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HOI4 Dev Diary - Fuel

Hi everyone! We have now been working on Man the Guns for a bit and it is time to kick off dev diaries again!

For those who missed it, Man the Guns is the expansion we are currently working on. The main theme is naval warfare and it will be accompanied by the 1.6 ‘Ironclad’ free update. There is no release date yet. We will let you know when we can commit to a date :)
So without further ado, rev up your engines! Today we are going to be talking about fuel...

Fuel is something we originally decided to abstract into the production of vehicles in HOI4. The reasons for this were twofold: It simplified things, making the game easier to get into and learn and it avoided issues with fuel stockpiling in HOI3 (I’ll get to that later). I still think these were worthwhile tradeoffs with the gameplay impacts it had, but some areas, particularly naval warfare, never felt right without an overall worry over a supply for fuel, which essentially drove Japanese war planning historically. This in combination with a feeling that our fans can for sure handle a little nudge towards complexity now kinda cemented the idea that we couldn’t really make a naval expansion without expanding on this area.

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(no numbers are final etc ;))

Land
Fuel is used by trucks, tanks and other land equipment with engines in your divisions. They will use much more when fighting and moving than when stationary or during strategic redeployment (in fact right now those consume no fuel, but that might change with balance work). A division carries a bit of fuel with it ( much like how supply works), so there is a short grace period if cut off. If a division is in bad supply it will refill its fuel more slowly (meaning you won’t be able to attack or move rapidly as frequently), and you might even be unable to refill at all if totally cut off. Being without fuel will negatively affect the stats of the battalions that need it as well as severely impact speed depending on how low they are.
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Air
Your active air wings will consume fuel. The amount will naturally depend on the type of plane (strat bombers love to guzzle down that fuel) but also what mission type. Planes on interception will be very fuel efficient as they only take off when there are enemies attacking ground targets or bombing etc. Transport planes on air supply missions will also be able to deliver fuel to pockets etc. When low on fuel air wings suffer big efficiency penalties.

Sea
Running a lot of active capital ships is something you will need to be careful with in Man the Guns. These behemoths will be going through your fuel stockpile like starved baby whales on the teat. To handle this and make fleets act more realistically and in a more controlled manner we have changed quite a bit here, so stay tuned for future diaries. The main point is that big fleets are costly to run and you will need to make decisions on how to best utilize them and how much to fit into the rest of your fuel use. Speaking of, you’ll be able to control who gets first dibs on fuel through prioritization just like with equipment (but we are also working on adding extra controls on top of this so you can more easily balance between the different branches of the armed forces). A fleet that is low on fuel will suffer penalties to its stats as well as operational range.


Production
Fuel is produced from unused oil, and equipment that used to use oil now no longer need that to be produced. I am currently looking into possibly adding copper or another resource in its place (and in some other places), but we will see if that ends up being a good idea or not ;) Will let you know. Anyways, if you are low on fuel there are several ways to go:
  • Acquire more oil rich states.
  • Increase infrastructure on your own oil rich states.
  • Trade for foreign oil.
  • Build synthetic refineries.
  • Lend leased fuel.
  • Capture enemy stockpiles.
  • Research improved oil to fuel conversion technologies.
  • Each unit of oil you have access to use your current techs to generate a certain amount of fuel. This fuel is then put into your stockpile for use by your forces.
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Stockpiling
Fuel is possible to stockpile, in fact it is necessary if you can’t guarantee a steady stream of produced fuel during wartime. The size of your national stockpile will depend on the number of states and their infrastructure, your economic law and if you have built Fuel Silos. This is a new building that takes up shared slots and will probably provide the majority of your stockpile space. It is also a building that can be damaged from bombing etc. which in the worst case could lead to a loss of fuel. Capitulating enemy neighbors is also going to be a good way of acquiring more fuel as it will work just like seizing their equipment stockpile in that respect.

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HOI3 also had stockpilable fuel, and there it was quite a problem. As a beginner you did not know how much (or even that you had to) stockpile and as an experienced player there was no issue in making a stockpile big enough that you wouldn't ever have to worry. In HoI4 we are aiming to force a tradeoff between building up your industry and increasing the stockpile (have to spend civilian factories to get more oil from trade instead of building more factories) as well as trying to keep the total amount you can stockpile within reasonable bounds. Our goal is fuel as something you’ll need to consider for all your operations and playing it really safe will mean less industrial output in the long run.

