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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
 
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Will this neat addition make you give Bessarabia the strategical significance it had in WW2?
The Soviet Union seized it because of the Oil Fields there, those were vital for them, as well as for Germany. That's why Hitler was so keen in retaking it as fast as possible.
Sadly right now Bessarabia holds no Oil as ressource.

Maybe considering giving it a nice big Oil-boost to make it really an important decision to secure it as either sides of the war :)?

I've never heard of any oilfields of importance in Bessarabia during that period. The Soviet Union seized it because it used to be part of the old Empire and because it gave access to the Danube, not because of oil, which they had plenty of in other areas. The main oilfields of Romania were near Ploesti, which remained part of Romania and was the main source used by Germany. As far as I know, by 1927 2/3 of the oil wells were in the Prahova district (= around Ploesti), with additional wells in the districts of Dambovita and Buzau, which are nearby. The closest oilfields to Bessarabia were near Bacau, which was still over 50km away from the "border" to Bessarabia.

If Bessarabia held any noticeable oil-reserves, Hitler would have cared more about the territory falling to the Soviets under their treaty.
 
How many real WW2 countries were limited in the forces they could field or had to disband divisions based on by how much food they could produce?

None as far as I am aware. ( Maybe nations like India and China? I don't know ).
I think general supply covers food as well, so a new category shouldn't be needed.
Ammo, on the other hand, especially for artillery, is a huge logistics challenge, that should be a special category.
 
I think general supply covers food as well, so a new category shouldn't be needed.
Ammo, on the other hand, especially for artillery, is a huge logistics challenge, that should be a special category.

Having alot of artillery already is a logistical challenge since it needs over 3 times as much supply as infantry does.

And couldn't the cost be added without needing a new special category as well? For example like previous HoI games required you to spend Industry points to build supply?

That way Artillery which requires more supply, would also require more industry to maintain. If anything why not allow a bit of stockpiling of supply ( It worked fine in HoI2 and HoI3 ).
 
You may be right.

Or we could go all the way and follow NATO:

Classes of Supply
NATO classes of supply are established in the five-class system of identification as follows:
Class I
Items of subsistence, e.g. food and forage, which are consumed by personnel or animals at an approximately uniform rate, irrespective of local changes in combat or terrain conditions.
Class II
Supplies for which allowances are established by tables of organization and equipment, e.g. clothing, weapons, tools, spare parts, vehicles.
Class III
Petroleum, oil and lubricants (POL) for all purposes, except for operating aircraft or for use in weapons such as flamethrowers, e.g. gasoline, fuel oil, greases, coal and coke.
(Class IIIa - aviation fuel and lubricants)
Class IV
Supplies for which initial issue allowances are not prescribed by approved issue tables. Normally includes fortification and construction materials, as well as additional quantities of items identical to those authorized for initial issue (Class II) such as additional vehicles.
Class V
Ammunition, explosives and chemical agents of all types.
 
@podcat

not sure what the new unit on the light tank tree is, but please don't add armored cars as a buildable unit type, they make no sense at division level; if you want them in they should be either abstracted as recon (as it is now) or a separate support unit type, but it's pointless having both armored cars and light tanks

how many armored car divisions were there in WW2?

of course, it might be something else entirely :)
 
Armored cars could be used to give extra recon over what you can currently get with the recon Company.

Currently you have very Little Control over the recon value, in fact I don't even know how it works other than a recon advantage is Worth the same as 5 skill levels. But I can not say if two divisions in combat add togther their recon values or not.
 
if you want to try that kind of thing there is a mod called the Resource War on the workshop that adds food and such.
Yes, the mods that add rations and ammo (i dont like so much the ammo for all units, its supposs that supply cover ammo well becose you dont destroy the equipment prod.lines you are using mybe art and tanks could use ammo separate but is dicutible). The problem with all fuel is that works different that a simple equiment.
The equipment lack affect str, a unit with no rations is weak but a unit with out fuel will have a negative modiffer. Is rational that rations/ammo is left for mods, they need a logitical supply common, different to fuel wich needs ai managment.

Coal or old generic energy could be added for me as a roof for production and systetic oil. Or at least make a tool to support this kind of conversions for modders if developers think is no a good achivment for vanilla game. some mod uses negative resourses for systetic plants, i think its no so bad but...
 
