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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.

Screenshot_1.jpg



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.
upload_2018-10-17_17-7-56.png


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.
upload_2018-10-17_17-7-14.png


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"
 
Last edited:
Seems like the new ship-designer interface is turning out to be a bit of a difficult beast to tame. We keep hearing that we’re going to see it, but it keeps not being ready for unveiling.

Never mind, I’m sure they’ll get it nailed down eventually.
 
Will there be any overhauls to naval invasions, potentially allowing us to make landings if our transports are able to sneak by the enemy fleet? On a similar topic, are there any plans to implement raids like Operation Chariot? That was always one of my favorite stories from the war!
 
the one in the game looks like it was drawn by a 2 year old atm (sorry coders). It however looks sexy as hell over at the artists. We'll cover it in a diary soon.
I'd love to see the coders one as a bonus in that diary. :D
 
index.php


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.

What bar on the left? I think you meant right of the red task force. Just a minor correction.

Otherwise seems interesting. One thing I am a bit concern about is how counties who started landbounded can challenge any other great power navies. Like say Switzerland, after taking a few coastline provinces, trying to challenge Great Britain Navy? Anyway looking forward to find out more.
 
Otherwise seems interesting. One thing I am a bit concern about is how counties who started landbounded can challenge any other great power navies. Like say Switzerland, after taking a few coastline provinces, trying to challenge Great Britain Navy? Anyway looking forward to find out more.

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.
 
So, now the old "Search and Destroy" has become "Strike Force" which sounds a awful lot like the "Sortie" mission from HoI3 that never actually worked (because by the time the fleet got to the location it was supposed to be at, the fleet it was moving to intercept was long since gone), and it seems like the coding is such that the task force that responds to such an order is going to be under similar problems, if not worse.
 
@podcat Sounds exciting! Could you tell us how does the aircraft surface contact spotting works? Also, in major carrier duels of the Pacific War, neither side knew 100% enemy fleet composition. That would be impossible and suicidal to wait for. They attacked once certain there's a target worth attacking. Can't wait for additional information.
 
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.

View attachment 411472


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.
View attachment 411473

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.
View attachment 411475


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.

View attachment 411476


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.
View attachment 411478

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.
View attachment 411477

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"

So about that whiskey . . . ?
 
For those who didn't watch the stream, there was some more Mexico stuff.

An event popped up about Mexico nationalizing the oil companies, and there were three responses:

"It's a fait accompli, there's nothing we can do."
"We will embargo trade with Mexico until they come to their senses."
"Our options are limited, and force of arms must be considered."

Interesting stuff. Well now we know beyond a shadow of doubt the last country definitely is Mexico.
 
Podcat you say when fleet battles are click to view are unrealistic in time then why not have the clock stop when you watch battles to only reflect one hour of game time yet change into a number? of turns for the battle to finish. This would be more realistic in time and the player has the choice whether to watch a battle or just click for the results of the battle.
 
Interesting stuff. Well now we know beyond a shadow of doubt the last country definitely is Mexico.
It could be an extremely elaborate ruse to fool us, in which Paradox designed a partial focus tree for MEX in order to throw us off the scent during streams.
 
@podcat I see on the fourth image (the one with he strike force going to reinforce combat) that the strike force has to enter only the sea zone the combat is about to hapoen, not the specific tile, correct?
How does this work with sea zones that are directly adjacent to the port where its coming from, does it just reinforce immediately?
 
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 get the feeling that this new navel gameplay is going to cause some of us to have to slow down the gamespeed we play at, max speed will just be to fast and result in excessive fleet losses.
 
> Open additional names
> "Nice Boat"

Anime Immersion pack intensified
Wargaming has already gone down that dark, dark path, let's pray to almighty Glitterhoof that PDS can avoid it.
 
Ik the ship design secion haven't been revealed that much yet. But can you hint as to to if size is customizable, and if so, will it change production costs?
well, I can say that depending on how you design stuff the cost will change.

Could you give us some hints about how the convoy raiding mechanic would change? Will submarine really become a threat now?
I've planned a diary to talk about that a bit and show some play scenarios. We also wanna dig deeper into spotting instead of just showing the surface like here.

@podcat I didn't ask last week because I expected it to be addressed when you talked about naval combat. What is positioning?

Well, that will need to be covered when I show off the actual UI for combat. But its basically an abstracted "how well positioned is the fleet for this particular engagement" abstraction. HOI2 had something similar, but it was very hidden and doesnt work the same way.

Will there be any overhauls to naval invasions, potentially allowing us to make landings if our transports are able to sneak by the enemy fleet? On a similar topic, are there any plans to implement raids like Operation Chariot? That was always one of my favorite stories from the war!
Chariot is crazy cool, but is probably more in commando raid/sabotage territory than a real naval mechanic

So, now the old "Search and Destroy" has become "Strike Force" which sounds a awful lot like the "Sortie" mission from HoI3 that never actually worked (because by the time the fleet got to the location it was supposed to be at, the fleet it was moving to intercept was long since gone), and it seems like the coding is such that the task force that responds to such an order is going to be under similar problems, if not worse.
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

Hopefully ships with good AA will be somewhat able to protect other ships too.
you might get your wish ;)

It could be an extremely elaborate ruse to fool us, in which Paradox designed a partial focus tree for MEX in order to throw us off the scent during streams.
*whistles*

these rejected titles are terrible
yea, good thing they were rejected :3
 
I hope this spotting phase make the island dominate game at the pacific theatre can actually happen, maybe it need to give air wing a new mission about reconnaissance.