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HOI4 Dev Diary - Mines and Minesweeping

Welcome to another glorious Wednesday! Today we are going to be talking about mines and mine sweeping. Historically hundreds of thousands of mines were laid during WW2 and with Man the Guns you too will be able to do so in Hearts of Iron.

From a gameplay perspective mines do a lot of interesting things. They add more interaction with the naval layer of the game, create a weapon both for smaller naval nations to fight bigger ones, and for big ones to try and limit where the enemy can get to them.

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As you may remember from my presentation at PDXCON, I talked about adding a ship designer to Man the Guns. It is not quite ready to show off, but it’s important to know that sweeping and laying mines are something you will be upgrading or redesigning your ships to be doing. Minelayers and Minesweepers are not actually new ship classes. In my screenies I have destroyers that can both lay and sweep mines for simplicity, but as @Archangel85 pointed out earlier “I am probably going to have a ton of different destroyer designs”... anyways, details on the designer is for a future diary when it is done, but hopefully it helps explain some stuff in the proper context.

Mines are unlocked from techs and require ship designs fitted to deploy them. Destroyers and light cruisers can do this, as well as submarines with the correct tech (excellent if you as Germany want to make things even more dangerous for the British at a lower risk to yourself). Mines can also be dropped from the air with later game techs. Both of these unlock new missions for navies and airwings.
mine_techs.jpg


Mines can be made better and better through research. You start off with Contact Mines to unlock them. Then their destructive power is improved with Magnetic and Acoustic mine techs and finally with Pressure mines. At the bottom (heh) you also see two techs for submarine mine laying. The first is just the basic ability, while the second improves efficiency a lot by allowing mines to be deployed through torpedo tubes, thus no longer requiring you to design specialized minelaying submarines.

To get rid of mines you need minesweeper capable ships. This unlocks the naval mission to sweep mines and will slowly work at clearing areas. Minesweepers are also nice to include in your fleets as they will then be assumed to travel ahead of the fleet and reduce the impact of mines on them. I suspect a good design combo will be anti-air and sweeper on screen ships to be your passive defense when in enemy waters.
mine_report_map.jpg


There is also a passive “degaussing” technology that can be researched after Magnetic Mines. This was employed during WW2 to reduce the magnetic signature of ships and thus make them less likely to set off mines.

It is also possible to sweep mines from the air, but this is a late game, expensive technology and unlocks a new air mission for bombers. This was something that was done sparingly and in shallow waters, but for example was successfully done to evacuate the Dutch royal family to Britain.

What do mines exactly do then? Well they blow stuff up! Their explosive results are shown on map as accident reports, and there is a new tab too under the Naval Losses statistics interface if you want to dig into details. As ships operate or move through a zone they will risk running into mines. This can lead both to minor damage as well as outright sinkings. The best ways to avoid this is to make sure the area is swept free of mines, but as mentioned above, having your ships travel with sweeping capable ships makes it safer for all.

mines report.jpg

This is not all through, mines have several passive effects.

Naval superiority - Having mines in an area helps amplify the effects of your navy (after all they can concentrate more effectively knowing where the mine fields are). This can be seen in our new naval area screen, which is the naval equivalent of the state view:
travel.jpg


Other than that and blowing ships up mines will slow down enemy ships (since they need to be more careful) and increases the invasion penalty to coastal area. So mines are both good offensively and defensively.

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Mines can only be laid while at war and will start to disappear over time once a nation is completely at peace. You always know how much mines there are in an area, so you know how to deal with them and take them into account. That means that with the new naval access controls you can tell your ships and convoys to avoid heavily mined areas, but of course this may make it a lot more predictable for your enemies where to hunt. Having an advantage in the encryption-decryption war will also add a certain amount of passive defense against mine effects as you may have some information about their positioning.

See you all next week for more Man the Guns info!

Rejected Titles (for extra good reason this time...):
- This War of Mine
- Vengeance is Mine sayeth the Lord Admiral
- Do you mine’d
- This feature was made in cooperation with the seagulls from Finding Nemo
- Mine = blown
- The Ship Designer isn’t unfinished, it’s just a bit shy
- Minesweeper 2000 Online HD Edition
- Mine over Matter
- Mine the guns
 
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This is what i found for The Royal Navy
"Mines caused the loss of 54 Royal navy warships, including:
  • 2 cruisers
  • 26 destroyers
  • 26 submarines"

I wonder, are there any estimates about "friendly mine-fire"?
Obviously the captains had maps with friendly mines, i.e. zones to avoid, but:
- how accurate were they?
- did mines stay in one place or float a bit here and there?
- sometimes land leaders purposely went through mine fields for tactical reasons, any such occurences at sea?

Hmm, was is somehow possible to "program" the mine trigger not to go off on friendly ships? I'm thinking special alloys on ships or something like that.
Fascinating topic!

--------------------------

#Mein Kraft
Actually the proper grammatical form would be "Meine Kraft" which is even closer to "mine" again. Would have been a great title for Hitler's 3rd book, written in the summer of 1940.

