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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.
Pasted_image_at_2018-09-12__3_58_PM.png


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?
 
Nice changes in general, but new features mean new data for the game to track. My main concern is that the changes related to critical hits and repair (and things like fuel) could add to end game slowdown. Each ship having 12-15(20?) damage points that will need to be tracked will result in tens of thousands of new data points the game will have to store, use and show on a GUI. Also, I have no desire to micro my navy's repair; the game's level of abstraction was just fine previously. While some of the changes look good thus far, like the new naval production dockyard limits, a slower, more tedious late game is not something I am looking forward to. I am hoping for sub warfare that works, surface combat that is measured in hours instead of days, realistic air/sea combat interactions and convoys/convoy escorts that act more like they should.
 
We had to hunt down some gremlins in the machinery before stuff could be screenshotted.
That's what happens when you have millennials and such younger employees. They don't know NOT TO FEED THEM AFTER MIDNIGHT!!
 
Love the changes, especially making the capital ships that much more precious! No more shall the cruiser crusade plague my dreams.

In the risk of being totally off-topic for this DD, I would ask if a few quality of life adjustments could be made for us sly devils who utilise mods a lot!

1) If the little icon that shows whether you'd be able to play Ironman on the country selector screen could tell you which mods are incompatible with it. This would be such a relief, as, having the memory of a rather special goldfish, I often find myself forgetting which mods I have on, or which ones were ironman or not, and have to launch and relaunch about 5 times with different combinations, until I finally get that sweet, sweet tick mmm, delicious.

2) It leads into the second QoL adjustment that I think I've mentioned before! Some sort of function to filter mods to only those toggled on, (or have them all at the top of the list) or a search function. When you have 10 billion mods, this would be the absolute dream!

Please, oh merciful @podcat , deliver us from our own, sinful modding ways :D
 
if the meta becomes to run 10 lines all at once on battleships we have probably failed with balance of everything else as well as industry. The current battleship > everything else spam is not fun, nor is it strategic and interesting.
I think that you may be misunderstanding the concern about 10 lines of production for Capital Ships. Certainly my concern about it has nothing to do with Battleships vs other Capitals and everything to do with the UI.


Let's say I am playing the current HOI4 with 100 NIC of production. My naval production lines look something like this:
  • 3 lines with 15 NIC on Capital Ships
  • 3 lines with 15 NIC on Escorts
  • 1 line with 10 NIC on Convoys
In the MTG expansion, my naval production lines will look something like this:
  • 9 lines with 5 NIC on Capital Ships
  • 5 lines with 10 or less NIC on Escorts (4 10s and a 5 or 5 9s or whatever)
  • 1 line with 10 NIC on Convoys

To apply the same amount of NIC to ship building in the same ratios, the number of production lines is increased from 7 to 15, more than doubling the screen real estate needed to display it.

Regardless of the gameplay virtues of this change, it looks like a clear step backwards in the production UI unless something changes. This is why I hope that the Naval Production UI can get an upgrade to somehow make it more compact before MTG releases.
 
I want to have "Boaty McBoatface" added in the Nametemplates so a ship of maybe some minor nation might get called like that, or maybe a easter egg event called the "The rise of Boaty McBoatface" maybe for Luxembourg if it will start to build up a Navy ^^
 
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.
View attachment 403746

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.

View attachment 403747

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.
View attachment 403749
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.

View attachment 403750

“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?

Thank you so much for the ship names, now it will be so much easier to play historically accurately.
 
Looks like HOI4 is now only 2 expansions away from being a really good game.

Need a supply and resource overhaul expansion (stockpiles please)

Need an espionage and political expansion.

Then we're all set.
 
There are (at least on the drawing board) several different criticals that affect speed atm. Ships can also sink due to accidents and mines outside of combat, but not say just from a critical. if we wanted that we would simply sink it right away

If the gameplay goal is to let more ship survive a battle to be repaired, than critical hits, that reduce speed and Disengagement, are really dangerous. A beaten fleet will get serious damage in additional engagements, so maybe it needs to be faster, after all it takes a direct root home, while the hunter needs to find it again and advance into enemy waters to persue.
But it's mainly about gameplay: to survive to fight another day fleeing needs to be easier than persueing.
Just think of a fleet that retreats but is slowed down by one critical ship: will the fleet know to leave it behind or do we need to manually remove it from the fleet to save everyone else?
 
I want to have "Boaty McBoatface" added in the Nametemplates so a ship of maybe some minor nation might get called like that, or maybe a easter egg event called the "The rise of Boaty McBoatface" maybe for Luxembourg if it will start to build up a Navy ^^
Independent England namelist perhaps? You'd get an event with a chance of causing a stability-drop if you decline (in which case the name will go to a newly deployed Submarine instead).
 
Didn't anybody notice the 1935 finishing date on the convoys on the first pic. It is most likely a bug but could they add more to the game?
No, you're wrong.

1933 start date confirmed.

:p
 
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.
The problem with this is that already I experience problems navigating the interface even with the collapsed production lines when I do a Naval US game. Half my production line tends to be ships and it needlessly clutters up the GUI, making it much harder to manage ships. Additionally, for each ship you need to assign which fleet it goes to. Imagine with 10+ lines constantly microing which fleet to deploy the ships in and having to keep track of it every time a new ship is made. It would become needlessly tedious in the late game.

Instead, I would propose parallel production interface similar to the current recruitment tab. For each production line you can add another identical line of ships to the bottom which is represented by the progress bars alone similar to the recruitment interface. You can then set the deploy area for all ships in the parallel lines using the default production line.
 
The current battleship > everything else spam is not fun, nor is it strategic and interesting.
In my testing of 1.5 and 1.4 naval combat Mixed fleets or even pure Destroyer fleets often can inflict more damage vs pure Battleships, they just lose because they can't sink the BB while the BB can pick them off a few each battle just to return 2-3 weeks later with 100% strength having been magically repaired at a lvl 10 port.
This isn't actually the best strategy for the current patch. Reman's video which claimed that battleships were superior to everything else didn't take into account proper mixed fleets or naval bombers.
Naval bombers set to port strike can completely negate the advantage of battleships in that they can survive to be repaired since the naval bombers will just destroy the weakened battleships while they are in port. Players who run battleship only strats often find their fleets decimated by a few submarines after a while or annihilated by a carrier + destroyer fleet.
 
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.
Yeah, it would be cool to have Nimitz have over all control of the fleet with Fletcher and other admirals control Task forces or whatever name they will give them