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HoI4 Dev Diary - Subs and Convoy Raiding

Greetings, I am a game designer new to the HoI4 team. This is my first dev diary, so be gentle ;). Also, sorry for the late post today. I am an American and when it comes to WW2, we show up late.

Today’s diary entry covers our improvements to submarine convoy raiding. In past versions of HoI4, submarines have not really pulled their weight. We have sought to change that and make them worthwhile to build. I recently put these changes to the test by playing a Germany campaign.

My naval plan as Germany was to exploit the central Atlantic and Cap Verde Plain with a submarine wall. This would hopefully prevent England from getting necessary resources from the USA and the colonies. The biggest effect of this resource shortage would be the UK running out of fuel, crippling both their navy and air force. This would hopefully open the UK to sea lioning before the USA joins the war or at the very least, make winning the air war very easy and cause permanent damage to the UK’s fleet.

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We have previously mentioned the spotting system, and how naval task forces are revealed over time. This functions a little bit differently for subs. Spotting an enemy sub outside of combat is based upon chance. The chance for this to happen is based on how quickly the spotter will spot their target. However, it is possible for a submarine to have a large enough advantage in spotting that the submarine task force will not be able to be spotted. However, convoy escorts will still be able to fight against submarines once combat is initiated, even if subs are not normally detectable by enemy taskforces on the map.

This system creates a tech race between sub stealth and sub spotting, with subs having a better chance of getting an advantage in the early game. Previously, submarines would eventually be detected and killed no matter how good at hiding they were. This is no longer an inevitability.

Before beginning the war, I made sure to complete the German naval focus line down to “U-boat Effort.” Along with getting a research speed boost and some dockyards, the focus gives Germany access to a “Cruiser Submarine.” This sub is a sort of tech 2.5 Sub with extended range, some unique module options, including catapult planes, and the ability to be upgraded with a snorkel.

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Part of my plan for giving England a hard time included mining up the English Channel. I executed this plan with a cruiser sub equipped with naval mines and plane catapults. These plane catapults boost the sub’s surface detection, giving them an advantage in being detected and helping them remain invisible, at least for the first couple years of the war.

Sub Minelayer.png


I made a tech 3 sub-variant for minelaying the Eastern North Sea and a tech 3 raider-sub for Cap Verde Plain. When I demanded Danzig from Poland in August of ‘39 I had 79 Subs of various roles ready and much of the Trade Interdiction doctrine complete. This focus on raiding will give my subs a further detection advantage over other countries that have yet to complete their convoy escort doctrines.

Speaking of the naval doctrines, we have made some changes all around to account for the new combat system and apply a bit of balance. In particular, we have given some buffs to the Trade Interdiction doctrine to make it more attractive than it was previously. We have added additional survivability for submarines and more of an edge in surface detection values. Capital ships have received some defensive increases as well.

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Torpedo reveal chance is a new thing for subs. When subs are in combat, attacking no longer guarantees that a sub will reveal itself. Baseline, subs have a 50% chance to reveal themselves when launching a torpedo volley. This can further be improved through doctrines and admiral traits. This makes ambushing protected convoys safer and retreating when too many destroyers show up easier.

In my campaign, I capitulated France in early December of ‘39. To help with the Axis’s naval situation I formed Vichy France. Before France fell they had been contesting my raiding of Cap Verde Plain to the best of their ability, but I was still seeing some success. Forming Vichy France put more ships in the hands of the Axis and would further help to stretch the limits of what England could endure at sea.

With Vichy France on my side, early 1940 saw a massive spike in convoys raided as Cap Verde Plain and the Mid-Atlantic were now completely covered. By this point, I had ~20 dockyards producing subs for minelaying and raiding. All of my newest tech 3 Raiders were seeing great success in under the guidance of Karl Dönitz. Even when contested by British convoy escorts, they were able to get a respectable amount of kills and retreat. Naval bombers were also ramping up operations in the English channel.

