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HoI4 Dev Diary from the Product Manager

Hello everyone,

For those of you following these Dev Diaries, you know that we are taking a short break from the regular diaries to talk about other things we do in order to bring a game your way (not to worry, next week podcat will be back with more juicy stuff on what we are working on). Last week KimchiViking, the Project Lead on HoI IV, described what our development process looks like. This week I will try to give you some insight from a publisher’s perspective, as I work as the Product Manager for HoI IV at Paradox Interactive.

Many of you probably already have an inkling as to what a publisher does, but just to set the bottom-line straight, the publisher finances the development of a game and is in charge of the distribution and marketing of it! My role as a Product Manager is to make sure that we can deliver the best possible game to you guys whilst ensuring that the teams involved get the resources they need to do so.

In the case of HoI IV, I work closely together with the Product Team, meaning the Game Director (podcat),the Project Lead (KimchiViking) and the Product Marketing Manager who coordinates all the activities dealing with the marketing & sales department. It is in this constellation we discuss what we need to do for upcoming months/year. The Game Director is the one who is responsible for coming up with ideas for the expansion(s), the PL works out when we can deliver these and the PMM is in charge of how we market the expansion in question. And I am responsible for the budget (profit/loss).

Normally we work with yearly plans (even though we naturally also have a more long term vision of where we want to take the game). This means that around this time of year we start planning more concretely for what we want to do in the next 12-18 months.

This is an iterative process where we look at:

- the content we want to add to the game (i.e. what each expansion should be),

- what development staff is required to do this (no of programmers, content designers, QA etc),

- the optimal timing of release and the cost of marketing to make you, the players, aware of the expansion (competing releases, campaigns such as the Paradox Weekend on Steam and various trade shows etc.),

- and finally the business case for all of the above.
(For a more detailed description how we work within the Product Teams around an expansion, I recommend my colleague Gruffa’s, PM for CK2, dev diary. We work in a similar way to them; https://forum.paradoxplaza.com/forum/index.php?threads/ck2-dev-diary-59-publishing-ck2.1036690/)

When all of this is done I look at the budget requirements and compare that to my initial estimates and goals. Hopefully those match, or else I have to revisit and change the plans or I need to request additional funds from management, be it that the developers need additional funds to add amazing new features to the expansion or that we would like to buy 30 seconds of airtime during Super Bowl. ☺

So, in a world of infinite money and time, I would say yes to most requests, but alas it is also for me to sometimes set tighter deadlines and/or budgets due to whatever constraints we may face. But normally we sit down and try to agree together on how to best proceed.

planning-generals.jpg

The Product Team busy planning the next move for HoI IV

A very concrete case for HoI where we have had to alter our plans was for the first expansions which has affected those of you who bought the Expansion Pass. Our initial plan was to include the first two expansions at a USD 50 value for USD 40. After the launch of HoI IV we realised after your feedback that certain aspects of the base game needed attention. We already had plans for these expansions, but we decided to scope Together for Victory and Death or Dishonor down and put more effort into the free updates and bug fixing.

We believe that we have made the base game a better experience thanks to these fixes but this has made the Expansion Pass holders confused as to what and when they will get their promised content. And rightly so. What I can say is that we are aware of the situation and are working on a solution. Our goal is to make the holders of the Expansion Pass feel it was worth the wait even though it is taking longer than initially planned. Stay tuned!

KimchiViking mentioned last week that I would mention how we decide our release dates/frequency. This is really down to two things: how long it will take to make the content for a particular expansion and secondly how much money we need to make in any given period of time. If we were to need 52 weeks to create an expansion with all the people that are involved, it would be pretty hard to recoup that cost. So it’s about finding a balance between the time we spend on making the expansion and how much we can charge for it. We want to have a dedicated team working on the game over the year to ensure continuity. We also want to support the game long term, just like we are doing with other titles like CK2 and EUIV. This means that we will have a certain amount of cost that we need to recoup. This will be done by releasing a certain number of expansions over a year. Meaning that with smaller expansions we normally need to have a more frequent release schedule and less so for larger expansions. With this logic Death or Dishonor should have come out sooner after Together for Victory. In this particular case we decided to put extra effort on bug squashing and other fixes during Q1 this year rather than releasing an expansion. Additionally having paid content allows us to work on the free stuff that we provide with all releases.

