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HOI4 Dev Diary - Decisive Action

Hey everyone! In today’s dev diary for 1.5 “Cornflakes” and the unannounced expansion (SoonTM) we will finally be taking a look at that mysterious new icon in the top bar we’ve been mercilessly teasing you with these past months... ;) Make sure to grab a large stein of your favourite beverage. This diary is going to be pretty big...

Bringing down the gavel

Back in this diary @podcat talked about “a way for players to take dynamic decisions, quickly. Something that fits between events and national focuses”.

Though it fulfils its role as a narrative tool very well, we’ve never been entirely happy with the focus tree system. It does some things very well: it shows complex story lines and long term options, and it allows the player to, well, focus their efforts in certain ways. However, it had significant problems in that it was rigidly tied to the design of the tree and never very dynamic, with most focuses needing a 70 day lead-up time before things actually happen. This not only made it problematic to the player (for instance, realizing you -really- need to move that industry to the Urals just 10 days after you picked a different focus, and so having to hold out for 130 days before it can be moved), it also made it very difficult for the designers, since it required us to essentially try and predict the state of the world years in advance.

Decisions Menu.jpg


Enter the decision system. The idea behind it is that this would enable the player to be able to quickly react to dynamically arising crises, and not be locked in to the 70-day timetable for NFs. Furthermore, it also provides Content Designers and modders with new and exciting ways to create things for the player to do, or things to react to. The former of these are decisions, the latter are missions. All of these are divided into categories, which themselves can have an icon, flavor localisation, and even a small picture if desired.

We don’t intend for this system to replace the National Focus Trees. Instead, we want to supplement National Focus Trees with decisions to specify more generic focuses, and provide more dynamic gameplay - for example, a focus might give you a decision so that you yourself can choose when you’ll get the effect.

Decisions

Decisions come in two forms. The most basic example of these are simple ‘click and receive’ decisions, much like in other Paradox titles. A simple click on the button will provide a one-off effect, not entirely unlike a national focus that finishes instantly. Decisions can also have permanent or temporary modifiers, acting more like a national spirit in this regard (this was done to keep the national spirit list a bit more manageable).

Decisions churchill speech.png


Other decisions are ‘timed’. They are active for a short while, can confer a modifier during that time (which can be either a bonus or a penalty), and once they time out they provide the one-off effect that regular decisions do.

propaganda.png


The base cost of these decisions is political power, but the effects can be scripted to result in other penalties or costs as well. For example, an “Army Reform” decision might have a penalty to Army XP as an effect, in addition to the listed political power cost.

An example of a system we have re-worked to utilize decisions extensively is the current ideology switching mechanics. Previously, you would need to choose an ideology pusher advisor (Fascist Demagogue, Communist Revolutionary, or Democratic Reformer) and would then receive events at random intervals, with little ability for the player to influence things, and little reason to choose a costly civil war over the referendum alternative. And then, of course, you were at the mercy of the random number generator to find out how long it actually took until the event you wanted fired.


Now, the player will have the option of taking a variety of decisions once an ideology pusher advisor has been taken. You get the choice of either a peaceful, but longer path, or a civil war path that is shorter and should be more attractive in general, now.

Decisions ideology screenshot 1.PNG


Various decisions now allow you to increase the future strength of your side in the civil war, to ensure the loyalty of certain generals, as well as gaining a temporary ‘surprise attack’ bonus and a small equipment cache. They are not all needed, but once you fulfill the conditions and feel you are ready you may simply ‘ignite the civil war’ and take your chances with what you have.

Decisions ideology screenshot 2.PNG


You have total control over when things happen when changing ideology, assuming you fulfill the criteria to take the decisions.

Decisions ideology screenshot 3.PNG


Another aspect that has been reworked is the resource system. It is currently quite rigid, and although tying it in with infrastructure level has made it a bit more dynamic, there was still no real way of drastically redrawing the resource map. Decisions now take this rework and propel it further. New decisions make it possible to ‘prospect’ for new resource deposits, depending on your level of excavation tech. For a cost, various historical deposits may now become accessible to nations controlling the relevant provinces. In the cases where there are already existing focuses to develop new resources (the Italian oil fields in Africa come to mind), taking the focuses will lock the decisions and vice-versa.