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We have added a new effect to convoy raiding, war support reduction due to raiding. By mid-1940, Canada had been raided to 0 convoys and had their war support reduced to a point where they were no longer able to support War Economy. This helps to promote raiding and discourages blunt forcing convoys through an area where you are being raided.

Canada War Support.png


By early ‘41 the UK had been choked out of convoys and fuel and was unable to keep their navy running and were about open to a naval invasion. By mid ‘41 I had naval invaded the UK and was Setup for an attack on The USSR.

See you all next week!

Rejected Titles:
-Raiding and Reaving, 1940 edition
-Subs, they're not complete trash now!
-Under the sea, Darling its better
 
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By early ‘41 the UK had been choked out of convoys and fuel and was unable to keep their navy running and were about open to a naval invasion.

Query: could a British player in this instance have been able to avoid this by rebasing the RN to Newfoundland and getting fuel from the US and Canada via land routes? Or would this have not worked because the fuel would've needed to be shipped by convoys back to Britain and then by convoys back across the Atlantic to the overseas bases?
 
As long as it doesn't turn up until around mid 1945, it should be tied to the last sub tech, and require significant resources to produce. In reality it turned up too late to make any impact at all, only 3 were made before the end of the war and all 3 were sunk. As the player, if you wanted to rush research on a tech like this and see it operational much before Mid 45, you would have to ignore research in other areas, and even then, it should still take a fair chunk of time.

Thanks for your opinion, but they didn't sink in the war, they were captured. I agree with the rest of your opinion.

About the reality, please watch this documentary for more precise information about those submarines, it will explain everything including why they were almost not used in the war.

 
I think why I would not support 'carrier subs' is that their capabilities are so miniscule.
They carry 3 (!) planes and very limited ammunition (four torpedoes, three 800 kg bombs, 12 250 kg bombs) and fuel.
It is more a 'commando' weapon but in terms of impact on the scale HoI4 simulates it it is rather better fitted by using a decision even rather than the actual boats.
 
I think why I would not support 'carrier subs' is that their capabilities are so miniscule.
They carry 3 (!) planes and very limited ammunition (four torpedoes, three 800 kg bombs, 12 250 kg bombs) and fuel.
It is more a 'commando' weapon but in terms of impact on the scale HoI4 simulates it it is rather better fitted by using a decision even rather than the actual boats.

Yeah. The I-400 class submarine as a strike platform basically comes down to, would you choose to build something that has around 1 - 2% of the air-striking power of a real Carrier, for 25% of the cost of a real carrier?

If your answer is heck to the no ( and logically why shouldn't it be ), then why have it ingame as a strike platform?

If it's put ingame it should be as an expensive and large submarine with exceptionally long range and good spotting capability ( potentially aiding other subs in spotting targets through floatplanes )
 
Yeah. The I-400 class submarine as a strike platform basically comes down to, would you choose to build something that has around 1 - 2% of the air-striking power of a real Carrier, for 25% of the cost of a real carrier?

If your answer is heck to the no ( and logically why shouldn't it be ), then why have it ingame as a strike platform?

If it's put ingame it should be as an expensive and large submarine with exceptionally long range and good spotting capability ( potentially aiding other subs in spotting targets through floatplanes )

Yamamoto's plan was to build 18 of these subs what would allow one strike force of 54 aircraft if used in large groups it would be strong enough to do some damage.

In the next patch, ships will need to stay in a harbor to repair and update, I would use them in large groups to make surprise harbor attacks on the American coast. Another cool thing that could be implemented with this sub would be events like the Panama canal attack, bombing of American forests (the event would affect the stability and war support of USA).

I would like to see in game one sub that you can use in groups as strike platforms that could reach unexpected places or as one long-range convoy raider. I would like to see this kind of flexibility in the game.

About the cost, I think 25% of the cost of a real carrier is too much, we don't know if it were that costly.

Thanks for your opinion.
 
Too early to tell yet because we haven't seen the new research. I do hope there are more options, whether it be in ship designer and or research. The ability to have electric submarines would be a cool addition.
 
