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HOI4 Dev Diary - Bag of Tricks : the Sequel

Greetings all!

Today’s dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, I’ll get ahead of the curve here and point out that there will be no diary next week - we’ll be back the week after with more to see.

Scorched Earth

One of the enduring tactical practices of the Soviet defense during the German invasion, was the use of scorched earth. In No Step Back, you’ll be able to spend Command Power on ordering the strategic disabling of railways in the event of a tactical retreat.

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(All visuals WIP!)

Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.

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The pending repairs will show up differently in your construction queue, and won’t be worked on. Rather than re-enable these all manually, you can toggle the state of Scorched Earth off on a state, in the same way it was enabled. All affected railways will begin repairing at once.

Scorched Earth is a pretty simple mechanic here, but has potentially devastating effects on invaders. In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards. While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

Preferred Tactics

We touched on this feature briefly during a previous diary, however, due to some good feedback from the community and from inside the team, we’ve made some alterations to how it works.

Where previously, you set a preferred tactic on a national level, giving a positive chance modifier for that tactic to be chosen in combat, your generals and field marshals will now also possess the ability to earn a favored combat tactic.

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At level 5, you’ll be prompted to choose a preferred tactic for your generals. This represents their doctrinal school of war - a choice that affects all units under their command.

Note here, that we are not removing the national preferred tactic, and that the additive weight will compound from national -> field marshal -> general. To pre-empt the question, you can of course stack all 3 as the same tactic, although this drastically reduces your flexibility, and potentially makes it very easy to be countered. The overall additions granted by preferred tactics, have of course been reduced somewhat to account for this.

We wanted to avoid a rock-paper-scissors choice here, and in order to further emulate the core, doctrinal nature of a general’s fighting style, we have chosen to make this choice permanent for characters.

Strategic Redeployment

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

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Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

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Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.

That’s all we have for today’s diary - just a final reminder that next week there will not be a dev diary - tune back in on the 29th!

As usual, I’ll be around to answer questions in the thread below!

/Arheo
 
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It is suggested that China's Qinghai Tibet region be set as an independent railway area. Until now (2021), we will be able to build railways there

In addition, mountainous terrain also needs to limit the construction of railways

Also, when will the update be released?
 
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The lack of a diary next week only convinces me further of an October-November release. Fingers crossed!

And before @Axe99 can steal my job again, here's a simple tool of automated destruction, the railroad plough!
1631761783809.png
This particular plough is seen destroying tracks in Belarus, during the German retreat in 1944, but were also used in Italy, and were intended to be used in Germany itself as part of the Nero Decree.
 
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Scorched Earth is the policy of burning EVERYTHING in sight. Roads, fields, factories, everything. Seems strange that units doing "scorched earth" destroy railroads but leave tank factories and oil fields in tip top shape for the enemy.

I think the best way to make this better is NOT like AoD. If I'm doing scorched earth, I plan on retreating in the immediate future. Having it to where the defender has to actively hold the state long enough prevents any such retreat. It also just makes it harder for divisions holding it to survive. Instead, clicking scorched earth should activate a timer, 5 days, which then activates the effects.

I also agree that it should not apply only to railroads. Similar to how players can choose targets in Strategic bombing, we should choose targets in SE. Railroads, forts, air bases, ports, factories, resources and supply hubs should all be available targets. To prevent spam, each option selected would cost command power, reduce WS and stability, reduce recruitable population in that state, and reduce max factories in the state.
 
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So what about the dutch flooding mechanism? will it change or remain the same?
Also what about the other countries with dams, will they be able to have the flooding modifier too if they use scorched earth on a river province?
 
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Yes. They err not to unless prompted atm, otherwise every war turns into a slog, but we have our eyes on it.

Have you considered the use of this and similar for China? (i.e. https://en.wikipedia.org/wiki/1938_Yellow_River_flood using the Dutch mechanics too, as one of the similar ones)

It could significantly help with the issues you're having with balancing speedbumping Japan in China appropriately without buffing China way more than makes historical sense. It would be nice to see this mechanic used by the historical nations on the fronts where it was a major feature, being USSR and China, it always feels pretty unfortunate when mechanics like paradrops just get excluded from AI use.

Oh, actually, maybe slapping an AI modifier on Defence in Depth in Mass Assault to make them more inclined to use it would make sense, given the countries in question and the doctrinal reasoning...



 
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Great dev diary. Always enjoy the Bag of Tricks ones. Really enjoying the Scorched Earth mechanics. In my mod, we had to add it in as a map-based decision, but given the ability to mod this, we can clean that up and put it all into this mechanic.

I ask each dev diary in hopes of a response. Will the trucks used for the supply system consume fuel? If not, understandable, but will you give modders the ability to make that happen? Considering how important this aspect was to every operation in WW2, I believe this feature could make-or-break the update/DLC for a lot of us history guys.
Do convoys use fuel?
 
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Cheers for the DD Arheo, and the extra info from you and C0RAX - a bag of goodies indeed :cool: It all sounds tops, with my personal favourite being strat deployment by rail. Some questions (as always, no pressure to answer, and apologies for any that are silly, or have already been asked):

While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

I understand not factories, but how about ports (in particular from my angle) and airfields? Ports were often sabotaged. You could potentially also have some way of temporarily spending NIC or similar on "port clearance teams", to speed up port repair (and perhaps similar for airfields - I'm afraid I don't know much about them, but port clearance teams were most definitely a thing).

