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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.
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.

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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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The addition you want is motorised artillery... towed by trucks.

I'd welcome this.
The mod we use adds these as unit types. It is called the Alex MP Mod. It does a lot of other things as well that change the game to be more suitable for the style that our MP group plays. As such, though I use it for SP, many players might not like some of those changes. For example, instead of a 5x5 grid for division template, we only use a 3x4 grid. This avoids some of the issues with large units that stack multiple bonuses getting outrageous stats.
 
The mod we use adds these as unit types. It is called the Alex MP Mod. It does a lot of other things as well that change the game to be more suitable for the style that our MP group plays. As such, though I use it for SP, many players might not like some of those changes. For example, instead of a 5x5 grid for division template, we only use a 3x4 grid. This avoids some of the issues with large units that stack multiple bonuses getting outrageous stats.

Thanks for the tip, I'll be sure to check that out! Sounds promising.
 
The mod we use adds these as unit types. It is called the Alex MP Mod. It does a lot of other things as well that change the game to be more suitable for the style that our MP group plays. As such, though I use it for SP, many players might not like some of those changes. For example, instead of a 5x5 grid for division template, we only use a 3x4 grid. This avoids some of the issues with large units that stack multiple bonuses getting outrageous stats.

:) We'll since you mentioned yours ... Authentic Units - Historical Divisions (see signature below) also has motorized unit types. Along with a rework of the artillery sizes (12 guns vs 36) and combat width of the AA (zero). I went with a division designer grid of 4x4, for the same reasons Alex MP mod went 3x4. And there are other changes to make it more historical.
 
can you make it so that you can split trade with the same country, for example if you're the UK and you're missing 4 steel and 3 aluminum, you can give one civilian factory to the USA and get 4 steel and 4 aluminum, reducing wasted resources.
 
can you make it so that you can split trade with the same country, for example if you're the UK and you're missing 4 steel and 3 aluminum, you can give one civilian factory to the USA and get 4 steel and 4 aluminum, reducing wasted resources.
Or better yet, put money in the game, and make it so that you buy resources with it.

You could also have a salary for soldiers, which could reduce infantry spam.

Money could be generated by how many consumer goods factories you have, giving people a reason to get off of war economy when not at war. Truth be told I think the whole economy system needs a look at.
 
Or better yet, put money in the game, and make it so that you buy resources with it.

You could also have a salary for soldiers, which could reduce infantry spam.

Money could be generated by how many consumer goods factories you have, giving people a reason to get off of war economy when not at war. Truth be told I think the whole economy system needs a look at.

There was an older game called Arsenal of Democracy which was essentially a perfected version of HOI2. Paradox licensed the HOI2 engine and two complete games were made out it. AOD was one of them.

It did all of this.

See this picture

008.jpg


See the top right where there is production?

Shifting IC into consumer goods generated money.

See the bottom right corner where there are "expenses?"

You could spend the money on Civil expenditures which kept dissent down, (that's what the "needs 70.57" means. If Germany spends less than that, dissent will tick up.)

You could spend it on Military salaries.

It was an absolutely beautiful game with so so many good ideas for how to make a WW2 game.

Which Paradox neglected entirely when it came time to do HOI3 and HOI4. Sometimes they had similar ideas, but they have always been executed much more poorly. @Alex_brunius can tell you how much worse the synthetic plant system in HOI4 is than the one in AOD.
 
Which Paradox neglected entirely when it came time to do HOI3 and HOI4. Sometimes they had similar ideas, but they have always been executed much more poorly. @Alex_brunius can tell you how much worse the synthetic plant system in HOI4 is than the one in AOD.

The main advantage of the synthetic plant system used in AoD is that it has reasonable limits, not in the cost of building the plants ( which wasn't a historical limit either ), but in that you needed to input energy (coal) resources in very very large amounts to get small amounts of oil out of it ( like historically ).

So while it could help a bit and produce some oil, it was no magical solution that could conjure up oil from no where and make Germany one of the worlds leading oil ( and rubber known in AoD as a part of rare materials ) producers.
 
The main advantage of the synthetic plant system used in AoD is that it has reasonable limits, not in the cost of building the plants ( which wasn't a historical limit either ), but in that you needed to input energy (coal) resources in very very large amounts to get small amounts of oil out of it ( like historically ).

So while it could help a bit and produce some oil, it was no magical solution that could conjure up oil from no where and make Germany one of the worlds leading oil ( and rubber known in AoD as a part of rare materials ) producers.

You mean something like this? Germany 1943, about 550 oil coming from synth factories. I didn't even try to reach absurd numbers, just enough to match production needs. Germany can easily produce 1000 or even 2000 oil. That's one of the great problems in HoI4. While tungsten and chromium remain key resources, oil and rubber become as rare as wood.

hoi4 oil.PNG
 
I often find myself running out of steel. But not oil and rubber because most of the time I play as neutral which have no natural steel to speak of.

In a recent game, I re-created Gran Colombia (My boat don't lie achievement) and I had to import every single freaking steel. Due to a slight hiccup on my part I manage to lose half of the oil due to puppet demand by USSR.... But I still manage to finish it off because I was still Gran Colombia minus Venezuela oil. Just took longer without oil exports.
 
