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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.


HOI_ExpansionPassOne_KeyArt.png

Make sure to check out the Expansion pass over on Steam HERE or click the above image
 
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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!
 
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It's annoying that there are no country-specific weapons. This will lead to a uniform meta again.
Especially since historically not every country has developed and built the same weapons.
Why does every country always have to have the same units/weapons etc.?
 
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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.
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...
 
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Nice! I see a lot of the projects overlap with ones from my tank is fight along with a bunch of ones I'd never seen before.

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.
 
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?
 
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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
 
1728483092193.png

Does this mean we're getting a rework of how 'Bombardment' functions? Are we finally going to see human casualty attrition when two armies face each other without directly attacking? That would be a game-changer, especially in prolonged wars between players!
 
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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.
 
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1728483767118.png

Now that midget subs are thing, you should add one for Finland
Saukko was worlds smallest submarine at the time, built in cooperation with Germans.
 
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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.
Will the helicopter also implemented in ship designer? Since the kolibri, autogyros, R4 also extensively used aboard the war ship in late world war 2
 
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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)
View attachment 1196569
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.

View attachment 1196571
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.

View attachment 1196573
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

View attachment 1196574
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…

View attachment 1196580View attachment 1196581
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.

View attachment 1196582
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.

View attachment 1196584
View attachment 1196585
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:
View attachment 1196586
View attachment 1196587
We have a few Naval Projects to choose from, and there are more hiding

View attachment 1196588View attachment 1196589View attachment 1196590View attachment 1196591
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.
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.

View attachment 1196594
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.

View attachment 1196597
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.


View attachment 1198824
Make sure to check out the Expansion pass over on Steam HERE or click the above image
Is Hans Kammler gonna be in the game? He was instrumental in the V weapons program and Die Glocke
 
Here is a list of some scientists and engineers, primarily from Turkey and Poland, who may be included:
I just saw that the new expansion includes specific German scientists. I’ve compiled a list of all the important scientists from that era who worked for Turkey. This list may help both HOI4 developers to include historically accurate engineers and also assist HOI4 modders.


Aircraft Engineers

  • Jerzy Wędrychowski – Head of the Polish team at Etimesgut THK aircraft factory. The factory produced many aircraft, particularly the Miles Magister.
  • Stanisław Rogalski – Member of the Polish team at Etimesgut THK aircraft factory. He designed the THK-2, THK-5, and possibly more aircraft like the THK-11(?)
    THK-2 | THK-5
  • Polikarp Wroblewski – Another key member of the Polish team at Etimesgut THK aircraft factory.
  • Selahattin Reşit Alan – Lead engineer of the Nu D.36, worked at the Beşiktaş aircraft factory of Nuri Demirağ. Tragically died in an accident in 1938.
    Nu D.36 | Nu D.38
  • Mehmet Kum – Another important student-engineer that worked on Nu D. planes

Naval Engineer

  • Ata Nutku – Designer of the Atak mine ship and he was first modern Turkish ship engineer. He worked at the Gölcük Shipyard.

Weapons Engineers

  • Eyüp Durukan – Engineer officer specialized in artillery. He served as the Director General of Military Factories, overseeing various factories in Kırıkkale, Ankara, and İstanbul.
  • Nuri Killigil – Pioneer of Turkey's private gun industry. His factory began producing pistols, canteens, iron rods, gas masks, and bullets. In 1946, Killigil expanded the factory and relocated it to Sütlüce, where they also started producing mortars and mortar shells using new engines and machinery.

Metallurgical Engineer

  • Selahattin Şanbaşoğlu – Turkey's first metallurgical engineer, specializing in iron and steel. He contributed to the expansion of railroads and worked at the Kırıkkale Steel Factory. Over time, Kırıkkale saw the establishment of various military factories producing bullets, power plants, ammunition, brass, steel, rifles, and gunpowder. In 1950, these factories were consolidated under the name Machinery and Chemical Industry Corporation (MKE).

Explosives Engineer

  • Şakir Zümre – In 1925, he established the Turkish Industry, War, and Metalworks Factory in Karaağaç, which produced weapons and ammunition for the Turkish military. The factory supplied bombs to the Turkish Air Force and various explosives to the Navy. It also made history by producing Turkey's first submarine bombs. Under Şakir Zümre's leadership, the factory expanded its operations to exports, winning a tender in Greece in 1937 and exporting to countries like Bulgaria, Poland, Egypt, Jordan, and Syria.


View attachment 1197985

source for Polish engineer team: https://www.mmo.org.tr/sites/default/files/e98b06ff7d8700b_ek.pdf


Here are some other notable scientists I found that devs may want to consider to multiple countries:
  • Arthur R. von Hippel (1898–2003) (codeveloper of radar during World War II)
    Arthur Robert von Hippel was a German-American physicist and materials scientist. His research focused on dielectrics, semiconductors, ferromagnetism, and materials science, particularly in the context of electronic devices. He fled Germany due to his opposition to the regime and moved to the U.S., where he had a significant impact on the development of dielectric materials used in radar during World War II. He is considered a pioneer in the interdisciplinary field of materials research.
    -Lived in Turkey (1933-1935) and Denmark (1936) before moving to MIT in USA.

  • Richard von Mises (1883–1953)
    Richard von Mises was an Austrian-American mathematician, physicist, and philosopher known for his contributions to probability theory, aerodynamics, and fluid mechanics. He formulated the "von Mises yield criterion" in material science, which is critical for predicting when materials will yield or fail under stress. He also made foundational contributions to the mathematical theory of probability, and his work influenced many areas of applied mathematics, particularly in statistics and engineering. He was the brother of the economist Ludwig von Mises.
    "Before the first world war he had already become a pilot and lectured on aircraft design, and in 1913 at Strasbourg he gave the first university course on powered flight. At the outbreak of war it was natural for him to join the Austro-Hungarian army as a test pilot and a flying instructor. In 1915, he supervised the construction of a 600-horsepower (450 kW) aircraft – the "Mises-Flugzeug" (Mises aircraft) for the Austrian army. It was completed in 1916 but never saw active service.
    -Lived in Turkey (1933-1939) before moving to Harvard in USA.

  • Erwin Finlay-Freundlich (1885–1964)
    Erwin Finlay-Freundlich was a German astronomer known for his work related to Einstein's theory of general relativity. He sought observational evidence for Einstein's theory by attempting to detect the bending of starlight near the Sun, an experiment that became significant during solar eclipses. Freundlich's early career was shaped by his collaborations with Einstein, and he contributed to early tests of general relativity. His research spanned various topics in astrophysics, including gravitation and the cosmological implications of general relativity.
    -Lived in Turkey (1933-1937) before moving to Czechoslovakia (1938), and Scotland (1939)
 
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