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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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@podcat, two things:

1. If a nation has licensed production of a tank or infantry equipment, can it be given permission to use that licensed equipment's sprite? Only one of my Chinese tank divisions is using the proper Sherman sprite, while all others use the generic medium tank.

2. Is there a way to stop the AI kicking player nations from factions so easily? I tried to join the Allies as Nationalist China. I made non-aligned Ethiopia join the Allies through commands, and the UK never kicked them out, but I got the sack within a week. I know Churchill heavily disliked the Kuomintang, but this is a bit much.
 
solutions to potential multiplayer balancing problems

I think the best approach requires people with good experience in all types of play. I play sp and so have the time to do a fair amount of poking at things to find interesting mod effects, like I found that you can have ships start off with experience which allows more of a difference to be expressed between countries navies, in the earliest stages of a war. Things like that can provide tools to alter balance quite a bit.

I am still not convinced about balance being possible in a way that would satisfy everyone. Consider France and Poland. In some types of multiplayer, house rules mean France is not supposed to resist Germany too hard in metropolitan France, in other types of game, France is allowed to support Czechoslovakia, and in singleplayer, if playing France, you want to have a fun chance to do things your way, if not playing France, you might want them to stand up to Germany pretty well, or you might want them to fold faster than the proverbial Superman on laundry day.

How do you make SP France, historical AI France, ahistorical AI France, strong MP France, and weak MP France all viable and fun to play with or against, at the same time ? With the fairly limited tools of starting numbers of factories, units and templates, national spirits, and focus trees?
 
MP is such a minority of the playerbase, but some MP players have such an overinflated sense of self worth. The MP group who doesn't just play coop is even smaller. Please keep that in mind. The vast majority of the playerbase clearly doesn't care about competitive MP. HOI4 devs should honestly cater to the vast majority here, and not bow to demands from pretentious and rude competitive players.


This MP vs SP things is stupid. There is no need to competition. There is nothing bad when dev listen mp or sp players suggestions. I thinks things suggested by mp community helps in sp too and vice versa.
How you cater to the vast majority when all singleplayers want different things too?

Data is interesting but i think new expansion put players to singleplayer. Not played multi much in month itself because new things and desync issues and I notice fewer games in lobby. But still there seems to be always few +10 players games (and you don't see all games)
But sp I many times have Hoi4 in pause like 5 hours. So data thinks that playing time?
 
Well I would think that a more difficult AI would be more diligent about checking if naval landings or paradrops are viable. So the elite AI might check every other day if an invasion somewhere useful was possible and the lesser version would take weeks or months to reassess.

Likewise an elite AI could be diligent about assuring AI and naval fire support whenever possible whereas lesser AI's would be more sloppy - maybe have them have different odds and elites are just set to always do this.
 
Well bragging rights is certainly important or people wouldnt care about achivements etc

My impression is that people overwhelmingly don't care about achievements. According to Steam the only achievements that manage to top more than 3% completion are the ones that are basically handouts for sticking around. Even joining a faction, literally the easiest thing in this game, is stuck south of a 1 in 5 completion mode.

Enthusiasts on this forum seem to skew the impression of people completing achievements by quite a bit. :)
 
MP is such a minority of the playerbase, but some MP players have such an overinflated sense of self worth. The MP group who doesn't just play coop is even smaller. Please keep that in mind. The vast majority of the playerbase clearly doesn't care about competitive MP. HOI4 devs should honestly cater to the vast majority here, and not bow to demands from pretentious and rude competitive players.
While true, I think a large portion of the players that actively participate on the forum (hoi4 and otherwise) and comment on these threads and others, as well as make new threads, are either experienced SP players, or MP players.

Also HOI4 more than any other Paradox game, lends itself perfectly to MP gaming. You have 2 (or 3) obvious sides, a few years to prepare for the war, and double that time to actually fight it. Unlike the other games, you can take an MP game to its completion in a single session. Also once you've played HoI4 mp in a decent group, the experience is so good you might as well have discovered the game version of crack cocaine. And at that point, single player just seems like a tutorial level for a much more fun game.

It's like chess on steroids, with self-written wacky characters.

Tldr; if there is a Paradox Game that should focus on MP aspects (and as such, listening to the MP community) it's HoI4.

