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podcat

Studio Manager, Game Director <unannounced>
Paradox Staff
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Jul 23, 2007
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Hi everyone! Most of the team is now back after summer so it’s time to spin up the ‘ol diary machine again. Today we are going to be talking about something we have been thinking about adding for a really long time: Custom Gameplay Rules.

First off, let me explain why we are doing this - HOI4 is a game people play in a lot of different ways. Single player, multiplayer, achievement runs, casual relaxing and various other. There is also a big split between people who play “historically” vs people who don’t (it’s around 50/50). A lot of stuff that adds fun and a sense of power in singleplayer are not very balanced for organized competitive multiplayer so organizing these games can be challenging, often including long rulesets and policing by the server host. I personally think a big reason competitive multiplayer isn’t as common (about 6% of MP games are competitive) is because it’s so much harder to set them up when they require reading rulesets, which become fragile when the game itself isn’t enforcing them.
When it comes to single player, players often ask for ways to tailor how they play. For example; some will use console commands to switch nations to set them on certain paths to match their long term plans for the scenario they want to play out etc, but it’s not exactly beginner-friendly, and isn’t possible to do in multiplayer either. So looking at all of these things we decided that we needed to support different rulesets and let players affect how the ai did things in more detail.

So, enter Custom Game Rules. This is a new setting you can do before you start your game, and includes the old buff sliders for majors as well:
main.jpg


It’s possible to store and load presets if you have a couple of prefered profiles you run (say single player and multiplayer?). We have tried to make rules as moddable as possible although when they directly impact hard-coded gameplay mechanics we need to make sure we have worked them in first. We’ll go over the modding aspects towards the end!

So what kind of stuff can you do? We haven’t fully finalized it all, but let’s go through what we got. I am sure people will have tons of suggestions in the comments too ;)

All diplomatic actions have the possibility for rules. So we can restrict or ease up how things work. This is particularly good when you want to tie focus trees into it. The new British tree has a lot of interaction with releasable nations, so this also lets us manage that from scripts and avoid exploits and weird situations (such as the player going down the ‘empire’ path, and yet releasing every colony they own).

release.jpg


rule.jpg


Covert actions are also included here, so you can for example restrict coups and such only to AI nations (a common rule in our own MP sessions).
covert.jpg


There are also other bits and pieces like being able to limit fort levels constructable, limiting paratroopers and such we are playing around with. Other things rules we see people use a lot are for example limiting war declares before certain dates etc. I expect we will be presenting a full listing of options later when we stream stuff closer to release.

You can also affect how you want the AI to act. Mostly this means it will be preferring certain choices and switching to alternate plans. If you want to tailor-make your game experience this is a great way of ensuring certain (a)historical outcomes being attempted by the AI no matter your settings.
ai_ger.jpg


For most there are options for ideology while some like Manchukuo are more relevant to its situation:
man.jpg


Some settings, like this particular one, are dependent on DLC, so without Waking the Tiger (which comes with that focus tree) the option simply won't be there. Otherwise the whole custom rules system is part of the free update and is for sure something we will be building on in the future.

Rules will generally turn off achievements, but its possible to set it by rule so if we introduce something we feel is ok in both it will still work.

Modding
So, when we started with this we realized we couldn't support every tiny rule some MP groups were using and instead we’ve tried to make it as easy as possible to mod things in. It’s my hope that some cool ruleset mods will be developed specifically for competitive multiplayer and the like in the modding workshop. Very popular options may even see inclusion in the base game in the future, who knows :) I expect some of the big mods will want to include custom rules as well for their players.

Rule definitions look like this:
mod1.jpg


They can then be checked from triggers from say the tech tree, focus tree, events etc and in other places we have added support for triggers. Example:
mod2.jpg


Diplo actions are a little special. They each get two possible triggers. This way you can turn on or off the standard game checks (like checks against world tension from game code) with the _TRIGGER_OVERRIDES_GAME. For your own rule checks you use the _ENABLE_TRIGGER for the specific action and the scope will contain the target nation as well so you can do nation specific rules.
This is what the triggers for Guarantees look like:
Screenshot_1.jpg


That’s it! Tune in next week to find out more about what we are up to with Man the Guns and the 1.6 ‘Ironclad’ update.
 
Question regarding a specific rule that we were discussing in the teaser thread: does setting the nations to specific paths turn off achievements? I know you probably don't want to discuss every case, but this was causing a bit off a stir.
yes, for now at least. In the future there might be paths we feel are fair and non-exploitable, but in general that wont be the case. The game becomes a lot easier as say the soviets if you make everyone go communist right? ;) Same reason the buff sliders disable achievements.
 
hmmm ... so we guide the AI to the rails we want ? but wouldn be more beautiful to 'teach the AI' to react on its own according to players choices instead of pre set what will happen ? i dont even know if that possible in terms of coding ... nevertheless i can wait to test the new Rules ...
well it does do some of that already, but say what kind of player action would make germany bring the kaiser back if they play Peru for example?
 
