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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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Ski troops are an interesting one, and for gameplay's sake, I suppose that since the Dutch got bicycle infantry and some countries get Coastal Defense Ships, I wouldn't be surprised if the Nordics (and perhaps Russians) got specialized ski infantry battalions, but generally, I assume that any infantry deployed in snowy regions would be issued skis or snow shoes. So realistically, I suppose a national spirit or some sort of acclimatisation stat would be more appropriate.
I think that at least from Swedish perspective so would Bicycle infantry work as the same troops that used skies were issued Bicycles during the summer and there is no winter penalty for Bikes so they will "work" as being speedier then foot infantry.
 
I don't understand your approach to width considering urban combat.
I thought that specific feature of urban warfare is that you can't actually use everything you have into combat (if you're not just razing urban landscape district by district), which warrant lower width, not higher the same time, cities are build with multiple-approach infrastructure, which means it's simpler to attack it from different direction, which warrants bigger reinforcement widths, not lower.
 
I Know a lot of people dislike the changes but personally I like it mainly because just getting 20 and 40 width standard divisions seems a bit Straight pointless you could also argue the larger a division the more Org loss then should have as coordinating more troops will be harder? I don't think there should really be a "meta" overall I like the Idea of each country has to find its own thing to just muddle by. It would be difficult to put together but for example in reality throughout both world wars Divisions actually shrunk due to a lack of manpower so they have to make each division have less battalions. Not saying this should be done but it shows how things are not overly straight forward.
 
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Hopefully the Game moves towards A spectrum of divisions being necessary however with the way battle planner works it can be tough to utilize them to their strengths. at the moment you pretty much have an offense template and a defensive template. its all about having units that perform the best on average in the two main roles. Now if you want to micro there is the 3rd and 4th roles. 3rd role is fast moving attacking and 4th is fast moving defensive - these are needed for encirclements. What I am curious about is will the change create a desire and place for small Heavily supported and armed divisions that attack with your infantry divisions. This actually would be very cool and historical (also help minors alot). For instance I am italy - I cant field full armored divisions without burning though my fuel / industry. So in order to break through a defensive line I will attack with a damage soaking infantry divisions and a Small armored division with a small motorized in reserve meant to hold the gaps till the infantry ketch up. Since the small armored division doesn't get targeted, when the battle is won it will have High organization. this will allow it to better exploit the enemy and hopefully overrun them. Curious how it will all work out!
 
Nice changes. Breaking up the meta is definitely something the community has asked for! I'm glad it's finally getting adressed :D
 
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Good point, was merely interested in what they disagreed with, if there was something I had misunderstood or did not know.
The things people "Respectfully Disagree" with are sometimes hilarious. I have seen the red crosses on a post that is literally just a question and I'm like "Huh???"

Edit: See? ;) (If I could use "rofl smiley" here, I would!)
 
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I think we can all agree that a problem with the AI is how it handles its armor. With the current changes, the AI will be just fine as long as it sticks to one (1) Infantry division template. Flavor can be added with that infantry template varying per nation (for the majors and China).

So lets hope that a future Development Diary will be about changes to the Soviet AI strategy file to make it more challenging. Like Emergency Conscription, which would deploy large numbers of partially trained, poorly equipped infantry units, if invaders penetrate to a certain point in the motherland.

And hope beyond hope, some sort of change to the Soviet AI to concentrate and use its Tank divisions.
 
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Breaking up the meta means that hystorical templates will be usefull.
It's the potential changes to the combat mechanics that will make historical divisions more useful.
 
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I don't understand your approach to width considering urban combat.
I thought that specific feature of urban warfare is that you can't actually use everything you have into combat (if you're not just razing urban landscape district by district), which warrant lower width, not higher the same time, cities are build with multiple-approach infrastructure, which means it's simpler to attack it from different direction, which warrants bigger reinforcement widths, not lower.
Devs addressed this already. Fields of fire are a lot smaller in an urban environment so the division is much more compact than it would be in an open field. This then requires more divisions in the battle if you want to secure all avenues of approach in a city.
 
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Dont forget that there are other factors like combat modifiers also at play. where jungles are super horrible to operate in as is (especially with the new supply flow.)
I really appreciate you taking the time to not only read my post and also taking the time to respond. I can understand that there will be other things that affect your ability to sustain a force in these environments. I was mostly considering the ability of the terrain to support an element moving through it. The density of a jungle makes it hard to spread out, this also inhibits your ability to command and control your element. it also doesn't allow you to safely maneuver about without risking friendly fires. whereas in a mountain environment the actual lay of the land limits this, when you're talking about a forested mountain range, like on the east coast of the US the terrain limits your ability to mass fires even more so, and limits maneuverability significantly as well. I know that good game design and real-life doesn't always align, but I also know you guys are trying to simulate a certain level of realism so the combat is intuitive. so this is just my two cents as someone who taught combat operations in mountainous terrain for years and maybe I'm just fundamentally misunderstanding what it is your trying to abstract or represent with combat width.
 
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Agreed. National spirits or bonuses to acclimation would be a better way to portray some nations' ski proficiency rather than special units. I.e Norwegians are better at skiing and use it in the military due to "being born with skis" and the lack of infrastructure, long winters, and landscape make it necessary as a way to move around. They simply have skis since they have used it since they are children and it is a good way to move around the winter landscape with. German and American ski units on the other hand (Gerbirgsjäger, Skijäger, and Mountaineers) are specialized in skiing, among other things, but they are already represented as the mountaineers.
It seems that National spirits approach would become less realistic when the country expends. I,e when Norway gets some colonies from Africa, the unit recruit from Africa population would get the same ski proficiency bonus. On the other hand, if an Africa country gets Norway, the unit recruit from Norwegians won't get the ski proficiency bonus. The current acclimation should be good enough. To further improve the immersion I think it would need the dev to replace the current teleport production and recruitment mechanics with the one that localizes the recruitment and production into Provence instead of the nation. And different Provence would have different traits, like the unit recruit from a Provence with long winters would have the traits of ski proficiency.
 
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Why can't combat width that can be used determined by your doctrines, and rather the division designer? That was really what determined the size of the divisions being used in the field, and their composition.
 
I see your point, but I would not agree with the most part. New players are the ones who need meta to help them to overcome the early learning stage of the game. I think it would make the new players more confused about which kind of divisions they need to make since there will be far more guides for them to follow instead of the previous 10/20/40 meta.
This change would certainly spike more interesting experiments for the players, but mostly the experienced players who already know the meanings of the stats when they look at a division template.
But I agree that it would be an improvement in the sense that the older players are freed from the fixed combat width meta, the current MP community really lacks variity in terms of different divisions.
I think that's fair to an extent but I also think that honestly just depends on the player. I player for probably a few hundred hours before I started to try to learn the meta on division designs. Obviously other new players may be different, but I've found that the meta, while better, is not such a degree of night/day better that the game cannot be played without conforming to it.