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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.
theater.jpg


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.
spot.jpg



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.

spot_2.jpg



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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Looks like some really cool stuff going on here. I think this clears up most of my gripes about naval warfare right here.
 
@hrun

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.

But boring gamplay. There's a reason nobody's lining up to play a WW1 Naval Sim (lots of staring at each other over the North Sea, and one indecisive engagement). And this could get especially tedious if the AI keeps probing your defended sea zone, but you can never bring them to battle. Ideally the AI would be smart enough to not deploy when circumstances aren't favourable (as a number of sorties by German ships were aborted due to high levels of RN activity). I'm not saying interception should be automatic, I'm concerned that it will either to be too easy to engage (so inferior forces can never escape, or massive damage ensues in battle) or too hard (so you can never bring the enemy ships to battle), worst case scenario is both (superior enemy force engages your patrol, patrol refuses to disengage because cavalry's on the way, but the system breaks so the calvary never arrives).

If there are 'too many' engagements, it seems to me the issue is 'why is the AI attempting so many sorties' rather than 'why is the player trying to engage the enemy fleet'. This is particularity applicable to Europe, as I'm unaware of Axis sorties in the North Sea/Med that Allied navies didn't at least try to oppose (your example is a better for for the Pacific, thanks to the distances involved, and I'd expect interceptions to be harder in the Pacific, until the navies concentrate around strategic locations).
 
I am not hyped. You show examples for Atlantic theatre, UK vs Deutsche, nothing about the pacific naval war. The Pacific naval war changed all naval warfare for the rest of the 20th century and beyond. How does MtG show; simulate; the changes of code breaking, radar and aircraft brought to naval warfare? I am not impressed.
 
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What does the 0/6 mean in the bottom left corner? Could it be a limit to how many ships can be repaired or upgraded in a single port? The icon looks similar to the one for repairing ships shown in a previous diary.
 
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.
10 days for spotting is pretty fast? I don't understand what this part is trying to solve. I assumed that the naval battles take as long as they do now so the player has a chance to watch them happen even on higher speeds. Now a progress bar will charge for ten days and then either the actual battle is as slow as it is now or the actual battle is realistically fast and easy to miss. I'm puzzled.
Also, won't most enemy fleets have already left the area before the spotting is complete? Ships travel quite far in 10 days...
 
This has me so excited. I just got into HOI4, I don’t think I have ever put so many hours into a game so quickly. That being said the naval aspect of games like this is always my favorite part. Even in its current state UK is still my favorite nation to play, especially if I can get a war with both Axis and Comintern and preventing a war between them.

I had better start playing the other powers because I may never play anything other than Japan and UK after this update. Having to play much closer to how the naval war actually went is going to be great.

Now I just hope that submarines act like they did in WW2, for all intents and purposes they were stationary single fire turrets that could only get lucky vs a warship. Submarines in this game should be chance based to determine their positioning in a fleet fight and then get a single shot. Even versus a convoy they only really had a single shot before they had to attempt to disengage. Submarines were also really good scouts, used to spot enemy fleets, take a shot, usually miss, and then report the position allowing a surface fleet or air to find and attack the enemy. Submarines also were very useful in the pacific as air picket ships giving a fleet a warning of an incoming air strike.
 
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.

@podcat This is suuuper sexy. - I am hoping we will eventually see something like this for air as well. i.e.
  1. Defining air theaters and
  2. assigning produced airplanes to different theaters as reserves etc
 
Cheers for the DD Podcat :D. Loving the naval focus of Man the Guns, reckon the next DLC should be Man the Guns 2 ;). Lots of interesting and intriguing changes :cool:.

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.

This sounds particularly promising :cool:

For a pic for today (it's a broad naval diary, could be anything :D) here's a He-115 patrolling near a German squadron.

He-115 with the fleet small.jpg




@podcat how does the Mediterranean look with these changes? I remember whenever I played it was just several large fleets going at it together until they had ground each other down, WWI style, and someone was left as a pyrrhic victor.

It's not a pyrrhic victory if one side controls the sea lanes and the other doesn't. The key to strategic naval warfare is control of sea lines of communication (SLOCs), not who has the biggest fleet (hence Jutland, from a strategic perspective, was a clear British win, even if they lost more ships).

Also, can you make it so convoys use manpower? They did - obviously.

Land supply chains also used manpower which isn't represented in the game (nor are the trucks and rolling stock) - to be balanced, it might be better if manpower for convoys was introduced at the same time as it was for other transport networks.

