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HOI4 Dev Diary - 1.5.2 Update #3 and Telemetry!

Hi everyone! Today we'll be talking some more about the continued post release work as well as share some cool numbers we have gotten from our telemetry system about how people play.

1.5.2 Patch
Work has continued on the patch and it should be getting another updated opt-in beta any moment now Right now we are aiming for release on monday, but of course that may change depending on testing.

MEFO bills has seen some further balancing work based on feedback. They now give 5% consumer goods as well as a bit lowered cost and also bonusing refinery construction.

We have also added a cool little thing. Its now possible to change the 3D model representation for your divisions (like you could change the icon before on a template). We also let you preview the 3D models in the tech tree for technologies unlocking equipment etc. In multiplayer it works like the icon selection so you can't trick your enemies.

upload_2018-4-4_15-51-21.png


Other than that there are a couple of bugfixes and balance work. Check out the beta patch thread for details. The full changelog for 1.5.2 so far is this:
################################################################
######## Patch 1.5.2 "Cornflakes" ########
################################################################

##################################
# Feature
##################################
- Now it's possible to view the 3d models in the division designer and in the tech view. Also in the division designer, it's possible to choose a preferred 3d model to be used by that template.
- Free Battleships DLC that never really worked, has been moved into the base game.
- Holding shift now creates army group fronts without creating sub army fronts

##################################
# AI
##################################
- Garrison order improvements
- Fixed AI not using its military factories to their fullest when it is not in need of equipment. Now it will produce stuff as long as it has enough resources
- an AI chinese warlord that is at war with Japan will now be very eager to join the united front.
- Added AI strategies to the Baltics and Finland to make them more eager to join Germany's faction if Germany has chosen "Safeguard the Baltics" and/or "Support the Finns".
- Improved air AI to be less inclined to move air wings around frequently.
- Made german AI focus more on non-civilian construction between 1937-40
- Some improvements for naval leader assignment to reduce reshuffling.


##################################
# UI
##################################
- War support and Stability modifiers are now displayed as numbers instead of %
- Listed save games now has proper "hover mouse over" effect
- Fixed army insignia positioning.
- New portrait of Von Lettow-Vorbeck for GER.
- The colored background on army groups along the bottom of the screen now intercept mouse clicks, not letting them click through to the map and select stuff.
- Popup windows for declaration of war, peace, and a few others will now auto-close after timeout when running a hands-off or any other case with human AI turned on.
- Added a confirmation pop up while assigning every unit in army to a different army's front orders
- Added drag & drop to reorder theater groups & pinned regions
- Added drag & drop to reorder armies & army groups
- Soviet scorched earth tactics decision now has a tooltip showing the effect
- moved check for low popular support in PRC tree to a scripted trigger to make bypass tooltips more appealing
- Scorched Earth decisions are now hidden if they would have no effect
- When choosing divisions to use as volunteers, the interface should now keep selection when game is running. Would previously deselect all, as the interface was refreshed.
- Tooltip for creating ocuntry leaders with traits look similar to how traits are displayed in the country view.
- Added timer icon showing that low efficiency can be due to air wings recently arriving in a region.
- Added an explanatory tooltip to Manchukuo seize arms decisions.
- "Field marshal traits now go red if assigned to command an army. Added tooltip that explains it when the trait is hovered.
- Added an advisor tooltip to "The Unthinkable" option.
- Fixed some trait squeezing problems in combat log screen when there are too many traits.
- Added order highlighting when mouse hovers over army shields in theater or plan execute/stop buttons


##################################
# Modding
##################################
- Removed duplicate static_modifiers script. the ones in modifiers folder is what we use now
- transfer_navy and transfer_ship effects can now use scope targets for their target (e.g target = FROM)
- Mods marked as dependencies are now loaded in the correct order
- Added on daily action (use cautiously!)
- Added validation of equipment bonus when ideas are loaded.
- Added cancel_if_not_visible parameter to decisions. Cancels a decision if it's visible trigger is false.
- Generating the exact same type of wargoal against the same country now ignores the effect.
- Enabled equipment bonus validation for modders
- Added define to tweak color of invalid trait "TRAIT_INVALID_FOR_ASSIGNMENT_COLOR".
- Added modifiers static_anti_air_damage_factor and static_anti_air_hit_chance_factor.
- Now it is possible to create your own interfaces with mods. Windows, buttons, textfields, and it's actions can now be scripted.
- Value triggers are now accessible as dynamic variables.