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!).

We are still working on all things fuel so I’ll wrap up here. Hopefully it gave you an idea of what we have done and are planning to do. I’ve saved some interfaces talk for future diaries, and also, be aware that many things could end up changing based on gameplay feedback. Rest assured though, I’ll keep you updated on stuff like that in these diaries up to release. This is not really anything out of the ordinary, but I usually keep systems like this that need long term balance and iteration for later. Fuel however ties into a lot of future topics, so I wanna make sure you are all clued in :)

Now for something completely different...
I assume nobody has managed to avoid having their mailbox fill up with fun updated privacy policies and things related to the new European General Data Protection Regulations (GDPR). During all this a really smooth looking lawyer dog in the smartest little suit I have ever seen came over to visit us from Brussels. He told us there are a bunch of regulations we too need to follow in our games… so to make sure we remained Good Boys in the eyes of the law we have added a couple of things to Hearts of Iron IV. The most important is to include our Privacy Policy in the game and making it easy to find.
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Legal texts are long and boring and nothing has really changed in how we do things. So I would rather spend my time answering questions here and writing the rest of the diary, so I will refer you to check it out ingame or here if you want to.

What I would rather talk about is how gathering data from players is useful to us. Because it is. Super useful! Without telemetry we would be resorting to guesses and risk only the most vocal minorities to be heard. For example, telemetry data is one of the major things we look at for deciding what nations to develop focus trees on. We get data on how popular difference choices are for focuses, letting us spot balance issues or unpopular paths that could use some love and care. We can spot if new out of sync errors are introduced in multiplayer in graphs and get crash reports automatically uploaded to help us fix problems easily. All this, combined with a scoopful of forum reading, is what helps us steer this ship, so thanks for helping :)

Oh I almost forgot, because we had to make the GDPR compliance hotfix we managed to sneak in a fix you guys have been asking for. We solved an issue for a case in China (similar things could also happen elsewhere) when a nation had both a takeover and inherited wars (like when seizing ownership in the Chinese power struggle) and was at the same time occupied. As a Japanese player this would lead to the less than happy situation of seeing your occupied areas flip back to the enemy and leaving troops cut off from supply. We also fixed a crash issue that was reported in some big mods. The patch should be releasing shortly.

Next week some of the team will be on summer vacation (including me!) but Bratyn is going to be here to talk about all the awesome stuff he has been doing with Britain, so don't forget to tune in!

  • Fuel for Thought
  • The Rise of Legal Pooch: GDPR always strike twice!
  • How we sell your personal data to Big Pharma for cocaine in 3 easy steps!
  • We have updated our fuel policy
  • Starved Baby Whales on the Teat is actually the name of the HoI 4 punk rock band playing at PDXCON 2019
  • Fuelling your conquests
  • Some of your data is belong to us, if you are okay with that
  • Help us help you help us
  • Our coders call it Nightmare Fuel actually
  • Adding fuel to the fire that engulfs the world
  • Anyone doing a dramatic reading of our privacy policy may request one Admiral to be added to the game
  • Proudly Introducing Gasoline Mana
 
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Question is - what is that? It is lighter than LARM and available only in 1941. So, don't think it is armored cars.

At a guess, it's one of three things, amphibious invasion vehicles, armoured cars, or branching off into tanks designed specifically to be used by airborne divisions. Something like LSTs seems most likely to me, given the theme of the DLC.
 
The Royal Navy switched to oil firing well before WWI. Germany was never in any danger of running out of coal, making it a largely useless ressource for them because they don't have to care about it. Neither does Japan (coal was one of the few things Japan was largely self-sufficient in). That means neither nation needs to trade for coal or care about conquering more coal. Neither do Britain, France or the US have to care about coal. Not sure about the Soviet union, but never heard that they were close to running out. Copper was a much more sought-after resource.
That's not true at all about German coal. Getting more coal was a MAJOR issue for them. A lot of German coal mines at this point produced lower quality coal than their neighbours and another major issue is that even when they produced enough coal they could not get it to where it needed to be due to transport issues.
 
That's not true at all about German coal. Getting more coal was a MAJOR issue for them. A lot of German coal mines at this point produced lower quality coal than their neighbours and another major issue is that even when they produced enough coal they could not get it to where it needed to be due to transport issues.
yes mobilization should reduce production of resourses so they would need foreing mines.
 
