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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.

upload_2019-11-20_16-10-19.png

(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.

upload_2019-11-20_16-13-33.png


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 ;)
upload_2019-11-20_15-56-51.png



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.

image (41).png


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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Historical operations sounds great,I would like to see a historical operation based on the "gold of Moscow" .During the Spanish civil war, the Republicans emptied all the gold reserves of the Bank of Spain (the 4th largest reserve in the world at that time) and sent them to the Soviet Union.

Playing with Franco's Spain, it would be interesting to be able to perform an operation to prevent the transport of gold.

Here there would be 2 options

-First one, the historical: The gold arrives to Moscow, the republic receives Soviet weapons and the Soviet union obtains all the gold, which is a nice bonus for the country

-The alternative option: The national troops intercept the railroad, the gold doesn,t not reach the port of Cartagena and the national Spain remains the gold, which is a great bonus for the country
It's already a national focus in the Spanish tree.
 
It's relocate the gold reserves, in the republican spain tree. You were probably looking at the nationalist tree.
https://forum.paradoxplaza.com/foru...-pasaran-republican-spain-focus-tree.1253437/

But this is not what im talking in the mission i suggested.

The republicans can,t relocated the gold reserves if the gold leaves to russia, the intention of the soviet union was dont give back never the gold to Spain,the only way to keep the gold in spain is abort the mission for send the gold out.

When Franco noticed about republicans moving the gold to russia, the tried stop it, but he couldn,t.

I suggested two options:

historical one: gold travels to russia,republicans get soviet supplies and wepons and soviet union
gets the gold

alternative one :Franco abort the mission and spain keeps the gold
 
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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.

View attachment 526983

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.

View attachment 526984
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.

View attachment 526980

Good job on espionage. I am impressed that there is also exfiltration. Typically in games, it's all about getting the job done or not with no thought of how they will get out of there.
(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.

View attachment 526981

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 ;)
View attachment 526977


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.

View attachment 526982

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!

Good job on how espionage is being done. I'm surprised that exfiltration is also going to be included. Typically in video games it's all about getting the job done with no thought of how they will get out of there.
 
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.

View attachment 526983

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.

View attachment 526984
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.

View attachment 526980
(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.

View attachment 526981

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 ;)
View attachment 526977


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.

View attachment 526982

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!
What would be cool, based on some alt history novels I've read where this was done, is an operation that lets you use an atomic bomb without air superiority (by having men with captured enemy equipment smuggle it in, set a timer, and make themselves scarce - and nations that can use kamikaze attacks can improve the chance of success by skipping the last two steps).
 
Cheers for the DD Podcat, and the extra info Archangel :D. The way operations are set up seems both very cool and very flexible - I\m a particular fan of the varying things that operations can cost, the way they get harder if repeated, and the surprise attacks :cool:. Also, does...

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.

....mean inflatable tanks as equipment confirmed? :D

dummy_tanks_2.jpg


For a naval-related 'fake forces' pic, here's HMS Centurion in 1942 - don't look too closely, those guns are made of wood ;) (She was sent to the Med as a 'pretend battleship' to try and discourage the Italian fleet from sortieing)

large_000000.jpg


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.

Great to hear - being able to see more at once, and some kind of organisation options, would be super-handy.

whups did I forget. of course navy as well!

For this I have no words :p.
 
I liked almost all of this dev diary.

...

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 accepted version of history tells us that the USA won World War 1 for the Entente because the UK intercepted a message from Germany calling Mexico to the war. It would be great to have something like this that could cause the country being targeted by the operation to react. Like the USA preemptively declaring on Japan because they found out about Pear Harbor before it happened.

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.


US CIC decided a surprise attack would anger US citizens and compel them to support a long war. Up to the point of PH, public opinion still favored isolationism.


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.

All true. PH at the moment is not possible in 1.18.1. I know I have tried it.


I don't like this DD. Since Espionage was first mentioned, I was afraid of unnecessary and repetitive micro management.
During the war when you have your hands full managing air, land, sea plus research and so forth, now you also have to micro espionage operations...

It might even be fun the first 20 games, but I'm afraid that it will become a chore and distraction soon enough. I'm at least very skeptical.

Perhaps, an auto play feature after a couple of games. I also fear for MP.
 
This looks absolutely amazing, and it would have SO MUCH potential for a Cold War mod. Only thing the Cold War game would be missing is the deeper political/economic stuff... but even so, this sounds like a ton of flavor and one of the best game mechanics you all have ever thought of.
 
Curious as to what the point of creating Phantom units in SP is. In MP, I get it, it might make it look like an area is heavily defended or troops are getting ready to attack there.
But what about SP? How will that work against a computer instead of a person? Seems like a MP only feature tbh.