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HoI4 Dev Diary - Fuel Review and Motorized Artillery

Hello and welcome back for the first dev diary of 2019! Today we will update you on the state of fuel as well as show you a little something many people have wanted for a long time.

Changes and Updates to the Fuel Implementation

When the game launched, oil was used as other resources for the purpose of production. This was an abstraction done for fuel consuming equipment. We have removed this abstraction but are still using a simplified version of what happens in the real world. Oil refining was and is not as simple as simply processing it into a multipurpose “fuel,” but we felt that this simplification was necessary for gameplay and consistency of depth of detail.

We have added fuel as a resource to the top bar. With this UI element we convey a few bits of information. The numbers show the amount of time you have before being full or dry. Here the number is green and indicates that the stockpile will be full in 361 days. The numbers will become red if fuel is being lost. The green bar indicates the state of the stockpile, showing how full it is. The arrows indicate that fuel is currently being gained.

top bar fuel.png


Oil is still traded as it was previously but is no longer used in any production. Instead, excess oil is converted to fuel at an hourly rate. The trade UI has had some slight updates to take this into account. What was formerly the “production” category is now “need.” Oil now has special subcategories of this section. Active need and potential need are now represented with “A” and “P,” explained more thoroughly in tooltips. This helps give the player an understanding of how much oil needs to be traded if they wish to try and cover their current fuel needs with a constant supply from oil refining.

fuel trade ui DD.png


Refineries have also been changed from giving Oil resources to giving hourly fuel. This both makes more sense from a historical perspective and makes it easier to control how much resource is produced by refineries. Previously, tech increases could only allow for a minimum increase of a single unit of oil. This gives developers and modders much better granular control over the output of a synthetic refinery.

For countries that will not have enough fuel production during wartime to meet their needs, developing a healthy stockpile is an option. Most nations will not start with a large stockpile capacity. Stockpile potential will be reduced by economy laws for many nations. Also, increasing stockpile capacity requires some investment, and will take space away from industry through the production of silo facilities. Japan is a good example of a nation that may run into a situation during the war when their usage far outstrips their potential fuel gain, so they will need to have a decent reserve of fuel if they want to fight the US in the Pacific.

fuel_1.jpg


To help understand what is going on with your fuel stockpile and to manage distribution when fuel has become tight, we have added fuel as a special section to the logistics tab. This includes a breakdown of usage by military branch of the military and the ability to control who gets priority for fuel distribution. A special variant of the stockpile menu used for other equipment shows a breakdown of fuel consumption by day, month, and year as well as a breakdown of the state of the stockpile over time.

fuel stockpile menu.png


The logistics support company has also been changed and will help with keeping your armor fuel usage more manageable.

image (1).png



Motorized Artillery Units

When Hearts of iron 4 was released, it featured a very large number of possible battalion types that you could use to design your divisions. However, there were a few unit types that were pointedly absent. For example, if you wanted to make a motorized infantry division that was a faster version of your regular infantry division with line artillery - you couldn’t, unless you were okay with slower speed.

Part of the reason for this was the feeling that a motorized artillery unit didn’t have enough of a drawback to be a meaningful choice - it would just be better than regular artillery, and the added cost of a handful of trucks was not a major issue if you were building trucks anyway.

mot_arty_1.jpg


With the addition of fuel, that has changed. Now it is a long-term decision to motorize more of your force, and it requires more planning as your army suffers increasing penalties if you can’t meet fuel demands. So we decided to add motorized artillery units in regular artillery, rocket artillery, anti-air and anti-tank flavors. They are, by and large, identical in firepower to their horse-drawn versions but require 50 trucks each, have a roughly 50% bigger supply footprint and, of course, require fuel to run properly.

mot_arty_2.jpg


No special tech is required to unlock motorized artillery; having motorized equipment and the respective artillery type researched also unlocks the motorized unit.

That’s all for today, tune in next week when we talk about changes to research and show off the new naval tech tree!
 
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IRL neither France ever changed its flag to what we see in-game.

Well, actually Charles De Gaulle did change the flag by superimposing the Cross of Lorraine to the national tricolour. This was done so his soldiers could distinguish themselves from the Vichy Forces, because they continued to use the original flag.

What is weird in the game is that De Gaulle doesn't ahandon the Cross of Lorraine after Germany have been defeated.
 
Well, actually Charles De Gaulle did change the flag by superimposing the Cross of Lorraine to the national tricolour. This was done so his soldiers could distinguish themselves from the Vichy Forces, because they continued to use the original flag.

What is weird in the game is that De Gaulle doesn't ahandon the Cross of Lorraine after Germany have been defeated.

"FDR and Churchill found de Gaulle a difficult ally; the latter famously quipped that the heaviest cross he had to bear during the war was the Cross of Lorraine. This was a reference to the two-barred cross that de Gaulle adopted as the symbol of Free France. It appeared on numerous Free French flags, official and unofficial, in a number of different forms, some of which are illustrated below. The plain French Tricolor was not abandoned, however; both Free France and the puppet government in Vichy continued to claim it as their own."

