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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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I Like the addition of fuel it is needed to control the late game which is unplayable with the massive armies that get spammed! A couple of major concerns that i have not seen talked about yet but i did not read all 22 pages so I might have missed it either way here we go.

1. Is the AI going to know how to use the fuel system as in limiting or balancing its construction to not have all inefficient units?
2. Is the AI going to build silos in smart places and try to protect them in many games you will get to an AI capital and it will have 1 or no troops in it?
3. Are the silos going to have upgrades to protect themselves against bombing, Germany built many huge silos under ground in caves and under 3 to 4 feet on concrete to make stuff safer from bombs is this going to be a thing will be needed for smaller nations to be a thing or even Germany once it loose air control?
4. Fuel should be added to infantry to represent the fuel it would need such as supply trains and supply trucks that would require fuel this would also help control infantry spam!
5. Any thought about adding ammo also as a supply this would also be a nice way to control balance between air, navy, and land and was a large factor in the war?
5. The Supply system it self should have a fuel requirement as the line get longer and supplies travel further they require more fuel to function!
6 Any thought with adding coal to the game, which could be fuel for factories and shipyards and then with tech be turned into fuel thru synthetic refineries this would majorly represent Germany.
 
We need to be able to :
1. Stockpile all resources
2. Have Fleet Templates. Managing Fleet composition is time consuming and confusing. How about some preferred templates to maximize effectiveness. Like, the 4 carrier thing is a problem and I only found out by someone else's post. A way to produce the Fleet template would be great. Like in production saying produce x # of this template.
3. How about being able to blockade ports. Specific ports, or a country and then tell us how many Subs, etc. it will take for levels of effectiveness.
4. Need an easy way to change out carrier composition too. It is very cumbersome if you have obsolete planes or older models. Currently, you have to go thru every single carrier. It takes too much time.
5. How about Admirals to manage multiple fleets. Kind of like the Field Marshalls now.
6. And, of course I have many more. :)
 
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.
Not really true.
Coal was very important and it was the main source of electricity. Italy was short of it and could import only some coal by train through the Alps (at a much higher cost than by sea import). This was one of the main reasons the Italian war production was very low. Instead in WWI the Italian war production grew at a comparable rate as the USA production in WWII. The difference in WWI was that the country had free access to raw material (and primarily coal).

PS
If possible it would be good to have deposits for any kind of resource. This is what I repeatedly asked since HOI 2...
 
Not really true.
Coal was very important and it was the main source of electricity. Italy was short of it and could import only some coal by train through the Alps (at a much higher cost than by sea import). This was one of the main reasons the Italian war production was very low. Instead in WWI the Italian war production grew at a comparable rate as the USA production in WWII. The difference in WWI was that the country had free access to raw material (and primarily coal).

Was Italian coal transports by ship along the coast to Vichy France or Spain really hampered alot during WW2? I think that route should have been very safe at least until 1943 considering the threat from land based air and smaller coastal warships / subs / mines that Italy could ( and did ) use to punish any allied ships venturing near Axis shores ( like Malta ) from 1940-42.
 
What about Gold reserves??? Completely decisive factor in any warfare!

are they? In any war where the national warchest is up ended, surely the immediate threat of being annihilated is a more imporant factor. The ramifications of leveraging ones Gold Reserves wouldnt be felt until after the war--if you win--or never--if you lose.
 
Oh the humanity. Hoi4 did an amazing job of having an ok supply system, which you didnt need to micromanage, or wonder about unless something went wrong (ie having your infastructure destroyed or trying to cross perilous terrain with too many troops). And now that old kraken is being awoken again with fuel... I really had hoped you finally would have left the age of "stockpile everything" behind.
Please tell me fuel will be a separate 9,99euro DLC so I can enjoy the awesome and much awaited Sea combat enhancement without having to wonder what else I soon need to stockpile. Like food, water, canteens, underpants, toothpicks and well, bullets i would think.
 
What game or mod is that from?
Arsenal of Democracy, with the CORE mod. But that event was also in vanilla HoI2 (and thus AoD), though I think CORE expanded it a bit.

Btw I'd use the much more beautiful E3 map (the one DH based its map on), but sadly CORE was never updated for it.
 
Oh the humanity. Hoi4 did an amazing job of having an ok supply system, which you didnt need to micromanage, or wonder about unless something went wrong (ie having your infastructure destroyed or trying to cross perilous terrain with too many troops). And now that old kraken is being awoken again with fuel... I really had hoped you finally would have left the age of "stockpile everything" behind.
Please tell me fuel will be a separate 9,99euro DLC so I can enjoy the awesome and much awaited Sea combat enhancement without having to wonder what else I soon need to stockpile. Like food, water, canteens, underpants, toothpicks and well, bullets i would think.
I like the fuel system. I don't think I want a return to HOI3 stockpiles either, unless they implement some systems to prevent those massive 99999 unit stockpiles of HOI3, and prevent players from simply stockpiling everything from 1936 because they magically know WWII is going to happen.
 
Arsenal of Democracy, with the CORE mod. But that event was also in vanilla HoI2 (and thus AoD), though I think CORE expanded it a bit.