##################################
# Database
##################################
- Updated game credits.
- "Danzig or War" now gives core in Danzig.
- "Reassert Eastern Claims" now gives core on Memel.
- Sun Tzu Reborn achievement is now possible to achieve (requires level 9 Field Marshal).
- Communist Byzantium now has the correct flag.
- "Expand the Imperial Guards"-spawned troops for MAN are no longer locked
- Industrial Land Appropriation no longer repeatable for the same state.
- Fixed date requirements for AI values for Ichi Go and Test the Soviets decisions (AI was not prevented from taking these before certain dates).
- Reworked Anschluss bypass conditions.
- Fixed correct state for "Ostwall" forts.
- Fixed art for Japanese Last Stand command power ability.
- "Support the Anti-Fascist War" and "Guns for the Anti-Fascist War" decisions are now targeted decisions.
- Adjusted Polish and German provinces and states to make historical German WW1 borders possible, as well as adding Oder-Neisse line.
- Adjusted Vojvodina and Serbia states to make Austro-Hungarian borders more historical.
- Renamed "Alsace" to "Alsace-Lorraine", and "Lorraine" to "Franche-Comte"
- Added 1x BB tech bonus to French focus "Capital Ship Focus" to bring it in line with "Carrier Focus".
- ai strategy databases are reloadable now
- enabled Japanese equipment names for Manchukuo
- fixed a few naming issues in German name list
- A nationalist China losing a power struggle will now get a cosmetic tag to distinguish it from new nationalist China. If a warlord who has previously taken over nationalists loses a power struggle, they will lose their cosmetic tag. This should fix the 3 China issue.
- changed flavor name of a Manchukuo rifle after two hour discussion of Manchurian small arms development
- added Paul von Lettow-Vorbeck as a general to Imperial Germany
- Updated 'The People Have Stood Up' achievement to better fit description in steam.
- Updated 'My Ships Don't Lie' achievement to fit description in steam.
- Fixed a duplicate name of a German destroyer
- Fixed a few naming inconsitencies in French Division Namelists and Added new Namelist for late-war French Armored Divisions
- Elsass-Lothringen and victory points now renamed back to their French counterparts of France wins the war and retakes it.
- Several text translations has been added and improved.
- Fixed some inconsistencies in name lists for French-speaking countries.
- Renamed Communist Roman Empire to Communitas Proletariique Romani.
- Removed Zhang Lan as Nationalist Chinese Democratic leader due to previous communist committments (replaced with Weng Wenhao)
- Soviet volunteer group and flying tiger focuses now bypass if someone else has already completed that focus to avoid doubles.


