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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
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‘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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do you get to choose a fascist leader (if you don't do Third Rome) or are you locked into Konstantin Rodzaevsky? Also do the fascists *have* to do Third Rome or is there a different 'formable' open to them?
It'd be cool if the Mladorossi were an option but only in situations where Italy and Germany are both fascist but not in the same faction, as a side with italy fash option
 
There is still no communist focus tree in Germany ???
Well yeah. This is already a big DLC encompassing multiple nations. I'd rather them wait to do a communist path tell they do a complete German rework. After all, we have yet to get one. We got an addon with WTT. If they'd add one on as a side note then I can't imagine it'd be all that great. Though I do wonder if a German Rework and Italy will be together?
 
Hello friends. I am glad to see that changes are taking place based on reactions with the community. However, I find it foolish to say, in the case of the Romanov restaurant, that after the focus of the Third Rome, the Romanovs were completely weaning. I understand that you want each tree to be unique, but it would rather make sense for me to keep Romanovec at least as a popular character. I understand this in the case of the fascist direction, but not at the monarchist tree. And I also have a question whether there will be other options for Cara. After all, after the death of the Romanovs in Russia, Kiril I was crowned as an unofficial tsar.
 
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Well yeah. This is already a big DLC encompassing multiple nations. I'd rather them wait to do a communist path tell they do a complete German rework. After all, we have yet to get one. We got an addon with WTT. If they'd add one on as a side note then I can't imagine it'd be all that great. Though I do wonder if a German Rework and Italy will be together?
What will I be. In Italy, Paradox has been coughing a lot since its release and its tree is quite out of date. ☹️
 
I feel like maybe a focus at the end of the non aligned branch could lead to ticking democratic support in a similar manner to the KMT China focus tree which near the end gives the player the option to adopt democracy overtime with the support being like + .05 or somting similar. Could please the democratic russia people and make it optional without a lot of work. Should just be able to copy the idea from the Chinese focus tree.
 
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It would be good if the releasable nations, specifically Ukraine and Kazakhstan could have focus trees (possibly a generic released russian state one focused on either eastern European former Russia and Central Asis). However Ukraine and Kazakhstan particularly could be cool (linking kazakhstan with mongolia, eg. mongol or khanate restoration) and for Ukraine (revenge against Stalin and join Axis)
 
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Any chance of a little more flavor for Trotsky and Bukharin? I'm concerned that they don't have enough development options, and even more that Trotsky's tree will be really boring foreign policy stuff and that's it.
 
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Okayyyyy.... I guess?

I expected more depth on army width and terrain and detail on force composition instead of alternative focus tree content.
Or maybe it is because I am spoiled playing Black Ice...
 
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There is still no communist focus tree in Germany ???

Also, no Non-Aligned for America, no Democracy for Russia (Yet...there's still hope!), in fact, most countries do not have a Non-Aligned focus tree.

Still no democratic path? You did my boy Kerenskiy dirty.

Where is democratic path ? Why we can't have Russia that avoids totalitarianism?

Add a democratic Russia path please!
For the last time, Hearts of Iron is a World War 2 WAR simulator, not a World War 2 politics simulator. And just like in Hearts of Iron 3, either Britain, Germany or Soviet Union has to start WW2 by 1942 at the latest. That's why Germany won't get a Communist tree, why USSR won't get a Democratic tree, why France goes Communist if you Oppose Hitler, why US will flip back to Democratic, if Moscow-Berlin Axis, and why Britain is the only Democratic country with deliberate wargoals against other Democratic countries (Benelux Democracy Netherlands has one, too, technically, as does "communist" USA).
 
