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HoI4 Dev Diary - Combat Changes & Soviet Exiles

Greetings all,

Today we have two important topics to cover, for which we have reinstated @podcat with a battlefield commission, in order to detail our latest efforts to combat the width meta. In addition, Comrades @Bratyn and @Wrongwraith return for a dive into changes to the Soviet Exiles branch of the focus tree, based partly on community feedback.

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Hi everyone, @podcat here for a little guest appearance to tell you some more about the combat changes coming with Barbarossa. Back in the Combat and Stats Changes diary we outlined our quest to break down the 40 width meta and try to combat an “overall best division”.
In there we outlined several changes such as varying terrain width without easy multipliers to exploit (meaning you can still make optimums for particular terrains but not all), as well as reduced penalties to going over widths.

To expand on this we have changed how targeting and damage spreading works. One way 40 width (and also larger) divisions were stronger than smaller ones was how they could concentrate all of their damage into one target overpowering defense more easily. Targeting is now changed so that divisions will select targets up to its own width (so a 40w can fire on two 20w), but doing so spreads the damage over them relative to their width (and just to be clear, it’s not just for 40w. This applies to any widths that match up like 30+10 say).

Screenshot_21.png
?
‘tis mathematics innit

With these changes I can say that I am not really sure what the best meta is anymore. I think there are likely some optimums depending on your opponent and location (when balancing Org versus cost and piercing and such) but what that is I look forward to see you players try to figure out :)

We also have one more change that I think will have a pretty big impact. When deciding if a division can reinforce to the battle line inside combat we no longer check in order of the order they joined combat, but instead we will now pick randomly among all waiting divisions with their chance weighted by their reinforce chance. This means that to optimize reinforcing you no longer need to pull micro feats to get the right divisions in order, and can much more safely toss in your newly designed tanks to save the day in an ongoing combat. Also, don’t forget your signal companies, they should be more impactful now!
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Hi guys! This is @Bratyn and @Wrongwraith, part of the CD team on the Exiles branch for the Soviet Union. The last month has (other than lots and lots of keyboard-scrubbing...) seen some significant changes to the branch, and while we’ve kept much of the original design, we’ve also incorporated feedback from you guys, the community, and did some further iteration of our own on how the tree looks and works.

I believe we mentioned last time around that the civil war was hard if you chose to go down this path of the focus tree. Really hard. “Realistically hard” someone might argue. "Unwinnable", our testers might say. And while that might be to some degree realistic, it isn’t that fun. So we decided to make it _slightly_ less hard, while also introducing a few new elements to make the war even more interesting. Among other things, you now use Command Power to recruit units, rather than Political Power. And we have increased the amount of things you can get from countries supporting your cause.

We also added a few new focuses.

DD_pict_1_civil_war_tree.png


As you can see, the main structure of this section is similar to what it was before, with some minor changes. Maybe it should be stated at this point that most focuses are short focuses. The new ones that you can access before the war are these:

DD_pict_2_covert_operations.png

DD_pict_3_smr.png


Why do you need these? Well You really, really need to be the one triggering the war, and you want to ensure you have control of as much land and units as you possibly can. So you need to be juggling your PP’s and CP’s while keeping an eye on the Political Paranoia of the Soviet Union. If Stalin starts the war before you are ready, it will still be very hard to win. And in order to do the latter, you can use the Covert Operations focus to try and divert the attention away from you - by providing fake evidence that e.g. the army is plotting against the state. This will cause an inquiry into army affairs, and this in turn will both damage Stalin’s army, and lower the Paranoia level temporarily - allowing you to continue with your schemes. The other new focus here is intended to give you a better supply situation when the war breaks out. Fighting through Siberia can be tough. Extra so if you don't have a supply system that supports it. So why not get some more help from the Japanese, right?

But I suppose the most interesting thing is this set of Focuses:

DD_pict_4_breakaways.png


What do they do? Well, they give you different options in how to deal with nations that declared independence during the civil war…

DD_pict_5_uprising.png


A number of countries can declare independence during the war, especially if it drags on for too long. You then get the choice to see that as an act of war, or as a potential ally (for a while at least). Getting help from minor nations can be a good distraction, and something that can greatly reduce the time you need to fight against the Bolsheviks. However, being the empire -wanna be, you might not want that situation to last forever, hence the post war options.

DD_pict_6_uprising_map.png


DD_pict_7_breakaway_focuses_detail.png


This, together with a few other events that can happen during the war, should make the 2nd Russian Civil War winnable for the exiles, although still a challenge.

