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HOI4 Dev Diary - Acclimatization and Special Forces

Hi everyone and welcome to another dev diary where we show off stuff as we work on Waking the Tiger. Today we are going to be talking about a feature I’ve been wanting for a long time - troop acclimatization.


Acclimatization
We have long wanted to simulate the problems associated with shifting troops to new fronts with more extreme weather they are not used to. We currently have two types: Cold Acclimatization and Heat Acclimatization. It is not possible to be acclimatized to both at the same time, so if you take troops from the desert and put them down in the Russian winter, they will need to “work off” their heat acclimatization first before they start getting accustomed to the cold. When a division is sufficiently acclimatized, it will change its look, as you can see below. On the left are troops in winter with no acclimatization and on the right is what they will look when acclimatized.
Screenshot_1.jpg

And an example from Africa:
hoi4_4.jpg


For most countries, we do this by switching the uniform on the 3D model to use more appropriate textures. In some cases, like where people only had tropic uniforms with short pants and the like, we replaced their uniforms to be more winter appropriate (suggestions by the art department to simply color their knees blue were sadly rejected). The new textures come with the DLC, but the core mechanic is free as part of 1.5 Cornflakes. You can see your acclimatization status as part of the unit list and its effects:
Screenshot_2.jpg



With full acclimatization you will reduce extreme weather penalties by about half. We will also be increasing the impact of harsh weather a bit to compensate for being able to avoid it now.

There are a few things that will help you gain acclimatization also. If your commander has the Adaptable trait or Winter Expert it will speed things up. There are also technologies that influence the acclimatization speed (more on that later).
upload_2017-12-6_14-41-16.png



Special forces
Up till now, we have had a bit of a balance issue with Special Forces (Marines, Mountaineers, Paratroopers). They were, pound for pound, better than regular infantry and many people simply replaced all their infantry with mountaineers.

To make sure special forces stay special, we added a restriction based on your whole army:
Screenshot_3.jpg


To ensure that you always know how many special forces you can field, the division designer and deployment will help you keep track:

Screenshot_4.jpg


Along with this change in how Special Forces work, we wanted to make them stand out a bit more. Six new infantry technologies have been added to improve these elite troops.

Special forces are trained and equipped for conditions that ordinary soldiers aren’t expected to excel in. The first tech will give them a boost to acclimatization speed. Afterwards, the tree splits. One option is to train your special forces harder, to improve their skills and their ability to fight for longer before having to be resupplied. The other option is to expand the special forces training programs to accept more recruits. Your special forces will be more numerous, but come with more drag and not quite as high speed. In the end though, they will still be elite forces and will be able to develop training to make them even more skilled in fighting in the harshest of conditions.

Screenshot_5.jpg


See you all next week when we return to take a look at the Chinese warlords.

Also, don’t miss out on World War Wednesday today at 16:00 CET as normal. Me and Daniel will continue our fight against communism (or the British fleet… we are still arguing about that) as Germany under the rule of the Kaiser.
 
Mountaineers and Marines are not even that great, normal infantry is just fine. What we do need a limit on or rather what I'd prefer some stat and modifier fixes is artillery. The 1 Art per 10 width rule is universal in all rulesets but it's sad that we have to have such a rule. The optimal template should not be as much artillery as possible and some inf to give it some org. Same goes for space marines. In earlier HOIs there was the "combined arms" modifier that actually encouraged using tanks with softer troops. Thanks to the crude way armor and piercing are implemented, putting tanks in infantry divisions became the op cookie cutter template. It has been like this since release and now they come up with this? I'm getting more pissed about this the more im talking. The armor mechanic has been criticised on the forums again and again and again.
 
You ignore Navy as Germany because it doesnt matter if your Uboat force destroys 1 or 1000 UK Convoys. It doesnt matter if you invest early on in your Navy because it takes a ludicrously short amount of time to build one. Also historically, by comparison to the Luftwaffe and Wehrmacht the Kreigsmarine was the redheaded step child.