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For the last time, Hearts of Iron is a World War 2 WAR simulator, not a World War 2 politics simulator. And just like in Hearts of Iron 3, either Britain, Germany or Soviet Union has to start WW2 by 1942 at the latest. That's why Germany won't get a Communist tree, why USSR won't get a Democratic tree, why France goes Communist if you Oppose Hitler, why US will flip back to Democratic, if Moscow-Berlin Axis, and why Britain is the only Democratic country with deliberate wargoals against other Democratic countries (Benelux Democracy Netherlands has one, too, technically, as does "communist" USA).
One NHF game I played had WW2 take place mostly in the east with Japan attacking Nationalist China, and the Indian Civil War that dragged the Comintern into war against the Allies.
 
Glad to see dev diaries back in action. Although I enjoy the Soviet content, I am very happy to see further work in areas that modders cannot touch, i.e. mechanics. Love the changes to how combat width and reinforcing affect the battle. Another great addition to the DLC!

On another note, I ask each dev diary in hopes of getting a response. Will the trucks used in the logistic supply system consume fuel? It was a major historical point that these trucks used fuel, so when fuel dried up, supply from logistics also dried up. I can see this being taken away to appeal to more casual players as it could be complex, but could you at least give modders the ability to allow it? It is very much a make-it-or-break-it part of the DLC for us.
 
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Well yeah. This is already a big DLC encompassing multiple nations. I'd rather them wait to do a communist path tell they do a complete German rework. After all, we have yet to get one. We got an addon with WTT. If they'd add one on as a side note then I can't imagine it'd be all that great. Though I do wonder if a German Rework and Italy will be together?
Germany doesn't need a rework. Italy needs a rework. Finland needs a focus tree. Germany does not need communist LARPing. Once Finland and Italy are fixed and the minors get a once-over for all their trees we can put it in a Catholic Monarchy USA and a Communist Germany
 
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Glad to see dev diaries back in action. Although I enjoy the Soviet content, I am very happy to see further work in areas that modders cannot touch, i.e. mechanics. Love the changes to how combat width and reinforcing affect the battle. Another great addition to the DLC!

On another note, I ask each dev diary in hopes of getting a response. Will the trucks used in the logistic supply system consume fuel? It was a major historical point that these trucks used fuel, so when fuel dried up, supply from logistics also dried up. I can see this being taken away to appeal to more casual players as it could be complex, but could you at least give modders the ability to allow it? It is very much a make-it-or-break-it part of the DLC for us.
Don't logi companies already have fuel use = 0 as a variable?
 
Should Tannu Tuva also breakaway when the civil war starts?

To make things challenging and to add more flavor, Iran should try to seize Azerbaijan while Turkey should try to seize Armenia and Georgia. If this occurs, there should be an event where all three form a faction called Transcaucasian Alliance. If they win, they unify and form the Transcaucasian Republic. They will get cores on Chechnya and Dagestan. The Soviets can cede those territories in exchange for a non-aggression pact or decide to go to war with them. In the end, a large Transcaucasian Republic in the Caucuses would be a powerbroker between Russia (whoever wins Soviet/Tsarists), Turkey, and Iran. Turkey being stuck at war with the Transcaucasian Alliance could give Greece incentive to declare war on Turkey. If this happens then Kurdistan could rebel in Turkey, Syria (France), and Mosul (Iraq).
 
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The Romanov/Fascist branch does look very fun, and it's clearly designed to be fun, I just think it shouldn't exist. They should have (and really this expansion does look to be doing that mostly) spending more time making WW2 fun and less time making things that aren't WW2 fun. They love to make things that aren't WW2 fun because those things are popular, but they're popular in part because the alt-history paths are often just straight up better than the historical paths. People always say "oh you should play with mods then" or some nonsense when the Romanov restoration for the USSR is like, textbook example of what should be a mod
Maybe it's finally time to introduce third AI focuses setting option: instead of "historical" and "any" AI focuses, the player should be able to choose between "historical", "realistic only" (which would include historical focuses, but with a much more random order, and also the most realistic diversions) and "any" focuses? Maybe even with an additional slider for chances of AI picking some ridiculous fun options.
 
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