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HOI4 Dev Diary - Bag of Tricks #2

Greetings all, and welcome back for a slightly less content-focused dev diary than our latter soviet efforts. Today we’ll be covering a couple of smaller additions to be added in NSB, some of which have been hinted at before, followed by a small announcement from project management.

Weather 2.0

One of our long-standing goals with the new supply system, was to introduce some changes to the way weather affects the gameplay experience. To give some strategic relevance to weather, we’ve slowed down the system to modulate between potential weather effects on a less frequent basis. This gives a player some time to react to potentially advantageous/disadvantageous conditions, as well as being somewhat more predictable on a larger scale.

In addition to this, we’ve taken a broad look at the combination of stat effects on ground conditions, temperatures, and weather, in order to mesh more closely with the new supply system, and to give a greater impact on campaigns - especially those conducted in adverse conditions:

  • In addition to Org recovery, weather will now affect org loss from movement, and in extreme cases, supply consumption.
  • While temperature has no new modifier effects, we’ve taken a pass on temperature data across the world, with the intention of improving accuracy.
  • Ground conditions now also have the potential to affect org loss on moving divisions. This becomes particularly important in muddy/cold conditions such as the eastern front, where the combination of various conditional effects can severely slow an advance.

New Weather Effects: (WIP)​

ConditionOrg RegainOrg Loss While MovingSupply Consumption
Rain-5%+5%
Storm-15%+10%+10%
Snow+10%
Blizzard-10%+25%+15%
Sandstorm-20%+25%

New Ground Conditions: (WIP)​

ConditionAttritionDiv SpeedDiv AttackDiv DefenseDig InOrg RegainOrg Loss While Moving
Deep Snow+25%-25%-30%+25%
Snow-10%-10%+10%
Mud+70%-50%-40%+25%
Flood-50%+50%+20%+25%

Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster.

Equipment Management

In NSB, we’re upgrading the ability to manage specific equipment usage by division template. This means you can ensure that your elite breakthrough divisions have everything they need, while line divisions have equipment of a lower priority.

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You can access this feature in the division designer, where you’ll have a comprehensive breakdown of all equipment types currently stockpiled. You'll now be able to allow/deny by category, both in archetype and variant, without the need to manage everything individually.

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We’ve provided several broad methods of manipulating equipment usage, in the form of a togglable setting on whether this division template should automatically have newly researched equipment enabled, and a quick method of toggling the usage of foreign equipment.

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Changing these settings will not incur any explicit cost, though you’ll need to maintain awareness of your production lines when using these settings prodigiously. The update division tooltip, as before, will give you a summary of the scope of your changes, as well as how many divisions are likely to be impacted by this change. Lastly, it is important to note that these settings will affect reinforcement and training only - your existing divisions will not have their weapons immediately confiscated.

Allied Construction

Indeed, as hinted at yesterday, we’re introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction.

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Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options. We initially allowed the allied construction of forts, but, well, the office MP proved why that was a terrible idea.

For balance reasons, constructions with levels dependent on technology (ie Radar) will be limited by the tech of the recipient country, not the builder.

Graphical Encircled Unit Icons

We've taken the opportunity with NSB to add some feedback to one of the more serious situations an army can find itself in - encirclement. Whenever an encircled division is destroyed, a short animation will be played to draw some attention towards it. Of course, this animation also plays if you are the one doing the destroying.

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Changing of the Guard

Here, I’ll hand over to @podcat to cover an upcoming change in the HoI development team.

Hi everyone Dan here, I want to let you know that you’ll be seeing Peter more and more as he is now taking over as game director on Hearts of Iron IV.

Looking back I have been working on HOI4 for about 7 years now and before this I worked a few years on HOI3. So it's fair to say that Hearts of Iron will always be close to my heart, but I also feel like it's time for something new to sink my teeth into.

