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HoI 4 Dev Diary - Naval Rework #1

Hello, and welcome back for the first in a series of dev diaries that will showcase the changes to the naval system beyond just building and designing new ships (aka the Kaiser Wilhelm Memorial Game Mode).

Today we will look at new mission types and changes to the naval interface. As we are still in development, you may see some stuff that is not strictly speaking finished (no matter how much Dan wants the hot pink coder art to go into the final build!)

As part of the rework, we have changed the Patrol as well as the Search & Destroy mission. While patrol still does mostly the same thing, Search and Destroy is gone and has been replaced with Strike Force. In the old system, the main difference between the missions was how many ships you had at the start of the battle.

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Now that is gone, and the primary difference is that Patrol sends the ships out to, well, patrol, while Strike Force makes the ships sit in harbor until a patrol has found an enemy. This is particularly useful if you want your fuel-hungry battleships to remain in port and not use up your precious fuel until you know there is actually something out there to sink.

Finding the enemy is the main purpose of the Patrol order, so you’ll want your ships with good surface detection values to make up the bulk of your patrols - particularly destroyers and cruisers, ideally equipped with Radar and/or floatplanes. If there is an enemy in a zone you patrol, you’ll gain spotting on them, which essentially goes from “there is something out there” to “It’s the Bismarck and Prinz Eugen!” (at this point HMS Hood sorties to destroy them, in an easy and painless victory for the Royal Navy). Weather, terrain and the amount of ships committed all affect how fast you gain spotting. If you time it right, your big ships might be able to break out into the Atlantic before the enemy knows they are there. Depending on your engagement level and enemy strength, your patrol group might just decide to deal with the enemy directly, without even calling in the big guns.

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As we mentioned before, your fleet is now made up from several task forces, each of which can have its own mission. Fleets are organized in Naval Theaters. While you can assign any number of sea zones to a fleet, a task force can only ever be in one place (with a few exceptions), so in order to cover all the zones, you should aim to have at least as many task forces as you have zones assigned. However, a single Strike Force can support several patrol task forces except that it can only support one combat at a time, so your poor little patrol force may find itself severely outgunned because your main force is off helping another patrol.

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(Art is not quite completely totally absolutely final on this one)

Every fleet can be led by an Admiral, and can only control a certain number of task forces. Since every task force usually only covers a single zone, you’ll want to make sure you have different fleets covering different parts of the globe. Particularly as a raider you will also want to cover a larger area to force the enemy to spread out more.

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You can customize your fleets and task forces with insignias and colors to keep track of them, much like with armies:

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Convoy Raiding still works much as you are used to. However, we have changed the convoy raiding impact to be a weekly tick rather than a flat modifier, so sinking convoys will bit by bit reduce war support for the country that loses them. More info on this comes in a future dev diary dedicated to raiding and subs.

Convoy escort task forces can be assigned to cover several zones and will try to defend any convoy in them. If you are too spread out and subs catch the convoys, few if any escorts will be available to defend it.

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Beyond that, we have added Invasion Support. A task force set to Invasion Support will defend transports in the area and remain off the beaches to provide naval gunfire support - ideal for your old battleships that just don’t cut it anymore against more modern opposition.

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In addition, mine warfare is conducted by mine laying and mine sweeping missions (although mine sweepers also provide a passive bonus to moving through minefields so you might want to add them to your other task forces as well), and naval exercises give ships experience as well as provide Naval Experience to design new ships with - at the cost of fuel.

Newly built ships are automatically added to a Reserve Fleet, which exists on the theater level. Ships in that fleet reinforce other task forces in the same theater. You can set up Task Force templates that the game will try to create from the available ships in the reserves, and will try to keep up to strength as best it can. If you don’t want to reinforce a unit because, say, it is the US Asiatic Fleet and the Japanese have just declared war, you can disable automatic reinforcements for each individual task force.

If you don’t want to micro-manage your task forces to this degree, we have added an auto-balance function that splits your existing task forces into several, trying to maintain a strike force and one or more patrol task forces.

That is all for today. Next week we will focus on a different part of the naval rework. Don’t forget to tune in for the stream at 1600 hours CET, where we continue with Mexico for another week.

Rejected Titles:


It has been 0 days since someone made fun of the HMS Hood

Reserve your fleet today

Strike Forces are very usefuel

USA naval organize start: now 100% less ragequit
 
Now I understand why this DLC is taking longer than the others. This must have been hard to make, and hell this sounds very fun and finished.
I don't think anyone will ever complain again to how the naval system is designed. This is great :)
 
Maybe I have overread information on this:

Will land-based long range naval recon planes be added to the game to spot enemy fleets or even submarines or to add to the spotting chances of surface spotters in the area?
 
