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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
 
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What about Japanese (cruiser sized submarines) that have plane launchers tooo?
I don't think this is possible. I did ask podcat about the Surcouf and the Japanese super subs and he said they'd be represented somehow (some sort of custom variant I assume), but it doesn't seem putting guns or planes on subs will be possible.

@Nordlund

I don't think coastal defence ship is its own actual hull type as such, but a custom variant with a saved template, similar to Panzerschiff.
 
I don't think this is possible. I did ask podcat about the Surcouf and the Japanese super subs and he said they'd be represented somehow (some sort of custom variant I assume), but it doesn't seem putting guns or planes on subs will be possible.

@Nordlund

I don't think coastal defence ship is its own actual hull type as such, but a custom variant with a saved template, similar to Panzerschiff.
mybe its moddable but a so low number of planes will not work fine with any naval combat system of have enought force to damage in naval strike.
On other side should be 2 parallel types of submarines, short range an long range (in general many countries have this types of sub), in this schema, needs a second hull or this could be done only changing the engine.

in a future a ammo (torpedo for subs) inclution would be interesting, no much as production issue but much as limitation to naval units for desengage (subs have a limited number of posible dice rol until get in zero ammo, i mean no having 12 ammo becose game hit logic make un useful but a twick useful value), same for land units, so this would force the time of combat and they proble wouldnt be involved in a continous 3 mounth battle (per unit a combat for 3 mounth is not the problem but a unit engagin a combat for 3 mounths not sounds logic exept low number of units in kongo maybe becose the high negative modiffer never get so org damage values so it holds very very longer)
 
I don't think this is possible. I did ask podcat about the Surcouf and the Japanese super subs and he said they'd be represented somehow (some sort of custom variant I assume), but it doesn't seem putting guns or planes on subs will be possible.
Aww, shame.

I guess this limitation is connected to seaplanes not being features in an offensive or defensive capability at all, in spite of their potential use as dive bombers, crutch-CAP or ASW. They're just recon planes here (and don't even do artillery spotting) -- although it could have been fun to use the Sentoku-series' seaplanes to shadow an enemy fleet with minimal risk of the mothership being detected itself. Not quite the role they were designed for in the real world, but I could see some strategic use in this.

"Recon planes? Here? Where do they come from?!"

mybe its moddable but a so low number of planes will not work fine with any naval combat system of have enought force to damage in naval strike.
Most likely. Although, with fleets in the future getting split up into smaller task forces, I could imagine cases where a couple dive bombers might damage the lone destroyer, or raid some ill-protected convoy. Such edge-cases are probably not worth the construction cost, however. The real purpose of this series of submarines was a rather specific strategic mission, and without such "commando" strikes being rendered an option in the game, the 400s' offensive use would likely be rather limited ...

Still, there is that part of me that really wants to see this modeled somehow, as silly as it might sound. Just because the concept is so evocative.

gOwkluD.jpg


Such a marvel of maritime design for their time. Shame they suffered such an unglorious fate due to Cold War-oriented political trickery.
 
recon planes is good idea, even in land combat as a stat that interact with aisuperiority or even add +1 recon to combats mybe but its not integrated something like that or in spotting, we need to see if theres something like that in mtg... i dont hope that but something they could add in late game development
 
Still, there is that part of me that really wants to see this modeled somehow, as silly as it might sound. Just because the concept is so evocative.
It would be nice to see them as a special unit of some sort. Of course, to be accurate, they would be woefully vulnerable to air attack. Japanese BB's submerged faster... ;)
 
Didn't fire up HOI4 for quite a while now, i didn't yet get MtG and WTT, but i gotta say, i love the direction where the game is heading.
wonder if the next big expansion update would finailly bring in espionage and counter espionage warfare into the game which was an extremely large aspect of ww2
 
wonder if the next big expansion update would finailly bring in espionage and counter espionage warfare into the game which was an extremely large aspect of ww2
would be nice, but i prefer solve some problems with the frontline logic first, but as intelligence is non terrible complexity mybe can affor 2 things. in espionage task i think they need to look for a better encript/decript system, something as develop a system as enigma (with his level of encription) or what ever and intelligence of other country try to breack the code, when it happens you losse enigma and get 4 engine enigma, when they broke you built a another. this is a lovely idea.
 
I absolutely love this idea - I always found the design of units so limited in all war games (since I ever played master of orion). Thank you very much for putting this together. I can't wait for Man the Guns!

Quick question: Will you include dual-purpose guns, which would be used as FLAK and against surface targets?
 
I absolutely love this idea - I always found the design of units so limited in all war games (since I ever played master of orion). Thank you very much for putting this together. I can't wait for Man the Guns!

Quick question: Will you include dual-purpose guns, which would be used as FLAK and against surface targets?

From the diary:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA
 
Love it. I've read a lot about coastal defence ships so it's nice to see them finally get some recognition in HoI4.
Im pretty sure they received some major upgraded during the late 30s as they was already about 20 years old in 1936.

I honestly just want it to make the optimal multipurpose ship of that class with no input from me like before.

Something like the Fletcher class may work, atleast for destroyer. A few light dual purpose guns, a number of AA as well as torpedoes and depth charges. Other Equipment would be sonar and radar which give you good ability to find any ship. Probably quite expensive and require good research in large amount of areas but that is probably what you should expect if you want a good multipurpose ship.

For light cruiser, something similar to the tre kronor class may work. Equipment would be something like either light or light-medium as main guns (probably light-medium but light if you need extra AA). Quite Heavy AA, some torpedoes, depth charges as well as mines. If you need extra visibilty you can add the Aircraft launcher. Extra Equipment would probably be radar and fire control but if you need you can replace one with sonar. Armor is probably important as well.

Heavy cruiser could probably be something similar but replace the main artillery with medium artillery and replace torpedoes and depth charges with AA as the Heavy crusier is probably expected to keep distance with the enemy more so than the light cruiser. Mines could be still be useful but can be replaced. Radar, fire control and armor.

For battleship, something like the Iowa class may be decent. Two or three Heavy guns with two or three secondary batteries and fill out the rest of the slots with AA. Radar and fire Control with the best Engine and armor you can afford.

For Carriers and submarines it probably depend on the situation. Carriers with large airgroups may look impressive but if they are easy to sink it may not be such a good idea. Submarines should probably try to be very stealthy but they also should actually be able to kill their target.

However these ships are probably very expensive so it may be more resonable to make less impressive classes who are more cost effective.
 
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dual-purpose guns, which would be used as FLAK and against surface targets?
Remodeled Fubuki will be able to protect everyone.

Memes aside, I like how the Ship Designer even allows for different fire directors. Will this include those specialized towards anti-air use, I wonder? Together with high-angle turrets and dedicated AA-guns, there is obvious room for synergy here.
 
Im pretty sure they received some major upgraded during the late 30s as they was already about 20 years old in 1936.

If you're talking about the Sverige class ships then yes, they were upgraded pretty heavily in the interwar period (modified hulls, fire control system added, modern AA, coal boilers replaced with oil boilers, modified guns etc). Same goes for some of the other coastal defence ships like those of the Äran class.
 
Thanks, @pvt.conners

I really like the idea of customizing things and if I could just dream big, then the logistic across infantry, tanks, planes and ships would work together, with different platforms using the same kind of weapon (like the 88cm gun), which could be exchanged between platforms and/or where different platforms compete for the same item and/or elements of the platform can be individually upgraded (e.g. close defence of a tank can be upgraded from MG-34 to MG-42, etc even after production).