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HOI4 Dev Diary - Man the Guns and PdxCon

Hi everyone! We are now back from PdxCon which was an amazing experience. If any of you were there, thanks a lot for coming! I had a lot of fun and interesting conversations with HOI fans and we had a very cool challenge to as Poland inflict as much casualties as possible on Germany in 1939 in just 30 minutes. The winner (all glory to @Zwireq, AKA Zwirbaum) pulled off 1.8 million using clever tactics and a strong cavalry army! What better way to save Poland than to turn the false myth of the polish cavalry charging German tanks around :)

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The myth itself is something based on reality where polish cavalry performed a successful charge early on in the war vs German infantry at the battle of Krojanty. Something the German propaganda machine tried to falsely portray as the poles being unprepared for meeting modern German armor (there were no tanks there). The myth apparently lived on a long time, notably taught in schools and promoted in soviet propaganda… that said, in Hearts of Iron IV at pdxcon the polish hussars did ride out and win!

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The HOI4 booth where we ran the challenge.

We also announced the next big expansion for HOI: Man the Guns.
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Man the Guns will focus on naval warfare primarily but also redoing UK and USA and giving them more fun options. There will also be other new focuses but those are secret for now. We will also be adding fuel to the game which a lot of people were very excited to hear about at pdxcon :)

The UK and US revamps we plan to handle the same way we did Germany and Japan, e.g the changed trees and historical path in the 1.6 'Ironclad' update and the new alt-history paths (despite my perhaps not so subtle hints people have figured out that there is going to be the possibility of a 2nd american civil war among other cool things).

As for the themes we decided to go with naval for several reasons. One, that it fits very well with USA (and they were on the top of our list of nations we felt needed more fun gameplay). Secondly we have already done big changes to both land and air in previous expansions and updates so it was time for the 3rd type of warfare to get its time in the spotlights. Its also currently in my opinion the weakest part of HOI and something we really want to make shine.

We are currently very early in development so things may change, but here are some things mentioned we are aiming to do (in expansion or free update or mixed):
- Ship design and the ability to refit older ships and keep things up to date
- Naval Terrain: different seas will behave differently and suit different ships and fleet compositions
- Revamped naval combat
- Fleets split up into task forces for better control
- New naval spotting system
- Ability to control naval routes and block areas you dont want units to travel through
- Fuel, obviously going to be a massive balance job for us and a big gameplay change for you :)
- Gameplay rules, particularly to help multiplayer groups out when it comes to manage their games
- of course other stuff as well. to be revealed in the future.

We don't have a release date yet, and most of the above is still subject to change because we are are still early. I really wanted to talk as much as possible about what we are up to at pdxcon though :) Hopefully I will see more of you next year there!

We also announced that HOI4 has hit 1 million sales (wooot), and to celebrate that we have decided to make an anniversary edition that comes with a super cool alt history diorama - Italian soldiers raising the flag over the rubble of Big Ben, Iwo Jima style ;). I felt italy invading London was one of the more hearts of iron things there was when it comes to alt-history :)

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We had the first version for PdxCon in the booth fresh from the maker, and you can see it there in the picture above. The anniversary edition is actually possible to preorder already! Just follow this link.

As have been mentioned elsewhere this doesn't mean we are ready to start up regular diaries yet. You guys are not really fans of filler stuff, so we are going to have to wait a little longer for diaries to start up regularly again. I will let you know as soon as we feel ready to start showing things off proper.
 
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It is more of an issue of branching development builds - they started working on new expansion and are developing new build. Going for hotfix, would mean A) going back to the current one, fixing issues, testing them and releasing a new patch. Then it would also cause trouble to reintegrate that solutions into currently developed new build - otherwise you'll go into situation where issue currently present, fixed by hotfix patch, may come back with the new expansion/patch. You could see the issue of branching and backfiring at CA with their Norsca transfer from TW:W 1 to TW:W 2. (small delay of 7 I think months)

Another issue would also be stopped development of the current build, and delaying release of MtG/Ironclad while also stretching the project budget.

