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Developer Diary | Small Features

Hey everyone! I'm Plankie, one of the game programmers on hoi4, and one of my favourite parts of developing a game is to work on the game AI. So when I was asked, almost a year ago, whether I wanted to take charge of a small AI feature, I was delighted! The goal of this feature was to make the AI better at concentrating their hardest and meanest divisions instead of spreading them out along an entire front line. This is something we've wanted to do for a long time and with the Germany-focused Götterdämmerung expansion, we had the perfect opportunity. We call this feature AI Force Concentration, or AIFC for short (an acronym which has caused many football-related jokes in the team).

AI Force Concentration

So
WHY did we want to focus on this?
Well, first of all, the AI has frankly not been very good at handling their armoured divisions. Sure, they produce tanks and assign them to fronts, but they are seldom concentrated enough to actually pose a threat for the defender.
Second, the AI always pushed along the entire front with equal effort. There's nothing strictly wrong with that, but most military operations have a strategic goal like capturing a city or a supply hub rather than just taking ground, so making a concentrated offensive effort towards a specific goal seems more realistic and human-like.
Third, we want to make the combat gameplay more dynamic and interesting for you as a player. If the enemy concentrates more and better divisions in a certain sector, it requires you to make choices. Should you meet the anticipated offensive head on, will you lure them into a trap, or use the opportunity to attack somewhere else?

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The days before Operation Barbarossa. The AIFC divisions are visible in the right picture as the turquoise army, preparing to quickly take a supply hub in Volyn when the war kicks off.

Cool! How does it actually work then?
For the most important fronts, the AI considers whether it wants to concentrate its forces. If it has enough units available to both hold the line and still allocate units for offensive duty, then it will create an AIFC army. This army will receive the "best" divisions along the frontline, taking into account factors like attack and breakthrough stats, how experienced they are, how fast they can move, and so on.

The AI then evaluates possible targets close to the front line, for example supply hubs, ports, large cities and so on, and it finds a path from the front line to the chosen target. This path is determined according to the path-of-least-resistance principle, which essentially means that it tries to avoid river crossings, bad terrain, fortifications and so on, while also following railway lines in an attempt to avoid ending up in a situation where it can't supply the troops.

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The paths evaluated by Germany before Barbarossa.

The AIFC armies follow those paths-of-least-resistance and will continuously update their orders to make sure that the front lines match up with the intended path. Of course, since placing too many units too close together might cause some problems with your Amazon deliveries (a.k.a. your supply situation), they will spread out somewhat along the neighbouring provinces.

But as they say, "a plan never survives contact with the enemy". This can be true for the AI as well. Because of this, it keeps track of how well an AIFC offensive is going. If the offensive is going well, by all means let's continue pushing. But if it stagnates and fails to make progress towards the target, then the AI sooner or later decides that the plan indeed didn't survive the enemy contact, and it tries to find another target for its next offensive. Similarly, if the offensive succeeds and the target is taken, the AI will start looking for new opportunities to concentrate their forces and break through, taking into account the newly conquered areas as a potential start of the offensive.

In order to make it feel like the AIFC behaviour is not static, the degree to which it is used is (mainly) tied to the doctrines an AI has unlocked. This means there will be a difference between for example fighting an early war Soviet Union compared to a late war Germany. Doctrines which narratively and stats-wise promote a higher force concentration will make the AI prefer using AIFC to a higher degree (fully scriptable of course, so all our wonderful mod creators can play around with it).

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On the receiving end of an AIFC offensive.

More New Things
Thomas here now to add some more info about a selection of other things we have been working on. Aside from the AIFC, we have - as we tend to do - tried to touch up things here and there during the development of Götterdämmerung. So let’s take a quick look at some of the other smaller features and changes we have done:

New Technologies
The tech tree has as mentioned in the Special Projects Developer Diary received a few new techs relating to Special Projects. But those are not the only changes we have made to it. We have also added a few new techs to make research and gameplay slightly more diverse, and give you a few more options.

First of all we have added a few new Transport Plane Techs and related tech and equipment icons. The main benefit of researching these is that your transport planes gain more range, allowing you to paradrop or supply your troops at a greater distance.

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One cannot have too many Junkers, right?