##################################
# Balance
##################################
- Whampoa College National Focus now also adds 1 planning point to existing leaders as well as new ones
- Starting land doctrine techs now have normal tech base costs (so now at 50% of before)
- Slightly rebalanced chance of French intervention resulting from Return of the Kaiser.
- Production bonus can go negative now and slow down your equipment production
- Generals gains less XP as combats drag on (down to 10% in a month)
- Generals gains more XP if they are dealing more damage compared to enemies (up to 4x while you are doing 4x damage compared to enemy)
- added an option to Chinese provocation event that allows Japan to withdraw from the continent
- Winter War peace treaty no longer hands over Petsamo (SOV will have to get that the hard way)
- Neutral ideology is now allowed for puppets.
- Halved the extra wounding chance on the reckless trait
- Cautious trait now reduces chance to get wounded (making it the polar opposite of reckless).
- Changed mobilization impact from positive war support to 30 % (up from 3%)
- japanese ideology advisors are now only locked behind focuses for Waking the Tiger DLC owners
- Reworked the Assertiveness Branch of the Manchukuo Tree:
- added a decision unlocked from taking control of the railroads that gives 4 CIV factories over the course of a year
- removed factories from legislative council, purge general affairs and control the railroads
- purge the general affairs council now removes Kwantung veto
- bolster nationalism now allows recruiting bandits. if bandits are still active in the country, taking these decisions removes the spirit
- added a decision to local arms procurement that adds an idea giving dramatically reduced cost for small arms at the cost of reduced reliability
- removed autonomy gain from Assertiveness focus (made no sense)
- added a decision to five people armies allowing the raising (and disbanding) of Manchu Banners, represented by 5 large infantry divisions
- added a decision to the purge general affairs council allowing player to pay command power to seize Japanese army depots in the case of war, giving increasingly large injections of equipment into stockpile and corresponding attack and defense penalties to Japan for a limited time
- reduced the impact of bolster nationalism spirit
- "Changed Command Power cost for Communist China's Infiltration decisions (-0.01 => -0.2) and the Nationalist/Japanese counter (-0.05 => -0.1).
- Increased command power cost (-0.02 => -0.2) for gaining army support in preparation for a civil war. Old values were not rebalanced properly after major system rework."
- Added surrender limit penalty when at low war support. Scales from 0 to -30%.
- Reduced air superiority stat of strategic bombers.(1 => 0.01)
- Increased heavy fighters air superiority (1 => 1.25), so they are better at something that isn't shooting bombers...
- Lowered impact on speed due to enemy air superiority (-0.5 => -0.3).
- Lowered impact on defense due to enemy air superiority (-0.5 => -0.35).
- Changed cap of "Air support" modifier from CAS assisting land unit in combat from 21% to 35%.
- Division anti air reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes.
- Corrected AA damage reduction tooltip to show numbers in red.
- Reduced factory output penalty from long march spirit for PRC (now -15%/-5%, down from -25%/-10%).
- Changed penalty from Chinese idea Illegal Regime (-0.35 => -0.2)
- Last 3 radar techs now increase aim of static AA guns by 20% each.
- Each intermediary AA tech now adds 8% damage reduction from enemy bombers.
- Each AA equipment unlock now increases static AA damage output by 10%.
- Air bases now take 50% less damage from bombing.
- Reduced negative production modifier for Canada and Australia's version of the great depression (for TfV owners).
- The German War Economy Focus now requires 50% war support.
- MEFO bills base cost reduced by 0.05 PP, added -5% Consumer Goods, and increased build speed bonuses to 25%.
- Rebalanced Nationalist Chinese Focuses: Welfare Focuses now give 10 War Support (up from 5), Democracy Focuses that gave stability or War Support have been increased to give 10 instead of 5, added a military factory each to expanding the Taiyuan and Hanyan Arsenals.
- Balanced temperatures for commando trait to < -15 or > 27.
- Chinese Scorched Earth Tactics and Industrial Evacuation Focuses reduced to 35 days.


