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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.

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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.
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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.

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“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?
 
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 other great thing about this is that it makes securing the resources you need even more important, as you can't "compensate" for lack of resources with more dockyards. If you want decent production speeds with only 5 dockyards, you'll need to have secured all the resources you need.
 
exactly. a lot of people seem to misunderstand

While build speed is unchanged, lead time is increased. It might be worth adjusting when different ship models become available? Ie. shifting '40 to '38 and '44 to '42 or something? Otherwise a 1944 capital ship researched on time will only be available in 1947.
 
If port level still matters for rate of ship repair (which, fair enough, it should), then I hope we're getting a new fleet manager. The current system of splitting up fleets into the right sizes and sending them where you want them (which will matter for repairing the fleet as quickly as possible) is such a pain. All of these features aren't going to matter at all if even clicking on a navy gives you such a headache that you leave it in port.
 
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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I don't mind the idea here, but I dislike the fact that I'm going to have 3x as many construction lines for capital ships and 1.5x as many construction lines for other ships.

One of the best changes to the HOI4 UI was allowing more than 15 factories on land equipment. That compression was a big improvement for usability of the Production UI. I feel like this change for Naval production is a move in the opposite direction. I hope that before MTG launches the team can consider ways improve the Production UI for ships.
 
That's what most of the admirals asked and decided they should.
I mean your absolutely right, but they have to shift balance a little in order to make the game more historical. Obviously if we could do ww2 all over again we wouldn't build any battleships, but in order for the game to vaguely follow historical Paterns battleships should start the game with significant power, but as you go down any naval docterine battleships should become worthless.
 
I hope that before MTG launches the team can consider ways improve the Production UI for ships.

They already have the x5 design, so maybe stacking up to 25 dockyards dedicated to capital ships would fit on the same row. Similar for x10 I guess for escorts? Bonus points for showing a staggered status bar?

When will it be release, which month are u guys hoping to release this?:)

I feel like relevant info would be which year...
 
I do not like these changes.
It's already hard enough to catch up to the larger powers in terms of navy and now you're making production even slower and adding on top that dockyards have to be diverted to repair.
Being able to devote less dockyards to larger ships just seems absurd. Larger ships take more resources, therefore you should be able to allocate more dockyards to them, not less.
Using dockyards instead of naval bases for repair is just an unneeded change and one that will make naval base upgrades obsolete.
I do like the changes regarding critical hits, however.
 
Very cool, hopefully, as others have said, I hope there is a sort of Squadron/Task Force/Fleet designer similar to the land divisions & armies, with multiple levels of Admirals for commanding them, of course.
 
I do not like these changes.
It's already hard enough to catch up to the larger powers in terms of navy and now you're making production even slower and adding on top that dockyards have to be diverted to repair.
Being able to devote less dockyards to larger ships just seems absurd. Larger ships take more resources, therefore you should be able to allocate more dockyards to them, not less.
Using dockyards instead of naval bases for repair is just an unneeded change and one that will make naval base upgrades obsolete.
I do like the changes regarding critical hits, however.
However you will have fuel which limit the effective size of everyones navy and it is possible that technology will be more important because ships will be custom designed which may favor whose that build new ships as the old ones will need refits which likely cost alot of resources and may still not be as good as a new ship.
 
This is excellent! I hope submarine warfare is being improved so we can get a proper Battle of the Atlantic etc. The arms race between German submarine technology/weapons/defenses and Allied anti-submarine technology/weapons/defenses.
 
This is excellent! I hope submarine warfare is being improved so we can get a proper Battle of the Atlantic etc. The arms race between German submarine technology/weapons/defenses and Allied anti-submarine technology/weapons/defenses.
Likely someone will just Tech rush the best technology as soon as possible if it give any significant advantage.
 
wich would lead into no one building any, ever (except AI).
BB's should never become useless
They will still be useful with these changes, but with theses changes and fuel being added, I think the mega-stack will disappear, and Naval will be forced to a more historical OOB.
 
Still waiting for a solution to end utterly annoying doomstacks...

PS: I really don't understand why people (who disagree) could like doomstacks? Masochistic people ?
 
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They will still be useful with these changes, but with theses changes and fuel being added, I think the mega-stack will disappear, and Naval will be forced to a more historical OOB.
i know, but i was quoting Rigz who said BB's should become useless