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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?
 
So basically all capital ships after 1940 are useless in game since you can hardly complete them before the war is over, or say, before you quit the game.

And why can light ships use more shipyards in parallel? Assume that a Battleship costs 12000 and a light cruiser costs 4000, before MtH it means building a BB takes 3 times the time to build a CL, but in MtH, it is 6 times. So if you have enough shipyards, building light ships still takes magically short time and can be the only option after 1940.
 
The changes listed are all very good and all but there needs to be more widespread changes to make this interesting in game particularly for nations with starting navies. How about being able to upgrade your ships, there are hundreds of historical examples of ships being upgraded throughout the war to keep them effective. Removing secondary armanent for AA, increasing armour, adding heavier guns, adding torpedoes, depth charges, radar even converting a cruiser to a carrier (mid construction) etc. I feel without having this functionality there is very little reason for any nation other than Italy, Germany, UK and USA to focus on navy which is fine for historical players but the game is equally about hypothetical conflict which all the suggested changes seem to be a slap in the face for fans of.
 
It seems everyone except majors will create the most powerful "light" cruisers possible in designer, and will spam them.
Can't understand why less ship-years to play with is good choice for naval update.

Guys who prefer to play as minor, and can't tolerate "one huge pile of wars without diplomacy" mechanic, and therefore cannot play after 45th most of the time, will actually never see their own capital ships.
 
The changes listed are all very good and all but there needs to be more widespread changes to make this interesting in game particularly for nations with starting navies. How about being able to upgrade your ships, there are hundreds of historical examples of ships being upgraded throughout the war to keep them effective. Removing secondary armanent for AA, increasing armour, adding heavier guns, adding torpedoes, depth charges, radar even converting a cruiser to a carrier (mid construction) etc. I feel without having this functionality there is very little reason for any nation other than Italy, Germany, UK and USA to focus on navy which is fine for historical players but the game is equally about hypothetical conflict which all the suggested changes seem to be a slap in the face for fans of.

They are adding that. They've talked about a ship designer which allows you to design your own ships as desired. The criticals mention a difference between primary and secondary weapons. They've also talked about refitting.

Most people assume the DLC wont be out till next year so they have 15 or more Dev Diaries to tell us about things. As they get closer to finalising each feature they will tell us about it.
 
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

@podcat
You guys are absolutely amazing!

Your work on this next update looks like it will truly improve, even revolutionize, this game!
Is there any chance of a rework of the variant system while you are at it?

'MoreVariants' and other similar mods help a lot, but the costs, make it unrealistic to truly make a series of 'variants' in the historical sense.

1) Perhaps manufacturing companies can be altered to give+/- army XP discounts to historical vehicles?

For instance:
If you select 'Porche' for your Armour Designer as Germany, all tanks made with Porche have a huge XP discount to increased to making armour variants, but cause reliability to dive-bomb.

Whereas with the USA, reliability, engines, HE weapons(MoreVariants)), and production costs (like from MoreVariants) would all have discounts depending on if they are GM or Ford, but would have increased costs for armour and anti-tank weapons variants, encouraging production and use of Tank Destroyer models instead of increasing the lethality of your tanks as the USA.

Whereas with the USA, reliability, engines, HE weapons(MoreVariants)), and production costs (like from MoreVariants) would all have discounts depending on if they are GM or Ford, but would have increased costs for armour and anti-tank weapons variants, encouraging production and use of Tank Destroyer models instead of increasing the lethality of your tanks as the USA.

So, therefore, you could allow the variant system itself to model the significant differences in design by the various countries.

3) Also, being able to select the model of planes that any given air-wing has access to reinforcements of would be nice!
 
While at the same time increasing their relative ability to rapidly replenish smaller ships.
Nothing increases there. It is the same as it has been.

Even the build rate for large ships is not changed much by this in the long run. 15 NIC in 3 lines will put out 3 BBs just as fast as in the old system except that number 1 and 2 will be delayed until all 3 are ready. This will add a lot of good things to the game, some of which have already been expressed. For one, older models of capital ships will have more relevance. It is no longer such a no brainer to decide to skip building any of the older ones until you have researched a newer model. Doing so might leave you with too few when the fighting starts.

