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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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Maybe that was the idea behind the UK not even starting with marines researched...

Hahaha, might be - I'm not sure I'd go that far myself though, but I know where you're coming from here ;).

Everyone should know by now Axe is always right!

lolololol - if only this were true :p. I do try and warn people when I'm fairly likely to be wrong at least :).
 
Great change! :) How about adding nickel as a resource while you're at it? Nickel is arguably the single of the most important resources for the war industry during ww2 not represented in the game. Adding nickel would make Finland as strategically significant as it should be for example. Also, change steel to iron and lower its supply and consumption to make iron exporters such as Sweden historically significant (Germany should need to import iron). Thus, Sweden would not need the historically inaccurate tungsten to compensate.
 
Great change! :) How about adding nickel as a resource while you're at it? Nickel is arguably the single of the most important resources for the war industry during ww2 not represented in the game. Adding nickel would make Finland as strategically significant as it should be for example. Also, change steel to iron and lower its supply and consumption to make iron exporters such as Sweden historically significant (Germany should need to import iron). Thus, Sweden would not need the historically inaccurate tungsten to compensate.
Not that this is a bad idea, but should nickel just be added as tungsten?
 
Great change! :) How about adding nickel as a resource while you're at it? Nickel is arguably the single of the most important resources for the war industry during ww2 not represented in the game. Adding nickel would make Finland as strategically significant as it should be for example. Also, change steel to iron and lower its supply and consumption to make iron exporters such as Sweden historically significant (Germany should need to import iron). Thus, Sweden would not need the historically inaccurate tungsten to compensate.

Someone made a suggestion earlier of removing chromium and replacing it with generic "rare materials". There's no need to add more resources, 6 is fine, but I don't mind renaming a couple.
 
That means that if you only need more rubber you only need to research the Rubber Processing techs and can skip the Oil Processing.

If we have both techs, would it be possible to convert Processing plants from one type to another (like we can convert CIC to MIC and back?).
 
If we have both techs, would it be possible to convert Processing plants from one type to another (like we can convert CIC to MIC and back?).

They have split techs, but they have not actually split the building - you still build "synthetic plants" which produce both rubber and oil, then you research to strengthen rubber and oil production with the two trees. You can research one side or both, but even if you only want rubber and boost that side majorly, you'll still be producing a small trickle of oil.
 
They have split techs, but they have not actually split the building - you still build "synthetic plants" which produce both rubber and oil, then you research to strengthen rubber and oil production with the two trees. You can research one side or both, but even if you only want rubber and boost that side majorly, you'll still be producing a small trickle of oil.
Thanks. I actually knew that and this question was saved from the first readthrough. I simply had forgotten why I had dropped it the first time :confused:
 
Not really, it was in shambles politics wise, badly led military wise but it was a strong nation with a strong army.
A was trolling The game NEED France to basically offer Germany free IC, France HAS to die this way. The game simulate a political and a strategic defeat into the nerf of the complete nation witch can not do nothing Manpower wise after winning GER without tweaking/glishing the game... Now it is the ressources plus few more things like war effort support... guess France would not have it too. The focus tree is weak compare to some neutral nation spain/china it should not even be considere as a Major...

France should have the focus to help republican spain.
https://en.wikipedia.org/wiki/Foreign_involvement_in_the_Spanish_Civil_War#United_Kingdom_and_France

France and England should have a chain event to intervene or not

France was Militaristic has F.... at this timewith honor to the great war. Ingame France have the army but can not even sustain it with 6 MI ? what a joke.
 
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This would make a whole new way of playing HOI 4 as Germany. After invading Poland you could go for the USSR immediately after France or when they are in the Winter War and get all the oil you need, leaving you only needing to make rubber factories.