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

This is super-super cool. Questions:
  1. Will the different top speeds be moddable (ie, in defines?)
  2. Will weather have a differential impact of movement by rail vs road at a given level of infrastructure?

They err not to unless prompted atm, otherwise every war turns into a slog, but we have our eyes on it.

If it was possible to have an AI strategy for this that might be cool - enable a way of triggering a tendency to do it based on surrender progress or loss of key locations, or similar? Could be cool to have separate strategies for ports and airfields if they get covered as well (and maybe if you had time/resources, one for factories for modders?)

And before @Axe99 can steal my job again, here's a simple tool of automated destruction, the railroad plough!

Hahaha, I'm very sorry - the trains are all yours :) For me, I can get back to a proper naval (at least maritime)-themed pic, with a shot of some of Cherbourg's port facilities after the Germans demolished them in the face of the Allied advance:

1631791560098.png
 
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Since the Soviets were arguably the heaviest users of socrched earth tactics, maybe add an item to the Mass Assault doctrine that makes railroad destruction cheaper?
 
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Nice tricks in this bag. :)

I had a couple of thoughts about scorched earth, based on all the feedback so far:
  1. Modestly increase the cost, from 5CP to 10CP and 10PP. That way, wrecking multiple states' infrastructure adds up a bit more quickly, and also can't be undertaken by a government in disarray or a military already swamped with obligations.
  2. Phase in the destruction, day by day. So, when you press the button a timer starts instead of everything blowing up at once. At midnight every day after, damage increases: days 1-5, rails get damaged one level; days 6-10, infrastructure. So it takes ten days to wreck a state entirely, and (presumably) the process can be interrupted by the enemy capturing provinces or the state.
If you think adding ports or airfields to the scorching makes sense, that could be phased in over ten days as well.
 
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Cheers for the DD Arheo, and the extra info from you and C0RAX - a bag of goodies indeed :cool: It all sounds tops, with my personal favourite being strat deployment by rail. Some questions (as always, no pressure to answer, and apologies for any that are silly, or have already been asked):



I understand not factories, but how about ports (in particular from my angle) and airfields? Ports were often sabotaged. You could potentially also have some way of temporarily spending NIC or similar on "port clearance teams", to speed up port repair (and perhaps similar for airfields - I'm afraid I don't know much about them, but port clearance teams were most definitely a thing).



This is super-super cool. Questions:
  1. Will the different top speeds be moddable (ie, in defines?)
  2. Will weather have a differential impact of movement by rail vs road at a given level of infrastructure?



If it was possible to have an AI strategy for this that might be cool - enable a way of triggering a tendency to do it based on surrender progress or loss of key locations, or similar? Could be cool to have separate strategies for ports and airfields if they get covered as well (and maybe if you had time/resources, one for factories for modders?)



Hahaha, I'm very sorry - the trains are all yours :) For me, I can get back to a proper naval (at least maritime)-themed pic, with a shot of some of Cherbourg's port facilities after the Germans demolished them in the face of the Allied advance:

View attachment 757059
I don't know why, but there's a certain beauty to the sight of twisted metal, warped beyond recognition. I might be crazy.
 
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First of all that need to be done by the devs:

Fix the ai (the ai is creating really ugly templates of infantry , its looking so ugly i wont share the ai templates)
 
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Yep, the max strat redeployment speeds currently via railways are 30km/h and by infrastructure it's 10km/h. So base speed is 5km/h, railway levels add 5km/h and infra levels add 1km/h.

Can the strat redeployment speed be the maximum of this and divisions speed?

If you have a really fast division, it will be faster going normal, than with strat redeployment. Would be convenient if it goes with the fastest of the 2 speeds if you strat redeploy it.
 
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We already have this for land units if you click on the ledger in the army theaters list on the right. Click to the equipment tab and it will show all the losses for you and the opponent in the theater up to the past year.
Yes, I know, but I have sometimes more than 10 different theaters and ny suggestion is to create a summary table of all these, otherwise I have to do it manually.
 
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That's correct, but the problem is that you loose the XP of the units.
that's true. to a degree i find that fair (it takes troops some time to adapt to fighting in a unit with armored support vs without) but it is silly that adding heavy tanks could temporarily weaken a division overall. still, that could be fixed with a trained manpower pool, and without implementing the relatively complex system of detachable brigades/corps/etc.
 
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that's true. to a degree i find that fair (it takes troops some time to adapt to fighting in a unit with armored support vs without) but it is silly that adding heavy tanks could temporarily weaken a division overall. still, that could be fixed with a trained manpower pool, and without implementing the relatively complex system of detachable brigades/corps/etc.
Maybe existing doctrines could be tweaked to allow the addition or changes of specific battalions with lesser, or even no penalties, reflecting that it is a doctrine all division commanders would be trained in. For balance it may need to be limited to one battalion per division so it reflects an attachment instead of an entire division change. The obvious example would be allowing a battalion of tanks or tank variants to be added via a template swap. Another obvious is adding an artillery battalion instead.