Capture_resources.JPG


Missions

Missions are in effect decisions that require an action on the player’s part to fulfill. Once they are completed, they provide bonuses just like decisions. However, they can also be made to have a limited duration, and to give penalties to the player if they do not accomplish the mission in time. This allows us, for example, to make Plan Z require the building of a certain amount of ships within a specific timeframe.

Capture_planz.JPG


It also gives us the ability to give more direction to the player’s objectives when invading the Soviet Union, or, indeed, other countries. These might be tied to other decisions that give a temporary boost to your forces - but only if you commit to certain objectives, with a possible associated penalty if you fail.

Capture_barbarossa.JPG


Decision-Mission Interaction

Both of these can be made to interact with each other in interesting ways. For instance, the new German decision “Case Anton” will fire a mission for Vichy France, warning them of their impending demise but giving them a decision to scuttle their fleet beforehand, at least ensuring it will stay out of German hands. A fast-acting German player may be able to prevent this, and thereby obtain the whole (or remnants) of the French fleet.

Decisions case anton.png


Decisions case anton vichy.png


The British player may, in turn, attempt to force the French to transfer the fleet to British hands, or damage it.

Decisions mers el kebir.png


MEFO bills fire a mission every 3 months requiring the decision ‘extend MEFO bills’ to be taken. The alternative is to let the bills fall due and suffer through a period of down-payments that may hamper you in the short-term, but may save you a lot of political power in the long-term.


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Crises

One of the things we wanted to do with the decision system is to make things a little more dynamic. This was often not possible under the old focus tree/event system, especially in hectic multiplayer games where you really need to pay attention to other things and can’t be bothered to read through an event right at that instant.

With the decision system, we can now create a problem and give you the option to solve it when you have the time to do so. You have already seen one of these crisis way back in the dev diary about stability and war support: if either of them is very low, your people might become unruly, try to avoid the draft or go on strike. The decision system will then include a simple decision to handle it, which fires an event in which you can select different approaches to the problem. At the same time, a mission is used to simulate the situation deteriorating over time if your approach fails. We feel that this makes the game feel a little more dynamic and unpredictable, without turning into pop-up hell.

Capture_crisis.JPG


Special Projects

Some decisions may well involve such a large investment that it cannot easily be represented by a mere temporary modifier. This is especially true if it involves embarking on projects with huge industrial ramifications. A new category in the industry tab called “Special Projects” will now keep track of such investments.

maginot.png


Counteracting Pop-up Spam

Another thing we aimed to address with the new decision interface is the issue of event spam. There is an ever-increasing amount of news (and other) events that are thrown in the player’s face. Sometimes this is desired, but other times it can be quite annoying. The new interface has handy checkboxes to select whether regular events or news events should be shown as a pop-up or simply be stored in the decision interface where the player can view them when they have time.

events.png


This allows the player to quickly choose what form of notification they prefer. During a micro-heavy multiplayer invasion of the Soviet Union it may well be better to have all events be stored in the menu for later reference, while during the early-game build-up it may well be better to be informed of global news as it happens, to know what direction the game is taking.

The future for Decisions

Decisions are a great complement to focus trees and events and we see ourselves continuously adding to this with future expansions. The base system and core decisions needed for game balance and interacting with new things like stability will be part of the 1.5 “Cornflakes” update while most of the flavor, prospecting and special projects and such are part of the DLC. Decisions tied to the new focus trees are, obviously, also going to be part of the DLC.

Next week we are going to be showing off a focus tree. Feel free to guess which one :)

PS. The third episode of our beginner-stream with @Da9L and @bus is coming up today. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive
 
Will there be an option to puppet/form nations during wartime like how Germany can form Vichy France or Croatia?
Sorry if this has already been answered.
Tge Reichskommissariats are probably for that.
Although it would be nice to be able to form all those foreign volunteer units for Germany through that system.
 
