• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HOI4 Dev Diary - Bits & Bobs!

Hi everyone, sorry for the late diary. It was a little crazy at the office today coming back from the long weekend... But all is well that ends well, so here we go with our last real diary before release (next week is full patchlog etc). We will be talking about new subject levels, achivements, music, assorted QoL features and AI Update #3.

Music
Handing over this section to Andreas Waldetoft...
music1.jpg

Hi, my name is Andreas Waldetoft and I am the senior music composer here at Paradox.

We decided early on to make really aggressive war music and that it should be recorded with a live orchestra. What better orchestra to use for Death or Dishonor that focuses on eastern Europe then the Budapest Film Orchestra in Hungary.

Here is the orchestra after doing a particularly hard part in one of the tracks where I am shielded by bulletproof glass in case they were to throw an instrument at me:
music2.jpg

I would like to share a music excerpt from one of the tracks so that you can have a sneak peek of what to expect from the music. The ending part of the track in 15/8 over to 7/8 time signature was one of the parts where I had to hide behind the glass btw.

Here is a part of a song to listen to while you read the rest:

Axis Autonomy Levels
To follow up on the autonomy system from TFV we wanted to give fascist nations custom levels as well. These are a bit harder to break out from (since fascist nations tend to fight more this helps keeping them under control). The new levels all come with free equipment licenses from your master, which can be really powerful

Satellite
Subject manpower requirement = 40%
Bonus trade for overlord = 40%
Trade cost for master = -40%
All autonomy gain = -30%
Free license production with overlord.

Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.

Achievements
Death or Dishonor comes with 10 new achievements. 2 for each new nations and 2 unrelated.

The Balkan Powder Keg
the_balkan_powder_keg.jpg

As Yugoslavia, start the Second World War (i.e. be part of either the Axis or the Allies and at war with the other faction in a war you started)

Huge-oslavia
huge_oslavia.jpg

As Yugoslavia, occupy all your neighbouring countries (Austria, Hungary, Romania, Bulgaria, Albania, Italy and Greece)

Miklos Horthy and the Habsburg Prince
miklos_horthy_and_the_habsburg_prince.jpg

As Hungary, restore Austria-Hungary

Better than the Szent Istvan
better_than_the_szent_istvan.jpg

Have Miklos Horthy as a Naval commander and build a battleship

Czechmate
czechmate.jpg

As Czechoslovakia, occupy Canberra (Australia) while at war with the allies

The Munich Disagreement
the_munich_disagreement.jpg

As Czechoslovakia, occupy Munich while at war with Germany

Neither Death nor Dishonor
neither_death_nor_dishonor.jpg

As Romania, end the game with all the states you started it with and control either Moscow or Berlin

Death or Dishonor or Cake
death_or_dishonor_or_cake.jpg

Own a slice of all your starting neighbors as Romania

Lethal Straight
lethal_straight.jpg

Have a production license from at least 5 of the 7 major powers.

En Svensk Tiger
en_svensk_tiger.jpg

As Sweden, acquire a production license for a Tiger or Tiger II tank from Germany


AI Update #3
We figured the best way to do this was to lift stuff from the changelog directly and talk about it, so lets go!

Some AI plan and plan activation work:
- Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
- Found and fixed some rare situational plan activation bugs.
- Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
- AI now rebuilds attack plans if they are almost done and getting stuck.
- Tweaked what AI sees as an easy target and weak units for better front activation.
- Overhauled AI plan activation and mode setting.
- Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in fortified enemy fronts.

All in all, this would improve the AIs use of plans in most situations, both making them better at determining time for activation as well as replanning and when to even focus on attack. On a situation to situation basis, it may seem to have a small impact, but on a larger scale it is meant to make the AI feel more responsive and active.

Some interesting use of the new role functionality:
- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- Germany and Soviet are now able to field anti armor divisions
- Added triggers for estimated max armor and piercing based on intel.
- Added trigger for if AI has fielded divisions of a certain role for AI template scripting.

