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HOI4 Dev Diary - Armored Cars - The new horsey boys!

Hi everyone and welcome to another dev diary. The team is working hard towards PdxCon that is coming up next week and we are looking forward to pretzels, beer, and of course meeting you guys!

Today we will be talking about Armored Cars! I have often been asked why HOI4 doesn't have them, and today you get to find out why now is the time time :)

Resistance Suppression
Part of the reason we are finally adding armored cars is that they go hand in hand with resistance suppression. Since its inception, the armored car has been a useful tool against lightly armed and armored opponents. As explained previously, Garrisons will work as a shield against resistance activity. If adequate, the garrison will absorb the vast amount of resistance attacks that would otherwise sabotage industry or resource extraction. Armored vehicles will be especially suited to this role as hardness will give damage reduction to attacks made by the resistance.

In addition to being more resilient and preserving manpower, armored cars will come with a higher suppression stat and a better ratio of suppression to deployed manpower. Armored cars will generally not be as protective as light tanks, but will have a great amount of manpower protection for their cost.

All of these things combine to make armored cars a good option for resistance suppression when manpower is more of a concern than some extra production cost. Horses will still have an edge when it comes to suppression vs production cost, however.
  • Hardness to prevent losses
  • High suppression value
  • Cheap production cost compared to other armored vehicles
  • Higher cost still than just horseboys

Main battalion Combat Role

Fighting on the frontlines as the main battle force is not a typical role for an armored car. In HoI4 it will be no different. In most situations, the armored car will be outclassed or simply not appropriate for the terrain. However, in a few cases, armored cars should work fairly well as main battle units.

In WW2 armored cars saw a good deal of combat in the deserts of Northern Africa and the Middle East. Their decreased supply needs, ability to move quickly in desert environments, and excellent capability in fighting poorly equipped enemies made them perform rather well in those theaters.

In HoI4, armored cars will work similarly. They will provide increased protection and breakthrough over say motorized or infantry while coming cheaper than light tanks. They will also be the fastest land unit in the game in the right terrain. These factors should make them dangerous opponents in secondary and tertiary theaters of combat.

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Combat and Intel
We have split the recon support company into several now so that it can be tailored to the division type you have, and the speed it needs to move at because now the speed on the recon company will be limiting the whole division. Meaning that if you scout your trucks with cavalry they will need to move at cavalry speed.
We have:
  • Cavalry Recon Detachment - regular horsey boys you are used to. Cheap, but not that fast.
  • Motorized Recon Company - Motorized, so jeeps and light vehicles. Fast but weak
  • Light Armored Recon Company - Armored cars
  • Armored Recon Company - Light tanks
Armored cars is a good sweet spot of capability, speed and armor while light tanks help keep your hardness and armor up in tougher divisions.

Recon companies give you an edge when picking tactics in combat, and that remains the same. We have on the other hand been rebalancing tactics to make recon more worthwhile. Tactics are now rerolled twice as often and we have lowered the frequency of certain phases like close combat quite a bit (unless fighting in urban terrain).

Recon companies now also do one more thing, they let you generate more intel in combat. More intel you say? What is this? As part of this update we will be redoing how intel works, but we will be going into that in detail in the future. For now all I can say is that there will be several ways to acquire intel (where fighting is one) and that relative intel will be replacing the straight up combat bonus from having crypto techs.

Armored cars looks really cool, so here are some renders for the new models for you to enjoy:
renders_small.jpg


Ingame tech wise armored cars depend on motorized, so to use the recon companies you need both that and to have unlocked the recon support companies.

image (31).png


Armored cars will be coming with the DLC while basic intel changes and the other recon companies are available for all with the ‘Husky’ update. Next week is PdxCon and we are also moving offices, so I’ve set my alarm clock on “Maximum chaos!” but I think we should be able to give you a bit of an update diary anyways :) Seeya then!
 
Well...some armored cars also were equipped with tracks - making them half-tracks like mechanized cars. BA-10s often carried spare tracks to be assembled if needed. In the picture you can see an example.

View attachment 517556
The picture doesn't show a tracked vehicle, it shows a wheeled vehicle using a traction assistance device, much like snow chains used on cars/trucks.
 
Hoi4 is a sequel to hoi3. It's not completely separate/new because they took ideas (and prob some code) and such from the previous games. A sequel should build upon/improve upon the previous game. It shouldnt take features away that were part of the base game and resell them as dlc. Nowhere did I say that they should take every feature good or bad and put it into the next game. All I'm saying is that if any feature in hoi4 that was part of hoi3 base game should not be sold as dlc.
by that logic there would certainly never be a new paradox game because if you want every game to start from where the previous game ended, you'd have decades long development time. They have a fine base product, one we can play right now, and continually add features while selling dlc to pay for expenses (salaries and running costs)
 
The picture doesn't show a tracked vehicle, it shows a wheeled vehicle using a traction assistance device, much like snow chains used on cars/trucks.

