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HOI4 Dev Diary - Naval Changes #1 - Overview

Happy wednesday! Today is going to be the first of a few diaries covering changes to naval combat and naval gameplay. The idea of this diary is to give an overview of the different changes, and then future diaries will dig into more details. We are effectively redoing most of the naval aspects of the game which is a herculean task. This means a lot of stuff might still end up seeing changes and are work in progress. My hope is that this will give you a good picture of what we are trying to accomplish. Expect that each of these sections below is probably gonna get its own diary.

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Task Forces & Missions
First up let's talk about how we are changing the management of fleets. Fleets are now made up of task forces. The fleet, like before, is led by an Admiral. The fleet has one area of responsibility and each task force can have individual missions. Some of those missions are designed to cooperate as well between them. Each task force can have various settings to control its behavior (like if you want them to split off ships to repair, or their risk vs aggression stance etc). Fleets, like Army Groups on land are visible and organized into theaters. In this case naval theaters.
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These also has a separate section for reserves at the bottom so you have an easier time managing where newly built ships go, and which replacement ships go to where.

Your navy is likely to be the most fuel thirsty thing you have so it's important to manage things in an economic way. Putting all your battleships to patrol the Iberian Coast is not something that will make fuel-economic-sense anymore (hey I invented a word!). To deal with this kind of thing we have removed the old Search and Destroy mission and have a new one called Strike Force.

A strike force flagged task force job is to sit and wait in port where it won’t consume fuel, and to go and assist trouble your more nimble and cheap patrols locate. Search and Destroy also would not make sense to keep around anymore, as in most case the concept of the fleet spreading out is gone. We wanted your carefully assembled task forces to join as one unit and to be in one location always, rather than spread over the map in an abstract way. More details on this in a dedicated diary, but let's get back to how patrol missions can work together with strike forces when we get to the next topic: spotting!


Spotting
Before Man the Guns the way ships would engage would essentially be based on a dice roll, meaning as long as you were in a zone, no matter how hard to find you were, combat would always ensue. We also struggled with every combat essentially sucking in every ship into a giant doomstack battle. This was also made worse because combats in HOI take a lot longer than in reality, yet movement on the map is similar, making reinforcement much too easy.

To deal with this we have split up combat into essentially 2 parts. Spotting, and actual combat. For a combat to happen you must first spot the enemy fully. Below is a picture showing a patrol force of destroyers closing in on fully spotting a German cruiser group, with a strike force assigned to support. It goes pretty fast because I have built a decent radar net to support my ships.
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When you get a target to 100% spotting, which is the bar you can see on the left of the red task force, combat can start. I say can, because it depends on your task force settings for how aggressive you want them to be. In this case because it has a strike force to help out the British ships will wait a bit for their strike force to get there (the Germans could engage if they were aggressive and the patrol force weak enough to be taken out fast). Once it’s there the battle will start.

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If the battle would have been a pushover for the patrol group (say a lone destroyer) they would have just dealt with it without calling in the strike force and burned all that fuel.

As for piling in more stuff into a battle to escalate it into the doomstacks of old, the solution is that task forces given the order to join will be slowed based on org level and distance (manual orders also reduce this), meaning there will be a significant delay as they get there and can actually get on with firing. Sort of like a coordination penalty. With battles shorter this means you could clear the field and get away before things escalate.

Combat
When it comes to combat we are aiming for less decisive battles, where composition matters more, and that are easier to understand, and where its easier to disengage when stuff goes badly. A tall order! Currently this is a bit too pink and coder-arty for a sneak peek, so you are going to have to be patient (something I know you guys are amazing at, so this should be no biggie ;))

Terrain (recap)
Different parts of the oceans will favor different kinds of task force compositions, combined with admiral traits etc this will allow for some home advantage and variation in “best fleet”. Check out last weeks diary for more details.
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Repair/Production (recap)
The changes outlined in repair and production is an important part of making this all feel ok. If we want less decisive battles where the enemy is pushed back at sea, then repairing needed to cost something other than simply time. Repair now takes up dockyards and production of individual big capital ships is slower (although the speed to produce several in parallel is unchanged). Read more details in the previous diary here if you missed it.
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Ship Design
We will also allow you to design and refit ships allowing you more options for adapting to changing circumstances and to get the most out of your navy and technological advancement.

Hopefully all this gave you an overview on what we are trying to achieve in Man the Guns and 1.6 Ironclad when it comes to the naval game. Look forward to more detail in future diaries (although we are likely to sprinkle in some other topics in between as well, like our unannounced final focus tree). See you all next week!