Together with some new triggers, the AI can be made to respond to the enemy armor and piercing values in specific roles. Since the trigger for those two things are based on intel values, research encryption will matter, as keeping it higher will make the estimations worse. I hope modders find inspiration for even more interesting things with roles and designs being triggered by various things in the game state.

AI Research:
- Fixed case where AI could get stuck researching if only single techs ended up in its prio list and they were not possible to research
- Fixed an issue where AI would queue up tech targets too early so they were not correctly evaluated
- Rebalance of a lot of AI picking weights for techs. For example Artillery and certain industry techs are now more important
- Removed AI's special doctrine picking logic in favor of pure weights
- Tweaked many ai research weights to remove weird choices due to timing
- Fixed a combination of issues (mostly due to weird timing special case that made AI queue up non-optimal techs then stick to them on savegame load

There was a lot of research cases holding the AI back. Germany for example has a narrow window to get medium tanks ready for templates and production and if it queues up the wrong techs its pretty bad for it. We both tweaked ai selection weights as well as fixing a couple of tricky timing issues that meant that often it would end up picking worse techs in a long term strategy it thought was good a long time ago (so before it got ahead of tiem reduction focuses etc). This generally helped all AI nations, but a few like Germany and Soviets the most.

Ministers and Laws:
- Minors will now do economic mobilization laws if justified against rather than wait for tension or declaration of war (to help china)
- China now a bit more on the ball on manpower laws as they need to throw anything they can at the Japanese
- All nations will now be less spendy on admirals early on
- Soviet AI will no longer burn all its PP on admirals and be unable to change laws
- Chinese AI will now consider naval ministers less interesting
- Tweaked UK minister scoring to be more fitting and for better order
- Japan should now prefer industrial ministers a bit more
- Majors will now pick better economic laws even if not fascists earlier
When improving AI it tends to make conflicts turn out really differently (Japan vs China conflict ended in 1.5 years after we improved battleplanner AI). Before balancing these things from a historical standpoint we always want to make sure both sides are playing as good as possible, and there was a lot of cases where China would end up losing because it did not pick laws or ministers correctly. Thus we focused a bunch of attention there. This helped other nations a lot also and helped solve issues where the Soviets ended up burning their political power to spread out navies and such setting them back on laws and making them lose to Germany because of it.

We also did a whole bunch of balancing around the asian countries which you'll need to check full changelog for, but of note is that we added 79 new Aluminium that is accessible (through conquest, subjects or owned) and 32 steel. Japan in particular was really lacking some of its resources which also meshed badly with their historical number for those.

UI Updates
As part of Oak we have been updating some interfaces that we felt needed it. We talked about the war interface in an earlier diary and here is the trade interface:
upload_2017-6-7_16-39-30.png

Its much easier to see balance of resources now, and its possible to sort by convoys you'd need for those trades. Trade Influence is now in the export tooltip since it only really affects the export anyway and you seldom cared about it.

Another super sweet thing is that you can now double click on a division in the division list to select all of the same type (also works for airwings in the new airwing UI):
upload_2017-6-7_16-44-58.png

So if I double-clicked on one of those divisions all get selected.

We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example.


Next week on the 14th is release of Death or Dishonor and the 1.4 Oak Update. I'll have an early diary out with patchlog for you all to discuss. Pinky swear <3
 
Last edited by a moderator:
I dont understand this shitty tradesystem i mean you click two buttons and its over, why we cant have just an autotrade button like in hoi 3, when you steamline the trade to that extend it isnt even worth the micro. Its just an brain dead dicision i could write a script for that in like 1 minute, pick the best relation the amount that you need and finish, maybe a loop thats checks if the needed amount has changed.
 
I disagree with puppet types being ideology specific. Only puppets of three countries (UK, Nazi Germany and Soviet Union later) will look aunthetic that way.
My common sense advices either nation specific puppet types (with a hilariously low ratio of dev hours to game impact) or generic, stripped of ideology puppet types with national flavor added via events and cosmetic name tags.

Reichskommisariat Manchukuo is just ridiculous for me.
 
#music
I don't get the importance of music in a grand strategy game. If you play something for hundreds of hours, you will most likely turn off the music eventually. Who wants to listen to the same music forever unless its written by the Gallagher brothers?