The other, slightly bigger change we have made is to forts. Previously everyone could build level 10 forts everywhere from the get go. Now the max fort level depends on the terrain the fort is in, and the techs you have researched - as well as other modifiers you can get from e.g. focuses. This means the engineering tab has received 5 new techs for forts - one general, and two each for Land Forts and Coastal Forts.

Initial maximum fort levels, without techs or other country specific modifiers are set to 6 for all Coastal Forts, and Land forts are as follows:
Plains: 5
Hills: 5
Urban: 5
Forest: 4
Mountain: 4
Desert: 4
Jungle: 3
Marsh: 3
(Note that values might change before release. Yes I know that I’ve said this already, but just to make sure the message gets across :) )

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The new fortification techs,

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Here we have upped our fortification capabilities a bit, just need to construct the actual forts

Command Power Cap
We have also slightly changed how the Command Power Cap works. The base Command Power Cap has been reduced, but your High Command will now increase it, so that with a good set of military commanders, you will have more Command Power at your disposal. This should make it less punishing to build up your high command, rewarding you for having a competent staff.

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By adding von Rundstedt to our staff, we increase the Max Command Power by 20

Dams
As Mentioned in other dev diaries, there are now Dams in the game. They can be targeted by Raids which makes them a bit of a liability, but not by strategic bombing so they are relatively safe. What do they do? Their main effect is that they boost the state they are in, making it easier and better to invest in industry there. You can’t build new dams except through specific focuses.

Landmarks
Another thing you can see on the map, and that several of you have already noted in previous diaries and streams are what we call Landmarks. First of all, these look super cool on the map, and make countries more unique. But additionally they have small country level effects. A bit like National Spirits, but as buildings on the map. The cool thing with these bonuses is that they only apply to the country that originally owns the Landmark, so by capturing for example the Statue of Liberty, you can deny the USA their bonuses, but you won’t get them yourself.

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A landmark in the UK

State and Province UI - minor QoL changes
In order to make the difference between State and Province effects a bit easier to see at a glance we have made some changes to the State and Province UI. The main focus of these changes were to ensure that Province Effects are in the lower part of the window, and state effects are in the upper section.
A special area for all state effects and a summary of all state related effects from buildings has been added at the bottom of the “State section”.

Some of the more unique Province level buildings, such as Dams, Landmarks, and Experimental Facilities, are displayed in the “Terrain section”, while the rest are displayed beneath it as before.

small_features_9_state view.png

The upper section, marked in yellow in this image, contains things that are relevant for the entire state, so e.g. state related modifiers have been moved up there. Down in the bottom section, we have collected all the info that relates to the province, such as terrain, weather, victory points etc. Not a drastic change in any way, but hopefully it should be a bit easier to understand what relates to what.

Area Defense QoL
We have also done some minor quality-of-life updates to the Area Defense settings. First of all, no specific settings are active by default when you open it up (unlike the old behaviour where all settings were activated by default). Instead, if no special setting is specified, the divisions will spread out as evenly as possible in the selected area. We changed this since a very common pattern when using Area Defense was to immediately unselect all the options one wasn't interested in, which led to a lot of unnecessary clicks.

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The new Area Defense settings for guarding borders and special project facilities (red arrows), and the updated supply setting (orange arrow).

The supply setting has received some small changes: Instead of trying to cover the supply hubs and ALL the railways, it will now cover supply hubs and railway junctions. It has also received a new icon depicting a supply crate instead of the previous railway icon. We have also added two new settings to Area Defense: Guarding borders, and guarding special project facilities.

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The new Area Defense setting for guarding borders

Horsies with different colours
All horses aren’t bays, or browns for that matter. This is something one of our artists, who happens to really like horsies, was very aware of and wanted to do something about. So after having convinced one of the programmers that this was a brilliant idea, they set out to make a few new textures and ensured that the horsies in the game now have more varied and realistic colours.

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I assume these would be Hanoverians…

There's Always More....
That was a selection of the things we have been working on aside from the major features for Götterdämmerung. Of course, we have been up to more things. There is always some balancing, tweaking, and bug fixing work going on. And fixes to code and to the AI in general. We have made some changes to how we script things for example, that we hope to describe more in the upcoming modding diary (together with some other cool stuff). But for now, we hope that you have enjoyed this diary.

