• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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?

small_features_1_aifc_1.png

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.

small_features_2_aifc_2.png

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).

small_features_3_aifc_3.png

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.

small_features_4_transport_planes.png

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 :) )

small_features_5_fortification_techs.png

The new fortification techs,

small_features_6_forts_in_state.png

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.

small_features_7_command_power.png

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.

small_features_8_landmark.png

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.

small_features_10_ad_1.png

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.

small_features_11_ad_2.png

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.

small_features_12_horsies.png

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.

 
  • 90Like
  • 64Love
  • 6
Reactions:
Lots of good stuff in here :) Beside the new concentration-of-force-approach for the AI I like the changes to CP - the old system felt never quite right, while the new mechanic is much more intuitive (installing skilled people giving you options)

(...) They can be targeted by Raids which makes them a bit of a liability, but not by strategic bombing so they are relatively safe. (...)
I assume the inability to target dams with strategic bombing has its reasons in gameplay/game mechanics? I can easily imagine that a sufficient implementation (not too easy, not too hard and especially not too frustrating) would be difficult, but I wonder how raids solve those problems? Especially: Will the AI be able to do raids as well, perhaps in historic fashion (like RAF going for some in Germany)?


(...) Hopefully the AI also designs, builds and deploys tank divisions more competently than it currently does, too. That might be hoping for too much though.
I really hope that Germany and SU will finally deploy heavy tanks in the battlefield...
 
are the landmarks just going to be things like the eiffel tower and the colosseum or will countries also have places of particular symbolic importance to them? like gallipoli to turkey and verdun to france? cause i could see the french take a morale hit if they lose verdun to the germans or the ottomans take a morale hit if the greeks "megali idea" the symbolic birthplace of the turkish republic away.
 
  • 1
Reactions:
I like the fort change, but it brings up a dilemma: what exactly is a level 1 fort representative of? Or a fort level in general?

I've maintained that if we consider the massive Maginot Line with its 142 ouvrages, 352 casemates, 78 shelters, 17 observatories and c. 5,000 blockhouses (how many pillboxes?) is a level 10, then the Mannerheim Line with its dozens of wooden machinegun pillboxes, the odd concrete machinegun bunker (127 pillboxes and bunkers combined in total), 54 shelters and 7 cannon forts (which I believe includes unfinished ones)*, is representative of about level 2, though in-game the Mannerheim Line is level 5 after the appropriate focus has been completed. The Czech Sudeten forts with their 264 heavy blockhouses and 10,014 light pillboxes are level 7 after their appropriate focus, which is about where I'd put them as well.

Now the gap between levels seems to effectively be getting smaller. Also, will countries that start with, or receive via focus, forts that are levels higher than the new restrictions would organically allow for, receive modifiers allowing them these higher levels? Such as France receiving a modifier allowing her the Maginot Line to be level 10. Perhaps these modifiers could be province-specific instead of national, to restrict exploiting, such as France building level 10 forts anywhere.

*Bair Irincheev (2009): The Mannerheim Line 1920-39, p. 63.
 
  • 2
Reactions:
I like the fort change, but it brings up a dilemma: what exactly is a level 1 fort representative of? Or a fort level in general?

I've maintained that if we consider the massive Maginot Line with its 142 ouvrages, 352 casemates, 78 shelters, 17 observatories and c. 5,000 blockhouses (how many pillboxes?) is a level 10, then the Mannerheim Line with its dozens of wooden machinegun pillboxes, the odd concrete machinegun bunker (127 pillboxes and bunkers combined in total), 54 shelters and 7 cannon forts (which I believe includes unfinished ones)*, is representative of about level 2, though in-game the Mannerheim Line is level 5 after the appropriate focus has been completed. The Czech Sudeten forts with their 264 heavy blockhouses and 10,014 light pillboxes are level 7 after their appropriate focus, which is about where I'd put them as well.

Now the gap between levels seems to effectively be getting smaller. Also, will countries that start with, or receive via focus, forts that are levels higher than the new restrictions would organically allow for, receive modifiers allowing them these higher levels? Such as France receiving a modifier allowing her the Maginot Line to be level 10. Perhaps these modifiers could be province-specific instead of national, to restrict exploiting, such as France building level 10 forts anywhere.

*Bair Irincheev (2009): The Mannerheim Line 1920-39, p. 63.

