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HOI4 Dev Diary - Custom Gameplay Rules

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:
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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).

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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.
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For most there are options for ideology while some like Manchukuo are more relevant to its situation:
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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.
 
Just signed up to say this looks great! Well done team, and looking forward to MtG and Ironclad. :)
 
@Bratyn

Have you guys still considered the autonomy level change to colour for puppets and integrated puppets to that of the Mother Country?

Btw please fix portrait for Commie Canada

Also, in the future, could you have support independence of like releasable nations, so for example, as the Soviet Union, support Vietnamese rebels in French Indochina. They then pop up in like North Vietnam and to win they must hold all of Vietnam for a certain amount of time.
 
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@podcat

Will there be a Set rule for german AI to go for the Moscow - Berlin axis pact focus? I mean this focus exist, but it's being used so, so rarely, the AI never uses it even with historical focus off.
 
YES!

Also, does strengthening Japan work on Manchukuo and not Mengkukuo now?
 
Can't fully state how happy I am for this change.

I love the base vanilla WW2 scenario, but there's only so many different permutations you can go down with that. I'm crazy excited to be able to set-up some super ahistorical and very challenging scenarios for me and my friend to play through.
 
6. Being able to set a range of permissible combat width for division types would be nice.

Yes.

Many of the house rules have this requirement.

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"about 6% of MP games are competitive"

Suggestion: add some system that allows for players in Multiplayer lobbies to see how experienced the other players in the lobby are. I can't tell you how many times the game has been ruined by majors being players with only 50 hours. For example, Italy losing to Ethiopia early on kind of ruins the game. Usually competitive matches ask how many hours the players have but it would be nice if this was available even in non competitive matches. Players with a lower amount of hours are more likely to leave also, so the host can choose whether to allow them to play a major or not. Please consider Paradox.
 
Question on the lend lease settings: Is it possible to adjust lend lease settings beyond simple yes or no? Such as allowing democracies to send more divisions at a lower world tension threshold?
 
There should be an option to make nation certain ideologies right out of the gate. It would make bizarro scenarios much more fun and accessable.

All players should be graced with the glory of non-aligned Australia.
 
Will there be a comprehensive rule summary available to view at any point in the lobby and later ingame for every player?

The current practice when you have to text view the save to see whether the host is not slider buffing himself is kinda clumsy ....
 
Can we make sure 1.6 fixes troops going in crazy (and slower) paths when navally transporting or invading? Troops going from America to Europe love to travel up by Iceland on the way there. Yesterday I was invading from northern Spain to western Britain and my troops didn’t follow the arrow and instead wandered into the English Channel and I had to quickly move my fleet over there to save them from getting sunk. The naval invasion arrows follow sea provinces, have the invasion force follow those sea provinces as well.
 
Will people in the MP lobby be able to see the rule set or will the host be asked 1000 times what the rule set is?

I can imagine if people don't see the rule set then get a shock in the game and rage quit because they didn't know the rule set.
 
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.

Ah, but couldn't you now build a few achievements around specific custom set-ups?

Actually, that sort of leads into another question: will there be pre-set scenarios? Things like, say, "Command & Conquest", which mimics the C&C games' alt-history, making it a Democracy vs. Communism fight.
Or maybe "American Nightmare", where everyone except the US turns Fascist/Communist, specifically going down paths that aim to attack America directly. You could even have an achievement of surviving this scenario labeled "Wake Up, And Smell The Ashes".
I'm sure there are plenty of other scenario ideas out there, those are just the ones that come to mind...
 
PLEASE do something about the Justification system! [begging!!] It takes forever, and seems terribly unwieldy [sp?] at times. It can disrupt your entire war plan.

speaking of planning, as a single player the planning process also makes it difficult to run the war on several fronts, as it regularly happens that units either fail to attack or go where needed, or they just wander off aimlessly. That is VERY irritating!!

Clay
a player since HOI2
 
Another thing that needs to be "enabled" is for an Admiral to be able to be the "field marshal", or even better a theatre commander that commands field marshals. Think Chester Nimitz in the Pacific theatre, or the opposite was MacArthur commanding naval fleets [however loosely] in the Southwest Pacific.

Thanks for listening!

Clay
who thinks in board game mode from long usage.