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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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Right now its a 90% penalty to stats if I recall if you are completely out. and more to speed.
@podcat Although 90% is certainly huge penalty it's still not total realistic. In reality if there is no fuel a vehicle cant move at all. The best historical example is the "Battle of Bulge" where german units were forced to abandon their vehicles due to lack of fuel. I cant see how a tank division can move or an air wing can operate without fuel.
if we made them unable to move certain situations would be too horrible
Yes but you could just depend it on difficulty level. For example in low difficulty levels having only stats penalty but in Veteran at least all vehicles should be immobilized if fuel is completely depleted.
Please reconsider. Thanks a lot.
 
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.

In what game does it work that way?

Not in any Hearts of Iron games that I am aware of.
 
@podcat Although 90% is certainly huge penalty it's still not total realistic. In reality if there is no fuel a vehicle cant move at all. The best historical example is the "Battle of Bulge" where german units were forced to abandon their vehicles due to lack of fuel. I cant see how a tank division can move or an air wing can operate without fuel.

Yes, but the fact this is a game can create some pretty weird scenarios if units just stop moving.
Example is a unit moving from province A to B. A unit can´t stop in the middle, he either cross, is blocked or turn back. Would be funny to see tanks teleporting back because by lack of fuel they need to go back to the province they came :).

-90% is a penalty strong enough to make even a german division with tons of speed buffs to very likely lose to a normal infantary in speed. More than enough to be overrun.

A Light tank III (14km) is reduced to 1,4km/h. Not even counting forest or mountains.
good luck running :).

Enough for even infantary to overrun units.
 
I think the fuel change its a great idea. Because i think with fuel in the navel combat, Doomstacks its near to impossibel. Becuase the Doomstacks need to much fuel, thats why i think we need to use smaller ships to engage convoy or for smaller operations and then for big operations the big fleet. But for that i hope that the fuel silos are expansive to build (because when not we can build 100 of silos and have endless of fuel) and that the big ships need much of the fuel.

I think then in the when the DLC is released. It will be very funny to use strategic bombers as Germany against Soviet Union to destroy the fuel silos and habe a good start with Operation Barbarossa or as England or USA to Bomb the fuel silos from Germany to help Soviet Union.

I think the idea with Fuel is endless. Its great!

Thats why I hope that the constructon cost of Fuel silos are in the game very expensive fom 12000 to 20000.
 
@podcat Although 90% is certainly huge penalty it's still not total realistic. In reality if there is no fuel a vehicle cant move at all. The best historical example is the "Battle of Bulge" where german units were forced to abandon their vehicles due to lack of fuel. I cant see how a tank division can move or an air wing can operate without fuel.

Yes but you could just depend it on difficulty level. For example in low difficulty levels having only stats penalty but in Veteran at least all vehicles should be immobilized if fuel is completely depleted.
Please reconsider. Thanks a lot.
I think a much better approach would be to have a huge penalty to reliability and/or a significant increase in attrition, signaling exactly that a lot of vehicles are getting abandoned in the way, be it in combat, or just from one province to another.
Think about it, a division wouldn't get stuck in place, completely helpless, because they lack fuel, they would at least attempt to retreat/move on with whatever they can take with them, lack of fuel just means that they can't take vehicles.
 
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.
It is true that Coal was never a resource in danger of running out. However, for Germany it was coal that ended up fueling their... fuel needs. That's what Synthetic Oil Plants use after all. And it was coal that ended up powering their power stations - if it could get there.

Realistically a Germany that loses the Ruhr by occupation, by nukes or by strat bomber swarms is dead. (Unless it has expanded in other regions) Because that's where coal was and the coal powered the industry... and the trains. If the coal can't get out of the Ruhr Germany is screwed. Unless it had other sources...

So coal, by being concentrated in just one region of Germany (The Ruhr) in WW2, certainly can make an impact on how Germany plays - if it is threathened Germany has to respond or risk industrial and logistical collapse (If its historical role is properly simulated).

So I'd tie Coal with Synthetic Fuel plants - states with coal get a bonus to their plants output (To represent the fuel not having being expended to haul the coal around) and I'd suggest some decisions that allow the player to choose the degree with which their infrastucture and industry is coal, oil or electricity* powered. As Germany did historically players might opt to place their synthetic fuels plants outside the (then) range of strat bombers to avoid having them bombed...

But that probably adds to much complexity for too little gain.

*I'd suggest state level buildings that consume either coal or oil and in special cases water to produce electricity.
 
I think the fuel change its a great idea. Because i think with fuel in the navel combat, Doomstacks its near to impossibel. Becuase the Doomstacks need to much fuel, thats why i think we need to use smaller ships to engage convoy or for smaller operations and then for big operations the big fleet. But for that i hope that the fuel silos are expansive to build (because when not we can build 100 of silos and have endless of fuel) and that the big ships need much of the fuel.

To piggyback on this, it might mean that fleets "deploy" with more reasonable force structures. Much of the Italian fleet didn't necessarily always go to sea because it was in overhaul or there just wasn't enough fuel.
 
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.

Germany invaded USSR with 154 divisions, 19 were panzer.

Germany should be mostly infantry, and they should use the lions share of their fuel on the army with less and less to the Air Force and navy.
 
