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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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Maybe in a new Video if they wanna show us that, but personaly I think the Devs wanna give a surprise. Easy said: NO!

The only Fact we know is: The Bigger the Unit, the more Fuel it needs. So we have to train with smaller ones (like Torpedo-Boats, Destroyers, U-Boats, light Tanks, light Planes etc.) to get XP´s we need for Research and much more.

The second Training could be Theoretical for the bigger Units (like Battlecruisers, Battleschips, medium Tanks, medium Bombers or whatever) to save Fuel. That could give only the half XP´s like practical Training for the Big Units. But that is only my personal estimating.
 
Can you convert motorized artillery to regular or vice versa? Shouldn't be too hard to disconnect a gun from horses and mount up to a truck right?

For exactly that reason, I imagine, motorized artillery isn't an equipment type, merely a unit type. These new companies use the same old towed artillery & trucks/tractors.
So, in direct answer to your question, yes, you can just change the company type in the division editor. Manufacture some trucks while your divisions are drilling &, presto, conversion complete.
 
Do you know if they have concrete plans doing that in a coming update? Or just a guess (not that it is unlikely that they add supplies and better Resistance)?
Just a guess... I remember that the Resistance mechanic in "For the Motherland" was one of the few things I enjoying in HOI3. That cat-and-mouse game, making the Reich chase you all over Poland, diverting precious resources away from the front, making life hell for the occupiers, so much fun!
 
Just a guess... I remember that the Resistance mechanic in "For the Motherland" was one of the few things I enjoying in HOI3. That cat-and-mouse game, making the Reich chase you all over Poland, diverting precious resources away from the front, making life hell for the occupiers, so much fun!
550.jpg
 
Heh, I was serious. I honestly loved the way it worked, so capitulated countries could do something besides wait.
Granted, I never played that game on the occupied side. But on the occupant's side it was just a dull whack-a-mole.
In fact I'd be glad if the whole resistance stuff (including resistance supression troops) was moved off-map.
 
Granted, I never played that game on the occupied side. But on the occupant's side it was just a dull whack-a-mole.
In fact I'd be glad if the whole resistance stuff (including resistance supression troops) was moved off-map.
Yeah, it sucked in Vanilla. For the Motherland improved it drastically, but it was one of maybe five things that HOI3 did right.
 
Wow. :eek:
Well, then I do not want to know how it was in Vanilla since I only played with all DLC :oops:
You got one factory from the faction leader, very little leadership for research, and virtually no manpower. You basically had to sit around doing nothing for several years, hoping that the incompetent AI could pull off a naval landing and eventually take back your country.
 
so the truck pulling a rocket launcher is slower or faster than the truck having the rocket launcher mounted on top of it.... I am not engineer but I think this doesn't make sense.
 
so the truck pulling a rocket launcher is slower or faster than the truck having the rocket launcher mounted on top of it.... I am not engineer but I think this doesn't make sense.
Well towed rocket artillery is much cheaper to produce than truck mounted rocket artillery, so I imagine even having to produce motorised equipment, it'll still be cheaper in terms of production.
 
So... as predicted in the oil battles prior to release of HoI4, Paradox makes us pay for a feature that should have been in the game from the beginning.

Fuel will be in the free patch 1.6 as far as I understand.

From the Dev Diary:
Since I bet this will be the first question, fuel is going to be in the free update, but there will of course be features in the paid expansion that tie into it (stay tuned for more diaries!).
 
Very nice. But what is the point in motorized rocket artillery compared with pulled rocket artillery

MOT R-ART should probably have better stats to reflect their mobility, e.g. they were fast enough to easily relocate to avoid counter-artillery. I'm not sure of this but I would imagine they were also able to carry and thus fire more ordnance at once compared to towed R-ART.
 
MOT R-ART should probably have better stats to reflect their mobility, e.g. they were fast enough to easily relocate to avoid counter-artillery. I'm not sure of this but I would imagine they were also able to carry and thus fire more ordnance at once compared to towed R-ART.
They already do, Mot R-Art has higher soft attack than towed R-Art. It probably should have higher Breakthrough and Defense as well, but they're the same in game atm.

Edit: towed R-Art 2 has the same BRK and DEF as Mot R-Art, R-Art 1 has lower values in these areas.
Additionally, Mot R-Art adds hardness, towed R-Art doesn't.