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HOI4 Dev Diary - Naval Production, Repair and Damage

Hi everyone! Sorry about the late diary. We had to hunt down some gremlins in the machinery before stuff could be screenshotted. Today we are going to talk about quite a lot of big changes to naval production and repair as well as the new critical hits system for ships.

Ship Production
The current system of producing ships where you can assign 15 dockyards to the production of an individual vessel leads to results that are both quite ahistorical as well as not feeling like we want the naval play to feel. With big countries able to replace the loss of a big capital ship without much sweat it makes them less precious, and so we are changing this:
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
This essentially shifts capital ship construction speed to make each ship slower to make, but you can still build several in parallel. Constructing capital ships is complex and not exactly suitable for optimized assembly lines while we felt this still fit convoys very well with other ships in the middle. Speaking of capital ships, the definition is now a bit more flexible and will depend on the inclusion of certain design elements in your ships (such as a carrier flight deck or heavy guns), so if you construct your ships with those be aware that it will impact how streamlined their construction can be made.
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It is also possible to add custom names when you set up construction. The perfect time to remember to name your battleships awesome custom names rather than having to remember and do it once they are done. You can queue up several names if you so wish.


Ship Repair
Repair is also changing drastically. Before, repairing a vessel was free and just took time, now it’s using your naval industry to do so. You can decide how many dockyards to assign as a max and the level of the naval base will decide how much can be leveraged in each one. So if you have a level 5 naval base you can leverage 5 dockyards there and repair 5 ships at once.

repair.jpg


Bases can be prioritized for receiving dockyards if you have a lot of fleets suffering at once in various places and can even be disabled for repair so you don't accidentally send ships to repair where the enemy will sink them etc. You can even repair in friendly ports if you have docking rights, but are likely to have lower priority than their ships if there is a competition for attention.
Screenshot_1.jpg

If you look closely at the damaged Deutschland heavy cruiser you will see that there is a warning icon on top of it. This signifies that it has taken a critical hit to its propeller and is suffering a big penalty to speed...

Critical Hits
On top of the propeller damage shown off above there are a lot of different critical hits a ship can suffer in combat. The idea behind these is to add some cool storytelling to the fate of ships, and to introduce some lucky random elements. For example imagine there is a lucky hit on a fast and powerful German surface raiding vessel damaging its propeller or engine. Suddenly it is no longer able to escape the royal navy’s wrath as it has planned to do.

Different kind of hits have different effect, and also will cause different amount of direct damage. We are still finalizing the amount of types we have, but here is a non-complete list to wet your appetites:
  • Main Battery Turret Destroyed - reduced attack on main weapons and damage
  • Secondary Batteries Destroyed - reduced attack on secondary weapons
  • Broken Propeller - lower speed
  • Rudder jammed - reduced ability to disengage
  • Magazine hit - massive damage
  • Torpedo Tubes destroyed - reduced torpedo attack and damage
  • Heavy fires - reduced org and damage
  • Ballast tanks inoperable - reduced stealth for subs
  • Radar Inoperable - reduced detection
Suffering a critical hit is a good reason to repair your ships and they need to be fully repaired to remove the effects of the critical hit. There are several admiral traits designed to help you cope as well.

traits.jpg


“Safety First” Lowers the chance of the ships under this admirals command suffering critical hits in the first place while “Crisis Magician” unleashes your internal Scotty which will reduce any effects of critical hits through jury rigged repair, fancy maneuvering and probably a fair amount of god old duct tape.

Is this all? No, there will also be a brand new ship designer and the ability to refit. But that ship is not yet watertight, so it will sail in a future diary instead :)

See you all next week again for more Man the Guns updates!


Rejected Titles:
  • Duct tape and you - keeping the Kriegsmarine afloat in a crisis!
  • The rise of Boaty McBoatface
  • This dev diary was taking on water
  • There is nothing a scottish engineer with a degree in technobabble can’t fix
  • What are you sinking about?
 
Very GOOD & awesome....

I hope ill be able to build a "Waterworld" as mod [lets imagine to nuke down antarctica would rise the sea level .......]

Work faster want that dlc as fast as possible......