#achievements
Since the majority of people is playing with mods, I wouldn't waste time on creating more achievements. I got 1 achievement unlocked in 658 hours of game time. :D

#UI
Wonderful changes, both the trade screen and seemingly little things like "double-click to select all of one type". Usability of HoI4 is poor to say the least, so any improvement is welcome.
 
My guess would be they might have done some rebalancing and tweaks/bug fixes. At this point I'm pretty convinced we're not going to see any new or deeper air missions like giving you the ability to tell your bombers which structures to bomb for example.

Which is why I bring it up. The expansion advertises new air mechanics, yet the only new mechanic I see is the extra air missions. What are the other new air mechanics? I don't think you can call resizing air zones or fixing bugs related to air "new mechanics."

Surely something like choosing targets for your bombers, as you mentioned, would be a suitable new mechanic to add in this patch.
 
Last edited:
Are there any plans to give the satellite autonomy level to the communists too?
As we all know, most of the countries from the eastern Europe during the Cold War were soviet satellite states.
Great changes though! Really waiting for this.

I think there is a high probability the next DLC will be about the Commintern, given that we had one for the Allies and now the Axis.
 
Hi everyone, sorry for the late diary. It was a little crazy at the office today coming back from the long weekend... But all is well that ends well, so here we go with our last real diary before release (next week is full patchlog etc). We will be talking about new subject levels, achivements, music, assorted QoL features and AI Update #3.

Music
Handing over this section to Andreas Waldetoft...
View attachment 273502
Hi, my name is Andreas Waldetoft and I am the senior music composer here at Paradox.

We decided early on to make really aggressive war music and that it should be recorded with a live orchestra. What better orchestra to use for Death or Dishonor that focuses on eastern Europe then the Budapest Film Orchestra in Hungary.

Here is the orchestra after doing a particularly hard part in one of the tracks where I am shielded by bulletproof glass in case they were to throw an instrument at me:
View attachment 273503
I would like to share a music excerpt from one of the tracks so that you can have a sneak peek of what to expect from the music. The ending part of the track in 15/8 over to 7/8 time signature was one of the parts where I had to hide behind the glass btw.

Here is a part of a song to listen to while you read the rest:

Axis Autonomy Levels
To follow up on the autonomy system from TFV we wanted to give fascist nations custom levels as well. These are a bit harder to break out from (since fascist nations tend to fight more this helps keeping them under control). The new levels all come with free equipment licenses from your master, which can be really powerful

Satellite
Subject manpower requirement = 40%
Bonus trade for overlord = 40%
Trade cost for master = -40%
All autonomy gain = -30%
Free license production with overlord.

Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.

Achievements
Death or Dishonor comes with 10 new achievements. 2 for each new nations and 2 unrelated.

The Balkan Powder Keg
View attachment 273498
As Yugoslavia, start the Second World War (i.e. be part of either the Axis or the Allies and at war with the other faction in a war you started)

Huge-oslavia
View attachment 273494
As Yugoslavia, occupy all your neighbouring countries (Austria, Hungary, Romania, Bulgaria, Albania, Italy and Greece)

Miklos Horthy and the Habsburg Prince
View attachment 273496
As Hungary, restore Austria-Hungary

Better than the Szent Istvan
View attachment 273490
Have Miklos Horthy as a Naval commander and build a battleship

Czechmate
View attachment 273491
As Czechoslovakia, occupy Canberra (Australia) while at war with the allies

The Munich Disagreement
View attachment 273499
As Czechoslovakia, occupy Munich while at war with Germany

Neither Death nor Dishonor
View attachment 273497
As Romania, end the game with all the states you started it with and control either Moscow or Berlin

Death or Dishonor or Cake
View attachment 273492
Own a slice of all your starting neighbors as Romania

Lethal Straight
View attachment 273495
Have a production license from at least 5 of the 7 major powers.

En Svensk Tiger
View attachment 273493
As Sweden, acquire a production license for a Tiger or Tiger II tank from Germany


AI Update #3
We figured the best way to do this was to lift stuff from the changelog directly and talk about it, so lets go!

