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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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Please add a mis-click guard of some kind for events, too. Some other Paradox games have this, whereby event options will not be clickable until two or three seconds after they pop up; I've lost count of the number of times I've missed an event or taken the wrong option due to clicking something else on the screen when the event had just popped up unexpectedly.

This would be a huge quality of life improvement @podcat !
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
Pretty sure we already have that, but the timer might be too low. I can see how this can be frustrating.

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 seems weird that you cannot become an expert pilot in a gw_fighter if that is the newest model available.
The system is also an abstraction. Putting a limit on that doesn't add any interesting gameplay imo.
If I really wanted to model this kind of thing I would add a minor experience loss when upgrading to a newer equipment type.
 
It seems weird that you cannot become an expert pilot in a gw_fighter if that is the newest model available.
The system is also an abstraction. Putting a limit on that doesn't add any interesting gameplay imo.
If I really wanted to model this kind of thing I would add a minor experience loss when upgrading to a newer equipment type.
Fully agree with the last sentence; coolest would be if experience was lost similarly to the efficiency loss switching a production line to a new equipment type. If this allowed air units to switch between plane classes, all the better - switches from CAS to Tac or the reverse were quite common, and fighter to fighter bomber (or CAS, if you don't have FB modded in) or the reverse was also a thing.
 
@podcat

Will we expect more faction features such as faction options when you create an faction as any leader?

Like enabling more options for faction will cost mor PP, speciality faction powers that give more powers to the faction creator (Leader)

It would be cool to create different kind of factions, like purely economic pact to pure militaristic faction.
 
Looking amazing as ever, I'm rather excited! A few questions though, if I may be a pain!

I see there is talk of governments in exile, huzzah! I wonder if, on your great long Christmas list of things to add in to the game eventually, you might have some shiny gifts for the poor, defeated country?

A couple of features I believe could be rather fun, and make fighting on until independence is restored more engaging, rather than switching countries, include:

1) A more directly controlled form of partisans for capitulated countries, such as F.France, Yugoslavia, Greece, Norway, Poland, maybe for the Soviets too (especially if the USSR has the option to be split into the constituent republics, mmm, juicy Belorussian partisans, ohhhh myyy!), in order to allow them a little more gameplay instead of running off to North Africa and crying to mama Britain.

2) The option to switch sides (or perhaps drop out with separate, dishonourable peace with consequences!) without having to rebuild everything from scratch would be marvellous, if certain conditions are met (perhaps having 50% of victory points lost?). Yes, I'm looking at you Bulgaria, Romania and Finland! This sort of leads into the next point.

3) Political intrigue / infighting between the various groups vying to restore independence in their own image! If we take Greece or Yugoslavia, for example, there was considerable infighting between the left elements and the right elements, so some form of PP decision tree where you're slowly giving support to one of the ideologies / leaders (if multiple options for each) would be great! Perhaps you could even have a mini civil war represented as opposing sides take different provinces whilst still both at war with, in this case, the Germans.

The choice of supporting the US favourites Giraud or Darlan over De Gaulle, or as Free France, trying to convince Laval or Pétain to switch sides through focuses (see above), or having Frachon, Thorez, Duclos, etc fighting against Déat / Doriot while surrounded by Germans and Allies on either side, would be quite entertaining!

Just an engaging event chain that you could unlock further as you regain more of your victory points, or, as a capitulated country, taking VPs from the enemy (e.g. helping in NAfrica). I recognise this one might be going a bit far, so is the least likely suggestion!

4) The ability to form a very limited number of units in the service of allied countries. For example, Poland and Czechoslovakia being able to form some Soviet, French and British equipped (and maybe modelled) units, to represent how these lovely units came to the aid of these countries after their defeat at home. Represented, perhaps, by your allies granting you a more generous 'Lend-Lease' of equipment, and you being able to built a up to a cap in Moscow, London, Paris, etc, maybe using their unit models to show that it's using their equipment, or alternatively, the ability to lease out some of their factories in exchange for some manner of reparation, like PP, XP, CP, maybe territory, or just a progressively higher debuff to show how in debt you are to them. Of course, this could be very OP, but if restrictions were put in place, much like the volunteer system, I think it could work very well!

5) Not particularly related, but a feature where we tricksy players might be able to filter our mods panel on the startup menu further would be golden. A checkbox for filtering mods that are currently active would speed up the long scrolling process of horror and lag, when you have hundreds of mods in the list as I do!

I realise that was quite the ramble, in hindsight, but I hope you might draw some inspiration, if you have not already considered these options :)! I recognise some people might not agree with certain suggestions, but I'd hope that you, my fellow HoIers, might enjoy a fleshing out of capitulated / Government in Exile countries in general! Thank you for your excellent work thus far, Podcat and co!
 
A few questions

Great suggestions!

Each idea might deserve its own, dedicated thread.

Consider posting each idea (in the suggestions forum) so that other players might build on your ideas.

Who knows? Something grand might emerge from the exchange of ideas.

Keep the good ideas coming!
 
Please add a mis-click guard of some kind for events, too. Some other Paradox games have this, whereby event options will not be clickable until two or three seconds after they pop up; I've lost count of the number of times I've missed an event or taken the wrong option due to clicking something else on the screen when the event had just popped up unexpectedly.

This would be a huge quality of life improvement @podcat !
I agree, i cant say how many times ive accidently clicked off the foreign advisers ive sent because 19 different countries spam me with disaproval for having advisers in germany and italy or japan!
 
Fully agree with the last sentence; coolest would be if experience was lost similarly to the efficiency loss switching a production line to a new equipment type. If this allowed air units to switch between plane classes, all the better - switches from CAS to Tac or the reverse were quite common, and fighter to fighter bomber (or CAS, if you don't have FB modded in) or the reverse was also a thing.
We went with a simpler model, both in terms of coding and explaining to the player.

@Havebeard So does Imperial Federation simply annex all Commonwealths?
You want @Bratyn for that =)
 
@Havebeard So does Imperial Federation simply annex all Commonwealths?
To my understanding it makes their autonomy tick down and you still have to pay PP to diplo-annex. You also won't get cores on SAF or RAJ. You should read the dev posts in this thread.
 
This deserves its own thread, I think.
Yesterday already saw three threads on it locked. Discussing modern German censorship law is banned on these forums.