• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HoI4 Dev Diary - Ship Designer

Hello, and welcome back for another look at what is probably my favourite feature of Man the Guns: the Ship Designer. It has cost us a lot to make - sweat, tears, sanity (several members of the team now understand the “Poi” meme).

The stated goal of Man the Guns is to make the naval gameplay more involved and adding more depth to it by adding more roles that need to be covered and giving the player new tools to fill these roles. We also wanted to make sure that we had a system that could represent a wide variety of ship types with a minimum of clutter. Finally, we wanted the system to be as moddable as possible.

As many of you have concluded from Daniel’s little accident on stream last week, we have overhauled ship types to be ship hulls instead. The ship hulls themselves are basically empty containers with no combat stats. For simplicity’s sake they do contain stats like cruising range and HP (although they don’t have to!), but the rest of the stats come from modules.

(It should be noted that a lot of the numbers and the GUI you are about to see are not completely final so please keep your pitchforks pointing downwards and your torches unlit)

britain_cruiser.jpg


Every hull type has a limited number of slots in which you can fit these modules, and also restricts what type of module you can fit. So a Destroyer - now called a Light Ship Hull - can’t mount heavy guns or airplane launchers but can mount depth charges, whereas a Battleship - now called a Heavy Ship Hull - can mount airplane launchers and heavy guns but not depth charges. These slots come in two flavors - fixed and custom slots. Fixed slots are things that are either mandatory - like the engines - or shouldn’t compete with other things. All ships except submarines have a fixed AA slot, for example. You don’t have to fill that slot if you want your ship to be completely helpless against air attacks, but you can also only ever mount AA guns in that slot. Custom slots are much more flexible and allow you to tailor a ship to a specific role. Higher levels of ship hulls generally have more custom slots available.

ENG base hull destroyer.jpg


Say you play Britain and have somehow ended up in a war against Germany. Submarines are raiding your convoys and you are desperate for new escorts. Under the old system, you built a bunch of destroyers at a fixed cost, maybe spent some naval XP to upgrade their ASW capabilities and that was that. Under the new system, you take an early (read: cheap) light hull and strip out everything you don’t need. That ship is going to operate in the middle of the Atlantic, far away from enemy air, and the opponent has no carriers, so it needs little, if any, AA. The enemy surface fleet hasn’t shown itself in years, so you can skimp on the gun battery and the torpedo armament to cut down cost. You also go with the most basic set of engines to keep the ship as cheap as possible - it doesn’t have to be fast to catch a submarine. Instead, you load the ship down with depth charges and sonar modules to track down enemy submarines. The goal is to make a cheap convoy escort that can be mass-produced.

Britain destroyer Escort.jpg


However, Japan has been making aggressive noises recently and you expect to fight in the Pacific against enemy carrier battlegroups. So you start with a more more modern destroyer hull and add as much AA as it can carry to send it to help out Australia.

Britain Fleet Destroyer.jpg


Unfortunately, you miscalculated and the Japanese are running swarms of cheap, disposable destroyers with lots of torpedoes and not much else, using their carriers in a defensive role to provide air cover. So you design a light cruiser with plenty of guns to annihilate the destroyers before they can do too much damage. It won’t be cheap, but it’ll give you the edge - once it is in service. Somewhere along the line you’ll also want to build up a carrier battlegroup or two of your own, and that means you’ll have to also look at cruisers and battleships for escorts as well as the carriers themselves…thankfully you have a number of old battleships and cruisers lying around that could be given a second lease on life by refitting them (details to come in a future dev diary!)

A lot of these considerations come down to cost. We played around a bit with the idea of having ship hulls provide an amount of tonnage and modules cost some tonnage, but in the end we found that it was easier to understand if the number of variables restraining a design was fairly small. While the system will allow you to build super ships with naval attack values that dwarf the values you can reach in 1.5.4, they will not be cheap and they will have some other areas in which they are weak.

britain_hermes.jpg


The system also allows you to build a number of ship classes that have been requested a lot, without having to add new subtypes. A light carrier is just a carrier with fewer hangar modules (and thus considerably cheaper), an anti-aircraft cruiser is just a regular cruiser that mounts dual-purpose main guns (which perform somewhat poorly against surface targets compared to other armament options). A seaplane carrier is a cruiser that dedicates most of its custom slots to airplane launchers, giving it great surface detection at the cost of being bad at pretty much everything else.

