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HOI4 Dev Diary - Operations

Welcome to another dev diary for La Resistance. Today we are back talking espionage, namely Operations. These are like big impact missions that may require multiple agents as well as resources and preparation time. I also have some other stuff to cover.

Update on the new launcher
As some of you may have noticed the launcher release got a big bumpier than we had liked. While we had fixed several issues since the stellaris launcher it seemed that HOI4 had a share of unique issues also :/ I’ve looked at telemetry and it seems like mod use is mostly back to pre-launcher-release so it seems most players are back on board with mods, but there are still reports of issues. We released a 1.8.1 hotfix for some issues at the end of last week and we are working on a few things on the game side since. I have been chatting with the team working on the launcher and they will have a launcher bugfix patch out next week (the new launcher updates without us having to update the game or bump version number). While they are mainly looking at bugs at the moment, they are also working on some UI improvements for mod navigation that should be ready during next month.

Operations
Operations all require at least one agent to perform, and some require more than one (in fact some powerful ones require more than you might have as a non-spymaster, making their access more limited). They also all need some level of network to have been built up in preparation.

upload_2019-11-20_16-28-53.png


Operations all need preparation before they can be launched. This is usually produced equipment, agents or a cost in industry over time. We use this last one as an abstract representation of funneling economy into bribes, making or creating counterfeit cash etc where military equipment makes no sense.

upload_2019-11-20_16-31-4.png

In this example we are using the local resistance to saboutage resource extraction and we need to supply the operation with 250 support equipment
You can here also set the operation to just launch when ready if you do not care about timing, or if you want it to keep repeating.

Once preparation is done an operation can have multiple phases. The most common is 3 - Infiltration, performing the job and exfiltration. We have a pretty cool system for this where phases can be mixed and matched and have different costs associated with them. For example if your operatives need to paradrop into location at night it may require transport planes, but if its a neutral border perhaps only some economic bribing is needed to slip in. Operations can take quite a while to perform and will lock up your operatives during this. Operatives can also have traits that affect both chance of better outcomes as well as making them cheaper/faster.
The more times you perform an operation against a target the more difficult it gets. This kind of auto balancing simulates that the enemy will plug holes in their security based on how you have previously broken through.

There are two main types of operations: Gatekeeper ones that give you infiltrated assets, which in turn allow you access to other, more powerful operations.


Infiltration
These are all gatekeeper operations with added benefits.

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(note that this resistance contact ones lets you specify a target state. Some operations target nations, some take states and others strategic regions)

Infiltrate Army - Gets you an asset inside the enemy armed forces. Gets you more info on their armies, techs etc.

Infiltrate Navy - Gets you an asset inside the enemy naval command. Gets you more info on their fleets, ships, techs etc.

Infiltrate Air Force
- Gets you an asset inside the enemy air force. Gets you extra intel on their air forces, air techs etc.

Infiltrate Civilian Government
- Gets you an asset in the enemies government. Gives more intel on their production, buildings etc.

Make Resistance Contacts - Get a local contact in the underground resistance. This helps boost resistance growth.

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Other operations
Several of these require some form of infiltration to be in place first. Often they will need resistance networks, a certain amount network cover and other limiters also.

Steal Blueprints - Depending on the outcome and what kind of infiltration you have done you can get research speed bonuses, ahead of time or full unlocks of technologies.

Targeted Sabotage - Use your contacts in local resistance and strengthen and focus sabotage in an area

Boost Resistance - Strengthen the local resistance

Capture Ciphers - The old “steal the enigma” trick ;) Capture clues to the enemies cryptos and gain progress on cracking them. Requires that you have a crypto department.

Coordinated Strike - Allow setting up air strikes and launching a surprise attack. This will let us simulate things like Pearl Harbor and the devastation that the germans wrought on soviet air forces on the start of Barbarossa. Your agents prepare an area that will see a strong intial strike. You need to set up your air force missions before and when the operation triggers the strike will happen (and war declared if you are a nation allowed to do this). It works for port strikes and strategic bombing.

Plant False Intel - This lets you create “fake troops” to trick the enemy. These troops will look like regular divisions to the enemy, although they will disappear into thin air if the enemy gains full intel or end up in combat with them. They don’t consume supplies and are not able to capture territory. Fake troops work an all of your non-allies, but a nation needs to be picked where to seed the false information. Bonus point if you do this and put Patton in charge of them ;)
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Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.

There are also some things we will wait until next week to reveal...

Historical operations
We also wanted to give you the opportunity to recreate some of the more famous operations in the war. While the generic operations already cover a lot of work done by, for example, allied agents working with the resistance in France and Yugoslavia, there were a few very famous ones that didn’t really fit. Most of these are less inspirations for spy movies and more about Daring Commando Raids (™).

