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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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I'm not really satisfied with the current level of difficulty. I will use Barbarossa to explain it.

In HOI3, Barbarossa was a daunting task on each side.

As a Soviet, your mission was to delay a maximum German push to grind their initial strength while retreating in an ordered fashion to not let your armies be encircled like what happened in real life. You had to delay them for several reason, first, to let their initial bonuses disappear (could be plan organization in hoi4), second, to give you time to overcome from purges, third, to give enough time to your industry to relocate away from frontline. My main issue with this gameplay was that in case of a disaster (like what happened in real life) production system wouldn't let you panic deploy half trained units to try to save the day (which HOI4 do).
On German side, it was even harder as you had to give terrible blow on a dismissive opponent, and try to inflict as much damage as possible to not let the Soviet recover. It was to deal blow after blow and keep momentum as your logistics became more and more overstretched, and as your own bonuses were leaving at the same rythm as Soviets malus. Even after encircling whole army in tense situation, you could congratulate yourself, but you were still far from your objective. Russia felt so big. Like holy hell, I just invaded the size of 2 France and I'm still two France away from Moscow. You were running against the clock and winter that would bog down your whole offensive until after the rasputitsa (that feel better modeled in HOI4). Giving a lot of time to the Soviets to recover. You had still a small period of time after spring and summer where you could try to break the neck of the red army as it wasn't completely ready. After that you still had an opportunity in a succesful defense, using all the land you conquered as a meat grinder, and small localized counter offensive raids to exploit weakness in Soviets line.
In HOI3 you had to plan your thrust from A to Z, you had to manage everything and it may be only me but I liked that, my only issue was airforce that was really a pain to manage (once again, something HOI4 solved). Logistics felt way more important (maybe it wasn't, but the big yellow and red stuff were way more noticeable than a jerrycan that don't tell much about anything. It may have been a clusterfuck, but it was a clusterfuck you had to deal with where in HOI4, logistics is never a problem, except when I realize that my offensive in Burma isn't that successful because I have 1,5m men in the middle of the jungle. Black ice was even better, but for each better thing it did, there was an issue (I still remember the battle of Gibraltar that costed 3M axis troops (before I loaded the save as british and made them retreat because no, not even in their wildest dream, the British could hold this rocks against half of the Wehrmacht and the whole Luftwaffe, while under blocus by the Regia Marina.

in HOI4, in normal difficulty, on both side, you've streamlined your production so well that you have an absolute edge on your opponent. You just quickly assign troops by stack of 24, trying to give them equivalent front width. You assign armoured formation on easy terrain, with thrust order, you don't even need infantry to exploit them. You draw some lines, wait for plan bonus to build up, declare war, look at your troops doing the works (not in an efficient way, but it's not like you need to be efficient, you'll win anyway, and it won't be a Pyrrhic victory. Half the way to Moscow/Stalingrad/Leningrad, it feel like it slow down, that there is less green arrow, your tanks aren't moving like hot steel in butter and you already feel bored, you want Barbarossa to finish quickly so you can draw more arrow (I won't talk about Seelöwe, that was the most depressing game of hearts of iron IV, even watching a let's play is more entertaining). Your line have become a complete mess so you reorganize. Good points for HOI4, it's easier to reorganize than HOI3 OOB. Just draw a few front, wait a few days, and tadaa! And when your troop are once again fully organized (you can use operational mana :)p) to make it faster for your armoured formations), you click and watch your troops doing the leg work. It's not like there is a mastermind plan or anything to follow, just big arrow that encompass Moscow/Leningrad/Stalingrad. Once this city are lost, it feel like you fight the remnant of the red army (even more with the new stability system, the Soviet just won't surrender and the Japanese won't exploit Soviet weakness, so Vladivostok give precious VP to the Soviets). On the soviet side, your industry is so powerful that you just crush the german, and they don't have 4 France to hide behind.

I just feel less invested. You sure feel that something happened in the central marsh of white russia, but you don't notice big differences between ukraine's plain and baltic forests. You don't notice logistics, you don't notice a lot of things because you're not invested in your operations. You don't keep track of where each division is, where you could take a few division to assign them to another front. You just take direct contol when you notice easy encirclement, and to end pocket faster.

