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Developer Diary | Special Projects

Hi,


I am Thomas, the Design Manager and Design Lead on the Hearts of Iron Expansion Team. Today I am here together with Manuel, also known as Mano de Zombi. to introduce one of the new features of the upcoming Götterdämmerung expansion: Special Projects.

As always, please note that everything here might change before release… The UI in particular is receiving final touches at the moment, so it can most certainly look different on release day, but also any values, texts, etc you see in screenshots might change. But you know this already, right?

In Götterdämmerung, we have added a new way of acquiring super weapons and other experimental technological advancements that can give you an edge over your opponent. You can now construct secret experimental facilities, assign lead scientists and start up Special Projects there - trying to beat your enemy to getting those long range rockets, the atomic bomb, or the land cruiser mega tank.

With this new feature, Special Projects, you invest time and resources into specific fields, in order to produce those new super weapons, or similar things that can hopefully affect the outcome of the war, or at least will look cool and impress neighbouring countries :)

Experimental Facilities and Specializations
Ok, so how does one start one of these Special Projects? Well, the first thing you will need is an Experimental Facility. This is a new type of building that you can only have one of in a state (of any kind).

There are four types of Facilities, and all Special Projects are grouped into one of four specializations that match the types of Facilities.

The four Experimental Facilities are:
  • Advanced Physics Facility (mainly nuclear related projects)
  • Naval Engineering Facility (Naval, both Surface and Submarine projects)
  • Aerodynamics and Avionics Facility (Air and Rocket projects)
  • Land Warfare Facility (mainly Tank and Artillery related projects)
specialprojects_1_facility_construction.png

New Mexico seems like a safe place to construct an Advanced Physics Facility

Once constructed, you can see your Facilities on the map, and can click them in order to assign a scientist (more on them later) and start a Project from the map - or if you prefer from the top menu.

specialprojects_2_physics_facility.png

And here we have our new Experimental Facility, ready to change the world as we know it

The old research button found on the top bar has been given a “facelift”. If you click it as before, you open the research menu as before, but there is now a second tab that you can click to access the Special Projects. Or if you prefer you can right click on the research top menu item and go directly here. The third option, as I mentioned earlier, is to click on the Facility on the map.

specialprojects_3_special_projects_menu.png

I wonder who would be the perfect candidate to assign to our new facility in New Mexico?

You need an Experimental Facility to start a Special Project. However, you can’t start a project just because you have built a facility. In order to start a project you must first have at least one Scientific Breakthrough in the current field/specialization.

Breakthroughs are earned in two ways. The fastest and most efficient is by researching related technologies. This will generate progress towards a breakthrough in the field. For example, researching regular aircraft technologies will generate progress towards a breakthrough in the Aerodynamics and Avionics specialization.

Once you have gotten a Breakthrough, you can use it to start a Special Project from among those that you have available. So basically, regular technology research will give you the chance to start specific Special Projects. If you focus your research on Air technologies, you will more quickly generate Breakthroughs in Aerodynamics and Avionics.

Some projects are more advanced and require you to have more than one breakthrough in order to start working on them.

The other, and slightly slower way (at least with a less experienced scientist) to generate Breakthroughs is to have a scientist attached to an Experimental Facility with no active project in it. The Scientist will then do Basic Research in the field, and this will generate progress towards the next breakthrough

specialprojects_4_breakthrough_progress.png

Researching Air techs generates the majority of the Breakthrough progress here, but Heinrich Focke helps as well.

Of course, not all projects are available from game start. Some will be, but some require you to have a basic technology researched in order to become available. For example, Submarine Special Projects are only available once you have researched Submarines.

Additionally, some projects require other projects to be completed before they show up. That could be in the same Specialization, or in another, or even both. For example, in order to start the ICBM Project, you need to have completed a few other Rocket Projects, but also the Nuclear Warheads Project.

Prototyping
Projects take a long time to complete, and they are done in a number of prototype iterations. At the end of each iteration, progress is generated to the project.