Cheers for the DD Bratyn and the extra info Great Bearded One/Archangel :D. So, soooooo cool :cool:. We knew decisions were on the way in some form or other, but in my wildest dreams I wouldn’t have hoped for something as deep and fleshed-out as this (am very impressed by the amount of content it looks like you’ll have for them for 1.5 as well). The way it’s set up to balance between the patch and DLC content also sounds slick (and, I'd note, 11 pages in, I haven't read one complaint (that I can recall) about the DLC/patch allocation - reckon this is some kind of record :) ). Very much a game-changing improvement (and while it has some similarities to systems in past games, it looks like it does things better in every way).

The counteracting pop-up spam system also looks really good. That said, from a modding perspective, is there any way to 'over-ride' the countering pop-up system for when someone might want to really tell someone something is happening (for example, the Case Anton decision could easily be missed by a Vichy player - and requiring them to be watching their decision system like a hawk isn't necessarily fun gameplay, so it might be one to give the 'this is important, even if you're in the middle of MP malarkey' priority to). Just a thought, as always ignore if sounds silly :).

Other thoughts and questions:
  • Maybe call the Mers El-Kabir raid Operation Catapult? That way if Vichy puts their fleet somewhere else (you may well have changed it for 1.5, but at the moment Vichy often doesn't actually get control of Mers El-Kabir) it still works?
  • Have there been any AI triggers/steering mechanisms/etc., added to help the AI potentially take advantage of some of these decisions? Would be good if there was a way to tell the AI if it had an available decision to take Kiev, say, that it would place extra priority on Kiev. Otherwise these elements of the decision system becomes a 'player buff' to some degree (particularly for missions with penalties attached).
  • Have a bajillion questions about modding, but saw that we'll get a DD on this down the track so won't post them now - looking forward to it :D.
  • Love how they can have a little pic as well :). If I last long enough and get through the rest of my ‘to mod’ list, I will go through and mod pics in for every event.
We have a diary planned for modding stuff in general, including some very exciting stuff that will be pretty boring for people who aren't into scripting. Will take a couple more weeks probably.

There are people that are into scripting, and then there are people that should be into scripting :D. OK, not really :). Looking forward to this muchly :D.

It's something I've been bugging Dan about :) I hope to at least fix the territories. Not sure if neutrality is feasible with current mechanics (or will ever be possible), though.

Vichy's situation (as I'm sure you well know, very likely more than I do) was really complicated, but they were one of the majors and the Vichy situation impact on Case Anton, Torch and the fighting in Iraq and Syria (not to mention Operation Menace, the Invasion of Madagascar and the brief broo-ha-ha between French Indo-China and Siam), so might be worth tackling down the track - there's a lot of very interesting WW2-related stuff down this path, and some kind of situation where if the Allies push too far Vichy could potentially actually throw in with Germany could be an interesting mechanic (albeit a tricky one). Could maybe be a ‘theme’ of a DLC in the distant darkest future? The kind of mechanic that would enable a ‘mostly neutral and kind-of-but-not-quite-puppet’ Vichy could also lead to some very cool alt-history stuff (it needn't just apply to Vichy - Germany could even have the potential to, instead of fighting in Norway, making it a 'Vichy-like', say? Probably not the best example, but that kind of thing - main point is it needn’t be a one-trick pony - although even as a one-trick Pony I'd argue the whole Free French/Vichy situation was a big enough part of WW2 to merit attention.

All three of his most famous speeches are already in.

The price of greatness is responsibility :D.*

Another one that's often appropriate to DDs :)

I always avoid prophesying beforehand, because it is much better policy to prophesy after the event has already taken place* ;).

*Churchil quotes.


It's a tricky balance between making it impossible for either party. Prepping paratroopers show you planned it out well, which is the intention. The French scuttling it is supposed to happen to someone who did not prepare accordingly.

True, but I wanted to make the French fleet a proper point of contention between the British and the Germans, and possibly a tool to use by the Germans to help them attain sufficient naval strength to perform better when making invasions.

Making the fleet a proper point of contention is good - and who knows what would have happened if the Germans had tried to seize the fleet not long after Catapult or Menace (as opposed to post El-Alamein and Midway, when things were looking a bit better for the Allies - I'm not saying the French were only looking out for their interests, but most nations have at least one eye on them, and I'm sure France during the time was the same). Could maybe make the situation even deeper if there was some influence on the general course on the war, and whether Britain had bossed the Vichy around/attacked them, on the possibilities of success? If you haven't already of course :).