##################################
# Bugfix
##################################
- Improved Spanish translations.
- Took map wrap-around line in the Pacific into account when computing a state's center point, correcting East Siberia's center from its previous position in the Norwegian Sea.
- Stopped the Focus.IgnorePrerequisites cheat from being used in an ironman game by first turning it on in a normal game.
- Prevented various exploit methods which could pull divisions out of naval transfer convoy combat by cancelling or changing division orders.
- Fixed incorrect default of convoy efficiency when writing persistent data, which had a small chance of causing out-of-syncs.
- Fixed daily change in party popularity being inaccurate.
- Changing of ruling party to unaligned now cancel all boost party popularity
- Naval combat report will now only appear if any damage has been dealt
- Fixed naval combat report not mentioning some losses when merging with older ones in the same province
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Fixed port strikes with no participating planes
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Air permission can no longer be obtained from both side of a war and observe similar restrictions as land volunteer.
- Added nb used convoys and nb free convoys to the checksum for OOS detection
- German historical DLC now properly enabled all picture replacements for events
- Fixed a loading order issue that could mess up some triggers for ideas on starting the game
- Japanese surrender events for MAN/CHI no longer incorrectly mentions transferring Korea to MAN/CHI control.
- Return of the Kaiser event when rescuing him through war now triggers upon control of Holland state; previously triggered from capitulation which could bug out if Holland was not in a faction when it surrendered.
- MEFO bills are no longer removed if Anschluss is rushed before the bills are extended a second time.
- Drastically increased the WT generation required for UK to want to kick Imperial Germany out of its faction when having taken the "Alliance with the Shade" focus. Germany now needs to have created 81% more WT than the faction average, up from 34%.
- "Support Anti-Fascist War" decision for USA now correctly removes off-map factories again after the duration ends.
- Fixed some possible problems with text save games while writing arrays
- Fixed a crash after user directory is cleared using the launcher while there are enabled mods in it
- Fixed research all cheat not working for some of the researches
- Fixed a bunch of typos
- Added localization for 'send attaché' action in diplomacy tab/country list screen
- Fixed UI scale glitches with equipment stockpile line graphs
- added a bypass for Build up manchurian army focus in japanese focus tree
- added a bypass for Communist Chinese focus if low_popular support spirit is not present
- fixed critical spelling error in bombing damage modifier tooltip
- fix for unlocalised bypass requirement in Soviet Advisers focus
- the opinion bonus from Italian befriend Japan focus is now correctly applied to Japan
- integrate the warlord army decision now transfers any generals and only creates leaders if the target has not taken personal leadership focus
- Fixed general selection menu stating that Field Marshal can "command 5 armies" when it should be "24 division".
- Fixed tooltip for how many divisions a corps commander can control showing up when trying to assign a Field Marshal.
- Fixed invalid equipment bonus for PRC_peoples_war, PRC_maoism, CZE_naval_focus and bofors.
- Ichi go spirit targeted modifier now works against all the Chinese nations.
- Added attache relation gfx for diplomacy view
- Command power cost on abilities now displays 2 decimals.
- Fixed tooltip for integrate warlord decisions using a flag with wrong localisation.
- Fixed integrate warlord decisions effect running immediately instead of after 90days.
- Re-added localisation for custom tooltips in Chinese Industry Relocation decisions.
- Removed auto call for faction members when a country is the target of war declaration.
- Navies on convoy escort missions now try to help allies if there are no friendly convoys to help.
- Fixed 'org loss while moving' leader modifier not being applied
- Volunteers sent to a countries which became enemies, will now be sent back home (so your divisions don't fight on both sides of the conflict).
- Fixed yet another grammatical issue in texts about the attaches.
- XP is now awarded in the case of unit being destroyed with nowhere to run and for overruns it is awarded to units both in current and in destination province if enemies.
- Fixed bug where a cavalry 3d models didn't get a proper winter camo
- Fixed volunteers not properly being sent back to their rightful owner.
- Corrected British division namelist to use brackets instead of apostrophes.
- Changed scavenger trait to additive modifier
- Fixed a broken bypass in Japanese Liberate Manchuria focus.
- Changed completion trigger for 'Fuhrer directive 21' mission to include allies controlling the required states.
- Added scripted trigger for a state being controlled by ROOT country or an ally to them.
- Fixed Austria-Hungary being formed multiple times as a result of ""Rekindle Imperial Sentiment"" focus.
- Fixed Austria-Hungary news event referring to ""Austria-Hungary taking the lead"". Now correctly refers to country's old tag.
- Re-Forming Austria_Hungary now flips government to Unaligned and makes Otto von Habsburg country leader.
- Hungary can now choose ""Tade Deal with Germany"" focus with non-Fascist Germany.
- ""Break the Anglo-French Colonial Hegemony"" focus now also correctly gives claims on Palau, Papua, and Samoa.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-Lorraine"" focuses are now also available if France is puppeted or if Germany owns Alsace-Lorraine.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-Lorraine"" focuses now rename Alsace-Lorraine to Elsass-Lothringen, Strasbourg to Strassburg, and Mulhouse to Mulhausen.
- Greater Hungary can no longer be formed if Austria-Hungary was formed via the ""Rekindle Imperial Sentiment""-spawned decision.
- Fixed panzer_leader trait not gaining xp if a non-armor unit was participating in the combat. Now it gains xp if more than 40% of the army under the leader control's is armored at the time of the combat.
- Reworked the AI's pathfinding algorithms, so it should now take more reasonable routes, when it comes to combinations of land and naval transportations.
- The battle plan window is now hidden in naval and air map mode.
- Fixed drag and drop causing 'new army' portrait to ignore clicks
- Added temporary penalty for assigning airplanes to a new region or receiving reinforcements.
- It's no longer possible to capture naval/air equipment when it gets destroyed in land combat.
- More fixes in the texts translations.
- Fixed a wrong tooltip in Manchukuo Five People Armies focus.
- Fixed two wrong cavalry division names in British name lists.
- "Danzig for Guarantees" now renames Poznan to Posen, if accepted.
- Added bypasses for "Align Hungary" and "Align Romania" focuses, if they are in Germany's faction.
- "Reinstate Imperial Possessions" and "Reintegrate Luxemburg and Alsace-Lorraine" now also transfer Alsace-Lorraine to Germany.
- Nuking now uses the highest VP in the state when calculating war support penalty instead of specific province nuked. Multiplier from infrastructure is now calculated before they are destroyed.
- Drawing defensive orders now takes army groups into account when counting divisions, so it displays the correct number of divisions that will be assigned.
- Fixed tooltip of panzer_leader trait for the xp gain.
- Fixed cancel_trigger for timed decisions not removing, but instead executing remove_effect if the mission was completed.
- Fixed guaranteeing nations not being auto-called into war when neither the guaranteeing country nor the attacking country are in factions.
- Yalta Conference event now should allocate correct states to DDR and Poland.
- MEFO bills now gives a 20% construction speed bonus to military factories, dockyards, forts and coastal forts, air and naval bases, AA buildings, and Radar stations, instead of -20% consumer goods.
- MEFO bills now renew every 180 days instead of every 90 days.
- MEFO bills - Slightly increased the base political power cost and the political power cost ramp-up.
- Unaligned Germany now loses MEFO bills when the German civil war begins (but is not required to pay for them). MEFO bills and mission are now transferred to the Nazi side of the civil war.
- Unaligned/Democratic Germany now gets a temporary "Rebuild the Nation" National Spirit that gives -20% consumer goods bonus for 365 days, when completing the "Rebuild the Nation" national focus.
- "Rebuild the Nation" national focus now takes 70 days to complete, up from 35 days.
- Previous "Rebuild the Nation" national spirit has now been renamed to "National Revitalization".
- Fix issue where scripted events that try to add countries to a civil war were silently doing nothing if world tension is too low. The world tension check should not automatically apply to scripted events; the country should just be directly added to the war, which is now once again the case.
- Fixed nuke events referencing the wrong states/leaders.
- Fixed a spelling error in a tooltip for Attaches.
- Fixed navy leaders not gaining xp.
- Fixed a news event referencing a Hungarian king that didn't necessarily exist.
- Added an appropriate Apostrophe to King's Own Cavalry division.
- Warlords that have inherited the Incompetent Officer national spirit from Nationalist China can now take the decision to get rid of it.
- The Japanese kodoha national focus path will now only invite Japan to the axis once.
- Countries on the winning side of a war but occupied by a different faction can no longer be marked as untouched, allowing them to be annexed or puppeted by the occupiers even if the actual enemies never did any damage to them.
- Unit leaders go into cooldown when you disband the army now.
- Capped minimum supply consumption to 0.05, so it's no longer possible to get it negative and suffer huge penalties.
- Forced countries entering into a dependency relation to cancel any war relation they have between them.
- Fixed the Call Ally diplomatic action to have the recipient join the correct war.
- Clarified Treaty with USSR" requiring "Anti-Soviet Pact" to not have been taken.
- Army group orders now does not mention number of unit information in them.
- Made the call ally tooltip properly indicate when a civil war is not joinable by an ally due to low world tension, just as it already does for the other country if they want to initiate a join war action.
- Call to war and join war actions in the diplomacy screen no longer show every individual war relation in the list of wars, but just the primary one.
- Allowed a country to be invited into peace conferences even if some of their faction allies are at war with the winners of the war, as long as the country being invited is at peace with all the winners and at war with the losers.
- Fixed a bug that caused a navy leaders not gaining experience.
- Fixed killing encircled units not giving intended amount of flat experience gain.