I think a much better approach would be to have a huge penalty to reliability and/or a significant increase in attrition, signaling exactly that a lot of vehicles are getting abandoned in the way, be it in combat, or just from one province to another.
Think about it, a division wouldn't get stuck in place, completely helpless, because they lack fuel, they would at least attempt to retreat/move on with whatever they can take with them, lack of fuel just means that they can't take vehicles.
I like very much your aspect. It would be realistic enough if the attrition increased to vehicles due to fuel run out. However what about Air wings ? How can an air unit fly without fuel??
 
If some developer can clarificate the "base gain" and "from 51 oil" in the image.
Base gain from IC, from tech?
 
Yes, but the fact this is a game can create some pretty weird scenarios if units just stop moving.
Example is a unit moving from province A to B. A unit can´t stop in the middle, he either cross, is blocked or turn back. Would be funny to see tanks teleporting back because by lack of fuel they need to go back to the province they came :).

-90% is a penalty strong enough to make even a german division with tons of speed buffs to very likely lose to a normal infantary in speed. More than enough to be overrun.

A Light tank III (14km) is reduced to 1,4km/h. Not even counting forest or mountains.
good luck running :).

Enough for even infantary to overrun units.

I dont think there will be any in game trouble if a vehicle unit stay immobilized in a province due to lack of fuel... It would be realistic.
But anyway... Except of land units. How an air unit could fly without fuel?
 
Can the fuel system be modded to work for, say, ammunition? That is, if someone hypothetically wanted to split infantry equipment into guns and ammo, and use ammo as fuel for infantry, could that be done?
That would be a wonderful idea, although Ammo should be split to Shells and Ammo-Boxs; one for Hard Attack, and one for Soft Attack.
 
It is true that Coal was never a resource in danger of running out. However, for Germany it was coal that ended up fueling their... fuel needs. That's what Synthetic Oil Plants use after all. And it was coal that ended up powering their power stations - if it could get there.

Realistically a Germany that loses the Ruhr by occupation, by nukes or by strat bomber swarms is dead. (Unless it has expanded in other regions) Because that's where coal was and the coal powered the industry... and the trains. If the coal can't get out of the Ruhr Germany is screwed. Unless it had other sources...

So coal, by being concentrated in just one region of Germany (The Ruhr) in WW2, certainly can make an impact on how Germany plays - if it is threathened Germany has to respond or risk industrial and logistical collapse (If its historical role is properly simulated).

So I'd tie Coal with Synthetic Fuel plants - states with coal get a bonus to their plants output (To represent the fuel not having being expended to haul the coal around) and I'd suggest some decisions that allow the player to choose the degree with which their infrastucture and industry is coal, oil or electricity* powered. As Germany did historically players might opt to place their synthetic fuels plants outside the (then) range of strat bombers to avoid having them bombed...

But that probably adds to much complexity for too little gain.

*I'd suggest state level buildings that consume either coal or oil and in special cases water to produce electricity.
Something need for frederich nightmare, iron courtain even ensing mods.
 
That would be a wonderful idea, although Ammo should be split to Shells and Ammo-Boxs; one for Hard Attack, and one for Soft Attack.
shells for art and tanks sound interesting, becose they produces more amount than the gus. For normal inf equipment i feel is no necesary becose the self rifle production is the ammonition and the rates of destruction or gus is good to model that (no one build a rifle and not the bullets).
But some mods have this as equipment and works good becose then affects the str (is bad lossing it when you move and not only incombat but works fine even if i dont like light ammo employment). But values should be equalizated to dont have extremes cases, dont forget eequipment define str of an unit.
 
I like what I hear in this DD. Its exactly what I were hoping for with Fuel.

Can synthetics also be overhauled in this DLC?
— synthetic Oil production should Require manpower to reflect the labour involved in mining the coal.
— Synthetic Rubber should be produced from oil. It should be a good choice for a country like the USA with lots of natural oil, to produce synthetic rubber as they did historicaly
 
To piggyback on this, it might mean that fleets "deploy" with more reasonable force structures. Much of the Italian fleet didn't necessarily always go to sea because it was in overhaul or there just wasn't enough fuel.
Attrition is defibetly needed for ships. A lot of the Atlantic convoy escorts returned to port with significant damage from storms. Far more damage than was probably ever done by German warships on them.
 
I like very much your aspect. It would be realistic enough if the attrition increased to vehicles due to fuel run out. However what about Air wings ? How can an air unit fly without fuel??
He mentioned a penalty to mission efficiency, but not to what degree.
I'd hope that a wing with no fuel would get a 100% penalty, but who knows what'll be.
 
Finland was the #1 supplier of nickel to Germany from 1940 to 1944 (IIRC ~90% of Germany's nickel came from Finland by 1944). Without nickel you can't make shells, engines for prop-pitch aircraft, etc. Finland also produced copper. Perhaps the Kolosjoki nickel and copper mines in Petsamo can finally get some love from PDX, that'd be awesome.
The petsamo nickel mines were strategicaly very important to Germany. To be at war with Russia but not have finland in control of Petsamo was a very bad situalion for Germany. This is why Germany did their best to bring Finland into war with Russia at the start of barbarosa.
The strategic importance of nickel to Germany and its importance in Finland merits it being included as a separate resource.

Without Nickel you cant make such lightweight piston engines- poorer aircraft performance.

You cant make good heat resistant metals
-unreliable jet engines
-problems with rocket design
-problems with nuclear reactors
 
they said it's not moddable (yet) but another dev siad they really wanted to add ammo to the game.
Actually that dev said that HE wanted to not THEY. He also pointed out that his boss was firmly set against the notion.