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HOI4 Dev Diary - Synthetic Dawn

Hi everyone and welcome back to a new dev diary. We are continuing work on the upcoming 1.5 “Cornflakes” and unannounced expansion. Today we are going to be talking about changes to synthetic refineries and resources.

Synthetic Refineries
Synthetic refineries are a great way to get access to oil and rubber for nations that end up on unfriendly terms with a lot of their neighbours (*cough* Germany *cough*). The technologies for them were however in need of some updating. Most people would only bother with the first to unlock the building unless they were a very small nation (and if so probably not a big consumer of those resources). It also felt unfair that nations that had plenty of one resource and lacked the other would need to do the same investment as someone who lacked both. Even if you had some of each, there was no good way of balancing output and you’d usually end up with a surplus of one or a deficiency in the other. To deal with this we now unlock 3 building levels at once, but the initial output of the refinery is much lower. We have then removed the previous 3 techs giving more levels and replaced them with 8 new techs that increase the output of your chosen resource. That means that if you only need more rubber you only need to research the Rubber Processing techs and can skip the Oil Processing.
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Resources & Infrastructure
This is something we have been wanting to do for a long time. Each level of infrastructure now adds +10% resources in those states. This means that we can have resource amounts that actually grow later in the game. This should give you more reasons to upgrade low infrastructure areas to take advantage of the resources there, and will also allow bombing to impact normal resource gathering and not just refineries. A low infrastructure area with resources is now a great opportunity for expansion.

Together with this change we have improved the construction interface.
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You can now see where resources are located and how much they are impacted. You can also see building slots which makes it so much easier to find the best places to build infrastructure without having to jump between map modes.

Resource mapmode now also indicates effect from infrastructure damage so you can spot potentially important areas for repair:
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We have been rebalancing resource numbers across the world to go with this change. Numbers aren't done yet but I figure I’d spend the rest of the diary showing some areas to explain what we are working with.

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British Malaya and Singapore are nerfed, but are both low infra allowing for a lot of expansion.

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USA has a lot of areas where investing in infrastructure will help them grow into a monster. Texan oil for example.

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As seen above, Japan has several opportunities to improve local resources now.

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France generally got a bit of a resource nerf as it had a lot of very high areas and is also at decent infrastructure level.

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Northern Sweden still has precious tungsten which can be expanded to help Germa...accurately simulate Sweden's complicated role in the war.

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Brazil now has the potential to be a true rubber king (is that even a word?) if invested in. Same goes for some other nations in south america, like tungsten from Bolivia.

This should shake up the resource play a bit we hope. See you all next week for more updates!
 
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I was actually afraid this DD would be barebones, but these changes are amazing, make the airforce more
Important and might help with more immersive gameplay.
 
Nearly happy now :). Lets see Germany produced nearly all their fuel in the 15 "Hydrierwerke" around 1943. So before i needed around 30-40 Synth. Reffineries to run all my Factories. Now i should be fine with 10-15 lvl 3 Refineries, yeah finally we come near reality ;).
 
PLEASE make infrastructure construction tied to size of state! Like building a road on Attu island and doing the same in North Siberia is not the same thing. (Maybe it should be connected to amount of small provinces inside of states)

There should be definitely a cap at infrastructure. So building up the complete Himalaya to an infra level 10 area would be stupid
 
PLEASE make infrastructure construction tied to size of state! Like building a road on Attu island and doing the same in North Siberia is not the same thing. (Maybe it should be connected to amount of small provinces inside of states)

There should be definitely a cap at infrastructure. So building up the complete Himalaya to an infra level 10 area would be stupid
+1
 
I think this change makes infra much more gamey... Think about this, you have 2 states in Siberia, one with 200 oil, and one with zero resources. Now, you will build infra = 10 in the 200 state, and leave the other one unimproved... Even if that does not really make sense as the oil in reality would have to be transported through the unimproved state.

Is the AI gonna have defines to set that it should improve infra in states with a lot of resources? Or is this just another "improvement" that makes the game even easier for the players?
 
But you should have gone the other way: infra below 100% occurs a penalty to resource output.
It makes damage and such harder to show, and its a core design philosophy for HOI that people like to make stuff better rather than less bad. its mostly a vague difference but green numbers going higher is a lot nicer than red numbers becoming smaller ;)

Can you see the impact of strategic bombing at enemy areas towards the resources and infrastructure a bit better in the future? I find it very complicated to really see my impact on those enemy areas
I agree its something we'd like to have better data on as right now you only really see amount of buildings, not what kinds etc etc. Cant promise anything yet tho, but its something we have discussed a few times.

I guess that balance wise numbers are not final - but what is the initial output of refineries in 'current' build @podcat ? :) (And what +output we can expect increase from those tech?)
right now base level is 3 and you get 2 per level. but thats not something we have playtested on yet at all so didnt want to show those numbers ;) expect them to change a bit once we test them

Is the AI gonna have defines to set that it should improve infra in states with a lot of resources? Or is this just another "improvement" that makes the game even easier for the players?
ai will care more about areas like that yea
 
In my opinion, synethetic rubber production should be simply split from synethetic oil production entirely through separate buildings.

I am not sure why they have to be combined. If building slots are a problem, then simply give us the option to factory-convert from a rubber plant to oil or vice-versa which will help players manage their economies as their resource priorities shift through conquests.

Unless its the intention to make late-game synthetic production much more powerful for high-research slot nations, this combined building still has to be balanced around providing a lot of resources through techs. And thus the split nature affecting its power budget still makes this the combined synthetic building a hard sell for smaller nations (which the diary mentions as being the catalyst behind the change) who could be building more flexible CIVs instead (and for moderate resource deficits, building more MIL with more CIVs is better in the long term anyways).
 
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@podcat

Please, please, please make it so that the AI takes field marshal division cap into account. It can be modified via define but currently the AI ignores the cap.

With the upcoming chain of command feature I hope you can look into this issue.
 
Brazilian rubber at long last!
 
Please for the love of god allow us modders to regulate the % gained resources from each level of infrastructure. (This isn't possible to do with extra building speed, hope you can include that as well)
But it is?
 
Excellent change and I think almost everybody will agree on both the synthetic and natural resources.

The idea itself is simple, but I guess there is a lot to evaluate, calculate and balance.
Do you care to share the oil and rubber numbers for each tech level? At least what are the plans currently on the table? (edit: ah..you did already, while I was writing this)

My worry is that this will make resources too abundant and even counties who anger everybody (Germany) don't really feel the constraints.
Because after this CIC = resources. Even, if you do not have friends. Once you have a lot of factories you can pumb up your resource supply easily.
Depending on the numbers, it might be even that you prefer do it on your own. Trading is a one time affair, but building synthetic refineries or infrastructure is an investment that keeps on giving ad infinitum.
 
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