Germany_panzerschiff.jpg


For some ship types we made special hull types that give special capabilities. The Panzerschiff hull is available for Germany and is essentially a cruiser that mounts a single battleship-grade heavy battery module. Sweden and other nordic countries get a special Coastal Defense Ship hull, which is slower than a regular cruiser but can also mount a battleship gun. The German pre-dreadnoughts have also been given their own hull type, but here it is more a case of missing capabilities…Most of these are set at game start, but some are available as special rewards for completing certain focuses.

germany_cruiser_submarine.jpg


As you may have guessed, modules are unlocked by researching technologies. Most of these are in the new and revised naval tech tree which isn’t ready to be shown off just yet, but some are spread around other tech trees. Radar research gives you access, unsurprisingly, to radar modules, and researching anti-air in the artillery tree unlocks better AA guns to mount on your ships. Fire control computers are a side branch of regular mechanical computing machines.

Here is brief list of modules for each ship type, note that some of this will not fully make sense until you see the details of the naval combat rework that is coming in a future dev diary (™):

Light Hulls:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA

- Anti-Air: Provides some air attack

- Depth Charges: Provide sub attack

- Torpedoes: Provide some torpedo attack

- Mine Rails: Provide some mining capability

- Minesweeping Gear: Provides some capability to sweep mines

- Radar: Adds some surface detection. Later models also provide bonuses to naval and air attack

- Sonar: adds some submarine detection

- Fire Control System: adds a bonus to naval attack and anti-air

Cruisers:

  • Light Battery

  • Light Medium Battery: adds some more naval attack and armor piercing, better against light ships

  • Medium Battery: adds some naval attack and armor piercing against other heavy ships. Less effective against light ships.

  • Anti Air

  • Depth Charges

  • Torpedoes

  • Mine Rails

  • Secondary Battery: gives some attack against light ships, particularly useful for heavy cruisers and battleships. Later models have dual-purpose capability to also add AA value

  • Airplane Launcher: adds some surface and submarine detection

  • Armor: adds some armor to reduce incoming damage at the cost of speed

  • Radar

  • Sonar

  • Fire Control System

Heavy Hulls:

  • Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

  • Secondary Battery

  • Anti-Air

  • Armor

  • Airplane Launcher

  • Radar

  • Fire Control

Carriers:

  • Deck Space: Provides more space for planes

  • Deck Armor: provides some armor and HP at the cost of speed. Competes with Deck Space for slots

  • Anti-Air

  • Secondary battery

Submarines:

  • Torpedoes

  • Mines

  • Radar

  • Schnorkel: Reduces visibility of submarine

As you can see, your light hulls will carry a lot of weight to provide defense against submarines, but can also be turned into quite potent AA units or nasty torpedo boats. Cruisers are meant to be very flexible and fulfil a variety of roles, from being essentially super-heavy destroyers with plenty of torpedoes and guns to being the poor-man’s capital ship or being large, fast minelayers. Battleships and Battlecruisers are separated by different armor schemes and not much else, but with heavy armor being both labor and resource intensive, perhaps some corners could be cut…

britain Carrier.jpg


Carriers are now more flexible in terms of size, ranging from tiny carriers for a handful of planes all the way to 100+ plane supercarriers. That should make the entry into the carrier game somewhat achievable even for smaller nations. Submarines are still largely the same, but with some upgrades they can be very hard to find indeed and special submarines can lay as many mines as a dedicated minelaying cruiser for less cost and lower risk of detection.

While the ship designer window itself is going to be part of the DLC, the old naval tree you already know will simply unlock pre-scripted ship designs, and instead of the ship designer window you get the regular variant upgrade screen you are already familiar with.