##################################
# Stability & Performance
##################################
- Fixed small memory leak.
- Fixed uninitialized variable in graphical settings, which in theory could cause an undefined game behaviour.
- Fixed CTD when loading a savegames which was related to the air wings.
- Fixed OOS caused by "local resistance" data not being properly cleared.
- Improved initial loading time a bit. The naval distance calculations are much faster, and is done only once (or whenever a game changes has been detected that could affect the naval distance calcluations). At every next game start, the loading process skips the naval distance calculations by just loading the cached data.
- Fixed peace conference behavior and crash in the case that one or more of the winners have been occupied by a different winning faction.
- Fixed SS recruitment crashing the game under very specific circumstances.
- Fixed CTD when asking a lend lease to some AI countries within the first day of the game.
- Puppets surrender with their overlords and any other majors even if they have been in the war for fewer days than normally required to surrender. This fixes a crash elsewhere when transferring the puppet in a peace conference.
- Attempt to gracefully skip over opponents who are no longer at war with each other when cleaning up war relations at the conclusion of a peace conference. This avoids crashes when multiple peace conferences get initiated and completed simultaneously, especially due to scripted white peace events.
- Ensured all buildings in the newly-changed Polish and German states are present in those states, to avoid crashes.
- Fixed CTD on create_unit effect with invalid template name. Now shows an error instead.