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 Struggle for the Middle Sea puts the number of surface naval combats where there were warships with 3.5" guns or bigger in WW2 at 167. I've seen other numbers, but they've always been around that level*. This doesn't include encounters between just submarines and ships (warships and merchant ships), and just aircraft and ships (or raiders and convoys) - add these in and I'd wager you'd easily crack 1000 encounters. I find the volume in HoI4 currently fairly solid, but in many cases for the wrong reasons (one battle and an enemy's fleet is wiped out, so there's no follow-up!) - by the look of this DD, changes to spotting and 'battle lethality' should give us an appropriate number of battles without it happening because of silly stackwipes :).

* For example, another measure is 161 surface encounters involving warships of 500t or more on both sides, from an article in Warship 2017.

There's a reason nobody's lining up to play a WW1 Naval Sim (lots of staring at each other over the North Sea, and one indecisive engagement)

Not actually how WW1 happened ;). It's just the part of WW1 that people still talk about. Dogger Bank, Coronel, clashes between smaller forces in the Adriatic, the submarine offensive and mining campaigns all made WW1 quite interesting from a naval perspective (I'd argue moreso than from a land perspective, but I'll admit to some bias :)). It's a different metric to the above, there were 144 surface actions in WW1 involving warships of 100 tons or bigger on both sides (from the Warship 2017 article mentioned above).

I am not hyped. You show examples for Atlantic theatre, UK vs Deutsche, nothing about the pacific naval war. The Pacific naval war changed all naval warfare for the rest of the 20th century and beyond. How does MtG show; simulate; the changes of code breaking, radar and aircraft brought to naval warfare? I am not impressed.

The radar-directed fighter control that was key to the Pacific War was first carried out off the coast of Norway (by Ark Royal, in 1940), and code breaking was hugely important to the naval war in Europe and the Atlantic. The USN learned a lot of its early methods from observers RN ships taking part in the war in Europe (it did develop its own methods from these in the Pacific later on of course). Radar also was key to naval warfare for the first time in the European theatre, as were aircraft. Get these right in Europe, and they should be more-or-less right in the Pacific. At least the impression I've got from my reading was that the unique/pioneering elements of the Pacific War were more things like the Special Service Squadrons and supporting large fleet units at range, the use of multiple aircraft carrier wings together as a cohesive strikeforce and the Kamikaze as an organised means of attacking ships. I'm super tired though, so might have missed some other key stuff.

That's not to say we shouldn't want the Pacific War to be right of course. We want all the naval theatres to be right :). But it's important to recognise that those three elements you mention above (which were all very important) were anything but unique to the war in the Pacific. If the examples given in a high-level DD happen to be in Europe, this doesn't mean that these elements are being ignored.
 
1) Will unrestricted submarine warfare become an option also as a way of putting pressure on Neutral nations to join the war?

2) Could Uruguay perhaps be given a historical option in regards to something like the Battle of the River Plate or have a some sort of potential scenario where a wartime ship ends up in a Neutral Port which could put pressure on a Neutral power potentially dragging them into the conflict?

3) Are you going to bring in the Ecuadorian Peruvian Border War of 1941 in with the possibllity of it escalating into a full blown conflict?

4) Is anything going to be done about Brazil or Mexico, neither of which stayed Neutral during the war?

5) Finally is the use of Intelligence ever going to get an overhaul in future versions/DLC so you could potentially end up moving whole enemy divisions to defend the wrong area like what happened in "Operation Mincemeat"
 
Is Italy finally gonna get a unique fleet designer? Seems pretty strange of the big naval powers of the war doesn't have any buffs/unique traits yet countries like Manchuria do.

It would be nice if the devs got their information about Italy from something besides 50s era British pulp history magazines.
 
oh man!!!! i like the rework!!! finaly

i want to see the modules, and how sub forces works now!

Also i see and i want to read and play with naval invation after see the icon in first image. There will be landing ships? Told us about anphibius invasion changes please...
 
our unannounced final focus tree

I am very excited for the unannounced Mexican focus tree. Hopefully it will also spring up some minor love for Central America?
 
Id certainly hope a landlocked group of mountain people wouldnt be able to conquer and pacify a strategically relevant amount of coastal land and to then build dry docks and master the art of ship building in the span of 5 years.

I was thinking more like guerrilla warfare trying to wear out the superior navy to open up a naval invasion if air is not an option.

Not like challenging their capital ships with nothing but submarines/destroyers.
 
You say that composition matters more after this update, will this then be similar to the revamped fleet compositions in stellaris where 1 task force cant have more than say a certain amount of battleships, carriers and battlecruisers and thus making every fleet more even?