Some AI plan and plan activation work:


All in all, this would improve the AIs use of plans in most situations, both making them better at determining time for activation as well as replanning and when to even focus on attack. On a situation to situation basis, it may seem to have a small impact, but on a larger scale it is meant to make the AI feel more responsive and active.

Some interesting use of the new role functionality:


Together with some new triggers, the AI can be made to respond to the enemy armor and piercing values in specific roles. Since the trigger for those two things are based on intel values, research encryption will matter, as keeping it higher will make the estimations worse. I hope modders find inspiration for even more interesting things with roles and designs being triggered by various things in the game state.

AI Research:


There was a lot of research cases holding the AI back. Germany for example has a narrow window to get medium tanks ready for templates and production and if it queues up the wrong techs its pretty bad for it. We both tweaked ai selection weights as well as fixing a couple of tricky timing issues that meant that often it would end up picking worse techs in a long term strategy it thought was good a long time ago (so before it got ahead of tiem reduction focuses etc). This generally helped all AI nations, but a few like Germany and Soviets the most.

Ministers and Laws:

When improving AI it tends to make conflicts turn out really differently (Japan vs China conflict ended in 1.5 years after we improved battleplanner AI). Before balancing these things from a historical standpoint we always want to make sure both sides are playing as good as possible, and there was a lot of cases where China would end up losing because it did not pick laws or ministers correctly. Thus we focused a bunch of attention there. This helped other nations a lot also and helped solve issues where the Soviets ended up burning their political power to spread out navies and such setting them back on laws and making them lose to Germany because of it.

We also did a whole bunch of balancing around the asian countries which you'll need to check full changelog for, but of note is that we added 79 new Aluminium that is accessible (through conquest, subjects or owned) and 32 steel. Japan in particular was really lacking some of its resources which also meshed badly with their historical number for those.

UI Updates
As part of Oak we have been updating some interfaces that we felt needed it. We talked about the war interface in an earlier diary and here is the trade interface:
View attachment 273506
Its much easier to see balance of resources now, and its possible to sort by convoys you'd need for those trades. Trade Influence is now in the export tooltip since it only really affects the export anyway and you seldom cared about it.

Another super sweet thing is that you can now double click on a division in the division list to select all of the same type (also works for airwings in the new airwing UI):
View attachment 273507
So if I double-clicked on one of those divisions all get selected.

We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example.


Next week on the 14th is release of Death or Dishonor and the 1.4 Oak Update. I'll have an early diary out with patchlog for you all to discuss. Pinky swear <3

Best till last aye Podcat. Impressed with this one.
 
#music
I don't get the importance of music in a grand strategy game. If you play something for hundreds of hours, you will most likely turn off the music eventually. Who wants to listen to the same music forever unless its written by the Gallagher brothers?
/QUOTE]

.

I don't care most of the time, but some of the vanilla music or the one in Kaiserreich is really wonderfull I think when playing. And I'm not really that fond of music or into it that much. So it can sure make a difference when playing
 
My Fascist Italian Empire is not going to use these German names, right? :(
From what I understand, the on-map "actual" names of the puppet states aren't changing. It's just the "subject level" that has these names. Like, Canada doesn't have a different name when it's a dominion vs. an integrated puppet of the UK.
 
From what I understand, the on-map "actual" names of the puppet states aren't changing. It's just the "subject level" that has these names. Like, Canada doesn't have a different name when it's a dominion vs. an integrated puppet of the UK.

I know, but the subject levels itselves are weird.

I mean, how can Bulgaria be a "Reichskomissariat" under Italy if there is no "Reich" in the Italian Kingdom? A more culturally neutral term would be cool.
 
As always, @SteelVolt 's input is both informative and encouraging. I am looking forward to the AI improvements.

From the UI bit this item should have perked up a few ears:

"We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example."

This should mean that we finally get the oft requested ability to move units while in unrest map mode, thereby making manual placement of garrisons much easier.
 