I’m going to be working with a Secret Project which I can't tell you very much about - except that I am super pumped about it, and that it isn't HOI5. While I’m sure the time will come for that, right now we feel that HOI4 still has room to be developed with content and cool stuff.

Timing wise it fits well for me. No Step Back was the last expansion step I had penned down back when the original game released in 2016 so it's time for another 5 year plan (heh). It takes the game full circle as with NSB we will have touched on all the major systems in free updates and expansions at least once. It's also a perfect time to get more fresh perspectives to help evolve the game when most of my original ideas and plans have now been done.

Of course you will still see me around and I expect I’ll be poking around here and there in HOI (one does not simply let go of their baby so easily!), but I am confident in Peter and the team to take the helm and keep steering the ship now, and I am sure No Step Back will be awesome and that you will all love it.


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Et tu, Peter?! Game development is serious business!

Peter here again - I’m honored to have been asked to take the reigns on HoI. I’ve been working closely with Dan and the team over the last months, and feel confident that we can keep on building HoI in the right direction.

As some of you will be aware, I’ve come to HoI by way of Imperator, having previously worked on several PDS projects as a content designer. Prior to that, I had a long and entirely unrelated career in classical music. Historical PDS titles are something I’ve been an avid fan of from long before I worked here, and I’m super excited to take my experiences forward from Macedonian nation-building to the 20th century.

We have many plans for the future of HoI so after NSB is safely out of the door, you’ll get a chance to see my take on the future of the game. This said, I’ll point out that Dan and I are very much aligned on the creative direction of HoI 4, so to pre-empt some questions, a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy.

What does it mean? Well, it’ll take time to see that properly. We’ve made no secret of the intentions around future dlcs and content (see last PDXcon for more details!), so the best answer I can give you there is that we’ll be doing our utmost to meet this potential roadmap while I begin to put my personal spin on the game. I’m more than happy to try and answer broad questions about my thoughts on the future of this excellent game, my industry experiences thus far, or myriad other topics, but please be aware that (beyond what I’ve already implied) we will not, as usual, be able to answer qualitative questions on future releases.

In general, you’ll find me present and willing to engage in polite discussion on the forums and other media inasmuch as my time allows, so I expect to begin interacting more with this passionate community in the near future!

/Arheo
 
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Pretty much, yeah. It's trivial for a faction of human players to focus-build forts on a potential frontline - you end up with trench warfare between larger factions.
I get the reason, but forts are useless. Please teach the Paradox HQ about using (tactical) bombers and Fortress Buster on forts, as they vanish immediately. IC going into easily broken forts is IC not going into useful buildings like military factories.

Could take the opportunity to balance these strategies here, as there's no reason to build forts now except for AI cheese. If this isn't changed, you can allow allies to make forts I guess.
 
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Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster.
An actual weather map mode would be sweet tho.

a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy.
Oh boy, anyone who kept up with Imperator's development will know how the exact opposite is true!
Also, Arheo taking the reigns when the only major left to rework is Italy? Couldn't think of anything more appropriate.

Ut est rerum omnium magister usus.
Roma invicta!
 
It was funny yes, but they did improve the interface at least. And it is a very good QoL change.
To be fair tho with a UI with so few elements we probably did replace essentially all of it :p but yeah maybe not so much new as improved. Hope you will like it. Its so much easier to manage equipment types now
 
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Best of luck Podcat and I'm sure it'll be in good hands with @Arheo at the wheel!

Btw have you considered doing more outsourcing like Battle for Bosporus ? I feel like the larger expansions with the new mechanics has hurt the pace as to which new countries recieved a focus tree.

That way you guys instead could focus on polishing the existing mechanics :)

The only major mechanics I feel the game needs at this point are the following:
-More ideologies (atleast Monarchism should be its own)
-Peace deals and "sub-wars". Would be nice if say you're playing as Bulgaria and fighting Greece you wouldn't automatically get dragged into an eternal war against all the allies after Greece has capitulated.
 