Even Germany, USA, USSR, UK should be limited in their potential. No country should be able to have the best airforce, army and navy (unless they are the last man standing).
As Germany I ignore Uboats, and don't do too much Strat because I'd rather fight full strength UK divs not those gimped even more than the lack of equip from suicides.

But would be nice to have some navy techs up to date to play a navy game too.

Agree though, no country should be able to have the best of everything; but I still lean towards the tech is a little too tight for majors right now.
 
You base that assumption on what evidence exactly?
If that was the case there would already be a rule limiting numbers of SF in most rulesets.

Your missing the distinction I've been trying to make between the "historical" and the "balanced" MP communities.

Your statement about a rule limiting SF in most rulesets, implies the "balanced" MP community. They would be the one's who see the SF limit as being unnecessary or too low. And for the problems they see in the game and how they addressed it, they are seriously worried that they won't be able to field enough SF units within those constraints.

On the other hand, the "historical" MP community, understand the reasoning behind the SF limit and can embrace it, because it gives a more historical relation between SF units and normal units. They are the one's I'm referring to when I say "they" would welcome the limit.
 
Damn I hate when I miss the fireworks...
 
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This DLC/Update for the game is shaping up to be way more than I allowed myself to expect. The new event and infiltration mechanic really is a testament to the creativity of the devs and their commitment to salvaging HoI IV.

Please Podcat and devs, TAKE YOUR SWEET TIME! I'd rather play the DLC+Cornflakes version in 2018 than a rushed buggy version before Christmas. One love.
 
Reckon how this SF cap works out will be all about how the game is re-balanced to take it into account. Podcat did say balance is still being tweaked so we will have to wait and see what if any combat mechanics are changed, whether SF forces get better bonuses, and exactly what the SF tech tree does.

The good news is that this cap is almost certainly going to be set in the defines so it will be moddable for those single players who dislike it. The subset of the MP community that dislike it after release and hot fixes will have to either all mod or deal with it. That is just the reality of HOI4, the game is not built to cater to MP.
 
Allowing the allies to lend lease China is just a recipe for disaster as the Soviets are already supplementing that early support to delay the Japanese player which often times is quite substantial and varied depending on the community ruleset. Having the allies dump additional resources would already extend a war of attrition which the Japanese player would be unable to pull out of. Especially now considering the restricted number of special forces that could be fielded so that slow push would sooner or later bog down due to simply the mass that China encompasses. I get Japan should face the risk of getting stuck in China however in the grand scheme Japan already makes a relatively small splash within the pacific before the US gets involved. This can be attributed to individual skill but also deals with the type of warfare and the backfooted position Japan faces in areas such as fleet size. Since the US can spit out a larger and often times a higher quality navy relatively easily. At the same time Japan has to contend with quite the number of defensible positions that the allies can build up and make as costly as possible for even the best Japanese player mainly because the allies know they will be gunning for those places sooner or later.

Say what you want about the one army training exploit. it is the most viable method of fielding the divisions you need to meet the challenges several human players pose while not expending precious equipment needed throughout the key operations of the war. At the same time both sides can apply it so its a universal benefit at which no one side is inherently getting screwed compared to the other.
 
May I humbly suggest that Italy, for example, should have a higher number of Mountaineer Infantry (Divisioni Alpini) which, incidentally, are the oldest mountain military corps in service and were the bulwark of its military machine in both World Wars ? This limit could severely handicap Italy's few strong points.
 
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I understand the need to curtail abuses, exploits and lack of balance, but I am not sure I like this idea of capping special forces. As others have pointed out, countries that consist largely of mountains are going to have a larger number of mountaineers. And if this cap is armed at battalions and not divisions, then Germany for example will be hard pressed to even field 10 mountaineers, which is a barebones minimum.

At the very least, countries like Italy and Greece should have a national trait that greatly increases this cap, at least for mountaineers.

