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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.

0.png

(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.

1.png


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.

3.png


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.

4.png

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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Love the changes! Just some questions:

Will AI Nations on Historical have a pre-scripted preferred tactic?

How often will the AI use the scorched earth mechanic in your tests? I have a feeling that the AI might go over board in some cases.
 
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All this looks great, I hope now the siege of Leningrad will be more interesting by adding a supply route on Lake Ladoga or some kind of event called "The Road of life" to get a little more temporary supplies during the winter, although the divisions may suffer wear at the end.
 
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Will there be a time-frame/cooldown before scorch earth damage is enacted? Or will it be immediate or will the enemy have a timeframe to stop you?
 
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Now that you have the General Staff feature, can you please increase the # of divisions that each General can support to 40? With another 20 if they have the skill.

The no division limit mod is one of the most popular on Steam. Managing individual generals is annoying micromanagement, and it also penalises smaller divisions.

Also, with this strategic rail destruction for defenders, can you revert some of the prior soft attack nerfs to artillery and tanks? I think like a 5% increase in soft attack would make the game less of a grind.
 
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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.

View attachment 756706
(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.

View attachment 756707

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.

View attachment 756708

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.

View attachment 756709
Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

View attachment 756710

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
NIce
 
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.

Wait. So workers will not repair railways during conversion? Sounds strange...
 
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Enacted on a state level, every railway present receives full damage

This should damage general infrastructure as well. Historically in WW2 not only were railways damaged or destroyed, the retreating side often destroyed virtually all buildings in their area to deny the enemy warm housing (particularly brutal during -40 degree winters) and damaged, blocked and mined roads to slow down the enemy.
 
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Now that you have the General Staff feature, can you please increase the # of divisions that each General can support to 40? With another 20 if they have the skill.

The no division limit mod is one of the most popular on Steam. Managing individual generals is annoying micromanagement, and it also penalises smaller divisions.

Also, with this strategic rail destruction for defenders, can you revert some of the prior soft attack nerfs to artillery and tanks? I think like a 5% increase in soft attack would make the game less of a grind.
if the current system is totally surreal that a general had the ability to command so many divisions the same commander.

The opposite would have to be done, it would have to limit much more the name units that a commander would have to be able to carry
 
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Speaking about repairing, will the AI finally focus on moving damaged stuff up in the construction queue? Or atleast an ai strategy? It leads to fronts becoming super static because the AI just doesnt care about repairing infrastructure
 
2 Things:
1. Does strategic redeployment mean that a unit will walk to a railroad, then zoom fast on rails, then walk to the final destination? or is it all faster?
2. Will we get a big bag of modding tools in a DD soon?
 
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It would be cool if scorch earth did a "ticking" set of damage to everything that does damage and costs CP over time, that way a fast advance can salvage some of the infrastructure before it's destroyed
 
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