The higher difficulty (let's say the highest) just make your opponent line so thick that attacking feel pointless (just loose equipement and manpower). And while would you do that when you can let this opponent break is own neck in pointless offensive and wait until there equipement mana is depleted.

There is some interesting Front, like since the extension, I see more and more Japan being able to invade large part of China and being bog down in the mountains. I had a lot of fun, playing as Manchukuo, trying to help Japan achieve victory. The last part of the war, in the mountain, with Japanese out of supply (I think it's more production problem than actual logistic, but whatever) felt really historical. A pointless fight in the mountains, where progression is slow, casualty are high, for nothing but to force an enemy in submission as there is nothing, no ressources, not a lot of industry. And in multiplayer, I guess it could be dangerous to try to finish off the Chinese as it would weaken you a lot for the final confrontation.

But Europe feel completely bleak. I didn't realized that because I was mostly playing minor. There is no challenge in playing a major.

All of this is SP. I don't do a lot of PVP (mostly because I have no one to play with, the group I was playing HOI3 don't enjoy HOI4 and have moved to obscure wargames instead
Hope this doesn't feel to offensive, I might have become bitter about that. I don't know if any of this is constructive at all. To end on a good note, HOI4 solved a lot of HOI3 issues (production for example). Maybe I'm not a good public for this game. Maybe HOI4 is looking for a wider audience that don't care about logistics, about micro and that kind of stuff. I bought the premium++ edition and I feel I'm slowly loosing my love for HOI. Maybe I'll join my friend to play there buggy wargames. Maybe that's what I'm looking for inside of me. But I thought HOI4 could be the game I was looking for. And it still feel far from it.

tl;dr: there is no challenge in (playing major in) HOI4, difficulty level don't add challenge, writing all of this made me sad

You experience with HOI3 is either with a mod (BICE probably) or you were really inexpirienced.

In HOI3 it was easy to start Barbarossa in November and be in Moscow by February.

Player Germany would easily outproduce SU, and as soon as SU starts falling, there is no way to recover.

There was no challenge in Hoi3 either.
 
Took a quick look at the division designer.

Is there any way to have some of the later model medium tanks or modern tank share the heavy tank sprite for Italy?

I recall someone saying the game can't handle that many sprites however when I fire up EUIV it is all the sprite packs. :p

Please, I will pay for a sprite pack or dozen sprite packs.

Upgraded light tank sprite:
21092_rd.jpg


Medium-ish:
Carro_Armato_M16-43_Celere_Sahariano.jpg


Heavy is fine. However maybe this or M47(more appropriate but maybe out of time frame) or something from WoT as modern?!?
1web_fs.jpg


T(h)anks!
 
See you next week. Assuming we are done with the patch then we'll be talking future roadmap.
Oh, I hope we'll see plans for Spanish and Finnish focus trees there! Or maybe Turkish?
I'm sure, Finland can make game much more diverse and "shake" northern Europe. And the Winter War 1939 is almost invisble at the game now. But actually this war had big influence to situation in Europe and significant influence (negative, of course) to opinion inside soviet society. So called "Finnish war", or just "finnish" - "финская" (you should not talk too long about things which are not recommended to talk about :) ) was long sadly remembering by thousands families in USSR
 
I wonder how you haven't figured it out yet, that in strategy games that is the usual way. Creating several sets of AI 'brilliance' level would increase the workload tremendously, or in lazy case, it would just mean that AI wouldn't use certain features on lower difficulty levels. I prefer to have the same AI, but for PDX to work and improve on them with 100% effort dedicated to it, instead of spliting the workload into 'several' levels of difficulty.

Fact that paradox games are real-time games limits quite a lot how complex AI can be done. Turn based games can use more complex algorithms calculating what AI does but on realtime games this is not possible. Also in some game series where developers have build really good AI people stop playing those games and forums are filled with accusations that AI is playing irritating way when most of people constantly just lose to AI.

