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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:
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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!
 
Neat, hopefully reconnaissance will be reworked in general, as at the moment there are various bugs related it to it, such as being unable to see the amount and the disposition of enemy divisions despite having sufficient recon and decryption.
 
Spain deserves 3d models of armored cars, they built and developed a large number of them, some so effective that after the GC end some of them passed to France and from there to Germany such as the AAC-37.
 
Let me tell you about a mod called Black Ice. Those dudes put in armored cars before it was cool. Why did they do that? Because they're kinda dedicated to grand strategy and historical accuracy. Zero hours wasted/spent on making "what if Japan went communist in 1937" anime foci trees gives more hours to make World War II content.
Ah, yes, BlackICE, the mod where you need to build 50 types of staff cars for your commanders, devote different lines to left and right boot factories, research every conceivable small alteration historically made to the Panzer IV for 0.1 stat changes, and have your divisions spawned for you in the historical dates they formed in, all in the name of "HiStOrIcAl GaMePlAy" that falls apart the moment the player wants to step out of the script the game lays out before him (If it doesn't straight up give unreasonable buffs to all opponents until the player is forced to do what it wants, that is). No thanks, I would very much prefer "anime focus trees" over THAT kind of historical documentary-disguised-as-a-game. I've had enough Bitter Peace's back in HoI3.
 
but I think already with frequency alterations it will be useful enough to make recon worth it
Why would a higher frequency have any impact at all on viability? More choices are done but each one individually still has the same chance to produce a good outcome, so on average the advantage will stay the same.
 
Ah, yes, BlackICE, the mod where you need to build 50 types of staff cars for your commanders, devote different lines to left and right boot factories, research every conceivable small alteration historically made to the Panzer IV for 0.1 stat changes, and have your divisions spawned for you in the historical dates they formed in, all in the name of "HiStOrIcAl GaMePlAy" that falls apart the moment the player wants to step out of the script the game lays out before him (If it doesn't straight up give unreasonable buffs to all opponents until the player is forced to do what it wants, that is). No thanks, I would very much prefer "anime focus trees" over THAT kind of historical documentary-disguised-as-a-game. I've had enough Bitter Peace's back in HoI3.
To be fair it's not just Black Ice. Pretty much every major mod that has a modified tech tree has added in armored cars themselves already. Now by making them DLC instead part of the free updates all those mods(most of which aim to need as little DLC as possible) are getting screwed over.
 
Perfect, another dlc addition that should be in the base game. Another less thing to be similar to HoI 2. I expect that whack a plane is near to end.
 
To be fair it's not just Black Ice. Pretty much every major mod that has a modified tech tree has added in armored cars themselves already. Now by making them DLC instead part of the free updates all those mods(most of which aim to need as little DLC as possible) are getting screwed over.
I have a feeling that the mods will be able to just remove the DLC ones and replace them with their own existing ones for their mod, though I do agree some confirmation on that being the case would be nice.
 
To be fair it's not just Black Ice. Pretty much every major mod that has a modified tech tree has added in armored cars themselves already. Now by making them DLC instead part of the free updates all those mods(most of which aim to need as little DLC as possible) are getting screwed over.
I mean, what modders do doesn't really concern what PDX does, or vice-versa. Paradox making focus trees for nations don't cause all the mod focus trees for them to disappear, after all. Worst case scenario, modders have to turn off vanilla Armored Cars for their own, or make it so their Armored Cars only exist if the player doesn't own the DLC.
 
Hmmm this looks really Nice but i do wonder if this update Will be about western europe or the Mediterranean due to armored cars being first used by the Italians in combat I do think Italy will get a focus tree but I’m not sure if either Portugal or Belgium will get one due to them both having the potential to be quite unique in that aspect. Anyway keep up the good work guys.
 
I think this incredible, except for one thing. MORE techs to research... :(