Sometimes other things can happen as well. Work with the project can for example give a research bonus in a related technology, or army xp, or similar things, depending on the outcome of the iteration phase. If you are unlucky, some powerful-yet-dangerous projects could make the facility suffer damage due to an onsite explosion…

specialprojects_5_shh_iteration_1.png
specialprojects_6_shh_iteration_2.png

Iterations generate project progress, but sometimes you get other interesting things

Some iteration outcomes will lead to a choice that can affect the final project output as well. Do we want our rockets to be range focused, or is explosive power the main thing? This gives the project a bit more life of its own, and makes not all end results be the same. But in general, each prototype iteration brings the project closer to completion.

Researching a Special Project is, as mentioned in the beginning, a bit of an investment. First you need to have, or build, the experimental facility of the appropriate specialization. The project also takes time, during which you cannot do anything else in the facility. In addition, the Facility needs to be hooked onto the supply network (you can only build them on or next to a supply depot or naval base) - and lastly, some Special Projects consume resources while you run them.

specialprojects_7.png

Firepower is what we go for here

Completing a Special Project
When project completion reaches 100%, the project finishes, and you get whatever it is you get :) from completing it.

This could be a new piece of equipment that you can produce, a new building you can build, or something else. Usually you also get something more tangible as well. Couple of examples:
The Nuclear Reactor Special Project will not only unlock the Nuclear Reactor Building type for you, but you will also get a Reactor for free in the same state as the Experimental Facility - assuming there is space for it that is.
The Super-Heavy Railway Gun Project will not only unlock the Super-Heavy Railway Gun equipment to be produced, but it will also spawn one on completion.

Some projects also unlock new technologies in the basic tech tree that are not available, or even visible if you haven’t completed the Special Project in question. For example, when you complete the V1 Project you get access to tech that you can research to improve your rockets, but also to rocket powered bombs, that can improve your strategic bombers.

Some projects, like the Bouncing Bomb Project only unlock a new module for your airplanes. But that module in itself unlocks special Dam Busting Air Raids that allow you to try to destroy enemy dams, disrupting their industry and strategic movement in the affected state.

Oh, and yes, dams are a thing. I’ll talk more about dams in a future Dev Diary…

Capturing Experimental Facilities
If you manage to capture an enemy Facility with an ongoing project, you will not only get to keep that Facility, but also earn some progress in that project - if you have it unlocked and it is not already completed. Additionally you will gain some breakthrough progress in the field related to the specialization.

Scientists
An Experimental Facility needs a scientist leading the work. All major powers and some minor countries start with historical scientists and all countries can recruit more if needed.

Scientists have a skill level related to the field in which they work - some may have more than one. The skill level affects how long prototype iterations take, and thus how long the projects take to complete.

Skill level also affects the previously mentioned Basic Research. When involved in Basic Research, the scientist will generate progress towards a new breakthrough as described above, and the amount generated depends on the skill level of the scientist. Additionally, by doing Basic Research, the scientist will speed up regular research in related technologies.

Aside from skill levels they can come with traits, for example making them better at a subset of projects, or giving them other bonuses/penalties.

Worth mentioning that scientist is a new character role, and as such all the old Nuclear/Rocket Theorists, along with a few other relevant scientists/engineers previously represented as advisors, have now become scientists instead.

specialprojects_8.png

specialprojects_9.png

Any scientist with level 1+ on a specialization can work on those projects. However, traits can boost specific projects making a scientist faster than the others at researching certain projects.

The Projects Themselves
The expansion comes with a decent number of Special Projects. There are, of course, projects allowing you to do your own Manhattan Project, and to take it even further… There are various Rocket Projects, you can develop the V1 Flying Bomb or the V2 Ballistic Missiles as was done historically.

We have included some (slightly) fantastic Special Projects that were perceived/started during the era, like Project Habakkuk (the British Ice Carrier Project), or the Ratte Project (The German Mega Tank) as well, but we’ve tried to stay on the feasible side of things, so some of these might not be very efficient on their early stages, but might become more powerful and viable if you research further technologies unlocked by their Special Projects.

