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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.

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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.

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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
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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.

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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

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specialprojects_13_v3.png
specialprojects_14.png
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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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Spotted the naval fuel thing. Has the way naval supply is allocated/transferred been changed? The way it currently exclusively draws from the closest port no matter how small has caused some issues with modding the Pacific War especially, so any change to that is welcome news
Yeah this is awesome, this means that there is more of an upkeep to having fleets out on the sea. Having ships patrolling 24/7 now comes at some cost. Hopefully they have a org decay overtime so crews can get needed R&R
 
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.
Wait so they're battalions rather then air wings? Does this mean we can attach scout planes as a recon battalion in the army rather then air interface?
 
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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.




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Ahead of time? Also everybody look, fort level is now something that doesn't go to 10 instantly. Also I am now purchasing your DLC.
 
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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.

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The tile has a max of 7 forts, is this a secret land fort rework to stop Maginot Countries from existing??
 
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Increasing naval range will be huge for nations like Japan who are finally able to run operations like Pearl Harbor. I do hope though that there will be a counterbalance for this coming up, because I can see scenarios where Japan gets invaded straight from Hawaii...

I can see the rockets being extremely useful for modern/near future mods like Millennium Dawn

As for the parasite motherships mentioned...Zeppelins Ho!
Only if they have a stat for missile interception. Needed for ships as well. Otherwise, missiles will just not work in hoi4 and kill everything.
 
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Airborne is parachutists and support elements, you must be thinking of air mobile or air assault.
I mean in TNO helicopters are available as support companies same way here, but they also have an attack helicopter support company as well, though you said attack heli wasn't feasible... I mean I can still make heli divisions like in TNO, albeit without heli CAS...
 
I was hoping that sometime in the future, hospitals would be buildables like supply depots as opposed to being used support companies. Or movables like rail guns and that Swedish truck.
 
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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

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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.
 
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So is the entire feature DLC? If so, how is research that is currently in the vanilla game handled in the new update? Are we getting a less fleshed-out version of Special Projects in the base game for only the projects that are currently in the game as technologies (Nuclear Bombs, rockets etc), or are these things staying as normal tech tree research for non-DLC owners?
 
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I mean in TNO helicopters are available as support companies same way here, but they also have an attack helicopter support company as well, though you said attack heli wasn't feasible... I mean I can still make heli divisions like in TNO, albeit without heli CAS...
Heli "divisions" in real life use Helis as transport elements in things like Chinooks and Blackhawks to deploy extremely quickly and bring in heavy equipment like light howitzers and things like heavy ATGMs and humvies. Helis in support is sorta different, and the capacity to air transport a bunch of dudes didn't' really come around until the 60's. Before then they could use helicopters to insert recon teams into the rear and other functions like what you see in the game, but you could only get four guys in a helicopter including the pilot and copilot. These are just support helis which is still rad as hell.
 
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I would just like to voice one of my issues with the flamethrower tank research. Making a flamethrower tank doesn't seem very different from making a SPAA or a Assault gun, so I would personally suggest maybe moving it as a tank tab or artillery tab side tech instead of locking it off to special research. I don't think you need a tank designer like Dr. Porche to make a flame tank and it's not going to require a breakthrough in the "tank sciences" to make. It was more of a feasibility issue on how to not make the tank blow up and whether burning valuable petrol is worth a weapon that has a range of maybe 75-100 meters at most.
 
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On a side note, can you enable city/urban names in the railroad building screen? When building railroads it is nice to have them pass through urban centers without having to check back and forth where the cities are.

Also when changing division templates, can you make it override custom division names? Or have an option to mas delete custom names? The first option is better I think. This would be useful for when you diplomatically annex a country and want to integrate their army into yours and are trying to standardize the division names.
 
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So, it's one single experimental facility per nation per category?

What happens to captured facilities, do they continue to exist, or are they looted and destroyed? Does it block the old owner from building new ones, and if not, what happens when he builds a new one and recaptures the old one?

Also, now that jet engines are hopefully their own special project, have they been de-nerfed? Because they're really in a sorry state currently.
 
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Lastly, some majors will get country-specific models, which are obviously made up and can look even crazier than the Ratte!
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Is that an interpretation of that funky KV train?
or:

I like it! Must be really fun to designe Landships for all major nations.