Just please do NOT forget ships that are docked or under repair can be stolen if the region is under controll by enemy landforces (or decision sink them by their crew, decision should not cost that much political power cause could be happen as surprise by paratroopers if dock region undefended) That should be posible. A ship in drydock cant go to sea immediatly....
 
If I set a custom name for a ship in a production line and I set to produce like 10 ships, will the first one have the custom name and the other nine random names or all of the ten have the same name?
 
But what bothers me more is the repair time: 50% damage => 10 month. Most ships will only see one battle each war!
Is naval combat even worth playing when my ships (or the enemy ships) only last one battle?
I love naval combat in general and want to enjoy more of it... not less!
We havent balanced the numbers yet. they are too extreme in places ;)
 
If I set a custom name for a ship in a production line and I set to produce like 10 ships, will the first one have the custom name and the other nine random names or all of the ten have the same name?
yes. it will first pick the ones you wrote, then go back to the normal list
 
Looks really interesting. Can't wait to dive in give the new systems a try :). I have a feeling this is going to incentivize building a lot more dockyards then in previous version of the game.
 
Just please do NOT forget ships that are docked or under repair can be stolen if the region is under controll by enemy landforces (or decision sink them by their crew, decision should not cost that much political power cause could be happen as surprise by paratroopers if dock region undefended) That should be posible. A ship in drydock cant go to sea immediatly....

No, just no. That’s ripe for AI exploitation.
 
we can always add them via modding... but forward bases comes later in the war... i am afraid
In my view it would really be a more substantial change. "Naval bases" ought to be separated from ports through which you route supply. Bases would have to be built at escalating cost, and building ones capable of repairing CAs and up could only be built at considerable cost.

Looks really interesting. Can't wait to dive in give the new systems a try :). I have a feeling this is going to incentivize building a lot more dockyards then in previous version of the game.
I agree. Of course, there will be more incentive to build dockyards just because the naval game will become more interesting overall!
 
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but it happened (not succesfull of course)

https://en.wikipedia.org/wiki/Scuttling_of_the_French_fleet_in_Toulon

39 small ships captured 77 other ships destroyed but there was the order given to the crews destroy them. If this order WERE NOT given more ships were captured(but that maybe alternate history)

Of course the AI could be programmed to destroy any vessel (if so wish by the new system at game start) for multiplayer it could be interesting.

Maybe it should be an option to activate if a player wish so
 
What about upgrading ships? EU4 has it, why don't we?
Podcat has said there will be some form of retrofitting, we´ll most likely see it at the same time as the ship designer. My guess is it will follow the stellaris model, letting you say "ship X should be converted into a ship Y" with certain restrictions, like not letting you turn a destroyer into a carrier.
 
I really hope you add a fleet designer to que up a bunch of ships at once rather than individually have to create fleets. I also hope these fleets can be set to automatically rebuild lost ships.
 
With this new repair system and the new fuel mechanic of fuel, battleships seem like they are more costly than they are worth. What purpose do they serve now and why should I not just build light carriers with torpedoes and naval bombers instead?
 
To show you how strong flex tape is, I sawed this HMS Sheffield in half!
 
Am I the only one seeing main guns AND secondary guns? What will be the purpose of secondary guns? Just added dmg or focu on smaller ships first so main guns can focu on capital ships?
 
With this new repair system and the new fuel mechanic of fuel, battleships seem like they are more costly than they are worth. What purpose do they serve now and why should I not just build light carriers with torpedoes and naval bombers instead?
That's what most of the admirals asked and decided they should.
 
So it's going to be slwoer to build capital ships?
You have no idea how happy i am to have done the "my ships don't lie" achievement"
Capital ships are painfully slow to build already and i don't like that they'l become even more slow to make.
But whatever, it seems ships won't die as fast as they do now so maybe i don't even need to build a lot anymore... who knows
 
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
The rest of the Dev Diary I found very cool until this part. Imagine late game the US building battleships and carriers with 60+ naval dockyards, it would actually be horrible to navigate the production UI with such a change (taking up as much space as 180+ military factory equivalent on production line space). If this change passes through then they should rework the UI to make it easier to navigate with many production lines.