I apologize if this has been answered already, but will fuel go bad while in storage? It's my understanding that processed fuels can only last about 6 months before needing stabilizing chemicals or other treatments.
 
The nickel and copper from Petsamo is completely omitted from the game. The Petsamo nickel deposit is the largest in Europe. In-game Petsamo has 0 resources, and there's no possibility to prostect for them. Yup, zero, zilch, nada.

Germany wouldn't have been able to continue the war as long as they did without Finnish nickel. The main reason they even gave up Petsamo in 1944 was that they had hoarded enough of it to their stockpiles to last them till 1946.

Btw the resources in the game are quite arbitrarily distributed and often don't make much sense. E.g. Sweden has six times the steel they had IRL. Germany has far less than it should, etc.

Given nickel's use, I'd represent it as tungsten and aluminium within the current set of resources and give Petsamo a hefty lump of both. In my MP mod I gave it 60 of both, which I didn't feel was too much seeing how nearby Kiiruna in Sweden has a whopping 56 tungsten, 70 steel and 35 chromium. At the time of me adding those resources to Petsamo the Kiiruna mines used to have even higher amounts before they made infrastructure impact resources. Ideally Petsamo's nickel would start low in 1936 (as mining or construction of the mines didn't start IIRC until 1937), but could massively be expanded through Finnish (and perhaps German) focuses and decisions.
Totally no Swedish Bias eh Paradox? Greece is another example of large deposits of resources.
 
Cheers for the DD Podcat, and the extra info Archangel/Bratyn :D (and the singing Tristan :)) Fuel is very exciting, particularly from a naval perspective - every game needs more metaphorical starved baby whales on the teat :). Fuel silos also exciting :).

In celebration of fuel entering the game, here's a pic of one of the more important deliveries of fuel in the game - Ohio entering Valetta Harbour, Malta, at the end of Operation Pedestal - as can be seen by how low she is in the water, it was a close-run thing (even after getting some help from other ships in the convoy - if you look closely you can see a destroyer on her port that's helping keep her afloat)!

Ohio entering Valetta harbour.jpg


lawyer dog in the smartest little suit I have ever seen came over to visit us from Brussels.

Lawyer dog, you'll be libel to find him cute and adorable :D.

Anyone doing a dramatic reading of our privacy policy may request one Admiral to be added to the game

If this were true, I would so be organising a mass of dramatic readings :D.

As well as many of the English Capital Ships.

As best I recall, the only English 'once-was-a-capital-ship' that went into any war zones was the disarmed HMS Centurion (she was given wooden guns and sent to the Med and then the Indian Ocean to try and make it look like there were more BBs there). Iron Duke was also around as a gunnery training ship (then depot ship). But for actual ships that took part in combat operations, I think in the RN you need to go down to trawlers/minesweepers. Even Germany converted Schlesien and Schleswig-Holstein to partially burn oil (although they still burned some coal by the look of it).

mate coal was all but completely obselete by WW2. Germany even back in the Wiemar period invested millions into systhetic refineries (shit that turns coal into fuel) because they needed fuel so badly and beause they literally could not use up the coal they produced.

Coal still takes a lot of manpower to extract - something I only found out recently was that the UK had a shortage of coal during WW2 (not right away, but sooner than one would expect) because they needed the manpower elsewhere (and the type of manpower best for extracting coal - fit men - also had a fairly strong overlap with the type of people best for the armed forces). I haven't read anything about coal mining in Germany, but I can't imagine they wouldn't have preferred to have been able to use the manpower elsewhere.

Considering that many authors agree that the only success of the allied bombing campaign on Germany was its effect on fuel refineries and stockpiles as opposed to industrial output (which continued growing throughout the war)

Industrial output growing does not mean the allied bombing campaign didn't affect it though. A 'micro' analysis of individual factories makes it clear it was very disruptive at the individual factory level (and even moreso on production once the Allies worked out that hammering infrastructure would upset supply chains). I could be wrong, but I'd wager that the impact on fuel refineries and stockpiles would have been more pronounced because they were fewer of them (so a focussed attack on fuel-related infrastructure would be attacking a larger proportion of that segment of the economy than looking at bombing relative to industry more broadly).

