unhappy players, unfortunately.

I think this is a big ask and misunderstands the level of abstraction involved. A HoI4 heavy fighter is defined by the fact that it uses two or three engines, not everything that has ever been labelled as a "heavy fighter" in the literature. Something like the P47 Thunderbolt is very broadly represented by a Level 3 Engine on a light fighter airframe. The new MIOs might make it possible to apply range boosts that would enable the design labelled as the B-29 to reach Japan from the Marianas. But it would be a colossal amount of work to make every preset match all of the historical design's characteristics, and would probably require country-specific modules. In an ideal world, the HoI4 team would have a hundred devs and it could be done. But given the current limits on dev time, I feel like that belongs to the BlackICE mod, not the base game, since there are higher priorities.
The only issue with that solution is that the artwork and plane models wouldn't match.

I understand limited resources certainly. Country specific modules is something akin to what flagships have in EUIV and could be interesting.
 
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Not quite - the Pz III had 6 wheels and 3 rollers, while the Pz IV had 8 wheels and 4 rollers. That is one identifier to distinguish them. On another note, the amount of wheels and rolls is also a means to distinguish some submodels such as Pz IA and Pz IB, as an example.
Panzer III and Panzer IV were not based on the same chassis, they were different size. Panzer III chassis was smaller, it could take long 75 mm gun only as an assault gun (StuG III), while Panzer IV chassis was larger and had large enough turret ring for long 75mm in a rotating turret.

HOI presents Panzer III and IV a bit unhistorically like they were based on the same or similar chassis, which they were not. Panzer III became obsolete as a tank in 1943, and was largely converted to StuGs, while Panzer IV stayed a dangerous opponent to the Allies until the end of WWII.
 
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Panzer III and Panzer IV were not based on the same chassis, they were different size. Panzer III chassis was smaller, it could take long 75 mm gun only as an assault gun (StuG III), while Panzer IV chassis was larger and had large enough turret ring for long 75mm in a rotating turret.

HOI presents Panzer III and IV a bit unhistorically like they were based on the same or similar chassis, which they were not. Panzer III became obsolete as a tank in 1943, and was largely converted to StuGs, while Panzer IV stayed a dangerous opponent to the Allies until the end of WWII.
Therefore, I think that older hulls should not receive the maximum increase in armor and guns of later years. Right now there is such a picture, you can take the earliest hull of a medium tank and the latest hull and you can do everything identically with it: install the same best gun, increase armor and engine to 20. And it doesn’t matter that in reality the early tanks had a smaller turret rings diameter that do not allow you to install a more powerful weapon or the transmission has a load limit.
 
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Don't forget that Strassbourg was upgraded to 283mm belt armor in response to the Scharnhorsts, similar thickness to the North Carolina-class. Strassbourg is definitely a fast battleship.
Scharnhorst-class had 350 mm belt armor. It was a 32 knots fast battleship, not a battlecruiser. Scharnhorst-class was designed to carry 381 mm guns (like Bismarck), but got 280 mm guns "temporarily" due to lack of 381 mm guns.
 
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