Also as stated elsewhere, the lead time involved in replacing losses when capitals are sunk will be much more realistic this way.

If I were to change any of that it would be to simply make it so that all ships got a max of 5 NIC instead of singling out capitals. My group's MP mod has been running it with 6 NIC per line maximum for quite some time now and it plays fine.
 
well we know from past experience that paradox will probably sprinkle some of these features into the major update that usually accompanies a dlc release so we have that to look forward to
 
well we know from past experience that paradox will probably sprinkle some of these features into the major update that usually accompanies a dlc release so we have that to look forward to

They've already mentioned--through several other game altering updates--that these sorts of things (and this one in particular) are part of the patch that will come out with the DLC.
 
It seems everyone except majors will create the most powerful "light" cruisers possible in designer, and will spam them.
Can't understand why less ship-years to play with is good choice for naval update.

Guys who prefer to play as minor, and can't tolerate "one huge pile of wars without diplomacy" mechanic, and therefore cannot play after 45th most of the time, will actually never see their own capital ships.
Light Crusiers are pretty useless against Heavy armored capital ships other than perhaps torpedoes so that should balance them a bit.
 
So now we can't build carriers and battleships from 0 to 100 percent in 6 months! That actually sounds great.
For that reason, the USA - or any other with CV research bonus - probably never builds an Essex Class (III) but tech rushes to the Midway Class (IV) if they don't already.
We shall see when the all the Naval changes are previewed.....
 
It would be absolutaly cool if we could upgrade ships, like in real life. (for exaple there's a tier 2 heavy cruiser with lvl 2 armament and lvl 3 armor that you don't want to decomiss so you upgrade it to armament 4 and armor 5 to give it bigger chances in further battles)
 
It would be absolutaly cool if we could upgrade ships, like in real life. (for exaple there's a tier 2 heavy cruiser with lvl 2 armament and lvl 3 armor that you don't want to decomiss so you upgrade it to armament 4 and armor 5 to give it bigger chances in further battles)

While altering the armament would be quite reasonable, adding armor to ships wasn't something nations undertook lightly. Specifically, the engineering that goes into keeping a ship from becoming a submarine is generally locked in once the armor and hull are built. Rarely is more armor added because of how it changes how the ship will handle and ride.

For that reason, the USA - or any other with CV research bonus - probably never builds an Essex Class (III) but tech rushes to the Midway Class (IV) if they don't already.
We shall see when the all the Naval changes are previewed.....

Not necessarily, I'm sure that the Devs might bring something in to counter that sort of strategem. Especially with how restrictive the nature of building ships is, are you going to want to wait so long before you get hulls in the water?
 
Especially with how restrictive the nature of building ships is, are you going to want to wait so long before you get hulls in the water?

Exactly, your 3 CV II class carriers you start asap might not be done when you have CV III researched, so why not rush to CV IV and go right to them in production?
 
Exactly, your 3 CV II class carriers you start asap might not be done when you have CV III researched, so why not rush to CV IV and go right to them in production?
Ships will be Component based in the expansion so it will not be CV II and III but stuff such as flight deck 1940 and radar 1944 as far as I understand. You can also upgrade ships which make research important.
 
Ships will be Component based in the expansion so it will not be CV II and III but stuff such as flight deck 1940 and radar 1944 as far as I understand. You can also upgrade ships which make research important.
That is a real possibility. Could also be you research the 'base' models and upgrade components separately, as Secondary guns on a BB could double as Primary on a CL or DD. There are a whole lot of possibilities....
 
That is a real possibility. Could also be you research the 'base' models and upgrade components separately, as Secondary guns on a BB could double as Primary on a CL or DD. There are a whole lot of possibilities....

This... pretty sure that's what ended up happening by and large (since even the mounts for the DP 5" guns aboard the South Dakotas/North Carolinas/Iowas were the same as those aboard the Gearings et al...