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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.

upload_2018-6-27_13-32-30.png

(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.
upload_2018-6-27_13-3-24.png


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.
Screenshot_2.jpg


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.

upload_2018-6-27_11-41-38.png


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.
upload_2018-6-27_11-45-24.png


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
 
Last edited by a moderator:
Which nations in WW2 struggled more due to shortage of ammo then they did from shortage of fuel? Germany? Japan? No?
Germany, and at times every other. Yes
 
With resources, specifically fuel becoming more important, I wonder if there are any plans to perhaps look at the trade system? Maybe add some trade interactions such as embargoing country or maybe offering trade deal to a country (so that they have priority in imports from that country). I don't know how useful these features would be in the context of this expansion, but perhaps it's worth considering it.

I'd like to know the answer to this as well. Will you expand the lend-lease system to allow more flexibility in trade?
 
in the patch sticky there are instructions for how to do it. you can first try clearing your local files in the launcher as it sounds like there might be some wierd issue like that
So no answer on synthetic oil? I asked if there will be any changes with this DLC.
 
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.

Let's not get started on how population recruitment works too. Increasing your birthrate shouldn't give you more people to recruit for at least 16 years- depending on the age that qualifies for recruitment in that country.
 
So no answer on synthetic oil? I asked if there will be any changes with this DLC.
What sort of answer are you expecting? If the numbers are being tweaked that is a matter of play testing and balancing and will be in flux almost up until release. So he cannot give specific numbers. Even something vague like they will be increased or decreased is up in the air at the moment.
 
Since you accept the European new rules about data properties, does it mean you will allow your players an option to "op-out" of those data gathering, no matter how useful those are to you enhancing the game with accurate data of how the game is played ? (after all, unless your whole players base refuse those data gathering, you will still have enough to make changes, right ?)
 
Let's not get started on how population recruitment works too. Increasing your birthrate shouldn't give you more people to recruit for at least 16 years- depending on the age that qualifies for recruitment in that country.
I am sure that Alex was not headed in that direction. He is merely pointing out the obvious in that the game gives most countries a recruitable manpower pool which is far too large.
 
I don't like that you want to add fuel, this will make the players instead of using tanks, use infantry with anti tanks. I do not want to see a Germany without tanks and without blitzkrieg.
 
What sort of answer are you expecting? If the numbers are being tweaked that is a matter of play testing and balancing and will be in flux almost up until release. So he cannot give specific numbers. Even something vague like they will be increased or decreased is up in the air at the moment.
I know this, Dalwin. What I am asking is if there are plans for changes or an overhaul in that area too.

The DD is about fuel, and there is now a lot to take into consideration about stockpiling it up for nations who have little oil and need a lot of it for a war, like Germany and Japan.

From now till sometime after release of MtG they will be tweaking it. It goes without saying.
 
I don't like that you want to add fuel, this will make the players instead of using tanks, use infantry with anti tanks. I do not want to see a Germany without tanks and without blitzkrieg.
There is a huge difference between being "without" something and having that thing make up 40% or more of your forces.

It is also not only about having the tanks but about being able to have them run offensive operations 300 days a year. The game as it stands now has no reasonable constraints on such things. Fuel will add back some sanity.
 
I know this, Dalwin. What I am asking is if there are plans for changes or an overhaul in that area too.

The DD is about fuel, and there is now a lot to take into consideration about stockpiling it up for nations who have little oil and need a lot of it for a war, like Germany and Japan.

From now till sometime after release of MtG they will be tweaking it. It goes without saying.
He said everything dealing with fuel is still subject to change. To me that includes how much oil is produced by the synthetic plants and how expensive those are to build. I doubt he is going to get any more specific than that. Certainly making changes to synthetics is not off the table.
 
Germany, and at times every other. Yes

Local shortages due to bad logistics, a broken down train network or bad management is not what I was after here. I meant strategic shortages.

Was Germany really not able to produce ammunition at a rate fast enough on the strategic level to such a degree that it impacted their entire plan of war? ( Like the fuel shortage did ).
 
Local shortages due to bad logistics, a broken down train network or bad management is not what I was after here. I meant strategic shortages.

Was Germany really not able to produce ammunition at a rate fast enough on the strategic level to such a degree that it impacted their entire plan of war? ( Like the fuel shortage did ).
Such things were of strategic importance with artillery shells during the Great War but not so much in WWII. In fact, I see no compromise at all with rolling all aspects of ammunition supply into general supply in WWII.
 
He said everything dealing with fuel is still subject to change. To me that includes how much oil is produced by the synthetic plants and how expensive those are to build. I doubt he is going to get any more specific than that. Certainly making changes to synthetics is not off the table.
That doesn't matter, I am asking the devs about something specific.

it's all very early still, but I still would like to know the answer to my question. This is an answer that you cannot provide me by stating things that I am already aware of.

So my question to you is, why do you feel the need to ask why I am asking?
 
That doesn't matter, I am asking the devs about something specific.

it's all very early still, but I still would like to know the answer to my question. This is an answer that you cannot provide me by stating things that I am already aware of.

So my question to you is, why do you feel the need to ask why I am asking?
I didn't ask why you are asking. I know why, curiosity.

I asked what answer you expect to get. I think it is unrealistic to expect any at all to this question. Good luck, though.
 
I figure this is the case but I just want to make sure: fuel is only consumed by equipment that is in units in the field and not in stockpile, correct?

Which nations in WW2 struggled more due to shortage of ammo then they did from shortage of fuel? Germany? Japan? No?

Well, the Soviets in the winter of 1941/42 did suffer a serious ammo shortage for their artillery...
 
You know what I really thought was missing from this game? Another resource to manage instead of fleshing out more countries' national focus trees was not the answer I would've given.
 
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.

View attachment 383570
(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.
View attachment 383568

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.
View attachment 383554

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.

View attachment 383555

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.
View attachment 383558

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


so here is a question is there a way to upgrate our stuff to be fuel effecnet aka give the tanks and what not the upgrates to allow efficiency to keep going with out regular supply use? like better engine blocks or other things that allows the veachle to go further on the tank of gas it carries? cause we need to know cause a armored force that has the greatest fuel effecency per gallon per mile you will go far.
 
You know what I really thought was missing from this game? Another resource to manage instead of fleshing out more countries' national focus trees was not the answer I would've given.

Fuel is urgently needed in the game. It will give us harder choices to make as the Axis and actually put focus on taking Oil- which is EXACTLY what Barbarossa was about.

And Focus Trees ARE getting worked on. UK, USA and some Democratic middle powers(most likely middle powers) are getting redone.

WW2 was mostly a war for oil- and you think fuel isn't needed?