Difficulty Settings
With 1.5 Cornflakes we added 2 extra difficulty levels and we did some checking up on how that impacted what people selected.
upload_2018-4-4_15-56-30.png

So we can see that the new Civilian difficulty level was needed as well as Elite as both effectively split the old difficulty levels in two. The lower two actually both increased as Regular lowered a bit, although this might just be a temporary bias right now as a lot of new players tend to join at a big expansion release. Speaking of, if you are regularly playing on Civilian and Recruit I would love a PM or comment on why. its one of those things we are trying to figure out.

Multiplayer Telemetry
We have long wanted to try and figure out more about how people play HOI4 in multiplayer so we decided to look at new data we are now able to see as of 1.5.

upload_2018-4-4_15-4-38.png

My gut feel was that 2 player coop was the most popular by far. The above for sure shows that 2 player MP is the vast majority. On top of what you can see in the graph above 5-9 players is 1.3% of time played and above 9 is 0.8%.

Figuring out exactly how people play is more difficult. Sadly we do not have a way to check if war broke out right now between players so the "Free for All" category I suspect a large part of is coop, but as part of separate factions. Such as a UK and Soviet player vs Germany or the like.
upload_2018-4-4_15-19-32.png

The categories mean:
  • Free for all - Everyone for themselves (no one together in a faction)
  • Co-Op - Everyone working together in one faction vs ai
  • Team Competitive - Teams in different factions
  • Mixed - Mixed working together/going it alone
So it seems like cooperative play is quite popular, but we also see that people change things up and move between "types" while playing too. Looking at each type in more detail pure co-op is the one limited to the smallest range of players while Mixed (not surprisingly) has the largest.
upload_2018-4-4_15-29-4.png


This kind of data is super helpful, but often we need to iterate and add more "hooks" that get reported so we can interpret it better which we tend to do when we release patches etc.

See you next week. Assuming we are done with the patch then we'll be talking future roadmap.
 
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Could you give some examples of strategy game where AI is even a bit smarter on higher difficulties?

Starcraft 2.

What improves drastically in Starcraft AI as you increase the difficulty is build order. This is a game that has millions and billions of games to draw info about build orders from. Of course, Starcraft isn't all about build order and the AI does not improve much in other areas (although it DOES improve depending on difficulty, it no longer goes all in and retreats at the sight of unfavorable odds). This is a huge step up from Warcraft 3's AI who just gets more gold and XP the higher the difficulty setting.

I wonder how Paradox still doesnt understand how difficulty supposed to work in games.Higher difficulty supposed to mean better AI,not unfair and useless negative modifiers.

When you don't know programming and how games actually work and you only see the shiny stuff on the front-end, it's easy to criticize or to say how you'd do better. What actually happens is that you're so deep into the Donning-Kruger effect that your tone also takes an arrogant note. It is YOU who doesn't understand how difficulty, or AI, works behind the curtains. Games are mostly smoke and mirrors and the actual AI that they have is either a freeform stumbling buffoon or a heavily hardcoded scripted mess that only works great when looked at from one particular angle, so then the developers focus on restricting the player to view only from that angle so they don't see the strings on the puppets or the fact that the puppets aren't actually alive. You're up for a lot of disappointment if you think current artificial intelligence is at the level presented in science fiction. We're still teaching it to wipe its own ass and each time it's one semicolon away from dropping the iPhone in the toilet.
 