DISCLAIMER: My post doesn't state my opinion, I'm just stating what the issues can be with now going back, from development/project perspective.

Personally I would also like for the current issues to be ironed out and fixed.
I understand, but it will take a long time before the next expansion releases. They should at least fix the “losing all occupied territories in China bug”, China is the main theme of the latest expansion, but this bug can ruin the game when you play in the area, and it is not a rare bug, it happens every time under certain circumstances. Also it has been reported many times, but somehow they haven’t fixed it after three patches. It is just annoying that I have to wait for the next expansion before playing certain countries/follow certain paths again. (And when the next expansion launches the same thing might happen again, it is just an endless loop.)
 
I understand, but it will take a long time before the next expansion releases. They should at least fix the “losing all occupied territories in China bug”, China is the main theme of the latest expansion, but this bug can ruin the game when you play in the area, and it is not a rare bug, it happens every time under certain circumstances. Also it has been reported many times, but somehow they haven’t fixed it after three patches. It is just annoying that I have to wait for the next expansion before playing certain countries/follow certain paths again. (And when the next expansion launches the same thing might happen again, it is just an endless loop.)
I agree with that bug needing a fix ASAP, but the naval air thing is much bigger, it's literally an unplayable game because of it.

Both bugs need addressing, like right now.
 
I'm not so keen on an update about naval combat, but the game honestly needed it very badly, so while it's maybe not the most exciting update, it may be the most urgent one. New focuses for USA and UK are i guess fine. Not the countries that i usually play with, and I don't think i will play the alt-history paths. I hope both the UK and USA don't have a communist alt-history path, because that would be very unrealistic and game-breaking in my opinion. I also hope the USA and UK won't do the alt-history paths, when you play with historical AI focus. Curious about what nations will get new national focuses, but most likely i will pick this one up in a sale (just like all the other ones), i've just bought Together for Victory and Death or Dishonour.

The Air update was a really good update though, and i still don't understand the naval gameplay part, so i really hope it will be game-changing and just better and more pleasant.
 
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I'm not so keen on naval combat about a naval update, but the game honestly needed it very badly, so while it's maybe not the most exciting update, it may be the most urgent one. New focuses for USA and UK are i guess fine. Not the countries that i usually play with, and I don't think i will play the alt-history paths. I hope both the UK and USA don't have a communist alt-history path, because that would be very unrealistic and game-breaking in my opinion. I also hope the USA and UK won't do the alt-history paths, when you play with historical AI focus. Curious about what nations will get new national focuses, but most likely i will pick this one up in a sale (just like all the other ones), i've just bought Together for Victory and Death or Dishonour.

The Air update was a really good update though, and i still don't understand the naval gameplay part, so i really hope it will be game-changing and just better and more pleasant.

This game needed a naval overhaul since it was released. I remember back in June 2016 when I was watching videos on how to play, the commentator admitted he didn't have a firm grasp of how naval combat worked but he felt it was an improvement over HOI3 as he didn't have a clue how that system worked at all. Easy to make the game look complete when you compare it to HOI3.

Helps explain the lack of nostalgia for HOI3 as a complete game and not just certain features.

The air update helped a lot but the next patch made air into a cluster. This isn't sustainable to introduce new features that are welcome but break old reliable gameplay mechanics and force the community to wait six months for a potential patch to fix it.
 
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Please do not forget to add Turkish national focus!

This doesn't strike me as being terribly urgent, since Turkey did practically...nothing in the war?

I also hope the USA and UK won't do the alt-history paths, when you play with historical AI focus.

Of course they won't do alt-history foci when historical foci are on, that's kind of how the historical foci option works. It's the entire reason that option exists. You don't have to worry about that at least.
 