In general, most projects will unlock a piece of equipment (Super-Heavy Howitzers, Parasites-Mothership Aircraft), a unit (Land Cruiser, Early Helicopter, Habakkuk), a module (Flamethrower Tank, Earthshaker Bomb, Anechoic Tiles) or a building (Nuclear Reactor, V3).
Some projects can also boost existing equipment and projects that unlock very big things might also create a unit or a production line with progress in it.

A few projects have more unique effects, such as the Naval Project, Underway Replenishment, which unlocks a new feature that Naval Task Forces can use.

Here are some examples of projects:
specialprojects_10.png

specialprojects_11.png

We have a few Naval Projects to choose from, and there are more hiding

specialprojects_12.png
specialprojects_13_v3.png
specialprojects_14.png
specialprojects_15.png

And there are a few Land Warfare Projects as well

Changes to Old Content
There has been some rework to the tech tree: We have added some new technologies, most of them invisible at game start and unlocked by Special Projects. Some previously-existing technologies are now hidden at game start and unlocked via Special Projects.

Besides the aforementioned V2 and the Manhattan Projects (rockets and nukes), other equipment has been moved into the Special Project feature, For example:
Flamethrower tanks are no longer unlocked by Engineers II technology, but they have their own early Special Project, with an additional technology mid-game that will boost the flamethrower.
Cruiser and Midget Submarines, previously equipment only available to very specific countries, will now have their own Special Projects making them accessible to any country.

With the addition of the Super-Heavy Railway Gun Special Project, we can now differentiate between “normal” Railway Guns, and insane much bigger ones, like Schwerer Gustav and Dora. This means that Germany gets a new model and icon for the regular Railway Gun researchable in the tech tree, and Dora becomes the Super-Heavy Railway Gun unlocked by a project.

specialprojects_16_rwg_ger.png
specialprojects_17.png


A Word About Rockets
In the old systems, there was one type of rocket. Now there are several. The V1s are classed as Flying Bombs. These work similarly to before, but the rocket bases themselves have changed somewhat. The V2s however, are now classed as ballistic missiles. Ballistic missiles use another type of air mission, and are not affected by anti air. No one during the WW2 era had the capability to knock these rockets out, so that is something for later.

specialprojects_18_rockets.png

Different types of rockets to choose from

Oh, yes. You do have to actually produce rockets now, they are no longer constructed by rocket sites.

We have made some quality of life improvement to the Rocket interface as well, making it easier to select target and mission. You decide which type of rocket you want there, from the ones you have available, and then you can just right click on their target, as they each have only one mission available - so you do not need to pick mission type first.

specialprojects_19_rocket_base.png

Sending some rockets to the low countries

That’s all for now. Next Dev Diary will be about something completely different… A country that we decided to do a rework on in this expansion, namely Hungary.


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Make sure to check out the Expansion pass over on Steam HERE or click the above image
 
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Reserved for Developer Replies~ (I was late on this one, my bad everyone I have now updated it!)

C0RAX replies:
Will there be corresponding changes to the American focus tree in light of the manhattan project
yes, all content relating to things covered by special projects has been updated

This may have been the most game changing invention of land warfare.

The proximity fuzes developed in World War II markedly increased the effectiveness of artillery by triggering the explosion of the shell by its proximity to the target. This was accomplished by including a tiny radar-like radio sender-receiver in the fuze. This device depended, in those days before solid state electronics, on the availability of rugged miniaturized vacuum tubes. In 1942 James Van Allen joined the Applied Physics Laboratory of Johns Hopkins University (APL) where he helped develop the required tubes. In 1955, after he had returned to Iowa, he designed the scientific instrumentation that eventually flew on America's first successful satellite, Explorer 1. The instruments in those early spacecraft had to meet some of the same ruggedness and size requirements as those in proximity fuzes. Their design consequently drew on the knowledge that had been gained from designing the microelectronics for the fuzes. Data obtained from Explorer 1 and later satellites led to the discovery of a zone of intense radiation that surrounds the earth that was later named the Van Allen belt.