For example, if Germany occupies the Telemark region in Norway, they can now take a decision to begin heavy water production. The decision runs for a fairly long time, and if it completes, the Germans get a bonus to nuclear research. Historically the heavy water was fairly useless for actually building a reactor or even a nuclear bomb, but we decided that if the Germans managed to get it, they would realize that and end up pursuing a better approach.

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However, any country with an intelligence agency in a war with Germany can try to sabotage the production plant if there is a certain level of resistance in Telemark. This is to allow the German player to successfully defend by keeping resistance low in the area. Historically, the British had to execute several operations to deny the Germans the heavy water. The most successful was Operation Gunnerside, which completely demolished the plant through the use of explosives planted by a small Commando unit, and which now serves as the basis for our Historical Operation.

There are a handful of other historically-inspired operations, including the German raids to capture or kill Tito and to liberate Mussolini.

See you next week when we talk... collaboration!
 
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@Eogos I recommend modding of the gamerules.

I added an entry looking like this:
Code:
    if = {
        limit = {
            has_game_rule = {
                rule = allow_licensing
                option = BARDULON
            }
        }
        custom_trigger_tooltip = {
            tooltip = RULE_ALLOW_LICENSING_BARDULON_TT
            OR = {
                has_government = FROM
                is_in_faction_with = FROM
                AND = {
                    ROOT = { has_government = democratic }
                    FROM = { has_government = communism }
                }
                AND = {
                    ROOT = { has_government = communism }
                    FROM = { has_government = democratic }
                }
                AND = {
                    ROOT = { tag = JAP }
                    FROM = { tag = SIA }
                }
            }
        }
    }

In general in HoI IV there is missing an entry for OR same goverment | in faction. In vanilla you have to choose between these two rules, instead of an option which allows both.
In my mod we also allowed licensing between Allies and Soviet Union, so democractic and comminst nations. This just block India (neutral) from licensing from the USSR.
Since we use AI mods Hungary and Romania turn fascist quite fast, so there were no extra rules required, but Siam takes quite a while, so Japan can license from them even when they are not in the faction yet and still neutral.
 
@Eogos I recommend modding of the gamerules.

I added an entry looking like this:
Code:
    if = {
        limit = {
            has_game_rule = {
                rule = allow_licensing
                option = BARDULON
            }
        }
        custom_trigger_tooltip = {
            tooltip = RULE_ALLOW_LICENSING_BARDULON_TT
            OR = {
                has_government = FROM
                is_in_faction_with = FROM
                AND = {
                    ROOT = { has_government = democratic }
                    FROM = { has_government = communism }
                }
                AND = {
                    ROOT = { has_government = communism }
                    FROM = { has_government = democratic }
                }
                AND = {
                    ROOT = { tag = JAP }
                    FROM = { tag = SIA }
                }
            }
        }
    }

In general in HoI IV there is missing an entry for OR same goverment | in faction. In vanilla you have to choose between these two rules, instead of an option which allows both.
In my mod we also allowed licensing between Allies and Soviet Union, so democractic and comminst nations. This just block India (neutral) from licensing from the USSR.
Since we use AI mods Hungary and Romania turn fascist quite fast, so there were no extra rules required, but Siam takes quite a while, so Japan can license from them even when they are not in the faction yet and still neutral.

I'm aware of the game rule, the fact that you have to use said game rule rather than it just being a more intuitive system where you control what gets put up for Foreign License Production doesn't change my point. It'd be much better if you could manually control what goes up for sale, to whom, and when in the actual game rather than just the very rigid game rule settings.

EDIT: Plus, if there was any a time for this to be updated and changed this is the update/DLC to do it. It is a DLC all about intel, sabotage, and deceit so fixing the LP issue is pretty relevant especially since it was mentioned in this dev blog that stealing blueprints and shit is a thing now.
 
Wow it looks like you guys are really listening to all the suggestions on here. I've suggested many of these things in the past myself. I hope there are more than a handful of Historical Operations because there were many during the war. Also, sending agents to assassinate enemy leaders, generals, admirals, ministers, etc. should be a thing. How many attempts were made on Hitler? Including from his own military in the 20 July Plot. And the successful assassination of Reinhard Heydrich in Operation Anthropoid.

Also, you need to explain how Coordinated Strike will work and allow us to execute a historical Pearl Harbor strike etc. Because the current game mechanics do not allow that at all. Which has been discussed a lot. I've tried to do a Pearl Harbor strike with a historical Japanese fleet and the game mechanics just don't allow it. You say this will be done with Port Strike but doing a Port Strike from your Carrier Fleet with a few hundred aircraft doesn't work at all. In my testing only about 18 aircraft ever actually attack the Port and they can only damage or destroy 1 ship a day. Also, the American AI never seems to station its Pacific fleet in Pearl Harbor. It's always on the California coast.