So, I hope I'm not alone in this thinking, but I'm still learning all the nuances of the current game. As it is I'm basically ignoring the naval aspect of the game, as Germany. I'm a little nervous about all the new elements I'm going to have to master!!! LOL
 
Can you add a feature where you can still play an achievement compatible game but you can choose one nation's path.I want this because it is so annoying to restart your games.Recently i was trying to reform austria-hungary and i tried making germany bring back the kaiser but after 10 reroles i still couldn't get them to do it.Btw Germany never restores the kaissereich.
 
@podcat

Just a quick thought - can you please add a simple 'select all divisions' button somewhere? Maybe put it on the Army overview screen or something. In fact you could have ones for Air and Naval units also.

Currently - unless I have never been aware of it, which is possible - there is no way to do this, and so you have to go round the world dragging boxes around all of your divisions whilst zoomed out, and then comparing with the number of total divisions on the Army overview to see if you have selected them all.

It is often useful to select all your divisions and move them back to your home country/area so you can manage them properly and decide to delete or change templates on some if you want to, or simply if you want to select all divisions of a particular type (INF, CAV, MOT, etc.)

This would be a simple (I think?) QoL change that would surely benefit everyone, without having any downside (you're not forced to use it).
 
Basically I was asking whether sub warfare would still be broken after this update. Cause it's not worth investing in subs at all atm.
I don't think the devs have discussed in the diaries if they have fixed the issues that were specific to subs, although the end of Doom Stacked Fleets should improve things. They're still revealing the improvements to naval combat, so they may talk about the issues with subs in a future diary.
 
As long as this DLC and update stops Mussolini loosing 800,000 men in the first three months of the war because apparently his Admiralty and Generals are so utterly brain dead that they send there entire army to Africa through the Mediterranean, after loosing naval supremacy, which results in them all dying, I will be happy...

Honestly... If there is one thing I find infuriating about HOIV (A game in which I have thousands of hours), is that any AI with over seas colonies will loose all of its manpower reinforcing those colonies even though their Fleets basically dead, just making hundreds of thousands to millions of men easy pickings for the British / US fleet and making them impotent for the rest of the war.

I mean the only other thing that bothers me (Other than occasionally the front line system breaking and not allowing me to set a line along just a few provinces but instead forces it over the entire border), is the fact that non-historical division armies aren't saved properly which means my neatly ordered armies are a mess (As someone with a form of OCD, I cant stand my armies being out of order), which means if I reload a save game with a couple of hundred divisions I can spend a good 15 - 30 minutes reordering them...

Seriously though... Troop Transports need to be fixed. If needs be just stop AI's from being able to use troop transports unless they have naval supremacy... The fact that Mussolini looses basically his entire fighting population in the first month or two of the war to just British ships is possibly the worst part of this game.
 
Will the DLC also change the naval supply convoys ?
Because it will fit in there and needs badly a change.

A bit ago as germany all my supply was send over calabria of my ally italy because they had there most harbour capacity ...
 
Can't wait to see what bizzare historical ship configurations will be waiting for us at ports in 1936.
The first step will be to convert all carriers back into battlecruisers. Even the ones that were built as carriers from scratch should be given ruinously expensive and counter-production refits.
 
The first step will be to convert all carriers back into battlecruisers. Even the ones that were built as carriers from scratch should be given ruinously expensive and counter-production refits.

With how naval mechanics are now, that would be a good idea. With the 4 carrier limit, you want your four largest, most advanced ships to be flattops while there is no reason to throw every obsolete battleship/battlecruiser into the fray because even if they do no damage (and even then they might sink a cruiser or something), they still function as meatshields in surface combat to take torpedoes/airstrikes that would have gone to your bigger line battleships.
 
Any chance we could see corvettes as a really cheap ship for convoy escort and small nation navies, possibly in the region of 250-300 points and about 80 manpower.
Also will naval radar be a thing the base game, it's there in the road to 56 but it would a good addition the base game.
 
This game is about 3 years old now and they still haven't added any additional NATO counters.
And I am glad for that since NATO didn't exist at the time. Even the 'counters' that they are based on weren't universal at the time.
 
Any chance we could see corvettes as a really cheap ship for convoy escort and small nation navies, possibly in the region of 250-300 points and about 80 manpower.
Also will naval radar be a thing the base game, it's there in the road to 56 but it would a good addition the base game.

Asked and answered. . . use the Destroyer hull and put ASW and Depth charges on it - presto RCN!!! :)
 
And I am glad for that since NATO didn't exist at the time. Even the 'counters' that they are based on weren't universal at the time.
If they're not going to support/update the feature then they should remove it. There are loads of custom unit symbols, but no additional counters.

@podcat