Click to expand...

What you've been shown is only some of the special projects, VT fuzes are simply not one that was shown off.

@Arheo @Wrongwraith I did write it before but there was no answer. As we do get all the big and bigger weapons as well as all the special stuff now as projects, will the Yamato (Class) become a special project?
yes

Will previous focus trees be adapted to this new mechanic? I'm thinking specifically at focuses like CIttà dell'Aria for Italy, which unless I'm mistaken now provides 1 Mil factory and 3 new plane templates, but with this new mechanic should provide at least one Aerodynamics and Avionic facility. I hope focus trees will be modified accordingly?
yes

will there be mobile v2 launchers?
no mobile launchers for now

Will such kind of possibility be available for modding?
no, it would need quite a bit of effort on the code end to make this work. but who knows what project will be added in the future.



ManoDeZombi replies:
Will be Normal Howitzers? Sorry if you addressed this on the text, but i saw the Image and so I Jumped off thinking ''They really will add Howitzers''?

If there will be howitzers the game will address the Soviet Shock Division very well.
I think with Howitzers they just mean "field artillery", so the artillery that is already in the game. In fact, arty2 should have the following description: "New howitzer designs, taking advantage of new hydraulic recoil devices and longer barrels."

It's like how the german word blietzkrieg has been used to describe most combined arms surprise attack since ww2. Same, though to a lesser extent, with panzer.
Pretty much yeah! Regular Howitzers are kinda accounted for as your regular artillery technology. The Special projects for Super-Heavy Howitzers are meant to represent the next level of big guns like the German Karl Gerät or the Italian Obice da 305/17 (and quite some more from other majors!)Will Einstein be available? Will there be changes to advisors with some of them being moved to research scientists? No Einstein, we deemed it was not really fitting to have him due to his very firm stance against war.Yeah, as we stated above in the DD, the former rocket/nuclear Theorists have now become Scientists!Very very interesting, thank you for the update.

One question immediately popped into my mind - what happens to a scientist assigned to an experimental facility if the facility is captured by the enemy?

Do they automatically make a heroic escape and go back into your pool, or will they be used by the enemy / sent to "re-education" camps / sent to a convent school outside of Heidelberg where they spend the rest of the war teaching the young girls home economics? The Scientist is extracted from the facility with maximum priority, so they go back to the pool. The enemy gets some bonuses from capturing the facility though.Also what is "+5% extra collateral damage"???? Additional damage to buildings in the combat area. Super-Howitzers can be useful levelling down enemy bunkers! :) Looks really good! Are all special projects available for all nations, or are there some unique projects for some nations? Also, do Spain have unique scientists? Some like Emilio Herrera could work for it. For now, all special projects are available to all countries, we didn't want to deprive countries like Austria or Hungary from building their own Project Habakkuk "Ice"-Carriers if they so desire.
Could you please show us some 3D models, like a helicopter?
It would be really meaningful, please.
(sorry for my bad english skill ;-; )
Absolutely! Here you have one of the German Helicopters
1728481041914.png


And here you have a British one!
1728481115024.png


Speaking of helicopters, are there going to be multiple types of them (recon? ASW?) or do we get just one? Or is it too early to share these details, and the'll be covered later? ;)
Will we see country specific art/models for them, like the Kolibris, Draches, the R4s etc.? And if yes, may we see some, pretty please?
And most importantly will we see the amazing Rotabuggy?
Sp, after developing helicopters, you will be able to utilize them in a few specialized roles :)
1728481737494.png

1728481757603.png

1728481764707.png


There is country-specific art for helis, I posted a couple of them somewhere above.
I am truly sorry for disappointing on the rotabuggy though, it will not make it... For now at least :p

Two questions:

1) Will the Scientists be like the Agents, that they can also gain experience, increase their level (higher base research, for example) and also gain traits (I imagine if Focke plans on planes the whole time, he'd get some special expertise in planes)?