Classes of Supply
NATO classes of supply are established in the five-class system of identification as follows:
Class I
Items of subsistence, e.g. food and forage, which are consumed by personnel or animals at an approximately uniform rate, irrespective of local changes in combat or terrain conditions.
Class II
Supplies for which allowances are established by tables of organization and equipment, e.g. clothing, weapons, tools, spare parts, vehicles.
Class III
Petroleum, oil and lubricants (POL) for all purposes, except for operating aircraft or for use in weapons such as flamethrowers, e.g. gasoline, fuel oil, greases, coal and coke.
(Class IIIa - aviation fuel and lubricants)
Class IV
Supplies for which initial issue allowances are not prescribed by approved issue tables. Normally includes fortification and construction materials, as well as additional quantities of items identical to those authorized for initial issue (Class II) such as additional vehicles.
Class V
Ammunition, explosives and chemical agents of all types.
To elaborate on this:

Classes II and IV are just equipment and stuff that are adequately modelled by infantry and support equipment today, so we need not worry about those. If you don't produce enough your divisions will fight less effectively.

Class I (rations) is just dependent on the number of people in you army, it doesn't matter what they do, and whether they're infantry or artillery. Too little should hamper combat effectiveness and ultimately make you start losing soldiers.

Class IV (fuel) is expended by moving and maneuvering, and without it you'll become static.

Class V (ammo) is expended by fighting. Most by artillery and bombers, second most by tanks, third most by infantry. Without it you lose.
 
I've never heard of any oilfields of importance in Bessarabia during that period. The Soviet Union seized it because it used to be part of the old Empire and because it gave access to the Danube, not because of oil, which they had plenty of in other areas. The main oilfields of Romania were near Ploesti, which remained part of Romania and was the main source used by Germany. As far as I know, by 1927 2/3 of the oil wells were in the Prahova district (= around Ploesti), with additional wells in the districts of Dambovita and Buzau, which are nearby. The closest oilfields to Bessarabia were near Bacau, which was still over 50km away from the "border" to Bessarabia.

If Bessarabia held any noticeable oil-reserves, Hitler would have cared more about the territory falling to the Soviets under their treaty.
The Russians also took Northern Bucovina, which was never a part of the Russian Empire, nor in the Russian sphere in the secret clause of the Molotov-Ribbentrop Pact.

This rang some alarm bells in Berlin, as it proved Russia could potentially threaten Germany's primary source of oil before Germany was ready to confront Russia. Indeed later in private talks with the Finnish leadership in June 1942, Hitler admitted that he was wary of Russia seizing the Ploesti oil fields in 1940, when Germany was still unprepared for a war in the East.

Btw this was actually the second time the Russians violated the M-R Pact. The first was with the invasion of Poland: Russia was supposed to attack at the same time as Germany, but decided to wait until the 17th of September to see how the invasion progressed, before joining in.
 
I hope they add motorized (truck pulled) artillery as a variant and it uses some fuel.

This is a great step forward for the game. Slowly the missing features and mechanics and complexity are being added back in. I just hope this DLC doesn't take forever to release.
 
Btw this was actually the second time the Russians violated the M-R Pact. The first was with the invasion of Poland: Russia was supposed to attack at the same time as Germany, but decided to wait until the 17th of September to see how the invasion progressed, before joining in.
And the resulting border was not the same as was agreed in the original pact.
 
The argument is that the owner would have just destroyed or moved it if it got too close to the front, so it makes more sense to me to have the capture on capitulate like other stuff
How about using the equipment capture introduced last patch, will we be able to capture enemy fuel after combat?
 
Fuel is not an Equipment so it probably wont be captured but it would be kind of nice if you could capture it during combat.
Indeed, that's why I'm asking, it'd make very much sense to use that mechanic in this way.
 
Maybe the economy could use fuel? To power civilian trucks/cars. For minors who have 0 oil, they could deal with a small debuff.
the economy of the countrie goes behind scene in HOI, you only see the efects on the state. In long termn mod market economy should autogenerate IC with the time dislike planned econmies.

I was thinking a lot in resourses and in my perpective the resourses should be trimmed down by -% production based in thr level of industralization, similar to the spirits presented in 8 years of resistences (wich balances very well the game), do decrecing the extraction of resourses when you go more industralizated becose the country economy needs this materials (dont going so deep in the ghost economy we dont see). So if you get more and more IC (without invations) country state should need to import resourses for military industry. the countries as british protectorades and colonies of iron courtain colonies concept (british malasia mainly) should have some special treat
 
Fuel is not an Equipment so it probably wont be captured but it would be kind of nice if you could capture it during combat.
and thanks god its no a equipment becose will not tide down the str.