That's the least of my worries or needs. I would like them to listen to us on balance/fixes.
I think we do. If you look at stuff done under balancing on the 1.5 patches a lot of that is feedback from MP groups (many of our good betas play a lot of MP and in different ways than we do at the office). Whenever we touch air balance its basically all based on MP feedback for example. As you said the competitive MP community is probably somethign like 0.1%, but you get quite a big impact on decisions, although it might not always be clear when that happens I guess.
A lot of balance changes requested by MP groups would also destroy the ai for single player so even if I agree with them they can not be done. Maybe in the future as we get more and more time to work on AI and improve its abilities more of those ideas will make it in also, but as other suggested MP groups can do balance mods to suit their style and not have to worry about balancing different groups of player like we do
 
Awesome addition with the 3D model previewer, looking forward to getting home and checking it out :)
 
@ Everyone talking about MP and difficulty level used for single player games.

There is a weird double standard currently, where EU4 is balanced in part around the Dev MP Streams, which are decently high level. Though given recent streams, I feel like more players playing MP would be Kaiser Johan level, than that of some of the others devs.

However in HoI4, the dev team doesn't have a Dev Clash, doesn't play at a high level, and bases the game's difficulty and design choices on the fact that players struggle in single player? And then when they do an MP stream, they invite a bunch of youtubers that haven't touched the game in months?

Weird double standard.

Another thing to consider for MP stats, is that Waking the Tiger has hit the membership of many MP groups hard, given the awkward changes to the gameplay and meta. Particularly, Fuhrer mana has made the game more of a who-can-click-faster fest than anything else.
 
YOU paradox create some multiplayer chambers at fixed days-hours

Dedicated servers? Continuous expense that doesn't prevent trolls and noobs. You can create your own fixed chamber and post about it and start the game whether everybody is on board or not, then see that UK hasn't been taken by anyone and the Allies rage quit 5 minutes after. As a person who hosted HoI4 multiplayer matches in the past, I tell you HoI4 is not a PUG game. It's hard to keep fidgeting anonymous players playing for 8 hours+. 4 hours isn't enough, after 4 hours you're fully in the meat of things, especially if people run Spanish Civil War at speed 2, but don't necessarily have an end in sight. Either run small games with friends that you can actually punch in the kisser if they drop and ruin your game or directly expect a frustrating experience filled with trolls an rage quitters.
 
Heck yes. And sorting divisions by xp would also be a nice QoL improvement. As well as a select all on your naval and air units.
Well, I'm more interested in grouping templates, while now that mess with infantry-mountaineer-motorized-cavalry-tanks-another infantry and so on greatly annoys me.
 
Well, I'm more interested in grouping templates, while now that mess with infantry-mountaineer-motorized-cavalry-tanks-another infantry and so on greatly annoys me.
In an army, or in a division designer? If the former, why not have specialised armies, benefiting more from compatible general traits?
 
if you are regularly playing on Civilian and Recruit I would love a PM or comment on why.

The bonuses my country receives from lower difficulty settings somewhat offsets the HORRENDOUSLY DUMB ALLIED AI. It makes it possible for me to play a minor and stand a chance without relying on functionality that had its QA outsourced to the community.
 
0.4 percent of the player base might play real MP, so those are the people you should be listening to. Game Devs would do well to listen to the people who understand and play your game at the highest level. We push your game to its breaking point. Ballance is almost irrelevant for SP at any difficulty, you can win every game by just building CAS as any major. If you really care about balance then listen to us, and stop doing dumb things.

-CAIN
 
Dumb things, eg MEFO bills giving -20 percent consumer goods..... Last stand being completely broken to the point that when taking France as Germany if its properly microed, you have to literally run France out of equipment/manpower..........WHY? Why would you make last stand take 0 org damage? Like how could you think that is a good idea?

-CAIN
 
0.4 percent of the player base might play real MP, so those are the people you should be listening to. Game Devs would do well to listen to the people who understand and play your game at the highest level. We push your game to its breaking point. Ballance is almost irrelevant for SP at any difficulty, you can win every game by just building CAS as any major. If you really care about balance then listen to us, and stop doing dumb things.

-CAIN
And btw. This right here is most likely one of the top 5 players in this game right now. I'd listen.
 
I wonder how Paradox still doesnt understand how difficulty supposed to work in games.Higher difficulty supposed to mean better AI,not unfair and useless negative modifiers.

That Idea is just terrible and pretty unrealistic. Using boni or mali for player/ai is the best and most effective way to adjust the difficulty. Regarding the AI you should always use the best ai you can make. Programming different ais for different difficulty settings would be a stupid waste of programming time and a nightmare to balance.
 