DD_pict_9_desertions.png


Some of the biggest criticism we received from you was the fact that the Western and Eastern expansion branches depended on whether you went down the Tsarist or Fascist branches. And rightly so! It made no sense to arbitrarily lock some of these options behind an ideology choice; a Fascist Russia would certainly have cause to wish to reconquer in the West, and a Tsarist Russia might well have even more reason to exact vengeance upon the Japanese than the Fascists would.

Making these two expansion paths available to both branches would, however, mean other focuses were required to continue to offer a unique identity to both of the ideological branches. Some people suggested more focuses geared to creating alliances, and we paired these with certain focuses intended to offer some flavor to the branches. This is the current state of the post-civil-war branches:

dev diary total branch new.png


The difference will be immediately apparent. The tree has ‘thickened’ quite a bit, with over 10 new focuses, and the branches against Sweden, the Baltics, and Finland on one side, and Japan on the other, are now available regardless of the political choice you made, clustered near the center of the branch. Nothing has changed in these focuses, except The Lonely Island, which, if you relied upon Japanese aid too much and thus were puppeted after the end of the civil war, converts into a “war for independence” focus.

dev diary lonely island independence.png


Let’s explore the newly-added focuses. On the Tsarist side, Capital of the Tsars moves the capital to St. Petersburg, and adds a bunch of goodies for the state itself. Reforge the Triple entente does what it says on the tin: reach out to the UK and France to re-establish the old alliance aimed squarely at Germany.

dev diary capital of the tsars.png


To emphasize old Tsarist Russia’s emphasis on being a ‘defender of the Slavs’, there’s yet another “Slavic Commitments” focus. If you elected to go down Third Rome, this will still give you an option to send guarantees to the various Slavic powers (along with some other bonuses), after which you may invade Romania (The Fate of Romania) to establish a land connection to the Balkan powers. And finally, “The Iron Wall off Russian Resolve” gives major bonuses to research and production cost, reliability, and armor for Super Heavy Tanks, incentivizing their use by offsetting the most detrimental aspect of them (their production cost), and thus offering a more unique playstyle for the Tsarists.

dev diary iron wall of russian resolve.png


On the Fascist side, Russian Corporate State offers some factories and industrial bonuses. There is a focus to create a Berlin-Moscow Axis, and follow-up focus Japanese Overtures allows for an alternative choice to simply avenging the war of 1905 by going to war with the Japanese: you can invite them into the new Axis and secure Russia’s flank that way.

dev diary japanese overtures.png


Eastern Expansion is now Fascist-only. After this, there is still the option of meddling in the Americas and, ultimately, declaring war on Canada and the USA for the old Russian colonial possessions on the continent. A second branch can be taken, however, offering wargoals on Afghanistan and Iran, and ultimately leading into Iraq, Turkey (if it hasn’t already been taken as the Third Rome), Syria (France), and India.

dev diary last break southward.png


These changes should offer a bit more identity to the Exiles branches, while also allowing both to fulfil the ‘basics’ of recovering Imperial Russian possessions in the West and avenging the war of 1905 in the East.

Finally, here’s some pictures of certain characters:


DD_pict_8_generals.png
dev diary tsar vladimir I.png
dev diary archpatriarch meletius.png


As usual, the tree is still under development, and even what you see here might not match what ends up being released :) See you next week for another dev diary!





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I know you guys get a lot of slack, and personally I was quite unhappy with the exiles branch previously. But it's always nice to see that you do listen to feedback when you get it, although a lot of it may be very rude. Please never stop listening to the community, the communication between consumer and developer is one of the best things about Paradox. <3

edit: still very bummed out with the lack of democracy, as well as the frankly ridiculous arch-patriarch. Super happy with the other improvements though!

Not to be annoying but for the benefit of future use; the phrase is "you guys get a lot of flak" as in Flugabwehrgeschütz.
 
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I just checked and there are debates if the yellow-blue flag exist. Found the article where said that there is no mention of the yellow - blue flag during the meetings of Tsentralna Rada. Yellow-blue can be found only on some posters, and was never regarded as offical. Also attacheck screenshot of first document flag.
'At a meeting of the General Secretariat on January 11, 1918 (December 29, 1917), the draft Provisional Law on the Fleet of the Ukrainian People's Republic was approved. The bill proposed: “II. The flag of the Ukrainian Navy is a banner in two colors: yellow and blue....'
But it is just a describtion of the colors, not the actual color scheme.
When editing the text of the draft law by January 1918, the order of colors in the text was clarified, brought in line with the actual. - blue-yellow.

The wrong interpretation came a lot from the old monochrome photos without photosensitizers and few early artistic variations.

