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HOI4 Dev Diary - Combat and Stats changes

Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

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This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

Screenshot_3.png


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


Screenshot_2.png


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
1620214309589.png


Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

Screenshot_4.png


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!
 
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Good changes overall:)

but I'm not yet convinced that changes to the combat width of provinces have to be made when you also change how targeting works. It really depends on the overstacking penaulties but it seems to make things unnecessarily complex.

For me personally HoI4 can't be complex enough (bring back oob please:D)
But I'm also worried about the AI handling these changes.
 
Applying it *after* to the ratio of artillery-to-rest is exactly the same as applying it *before* to each artillery batalion and summing it up with the rest.

Except that, in programming, it is better to do it the former way, because you a) avoid floating point errors, because b) have to do fewer floating-point (by percentage) multiplications, and due to that, c), performance is slightly better, as fewer operations are done. I'm sorry, but that is strictly, to any programmer, superior.

It is counter-intuitive to the layman, but makes no difference on paper, and a significant one in code.
I'm pretty sure that this only applies if all battalions contribute equal amounts of stats. If artillery are only 20% of your division, but make up 35% of the soft attack, this method results in a significantly smaller buff. For example, if the buff is 20% more artillery soft attack, then the DD method results in a 20% * 20% = 4% SA increase, while the per-battalion method results in a 20% * 35% = 7% SA increase.

It's still way better than getting nothing at all because you aren't fielding a majority-artillery division, but the difference is pretty large.

EDIT: I didn't read far enough, this has already been said. Whoops!
 
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I disagree on the you with the combat width changes largely because, as a player who played for nearly 1k hours without knowing the width meta, I can assure you that it is entirely possible to do fine without optimized division designs. I think its smart to force players to vary their division designs if they plan to optimize their attack across a variety of terrains, which is micro intensive, but if they just want to make divisions that are generally pretty good this is totally possible although said divisions will not be optimized for every situation. I believe this is very much preferable to a more rigid width system which ensures that conforming to a certain width/general template will ALWAYS be either ideal or damn close to it. This seems like it won't make 20 or 40 widths (or any other widths for that matter) useless, it just means they won't always be *the best* which, frankly I don't think any division design width should ever universally be the best.
I'm fine with width forcing us to make strategic choices (e.g. using one general division design vs another), what I don't want is for width to end up as a micro-fest at the tactical level. HoI4 already has excessive micromanagement in many areas and it really doesn't need more. I don't want to have to manually reshuffle a bunch of specialized 25w divisions every time I'm fighting in a mountain, but I'd have to if the width changes are implemented without a significant/total reduction in the "over width" penalty since the battleplanner doesn't distribute units based on terrain width, and I don't think it ever will.
 
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I'm fine with width forcing us to make strategic choices (e.g. using one general division design vs another), what I don't want is for width to end up as a micro-fest at the tactical level. HoI4 already has excessive micromanagement in many areas and it really doesn't need more. I don't want to have to manually reshuffle a bunch of specialized 25w divisions every time I'm fighting in a mountain, but I'd have to if the width changes are implemented without a significant/total reduction in the "over width" penalty since the battleplanner doesn't distribute units based on terrain width, and I don't think it ever will.
It will defo become a micro fest and the scenario you just designed after that is completely what will happen.
 
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It also makes more sense to me that piercing being a little too low means that you can penetrate, just not at certain angles/in certain places, which would be partial rather than full protection.
On a tank by tank basis that would make sense; however, at present, I'm not sure what the aggregate value of armor is supposed to represent in a division. If I have a heavy tank battalion, why does it suddenly perform worse against a packet of AT guns because the division also has a single unit of infantry support (armor value basically cut in half)? If anything one would expect it to be much more resilient in that case as the infantry's support would prevent a lot of surprise ambushes on the tanks from flanking angles.

While things are being changed currently, the game should take a hard look at revamping certain oddities, as certain mechanics and abstractions are a bit confused between individual small-unit combat and division-level combat.
 
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Or better, because AI hasn’t divisions with optimal width and after the changes this will matter less...
no cause a player will be able to maximize combat all over the frontline and micro much better defensively and offensively. But this system seems to add way more micro than what is needed. Changing the meta by changing combat width is a mistake. Better ways would be making speed, recon, tactics (division design affecting tactics), and other stats matter more.
 
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Do you guys really go to micro every single mountain or hill and min-max that much:?

Just choose 2 terrains based on the region you want to take, make a average widht and go for it.
If the terrain is a 3º one, too hard to take because your division is too big/small, encircle it. No amount of widht is gonna make a encircled unit survive.


If its a key point, like the India/Burma Front. Everyone already make specialized divisions for those kind of chokepoints already.
So whats new making it slight different?


People complained about 20w-40w since HOI 4 1.0
Now its changing people want to keep it. Or change it in a way they still keep their playstyle the same.

Well.... change is like that... it change things :p.
 
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Do you guys really go to micro every single mountain or hill and min-max that much:?

Just choose 2 terrains based on the region you want to take, make a average widht and go for it.
If the terrain is a 3º one, too hard to take because your division is too big/small, encircle it. No amount of widht is gonna make a encircled unit survive.
Not in SP but defo in MP. This change will be antithetical to easier gameplay and will make it cancer for people to manage. I don't understand why they change combat width like this when they can just change the statistics of certain equipment. That would be much more simple and efficient rather than this extra layer of complexity.
 
