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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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How long are ships going to take to construct?
Its a big issue because looking at the repair time numbers up there, i might aswell bin a ship, or send it out damaged and use the dockyards to build new. Also please make it so ships have manpower pools its annoying that i can deploy a ship because i dont have manpower for it, i can deploy units with no eq, or bassically no manpower but i can put a nice shinny complete new ship in my dock while i wait for some men. Wastes dockyards.

As mentioned in one of the first MtG dev diaries large ships are limited to 5 dockyards per ship. Same sort of build cost and time as current BBs but only 5 dockyards allowed per ship. (so roughly 2-3 years per ship)

15 dockyards will build 3 ships in the same time as the current game but they'll all turn up at once instead of you getting them piecemeal.

The ship designed (when finally revealed) will probably allow more variance depending on quality of ship desired.
 
There should be a way to order individual ships out of a battle without disengaging the whole fleet. Since task forces will now stay close together, will all ships contribute to the anti aircraft defense?. It doesn't seem to be the case now, with only the target ship firing. Lastly, the speed for level 1 heavy cruisers seems too slow to fulfill cruiser functions. All the nations building them in the 20's and early 30's had speeds of 31 knots or better. I understand that you want to have improvements for each level of ship. I would suggest a speed of 28 knots for level 1 heavy cruisers. I am looking forward to the updates.
 
mmm after look the last cast frmo daniel i saw many port have the tool icon as they can repare ships, but in the other side it will use dockyards? im lost it will need dockyards in same state that are the port for reparation or is a non pisitional link (i mean a dd patrol force in sw afrika, damage by subs, if theres no dockyards in santa helena for example, it will be repeared even with out dockyards there using dockyards as a comon pool, they could go and use allied port in south africa (with their docyars or own dockyard pool), or they must come back to british island ports?
 
I know all the talk is about all the new, fancy features being added for Naval in MtG. However, I would like to point out a simple, User Interface tweak that could make MtG that much better: https://forum.paradoxplaza.com/foru...-minor-tweak-would-help-in-a-big-way.1128085/

When creating a new task force from an existing one, we only see a basic list of ships -no data whatsoever except type of ship. This is much different than the very nice list you get when you first click on a task force (ship name, damage level, # of aircraft on CVs, etc.). Keep the ship list the same for both the task force from which you are taking ships and to which you are adding ships. It would be extremely nice if Paradox could incorporate this very simple fix to the UI.

Thanks!
 
Could we have some sort of coastal artillery? I have read somewhere that in the German invasion of Norway, Norwegian batteries sank a heavy cruiser and delayed the Germans from landing troops. I think coastal batteries might deter smaller ships from closing into the shoreline and supporting naval invasion, but maybe not the bigger battleships.

IIRC, the Norwegian 11 inch coastal artillery scored two hits on the Blücher, causing damage, but its sinking came from two torpedo hits from defensive torpedos. The German task force was steaming up a fjord to Oslo—pretty constricted waters. USMC coastal artillery sank one IJN destroyer and maybe damaged another, enough to postpone the invasion for a few days. Altogether not much of an ad for coastal artillery.
 
IIRC, the Norwegian 11 inch coastal artillery scored two hits on the Blücher, causing damage, but its sinking came from two torpedo hits from defensive torpedos. The German task force was steaming up a fjord to Oslo—pretty constricted waters. USMC coastal artillery sank one IJN destroyer and maybe damaged another, enough to postpone the invasion for a few days. Altogether not much of an ad for coastal artillery.

Coastal artillery generally had an impact wherever it was - it's important not to see a sunken ship as the only worthwhile result here. For example, Cherbourg's coastal forts required a significant force, including BBs and cruisers, to neutralise them (as did the coastal forts around the Normandy landings), while the coastal batteries at Mers el-Kabir and Dakar were important factors in cutting short British shore bombardments of those locations. I'm not going to weigh in on whether or not it should be included (imo it's right on the fine balance between interesting and too much detail) but perhaps coastal forts might have a chance of damaging fleets on invasion support (new DD, woot! :)) that are engaged in supporting a battle into a province with a coastal fort in it?
 
I am wondering how well the A.I can cope with these massive stuff.


Quite likely, but as always the player will be far more effective than the AI. I think this new naval system will be more merciful with the AI as the player should not be able to sink their entire fleet in one battle
 
Automatic but editable Fleet and TF decimal Decimal TF designation numbers as well as text name options please. and rorce names please. An armada could invollve multiple freets each with multiple task forces.

Persistent Rendezvous map pins please

Having player orders (esp microing) slow and confuse the operational plan execution makes game sense and real0world sense in the 20th Century context.