Source: http://tmg110.tripod.com/freefr.htm

Free France continued the use of the undefaced tricolour flag, the same as the French State, even if it was defaced with the Cross of Lorraine in some circumstances. I don't know this for certain, but I would imagine the Cross was mostly used in connection to the military, as to avoid confusing them with Vichy forces, while in other areas the standard undefaced version was likely retained.
 
Yes, the French Tricolour was never abandoned by De Gaulle as the official flag of France. It is just that the Free French Forces and their authorities used the Cross of Lorraine to identify themselves as Free French in contrast of the Vichy Government that continued to use the tricolour.
 
@ Archangel85

Will planes that operate within the same strategic air region as their air base use less fuel than those that don't?

I really dont think the mission range will matter. If a plane is flying it uses x amount of fuel per mission hour. The game grinds enough, I really dont want to see it bog down further trying to calculate fuel per air mission based upon distance of each mission.
 
I am happy we are getting a fuel system but I do wonder if the AI will be programmed to really understand and take advantage of this new game mechanic.

Judging by that dev diary where the dev as Germany in singleplayer completely stomped Britain and then Canada with subs alone within a year, it doesn't look like the AI knows how to handle the new mechanics adequately at all.
 
I am happy we are getting a fuel system but I do wonder if the AI will be programmed to really understand and take advantage of this new game mechanic.

It would certainly be a pleasant surprise, but uh... Hope for the best and prepare for the worst.
 
Arguably motorized units should use less supplies, since horses spends most of their time eating anyway and can't really live on grass alone when put to serious work, like lugging heavy guns. I would also submit that you get your guns a fair bit further per kg "fuel" with a truck than with a horse. I get that there has to be some kind of drawback to stop spamming, but +50% supply makes no sense whatsoever.
I agree if horse-drawn transport was more efficient than trucks we would be using horses for transport still. Also horses need to be bred to replace lost horses that takes a fixed amount of time. Arguably, the lower speed of non-motorized artillery reflects a lower amount of pack animals that don't consume as much fodder to move at infantry march speed.

Uhm. Supply is per time, and assuming they have the same speed as motorized we are increasing the base speed from 4km/h to 12km/h here.

So for 150% supply cost the unit can move 300% the distance.

Seems that motorized artillery will be up to twice as efficient in terms of movement per unit of supply if they consume only 150% the supply but move at 300% the speed.
 
We have added fuel as a resource to the top bar. With this UI element we convey a few bits of information. The numbers show the amount of time you have before being full or dry. Here the number is green and indicates that the stockpile will be full in 361 days. The numbers will become red if fuel is being lost. The green bar indicates the state of the stockpile, showing how full it is. The arrows indicate that fuel is currently being gained.

Will the number be averaged over some length of time? If the number and colour changes constantly, it won't convey meaningful information.
 
Judging by that dev diary where the dev as Germany in singleplayer completely stomped Britain and then Canada with subs alone within a year, it doesn't look like the AI knows how to handle the new mechanics adequately at all.

Clumsy AI is to be expected after such a big rework, but it is unfair to take conclusions from that dev diary alone.

The whole purpose of the diary was to show that an effective sub campaing can truly starve a country from it's resources and that is not useless like now.

Also, the dev was not only using subs but also a lot of naval bombers in the English Channel and had the support of the French Navy near Green Cape.
 
Judging by that dev diary where the dev as Germany in singleplayer completely stomped Britain and then Canada with subs alone within a year, it doesn't look like the AI knows how to handle the new mechanics adequately at all.
And they stated that was part of why the release date is still tbd. (That the ai was still being worked upon.)
 
can you support a army navy air force with natural\artificial production or are you so starved you can do nothing.
Perhaps you find my lack of faith disturbing talk me down I want to like this.

You're in luck, this is one of my special skills!

Look at it this way: the world divides fairly evenly between three factions and it's difficult to piss off all three at the same time. Two of them (allies & comintern) have natural oil in fairly large quantities, and are willing to trade a goodly sum. If they don't have enough oil for you you can probably afford to redirect some time and resources to synthetic production. When that fails, you have a VERY large air/armour/navy. I'm almost certain this will be the case bc it will be hard to miss in QA unlike the finer points of balance like doctrines.
 
Hmm. All He really says is that he is not the only guy working in AI.
shultays said he did "some AI" and given the other work he's been posting about (like improved scripting for mods), let's say he's half an AI dev. SteelVolt (the previous AI dev) has been on the Stellaris team since before work on MtG started. No other new developer was introduced to us who's supposed to primarily work on AI. Of course the other devs have to pick up the pieces and keep this thing working. But you don't write a better AI on Friday afternoons after you are done with your primary tasks.

But I distinctly remember podcat telling that they have an additional coder for ai
Do you think podcat would proudly announce that plans changed and they don't get two AI devs after all? I don't.