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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?
 
A good Pearl harbor could really be decisive for Japan with these rules: make US use their dockyards to repair their fleet and not wide the gap between them. I like it
 
With the new design system, you mentioned Flight Deck guarantees it's a capital ship(?). Weren't there carrier ships IRL smaller then that used for escort duties?

Even the smallest escort Carriers historically were as large as a heavy cruiser ( Which judging by the pictures in DD seems to be a Capital ship ).
 
Will there be any UI changes to the production screen? To accommodate the increased number of parallel ship construction lines with the new limit.

That was exactly what I wanted to ask. There are several production GUI mods in the workshop. Shouldn't be too difficult for PDS.
 
Since we need to allocate dockyard to repair ship now does that mean less ships are being produced for every nation during war? Is that WAD? Or dockyard will be more easily to produce to balance this out?
 
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.

Already in the current version you can collapse production lines, filter according to what they're building, what resources they're using etc., and with drag and drop navigation and prioritisation is much easier than before, so I'm not too worried about this.
 
I think shipbuilding is weird in general. I imagine at least some of it should be handleable by regular factories, on the other hand, I don't see how shipyards in Vladivostok can aid deploying fleets in Leningrad and so on.

Maybe you should do something about that rather than capping but still running parallel building. Incidentally, is there a reason not assign as many dockyards to the task? Seems like the outcome would be the same, but ships would appear with delay.
 
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Since we need to allocate dockyard to repair ship now does that mean less ships are being produced for every nation during war? Is that WAD? Or dockyard will be more easily to produce to balance this out?

Repair dockyards will only be needed if your ships are damaged, otherwise they can work on new production.

It just gives another reason (along with fuel) about why you would be very careful in deploying your capital ships. Gives a whole new level to fleet-in-being tactics.

Wow looks good, but i wonder how long it will take to build a navy as Germany now since now you can only use less than 15 naval yards...

Previously if you could build a capital ship in 1 year with 15 yards then under the new system you still get 3 ships every 3 years, you just don't get the 2 ships you would have had by year 2. It's exactly the same build speed you just need to plan ahead a lot more.
 
The idea is to shift naval warfare away from everythign dies right away to a place where not everythign is lost but it costs a lot of time and industry to repair it

Ah, together with repair times that allow to field your navy for multiple battles, it might actually increase the number of battles.
I hope you balance repairs for "gameplay" and not "historical" purpose . (or at least easily moddable)
Yeah yeah, give me your disagrees ;)

Oh and I DO hope that you find a cure for doomstacks; a large navy usually needed to cover a lot of sea; not just one battering ram. And yes this is for gameplay purpose too: many small battles to enjoy and recover from loses than one big "win or loose".
 
Previously if you could build a capital ship in 1 year with 15 yards then under the new system you still get 3 ships every 3 years, you just don't get the 2 ships you would have had by year 2. It's exactly the same build speed you just need to plan ahead a lot more.
exactly. a lot of people seem to misunderstand
 
Has attaching fleets to navy invasions/navy transport been discussed?

Current problem is that you have ships who provide bonuses to naval invasions, but the AI has no benefit from this. Also, from experimenting the AI only takes into account the average naval superiority in the seazones crossed when deciding to do invasions. Thus the invading divisions cross safely over the first 2 seazones and then get sunk in the 3rd right before the landing. (And if they survive they ship them back again to the mainland, 2x the chance of sinking)

I bet 95% of casualities of a standard AI-AI pacific campaign is just divisions being sunk since they have no protection
 
Can you give a ship designers a little bonus (5-10%) for a naval repair if they active in goverment?

(sorry, my english is awful, I know)
 
Since we need to allocate dockyard to repair ship now does that mean less ships are being produced for every nation during war? Is that WAD? Or dockyard will be more easily to produce to balance this out?

I would assume so. From what I saw, much of the game seemed to have significantly more ships and divisions than they had historically, which means anything that might limit (or just slow some things down) the profligate destruction would be a good thing.