Should mines ever be able to reproduce, we could be talking about a "Sweet Child O' Mine".
 
The Kriegsmarine should get a HUGE bonus for minelaying based upon the number of destroyers and torpedo boats it controls during the first 4 to 5 months of any conflict with Great Britain. In real life the Winter of 1939/1940 was devastating to British shipping in the North Sea as the Zerstörerflottillen laid thousands of mines in British shipping channels with serious results! I think this needs to be represented somehow and also with British efforts to capture a mine and come up with effective countermeasures.

Actual missions with Kriegsmarinen Destroyer and Torpedo boat flotillas would be awesome! They should get stealth bonus for night minelaying raids on the English coastline.

Also, the longer their successes the more prestige Germany gets against the Allies; which could help sway neutrals to possibly join the Axis. Diplomatic successes.

Oh, and one shouldn't forget the success the Luftwaffe had with dropping mines from the air in conjunction with the Kriegsmarine. Of course there was also a mistaken attack by Luftwaffe bombers on a flotilla of German Destroyers on one night raid as they were heading for a minelaying mission. I believe two destroyers were sunk in the mass confusion as a result. Maybe a random chance of this happening could be represented as the Luftwaffe (Göring in particular) did not like to cooperate with the Kriegsmarine.

Maybe have it as a Focus that could have better inter-force cooperation amongst the Wehrmacht forces; on the German side, to help prevent this from happening?
 
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Yet two more observations….

1)Will mines be a war material to produce ? (after all, it was a relatively cheap device, but it required gigantic amounts of it ?)

2)Will the game make the difference between defensive minelaying (laying mines to defend your own coasts, with ferries and other cheap watercraft) and offensive minelaying (subs and bombers ?)
 
The Kriegsmarine should get a HUGE bonus for minelaying based upon the number of destroyers and torpedo boats it controls during the first 4 to 5 months of any conflict with Great Britain. In real life the Winter of 1939/1940 was devastating to British shipping in the North Sea as the Zerstörerflottillen laid thousands of mines in British shipping channels with serious results! I think this needs to be represented somehow and also with British efforts to capture a mine and come up with effective countermeasures.

Actual missions with Kriegsmarinen Destroyer and Torpedo boat flotillas would be awesome! They should get stealth bonus for night minelaying raids on the English coastline.

Also, the longer their successes the more prestige Germany gets against the Allies; which could help sway neutrals to possibly join the Axis. Diplomatic successes.

Oh, and one shouldn't forget the success the Luftwaffe had with dropping mines from the air in conjunction with the Kriegsmarine. Of course there was also a mistaken attack by Luftwaffe bombers on a flotilla of German Destroyers on one night raid as they were heading for a minelaying mission. I believe two destroyers were sunk in the mass confusion as a result. Maybe a random chance of this happening could be represented as the Luftwaffe (Göring in particular) did not like to cooperate with the Kriegsmarine.

Maybe have it as a Focus that could have better inter-force cooperation amongst the Wehrmacht forces; on the German side, to help prevent this from happening?

Then again, the Allied navies had dozens of old and not so old DD...
 
I wonder, are there any estimates about "friendly mine-fire"?
Obviously the captains had maps with friendly mines, i.e. zones to avoid, but:
- how accurate were they?
- did mines stay in one place or float a bit here and there?
- sometimes land leaders purposely went through mine fields for tactical reasons, any such occurences at sea?

In case it helps, I've got six DD or greater ships destroyed by friendly mines in WW2 (all DDs, one each British and French, two each to US and Germany). There were definitely instances of ships straying onto friendly minefields, through both inaccurate charts (I can remember an example of German minelaying TBs ending up in one of their minefields while trying to lay more mines in the Gulf of Finland and getting into trouble) or not being warned of the details of the minefield in the first place (as nations declared 'dangerous zones', but these tended to be quite large and still have navigable paths, which were kept very secret - sometimes much to much so!) - but the only examples I can recall of here are non-combatant ships, although that's not to say warships were never affected, my memory is far from reliable. Then there's the example @Otto_Von_Mack gives above of Z.35 and Z.36 being attacked from the air by a He-111 and sailing onto a minefield while undertaking evasive maneuvers.

From what I've read (which is more limited in this instance, mainly confined to British and US minelaying, although I have an article on German destroyer minelaying in 1940-41 waiting for me in the next week or two :)) was that minelaying by surface ships by nations that had refined procedures and doctrine was very good, and charts, as long as they were well kept, pretty accurate. Aerial minelaying, though, by its nature was anything but. Mines themselves tended to stay where they were dropped, but sometimes moored mines would break from their contacts, come to the surface and float around.

There were some very limited uses of drifting mines - mines not moored to anything and designed to float around while not looking like a mine (mines that came free of their mooring cable tended to bob around on the surface and were generally easy to spot), but these were I think outlawed by the Hague convention, and hard to use effectively in any case.