Rejected Titles:
  • Nice boat.
  • Ship Spotting - Choose the navy. Choose a big ass ship. Choose a zone.
  • The wargame version of the DM going "roll a perception check"
  • "These are actually the boats you are looking for"
  • "Remember men, the enemy battlefleet is more afraid of you than you are of them"
  • "I see you have spotted a ship. I am a bit of a ship spotter myself"
 
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This Strike Force Business concerns me. It sounds great if it works, but that's a pretty major if. I worry that the balance will be wrong, my strike fleets will never be able to catch up while 'attacking' forces gut the patrol groups (or just never engage). Or that entire navies will end up written off for stupidly long periods because of a few naval bombers (which is what currently happens in my experience by mid game, leaving ships anywhere near mainland Europe (North Sea is particularly deadly) just racks up damage on the fleet, without even shooting down many enemy planes). I also worry that the repair/production recap will make building any cool new ships while at war borderline impossible, as dockyards will have to be on repair work almost constantly.

Again, this could be great, and I hope it is. But it could ruin the naval game far worse than the current simplistic, yet mostly functional setup if the balance isn't pitched right or the AI borks itself.

I dont have data in front of me, but there weren't THAT many naval engagements in WW2--especially compared to Air Force or Land Engagements. Especially when you discount engagements centering around convoys.

The volume you see in current HOI is absurd. Further, the delicate balance between building new ships, sailing your current ones, and repairing damaged ones...IS the strategic naval game.

Coastal land useful and readily available for naval ship construction, refitting and repair is quite limited, even in island nations. Managing those docks is crucial--or should be--to success. And yes, when a ship is damaged, it should take months, nearly a year to repair. The dynamic between Germany and UK was just that, Germany knocked a number of British ships out, but suffered losses herself. The UK either had ships in reserve or was able to build new ones. The Germans after exhausting themselves taking out a bunch of Brits had to go repair for months, allowing the Brits to get right back into the sea and keep the German surface fleet generally at harbor for the remainder of the war.
 
@podcat Will we get rework of naval invasions this patch/DLC too? Currently in the game USA can invade Japan from let's say Los Angeles across the whole pacific, literally hundreds of thousands of kilometers without capturing a single naval base to refuel/feed the invasion forces. Or Japan can invade Australia without taking even a single dutch east indies island, it can just sail between papua new guinea and the island to the left of it (Celebes?) like nothing happened. At least you could add range limit to the invasions so no more invasions across the whole oceans.

If pan-ocean invasions weren't possible, how would you execute Operation Torch? American troops embarked from the continental US and sailed directly to Africa.
 
We can automatically repair ships, but can we also automatically rebuild destroyed ships? I don't want to have to keep track of every naval battle and remake 4 destroyers and a battleship, and then have to assign them to a fleet. Also, will we be able to automatically queue an entire task force, that would join together?
 
We can automatically repair ships, but can we also automatically rebuild destroyed ships? I don't want to have to keep track of every naval battle and remake 4 destroyers and a battleship, and then have to assign them to a fleet. Also, will we be able to automatically queue an entire task force, that would join together?

I assume they're putting more effort into making the reserves for each naval theatre work better. Hopefully as each ship is damaged it cycles to the reserves as long as a replacement is available.
 
If pan-ocean invasions weren't possible, how would you execute Operation Torch? American troops embarked from the continental US and sailed directly to Africa.
Yeah, they were possible, but not without bases. (I'm pretty sure that Allies controled Azores). Currently in-game you can do this just sailing for months without having the need to refuel the transport ships. Or just transport your troops right around enemy bases
 
It looks like forward bases, like Rabaul, will be important now.
 
These also has a separate section for reserves at the bottom so you have an easier time managing where newly built ships go, and which replacement ships go to where.

Does this mean that we will be able to have fleets "save a template", so to speak, that they will draw on the reserves to reinforce up to, or will replacing lost ships still be an entirely manual task?
 
Have you ever seen the German AI build it?
AI is to stupid to even build Scharnhorst classes... I was playing germany and had 2 Scharnhorst Class Battleships almost finished, i taged over to Russia and started the game by mistake and when i taged back the AI Wanted to build battlecruisers and battleship 1's....
 
AI is to stupid to even build Scharnhorst classes... I was playing germany and had 2 Scharnhorst Class Battleships almost finished, i taged over to Russia and started the game by mistake and when i taged back the AI Wanted to build battlecruisers and battleship 1's....
Yes, I'm curious whether this stuff will be fixed, but as always the AI is an afterthought, so I'm doubtful.
 
