• 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 - Supply and Mulberry Harbors

Greetings all, and welcome to today’s dev diary on the huge supply system update coming with the Barbarossa update. Before we begin, I’ll leave a heads up that this will be the last dev diary before we break for summer, so don’t expect anything new until some time in August at the earliest.

Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.

The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.

Supply flow

From each hub connected back to the capital, potential supply is projected outwards - adding up when overlapping. This is represented by the brighter colors below. For each province in distance that supply needs to travel from a hub, there is a reduction in the amount as some is lost. The amount depends on various factors like terrain, crossing rivers etc. The dark purple areas below are reduced to local supply only, and the highlighted red-orange areas indicate locations where there are units suffering from significant supply issues.

1.png


In the picture above, the Ukraine/Caucasus front is mainly struggling because it is overextending before the captured rails have been converted, so a lot of the rail network there is not operating. When a railway is taken over there is a longer cooldown when it gets converted for use by you (representing a combination of repaired damage, gauge-alteration, and general maintenance), and without connected hubs supply won’t flow.

How much you can output from each hub depends on the level of railways leading back to the supply capital, and the total max there depends on your industrial base (so Luxemburg can not feed as many as soviet union, for example).

2.png


Here, the clock indicates rails that are not yet converted, and the hub icons with red crosses indicate that they do not connect back to your network.

Motorization

To increase the range of a hub (perhaps to help supply the front above better) you can choose to improve the motorization level. The horse icon on the right indicates no motorized supply from the node, but you can opt to toggle it to a higher state of motorization. Be careful, as this will cost you trucks which are taken from the stockpile.

3.png


It is also possible to set the motorization level on an army, in which case it will automatically toggle on motorization for hubs that it uses without requiring further interaction from the player.

4.png


There are also some other options on a hub. The star icon lets you move your supply capital to a new location, provided that you have sufficient surrender progress. This lets you get around issues where your capital ends up cut off or surrounded, but also comes with a period of bad supply as the new location is prepared.

The blue flag next to it lets you control allied access to the node. This can be a great way to flag to an AI that you do not want them on your front, or to stop them from joining a tight landing situation.

The rail icon lets you quickly switch to construction mode and extend rails from there while the green plus will automatically queue up construction for rails to combat any bottlenecks your node may suffer from back towards the capital. The chevron icon lets you prioritize train allocation if you are running low.


Floating Harbors

As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.

5.png


These weighty and expensive pieces of infrastructure (don’t look too close at the numbers above hehe) aren’t intended for every-day landings, but are instead intended to represent the equipment used in large-scale operations such as the Battle of Normandy.

6.png


Naval invasions utilizing a floating harbor will be represented by harbor apparatus placed parallel province targeted by the invasion, and will immediately create a stocked supply hub at their location:

7.png


Used carefully, one or more mulberry harbors can keep a sizable invading force supplied without requiring the immediate capture of an important enemy harbor. Of course, harbors should remain amongst the first targets of any successful invasion, and the supply hubs created by a floating harbor will be temporary; lasting a matter of weeks or months, depending on the strength of enemy air superiority and other factors.

Of course, there is yet more to cover regarding supply, and we'll have another diary on this subject in the future, but I hope you like what you've seen so far and we’ll be seeing you again after summer!

Oh, and one last thing - one of the new loading screens for NSB is this awesome Polish cavalry, so we figured we should share it as a summer wallpaper for you (fear not, there will be a soviet one eventually!)
1625046148370.png

The vision behind the painting was to present a more historically accurate depiction of the Charge at Krojanty. This was an engagement in the opening days of WW2, where the elite Polish cavalry surprised a German infantry unit at rest, charged before it could prepare for defense, and dispersed it. They later withdrew when faced with German armored cars.

This battle is famous because it started the, often officially repeated, ahistorical view of Polish cavalry charging German tanks and we wanted to try and make something more accurate (ignore the backdrop. we couldn't resist an epic sunrise on a field, but I hope the feel is there).

We have attached 3 different aspect ration wallpapers for you, and we can't let this opportunity go without a shoutout to @CreamGene our talented 2D artist responsible for this artwork.
 

Attachments

  • NSB_Wallpaper_2_4k_4.3.png
    NSB_Wallpaper_2_4k_4.3.png
    14,1 MB · Views: 0
  • NSB_Wallpaper_2_4k_16.9.png
    NSB_Wallpaper_2_4k_16.9.png
    11,3 MB · Views: 0
  • NSB_Wallpaper_2_4k_16.10.png
    NSB_Wallpaper_2_4k_16.10.png
    12,3 MB · Views: 0
  • 191Like
  • 141Love
  • 9
  • 4
  • 4
Reactions:
Oh, and have a nice summer holiday! Seems like only yesterday that we were waiting for you to return from summer. Time flies in these corona times.
 
Despite being a tiny bit sad I can't just surround Moscow and just de-org the entire red army anymore (hehe) I'm super chuffed with this diary. The changes look awesome and given everything works as intended will solve the most annoying parts of the current gameplay (ai using up supply and screwing you). Really looking forward to this!
 
i know it’s directly relevant to this dev diary but any chance we could see with these changes to supply the ability to change which port trade comes out of? For example if turkey captures Iraq and Iran or even Palestine and Jordan, thus giving them access to waters outside the Mediterranean could they move trade to newly build ports so they can trade overseas if their enemies control the suez and Gibraltar?
 