Yamamoto's plan was to build 18 of these subs what would allow one strike force of 54 aircraft if used in large groups it would be strong enough to do some damage.
Only against an enemy with no interceptors and when achieving tactical surprise (no radar).
The Seiran was not a very good plane. The huge swimmers effected handling and survivability in air combat.
Pearl Harbor or Trieste are not the gold standard for attacks on enemy ports. The British daylight attack on Wilhelmshaven in September 1939 is much more representative (half the planes lost, no significant damage).
In general I would expect those 18 subs to come in at about 4 times the cost of one carrier I.
 
Only against an enemy with no interceptors and when achieving tactical surprise (no radar).
The Seiran was not a very good plane. The huge swimmers effected handling and survivability in air combat.
Pearl Harbor or Trieste are not the gold standard for attacks on enemy ports. The British daylight attack on Wilhelmshaven in September 1939 is much more representative (half the planes lost, no significant damage).
In general I would expect those 18 subs to come in at about 4 times the cost of one carrier I.

In real life, one conventional Japanese air attack in 1945 would have 80-90% of its planes would shot down and because of this Kamikaze were implemented, Yamamoto foresaw this (that Japan would not be able to fight toe to toe against the USA) and ordered the building of those subs to do one kind of guerrilla warfare in the sea. At the end of the war, Japanese submarines were the only thing in IJN that could keep doing something. The idea was not using the I400 as one conventional carrier.

But we are discussing the game, aren't we?
 
Yes, and with that we get into whether or not those subs could be adequatly simulated.
 
About the cost, I think 25% of the cost of a real carrier is too much, we don't know if it were that costly.

We actually do.

https://en.wikipedia.org/wiki/I-400-class_submarine
"Cost: 28,861,000 JPY in 1942"

Cost of Japanese Carriers:
https://web.archive.org/web/2008040.../navydata/cno/n87/history/wwii-campaigns.html
"3895 Yen/ton" so a 26000 ton Shokaku would be estimated at 101,270,000 JPY

28.86 million / 101.27 million = 28.5% the cost of a Japanese fleet Carrier.
 
Development of the Yen between 1937 (building of Shokaku) and 1942 (I-400).
 
Development of the Yen between 1937 (building of Shokaku) and 1942 (I-400).

In the linked report:

"The costs of all Japanese ships are as listed in U.S. Strategic Bombing Survey."
My assumption is that this can be assumed to represent the value of a typical ship of the class during wartime (1941-45), not any specific one and not it's value when built. The tonnage of the Shokaku was picked because it's tonnage represented an average sized Japanese fleet Carrier ( larger then the Hiryu, smaller then the Taiho ).
 
In the linked report:

"The costs of all Japanese ships are as listed in U.S. Strategic Bombing Survey."
My assumption is that this can be assumed to represent the value of a typical ship of the class during wartime (1941-45), not any specific one and not it's value when built. The tonnage of the Shokaku was picked because it's tonnage represented an average sized Japanese fleet Carrier ( larger then the Hiryu, smaller then the Taiho ).

28,861,000 JPY in 1942. This is the cost of I-404 that were not completed and were bombed in the shipyard, it came from the Japanese wiki. And is the cost of Shokaku based in the JPY in 1942?

https://ja.wikipedia.org/wiki/伊号第四百四潜水艦

It is not one good data to use, and I could not track in the Japanese wiki where this number comes from.

And those American data, it never corresponds to Japanese data, it is always exaggerated based on estimations made by Americans during the war and heavily influenced by post-war cold war propaganda. Please, make your research in Japanese for things about Japan. The same rule applies to research about China and the Soviet Union.

But I understood your point, in competitive gameplay it may not worth it. But this doesn't change my will to see this sub in the game and I am not alone about this.
I think we already discussed enough.
 
Yeah. The I-400 class submarine as a strike platform basically comes down to, would you choose to build something that has around 1 - 2% of the air-striking power of a real Carrier, for 25% of the cost of a real carrier?

If your answer is heck to the no ( and logically why shouldn't it be ), then why have it ingame as a strike platform?