 
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The offensive tools in general could really use some options. Like "never attack over a river", "only attack provinces I choose", "never attack into mountains", "only attack into territory with no enemy divisions in it and end the attack if an enemy division appears" and so on.

Honestly, it'd be nice if they implemented a corps system, where each Corps could have its own battleplan and toggleables for terrain. Just that alone, would be a huge improvement.
 
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I have a very niche request for those very lovely folks over at Paradox.

In regards to the landmarks, and since you are (finally!) adding a Belgian focus tree, wouldn't it be cool to add the Palace of Justice in Brussels as a landmark in the game? The building, aside from looking beautiful on its own, also fell in good taste with a certain lesser-known German dictator called Adolf Hitler (I heard you guys were making some side content for him in this new Belgian DLC). He seemed to be so found of the Palace of Justice that he sent Albert Speer to study the building (see Speer's memoire, Erinnerungen). And whilst I do not want to brag, it is theorised that the Palace of Justice was the inspiration for the Volkshalle (Große Halle/Ruhmeshalle).

For those curious how this beautiful piece of architecture looks, I provided a picture so you don't have to search it up :)

Pardon the scaffolding, they have been there longer than I am alive. At this point they might as well be part of the decor.

Pardon the scaffolding, they have been there longer than I walked the Earth. At this point they might as well be considered part of the decor.
 
Is there any limit set on the length of the front (or changes to that length) for AIFC?
It would be great to see such a limiter for player plans. For example, “no less than 5 provinces and no more than 10”.
 
I have a very niche request for those very lovely folks over at Paradox.

In regards to the landmarks, and since you are (finally!) adding a Belgian focus tree, wouldn't it be cool to add the Palace of Justice in Brussels as a landmark in the game? The building, aside from looking beautiful on its own, also fell in good taste with a certain lesser-known German dictator called Adolf Hitler (I heard you guys were making some side content for him in this new Belgian DLC). He seemed to be so found of the Palace of Justice that he sent Albert Speer to study the building (see Speer's memoire, Erinnerungen). And whilst I do not want to brag, it is theorised that the Palace of Justice was the inspiration for the Volkshalle (Große Halle/Ruhmeshalle).

For those curious how this beautiful piece of architecture looks, I provided a picture so you don't have to search it up :)

View attachment 1205837
Pardon the scaffolding, they have been there longer than I walked the Earth. At this point they might as well be considered part of the decor.

I don't think the Belgian landmark should be in Brussels. Well, that is assuming Belgium gets 1. The Belgian defences were centered around Antwerp and Liege for their strategic positions. Brussels was seen as mostly expendable in the overall plan because it had no real strategical value. With Liege bound to fall soon, I think the landmark should be in Antwerp.

If you ask what it should be, I would think of the Antwerp Central trainstation because of its beauty , the Antwerp Cathedral because of its symbolical importance or just the Antwerp Harbour because that is what Antwerp is most known for.
 
Would be cool if supply planes use airports instead of magically dropping their tanks in the field. Could be a way to make these planes more historical and a new way to get supply in disconnected areas.
 
Please give me this answer, if Germany loses Berlin, will the Mustache Man commit suicide? If so, how to do it in a way that does not trigger this event by just sending a single paratrooper division to capture Berlin?

Currently something similar is unfortunately happening with Italy and it is quite frustrating. You may have dominated all of Europe, but if a simple division lands in Sardinia and captures it for just 1 hour, you gain a permanent debuff (Which is not removed even if you recapture the state) that increases the balance of power for the fascist council and will inevitably lead to civil war.
Agreed with this one for sure. It's very weird it was never fixed, so when playing fascist Italy you need a giant army just to guard all your ports.
 
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I think that seems like something for a focus, like a desperate defense that enables declaring cities fortresses causing the effect described by you.
If you mean "make a focus to enable this decision" then I would agree.
But not to make a focus convert pre-set cities into defence fortresses. A decision available for any mid-to-large city would give more flexibility than a focus with a pre-determined cities. One playthrough may run historically with GER facing a strong SOV, but next time you may be multiplaying vs human-run UK or USA and they can launch an offensive from an unorthodox direction.
 
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Please give me this answer, if Germany loses Berlin, will the Mustache Man commit suicide? If so, how to do it in a way that does not trigger this event by just sending a single paratrooper division to capture Berlin?