It looks like this - where you may think that it is yellow on upper half, but it actually blue; in this photo the Trident is obviously yellow so it is obvious, but without it that wouldn't be obvious and a lost of mystifications and mistakes happen due to it:

Украинская_галицкая_армия_флаг.jpg


An excellent example - from same kind of photos Sweden flag also seems with colour reversal. Example - old 1912 Sweden football team photo:

Football_at_the_1912_Summer_Olympics_-_Sweden_squad.JPG


This is sadly a mistake often spread.
The yellow-blue was never politically used any Ukrainian organisation or government at the time and it's frankly a bad choice for non-aligned.

I think it is not too much work to change art (swap colours) so maybe @Bratyn or @Wrongwraith could take a look at it? And put it in some dark, old backlog?..
 
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Hmm, to be honest, it seems that one thing several of us complained about on this existing path is still there.

@Wrongwraith, @Bratyn , any chance to rename the "Reinstitute the Mestnichestvo" foci to "Expand the Bureaucracy" or "Establish the Autocracy"? That feudalist system has been abolished since 17th century in favor of Autocratic system of bureaucracy centered around the Tsar himself, not the boyar feudals.

Much thanks.
I agree, additionally it was Tsar Alexander II that ended serfdom, so I don't see why monarchist would seek to re-stablish it in the 20th century (when it would be hopelessly un viable as an economic system)
 
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Depends on how you count! The other Vladimirs either weren't from Russia or they weren't kings, but dukes. There's just as much reason to call him Vladimir I as there is to call him Vladimir III. We elected to go with the former.
It is still correct to call him Vladimir III. Since the Ivans, coming from Grand Duke Ivan Kalita and the Moscow principality (XII-XIII), reached right up to emperor Ivan VI and the Russian Empire (XVII).
 
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Trying to break the 40-width meta seems like a good idea. Strategy games are supposed to be about "interesting decisions", as Sid Meier calls them, not about rigidly adhering to min-maxing.
 
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With the combat changes, what has testing shown w/ regards to stalemates? It feels like late game often distills itself into a battle of attrition until one side finally runs out of manpower. In some of my games, WW2 feels more like WW1 when both sides are competitively equal.
That gets really fun with NHF when you have multiple factions fighting multiple major wars. lol
 
I'm very concerned that the changes to targeting will just lead into a meta where everyone makes the smallest divisions they can without going over the stacking penalty. Since a 2w division has the same org as a 40w division of the same battalions, the targeting penalties will mean that it's just better to have tiny divisions.

A side using 10w divisions will have four times the org of a side using 40w divisions, and the same (or better) attacks, counting support companies. The targeting system will ensure that bigger divisions just can't do anything, since they will spread their damage out and do very little.
 
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Not gonna lie, the most exciting part of this for me is the Super-Heavy Tank bonuses. Ever since HOI4 was released they have just been sitting there. Not ever worth it. The only nation that can reliably use them is America just for their industrial base and the fact they are absent from the war on the border. I do hope or would like to see earlier Super-Heavy tank research branching off of the Great-War Tank or the Heavy Tank. That way you could start building an army around them earlier on.
 
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Dear Dev's - please create a switch/setting/whatever that will allow units to ignore the auto-stop movement in cases where moving into next province might create a lack of supply.
 
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Thank you for improving the alternative history focus! However, I am not sure if there is a need to be named Tsar in front of Vladimir I's name. Other monarchs, such as "Wilhelm II" (GER) and "Hirohito" (Japan) did not include titles such as Kaiser or Tenno.
 
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Unfortunately not. As Meletius is both enthroned as arch-Patriarch and crowned Tsar, he replaces the Romanovs.
Ok while I usually don't take such a rigid stand when it comes to ahistorical changes I have to say this specific change is really ridiculous. A major factor of the Great Schism was the Orthodox rejection of the Donation of Constantine (which they believe does not exist) which the pope used to do exact thing to claim temporal power. In other words for an Orthodox priest, even a arch-patriarch, to do the exact same thing in Russia would literally reject the entire cause of the split and would literally be herrasy to that entire thousand year tradition. There's a very easy change where you can make a Romonov or even some president figure a figurehead leader but to make Meletius both the Tzar and the Arch-Patriarch only shows a clear lack of understanding of the Orthodox religion.
 
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In the new combat mechanism, when one 20 width division attacks one 40 width division and two 10 width divisions, I wanna know if the 20 width will never attack the 40 width but just attack two 10 width divisions???
 
Good changes and thanks for listening! I know a lot of people were harsh (myself included) but it's only because we love and care so much for the game :)
One thing, and I understand why you wouldn't do it. But it could be cool if the Whites started as their own tag with no provinces owned and had to build up through decisions etc.
This would prevent you as the SU to build up the East & allow both to exist in multiplayer. It's a given they should be turned off on historial.
 
You could at least remove mestnichestvo, "revenge for Yoke" and not turning Harbin cleric into weird eastern papist. Branch probably became better in gameplay terms, but not in historical.
 
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