EDIT: Also as a fortunate side effect of playing the game so frequently at a competitive level, MP players tend to know the game inside-out. They could be less arrogant about it, true ;)
 
My impression is that people overwhelmingly don't care about achievements. According to Steam the only achievements that manage to top more than 3% completion are the ones that are basically handouts for sticking around. Even joining a faction, literally the easiest thing in this game, is stuck south of a 1 in 5 completion mode.

Enthusiasts on this forum seem to skew the impression of people completing achievements by quite a bit. :)
And you are now skewing it the other way. While most players don't care about achievements for Paradox games given the requirements the overwhelming majority of people with games on Steam simply don't play them at all.
 
Well I would think that a more difficult AI would be more diligent about checking if naval landings or paradrops are viable. So the elite AI might check every other day if an invasion somewhere useful was possible and the lesser version would take weeks or months to reassess.

Likewise an elite AI could be diligent about assuring AI and naval fire support whenever possible whereas lesser AI's would be more sloppy - maybe have them have different odds and elites are just set to always do this.
Yeah, but the paradrop and naval invasions are really not the best implementations for a more complex AI, given how situational they are.

When I stop myself to look at how the AI is going, it baffles me how bad their army composition and general strategy are.
I always see their main armies being composed by mainly infantry, with a few armor and maybe mot sprinkled around.
Then they assign them to a general frontline and tell them to simply push forward, grinding towards their objective.

I don't know how hard this would be to implement, but couldn't they apply the "role" system, already used by divisions, to armies as well?
Having a main army composed only of common infantry units, having a push army with more elite infantry, and armor/mot army for the encirclements (besides the already present garrison/suppression armies).
Then, of course, using that on a strategic level, checking terrain and concentrating their tanks on two spots for the pincer movements, followed by that elite infantry to close the pocket.
Also, assigning frontlines by value and threat, so that Britain wouldn't leave most of their troops guarding their many colonies that won't see much action or don't have anything of value in them, or the Soviets won't put many troops in central Asia and the Caucasus, would really come a long way to have the AI possibly on a level field with the player.

So an stronger AI would be more aggressive in pursuing those strategies, doing them more frequently, while a weaker AI would be more lax, doing it more sparringly (or, maybe, not at all for civilian).

Your paradrop point wouldn't really work imo because it would result in the AI suiciding a lot of their troops.
A better idea would be the AI always combining a naval invasion with paradrops, if possible, or if it couldn't get naval superiority, use a scouting fleet to spot good paradrop points to try and capture a port prioritarily.
 
And you are now skewing it the other way. While most players don't care about achievements for Paradox games given the requirements the overwhelming majority of people with games on Steam simply don't play them at all.

Sure, but a less than 3% completion rate for 6 out of 7 achievement is still abysmal. And that's being generous. Half of them don't even top 1%.
 
I think the best approach requires people with good experience in all types of play. I play sp and so have the time to do a fair amount of poking at things to find interesting mod effects, like I found that you can have ships start off with experience which allows more of a difference to be expressed between countries navies, in the earliest stages of a war. Things like that can provide tools to alter balance quite a bit.

I am still not convinced about balance being possible in a way that would satisfy everyone. Consider France and Poland. In some types of multiplayer, house rules mean France is not supposed to resist Germany too hard in metropolitan France, in other types of game, France is allowed to support Czechoslovakia, and in singleplayer, if playing France, you want to have a fun chance to do things your way, if not playing France, you might want them to stand up to Germany pretty well, or you might want them to fold faster than the proverbial Superman on laundry day.

How do you make SP France, historical AI France, ahistorical AI France, strong MP France, and weak MP France all viable and fun to play with or against, at the same time ? With the fairly limited tools of starting numbers of factories, units and templates, national spirits, and focus trees?
Fundamentally yes Balance is a hard thing to achieve. No ones disputing that. However the direction balance is directed towards and pertains to does. If balance is catered to a group that prioritizes individual play then how does that at all improve play for scenarios that extends to larger groups? In essence it doesn't so thats why people within the MP community are adamant to have Paradox consider changes to pertain to both sets of play. Which they have begun to do, but only because the MP have begun making such a fuss about it. Theres an obvious reason most MP communities at this point are heavily dependent on mods to ratify or mitigate the impact of changes made by paradox.