You also said it will work with Strategic Bombing to simulate the massive destruction (which was like thousands of aircraft on the ground) of Soviet Air Forces during the initial phase of Operation Barbarossa. However, as far as I know Strategic Bombing doesn't destroy the aircraft at Air Bases.

Edit: Everything I've stated is fact. No idea why people are disagreeing lol.

Edit: About 21 ships were damaged or destroyed at Pearl Harbor.

Edit: About 3,000 Soviet aircraft were destroyed on the ground during the first 3 days of Operation Barbarossa. About 1,300 or so on the first day.

In my opinion, Strategic Bombing of Air Bases should destroy aircraft stationed there in general. Not just during a Coordinated Strike. Also, we need to be able to raise sunk ships from shallow Ports like Pearl Harbor. The Japanese had to design new torpedoes for even attacking the shallow port.
 
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I don't know if this has been asked, but what's the limit of operatives that a nation can have? And I know this has been requested before, so I'll ask about progress in it: have you made it possible to trade intelligence? I'd be more than happy to use my spy network on Japan to tip off the Americans about Pearl Harbor if I'm the UK, but the USA isn't in my faction, and is not my tag anyway. So is it even possible and could it be worth it? Will you ever be able to sell information?

The USA got plenty of warnings about Japanese plans against Pearl Harbor, but they ignored all. One very concrete warning came from MI6 double/triple agent Tricycle (Duško Popov), whom Abwehr (as their agent Ivan) sent to Hawaii to make a report about defences of Pearl Harbor. Popov understood that the mission was to help Japan prepare attack to Pearl Harbor and he met with J. Edgar Hoover in Aug 1941 and warned about Japanese attack plans. Hoover did not like Popov as a person, and disregarded his warning, although the MI6 had told Hoover he was their agent. I saw an old TV documentary where Popov himself told about that meeting and how surprised he had been when his information was totally ignored.

Other ignorations:
Danish government was warned by their own ambassador in Berlin that Germany would surely invade Denmark. The Danish government got similar information from other channels also, but did not decide on any preparations. They knew Operation Weserübung was about to begin, but hoped that Germans would bypass Denmark and only invade Norway. When the Germans came, the Danish military fought for a few hours and lost 16 men before Denmark surrendered. In HOI IV Danish AI fights much harder than Denmark did in real life!
The Soviet Union got a lot of warnings about German attack plans prior to Operation Barbarossa. As far as I know, the Soviet intelligence community believed the German war preparations were real, and they told Stalin the SU must prepare for war. But Stalin decided to disregard all warnings, since he believed in Hitler's (!) promises. In most other countries, a head of state acting that way should probably have been regarded at least incompetent, maybe even a traitor, but not in the Soviet Union.

So, in game a country's leaders should have a chance to disregard intelligence information, as historically happened. How could that be implemented? Maybe rolling dice, do they act according to intelligence information, or disregard it.
 
Rescue captured operative - Its bound to happen that one of your Operatives get captured while out on mission. If this happens they will be leaking intel to the enemy, but you will have the option to mount a rescue operation and get them out to safety.
Or lose yet more and thus get intel leaking even faster?
 
My main question is how much effort and fiddliness does this require? Do we need to be constantly making random orders or is this going to have a feature that makes it a lot easier like the air system (at launch you had to keep changing air zones manually but after that you could assign air groups to armies and forget about it). Also, what if your playstyle doesn't involve a lot of scanning the enemies provinces and seeing how many factories they have for subtle changes in long term planning? How much would we use espionage if we aren't as interested in the kind of info you got from the old decryption system? I saw the ones that affect faction openness and stuff and that looks fantastic because it lets you create soft spheres of influence in a way that didn't exist before.
 
Hopefully, she won't have to go around limping too much as she makes the Gestapo look like a bunch of clowns. :)
:) I just finished "A Woman of No Importance." A great book on an incredible person. Supposedly a movie is in the works staring Daisy Ridley.
 
Bundesarchiv_Bild_183-1985-1003-020%2C_Richard_Sorge.jpg

Will we get historical spies with unique traits? They influenced the war quite a bit. For example Richard Sorge, a Soviet spy in Japan, had let Stalin know that Japan will not attack USSR, allowing Stalin to divert several divisions from East to the West in Autumn of 1941.
 
When the Germans came, the Danish military fought for a few hours and lost 16 men before Denmark surrendered. In HOI IV Danish AI fights much harder than Denmark did in real life!

yeah lmao.. one of my "personal challenges" is make danish surrender in 2 days, only possible with a big naval operation to reach their capital. a just normal invasion by land like IRL take 5 days, even with all panzers/CAS might.
 
Unless you make changes to how players already collect this information. Players can already inspect available production licenses to see what an enemy has.

That is an exploit, nevertheless it is supposed that after Husky the player will have far less information in the beginning and that with the information war you should be able to have more. For example, naval intel should allow you to pinpoint where USA has its fleet and do your own Pearl Harbor.