Britain super battleship.jpg


Assuming that the Ship designer works out as we hope it does, we might expand the system to cover tanks and airplanes as well. Some of the backend was made with tanks and airplanes in mind, but we are mainly concerned with overloading the player with design choices during potentially hectic situations in the war (you are trying to micro the encirclement of 6th Army but you also need to design a new tank destroyer…). Ships have a long lead time so we expect you to have to design them less often.

That is all for the week. Next week we will talk a bit about what you can do with your old ships...and why you probably won’t be able to build min-max battleships on the first day of the game.


Rejected Titles:

Playing with LEGO-Ships

Who designs the designer?

Basically made just to allow Sweden to have its historically accurate fleet

This is a Panzerschiff. It schiffs Panzers.

Aviation Battleships are bad and you should feel bad.

This radar nonsense will never work

What’s wrong with my bloody ships today?

The spirits of Emperor Wilhelm II and Sir John Fisher were consulted for this feature

We ship Iowa/Musashi

RIP the torpedo battleship meta 12/6/2018-7/11/2018

The best ship design is Friendship

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 1
 
Last edited:
Sweet, Germany can build ships designed for one purpose, helping land marines on the UK. On heavy ships ditch the engines for heavy guns, AA and Armor. For small ships ditch everything for armor, AA, and guns.
 
Okay, but Fusou (and Yamashiro and Ise and Hyuuga) were kinda useless. They lost utility as battleships, while not even gaining the capabilities of a cheap escort carrier.
That's why you go all the way and make them aviation battleships.
MJI0yx6.jpg


Also, for the poor souls that have not yet been introduced to poi, a brief explanatory video:


rQ77zP4.jpg
 
Last edited:
That's why you go all the way and make them aviation battleships.
MJI0yx6.jpg


Also, for the poor souls that have not yet been introduced to poi, a brief explanatory video:


rQ77zP4.jpg

Okay, GAGA, I was just kind of "meh" about all this until the text-to-speech voice tried to say "Guadalcanal." Then I snorted a soft drink through my nose. :D
 
First, allow me to write this about this DD and the ship designer: YES, YES, OMG YES, YES!!!!!!!!!!!!!!!!!!!!!!!!…just take my money now. Congratulations, developers.

Now, regarding submarines:

  • There should be two type of starting hulls, coastal and oceanic. Coastal for example for the German Type II, XXIII, etc.… Oceanic (or long range) for the long-range classes already existing in 1936 in the German (Type I and later, VII, IX, XXI), French (Surcouf, but also others), US (V4 to V6, i think) and Japanese navies (I-1 to I-3, I-21 to I-23). By the way, if the criteria for the ship designer is a tonnage superior to 1000 tons, most if not all of the coastal submarine hulls did fall bellow this limit;
  • Deck guns on submarines - yes, now we know that the perfect model of submarine has a tear drop hull, stealth electric or AIP engines and all torpedo armament. But in 1939-1941 that was not the case. Torpedos were unreliable (particularly when using magnetic detonators) as proven by the US and German navies, and there was a lot of targets (merchantman) sailing individually or in convoys with very limited escort (a few trawlers, corvettes or minesweepers). So up to 1940-1941 the submarine captains engaged mostly at the surface, during the night and frequently used the deck gun to attack and (mostly) finish off their victims, to spare their torpedos. So a deck gun (light) should be an option in the ship designer for submarines, as it is basic history for WW2.
Now regarding next week follow up, which if i understand correctly is about refitting ships (YES, YES, OMG, YES, all over again) i would like to pitch refitting ability for transport/merchantman hulls. This mainly for three purposes:

  • Auxiliary Cruisers - in Germany, Japan and Italy they were basically freighters with hull concealed 150mm guns and torpedo tubes, scouting seaplanes or motor launches carried inside the cargo hold, mines for deploying in trading routes and camouflaging material to pose as neutrals while they sneaked through allied patrols into remote sectors. Defensively there were also British auxiliary cruisers, but with the guns and armament in open positions (and the hulls were from passenger ships). This option should exist at the starting game, as the merchant raiders had been extensively used in WWI;
  • Supply Ships - long range supply ships for raiders and task-forces, like the German "Altmarck". The module options for refitting a basic transport into this would include extra fuel cells, some defensive guns (camouflaged or not) and as the raiding auxiliary cruisers, camouflage materials to assume false identities. Also fast replenishment gear, like winches and hoses to minimize support times. A task force equipped with these ships should had extended range, in the Pacific (US or Japanese task forces) or in the Atlantic (German capital ship raiders or auxiliary raiding cruisers). They were however a recent type, so the technology should be researched;
  • Landing Ships - most initial designs for landing ships were not purpose built, but rather conversions of a existing hull. In England, the "Commandos" used mostly converted Channel Ferries fitted with winches and landing craft for their raids. The Japanese converted many hulls also. So a merchantman/transport could be converted as landing ship, with modules for landing craft, troop quarters in their holds for assault troops and nets alongside the hulls for the troops to embark and disembark. As with Supply Ships, Landing Ship conversions should need to be researched.
Best Regards, Guys.

Carry on with these great ideas.
 
First, allow me to write this about this DD and the ship designer: YES, YES, OMG YES, YES!!!!!!!!!!!!!!!!!!!!!!!!…just take my money now. Congratulations, developers.

Now, regarding submarines:

  • There should be two type of starting hulls, coastal and oceanic. Coastal for example for the German Type II, XXIII, etc.… Oceanic (or long range) for the long-range classes already existing in 1936 in the German (Type I and later, VII, IX, XXI), French (Surcouf, but also others), US (V4 to V6, i think) and Japanese navies (I-1 to I-3, I-21 to I-23). By the way, if the criteria for the ship designer is a tonnage superior to 1000 tons, most if not all of the coastal submarine hulls did fall bellow this limit;
  • Deck guns on submarines - yes, now we know that the perfect model of submarine has a tear drop hull, stealth electric or AIP engines and all torpedo armament. But in 1939-1941 that was not the case. Torpedos were unreliable (particularly when using magnetic detonators) as proven by the US and German navies, and there was a lot of targets (merchantman) sailing individually or in convoys with very limited escort (a few trawlers, corvettes or minesweepers). So up to 1940-1941 the submarine captains engaged mostly at the surface, during the night and frequently used the deck gun to attack and (mostly) finish off their victims, to spare their torpedos. So a deck gun (light) should be an option in the ship designer for submarines, as it is basic history for WW2.
Now regarding next week follow up, which if i understand correctly is about refitting ships (YES, YES, OMG, YES, all over again) i would like to pitch refitting ability for transport/merchantman hulls. This mainly for three purposes:

  • Auxiliary Cruisers - in Germany, Japan and Italy they were basically freighters with hull concealed 150mm guns and torpedo tubes, scouting seaplanes or motor launches carried inside the cargo hold, mines for deploying in trading routes and camouflaging material to pose as neutrals while they sneaked through allied patrols into remote sectors. Defensively there were also British auxiliary cruisers, but with the guns and armament in open positions (and the hulls were from passenger ships). This option should exist at the starting game, as the merchant raiders had been extensively used in WWI;
  • Supply Ships - long range supply ships for raiders and task-forces, like the German "Altmarck". The module options for refitting a basic transport into this would include extra fuel cells, some defensive guns (camouflaged or not) and as the raiding auxiliary cruisers, camouflage materials to assume false identities. Also fast replenishment gear, like winches and hoses to minimize support times. A task force equipped with these ships should had extended range, in the Pacific (US or Japanese task forces) or in the Atlantic (German capital ship raiders or auxiliary raiding cruisers). They were however a recent type, so the technology should be researched;
  • Landing Ships - most initial designs for landing ships were not purpose built, but rather conversions of a existing hull. In England, the "Commandos" used mostly converted Channel Ferries fitted with winches and landing craft for their raids. The Japanese converted many hulls also. So a merchantman/transport could be converted as landing ship, with modules for landing craft, troop quarters in their holds for assault troops and nets alongside the hulls for the troops to embark and disembark. As with Supply Ships, Landing Ship conversions should need to be researched.
Best Regards, Guys.