Warships definitely went through minefields for tactical reasons - invasions being the obvious case, where 'cleared channels' would be swept overnight or first thing in the morning, and ships going through them, but it wasn't unheard of for mines to be missed (minesweeping wasn't an exact science) or ships to stray outside the cleared channel, and to run into trouble.
 
Yet two more observations….

1)Will mines be a war material to produce ? (after all, it was a relatively cheap device, but it required gigantic amounts of it ?)

2)Will the game make the difference between defensive minelaying (laying mines to defend your own coasts, with ferries and other cheap watercraft) and offensive minelaying (subs and bombers ?)
1) People hated my "Minecraft" joke, but still a good question.
2) Like foreign coast mine-laying being considered hostile, a proper casus belli. Someone asked that, but not answer yet.
 
Maybe for the next dev diary feature something a bit more.... Civil?

Agreed. I'd like to see a DD on how the civilian side of the game is being reworked, specifically research and industry, to accommodate the new material of these past few DLCs. Adding a whole bunch of stuff like minelaying ship variants or the hinted at amphibious tank variants would necessitate some serious balancing on the production side of things, which I think is badly needed. Too often things take too long, and I constantly feel behind. Moving the dates of Armor and Ship research would help a lot, so there is more room for them to be deployed when they were historically. Just because the Panzer IV showed up in 1939 doesn't mean that it's easy to research and deploy those Panzer IV's in 1939. It's honestly going to be kinda tough to balance correctly, because of course there will be people who are able to field 1940's tech in 1938, but I do wish that the time to research and move into mass production were all considered together. For me personally, it feels like there's too tight a timetable. You have to run as fast as you can just to end up in the same place, and even then you're probably behind on something.

One idea I had, probably not the best of ideas but it was an idea, was to maybe give the equipment designer companies more importance by granting the player, in addition to their current bonuses to research and et al, an additional research slot - but a very very limited one. So if you choose a ship designer, you get a research slot from which you may ONLY research ships; and only research weapons if it's a weapons designer and only research tanks if its a tank designer, etc. There might be further restrictions too, like you can only research certain kinds of things (a medium tank designer can only research medium tanks, and so on), perhaps are not allowed to research anything with a time penalty of a certain amount, and perhaps only have that additional research slot available for a limited amount of time - say, a year. So it's not a 'free' research slot in any sense, you pay for it with political power, and are encouraged to switch designers as the game progresses while also encouraged to snag designers early. As it stands right now, all of the equipment designers feel too situational. Like they're only useful if I'm just about to research a lot of one thing, and so can be passed over for another appointment that will be more long term.

I won't deny there are flaws with this particular suggestion, but I think something like this idea might be worth considering. Players should be able to meet the historical time table for their basic research needs without much problem, and be encouraged to invest in more situational technologies - such as amphibious tanks to support marines or really just tank variants in general. As it stands, I think the game overly encourages the prioritization of more generally useful technologies and equipment, which simply doesn't represent the realities of the war. The Stug III alone was undeniably one of the most mass produced tanks in the war, yet in game you rarely see it. I'm all for HOI4 having tank variants, in fact it's probably one of the best ideas that HOI4 had when it was first released, but they're just not encouraged properly. Maybe their stats need a rework (the fact that assault guns are treated as tank destroyers from the get go is a bit annoying, can't they get a little bit of a bonus to urban attack? Blowing holes in buildings is what that big gun was designed for, it just turned out that there was more of a need to blow holes in tanks instead), but I think making them more cost effective would be the better answer - maybe with new concepts like production efficiency sharing (if a Stug uses the chassis of a panzer III, why shouldn't the Stug's production line directly benefit from the Panzer III's production line; and the same might be true of airplane and non-capital ship production as well, as all the variant production line is doing is making parts unique to that variant) as well as maybe trying out some new ideas with regards to research. What I'd like to see is just more interesting divisions from player and AI opponents. Nothing too complex, just a few more flavors to the current one size fits all objectively better division composition.

Wait, were you talking about some other kind of 'civil' aspect in the game?
 
Exploit incoming!
Italy never finishes the war in Ethiopia (or for NF sake dow another minor) and uses her fleet to mine the entire globe.
Since there's no mine decay in war time, when Italy joins WW2 in 1940, 4 years of mining the globe could send the entire Allied fleet to the bottom of the oceans.
Concentrated production of mine layers from 1936 and tech rush included.

That'll be the first thing I'll do in MtG!!
Their original idea of mines insta-vanishing upon completion of a war was strange, too. Let's say I play as Germany. No point in laying mines early as they'll all disappear if I declare a quick war on some minor country early and it doesn't trigger the Big II.

And yes, the game should indeed have mine decay like for example Stars! had, by the way.
 
Will the AI sail its fleets back and forth through a minefield until their ships are all sunk?
 
Will the AI sail its fleets back and forth through a minefield until their ships are all sunk?
I'm more worried about persistent "Your ships are in minefields" alerts like the constant invasion alerts we currently have.

Edit: autocorrect