2) How many other projects will you be able to reveal before launch? I'm specifically interested in the Jet engines, especially the Horten projects! The Horten H IX (Projekt 3000) or the Horten H XVIII (Amerikabomber) would be some very interesting projects, especially the Amerikabomber should bring some leverage against the US!
Scientists will gain experience in the field (or specialization) they are working on, roughly could be classified as land, naval, air or physics. Historical scientists start with traits representing their field of expertise, and newly generated ones can have a trait as well. They will not earn traits, since their expertise increase in the field they work on is already represented and applied with their skill level increasing.
Just a sneakpeak at the Amerikabomber (keep in mind values are still WIP)

1728482238924.png

Will modern tanks got a rework? Current modern tanks are even worse than 40 medium tanks due to the lack of soft attack and expensive cost:confused:
Not right now, though it is something we really want to do in the future. And we have some plans about it already :)

Does that mean that every country can theoretically develop the same weapons? (I hope not)
Yes, although these things are costly and take time, so a country can not do everything, and ususally different countries will focus on different projects and specializations based on their own priorities and situation.

Some questions:

- Does every country have access to the same Special Projects or are there any Country specific ones?
As mentioned above, all projects are currently available to any country fulfilling the necessary requirements.

- Is the Ratte one of the craziest Special Projects or are we going to reach Die Glocke levels of crazy?
No Glocke for now... :( But I would say that there are a few projects competing with the Ratte for the award of the Craziest Project...

- Have there being any changes on how Nukes work?
Yes there are, more on that in a future Dev Diary (Raids)

- How do units like the Ratte or Gustaf work? Like actual divisions that get into battle or more like Railway Guns that provide a bonus in nearby battles?
They are support battalions, with very low equipment units (1 Ratte only for the support battalion)

- How do Helicopters work? Maybe with Gyroplanes as an early version? Hopefully we get Juan de la Cierva as a aeronautics scientist for Spain specialized on Helicopters and one of the Cierva Gyros.
They are also support battalions. With the Special Project you will unlock a "general" helicopter battalion that is a bit useful in several roles, but without shining too much in one, and then you can research techs, also unlocked by the Special Project, that will allow you to use specialized support battalions that can perform better than the original support companies, but with extra costs since they require helicopters as equipment.
I don’t agree with special projects being available for all countries (minor countries) just because the majority would not have the resources, will or time to spend on those so it should be a unlockable feature if they somehow expand until mid/late game…
As stated before, building a facility takes a significant amount of time and resources, which a minor country can afford only by sacrificing their entire industry. After that, if they don't have any starting scientists, they will need to gather PP (again, sacrificing it from being used anywhere else) to hire one. They will also need to achieve breakthrough point, which requires researching technology in the appropriate field. Minor countries with 2-3 research slots are naturally handicapped compared to majors that start with much more industry, research slots, etc. Once that's done, they can start researching any available projects, but again, some of these projects are locked by tech, some require 2 or even 3 breakthrough points, which in turn requires more research.
So a minor country might be able to field a Flamethrower tank more or less early (by sacrificing other stuff), but they won't be able to field an army of Rattes anytime soon, unless they go wild and conquer half of a continent, etc.

"All major powers and some minor countries start with historical scientists and all countries can recruit more if needed."

Is it convenient to show how many historical scientist that have been added in the game? Will this mechanic links to other DLCs? (e.g. integrated DLCs, MTG, LaR)
Normally this is the part where I barge in and demand to see some of the handsome generals. However, now I will change my request to the handsome scientists; especially the mad lad himself: Oppenheimer. I wanna see some more of these nerds!
The number of historical scientists varies from major to major, and Germany is the country getting the most of them since it is central piece of this DLC.
1728484001280.png


will we have more than one type of p1000 ratte tank? In the trailer we saw a ratte with a chassis similar to that of the Maus (except that the tower is at the front), in the promotional art we have a version with a more diamond-shaped front chassis and in the DLC image on the steam we have a riveted version with the turret in the center of the chassis and surrounded by four anti-aircraft cannons.
So, for the German Ratte, we do have two slightly different models
1728484205666.png