Oh no...I mean hype for the new DLC, but Fuel? I want pre-1.5 HOI4 back :(:(:(

Probably worth waiting to see how it plays before getting worried. Fuel was a hugely important element of the Second World War (or warfare during that time period), so having it in the game should provide more historically plausible interesting choices, and make warfare more realistic, and there are plenty of ways to do that without making it a micro nightmare. Fingers crossed it'll be all good :).
 
With fuel added it is time for Soviet revenge on beloved by devs Germans. What will you do with all your cool focuses, when I just early-justify on Romania and take it? (evilly laughs)
 
Cool! But will we see Currency make a comeback as well? My main complaint with HoI4 was that is was very simplified compared to you guys other games. Like no currency, very little politics and no fuel. But seeing fuel make comeback makes we want nations with a more complicated economy system rather than just factories.

This game was made oversimplified on the beginning because it is supposed to be a game with 10 years of DLC, to make it more complicated each time one DLC is out. (and kind of easy against AI since AI doesn't use most things -ever had air invasion from AI ? for my part, no so since I don't play multi, I don't garnison a little of my land against such threats when my army marchs to the enemies to avoid my army being supply-cut)

As for the added resources, it is like mods "The Resource War" and "Expanded Resources", so I guess in that DLC, you will have free fuel but with the DLC, you will get all the cool options to rationalise your fuel and control its use. (forcing you to buy it to really see the real usefulness of fuel)

I still hope that supply trafic will be changed !

If I play SU and win WW2 and get most of Europe (Eastern at least as puppet then annexed), build infrastructure to max all over then start a war against Allies, I don't understand why my supply fleet should go through Allies controlled sea instead of using land only to supply my troops which are on my fully infra territories... (which is a part of why I build infra to max, better supply routes) (especially, having convoys from Vladivostok to the Baltics or Northern Russia, getting every chance to be destroyed -especially if I don't take control of Suez and the Med- going around Africa... with Allies having control everywhere except Black Sea)

Why not convoys switching to train&motorised vehicules (you produce or just as "convoys") to be land convoys and make full use of infrastructure ? (or having an option "do not use convoys" but only "use land", so you still need convoys but they will only be spent "on land" and you will see a good logistic if you have lot of infrastructure)

Still hope that you won't make special forces like tank div (only 400 allowed or something)... if you have the resources to do so (produce those then have enough fuel and supply reinforcments), you shouldn't have trouble having a massive tank army so why limit that ?

And that if as Germany, I capture SU oil field (Baku), I get their oil reserves in that place along with the oil producing facilities before having capitulated SU and not after only since the war against Allies would still be on with low fuel. (or do you play some decisions for SU "Oh no, the Nazis are coming, if they are too close, blow everything" to make it sure that all those won't be of use for several months but if Germany is repelled, you destroyed for nothing and take months to repair and so, you punish those who gave the order to push the destroy button :p)
 
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I am of the opinion that state infrastructure levels should impact the amount of supplies/fuel storage for the country overall, and that storage for each state should go up for each infrastructure level invested.

Mind you that this should be a small amount, and that damage to each level of infrastructure should destroy the amount of supplies that would hypothetically be stored at that location.

If, hypothetically, a single state nation had lvl 2 infrastructure, and was knocked down to lvl 1 infrastructure via bombing, and each level of infrastructure held 100 supplies (making the single state nation have a cap of 200 supplies for this hypothetical) and the nation had 150 supplies in its stockpile, it would lose 75 supplies as you would calculate that 150 supplies spread across 2 infrastructures would mean about 75 supplies per infrastructure level.

Harbors should also have natural warehouses and fuel tanks, and that damage to a harbor level would also destroy the supplies stockpiled their, and that upgrading harbors would also slightly boost your overall supply stockpile.
 
If your tank div are standing still (doing some bunker line with enough air defense (infras and planes) to not be bombed), will they still be effective if you don't have enough fuel (but they are standing still, not moving at all ! and only have minimal fuel level) or doing the same with infantry+antitank gun+antiair+arti will be more efficient ? (if I have enough manpower and factories to produce all that and will those use horse to move all that or fuel motorised units ?)
 
Since you are working on a Naval Rework, could we please have something like Re-Supply Subs?