Will it still be possible to ignore the AI behaviour rules if we want a more random, organic playthrough?
of course, just dont set the settings
 
As I recall it's not possible to do this with the list of divisions we've designed. Could that be made possible? It'd be nice to be able to organize that list a bit more by, for example, putting our (various) infantry divisions at the top, then motorized divisions and finally the various armored divisions.
Its one of those things fairly high up in prio on our quality of life list. So if you get lucky we manage to squeeze it in, but if not rest assured it will eventually (I also really want it!)
 
Anyone who has seen a five-pages-long set of MP rules would say yes.
Oh you mean one of those shorter ones? ;)

If the AI is set to historical will it follow the historical patch to the letter, just wanted to know because sometimes even in historical mode the AI might rarely do something that is non historical.
what it does is have ai pick focuses and answer some events as they did historically. Its allowed to break this under certain conditions. Generally because its a lot weaker/stronger or their enemies are, or that stuff has somehow gotten very historical through player actions already. At its core its simply a priority order for how to pick focuses and answer some events
 
another rule that would be really nice is to lock ppl to go down certain paths. Most mp games u must go down loyal to Britain and must go paths that will keep you with ur correct faction, many games must be restarted or rolled back because some troll choice to go down burn the royal portraits

yeah for sure. We have discussed a few of these. I feel like perhaps they might be better as rulesets from the community because there would be A LOT of options and they would only be interesting for specific groups. If you wanted to do this it would be a really quick mod job. Supporting some majors may happen tho if it fits in well.
 
Not familiar with mods but would mod to the rules be something only the host would need cause that would make this feature one of the best changes to HoI for the mp community. You lose alot of players the second you mention that they must download a mod
Unfortunatly not :( its one of the big weaknesses of our modding system in that there is no auto download from host or the like. its definitly somethign that would simplify joining "random games" without having to install mods and restart
 
This is awesome! I've been reading back through the old dev diary's again and it's PDX have a clear path and are following through with their promises. I'm very excited for the future of HOI4!
Thanks :) yeah thats why I post the roadmap stuff once in a while so people can see whats likely to happen :)

Couple of questions I have for this diary. Firstly the Major Nation Buffs slider, will that have some kind of tooltip, like we currently have, to tell us exactly what modifiers are being given or taken away as we increase or decrease the slider? Or will it just be slide and guess?
Its essentially the same, just moved into a bigger settings window so it has tooltips etc.

Secondly the Maximum Fort Level, will that affect the French forts on the Maginot Line or will they stay at Level 10? Will it also affect focus' and decisions that give forts, for example the Stalin Line?
The fort setting doesnt work quite yet, but the idea is that it only limits construction. it would be kinda lame to limit the maginot line and not what we are trying to solve at all.
 
Disabling coups and boosting sounds like an obvious candidate as the AI doesn't use it.
yeah I mean its just a limitation on player so would be "safe" from an achivement blocking standpoint thats right :)
 
What are the chances we will get a ethnicity or culture system ever?
extremely low I would say. it introduces a lot of touchy issues we dont want to make games about. If say we do long time extensions it could be possible to do something abstracted who knows.
 
I love you Dan Lind!
Spread the love around, several people on the team have had their fingers in this feature :) But the enthusiasm is happily received!
 
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Ah! Great! But stupid me keep forgetting what you said about the release date. Was it next week or maybe the week after? I guess I'll be able to wait that long. :)
I mean it could be today, did you check? ;)
 
One word: Fuel.

was going to reply with this

Not directly related to rules, but one of the rules shown affects this. Does the AI ever boost party popularity aboard or attempt coups? I don't think I have ever seen it do so. If it wont do it could it be allowed to do so please? And if it does, could it make it more frequently?

I dont think it has a case where it does. its simply too chaotic. I dont think there is a reason to let it do it unless we change how coups work (which I want to do, but not for Man the Guns).

@podcat, while you're on saving presets, has there been any discussion as to saving presets of mods on the launcher?

For example, I usually have two MP games going, and they both use different mods. Having to remember which ones are active and which ones need to be switched can be a hassle. Small QoL change :)

That is often requested, its also on our QoL lists
 
This is awesome! It would be great to tailor make a custom history for certain nations before starting. For the paths that nations take, is there still going to be a 'random' setting? So we can set it for a small number of nations and keep the rest as random?
we want to retain the random choice, but we havent decided on the best way of doing this yet... maybe just put in a random.
 
This functions will probaly be paylocked... But still looking forward to it

Some settings, like this particular one, are dependent on DLC, so without Waking the Tiger (which comes with that focus tree) the option simply won't be there. Otherwise the whole custom rules system is part of the free update and is for sure something we will be building on in the future.

As stated in the dev diary :)