Can you code in a notification that pops up in the center of your screen if a successful naval landing is made inside your country? cause i've almost lost as Germany by not noticing an invasion while invading soviets and france.
 
I dont understand this shitty tradesystem i mean you click two buttons and its over, why we cant have just an autotrade button like in hoi 3, when you steamline the trade to that extend it isnt even worth the micro. Its just an brain dead dicision i could write a script for that in like 1 minute, pick the best relation the amount that you need and finish, maybe a loop thats checks if the needed amount has changed.

While I don't think much of your tone, I do wish there was an automatic trading system, and that we could buy resources one unit at a time instead of in packs of eight.

As you correctly state, there's very little thought in the current system so it's an ideal candidate for automation.
 
Last edited:
Which is why I bring it up. The expansion advertises new air mechanics, yet the only two mechanics I see are the extra air missions. What are the other new air mechanics? I don't think you can call resizing air zones or fixing bugs related to air "new mechanics."

Surely something like choosing targets for your bombers, as you mentioned, would be a suitable new mechanic to add in this patch.
I too had expected more changes to the underlying system of how air combat worked when thinking of the word "mechanics."

I suppose technically since the UI changes alter the methods you are able to use to reposition and give orders to your air units, those could be considered mechanics.

Other things like fixing how land based bombers participate in naval combat or how good fighters are at hindering CAS, clearly fall into the category of tweaks or fixes and not new mechanics. That aside, the fixes in the air system will have wide sweeping effects. I think its impact on MP games will be similar in scope to the resource changes in 1.3.3.
 
#music
I don't get the importance of music in a grand strategy game. If you play something for hundreds of hours, you will most likely turn off the music eventually. Who wants to listen to the same music forever unless its written by the Gallagher brothers?

#achievements
Since the majority of people is playing with mods, I wouldn't waste time on creating more achievements. I got 1 achievement unlocked in 658 hours of game time. :D

That's just like your opinion, man.


The next DLC will be about Asia, specifically china. It has been stated by the developers.

The commies won in China, would be a good opportunity to add Comintern puppets. I also hope they rework naval gameplay and actually redo the mechanics for border war, since they are garbage.
 
Satellite
Subject manpower requirement = 40%
Bonus trade for overlord = 40%
Trade cost for master = -40%
All autonomy gain = -30%
Free license production with overlord.

Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.


I'd also suggest more neutral names for the puppets (despite the puppet level not necessarily impacting the country name).

This seems like you could easily do

Satellite
Protectorate
Integrated puppet (or dependency / dependent territory, if you want to avoid any democratic puppet names)
 
#music
I don't get the importance of music in a grand strategy game. If you play something for hundreds of hours, you will most likely turn off the music eventually. Who wants to listen to the same music forever unless its written by the Gallagher brothers?

#achievements
Since the majority of people is playing with mods, I wouldn't waste time on creating more achievements. I got 1 achievement unlocked in 658 hours of game time. :D

Please just speak for yourself, I like doing achievments (and I'm pretty sure they ain't much work) also I like to listen to the game soundtrack, especially when playing with friends, were I need my attention on the game and where I don't watch a movie or a show in the meantime on my other monitor.
 
#music
I don't get the importance of music in a grand strategy game. If you play something for hundreds of hours, you will most likely turn off the music eventually. Who wants to listen to the same music forever unless its written by the Gallagher brothers?

I do. And apparently countless players do
 
I also hope they rework naval gameplay and actually redo the mechanics for border war, since they are garbage.
That's just like your opinion, man. :p

I'd also suggest more neutral names for the puppets (despite the puppet level not necessarily impacting the country name).
I'm pretty sure we will have some way to mod it, so people that want a specific name for country X or reason Y could be satisfied. I'm not against immersion, historical stuff and more. But at some point I prefer better game mechanism/AI or new mechanics than a declination for all possible country of a given mechanism, or voice when you click on a stuff that speak in twenty two different language.
That said it's only my humble opinion, but I really don't care that a toy soldier talk to me in french or that a puppet have the real name of an administrative level in french history. But talk to me about a new strategic layer for AI and I'm listening, right next my credit card ;)