Only way to get really good AI to games is that in the future computers have separate AI prosessors or AI cards that people buy like they buy 3D cards now. Those AI prosessors could been designed to run really complex neural network calculations in real time but even then in is questionable if people want to play against AI that is better than average human players is? But am fairly sure that in future computers could have dedicated AI prosessors like now they have GPU and CPU's.
 
20 width divisions have around 10.000 men. Historical divisions were around this size, true. If the game devs intended for this to be used, they should've made them optimal.
Be very careful what you wish for or the devs might just make only historical division templates useable...and personally I would like that to be an option.
 
@podcat any update on the Vojvodina border issue? I had started playing Yugoslavia and Hungary recently (been busy with China in WtT) and because of the update I cant have the historical borders anymore for roleplaying :(
 
I think for lower difficulties a nice feature would be for the allies to be less likely to guarantee every single nation an axis or Comintern nation has a claim on forcing world war. Would be nice for more casuals games to allow to expand and allow tension rise up a little bit slower. Perhaps add reduced tension gain as well.
 
I play on regular with the Expert AI mod, and I think something missing from the discussion thus far about the degree of challenge is that many of the significant problems are not about "AI" per se, but sub-optimal parameters assigned by the devs. I encourage anyone who doesn't find the base game challenging (or is simply curious) to read through the defines and AI strategy files. You'll find that suicide attacks, weird templates, production shortfalls, illogical construction priorities, lack of tanks/planes/ships, and odd focus choices are greatly facilitated by design choices, not because the CPU is incapable of making the necessary calculations. While some of these decisions are probably enacted for historical/flavor reasons and I'm fine with that, let's not pretend that the base game is designed to do everything possible to challenge the player and the existing difficulty settings are the only alternative.

I'm fully willing to accept that once one reaches a certain degree of knowledge about the game playing around with sliders and player debuffs is necessary to feel challenged, but I think the game can be improved much more before that's necessary, without touching the "AI" itself.

There's a lot to be said for this ^
And you don't need to read through the defines; just try EAI.

You can already sort by type. . .
Eh, I can't see where/how in an Army division list?
 
Ye and what are those numbers being based and judged on? The quantity of the type of game, the frequency of the game, the concentration of players? Overall the data being presented is not representing the reality in the sense the impact and or objectives of people playing those modes. Which it even addresses. As it shows people switch between methods of play, which again for all we know are competitive multiplayer people testing out strategies with each other.

Again Competitive multiplayer appears small, simply at how the data is presenting it. Sure every 1 game of 25 ppl there are 20 games of 2-3 people. However think the amount of effort/demand it takes to get a group of 25 together compared to 2-3 people. Got to have an established means of communicating, community, scheduling, fair rules, to get the right people to fullfill roles/make it balanced fun and worth it to come back. As opposed of gettin bill and joe together to do the unholy alliance. I ain't dismissing methods of play but you really aren't gonna convince me that paradox wouldn't achieve more by cultivating that form of play as opposed to the 2-3 player games. As the team community games simply amplify the feelings 2-3 player games offer (with some negatives mind you) to come back and play more.

However, fundamentally i think we can agree that the only way for paradox properly judge that themselves is to roll up there sleeves and spend a couple weekends over a span of months to get a gauge of what hard numbers can't tell you.

Teamspeak and now discord have been around for a long time just for this sort of thing. I do agree that getting 25 people together is extremely challenging though from my first hand experience raid leading in world of Warcraft.
 
I kinda hate the fact that you normally start with light tanks.
Look at the Darkest Hour Mod where you start with basic Tanks, after that you can decide which one you will pick in the future.
 
I play easiest dificulty 90% of the time. I've done up to veteran, so it's not as much an issue of confidence. I'm just playing to have fun and mess around, so the low difficulties make the game more casual for me. Competitive gaming is just stressful to me.
 
Can Leaders pass skill level 9 up to 10 now? I havent seen it in the list.

Edit: well ive seen now that SunTzu reborn Achievment is unlocking at lvl9.
Guess that means no lvl10 generals at all !?
 
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