Think about it, building your first 3/4 level of forts is insanely fast, these would represent basic defensive positions. So if Entrenchment is basic barbed wire, trenches, and tank traps think of forts in early stages like extensive barbed wire, wooden/dirt pill boxes, tank traps, extensive trench networks, scattered minefields. Once you start to hit lv 5 and more your now looking into more advanced defensive structures like armored bunker turrets, concrete bunkers, Concrete bunker AT positions, multiple lines of extensive trench works, massive minefields sections, almost impassable AT obstacles. Building up your forts for lv 5 and more takes extensively longer in game so it makes sense its now turning your basic mockup defenses into somthing truely impenetrable. This lines up with the new fort techs to reach those levels of defensive structures
 
  • 1
Reactions:
Seems like a very poor, even pointless, use of the team's artists to re-do things that are already in the game when there are still many countries that don't have any unique generals.
imagine giving 2 new generals the latest artwrok while the others looks mid, they dont blend in.

"seems like a very poor, even pointless, use of the team's artists to re-do things that are already in the game" well its not pointless if you look it in an artistic point of view

the general selection will be ugly, seeing few generals with the modern style while the others not
 
  • 3
Reactions:
Like the Area Defense changes, it drastically reduced unnecessary klicks.

Another thing that would help here is that instead of assigning areas you would be able to click on a coast tile infront of your land and it would basically automatically mark ALL the coast adjacent states to your area control.

This would allow one-click area defense of all your coastal ports instead of dozens of clicks for example as Germany defending the atlanic.
 
  • 1Like
  • 1
Reactions:
Will this DLC have anything related to West and East Germany?
Also, I am not sure if it is a bug but one of the things I always thought was weird was that Germany will have like 500 divisions by 1941, is this DLC going to tackle that if it is a problem or was that always meant to be a thing?
 
  • 2Like
Reactions:
Excellent developer diary and outstanding updates—every single one of them! I only hope that research power has been balanced, as it will be even harder to keep track of everything with the new technologies. Historically advanced countries like Germany may struggle to complete their research within the appropriate timeframe.

I absolutely love the idea of incorporating more technologies, enhancing attack frontlines, introducing monuments, reworking the horse design, and improving the command power system and dams. Everything looks fantastic!

Is there any plan to enhance research capabilities for certain countries, or something along those lines, aside from the special project idea?
 
Hoping that AIFC uses some consideration for terrain too. Concentrating the armor will be a lot better in plains than broken terrain, and the AI still doesn't know what to do with mountaineers or marines.
 
  • 1Like
Reactions:
Can you add a "No Swim" button to the Area Defense commands? So units don't cross water and get wiped out. Major problem with it currently.

I think Gliders should be added to the Transport Planes. They shouldn't be a General special ability. They are vehicles that have to be designed and produced. They would have different traits/abilities compared to regular Transport planes.

It would also be nice to have the giant German (Messerschmitt Me 323 Gigant) and American (Spruce Goose/Hughes H-4 Hercules) Transport Planes as special projects (strategic airlift) or something. I would also add an Evacuation ability to Transports to rescue your Manpower in your Divisions like the Germans did at Stalingrad (evacuated 34,000 men) for example.

Great to see Dams added to the game. Would be great to get Bridges too as they were strategically vital but the HOI4 map might be too small to model them correctly. Not sure. You really needed Bridges for large formations of men to cross rivers. Currently Divisions in HOI4 can cross rivers like magic basically. You get debuffed but you can cross rivers like they're not even there.
 
  • 1
Reactions:
Will there be any improvements to airborne landings, urban combat, or amphibious invasions? Single-province warfare is still pretty simplistic.

Will the AI garrison borders instead of using frontlines by default? And will there be a naval blockade mechanism to go with garrisons protecting borders?

Will fallback lines be given any boosts? It'd be nice if they could use planning bonuses or some other X-factor to make defensive warfare more dynamic.

Will there be recruitable horse populations, differentiation between types of recruitable manpower, or a reserves mechanic?

Will there be any additions to artillery, so as to set it apart from tanks?
 
  • 1Like
Reactions:
Can you add a "No Swim" button to the Area Defense commands? So units don't cross water and get wiped out. Major problem with it currently.
This is one of the major problems with the AI currently. AI countries constantly try to transport divisions by sea no matter how completely insane of a decision that is.
 
  • 3Like
  • 1
Reactions:
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.
 
  • 4Like
  • 2
  • 2
  • 1Haha
  • 1
Reactions:
Now that the transport planes are getting some love, will the bug where they dont send supply when in allied territory be fixed?
I made a bug report but got no confirmations.

Btw I love the AI improvements and better fort system, would you consider doing the same for railways? As some terrain is better and some worse for building rails.
 
  • 1Like
Reactions:
The new AIFC is a great step into the good direction. I just really hope the AI won't over-extend.

Has any "defense in depth" battleplan order been discussed internally ? I believe it would help the AI a lot defending and not getting encircled as easily as currently.

Also, will AIFC allow the AI to rush to an ennemy breakthrough to "contain" it ?