How about the Soviet BA-30? To me it looks like an armored car equipped with tracks - a half-track armored car.

BA-30_armored_car.jpg
 
Research creep is kind off a problem in general I feel. I really dislike how I have to put all research on industry every 2 years simply because thats the most efficient way to do it. It feels like every 2 years there is a bottleneck, no matter how focused you are playing.

1937-1938 there is so little to research that you sometimes go naval just because you want to keep the R&D busy. 1939 meanwhile everything from tanks, to infantry, support equipment, artillery and industry gets freed at the same time. By 1943 I have too many slots available again.

I like how they've added the ability to spend air/navy/army experience to speed up doctrines and the research of certain ship modules. Do you think one of the ways to combat the research creep would be to apply the same kind of options to more technology?
 
Why is the Puma the name of the vehicle and the 3D model yet the icon is the 234/1 version? Puma was only the 234/2. Also the 222 looks a lot like the 221, they were very similar but the 222 has a bigger turret and a cannon, while the 221 has a MG which is what the icon looks like.
 
How about the Soviet BA-30? To me it looks like an armored car equipped with tracks - a half-track armored car.

View attachment 517566
That one is a half-tracked car, as far as I can tell the only half-tracked armored car that was produced in any numbers.
 
My understanding from this stream is that archangel has been working on 2 trees, so there's another one indeed; there would thus be 3 trees in this DLC.

If I remember that archangel said that the Spanish Focus Tree(s) counted as two focus trees. I may have missed the end of the stream, where this information is spoken, but I don't them mentioning another tree that they archangel has another focus tree that he has been working on.
 
If I remember that archangel said that the Spanish Focus Tree(s) counted as two focus trees. I may have missed the end of the stream, where this information is spoken, but I don't them mentioning another tree that they archangel has another focus tree that he has been working on.
Bratyn was streaming, not Archangel
 
by that logic there would certainly never be a new paradox game because if you want every game to start from where the previous game ended, you'd have decades long development time. They have a fine base product, one we can play right now, and continually add features while selling dlc to pay for expenses (salaries and running costs)

There would be new games but they would actually be more of an improvement. They dumbed down hoi4 to appeal to masses and are selling dlc to make it more complex. I understand the goal is make money too.

I have played hoi4 since release. In my opinion, The base product for Hoi4 isn't good. Lots of things that haven't been fixed. (Prob do to small dev team). It definitely has improved through DLC and patches and will continue to get better. I still enjoy playing though.

Paradox is not a small company anymore, assuming it would take longer then they could have a larger development team to get the product out in enough time or fix stuff in the current game. But we know they won't do that cause of $$$$.


I don't think it's a good trend to have previous game's base game content sold as DLC in the current. Just like they sold the mini-map as DLC.
 
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So... Japan going Communist is too much but Germany being able to win is perfectly historical? Yeah right. The entire game’s a fantasy with the Axis incredibly overpowered relative to real life. Just enjoy the game and stop complaining about a side path that almost never happens ruining “muh immersion.”
This is a little ridiculous... The game is more fun when each of the major sides has a chance to win, and frankly could possibly have happened if a certain number of things occurred in a different manner. Something utterly impossible like a Communist takeover in Japan is different, as it would require a complete transformation of Japanese society.
 
I'd be perfectly happy if armored cars were rolled into the mechanized techs. They're both armored vehicles built off existing trucks that the militaries were already using with armor and machine guns or light cannons. If you know how to make one, you know how to make the other. And from a gameplay standpoint they're not this awe-inspiring game-changing technology like aircraft carriers, ICBMs or nuclear bombs. They don't need to be gated to keep them special.
 
Research creep is kind off a problem in general I feel. I really dislike how I have to put all research on industry every 2 years simply because thats the most efficient way to do it. It feels like every 2 years there is a bottleneck, no matter how focused you are playing.

1937-1938 there is so little to research that you sometimes go naval just because you want to keep the R&D busy. 1939 meanwhile everything from tanks, to infantry, support equipment, artillery and industry gets freed at the same time. By 1943 I have too many slots available again.

And this happens to all countries on the map simultaneously, because they all get the same techs unlocked (albeit soft-locked before then) at the same time.
 
I fail to comprehend how the armoured cars and different recon units are adding depth to the game.
This feels like unnecessary clutter for complexity's sake.

The recon choice is hardly a choice when there's only one obvious best choice for each division type (speed restriction).

The more of these bloated design additions the more the a.i. will struggle.