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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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Nice Diary. Im not sure about the change in Combate Width. I fear a Big List of Division templates and to much "work" to pay attention to their use. Spontaneously not feeling good about the matter.
 
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Will we have enough land xp to use the tank designer to create a lot designs and build up more specialized devision templates?
 
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Edit: I am really curious why so many people disagree. Can someone explain what I am missing?

These changes look interesting, but I worry that touching the combat width will make the game harder to grasp and more micro intensive.

There is nothing wrong with 40-width meta to optimally field the combat width.
On the other hand, 40-widths hitting harder due to damage concentration is a problem.
So I think it would be best to implement the changes with regards to targeting and spreading out damage, but not touch combat width.

Take an example:
65 width terrain
16 width division

When clicking attack, 5 division will attack, whilst only 4 can be placed optimally. This will cause micromanagement, as you don't want the 5th division to attack even though there is technically 1 combat width left.

If the intent is to shake up the meta, don't touch combat width, but balance units. Motorised AA/ART/AT is currently never used as it is not cost effective.
The same goes for armored cars.
And cavalry (although this is kind of historically accurate)
And bicycles
And artillery (although this is situationally great and these being bad is subjective)

One thing you could do is make armored cars have 25HP like infantry, this way they become more offence-oriented infantry. Though perhaps that would be too strong.
 
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I'm just going to keep using 7/2s because it's easy, I don't have to think about it, and it's not like 90% of battles even managed to use the whole combat width anyways. (There's supposed to be a smiley here but I can't interact with any of the text options on mobile?)

Temperature map mode looks ok, but what I'd really like to see is land units being truly hidden on air and navy map modes. Right now if you switch mapmodes to try and click on a province that you can't select because it's covered in land units, you'll just end up selecting the land units instead. Making it so you simply can't select air/naval bases on land map mode and land units on air/navy map mode would make my life playing the game way, way less frustrating.
 
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The combat width changes are neat but the armour system remains a problem and is contradictory to what you said

Edit: Also I see hardness/softness stats are unchanged and I guess anti-tank stats are unchanged and will remain useless. Oh well
 
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These are great changes! I've felt that the epic battles tends to bog down into a stalemate and entrenchment, and is less mobile than probably intended. I also appreciate the transparency in how bonuses translate into effect; I'd had no idea some political appointments couldn't have an affect.

The width changes are the most welcome IMO. I appreciate innovating and unique division designs because the same old tried and true was getting stale.
 
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I barely understood the DD, but it looks amazing. The feel it'll make more sense when I get to play with this.

I'm going to assume all of this stuff is included in the free patch. Right?
 
This is great, the game just got a lot more complex. My only concern is that democratic nations won’t have the xp to create all these new division templates. Also I haven’t done the math but doesn’t this make AT more viable against heavy tanks and at the same time buff mediums. This is great stuff to the stale vanilla meta.
 
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I really liked the changes specially the combat with one. But I find the one for armour kind of lacking. Don’t get me wrong I liked the idea behind it, but I don’t see it expressed in game.

You said “ and also that being a single point of piercing under enemy armor was just as bad as having no piercing” and that remains the same. Instead of having a binary system now you have a ¿trinary? system. When I saw the first part I imagined something more fluid. Overall a nice DD.:)
 
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"Our goal is that this creates interesting tradeoffs"

This is extremely clear, and looking really really promising. This, the tank designer, & the trains are the first changes in over a year to get me really excited about diving into HOI again.

Keep up the great work.
 
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Considering Tank units do more damage/move easier while "armored", how does the semi-piercing play with this?
Traditionally armored units deal 40% more damage.
so do semi-armored units do 0% more damage, 20% more damage or still 40%?
 
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This is great, the game just got a lot more complex. My only concern is that democratic nations won’t have the xp to create all these new division templates. Also I haven’t done the math but doesn’t this make AT more viable against heavy tanks and at the same time buff mediums. This is great stuff to the stale vanilla meta.
No, it makes AT less viable. Armor/Piercing is still binary for if you have more armor than the enemy has piercing. It doesn't care if you have 59 piercing and the enemy has 60 armor, you will still have a full 50% reduced damage even though you can almost pierce. And if you do meet the piercing threshold, the AI will still take reduced damage unless you have a ton more piercing than the enemy has armor.
 
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Why armor bonus is applied for whole division and not only to hardness percentage? One of the issue of "space marine" is you can add 1 HTD with about 12 destroyers into 20000 manpower division and suddenly whole division gets 50% bonus, even that hardness is only a few percent.
 
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