The owner loses the storage space, but it is not captured until capitulation.



yeah thats the goal

To encourage a little of the 'pillage' aspect of war (and also, taking into account real world objectives. ie: The German capture of Allied fuel depots during the Wacht am Rhein offensive of late 44). Why not permit say a percentage of it to be instantaneously seized by the new province controller, with the remainder being withheld in the 'national' stockpile, which is thereafter relinquished following capitulation to the victor.
 
That's great and all but I'm willing to make a hard bet here and now that the addition of fuel will cripple naval AI. Expect AI to waste its fuel on useless patrols that will either just be spammed because programming is hard or will be easy to bait out, then you can naval invade when they run dry.
 
That's great and all but I'm willing to make a hard bet here and now that the addition of fuel will cripple naval AI. Expect AI to waste its fuel on useless patrols that will either just be spammed because programming is hard or will be easy to bait out, then you can naval invade when they run dry.

I'm sure your vote of confidence will inspire the developers to work much harder. :(
 
they produce oil. which is then coverted using conversion techs to fuel. so its a more expensive less efficient way compared to holding wells and trading

While I appreciate that you're dealing with a game balance and a game structure that already exists, this is asinine in the extreme. Synthetic plants directly produce a single hydrocarbon or an incredibly narrow cut fuel if you're good/lucky. There is no way you would refine synthetic fuel to produce fuel. You generally have to add other hydrocarbons back into the fuel to get your desired properties.

If anything with the introduction of fuel you should have synth plants only outputting fuel and add in refineries (since you're adding fuel storage [new building] anyways to the map and refining tech). Then you can make on map resource oil into Crude Oil, and have your refineries output fuel and rubber (representing the byproducts since one cannot add too many different resources) which should be bombable. Without out getting into the weeds (lubricating oil, fuel oil vs light distillates, petroleum byproducts for synthetics [rubber, plastics, etc]) differentiating between fuel for ships, planes, tanks etc this would still provide the necessary balance to make refining Crude much more attractive, but also not have as much of a false choice between pursuing Crude vs Synth. Finally it would prevent Germany and Japan from instantly benefiting from foreign captured oil fields as they currently do since they lack the refining capacity/infrastructure.

I'd personally love to see lubricants (oil) stick around as a resource but that is a little pedantic: though it would force Germany to worry about its crude supply along with the synths for fuel production. There was a neat report I read about the German's review of American vehicles like the Jeep and Trucks. They generally considered them excellent, but impractical for their own use since they burnt too much lubricating oil. It's nuts that Germany had to build their engines tighter, and therefore harder to build and less reliable, since they didn't have enough lubricants to keep their fleets running otherwise.
 
I would also like to see produceable unit 'rations' i.e. consumables for units to keep them up. This covers everything the field kitchens and the field techs need to keep the army in fighting shape. Introduce agricultural factories to depict this part of industry sector. Military Factories cover heavy industry mostly, while civillian cover construction works and light industries - they produce the well-received toasters and toasters for export. Agrarian industry will produce 'rations' for your military - likewise refineries will produce fuel for mechanized units. A high-tech army has higher demands of a country fielding it. Infantry just needs food and billets unless they fights and trains. A tank platoon needs spare parts, lubricants, fuel AND rations for the soft parts. No fuel? Unit cannot move + penalty. Unit has no rations? Attrition of manpower!
So...spamming your provinces with MIL might not be a good option anymore. You now need refineries and agrarian factories to pay for your army's upkeep. This will change the strategy of some players gravely and might limit the factions to their actual capabilities.

BTW: Ship engines can use almost crude oil in an emergency. Tanks will run on heavy fuel as well unless you have gas turbines installed. Planes will not fly on diesel.
Important feature and I really like to implement that: I want to be in control on how many CIV factories are assigned on one project. For instance, I want to build infra or fortifications. Currently, I don't want to because...it is more important to make MIL and the game does not let me allocate 1 CIV for building the bunker simultaneously, while the rest work on other stuff. If I have 16 factories, I want to chose what they do. The interface is already there! Look at producing stuff. Just add 0-15 factories and off you go. Object vanishes again when ready and game tells you 'free CIV factories available'. Why making this so stupid?
 
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Fuel sounds interesting! I am looking forward to seeing how it will work in practice!

Speaking of China, however, it seems to me that the various early penalties are not applied to volunteers, making Axis light armor nearly invincible.
 
I'm still iffy on the addition of a fuel component, or any resource components like ammo or food to be honest; part of the reason I like 4 so much out of the lot was its simplicity after all.

I imagine it'll be interesting to patch the AI to prevent themselves from starving to death.
 
Does anyone have an idea of fuel will effect division spam? That would be great if it did.
 
Does anyone have an idea of fuel will effect division spam? That would be great if it did.
Should only affect:
1. units with fuel consuming equipment like inf with hospital that requires trucks.
2. said units are either moving or in combat.

It most likely won't affect China (pure inf) or fuel heavy nations like US and Russia.

Will be interesting how the ai deals with it. Took the devs a long time to make it stop training new units when low on equipment.