Currently something similar is unfortunately happening with Italy and it is quite frustrating. You may have dominated all of Europe, but if a simple division lands in Sardinia and captures it for just 1 hour, you gain a permanent debuff (Which is not removed even if you recapture the state) that increases the balance of power for the fascist council and will inevitably lead to civil war.

There's a mod for that.

Adolf Hitler will now properly commit suicide and be replaced with Karl Donitz in the game if the following conditions are met.
1. Germany must not control Berlin
2. Germany must be above 75% Surrender Progress
3. Germany must be fascist
4. Germany must have Adolf Hitler as their current leader
 
Hi @Wrongwraith, will the AI be more closely tied to the strategic objectives given by the focuses? For example, I often see the German AI filling French and Italian Africa with divisions even while it is doing the focus "War with the USSR", declaring war on the Soviet Union without having all its divisions on the border.
 
Will the battle planner also be better at concentrating forces for us, or will I be forced to micro division (something I distinctly dislike doing) in response to the AI improvements?
 
It was said in the latest developer stream that the new improved battle front AI does not take account if the area has enough supply or not. Would that be the AI improvement next time? Now AI quite often ”kill” itself by putting too many units in low supply areas and suffer hugely from atrition.
The consentration thing is good! But if it leads to AI to suffer even more attrition… that is not so good. I am guite sure that the area supply level could be one thing that AI could take in calculations when chosing where to put troops!
 
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is there even a state for it? whole saxony would be too much, and before there add a seperatestate for it i think there are other states with more priority to add
By that logic half of current releasables and/or their cores shouldn't exist tbh. It's just a silly map game full of unplausible stuff, so we is Sorbia where we cross the line? At least maybe add it as a decision for Czechoslovakia and Poland to establish a Lusatian/Sorbian protectorate, like Chile can basically make both whole Americas into bunch of indigenous puppets and then even core it all. I honestly just want to be able to roleplay my nation of Sorbia and retake lost land, just like you can with Kurds and Sami peoples. If it comes to states, I'm afraid Paradox isn't about to add any new for germany, even though it does really need them, both if it comes to the core land of Germany and possible new territories for them and their kommissariats
 
The improvements to the garrison order look good, but I still won't use it except to get troops vaguely where I want them and then switch all orders off. The problem is that there's no option to actively or passively defend. If, say, a fort falls, then other units leave their own entrenchment and forts behind in an attempt to retake the lost land. Nine times in ten, this active approach ends in disaster. I want them to sit like turds, passive and just where they are, while I do something about it with other forces. It's true that switching off garrison duty achieves this aim, but at the cost of the annoying red exclamation mark which claims they have been forgotten about and don't have a job.
 
The improvements to the garrison order look good, but I still won't use it except to get troops vaguely where I want them and then switch all orders off. The problem is that there's no option to actively or passively defend. If, say, a fort falls, then other units leave their own entrenchment and forts behind in an attempt to retake the lost land. Nine times in ten, this active approach ends in disaster. I want them to sit like turds, passive and just where they are, while I do something about it with other forces. It's true that switching off garrison duty achieves this aim, but at the cost of the annoying red exclamation mark which claims they have been forgotten about and don't have a job.

It give me hope for Japan and China ai. It's every time a endless polonaise from one end of the world to the other.

 
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The improvements to the garrison order look good, but I still won't use it except to get troops vaguely where I want them and then switch all orders off. The problem is that there's no option to actively or passively defend. If, say, a fort falls, then other units leave their own entrenchment and forts behind in an attempt to retake the lost land. Nine times in ten, this active approach ends in disaster. I want them to sit like turds, passive and just where they are, while I do something about it with other forces. It's true that switching off garrison duty achieves this aim, but at the cost of the annoying red exclamation mark which claims they have been forgotten about and don't have a job.
Ideally you'd assign individual fallback lines on every position after removing the order. The red exclamation mark goes away and your units move back onto the port if one of them gets pushed off during a lengthy invasion.

I don't even know if area defense can be "fixed" even if you make the units ignore all enemies in the area - if you lose a port, your leftover units will spread to the remaining ones and if those are on islands, get intercepted by enemy subs and die.

The best solution I can think of would be a button that deletes the area defense order and automatically creates fallback lines on all previously ordered tiles. This would at least save you the micro.
 
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