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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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The problem is that you think making it more realistic is better for gameplay and will make it more fun for players, which it isn't and won't. 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. The guys like "refunding, i'm out."
Again: you are conflating optimum combat performance with combat performance. You do not NEED to make different templates for every different terrain, but having different templates which are designed for that environment is more effective. I think you're severely overestimating the impact the malus on divisions that aren't the ideal width, not to mention that they said in this diary that they are reducing the penalty. How many people hop right into hoi4 and first thing go "Let me master the division design meta"? Even in the current state players do not do this, and even if new players did do this how is it better for the answer to be "Always do 10 inf + support and 40w tanks" than "It completely depends on a wide variety of factors. Experiment and try what works best for you."?
 
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Did you consider making reliability effects to depend on division experience? More experienced units should suffer from they less, as they learn how to handle their equipment properly.
 
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but having different templates which are designed for that environment is more effective
I never said that you need to make different templates for every different terrain, but yes it is more effective, which is my problem. My point in the first place is that the changes were unnecessary and antithetical to easier gameplay and if you want to play efficiently as possible, it will become a micro fest for those who do. (Specifically MP community.)
 
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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.
This is the most nonsensical change ever. In the first place, Armor is already a broken mechanic in vanilla. What you are doing is making armor even more OP by nerfing piecing. Armor over piercing is unchanged. Armor under piercing is buffed. This is a piercing nerf.
 
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I never said that you need to make different templates for every different terrain, but yes it is more effective, which is my problem. My point in the first place is that the changes were unnecessary and antithetical to easier gameplay and if you want to play efficiently as possible, it will become a micro fest for those who do. (Specifically MP community.)
So you think the level of micromanagement for your armies, in a game built around the biggest war in history, should just be make 20w infantry and 40w tanks and dominate in every situation.

I'm gonna have to respectfully disagree on that one.
 
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So my question: is the player still punished for designing historical Divisions? Seems like good changes though overall.

I was hoping the arbitrary 5 Support Company limit would be removed or raised because it's impossible to design historical Divisions with it limited to 5. I was also hoping Artillery Battalions would be changed to a much more historical 12 gun setup rather than 36. And certain missing units like Motorcycle Battalions (especially early war), Militia (especially late war), Combat Engineers (German specialty I believe), Jagers (Germans), Ski Troops (Finland), Assault Guns (Germans/Soviets) are needed in order to make historical Divisions.

@Shaka of Carthage is the expert when it comes to historical Division design.
 
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So you think the level of micromanagement for your armies, in a game built around the biggest war in history, should just be make 20w infantry and 40w tanks and dominate in every situation.

I'm gonna have to respectfully disagree on that one
Definitely not. In the first place, I was never against the idea of CW terrain. I already said before it was cool. It's just that the numbers they used for it are stupid and arbitary and a better combat width would be 96 for plains, 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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New combat withs are true opposite of user-friendly. And what is worst, this will be even outside of DLC... We already have special forces. we do not need special combat withs ...
 
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They said in the diary they're reducing over-width penalties.
They did, but the wording troubled me. They said "we have also been looking at reducing the overstacking penalty". 2 thoughts jumped into my mind:
  1. Podcat said "reduce" instead of "effectively eliminate". The width changes are sufficiently large enough that a minor or even major reduction in the over width penalty would be insufficient to prevent the game having lots more micro from this change.
  2. There was no hint as to what the reduction would actually look like, which indicates to me that the changes are still in progress because Podcat realizes he's digging around in the guts of HoI4's combat system, and that any alteration will likely have tons of unintended side-effects. I'm worried the devs may throw up their hands at some point and compromise with a minor reduction in the over width penalty because of this. This compromise is pretty much exactly what they did with the planning decay from manual orders, which was originally introduced as an 8x penalty to fix an exploit, then they "compromised" down to 3x, but that still leaves manual orders significantly worse compared to making the same orders from the battleplanner. It's a needless click tax.
Maybe I'm reading too much into this. I hope the devs can find a silver bullet that makes excess width irrelevant in battles so micro doesn't become an issue, while also not introducing a bunch of jank into the game, although they'd have to be pretty creative to come up with something like that.