We also want to ensure that we reach as many as possible once we do release an expansion. Once we have decided on the expansions that we plan on releasing within the next 12-18 months, we need to look at when it is deemed best to make them available to the players. In the Product Team we decide on a release window (usually a couple of weeks) and then our marketing team gets back to us with a proper release date as we approach that “window”. This date is based on other competing releases and when we can have suitable campaigns on platforms such as Steam, Green Man Gaming etc.

Once we have released an expansion we always look at the reception from you guys and the sales numbers to see if and what we need to address going forward. We value your comments and strive to make adjustments where it is feasible. We are thrilled and happy to see that so many of you keep on coming back to the game on a regular basis. This doesn’t mean that we are content and sated! Hopefully you will be pleased with the stuff that we have in the pipeline which podcat will start revealing next week in the next dev diary.

Please continue giving us your feedback! I will stay around the thread to answer as many questions as I can.
 
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Can you please set a minimum division with of 10 for AI? I'm tired of El Salvador spamming divisions over the entire world.

Might as well make it 20 instead.

HOI4 is still missing the ability that every single PDX grand strategy has - ability to sue for peace during wars. Why this was not implemented in HOI4 and is STILL not implemented into HOI4 is mind boggling. It completely limits the abilities of this game.

As much as HOI2 (and related games) had a pretty limited version (had to select provinces from list instead of map, could force disarment and could force puppet), it's miles better than "peace conferences".

Also there's no way for you to transfer province ownership and remove/add cores.
 
Based on your profile, I guess I could have gotten an account name without numbers.

Just wanted to say that this Behind the Scenes stuff always interests me. Really looking forward to Podcat coming back with the content DD's too. Any chance we could get a tiny little teaser about next week's topic, or is that still up in the air?
 
Can you please set a minimum division with of 10 for AI? I'm tired of El Salvador spamming divisions over the entire world.
#fixAIdivisionspam
 
So is that a no on the whole "self-learning fully aware strategic AI" thing?
Sounds like you're asking for a "If Skynet was programmed by Paradox" thread
 
So is that a no on the whole "self-learning fully aware strategic AI" thing?
You guys might make quite a good bit of money if you could sell a self-learning fully aware strategic AI - until it destroys the world with robots and nuclear weapons.
 
One Question to the Paradox Team: When can we expect the first dev diary about the next expansion or update?
 
@Firebolt
2 questions for the HOI4 Development.

1. Are you planning to make next or possibly some other update for the game larger and more content filled? I understand as it has been pointed that your development staff seems to be somewhat understaffed, however seeing that Death and Dishonor was more than just a little bit lacking, (I mean Bulgaria and Greece were completely left out of that expansion...) for future of HOI4 I'd imagine more content filled update would help to clean out some of the bad air.

2. Are there any chances of add more decisions and events and newsflashes to the game?
And in similar note any possible additions of more political parties and Alt.History stuff? as even as "Together for Victory" was a British empire expansion, we still do not have a proper tree to make UK into a proper Fascist Empire or absolute monarchy. Or Union of Britain in Kaiserreich way. As well as the fact that Monarchist factions are split inbeetween unaligned and fascists factions seemingly without a reason.
 
You guys might make quite a good bit of money if you could sell a self-learning fully aware strategic AI - until it destroys the world with robots and nuclear weapons.

I agree. It baffles me that Paradox when discussing their AI in this forum all the time describes new ad-hoc rules or changed rules or patched rules, as if the AI was a big if-then-else or case loop, instead of engaging in a fundamental dialogue on the AI design model.

