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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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Great stuff!
 
Some great changes. Infrastructure will be OP now. Strategic bombers will become a must-have I think. Please fix the air map view to properly show all Allied planes though, and allow Allied fighters to escort another Ally's CAS.

Right now when you look at an air zone, it will show the combined amount of enemy planes, but none of your Ally's planes, even if the air zone is green. It makes coordination in Multiplayer very difficult. It was a bug introduced in the 1.4 patch with the new air system.
 
That DD title confused the hell out of me :D

Good changes, I like them. Historically, the US went as far as rationing oil to stop cars and save the rubber used to replace their tires. I was a little bothered by the fact that, in game, synthetic rubber plants would mostly give them oil.
 
So the randomly distributed infrastructure and resources from the focuses will now randomize initial country development even more?
 
Hmm... where? I know you can turn it on/off, but how to adjust the +10% building speed per level?
In defines: INFRA_MAX_CONSTRUCTION_COST_EFFECT = 1.0. Yes, it only scales linearly, beginning at 0% for 0 infra regardless of the define, but you can modify the steepness of the function as you wish.
 
This is wonderful! I've enjoyed using synthetic refineries, and this and the other changes are something I greatly look forward to.

Also, China can into aluminum? Please? And can Africa get its other natural resources soon?
 
Will this somehow address the inability of japan to build shale plants in Fushun, Manchuria because the puppet lacks the technology to build synthetic refineries? Do you even try to stick to history? Or just move resources willy nilly to south america for game play. That just helps allies trade for it if japan takes out raj.

Its not like americans were nailing old shoes onto their cars in place of tires because of severe rubber shortages after japan invaded SEA. Naval aviation museum in pensacola cited 97% of world's rubber was controlled by Japanese occupation in 1942. Just sayin maybe want to appreciate the large scale rationing that affected the allies as much as the axis.
 
At least PLEASE look at the coding that determines if and how fast a nation goes from Export Focus to Closed Economy.

I like this change, assuming the cost for construction is rebalanced, and strategic bombers are looked at vis a vis air combat strength, bombing effects, and anti-aircraft effects. Otherwise I fear as others have noted this could be very bad for game balance.

Good points. I really like this addition to the game, so I'm hoping the balance will be given a thorough pass before release.

At some point I'd also really like to see a form of intelligence aspect being applied on the resource map. Right now it's just so easy to see where Germany's synthetic factories are and immediately start bombing there. Obviously IRL the location of Romanian oil fields were known, as an example, but from a game balance point of view I think it would be great to be able to disguise or 'hide' the locations of synthetic factories to a degree. It could probably tie-in with the dispersed industry techs as well.
 
I wish they'd do something with Africa -- there's this huge continent and there's absolutely no reason to actually invade it. There are almost no resources in Africa (relative to the rest of the world, there's nothing) and the game mechanics mean that the colonial manpower you'd get from Africa really isn't required.

It's just sort of... there, with its horrible attrition and boring skirmishes in the Horn of Africa. =/