As a secondary source of supply streams, so that Japan can trade with Germany over land trough Russia like they did historically. Or Hawaii for the pacific, or Singapur für SE Asia.

Supply would flow to these Hubs, and then outward to the nearest targets from these hubs. Only works with Level 10 Ports.
 
Cheers for the DD Podcat, and the extra info Archangel/Bratyn :D (and the singing Tristan :)) Fuel is very exciting, particularly from a naval perspective - every game needs more metaphorical starved baby whales on the teat :). Fuel silos also exciting :).

In celebration of fuel entering the game, here's a pic of one of the more important deliveries of fuel in the game - Ohio entering Valetta Harbour, Malta, at the end of Operation Pedestal - as can be seen by how low she is in the water, it was a close-run thing (even after getting some help from other ships in the convoy - if you look closely you can see a destroyer on her port that's helping keep her afloat)!

View attachment 383686



Lawyer dog, you'll be libel to find him cute and adorable :D.



If this were true, I would so be organising a mass of dramatic readings :D.



As best I recall, the only English 'once-was-a-capital-ship' that went into any war zones was the disarmed HMS Centurion (she was given wooden guns and sent to the Med and then the Indian Ocean to try and make it look like there were more BBs there). Iron Duke was also around as a gunnery training ship (then depot ship). But for actual ships that took part in combat operations, I think in the RN you need to go down to trawlers/minesweepers. Even Germany converted Schlesien and Schleswig-Holstein to partially burn oil (although they still burned some coal by the look of it).



Coal still takes a lot of manpower to extract - something I only found out recently was that the UK had a shortage of coal during WW2 (not right away, but sooner than one would expect) because they needed the manpower elsewhere (and the type of manpower best for extracting coal - fit men - also had a fairly strong overlap with the type of people best for the armed forces). I haven't read anything about coal mining in Germany, but I can't imagine they wouldn't have preferred to have been able to use the manpower elsewhere.



Industrial output growing does not mean the allied bombing campaign didn't affect it though. A 'micro' analysis of individual factories makes it clear it was very disruptive at the individual factory level (and even moreso on production once the Allies worked out that hammering infrastructure would upset supply chains). I could be wrong, but I'd wager that the impact on fuel refineries and stockpiles would have been more pronounced because they were fewer of them (so a focussed attack on fuel-related infrastructure would be attacking a larger proportion of that segment of the economy than looking at bombing relative to industry more broadly).



Probably worth waiting to see how it plays before getting worried. Fuel was a hugely important element of the Second World War (or warfare during that time period), so having it in the game should provide more historically plausible interesting choices, and make warfare more realistic, and there are plenty of ways to do that without making it a micro nightmare. Fingers crossed it'll be all good :).
Yes. Without the bombing campaign industrial output would have grown even more. Also how much of that industrial output was directed towards countering the bombing campaign. Fighter aircraft, anti-aircraft artillery, searchlights, garage balloons, concrete and steel for shelters.

When you look at the huge numbers of AAA guns made by grant just think what they could have done if they had been directed towards anti-tank guns or regular artillery. Not to mention the redirection of the gun crews.
 
It is a stat on equipment, much like soft attack. There are a bunch of modifiers that affect fuel usage. That's about it.
Oh well, that's not ideal for modding, by can be worked around, I suppose.
Any chance to give a shot to be more mod friendly in the end?

yeah all stats. a tank that cant move effectively cant really be where it needs to be etc.
This reminds me, will the penalties be on a battalion level or on a divisional level?
If the penalty doesn't apply to battalions, it'd be pretty easy to cheese it by making divisions with just enough tanks to still be an infantry division.
And it would also not make much sense for a division, for example, with 4inf x 3tank to suffer penalties to defense, org and other stats which comes predominantly from infantry battalions.
EDIT: Wait, never mind, just realized that if it's tied to equipment, that shouldn't be an issue, right?


Another question, will convoys also use fuel?
Probably shouldn't be much, especially when you use them to import oil itself, but I suppose it would make sense for them to use some.
Or maybe we'll see a specialization of convoys to be tankers, but that would likely be more explored in the main naval DD, as they would probably be used to refuel the navy at sea.
 
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They are historical. But it's not historical that 33% of a nations entire population ( including old, children ) can be fielded as frontline soldiers in divisions.
Well they "can" It's just not a good idea :p
 
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Is that a new hat I see?
 
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