The changelog reads like someone keeps an eye on the HoI Facebook Group. Nearly every flavour change thats in the changelog was discussed there what makes me extrem happy.
Great work that shows the great passion you guys have for this game. Thats not default (Looking at you, WarGaming!) and I highly appreciate it! Thank you PDX! As long as you don't stop with this level of passion, I don't mind paying 20 EUR for a DLC
 
@podcat Could your team think about going over some previously made focus trees and touching up details that are frustrating? For instance, India would be a really fun country to play except that to get their freedom they have to go into civil war, and beat the allies faction. What I mean is reworking problematic aspects of focus trees, instead of fully replacing them. Perhaps add some industry to people's republic of China. Perhaps give Italy something interesting. Perhaps add a bit of detail to Bulgaria.
with india, they also cannot get cores or claims on the european colonies such as goa and pondicherry

i think india should also control the andaman islands, but this should be double-checked somewhere

another disappointing thing is that lots of new focus icons are unused... would be nice to add them on the older trees
 
I think we do. If you look at stuff done under balancing on the 1.5 patches a lot of that is feedback from MP groups (many of our good betas play a lot of MP and in different ways than we do at the office). Whenever we touch air balance its basically all based on MP feedback for example. As you said the competitive MP community is probably somethign like 0.1%, but you get quite a big impact on decisions, although it might not always be clear when that happens I guess.
A lot of balance changes requested by MP groups would also destroy the ai for single player so even if I agree with them they can not be done. Maybe in the future as we get more and more time to work on AI and improve its abilities more of those ideas will make it in also, but as other suggested MP groups can do balance mods to suit their style and not have to worry about balancing different groups of player like we do
Do you know how long it took me to get you guys to fix the most game breaking bug this game has had since start? I'm talking about phantom factories. Threads and threads in bug report, nothing done. Spamming you guys in other threads countless times and after around 4 months you actually fixed it... But OK since it wasn't a single player make-game-easier upgrade nothing was done for all that time.
And now, I'm sorry to say, in 1.5.1 you guys killed organised vanilla multilayer. I do think the improvements in 1.5.2 will help so I thank you for that. Truly.
 
Is the Bug in 1.5x fixed that if you save/quit the day you start a research with 50% discount after loading this save, the 50% discount is gone? Happened to me in 1.4 in non ironmode quite often till i realized that it comes form loading the save game
 
(many of our good betas play a lot of MP and in different ways than we do at the office).

I hope you pay them well, QA ain't cheap.

A lot of balance changes requested by MP groups would also destroy the ai for single player so even if I agree with them they can not be done.

You mean the hardcoding you did? If I'd be a programmer working on HoI4 this is the moment where I'd dig a dark hole to hide my shame. Shame. Shame. The equivalent of procrastination in programming creeps up on you later on when you need to expand and maintain the code; If you hardcode the hell out of it, the next piece of added or modified functionality will make it break from all joints. You're thus no victims, this is your past sins catching up to you. What's the next thing you just can't change because you glued the house of cards using spit?

Maybe in the future as we get more and more time to work on AI

Something that you should've done before release, not possibly foreseeing three expansions in. I don't know how you got it through the door but if I were to guess it would've shipped even if it didn't compile. But it's alright, you're just at the 4th HoI game.

as other suggested MP groups can do balance mods to suit their style

Thank God for the modders, they save your asses on a daily basis. Unpaid QA, unpaid developers, living la vida loca. Might want to go to them and take some notes about how not to hardcode division templates so only a few majors know how to make tank divisions.

I don't expect the audience to know programming or understand what I just said. It might look like I'm bashing like a hater. That might be true, but it might be just because I'm pissed at laziness that actually reflects into doing more work afterwards. What's true for sure is that the AI is hardcoded and that will project present as well as future issues. This isn't some thing you can sweep under the rug, unless you start over. HoI5? In the meantime, enjoy the hardcoding and respectfully disagree. I'm sure they pay you to PR brigade as much as they pay the QA and the devs that do the real heavy lifting for the game, as in the beta testing community and the modders. I raise a glass for them and none for Paradox. Good thing this isn't Origin, so I get to speak my mind AND keep the games that I bought; It's like having the cake and eating it too.
 
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