Paradox is in Stockholm, why don't you pitch someone from the Swedish Army headquarters operations analysis team, or an Operations Analyst from FOI (Swedish Defence Research Institute)? There are people there who make a career in low paid jobs to develop and execute advanced military war games. I was there myself in the early 1990s, and I doubt they have become less sophisticated since.

I think to pitch someone from FOI would cost less salary-wise than a seasoned KTH educated programmer, and then you would get a team member with experience of military game theory, which I think should be at the core of any strategy game AI design team. The profile you need is a Trevor N. Dupuy. (Google him, buy and read his books, I sent a link to "Understanding War" to Steelvolt last year). The theory for the fundamentals of war (and the politics that leads to war) is out there in decades of academic conflict research. Blend that with a good AI programmer who can design smart object oriented models, and you will have something explosive. Btw, I am also baffled by the performance hits by the AI. It really should not run as slow as it does today, if designed properly.

Alternatively and less ambitious, open innovation. Why not put together a workshop with experienced people from this forum, to discuss the fundamentals of AI design and help open the minds of your current AI development team? I would happily pay for my own flight ticket to Stockholm to spend a couple of days to discuss this matter, and I would not be surprised if other people here would too. I have not looked into making mods (no time...) but the people who developed Enhanced AI 2.0 or Black Ice Total War should be in such a workshop, and by that limited investment, you at Paradox could potentially get a product that would rock the world and improve your sales for years to come. Just a thought.
 
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Basically what you're saying is you have limited resources so every time you say YES to one thing, other things will be NO to or delayed. This makes perfect sense to me.

So how do you justify keeping the 1939 start date? I cannot imagine the time and energy put into this after every single new update the 1939 must be updated as well and the balance of power must be looked at. Only 4% of people using this 1939 and no multiplayer games ever use it.

People will cry every time you take anything away from them, but if the choice is better AI, less unit spam and an overall better game play experience or the 1939 start time..........I can promise you people would choose the better experience. Maybe add it back once these important features are completed.
 
So how do you justify keeping the 1939 start date?.
For a history conscious player, to have both 1936 and 1939 start dates makes sense, as 1939 gives a well-researched benchmark for what historically accurate development achieved in those years. Me, I would love to have also well-researched 1941 and a 1943 (May) start dates. It would add to the complexity and flavour of the game, and the research helps Paradox to get the game mechanics right.
 
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Basically what you're saying is you have limited resources so every time you say YES to one thing, other things will be NO to or delayed. This makes perfect sense to me.

So how do you justify keeping the 1939 start date? I cannot imagine the time and energy put into this after every single new update the 1939 must be updated as well and the balance of power must be looked at. Only 4% of people using this 1939 and no multiplayer games ever use it.

People will cry every time you take anything away from them, but if the choice is better AI, less unit spam and an overall better game play experience or the 1939 start time..........I can promise you people would choose the better experience. Maybe add it back once these important features are completed.
Considering they have most of the units placed, techs set up, factories placed etc. The only thing that's needed is updating which countries have done foci in 1939 . With all the effort put into the 1939 scenario it would be a waste to just throw away. 4% may not seem like a lot but if there's even 100,000 active players it cuts out 4,000 customers.

If they do decide to take it away I can almost guarantee a modder will pick up the torch and update the scenario.
 
Considering they have most of the units placed, techs set up, factories placed etc. The only thing that's needed is updating which countries have done foci in 1939 . With all the effort put into the 1939 scenario it would be a waste to just throw away. 4% may not seem like a lot but if there's even 100,000 active players it cuts out 4,000 customers.

If they do decide to take it away I can almost guarantee a modder will pick up the torch and update the scenario.

It makes sense to have it there also to benchmark the AI´s balance. In a fully automated game with historical settings, over a large number of runs, an accurate AI should on average achieve the 1939 settings by that date.