1728484361916.png

We also use yet another version of the Ratte as the generic model.
1728486754326.png


Lastly, some majors will get country-specific models, which are obviously made up and can look even crazier than the Ratte!
1728486918261.png


What is the price of experimental facilities? Is there any restriction on construction? Is there a building limitations for each state?
Note that this is still WIP so things might still change for balance reasons! Supply limits the provinces eligible for a facility, and obviously naval facilities require a coastal province. The cost currently is 12k but again, this might be changed still.
1728486948701.png


My questions is about regular research though, had it been changed at all to rebalance normal research slots? Yes, I can still complain about that.
There has been both changes and some rework on techs, but we will talk more about that in a future Dev Diary!

The trailer shows the land cruiser in combat situations driving in a city.

Does this mean it will be a support company/frontline battalion or will it be its own moving entity on the map like the railway gun but with the ability to engage enemy divisions and other land cruisers?
Support battalion!

Will we also get new tech for the regular research in the near future? By 1944 there is barely any stuff left to research :(
Some special projects unlock new technologies, some of them towards the mid-late game, so hopefully yes!

Can you give some details about what the Annex ratio in the new Dora heavy railway gun do?
And also on the 5% collateral damage multiplier on the Super heavy artillery.
Very interesting game mechanic, I look forward to using it
The Annex ratio for SH RWG stays the same as for regular RWGs (50% IIRC)

I hope that the Soviet naval batteries like Maxim Gorky can be represented with what seems to be a new fortress system.
Kinda! The building provides a state modifier focused on fortifying the state (building speed and extra cap for forts) and also grants a bit of supply while causing extra attrition to enemies.

1728487450470.png


Here is a list of some scientists and engineers, primarily from Turkey and Poland, who may be included:

Here are some other notable scientists I found that devs may want to consider to multiple countries:
Thank you very much for the input! It is really appreciated since we would like to possibily add a few more interesting Scientists in the future (no promises can be made though).

Another question that came to my mind, are there going to be infantry level special projects? Things like night vision, camouflage, the German Krummlauf, RPGs...
Not for now, but we have a few ideas already and we would like to expand the land projects a bit in the future, if time allows :)

Any plans to make a italian truck-mounted artillery?
Does this count? It looks cute

1728488130747.png

Amish-Made Wooden Riding Horse Toddler Ride-on Toy ...


Will the research speed modifier impact special projects or do they have their own modifier?
They have their own modifier, there are several ways of boosting Special Projects: Regular modifiers in a scientist trait, a state where a facility is or in the country itself as a National Spirit for example, can boost the speed of all or a selection of projects.
There are also modifiers to the research speed or breakthrough points provided by a Scientist in an idle facility (as Scientist traits). Ultimately, we have effects to add breakthrough progress, add progress to a specific project, or even complete one.

Is there a helicopter CAS company or just those three?
The ones I showed and the "generic" helicopter one. No CAS.

In that I assume that it will be for example the Italian foci Cruiser Submarines and Midget Submarines which is mutually exclusive for some reason is gonna provide breakthrough and progress to the special project, rather than unlocking only one type of submarine and block the other. Consider that historically Italy did have both cruiser and midget submarines simultaneously in service during that period.
Yeah old content related to things that are now projects are being reworked slightly, and Italy will of course now be able to add both huge and tiny submarines to their fleet!

I have two questions after reading the DD.

Firstly, is the length of time it takes to complete a Special Project variable?

Would this make the Special Project take longer to complete than initially estimated?
The length is variable, yes.
Scientist level and traits can affect the speed at which prototype cycles happen (basically making the project go faster).
Additionally, each prototype cycle has what we call "prototype reward" when finished. Each reward provides some sort of progress (within a random range) by default, but then some of them will grant extra progress and some of them might actually represent a test failure or something like that and take away a little bit of progress from the project. Very specific rewards can also lead to damage on the facility or the state, and even injure the scientist, but these are rare and usually tied to very specific projects.