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Not in SP but defo in MP. This change will be antithetical to easier gameplay and will make it cancer for people to manage. I don't understand why they change combat width like this when they can just change the statistics of certain equipment. That would be much more simple and efficient rather than this extra layer of complexity.

I played MP for 1000+ hours too.
You can manage it by creating the templates ahead of time.

Changing a unit template is not hard and its only gonna cost you 1 month to get organization again as long the modification is not something big that will push tons of equipment to the new divisions.

You're changing from lets say, 30 widht to 20, or vice-versa, its not something big that will demand 3-4 months waiting for the equipment to arrive.

You're never gonna have 1 division for every single terrain and change beetween them.
You have to work with regions.

South of russia, Middle, North, China Coast, China Interior. Etc. You also designate a route in that region that will better benefit your division against theirs.
When you add climate, as the Winter is coming. Things might get interesting.
 
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I played MP for 1000+ hours too.
You can manage it by creating the templates ahead of time.
That's my point. It's antithetical to easier gameplay. Managing that will definitely be a pain in the ass for older players and so I fail to understand why they change the width when they can just change the stats of equipment which will be much more simple and easier to handle.
 
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I'm fine with width forcing us to make strategic choices (e.g. using one general division design vs another), what I don't want is for width to end up as a micro-fest at the tactical level. HoI4 already has excessive micromanagement in many areas and it really doesn't need more. I don't want to have to manually reshuffle a bunch of specialized 25w divisions every time I'm fighting in a mountain, but I'd have to if the width changes are implemented without a significant/total reduction in the "over width" penalty since the battleplanner doesn't distribute units based on terrain width, and I don't think it ever will.
They said in the diary they're reducing over-width penalties. Moreover, once again you'd only need to micro units to such an extent if one were trying to perform optimally in every given scenario. In real life commanders have to deal with the fact that their units are not always the best equipped or prepped for a certain job or deployment. And I think that should be reflected in the game. Again: not performing at maximum efficiency is not the same as not being able to perform. If one wanted their divisions to be at peak performance in every environment or situation then frankly: yes that should require a lot of micro.
 
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EXACTLY. I fail to understand the need to change combat width based on terrain when you could just change the statistics for certain equipment.
yeah some examples in a mod I play in mp called oak mp reforged.

Assault guns good at attacking urban tiles
Light infantry worse than regular infantry but cheaper and better in forest (terrain modifier wise)
Pack arty is good in bad terrain
Heavy arty is the best arty more expensive and good at attacking urban and forts

Like tactics could give stats based on the composition of ur army. Like if u have the tactic artillery barrage its more effective if u have more artillery in ur division etc.

Speed could effect flanking and having less crit damage

Recon can effect chance of crit, increasing or decrease armor vs piercing penalty and maybe effect penalty to overwidth or something else
 
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They said in the diary they're reducing over-width penalties. Moreover, once again you'd only need to micro units to such an extent if one were trying to perform optimally in every given scenario. In real life commanders have to deal with the fact that their units are not always the best equipped or prepped for a certain job or deployment. And I think that should be reflected in the game. Again: not performing at maximum efficiency is not the same as not being able to perform. If one wanted their divisions to be at peak performance in every environment or situation then frankly: yes that should require a lot of micro.
Right because IRL countries base their divisons off of "terrain." Anyways I'm not down with the idea of terrain CW it's just that the numbers they use are absolutely retarded and arbitrary. Plains should get 96, and all other should be -x.12 from this point on this would allow universal templates, while giving bonuses to defense or attack in certain terrain types and it would be easier for players to manage
 
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I'm pretty sure that unless you have a border that is almost exclusively one terrain, such as the southern alps mountain border for France or the primarily forest border for Finland that customised templates for certain terrains isnt gonna be worthwhile. I also think that it wont skew the odds in your favour too much but every bit helps.
I'd agree with this broadly BUT when taken in conjunction with the logistics system it could very well be. Because before general offensives were more preferable, whereas now specialized offensives capturing key provinces/states are far more important. IE: the major railway junction at kiev can be reached through plains, followed by hills then forests, so a player could try to make a division design that's decent in all three of those or maybe have a few that specialize in each and make a concerted micro managed push that captures the railway junction. The subsequent lack of supplies allows for an easy advance by the surrounding infantry. In cases like this, specialized units may very well be ideal.

Obviously we can't know exactly how it'll work since they haven't gone over logistics in-depth yet, but it's an idea.
 
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In real life commanders have to deal with the fact that their units are not always the best equipped or prepped for a certain job or deployment
The problem is that you think making it more complex and realistic is better for gameplay and will make it more fun for players, which it isn't and won't. This is a game made to entertain people, and making absolutely retarded mechanics that will off put players definitely won't make it a better game. I feel especially bad for newer players, seeing as youre meant to use a frontline/ battleplant but now youll essentially have to micro every single unit due to terrain cw. Like, imagine someone starting hoi and being told you need a different template for every different type of terrain, attacking and defending, and that you'll need to individually manage those divisions based on what tile they're on. The guys like "refunding, i'm out." This is literally giving me Leviathan vibes.
 
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