If it's put ingame it should be as an expensive and large submarine with exceptionally long range and good spotting capability ( potentially aiding other subs in spotting targets through floatplanes )
Now that we have, if memory serves, critical hits and damage, "Floatplanes lost" should be a critical hit for subs with planes. It would nullify the bonus from having the plane module.
 
28,861,000 JPY in 1942. This is the cost of I-404 that were not completed and were bombed in the shipyard, it came from the Japanese wiki. And is the cost of Shokaku based in the JPY in 1942?

https://ja.wikipedia.org/wiki/伊号第四百四潜水艦

It is not one good data to use, and I could not track in the Japanese wiki where this number comes from.

And those American data, it never corresponds to Japanese data, it is always exaggerated based on estimations made by Americans during the war and heavily influenced by post-war cold war propaganda. Please, make your research in Japanese for things about Japan. The same rule applies to research about China and the Soviet Union.

No matter if you compare the cost of Japanese, American or British submarines, across Japanese, American or British literature I am certain you will find that they were generally at least as expensive if not more expensive per ton to build as a Carrier was, due to all the complexity involved.

The I-400 displaced 6560 tons compared to the 26000 tons of the Shokaku, which is 25.2%, So the 25-28% estimate figure seems very reasonable also from this estimation approach.

If you have any numbers that contradict these in your Japanese research I am very interested in hearing about them, because as you might understand my ability to research original Japanese sources is somewhat limited both due to my language ability as well as my geographical location.

But I understood your point, in competitive gameplay it may not worth it. But this doesn't change my will to see this sub in the game and I am not alone about this.
I think we already discussed enough.
I would also love to see the I-400 submarine and it's extreme patrol range ingame, but not in a capacity where it can use the airplanes to strike ( which we concluded would be horribly ineffective ), rather as scouts to aid it's spotting of enemy ships and convoys.
 
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Yes, and with that we get into whether or not those subs could be adequatly simulated.

Given that the new combat system puts everything in one of 4 mutually exclusive areas...I think you'd make the I-400 a carrier with a very very low visibility, a tiny deck, and ridiculous range. Maybe overstate the size of the deck so you can account for the I-400's torpedoes with extra nav bombers (since I'm guessing carriers firing torps isn't a thing the engine will be set up for).
 
Given that the new combat system puts everything in one of 4 mutually exclusive areas...I think you'd make the I-400 a carrier with a very very low visibility, a tiny deck, and ridiculous range. Maybe overstate the size of the deck so you can account for the I-400's torpedoes with extra nav bombers (since I'm guessing carriers firing torps isn't a thing the engine will be set up for).

Yea, with this system we would have one carrier that launches torpedos at the same time that it launches planes in battle, what is ridiculous, or we would have one normal submarine with very long range (what is acceptable but not enough). It is because of this I am not happy with using mods to put this ship in the game.


No matter if you compare the cost of Japanese, American or British submarines, across Japanese, American or British literature I am certain you will find that they were generally at least as expensive if not more expensive per ton to build as a Carrier was, due to all the complexity involved.

The I-400 displaced 6560 tons compared to the 26000 tons of the Shokaku, which is 25.2%, So the 25-28% estimate figure seems very reasonable also from this estimation approach.

If you have any numbers that contradict these in your Japanese research I am very interested in hearing about them, because as you might understand my ability to research original Japanese sources is somewhat limited both due to my language ability as well as my geographical location.


I would also love to see the I-400 submarine and it's extreme patrol range ingame, but not in a capacity where it can use the airplanes to strike ( which we concluded would be horribly ineffective ), rather as scouts to aid it's spotting of enemy ships and convoys.

My idea was not using them as a carrier in battle, it was to have one sub with a very long range that if you manage to build enough of them you could make one big fleet of them to launch one attack outside of the naval battle as it was one floating airport if needed.
Alone it would behave as one long-range sub.

You used the weight of the sub with its total displacement including with ballast filled with water (underwater). The standard weight is 3,530 ton. 水上 means over the water.

sorce:
https://ja.wikipedia.org/wiki/伊号第四百潜水艦
 
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