There will be example decisions with each entry explained.
If there is something you don't understand, just spam @podcat with private messages.

Hahahaha, I'll be sure to*, and tell him you sent me :p.

* Just joking of course :)


The system started out quite a bit smaller (basically Palau and the African Oilfields) and grew bigger as people came up with other areas that saw resource growth during the war or immediately after (which makes for interesting what-if gameplay, where the axis were sitting on deposits of critical resources they didn't know existed), so we haven't had time to schedule extensive research. Community suggestions definitely welcome!

Am a big fan of this system slowly getting expanded over time - I couldn't think of a better person to make suggestions here than Bauxite Bill, @billcorr :).

We are still discussing if it should only be available for the owner (i.e. a conqueror would have to take the land in a peacedeal) or the controller (i.e. a conqueror only has to occupy the land). I'm personally in favor of owner, but I can see the argument for controller.

Really should only be for the owner. It's tough for geologists to do their job when partisans are roaming around. Look at what happened to the crews the Nazis sent to exploit the Maykop oil.

This is a tricky one, and not one I'm particularly well qualified to comment on. The Maykop example is a good one, but were there examples of exploitation of new deposits/expansion of old ones in other occupied areas? (Poland, France, Norway?) A system that made the decision available if resistance in the state below a certain level maybe?

Edit - and sorry, meant to include a ship pic (or sorry for including a ship pic? :p) To be on topic (and because Plan Z has already had a pic), here's Strasbourg getting underway at Mers El-Kabir :)

Strasbourg at Mers El-Kabir - small.jpg
 
This is a tricky one, and not one I'm particularly well qualified to comment on. The Maykop example is a good one, but were there examples of exploitation of new deposits/expansion of old ones in other occupied areas? (Poland, France, Norway?) A system that made the decision available if resistance in the state below a certain level maybe?

When Germany invaded Norway on April 9th 1940, the country produced 12 000 metric tons per year (mtpy) of alumina and 37 000 mtpy of aluminium. On November 12th, Reichsmarschall Herman Göring decided to launch an expansion programme for the Norwegian aluminium industry. The capacity for alumina was to be expanded to 330 000 mtpy, and the capacity for aluminium to between 150 000 and 180 000 mtpy. The cheap hydraulic power and the harbour facilities that had attracted foreign aluminium companies to operate smelters in Norway since 1908 were now supposed to guarantee Germany victory in the air war. The background for Göring’s decision was a plan proposed by Heinrich Koppenberg, director-general of Junkers Flug- and Motorenwerke (Junkerswerke), in capacity of Treuhänder und Vermögensverwalter, e.g. Trustee, for the Norwegian aluminium industry.
https://www.cairn.info/revue-cahiers-d-histoire-de-l-aluminium-2009-1-page-130.htm

Plan failed though :D
 
As someone who put a lot of efforts trying to mod Vichy France and the ressource gatherer that is the belgian congo, this is very interresting.

I have a few questions:

Will the french fleet be spared and stuck in Toulon during the rest of the war?
What if Toulon is invaded by an early offensive from North Africa?
Could you add a very rare event about the flight of Pétain to North Africa (it was suggested by one of his advisor)
Would all the ressource focuses be converted into decisions?...mmh you said you wouldn't do it for DoD focuses at the moment.
Are there any more conditions such as excavation techs as a first glance made me thought that those exploitation decisions may be too easy to trigger. I may of course be wrong.
Will the duration/cost of decision may be influence by some effects I thought that the congolese war mining production directorate could reduce the political cost of excavation decisions.

Now I want to code all of those stuffs....
 