The patrol who is spotting is shadowing it (or engaging it), so the strike force is going to join them, not going to a particular position or such. We'll get into more details in a specific diary with some examples.

Ah, a much more suitable mechanic, then; almost like something surrounding the Bismarck's fateful voyage. So, does that mean that you're likely to use heavy cruisers as escort/allowed for independent cruising now (as they were employed in that situation--and others)?

Yeah, they were possible, but not without bases. (I'm pretty sure that Allies controled Azores). Currently in-game you can do this just sailing for months without having the need to refuel the transport ships. Or just transport your troops right around enemy bases

The Allies did not control the Azores, they only had "basing rights" to the airbase. The fleet conducted underway replenishment to keep driving. But the fact that UNREP isn't modeled in the game at all means that even warships are under similar concerns.
 
Can't wait to read the more focused DDs, but really liking everything that has been shown so far :)
 
I dont have data in front of me, but there weren't THAT many naval engagements in WW2--especially compared to Air Force or Land Engagements. Especially when you discount engagements centering around convoys.

What does this have to do with what I said?

The volume you see in current HOI is absurd. Further, the delicate balance between building new ships, sailing your current ones, and repairing damaged ones...IS the strategic naval game.

Absurd which way? I agree, it is a delicate balance. And I hope the devs will get the balancing right so that the system works. I fear they won't (or that they'll be too stingy with dockyard output, taking too long to roll out the cool stuff), something will be broken and the 'improvements' will break the naval game/make it more frustrating than the current system.

Coastal land useful and readily available for naval ship construction, refitting and repair is quite limited, even in island nations. Managing those docks is crucial--or should be--to success. And yes, when a ship is damaged, it should take months, nearly a year to repair. The dynamic between Germany and UK was just that, Germany knocked a number of British ships out, but suffered losses herself. The UK either had ships in reserve or was able to build new ones. The Germans after exhausting themselves taking out a bunch of Brits had to go repair for months, allowing the Brits to get right back into the sea and keep the German surface fleet generally at harbor for the remainder of the war.

That's kinda my point. Yes, the RN had more ships than the Germans (although the Italians actually did far more damage to the RN than the Germans iirc). But they were also able to bring new ships online, refit existing ships AND repair combat damage. I'm concerned that the balance in Man the Guns will be skewed so this won't happen. Having to fight the entire war only with the Navy you start with because you don't have the capacity to both maintain the current fleet and build new ships is both ahistoric and (more importantly) not very fun. Again, I hope they pull this off, and the proposed system has the potential to be amazing (especially with the refit mechanic). But there are plenty of pitfalls (How well can the AI pull off the patrol/strike set up? How easy will it be to withdraw damaged ships from battle? Too easy and nothing gets sunk. Too hard and everything takes stupid damage. How quick will repairs be? etc.). I fear they are throttling navies too much here. I certainly hope I'm wrong, but I remain concerned.
 

Just googled it, you're right, sorry. ;c

Anyways, I still believe there should be range limit to the invasions and you shouldn't be able to just sail around enemy bases.
The range limit should be there unless you research the underway replenishment and have bases reasonably close.

I'm still getting PTSD from multiplayer when I was playing australia and japanese player invaded me just sailing around fully garrisoned papua new guinea and celebes and I had no troops back home, Podcat, please, no more, just do something with it please...
 
@hrun

Because if every time you locate or spot an enemy ship you intend for the game to send out a strike force and successfully engage the enemy, you will end up with WAY more engagements than would realistically happen.

Just because you set sail shouldn’t mean you are guaranteed to fire upon or sink enemy ships.

Just because you know the Japs are 1500 miles North northwest of Hawaii doesn’t necessarilly mean the USN should go out and sink them.

My point is, setting sail to deter the enemy from sticking around a given region and forcing a withdrawal without ever firing a shot is part of naval strategy.

The ships should be painful to lose—but it should be possible to escape and repair with relative reliability—especially before the first shell is fired.

I want to go out as the RN and sacrifice a CV, a cruiser or two maybe even a BB. But in return I take out as much if not slightly less of the Germans. Me being the RN, I’ve got 80 other ships in the region. Despite winning their select engagements, the Germans will occupy their dry docks with repairs for the better part of a year—leaving few on the waves.

That’s real life. Building ships of war takes years. Losing one should not be replaceable in the short term (unless you’re the USA, in 1944-45).

Naval commanders often times are more concerned with not losing their ship than they are with sinking the enemies ship—as they should be, sinking in combat meant hundreds if not thousands of your own died.