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.
I'm willing to meet games halfway to reduce micro, e.g. I don't use mountaineers when fighting in mountain provinces in the current version of the game because I don't think the minor combat efficiency boost is worth the extra clicks. For most of the width changes I'd settle for using something like 42 width tank divisions now, which would cover most of the terrain types well enough. But when it comes to mountains? No, those 42 width divisions are going to be getting a HUGE penalty that could easily make a significant difference in achievement runs. I'm not willing to ignore that.
 
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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.
There should be a scale on both sides with piercing = armor being a zero point.

Also reliability and recon could be added as a factor. Recon could simulate the need to scout for enemy anti tank emplacements especially in bad terrain (adding a use for some light tanks and armored cars in a division) and reliability the chance equipment could not work upon getting hit (crit chance).

side note: recon could maybe also effect overwidth penalty. I hope tactics will get an overhaul also so that division design could have some effect on tactics.
 
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So my question: is the player still punished for designing historical Divisions? Seems like good changes though overall.

I was hoping the arbitrary 5 Support Company limit would be removed or raised because it's impossible to design historical Divisions with it limited to 5. I was also hoping Artillery Battalions would be changed to a much more historical 12 gun setup rather than 36. And certain missing units like Motorcycle Battalions (especially early war), Militia (especially late war), Combat Engineers (German specialty I believe), Jagers (Germans), Ski Troops (Finland), Assault Guns (Germans/Soviets) are needed in order to make historical Divisions.

@Shaka of Carthage is the expert when it comes to historical Division design.
Militia just use underequipped and poorly trained inf. Assault guns, you can design now. Jägers are just 6 inf battalions (oh my, reduced width. Almost as if it can be specialized). Gebirgsjäger same, only with mountaineers. Skitroopers, mountain battalions or just your average Norwegian, Finnish or Siberian conscript that do not warrant special battalion.
 
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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
@podcat
Will this be a thing that can be altered ingame, or in the defines ? Like... will it be akin to the "casualty_trickleback" for hospitals, so that e.g. you could mod things so that having a maintenance company would increase "equipment_trickleback", or something ?

Could you have a national spirit for e.g. the USA for "Forward Repair Depot", to represent how damaged Sherman tanks were sent to the depot, rather than shipped back across the Atlantic to the factories for repair ? iirc this was a major thing in how the Sherman was designed.

Will this mechanism apply to just ground units, or will it apply to air units as well ?
 
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New combat withs are true opposite of user-friendly. And what is worst, this will be even outside of DLC... We already have special forces. we do not need special combat withs ...
So basically you can do as the USA and have triangular divisions all over the line (except for heavy tank divisions, i.e one more regiment of medium tanks) or Germany that utilizes one standard version of Infantry, another for motorized, another for armored, another for SS divisions, and then one standard for Jäger, Gebirgsjäger (and use those in terrains where they are intended for) and Fallschimrjäger divisions. And the few divisions you use in Africa can be tweaked for those needs as Germany did.

Or you can say f*ck it and use just one standard division - and if you really need to, tweak your few divisions in North Africa.
 
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So my question: is the player still punished for designing historical Divisions? Seems like good changes though overall.

I was hoping the arbitrary 5 Support Company limit would be removed or raised because it's impossible to design historical Divisions with it limited to 5. I was also hoping Artillery Battalions would be changed to a much more historical 12 gun setup rather than 36. And certain missing units like Motorcycle Battalions (especially early war), Militia (especially late war), Combat Engineers (German specialty I believe), Jagers (Germans), Ski Troops (Finland), Assault Guns (Germans/Soviets) are needed in order to make historical Divisions.

@Shaka of Carthage is the expert when it comes to historical Division design.

There were two main issues with historical divisions: they didn't fit perfectly into combat width and they didn't specialize properly into relatively big attacking divisions and relatively small defending divisions. Both these aspects are being changed with the update, by reduction of the overwidth penalty and change to target prioritization respectively.

The specifics (like the numbers) will probably be revealed later, so it's hard to tell how much this will actually change the picture in terms of historical divisions becoming optimal (or at least close enough to optimal that it doesn't matter).
 
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You all, we are seeing a trailer, a mock-up, a screen shot of a beta version, not a finished product.

Wait till you see how it works and the effect on play, how the AI performs, and if it even works, before saying it is great or it sucks.
 
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