Really great dev diary today. I'm really impressed that y'all are going all the way with Mulberry harbors since this was mostly a ground-focused expansion. Really happy to see the improvements, now naval invasions won't be as all-or-nothing. My question is, will motorized supply lines (via truck) and trains passively consume fuel? If not, will modders be able to enable that? I understand if you believe it's too burdensome for vanilla, but I request that modders have the option for any extreme historical overhaul mods, like mine (World Ablaze).
 
  • 1Like
  • 1
Reactions:
Still not happy about all supply coming from one exact point on the map. Incredibly silly, gamey, and exploitable.
 
  • 4
  • 2Like
Reactions:
Ok, but why should converting soviet rail take longer than indian rail or Japanese rail or even chinese rail? There wasn't anything special about soviet rail, it was just a different gauge. There were many different rail gauges during the period and it would be more realistic and better for gameplay to just have a generic non core repair penalty.
Well I think there should be a difference between almost all of Europe which has more or less the same and the Soviet union which has another, same for Africa which also had many different there should again be issues. Another issue is that trains etc. have to be adapted. It actually slowed the Germans down having to change these and it was an issue that not enough trains were captured so work time had to go into changing existing German trains to the new gauge.
 
Week 2 of requesting a change to the odds of the 'Subjugate the warlords' focus to better reflect player actions.

Also good diary, but please make trucks use fuel.
 
  • 1Like
Reactions:
Does motorization use fuel passively?
Not atm, we felt it probably isnt worth the complexity
Please reconsider.

Motorized equipment has fuel consumption.
Trains should have fuel consumption.
Both should have a manpower field, though more complicated to achieve, as Trucks and Trains may not be units.

If the concern is a fuel consumption balancing issue, perhaps just create a define for "regulating fuel consumption for supply" and set the value to zero (0). That will allow the player base to playtest various numbers without delaying the DLC release, too much. Would also allow a means of scaling the fuel consumption for vehicles employed in the logistical role.

It would be a shame to not reflect this crucial difference between the German, Soviet and Western Allies logistical network.
 
  • 16
  • 4Like
  • 2Love
Reactions:
Not atm, we felt it probably isnt worth the complexity
Just make motorized nodes consume some extra fuel for all the supplies and fuel it passes through. And count it for the fuel budget for the recipient (land/air) in the fuel priority picker.
(I just feel the fuel use of trucks is such a big reason for why the Axis didn't motorize their supply delivery system very much.)
 
  • 2
Reactions:
can navies/submarines sink the Mulberry harbours? I feel like it would make sense as it can reward the german player for investing more heavily into the new naval doctrine system and prevent situations where you lose naval superiority for one second cause you moved your fleet to fight the Italians and the enemy is able to sealion you with tanks before you can react. also, them being vulnerable to torpedo bombers and the like would be good as well. naval supply weather through ports or mulberry harbours should be extremely powerful for a campaign on land or sea but also require significant investment to control
 
  • 1
  • 1Like
Reactions:
If the concern is a fuel consumption balancing issue, perhaps just create a define for "regulating fuel consumption for supply" and set the value to zero (0). That will allow the player base to playtest various numbers without delaying the DLC release, too much. Would also allow a means of scaling the fuel consumption for vehicles employed in the logistical role.
Podcat's counter argument was that it would be too complex. Adding something complex and then setting it to zero would combine the worst of both worlds. But I agree with you that the fuel consumption should be in there and at worst motorized supply will be suboptimal until the 1.11.1 patch. It's not like the new supply system critically depends on trucks.
 
Last edited:
  • 3Like
Reactions:
Podcat's counter argument was that it would be too complex. Adding something complex and then setting it to zero would combine the worst of both worlds. But I agree with that the fuel consumption should be in there and at worst motorized supply will be suboptimal until the 1.11.1 patch. It's not like the new supply system critically depends on trucks.

But the community by and large is saying it is worth the complexity and they can work on it without having it crippling games. All they need do is add a rule that enables or disables supply using fuel. If they can't get the balance just right and it's sucking up too much fuel, then all you need do is disable supply fuel consumption until they next fix comes for it and then try it again. If it works, great. If not, rinse and repeat until the fuel consumption for supply is "just right."

This satisfies those that want to deal with fuel and supply issues and those that don't.
 
  • 2Like
Reactions:
But the community by and large is saying it is worth the complexity and they can work on it without having it crippling games.
The people on this board are a small, highly motivated subset of the community.
 
  • 7
  • 1Like
  • 1
Reactions:
Does motorization use fuel passively?

Please reconsider.

Motorized equipment has fuel consumption.
Trains should have fuel consumption.
Both should have a manpower field, though more complicated to achieve, as Trucks and Trains may not be units.

If the concern is a fuel consumption balancing issue, perhaps just create a define for "regulating fuel consumption for supply" and set the value to zero (0). That will allow the player base to playtest various numbers without delaying the DLC release, too much. Would also allow a means of scaling the fuel consumption for vehicles employed in the logistical role.

It would be a shame to not reflect this crucial difference between the German, Soviet and Western Allies logistical network.
I'm not sure about trains using fuel, the majority were coal power.
About manpower, yes should, I don't think it's so complex to implement. But I can play without it.

But tanks with no fuel consumption have no sense.they should reconsidered as you point.

I agree that if in initial realis they could not include it and need a time for later balance to enable, could be fine, because we all understand the scale of the update. But take it out is not good, no in deed is bad.