Take France for example they have inherently gutted Free France's ability to fight on after it capitulates and Vichy gets established, which we certainty can say affects both MP and SP forms of play. In our mod we have enabled the French player to adamantly fight for its mainland but also have the opportunity to rebuild and retake the fight where ever possible with the addition of a new "capitulation branch" to their focus tree. Yes there not on the level they were as compared to when they had their mainland but they now at least have something to work towards instead of remaining in a perpetual state of ineptitude and obscurity.

Yes there is radical differentiations between communities in how they want to handle certain scenarios but thats why I want Paradox to involve themselves directly. To see the take on how various communities have decided to handle the changes and the solutions they come up with. Whether it be by rules, mods, community set up and so on. In essence so they can take note, consider and produce something that can satisfy both sides of the community. Instead of just catering to the one and expect the other to deal with its own problems even though it inherently is the same game just played where more people and thus the problems that stem from the game get amplified. Its like turning 1v1 basketball into 4v4 more observation and demand is required to keep the 4v4 game respectable as compared to 1v1 but that doesn't mean the official can just call it quits and make the excuse "i'm only a 1v1 referee officiate it yourself."
 
I think you should add how much the army has trained even when its in collapsed mode on the training sreen.
The first slot the other show how it is.

It should show the unit that is most trained and if hoverd over it should show in a rundown list from most trained to least trained.

BETTERtrainingSCREEN.png


Its just an idea. :)
 
Sure, but a less than 3% completion rate for 6 out of 7 achievement is still abysmal. And that's being generous. Half of them don't even top 1%.
Because so few people play ironman. They should remove that.
 
Changing our 3D models at will will be incredibly useful.

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.
Podcat and his team leaders in the office, over smörgåsar and glögg:
"Vad fan, Podkatt, here is a kille who suggests we should make the AI better!"
Podcat: "Oooooooooh my gods! Improve the AI! I would never have thought of that in a million years! Give this here kille a free copy of CK2! In fact, give everyone a free copy of CK2! This calls for celebration! Someone order Surströmning from IKEA!"
AI dude, who had been sitting in an IKEA puff listening to a progressive podcast: "Improve the AI?! For fan, what an jätta-ingenious idea! I will do it right away! Maybe I'll teach it encirclements and not to send Axis convoys through the Graveyard of Troop Ships!"
Podcat: "You have until lunch break!"
 
Anyone else have issues where commanders route troops into the ocean to redeploy, but that ocean is super patrolled by enemy navy? I had 1/5th of my army killed like this. The nerfs to troop transport are ridiculous, you can't ever evade the enemy fleet once contact hits. Please fix this so that both the ai doesnt throw troops in the trash, and so ships can actually evade enemy fleets. They need to be able to retreat.
 
Anyone else have issues where commanders route troops into the ocean to redeploy, but that ocean is super patrolled by enemy navy? I had 1/5th of my army killed like this. The nerfs to troop transport are ridiculous, you can't ever evade the enemy fleet once contact hits. Please fix this so that both the ai doesnt throw troops in the trash, and so ships can actually evade enemy fleets. They need to be able to retreat.

It's pretty much fine that German troops boarding ships into the English Channel get wiped out pretty much instantly - that's a suicide mission, and even a few old destroyers in amongst the troops would produce horrendous casualties.

What's not fine is that it can happen without specific orders to do it. If you can't order a naval invasion through a sea zone because it's full of enemy ships, your troops absolutely should not be automatically attempting to travel through it.
 
Always SR troops to near where you want them, THEN assign them to orders. Never give the ai a chance to send them by sea, which it will always do if that is equal or faster than land movement.
 
It's pretty much fine that German troops boarding ships into the English Channel get wiped out pretty much instantly - that's a suicide mission, and even a few old destroyers in amongst the troops would produce horrendous casualties.

I know you're talking in-game, rather than historically, but for some context, Germany convoyed 5.7 million tons of shipping through the Straits of Dover in 1942 - both sides were able to run coastal convoys fairly successfully, even though the waters were definitely contested.
 
Am I the only one so lucky to get Germany honor M-R pact and at the same time do not give Eastern Poland?

That has just completely broke my successful game.
 
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