Btw I'd use the much more beautiful E3 map (the one DH based its map on), but sadly CORE was never updated for it.
You prefer that over Darkest Hour?
 
AoD have some features better than DH, but the engine cant hold all calculation for AoD good for a better maps from vanilla hoi 2 map. i worked with all hoi 2 engines and maps version aviables and heavy modded all maps.

I dont agree the mony idea, i agree some features should be added but mony as hoi tradition way. They must have differ pay (real lend lease), armanment sell (not need to by between states). PBI units is better than money, inflation etc.
 
Not really true.
Coal was very important and it was the main source of electricity. Italy was short of it and could import only some coal by train through the Alps (at a much higher cost than by sea import). This was one of the main reasons the Italian war production was very low. Instead in WWI the Italian war production grew at a comparable rate as the USA production in WWII. The difference in WWI was that the country had free access to raw material (and primarily coal).

PS
If possible it would be good to have deposits for any kind of resource. This is what I repeatedly asked since HOI 2...

Was Italian coal transports by ship along the coast to Vichy France or Spain really hampered alot during WW2? I think that route should have been very safe at least until 1943 considering the threat from land based air and smaller coastal warships / subs / mines that Italy could ( and did ) use to punish any allied ships venturing near Axis shores ( like Malta ) from 1940-42.

Coal (and coastal convoys) were both very important to Italy, and the RN was able to raid the Italian coastline (as well as subs/aircraft, they sent a relatively strong force to shell oil storage at Genoa in one raid early on, and bombarded the main port in Albania* at another). However, the net impact of RN raids on Italian coastal convoys was negligible, and from what I've read coastal convoys in northern Italy remained important and relatively effective until very close to the end of the war.

In terms of Italy's coal supply, pre-war the vast majority was shipped through the Straits of Gibraltar, and at the outbreak of war there were (iirc) difficulties, but longer-term Italy was able to replace its coal imports via sea with coal imports overland - note that the items from Spain mentioned below will be via coastal convoys in the Med:
  • Italy used rail to get around the loss of coal imports by sea: "Italy, meanwhile, imported by rail 13.55 million tons of coal from the Reich, the greatest availability of energy in its history; more than 1.5 millions tons of iron, wood, and other items arrived from Spain nearly uncontested." (from "Struggle for the Middle Sea: The Great Navies at War in the Mediterranean Theater, 1940-1945" by Vincent P. O'Hara)
One thing to keep in mind though is that while the RN didn't effectively disrupt the coastal convoys historically, it was something that would have been tactically possible (the RN and RAF played merry havoc with German coastal convoys later in the war - air-dropped mines and air attack (again, iirc - a little ropey on this) being the key mechanisms, and both would have been possible in the Med as well, had the resources been available, but the RN's focus was instead on convoys to Africa).

Imo, the big thing here would be - what if Italy didn't have access to German (or British) coal? Everything's fine in historical mode, but there are plenty of alt-history scenarios that could play out in ahistorical mode where Italy's coal situation would be anything but assured.

* Can't remember the name off the top of my head - sorry Albania!
 
You prefer that over Darkest Hour?
Of course. To quote a recent post of mine:

Except DH was mechanically more or less the same as HoI2: DD. It had the same shit supply system where if you cut off the capital everything was OOS, it had no fuel, money was pretty useless (yes, you could spend it on decisions - still too abundant and useless), combat was still the same as Doomsday; quantity was always better than quality, economy was the same, etc.

If you want a truly mechanically superior version of HoI2, play Arsenal of Democracy. In many ways that game is still the best HoI to date. You can install the E3 map (the one DH's map was based on) on it as a mod. Though I'd recommend playing AoD with CORE2 (although it uses the old HoI2 map, unfortunately).
 
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.
The current issue of World at War magazine has an entire article about the German coal industry during WW2. Didn't realise how the different types of coal affected industry vs synfuel production. Coal put huge strains on transportation infrastructure, and the draft meant replacement miners were <60% as efficient as the pre-war workers. Good check to see if draft and infrasttructure conditions are affecting industry appropriately.
 
Oh the humanity. Hoi4 did an amazing job of having an ok supply system, which you didnt need to micromanage, or wonder about unless something went wrong (ie having your infastructure destroyed or trying to cross perilous terrain with too many troops). And now that old kraken is being awoken again with fuel... I really had hoped you finally would have left the age of "stockpile everything" behind.
Please tell me fuel will be a separate 9,99euro DLC so I can enjoy the awesome and much awaited Sea combat enhancement without having to wonder what else I soon need to stockpile. Like food, water, canteens, underpants, toothpicks and well, bullets i would think.
Im hoping for a fuel system that simulates production and use but not a HOI3 distribution system. That was aweful. All it needs is to use the current system of working out if they are in supply and assume in supply means in fuel
 
Boi, I can't wait for someone to make a mod with all of these new updates that will make fuel shortage as chronic and crippling for the Axis Powers as it was in real life
BlackICE will probably have that covered. Along with 20 kinds of fuel, 583 models of fuel trucks, and the ability to customize the colour of your tankers, fuel drums, and oil refinery worker hats.