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HOI4 Dev Diary - MTG - Bag of Tricks

Hope you are all having a nice day. It's Wednesday, so that means it's time to roll out another dev diary. Today’s is going to be a bag of tricks diary covering several smaller features from Man the Guns and the 1.6 Ironclad free update. The large changes to naval things are occupying much of the team, so there will be a bit before I start giving you the details on that. But meanwhile, lets dip into some smaller, yet juicy features...

Faction Leadership
Being the leader of a faction comes with a much larger degree of control. Once someone controls a faction that you are in there has not really been any ways of taking over that control, except of course to leave and make your own.

With MTG we are adding a system for taking over that control, assuming you qualify:

To be able to take over leadership in the faction they are in, a country must:
  • Have more than twice the deployed manpower of the faction leader (subjects count, but at varying strength depending on autonomy)
  • Have more than 150% of the factories of the faction leader
  • Be in every war the faction leader is currently in
  • Not having capitulated already ;)
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After paying a hefty amount of political power, and then the faction is yours. The faction leader will get an alert warning them if another country is close to qualifying so they can take steps to avoid it if they want to (AI will generally play fairly nice here), but it is also possible to see candidates in the war screen at any time. Ownership can only change once every 6 months to keep things stable and predictable.

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Cancelable Focuses
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Sometimes you accidentally click that focus and then realize it wasn't at all what you intended, or the situation changed moments after you clicked. It doesn’t happen all that often, but when it does it can be very frustrating… so with 1.6 you will no longer be locked in and can cancel a focus and pick another (with a few exceptions). Some focuses that fire off event chains or would otherwise break by being canceled half-way will still be locked in (the game will warn you in a tooltip ahead of time). To be nice to misclicks we save a few days progress, but beyond that you won't get it all back if you change your mind, so you still need to think through the choice of focus properly.

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Naval and Air Exercises
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With fuel added to the game and a new repair system for ships (see a diary in the misty future!) we felt that there was now an argument for letting the player exercise their ship crews and air wings as well. Before there wasn't enough ability to model cost really. This means that you will be able to tell ships and air wings to go and exercise. This works a lot like training your land forces - your forces take some damage and consume fuel while gaining experience (and also generating some global xp). Just like with land troops, exercises can only train them to a certain level. Experience level on ships is nothing new, but for air wings it is. A trained wing will be performing better, and losing planes means you will be losing experience as well. It will be up to the player to decide how much training they can afford, and this will be heavily dependent on their access to fuel. Of course experience is also gained in combat as you would expect.

naval train.jpg


That's all for us this week, see you next week!

Rejected Titles:
- Learning from Experience: A Kamikaze Pilot's Life
- Getting into ship-shape
- Practising RAF-Pilot-Banter
- Pumping Iron: Scharnhorst Edition
- What do you mean a 20min theory course isn't enough to be a combat pilot?
- Luxemburg, the new leader of the axis!
- I will make a seaman out of you
 
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Will you guys still maybe take the idea of puppets and lower changing colour to the master? Cause integrated puppets should be very close to being part of the country and would look weird being a differnet colour
 
Par rapport à man the gun l'arbre de priorité de l'URSS s3ra t'il changé comme celui des USA et du Royaume-Uni (le retour du tsar par exemple)
Salut l'ami!

Non, je suis désolé, l'URSS sera mis à jour dans un DLC ultérieur.
 
Who is paying the fuel of volunteer forces? Or those you hand over to other countries?
 
As well as stopping them from being dismissed by pressing "Escape"

The number of times I've pressed "Esc" to get out of the Supply/Trade/Logistics/Other tabs and ended up dismissing an event/news pop-up is too damn high
One other similar thing I would like is a seperate pause and unpause button. I dont know how often I have tried to pause the game only to have an autopause occur as I am pushing the button. Which results in the game continuing
 
Who is paying the fuel of volunteer forces? Or those you hand over to other countries?
Btw regarding volunteer forces. Please change that they count towards the losses of the host country or fix volunteer AI. It can be quite confusing to see 200k dead when it was just three Italian divisions killing themselves over and over.
 
someone noticed that in the Soviet focus ''the great purge"below is written [Will by-pass the focus ...]. this probably means a new focus on the Soviet Union !!!
That's always been there; if Trotsky returns the focus will bypass (which I reported as a bug, but I don't know if it is intentional or not).
 
someone noticed that in the Soviet focus ''the great purge"below is written [Will by-pass the focus ...]. this probably means a new focus on the Soviet Union !!!
No. That just means that the focus will be bypassed under certain conditions, such as a civil war occurring.
The devs have stated repeatedly that the Soviet Union will NOT be reworked for 1.6.
The confirmed trees are the USA and the UK. Additionally, two other countries that currently have a generic focus tree will get custom trees.
 
Loving the addition of being able to train ships and air wings :D
 
Being able to queue up several foci would be a nice quality of life feature... if a focus pre-condition isn’t met when it’s up in the queue then your queue breaks and you get a notification.
 
With an improvement to both Air and Navy will casualties from both of them now be counted?

It would be cool if not only they were counted, but one could see how many casualties were attributed to each (and estimates on enemy KIA that range from rough estimate to fairly accurate depending on decryption level?)

Wald
 
Great idea, Balesir.

Such a feature (choosing which planes to use for training) would mimic the way pilots trained on older aircraft in order to familiarize themselves with the basics. The USA's Stearman Kaydet is one such example:


View attachment 395810

Perhaps there'd be a limit to how much experience a unit could get based on the model of equipment.

E.g. Using interwar planes would only allow advancement to Experience Level 2: Trained.

It would be nice if there was a way to implement that for vehicles as well (tanks - having an excess of light tanks past their usefulness date)

Wald