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To be fair tho with a UI with so few elements we probably did replace essentially all of it :p but yeah maybe not so much new as improved. Hope you will like it. Its so much easier to manage equipment types now
All of this is purely cosmetic. Barely anything changed. Maybe its more clear now idk but I would hardly call it an improvment. Bizarrely, Devs act like it is a completely new feature, while it is not

EDIT: By "all of this is purely cosmetic" I mean changes with Equipment Management only.
 
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@podcat, you're the first dev of any video game that ever personally responded to one of messages. I really appreciate what you've done for HOI4, and I'm looking forward to seeing the results of your secret project in the coming years.

@Arheo, you have some big shoes to step into, and I'm excited to see where you'll take things! I also have a question: How interested are you in updating content from previous DLCs (i.e.: the focus trees from TfV and DoD) versus adding content to new DLCs? (i.e.: creating Scandinavian focus trees) Would you consider doing something like the Stellaris team and having one group work on improvements for old content while another group works on the next DLC?
 
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What are you guys going to do about trucks not using fuel passively when delivering supply to divisions? This has been discussed a lot but we've had no answer yet.
Also, we will miss you Dan, good luck on your future projects!
 
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Welcome aboard.

Your new, so let me tell you about the two BIGGEST issues with the game.

1. Missing 2-d for Axis transport planes (Ju-52)

2. Missing 2-d art for UK's No1 MKIII Enfield Rifle



New things:

1. Weather needs to be important, just make sure it isn't a fickle system that players ignore like naval pop-up spam. Something easy to see, anticipate, and understand.

2. Does the new equipment supply address planes? I submit its even a bigger deal to allow us to assign airframes to air wings.
 
Is it possible to add an option to the division template where you can select "Use oldest/newest equipment first" ? Right now i would have to check whether my line infantry units run out of gun 1s while im producing only gun 3s all the time.
 
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Like forts, ports can be somewhat abusable - ie; setting it up to make the D-day landings a lot easier by coating ports everywhere etc.
Could it be possible to help repair allied ports? (or any other infrastructure?) One issue with D-Day is that the French often don't have the industrial factories to repair their own ports. This feels much less abusable than letting the US create a port on every province in Normandy.
 
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I really like the ability to build infrastructure (in the general sense) in my allies' territory. So many times my plans have been thwarted because my AI allies didn't have a port somewhere.
 
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Allied Construction

Indeed, as hinted at yesterday, we’re introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction.

Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options.


Any chance you can add Naval Bases to the list of things you can build in Allied territory? I'd be more interested in helping liberate Africa or SE Asia if I could build extra naval bases to limit the attrition taken while on campaign in those areas. Allied construction of naval bases is somewhat historical, since I believe D-Day involved lots of port upgrades after the initial beachhead was secured.

On a related note, could an ally lend their Civs to accelerate the repair of damaged infrastructure after recapturing lost territory? In many areas, the infrastructure is already quite high, so building new infrastructure wouldn't help supply as much as repairing the broken infrastructure would.
 
Btw have you considered doing more outsourcing like Battle for Bosporus ? I feel like the larger expansions with the new mechanics has hurt the pace as to which new countries recieved a focus tree.
BotB wasn't outsourced in the way that everyone thinks it was, 2 of the Focus Trees were created by the Freelance Content Designer who for all intents and purposes is part of the team but remotely and 1 created "in-house". Completely "outsourced" DLC is more akin to the Great Wonders from Imperator and PDS titles already use multiple parts of outsourcing to complete work like almost every company in the industry does now with partners such as QLOC.
 
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Thanks for all the work on HOI4 @podcat.

Kinda weird because you are essentially HOI4... maybe even HOI... the whole game systems was all your ideas (the focus on production really paid off). I remember this demo and being very excited back in the day.


I think we’ll be alright with @Arheo at least. He will have to do I guess... j/k.

The end of an era and the final offensive until someone starts secretly working on HOI5 but does not tell anyone... a common Paradox tactic.
 
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