Carry on with these great ideas.
Man about submarine, hulls will be modded so that's not a noproblem. As you shouldn't read, developers don't want guns in submarine, and also said resounding system will change. Cannon was only used in early war on unscored unarmed ships. They will not modeled this and if they try you will see Ai trying to sink by cannon a bb behoove it will use a dd logic.

About landing craft, actually works as pull so nothing of design if they not change the system. There's way to work with pools still but need to shaves inane mechanic (could be a pull compete of different types of merchants and landing craft, in commerce uses first matter merchants, for landing take new landing craft, then older and complete with merchants so in invasion built a average values of stat, this with out a total change of system)

Supply ship, I don't know, the actual supply system is so questioned that this attrition is out of place actually.
 
Looks nice indeed.
Tonnage and it's limitations is something I would miss, though.

My greatest concern so far is still the reason why we'd feel it's essential to invest heavily into navy in the first place. Hopefully all the three branches are going to be balanced between each other by their actual war impact, otherwise ship designer and the rest of new stuff might turn into some 800mm e-Dora: impressive to a degree of an artwork yet of little value when it comes to actually help winning the war.
 
Navy usefulness will very likely depend a lot on the individual country, as well as who they are warring with. Rather than saying that navies help win the war, we might say that navies serve to create the conditions where it becomes possible for our armies to win the war in the first place, where it'd otherwise be impossible to land troops and reinforcements.

Of course, in the end this will depend very much on our ability to use our fleets to blockade other countries, raid their convoys, and intercept their troop transports. Everything else, from destroyer flotillas to carrier battlegroups, ultimately just serves to either prevent or enforce these conditions. :D

In a way, I feel it's more like two games in one, rather than both the land and sea branches operating on the same tier. Truth be told, I'm very much forward to just playing a navy's chief of staff in a multiplayer game! Kudos to HoI4 for allowing this kind of coop gameplay.
 
HOI4 naval manpower has always included the shoreside support personnel. It is not strictly the ship's compliment.
I could accept this as long as there is a cap on the number of men that can be lost on one particular ship
 
I could accept this as long as there is a cap on the number of men that can be lost on one particular ship
Unless it's changed, the cap on manpower lost when vessels sink is zero. Neither air nor sea units actually cost you any manpower when you lose them, they just tie some up while they exist.
 
MIght Sound stupid but does this mean I can upgrade or refit ships in the Yards? This would make Building 1936 Destroyers more worthwile than before.
 
By the way, if the criteria for the ship designer is a tonnage superior to 1000 tons

I imagine that threshold only applies to surface vessels - the Type VII u-boat was less than 1000 tons displacement (surfaced), and you can't have a WW2 game without the Type VII :).
 
Hrm, so looking over the ship designer it looks like it will cost naval exp to add/change modules, like division templates. All good by me.

But what if a country has literally 0 naval exp and is making their first ships? Do they have to produce hulls without any modules and throw them into battle to die until they have some exp? (Or otherwise detour a few hundred political power to pick up a +naval exp minister?)

Basically, do hulls come with default sets of modules that would be *serviceable*?

Well you can train your ships and get xp from it, and you can send your ships back to get reworked
 
RIP the torpedo battleship meta 12/6/2018-7/11/2018

I know it's just a blooper, but I don't think that the meta can run from the future to July 11th... unless the 6th of December 2018 happens to be the release date... but even then, it still doesn't make sense, as you'd put July 11th first, then the 6th... Maybe you got the year wrong and it's just a typo?
 
Overall very nice DD. I'm wondering about couple things.
-Can we have multiple designers unlock and choose specific one for particular design, please?
-As for carriers... there were many different configurations, from the modified merchants, though designated escort carrier, thought light carriers based on cruiser hulls, to fleet carriers designed with that purpose form the start, through BB-hull based carriers that were massively protected (for a CV). And of course let's not forget Brittish CVs with armored decks... So I know we can't have all of that, but shouldn't there be at least cruiser-based CVL's allowed? (so far as I can see they are not currently).

EDIT: Allright, I haven't actually noticed Carriers have hull of their own... So I suppose variation within carrier hull are okay.
 
Last edited: