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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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This bug has been in the game since late April. Something a little more informative than "no more hotfixes until the DLC drops" would be nice.
Not sure what you expect TBH. Of course they know the bug exists and of course carrier warfare is going to be looked at in a naval-themed expansion. What more could they say?
 
Oh boy do you guys ever know how to get me all giddy.
Still a bit disappointed you guys missed the great marketing opportunity for a naval US/UK DLC that was the 6th of June though...:confused:
With all this trade war stuff going on today, PDS is also missing a ripe opportunity to market a certain game that starts with a V and ends with a 3!
 
Looks like a great addition!
Just wondering if there will be any representation of civilian fuel consumption and if there will be national spirits representing things like the high octane fuel used in aircraft?
 
Dear Devs

Will you add more start dates to hoi4.
They already said many times that they won't and why they won't.
Basically it's a very high maintenance feature that only a very small fraction of the playerbase will ever experience.
 
Looks promising! Maybe include "Food" as a resource eventually. This might be a limiting factor when considering the amount of divisions to field especially those heavy with Infantry battalions. Partisan, people army and irregular troop land doctrines may give bonuses to food usage/consumption as guerillas live off the land. This might also be a consideration when building slots are unlocked. Perhaps when first unlocked they start as farms, factories are built over farmland and the farm is replaced by a factory. Fishing/commercial port as a new building?
 
Hello,

1. if there are fuel silo there should be an option (maybe for strat bombers) to destroy them . That would give strat bombers a very usefull mission. People would have to defend the fuel silos with all costs. As it was in real ww2.

2. Till today all navies using auxiliary ships for supply reason. https://en.wikipedia.org/wiki/Oiler_(ship) Maybe the usually transport ships can do that,too. I believe that would make the game to much difficult but for a realistic gameplay it should be added. I dont know.
How often do I need to repeat this...

Fuel silos are buildings. Right now you can choose the priority buildings to be bombed with SB. That means you can bomb silos.
 
Exactly.

Just curious as to why such an obvious bug hasn't been fixed yet.
That's fairly straightforward: because it's not worth going through the complex process of fixing and testing on a part of the game that they probably have started to overhaul for the next expansion.

Also it's arguably not the worse of the bugs that are in the current version, and they have to draw the line somewhere. They fixed the Chinese Power Struggle instead, and that one could actually ruin a playthrough.
 
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how about they say literally that?
They have. Multiple times. Archangel and podcat both said the bug will be adressed during the naval overhaul. Now you may not like that... but it is what it is.
 
They have. Multiple times. Archangel and podcat both said the bug will be adressed during the naval overhaul. Now you may not like that... but it is what it is.
And the naval overhaul is going to be big so it is pointless to spend resources on a fix (if that is even possible) and instead spend those resources on the overhaul that should fix this problem and more.
 
Exactly.

Just curious as to why such an obvious bug hasn't been fixed yet.
Because the mechanics of it are anything but obvious. The intricacies of air and naval interaction and that of land based versus carrier planes, is all quite elaborate. If it were an obvious fix then a hotfix would already have been released a month ago. I know a couple of modders who spent weeks working on it and have cobbled together a partial solution, but it is rough around the edges to say the least.

Now take the above idea and couple it with the fact that those very same mechanics are in the process of being reworked. It hardly seems like a good investment in development time any more. We all wish that bug had not crept in, but now that it has, waiting for the pending naval update to fix it is the practical answer.
 
@podcat. What do you think about having to not only store fuel, but allocate a certain amount of to a theater. For example, before invading the Soviet union as Germany, you have to stockpile fuel for that particular attack since its so massive. The theater stockpile would be separate than the overall stockpile of the country. I hope that makes sense.
 
You killed off the hardcore/multiplayer community in 1.5, so no need to worry about them any more.

I agree that 1.5 did a big hit to the MP community- but mods solved most of the issues. 1.5 was needed for many things it added overall- the rest are mostly tweaks which modding was already doing.

And honestly the MP community is very much alive still- surely no more than 20% of the more hardcore players actually left MP.
 
I agree that 1.5 did a big hit to the MP community- but mods solved most of the issues. 1.5 was needed for many things it added overall- the rest are mostly tweaks which modding was already doing.

And honestly the MP community is very much alive still- surely no more than 20% of the more hardcore players actually left MP.
If anything, my group has grown. We are playing this round with 10 guys instead of our usual 6.