Perhaps a better way to curtail abuses and exploits is to limit width at twenty.

I really do hope Paradox reads and takes into account some of this feedback. If there is a cap, the suggested cap is way too low, and again there needs to be exceptions or vastly higher limits for certain countries.
 
May I humbly suggest that Italy, for example, should have a higher number of Mountaineer Infantry (Divisioni Alpini) which, incidentally, are the oldest mountain military corps in service and were the bulwark of its military machine in both World Wars ? This limit could severely handicap Italy's few strong points.
they had 6 alpine divisions 9 mountan, 12 motorized, 25 coastal, 53 standard inf div 6 armored, how exactly do you think this will hurt Italy in a historic sense?
 
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putting tanks in infantry divisions became the op cookie cutter template.

Ah ha!

HoI4 demonstrates that the French were right to place their armor amongst their infantry on the eve of WW2.

Infantry support tanks for the win!

(all in good fun :) )
 
So the days my 2x24 Super Marine division generals for atlantic and pacific island hopping are over. At least until I balloon my regular army.

Personally I'd have made the allowable special forces limited dependend on how big the manpower pool is but that would bone smaller nations.
 
they had 6 alpine divisions 9 mountan, 12 motorized, 25 coastal, 53 standard inf div 6 armored, how exactly do you think this will hurt Italy in a historic sense?
That is much higher than the five percent rule, no?
 
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Ah ha!

HoI4 demonstrates that the French were right to place their armor amongst their infantry on the eve of WW2.

Infantry support tanks for the win!

(all in good fun :) )
Guderian thought it was a great idea for France. :p
 
The other option is to expand the special forces training programs to accept more recruits. Your special forces will be more numerous, but come with more drag and not quite as high speed.
I think we should wait to see the effect of the tech tree increase before drawing any conclusions. An increase to 10% SF battalions wouldn't be unreasonable (and make for an interesting choice).
 
Rulesets vary in regards to the amount of artillery per width. In one sampling, 5 out of 8 (87.5%) rulesets did not stipulate how much artillery was allowed per width.

The 1 Art per 10 width rule is universal in all rulesets but it's sad that we have to have such a rule.

  1. Road to War ruleset: no house rule regarding number of artillery per width.
  2. The Great Game ruleset (now, that's a ruleset!) : no house rule regarding number of artillery per width.
  3. The Great War ruleset: 1 Artillery per 8 Combat width
  4. No Civ Players Allowed' ruleset: no house rule regarding number of artillery per width.
  5. You shall not CAS ruleset: no house rule regarding number of artillery per width.
  6. Kaiserreich ruleset: 3 a. Only 1 ART/AT/AA or tank of any kind per 10 Combat Width(support battalions not included)
  7. Weltkrieg ruleset: "You can put as many artilleries into your divisions as you want, but remember they gonna be easy target for CAS ]:- "
  8. Anarchy ruleset: No game-breaking division formats:
  • Line artillery is limited to 1 per 10 combat width
  • Towed anti-tank is limited to 1,5 per 10 combat width, rounded down (so 1 per 10, 3 per 20, etc)
  • No mixing towed anti tank and line artillery
  • No mixing special forces and infantry.
  • No tanks heavier than lights with foot soldiers or cavalry
Special thanks to Froozen who organized many rulesets on one page. Well done, Fr00zen!
https://discordapp.com/channels/193966828362399744/336156550458638349

A fallow thread designed to serve as a repository for comparing rule sets is found here.
 
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That is much higher than the five percent rule, no?
The only difference between line infantry divisions and mountain infantry divisions was that the latter's artillery was carried by pack mules instead of the standard horse-drawn carriages.
so that would be a support type unit, not a specialized inf reg

Alpine div had 2 inf reg vs stadard inf having 3 inf reg

all total for the costal, reg inf mountain and mot that is 272 normal regiments, and 12 mountain... guess what 5% of 272 is?