I feel like this is going to turn into another MIO mess where you have to click so much stuff to get the basic things done.

Not to mention this will be even worse because the rewards seem to be RNG-based as the project progresses.
Once you select a special project to research in your facility, you are not really forced to interact with it any more if you don't want to. Regular prototype cycles will happen over time, granting rewards that you can at any point check (or ignore, if you so desire), and whenever a reward can have different options, the project will continue and if the player has not chosen one of the options, the default one will be picked at the end of the prototype cycle automatically.



Wrongwraith replies:
No "unique projects"? So every country can develop everything? I had hoped for some country-specific projects and strengths, and an incentive to steal or capture projects...
Variation in terms of strengths are more on a content level, and also starting Facilities, Scientists etc.
I want to know more about dams
You will be hearing more about dams...

Here's a couple of questions:

1. One of the screenshot in the replies shows +2 bonus to maximum fort level. Does it mean you can build a level 12 fort now, or is the default cap lower than 10? If the latter, what level is the Maginot Line?
2. Can you have more than one of the same type of research facility in your country (for example 2x land facility)? If yes, what are the potential benefits of that? Could I have two different projects in the same category running at the same time, for example?
3. Are jet engines a special project, or regular research? What about "regular" super-heavy tanks (like Maus or Tortoise)?
4. Can you accumulate breakthroughs from research for later use before you have constructed the relevant facility?
1) We'll talk more about forts later, but yes, we've made some minor changes to forts
2) Yes you can if you want to, or if you capture a facility for example. Main benefit would be to generate more Breakthrough. But yes, you can in theory run two projects at the same time.
3) Yes. No.
4) Yes.

Can we attach nukes to rockets like in hoi2 after a ton of research?
Long range missiles can be used as nuclear carriers yes. I am confident I will come to this subject in a not too distant future...

Will it be possible to build ships and subs equipped with missiles?
There will be modules for that

Arheo replies:
Can every country unlock the mythical 'bike' unit in the land warfare projects?

The world is not ready for this power.

Going to be honest, this seems 90% like 'research, but with extra clicks.' Half the content is taken out of the current research trees and most of the other half could very easily be new research techs. What's the intended gameplay impact of have hidden techs locked behind this other system? To make the game more opaque to newer players? & the genuinely new stuff will either be underwhelming or will turn the game into a race to build the largest nuclear helicopter or whatever. I want to get the DLC for the new focus trees, but this feature seems like its main impact will be to add busywork to things choices that are essentially already in the game.
It's a fair question, but I'd say the important differences are:

  • This is research done on map. There is a strategic element to the narrative this provides
  • Special projects have a significant resource cost element
  • There isn't much by the way of extra clicks; this was something we ran into and dealt with during design iteration (though yes, it is more than none)
  • There's interrelation between the two systems, with breakthroughs leading to projects, and projects often leading back to technologies
  • Completing a special project gives you new strategic options that can overlap with but are not necessarily related to tech
  • ..and they don't guarantee victory, so it isn't purely a race to the win
Thanks for the reply. A couple of comments on some of the specific things:
  • Map presence: I do really like this aspect of supply hubs, but my initial feeling is that by the time you're deep enough in enemy major territory that you're grabbing their research facilities, you've already won & it's not relevant.

There are other ways to interact with these on a map level, including raids.

  • Resource cost: fair point although I don't really see this as a major game changer.
  • Extra clicks: I'll have to see but glad to hear it's been thought about.
  • Interrelation: I don't really buy this, I don't see much of a useful difference between tech -> breakthrough -> project -> tech, and the existing tech -> other tech -> other tech tree system. Yeah okay you save up breakthrough points across techs but this is a pretty subtle difference.
  • New strategic options: I'll have to see but most of the ones shown basically look like new or existing techs in a new package.
I'll probably get the DLC anyway but wanted to get my 2p in. I guess my main issue is that I don't really want another system demanding lots of attention while I'm trying to play the actual game (microing units). The current research & production systems are great but I think there are really diminishing returns on adding whole new systems in that area (you probably won't be surprised to hear that I really dislike MIOs--lots of alerts & lots of extra clicks over very minor strategic choices replacing a perfectly good one-time decision to specialise in one direction or another).

