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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.

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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).

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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.

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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.

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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.

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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.

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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:

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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!)
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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.
 

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Does motorization use fuel passively?
devs: "Not atm, we felt it probably isn't worth the complexity."
I am very sad to hear that. Lack of fuel and trucks in german logistics was one of the biggest reasons why they lost the war against the USSR. How they pushed into USSR they were more reliant on the truck that meant that more of precious fuel was spent just for supplying.
 
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Still wish you guys would put Finland into this update / DLC even if it would mean a delay on release......

Looking good, but still....
 
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The Devs are very aware of the cheater problems, that is why they already tried fixing it in a hotfix in the last few months.

But cheater got smarter and send commands that are extremly hard to detect invalid for the game. Especially since the main goal of Multiplayer at release was ease of use and not security.
 
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Not atm, we felt it probably isnt worth the complexity
Please reconsider this. I don't think I even have to justify why as others already did that, but just showing my support for a change regarding what you stated, make it so that trucks use fuel passively.
 
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Let us remember that the German industry could not satisfy and build the necessary trucks to supply their army in a total motorization except for a few divisions there that will massively use horses or trucks from other occupied countries totally different from there they had serious spare parts problem Necessary of this imported models that were not standardized in the German army
Punctuation is your friend. Or at least could be.
 
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Are there any changes to how front lines work in general upcoming?

At the moment lets say you have a grouping of Infantry, Tanks and Mountain troops assigned to a single front line and the front line covers an area that has Mountain / Plains / Forest. There should be a way to force your mountain troops to the Mountain provinces, Tanks to Plains and Inf to the forest Etc.

I like the idea of the front line but the way its deployed in game I do not like. I micro 100% of my units in combat but this is a huge issue of mine.
 
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I love what I'm seeing. As much fun as Home Before the Leaves Fall is, it's understandable that a grand strategy game is going to need abstraction at scale.
Will supply infrastructure be impacted by resistance and espionage operations?
 
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I initially also thought so, but I now think that the numbers should be increased for most of Europe and then have a negative modifier for the Soviet union, the Germans drove with trains into the Netherlands in their invasion, yes it takes some time to take over a railway system but beyond repairing the damage (modeled already) that needs repairing its pretty easy to take it over, plus armies are aware where the big railway lines are through trade and public transport pre-war, so it should be easy to take them over. In the Soviet union it was slowed down massively because of different gauges but other than that it should be a minor concern.
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.
 
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I would like to ask if there will be a custdian Project for HOI4 like there is in stellaris, because while I do very much like this new stuff, HOI4 has over the years gained a lot of Problems where old Focus trees and new mechanics (or provinces) clash with how they are meant to operate.. Just as a quick example the fact that bosnia is not transferred to croatia when Germany ecides to divide up Yugoslavia.
As I said this whole Railbusness and supply system is very good but I fear this will lead to more of these idisyncrecies where old foci or decisions or events that would add more infrastrucre that now would be changed to railways, will not be updated leading to more and more small problems piling up. So will there be a dedicated team to stamp out such problems or will the feature be left more or less as it is after 2 or 3 patches and we will only get an update a year later which might fix all those problems?

I dont want it to sound harsh I think overall you guys are doing great work just asking because that is my greatest fear with this DLC ^^
 
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Yeas, impliment scorched earth tactics when you retreat, just wrecking infrastructure, industry, everything

This is an example of Raildestruction

Not only when retreating but also as regular deconstruction. For example, one nation conquering another nation might not need all of their ports and being able to remove a port means one less port to defend.

@cotne22 I see that you disliked my suggestion. Would you mind explaining what it is you disagree with? What is the harm in allowing players to deconstruct buildings on their own territory?
 
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What is the harm in allowing players to deconstruct buildings on their own territory?
Why, then, should (for example) an Australian player not dismantle every port and airfield in New Guinea, starting in 1936? Seems way easier than defending the place.
 
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Not only when retreating but also as regular deconstruction. For example, one nation conquering another nation might not need all of their ports and being able to remove a port means one less port to defend.

@cotne22 I see that you disliked my suggestion. Would you mind explaining what it is you disagree with? What is the harm in allowing players to deconstruct buildings on their own territory?
Basically it would be hard to balance. As one poster mentiomed before me, it would render most occupied land useless and conquest would be an even bigger drain on resources with barely any benefits.
 
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Not atm, we felt it probably isnt worth the complexity

I highly recommend you re-examine having supply trucks consume fuel passively. This is not just a Germany short of fuel thing. It is something that affected even the Allies when they invaded Western Europe. In fact it was getting to the point where to get fuel to the frontline you would end up consuming more fuel to get it there than you would deliver. This is the exact reason why taking a closer port such an Antwerp was so important to the Allies so they could off load the fuel there and continue to deliver fuel without having negative returns on fuel delivered compared to fuel used for delivery.

Otherwise you are having an important historical logistical consideration simply swept under the rug compared to the attention it rightfully deserves.
 
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Why, then, should (for example) an Australian player not dismantle every port and airfield in New Guinea, starting in 1936? Seems way easier than defending the place.

Well, if he wants to abandon New Guinea, I honestly don't see the problem?

Basically it would be hard to balance. As one poster mentiomed before me, it would render most occupied land useless and conquest would be an even bigger drain on resourcea with barely any bemefits.

Hard to balance what? Of course it should take some time to destroy buildings just as it takes some time to construct them. But I honestly fail to see the "balancing issues" in allowing someone to destroy a port or airfield that they no longer want to keep? Is a piece of occupied land useless for you because it doesn't contain an airfield? Then just build a new one!
 
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