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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.

Screenshot_1.png


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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I have a suggestion for all focus trees.
Please mark the "historical" path in the focus tree somehow, so that as a player i can jump in as any nation and when i open the focus tree, i can see what focuses to take in what order for a historical game. I think the best way to do this would be to just highlight the focuses taken by the AI in historical mode and the order they are taken in.
its something thats on my list to do, but I am not sure when yet.

What about gainable traits for generals that reference unit types? Is the whole concept of dominant type gone or just for the high command bonuses?
yeah its everything about dominant type

Am i right to assume that the 60% Infantry Division gets 60% of the buff so that a 15% attack buff from the guy you put in your goverment effectly becomes a 9% attack buff for that Division? Or did I understand that wrong?
yes pretty much

Some decent under the hood changes, though I will echo the sentiment that armour vs. piercing still seems too binary when the former is higher than the latter.
you'd expect something like extra damage for over-piercing right? The reason its like this is so anti tank weapons dont just become fantastic infantry killers basically. I've played with ideas for allocating strikes by hardness but as i said I am not ready to dig into the targeting changes yet because I havent tested or implemented them so I am not sure exactly how it will end up outside of the width spreading of damage needing to be dealt with.
 
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I mean there is a slight difference if the batallion have quite big different base stats.

Something like if Infantry has 10 Soft Attack and Artillery has 100.
15% per batallion would mean 60 more soft attack for a like 8/2 division since you get 15% of 200 Soft Attack added.
But with the composition it would just give 8.4 Soft Attack, since you get 3% of all the soft attack so 3% of 280 Soft Attack.
The values of Infantry and Artillery isn't thaat different thankfully, not factor 10, but there is still a differnce between those calculation methods.

Oh, I thought they did the "calculate soft attack of artillery battalions to infantry ratio and apply the 15% bonus onto that ratio". In that case you are right, there is a discrepancy.

Although I do not feel like it is significant enough to warrant the performance hit
 
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I don't really get the changes to high command bonuses either. Why don't they just apply on the battalion level?
The idea is that they function more like combined arms (or like hoi3 if you know how it was there). So the whole is greater than the sum of its parts so to speak. So the idea is that the division as a whole performs better because its backed up by artillery rather than just the artillery
 
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I see the fifth row of line battalions has been sliced off. With current division design restrictions and battalion manpower figures, that means certain very large historical division designs are not possible, like the Russian rifle division of 1939 with a tank battalion that had an authorised strength of 19,350 men.
It was always dynamic to max 5 battalions. So from image you can't be sure, if it is off or not
 
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The idea is that they function more like combined arms (or like hoi3 if you know how it was there). So the whole is greater than the sum of its parts so to speak. So the idea is that the division as a whole performs better because its backed up by artillery rather than just the artillery
But you're just blurring the line between having the combat bonus and not having it... Making them much less important to get. You don't average out stats like this to give the player more control.
 
Yes! I hate metas in paradox games, hopefully with this chages we will have to actually think strategically and make things harder than the no brainer spam of 40w tanks strategy. I hope that even the best template will be able to be countered when thought strategically instead of cheesing things.
 
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Sounds really interesting and I like the changes to combat width a lot :D

@podcat Can you please also adjust the mechanics of organization regain so that when defending you don't have to manually rotate every division in and out of battle? Maybe you could make it so that units in reserve will regain organization and the units with the highest organization are picked first from the reserve? And entrenchment could be gained only before a battle starts and then maintained for the duration of that battle even if units move in and out of reserve?
 
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There is an idea to make the mechanics of the depth of the formation of troops: 2 regiments in front, 1 in the second echelon (reduces the attack, but increases the breakthrough), in the third art and auxiliary units. And this depth could be manually changed, changing the characteristics and width, depending on the need: all the shelves are in front or placed one after the other
 
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you'd expect something like extra damage for over-piercing right? The reason its like this is so anti tank weapons dont just become fantastic infantry killers basically. I've played with ideas for allocating strikes by hardness but as i said I am not ready to dig into the targeting changes yet because I havent tested or implemented them so I am not sure exactly how it will end up outside of the width spreading of damage needing to be dealt with.
He is talking about the fact that, according to the dev diary, when armor is higher than piercing even by a slight margin you still get the full damage reduction of -50% damage
 
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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.

Can someone explain how much it will actually help in piercing armor by something like AT guns, because, unlike in example, it's usually AT lacking enough piercing to deal with Tanks, that, combined with AT high resource price is making them not very viable to add to INF templates. Will this change make them viable, or they still won't be enough outside heavy specialized templates?
 
Love the changes, both this and everything that was discussed before. Honestly, I'd suggest making the patch HoI 4 2.0.
 
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Aren't those just different magic numbers, then? I've never really heard a case made for why historical divisions were optimal
Every unit is made up of sub units. The unit commander needs a balance between having enough interchangeable sub units to maneuver them (i.e. at least two) but not too many two be overwhelmed. Whether these ideal numbers where 2, 3, 4, or 5 somewhat depended on doctrines etc. but they were not just made up. Very large, very small or irregularly shaped divisions were worse simply due to their internal command being less effective.
 
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So it means that if you want to defend against tanks, you still have to go big into AT guns. Shame.
And even then we are still never piercing heavy tanks and AT is still useless. Really confusing change (or I guess lack of change) considering just prior to that podcat says the complete opposite where he implies piercing shouldn't be useless if slightly below the armor value
 
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it's not that hard to post a survey so players can actually decide what they want to get fixed instead of you making the game even more convoluted (by fixing what you think is broken instead of what actually ruins the game) than it was 2 seconds ago
No need. If you read any of the hundreds of combat width discussion threads over the years you will see that the two most popular changes are:
* more varied width + less overstack penalties so that it matters less what width you use and if it aligns perfectly
* have targeting and damage allocation not be so advantageous for wide divisions
 
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It was always dynamic to max 5 battalions. So from image you can't be sure, if it is off or not

Oh yeah, you're right. Guess this shows how little I actually play the game anymore. I'll edit the post accordingly.
 
Stuipid question: Why isn't it possible to implement the damage-reduction due to piercing with a steady function?

Damage reduction = f(Piercing, Armor)

As the most simple – yet not necessarily best example:
Damage reduction [%] = Armor – Piercing.

As far as I understand, the calculation needs to be done only once before the start of the combat so cpu usage should really be no iusse.
 
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Stuipid question: Why isn't it possible to implement the damage-reduction due to piercing with a steady function?

Damage reduction = f(Piercing, Armor)

As the most simple – yet not necessarily best example:
Damage reduction [%] = Armor – Piercing.

As far as I understand, the calculation needs to be done only once before the start of the combat so cpu usage should really be no iusse.
Dev diary mechanics sounds more realisticaly. Armor > Piercing, you cannot pierce it. Armor > Piercing * 0.9, you can pierce it from medium range. Armor > Piercing * 0.75 , you can pierce it from long range.
 
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To quote the wiki:
“When armored units are in combat against targets with insufficient piercing, the organization dice size is increased to 6, representing the ability of the armored unit to move more freely under fire, obtain better positioning and thus deal more damage. This means an unpierced armored unit on average does 3.5 organization damage per hit instead of 2.5, or 40%more damage per hit.”

Are there any planned changes to how this works, will speed or maneuverability be taken into account to make fast lightly armoured tank destroyers designs a viable option?

Or is this simply going to balanced by the fact that lightly armoured TDs will presumably be more reliable and cheaper to produce?