Click to expand...

It's hard to please everyone, but we've done our best to make sure we don't repeat common pain points. FWIW, we've some things in the pipeline to streamline MIOs a bit too - although probably in a war effort after release.

To Arheo and the devs, let's address the elephant in the room. The technology tree and foci are to remain as it is now for those without the DLC?

No. Some things will change, but you will not lose anything.

Zwirbaum replies:
I didn't see a mention of carrier submarines. Will they be included in among the project options?

If so, I suggest adding aircraft module requirements for submarine use. For example, planes launched from submarines must be either equipped with airplane float modules or be designated as kamikazes. Similarly, you should also consider module restriction options, such as not allowing four engine airplane modules on a tiny submarine.

Man the Guns Expanded mod added carrier submarines, but tagging these units as both a carrier and submarine caused them to lose their submarine properties in combat. That's an issue that cannot be addressed in a mod, but rather in the source code. I do hope they're included among special project options.
View attachment 1200594

For now, there are no Carrier Submarines among the available projects.
 
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I gave it a quick skim through, so not sure if it's already discussed (sorry if it is), or if you can even answer the question, but will nukes also get a rework / facelift? Or the changes will only affect how you unlock them?

Regardless of that, very hyped for the DLC, and great dev diary.
 
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Will Einstein be available? Will there be changes to advisors with some of them being moved to research scientists?
 
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Very very interesting, thank you for the update.

One question immediately popped into my mind - what happens to a scientist assigned to an experimental facility if the facility is captured by the enemy?

Do they automatically make a heroic escape and go back into your pool, or will they be used by the enemy / sent to "re-education" camps / sent to a convent school outside of Heidelberg where they spend the rest of the war teaching the young girls home economics?

Also what is "+5% extra collateral damage"????
 
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Looks really good! Are all special projects available for all nations, or are there some unique projects for some nations? Also, do Spain have unique scientists? Some like Emilio Herrera could work for it.
 
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Will be Normal Howitzers? Sorry if you addressed this on the text, but i saw the Image and so I Jumped off thinking ''They really will add Howitzers''?

If there will be howitzers the game will address the Soviet Shock Division very well.
I think with Howitzers they just mean "field artillery", so the artillery that is already in the game. In fact, arty2 should have the following description: "New howitzer designs, taking advantage of new hydraulic recoil devices and longer barrels."

It's like how the german word blietzkrieg has been used to describe most combined arms surprise attack since ww2. Same, though to a lesser extent, with panzer.
 
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Super excited for helicopters, among the many other fun weapons to work with!
So far the new research mechanics sound pretty fun.

Speaking of helicopters, are there going to be multiple types of them (recon? ASW?) or do we get just one? Or is it too early to share these details, and the'll be covered later? ;)
Will we see country specific art/models for them, like the Kolibris, Draches, the R4s etc.? And if yes, may we see some, pretty please?
And most importantly will we see the amazing Rotabuggy?
 
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For example, in order to start the ICBM Project, you need to have completed a few other Rocket Projects, but also the Nuclear Warheads Project.
Does that mean, that finally, after 8 years, you have fixed the bug that we can't use rockets to deliver nuclear warheads, despite the tooltip claiming we can?
 
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First of all: Amazing, I love it! This will make it so much more interesting, and specializing in a certain research field actually now yields more benefits!

Two questions:

1) Will the Scientists be like the Agents, that they can also gain experience, increase their level (higher base research, for example) and also gain traits (I imagine if Focke plans on planes the whole time, he'd get some special expertise in planes)?

2) How many other projects will you be able to reveal before launch? I'm specifically interested in the Jet engines, especially the Horten projects! The Horten H IX (Projekt 3000) or the Horten H XVIII (Amerikabomber) would be some very interesting projects, especially the Amerikabomber should bring some leverage against the US!
 
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