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When Germany invaded Norway on April 9th 1940, the country produced 12 000 metric tons per year (mtpy) of alumina and 37 000 mtpy of aluminium. On November 12th, Reichsmarschall Herman Göring decided to launch an expansion programme for the Norwegian aluminium industry. The capacity for alumina was to be expanded to 330 000 mtpy, and the capacity for aluminium to between 150 000 and 180 000 mtpy. The cheap hydraulic power and the harbour facilities that had attracted foreign aluminium companies to operate smelters in Norway since 1908 were now supposed to guarantee Germany victory in the air war. The background for Göring’s decision was a plan proposed by Heinrich Koppenberg, director-general of Junkers Flug- and Motorenwerke (Junkerswerke), in capacity of Treuhänder und Vermögensverwalter, e.g. Trustee, for the Norwegian aluminium industry.
https://www.cairn.info/revue-cahiers-d-histoire-de-l-aluminium-2009-1-page-130.htm

Plan failed though :D

Very cool, thanks for sharing :D. Could be an interesting event/decision chain to work in at some point, depending on why the plan failed (I haven't read the article yet, but have bookmarked for modding purposes in case it turns out to be sensible, in case it doesn't make it into the base game).
 
True, but I wanted to make the French fleet a proper point of contention between the British and the Germans, and possibly a tool to use by the Germans to help them attain sufficient naval strength to perform better when making invasions.
I don't know what paratroopers would help, guys falling down on parachutes would be smashed by the AA fire from the fleet. Those that would land would be shot to pieces by ship artillery. But anyway so what does it do? Germans potentially get whole Vichy fleet, say also ships in Algeria or Morocco, or Bearn parked in Carribean? A percentage? Something else? Damaged ships, if the naval production was changed finally to allow ship upgrades? Germans were able to get a few ships, though very few really.

Holy crap. Calm down guys, you've added more than enough things to get me excited for this upcoming content release. At this rate I almost feel as if you'll run out of ideas to use in future DLC. :D
Still no word on naval stuff though. And if you look at various areas from HOI2/3, there is still tons of material to do. And personally I wouldn't mind getting very beefy dlc if there is time/space for it.
 
When I read this I must admit that to my eternal shame...I squee'd. >_<

I love complexity in games and the 'little things' that make it feel much more 'real' rather than a 'point, click, win' game. :) I look forward to the next Dev Diary and eventually the release date (in the future) with eager eyes. :) The Kaiserreich will rise again! ^_^
 
This Dev Diary alone shows the vast difference between Stellaris and HoI4's Dev Teams and their approach to game development.

Unlike the former, this DD has made me ecstatically hopeful for the future of this Game. While I'd been hoping for a Naval overhaul, I can take a vast improvement to the depth of the current system, and be patient until they come up with a more rational approach to tackle the Naval theater.

Thank you Hearts of Iron 4 team, while critical of your work, I approve the way you've put your passion and craft into this next upcoming expansion.
 
Very cool, thanks for sharing :D. Could be an interesting event/decision chain to work in at some point, depending on why the plan failed (I haven't read the article yet, but have bookmarked for modding purposes in case it turns out to be sensible, in case it doesn't make it into the base game).

;)

The gist of it seems to be:

- German plans of expansion were too out of reality
- Import of bauxite to Norway was very hard
- Alternative means of aluminium's production were largely experimental
- Allied bombing campaign
 
I cannot believe there is not more excitement for this week's DD. Every week has been amazing over the last 12 weeks, but I feel like today's post eclipses all others in terms of improving gameplay.

I feel like there will need to be a version 1.5.1 (or 1.5.01) faster than ever. But I applaud the amazing strides forward.
 
Other decisions are ‘timed’.

Love the idea of time based events such as you detail in Case Anton. Allowing the race to be on for the French Fleet makes it feel so much more real. Two days to get to Toulon or all is lost! Way cool! :cool:

At the same time, a mission is used to simulate the situation deteriorating over time if your approach fails.

So happy to have the possibility of failure. Few things are less satisfying than clicking a 'Solve the xxx crisis button' and then knowing it's only a matter of time 'til all is well. Major props for this! :)
 
@Metz every "civil war country" get its colour in the order they appear, if there is no spanish civil war and Vichy is the first "rebel" (note that historically it was the other way around as Pétain was legally given absolute power over the republic), it will get the colour that is usually associated with Republican Spain.
 
@Metz every "civil war country" get its colour in the order they appear, if there is no spanish civil war and Vichy is the first "rebel" (note that historically it was the other way around as Pétain was legally given absolute power over the republic), it will get the colour that is usually associated with Republican Spain.

I thought Republican Spain was it's own tag with the country color being tan?

If anything, shouldn't the rebel color be a different shade than the original country?