We are currently very early in development so things may change, but here are some things mentioned we are aiming to do (in expansion or free update or mixed):
- Ship design and the ability to refit older ships and keep things up to date
- Naval Terrain: different seas will behave differently and suit different ships and fleet compositions
- Revamped naval combat
- Fleets split up into task forces for better control
- New naval spotting system
- Ability to control naval routes and block areas you dont want units to travel through
- Fuel, obviously going to be a massive balance job for us and a big gameplay change for you :)
-Ship design and refitting will be DLC
-Naval terrain will be free
-Revamped naval combat will be free
-Fleet splitting will be a mix of free and DLC
-Naval spotting system will be free
-Ability control naval routes will be free , blocking certain naval areas will be DLC
-Fuel will be free

Looking forward to Anniversary Edition, I plan to give my copy to a friend.
 
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May we please get the HOI4 talk from PDXCON 2018, m'lords?
 
Why not? Is it that hard to release a hotfix patch?

Yes, at this point in time it is.

It is more of an issue of branching development builds - they started working on new expansion and are developing new build. Going for hotfix, would mean A) going back to the current one, fixing issues, testing them and releasing a new patch. Then it would also cause trouble to reintegrate that solutions into currently developed new build - otherwise you'll go into situation where issue currently present, fixed by hotfix patch, may come back with the new expansion/patch. You could see the issue of branching and backfiring at CA with their Norsca transfer from TW:W 1 to TW:W 2. (small delay of 7 I think months)

Another issue would also be stopped development of the current build, and delaying release of MtG/Ironclad while also stretching the project budget.

DISCLAIMER: My post doesn't state my opinion, I'm just stating what the issues can be with now going back, from development/project perspective.

Personally I would also like for the current issues to be ironed out and fixed.

Excellent post that explains the situation now. Having worked on developmental and implementation teams I can say it would be a nightmare to stop work on Mtg, roll back to 1.5.3, and take however long it takes to fix something the naval air bug.

They are weeks into builds for 1.6 now. Going back now to fix 1.5 would cause delays and problems in 1.6, and no matter which issues they fixed people would not be happy. The decision point to fix these issues was weeks ago and people are free to criticize the questionable decision to let things ride all they want.

Personally I think the naval air and China bugs should have been fixed. But at this point it is all water under the bridge.
 
Yes, at this point in time it is.



Excellent post that explains the situation now. Having worked on developmental and implementation teams I can say it would be a nightmare to stop work on Mtg, roll back to 1.5.3, and take however long it takes to fix something the naval air bug.

They are weeks into builds for 1.6 now. Going back now to fix 1.5 would cause delays and problems in 1.6, and no matter which issues they fixed people would not be happy. The decision point to fix these issues was weeks ago and people are free to criticize the questionable decision to let things ride all they want.

Personally I think the naval air and China bugs should have been fixed. But at this point it is all water under the bridge.

I’m sorry, how do you know they are “weeks into 1.6?” In software programming how hard is it to do a git pull on a previous build to do bug hunting and do a hotfix?
 
- Gameplay rules, particularly to help multiplayer groups out when it comes to manage their games

Excellent. Perhaps slightly too late for HoI4 but certainly something to bring into your next entry!!!
 
@podcat
Thank you for the info and have a great time working on this. I can't wait :)

Please, can you give us a little more about the fuel system ? I understand it is just the beggining of the developpement for that new DLC but you would not list that idea if the team had not start to think about it and how to implement it.

So can you tell us what is the way you are working on that new system ? I'm curious because it is hard for me to imagine how to implement a dynamic fuel system in a game where ressources only impact production at that time.

Thanks by advance.
 
@podcat
Thank you for the info and have a great time working on this. I can't wait :)

Please, can you give us a little more about the fuel system ? I understand it is just the beggining of the developpement for that new DLC but you would not list that idea if the team had not start to think about it and how to implement it.

So can you tell us what is the way you are working on that new system ? I'm curious because it is hard for me to imagine how to implement a dynamic fuel system in a game where ressources only impact production at that time.

In his talk podcat mentioned that they couldn't really say much more about the fuel system since they were testing and prototyping different solutions to try to balance it.

Probably need to wait until the DD on fuel before more information is available.