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HoI4 Dev Diary - Tech Changes

Hello, and welcome back to another Dev Diary for Man the Guns. Today, we will talk about some changes we have made to the tech and research system.

The biggest of which is, of course, the new tech tree for ships and other naval equipment. It is quite extensive, adding over 50 new technologies. Smaller changes and additions have been made to the armor and infantry tech trees through the addition of amphibious armor and to electro-mechanical engineering through the addition of Fire Control Systems.

techtree.jpg


Many of these techs do unlock new modules, but some do not - ammunition techs, fire control methods and damage control training amongst other don’t, and instead provide passive bonuses. This makes them quite valuable as you don’t have to build or refit a ship to make use of them.

tech4.jpg


The industry tree has also been expanded to accommodate fuel refining and storage. As one would expect, the new technologies improve the ratio of oil converted to fuel, giving you more fuel for the same amount of oil. The oil branch of the synthetic refinery tree no longer increases the oil output of each refinery but instead increases the amount of fuel generated by each synthetic refinery (synthetic refineries are not required to generate fuel if you have natural oil production!).

tech8.jpg


Since this adds quite a bit of research to an already pretty full research tree, we have taken some steps to offset this increase.

tech7.jpg


The first is that we have made a 15% increase to research speed across the board. The second is that a lot of the research in the new naval tech tree (as well as all the doctrine research) benefits from the research with XP system that gives you a fairly significant research boost if you have enough XP of that type to spare. For things like fire control methods and damage control training, researching without XP is significantly more time consuming to represent the lower effort spent during peacetime rather than learning from, well, experience.

tech6.jpg


Lastly, we made some changes to how research bonuses are granted and how ahead of time bonuses are handled. Regular research bonuses are no longer reducing research cost but instead boosting research speed. A previous 50% reduction in cost is now a 100% boost in speed. Ahead of time bonuses have been changed to apply a flat reduction in years rather than a reduction to the penalty, so a 1944 tech with two years of reduction would be treated as a 1942 tech for the purpose of calculating research time.

tech3.jpg


That is all for today. Next week, we will take a look at some of the art and music coming in Man the Guns.
 
Shower thought relating to previous dev diary: How does the Washington Naval Treaty treat refits? Would it be possible to skirt around it by spending, say, 20,000 construction cost on a battleship, then another 20,000 for a refit which would apply on top of that original 20,000?

Super Heavy Battleship.

Out of curiosity, how are super heavy battleships handled anyway? Are they their own unique hull? If so, was the 1944 variant removed?

PS: Okay, question partially answered, which leads to this next one.

Since Japan gets multiple SHBB research bonuses in its tech tree, do those extra bonuses get converted into something else?
 
Happy new year!

Good changes hope for release as soon as possible.

Question:

1. Fuel is burnable. Can i send out my strategic bombers for attack the storage facilities? It would make sence cause at moment strategic bombing hasnt that much effect. If a strategic bomber mission would target the storage facilities it could hurt the enemy war economy massively. It always needed to defend thm at any costs(with anti aircraft gun / fighter) [For further dlc spionage: it could make sese to identify the storage facilities before outbreak of the war as allied did in ww2]

Keeping the storage facilities intact or destroy them of the enemies would make the game more interesting.

https://en.wikipedia.org/wiki/Oil_campaign_of_World_War_II The plan estimated Axis oil production could be reduced by 50% by bombing.

Will strategic bombing become important in this dlc because of the fuel storage/production and effect on the whole game experience?
 
I don't recall seeing it ever asked but it just occurred to me, do Synthetic Refineries give you oil to turn into fuel, or just directly give you fuel?
 
It is always a good thing seeing a game improve. Some major things that disturb me still are:

- Please remove yourself with advertising in the steam store at new release, as you are there for months with man the guns and simply not releasing. As the meaning of that steam function is to show new releases, this is cheating. I write to steam if in some time this is not disappearing
- Secondly, i bought waking the tiger and played it some weeks ago. Only to find out a horrible balance problem. Please fix this game balance problem first, so you can normally play and the AI opponent does not magically built divisions in a split of second
- Last: Still a problem to me is that any same built infantry division on paper is equal compared nation to nation. This is nonsense, countries should have more specific character concerning their unit stats. A german infantry division must be superior compared to a dutch one. So please improve, create some more realism
 
It is always a good thing seeing a game improve. Some major things that disturb me still are:

- Please remove yourself with advertising in the steam store at new release, as you are there for months with man the guns and simply not releasing. As the meaning of that steam function is to show new releases, this is cheating. I write to steam if in some time this is not disappearing
- Secondly, i bought waking the tiger and played it some weeks ago. Only to find out a horrible balance problem. Please fix this game balance problem first, so you can normally play and the AI opponent does not magically built divisions in a split of second
- Last: Still a problem to me is that any same built infantry division on paper is equal compared nation to nation. This is nonsense, countries should have more specific character concerning their unit stats. A german infantry division must be superior compared to a dutch one. So please improve, create some more realism
Modelled through equipment and land doctrine tech
 
Shower thought relating to previous dev diary: How does the Washington Naval Treaty treat refits? Would it be possible to skirt around it by spending, say, 20,000 construction cost on a battleship, then another 20,000 for a refit which would apply on top of that original 20,000?

Covered in the dev diary about this subject, no. Designing a refit must also adhere to current treaty limits.
 
As such the doctrine tree, could be way more expanded. As more different doctrine approaches exist.
Such as the one Israel at the moment has.

I don't see Israel as having a different doctrine than any listed in game. It's just a nation with mobile warfare, full planning bonuses, and a healthy tech advantage. Not sure what you see in them that you think isn't represented by that, or what doctrines you are seeing that aren't represented. Can you give a little more clarification on what you want this doctrine to be? Not just examples, but the actual idea or driving principles that make that doctrine, a doctrine?
 
It would make sence cause at moment strategic bombing hasnt that much effect.

Strat bombing is VERY powerful to a point where some multiplayer game ban their usage.
You can level enemy airport too quickly for the opposing team to react
By destroying the infrastructure around the capital, you lower the supply to less than 30 in all the world for that nation...

And yeah, you will be able to destroy the fuel depots, but it will destroy fuel only in excess of the maximum storage (according to DD)
 
@Archangel85
What are you hiding below the carrier tech tree above the submarine tech??? :D


Deck armor tech?
Lift techs?
Deck Space?
Airgroups?
CVL Hull?
CVE Hull?
 
AFAIK nothing. It's probably just from making the screenshots.

If you look close, it looks like there's a tree coming out of the 1936 Carrier hull, or at least there could be something different above the submarine tree.

Just for snipping, it Looks too strange.

Maybe I'm wrong
 
Are air and land experience points also going to reduce research time in corresponding tech trees?
I'm not certain but I think a previous DD or Dev comment said it would be as you say.
 
Sorry if I missed it... but is there any info on either light carriers, or conversion into carriers from other dev diaries? I see that tech on the screen now...
 
britain%20Carrier.jpg
Sorry if I missed it... but is there any info on either light carriers, or conversion into carriers from other dev diaries? I see that tech on the screen now...

You can just build them on the Ship designer.

Just give less deckspace, less AA, less...a.s.o., then you get a way cheaper CV with less airplanes on it
 
Two things immediately stick out about this dev diary
  1. Navies look like they could require a lot of research if they're well-balanced. I'll probably end up doing a lot of optimizations around which techs can be ignored without impacting naval efficacy too severely.
  2. The sped-up research speed is nice, but I doubt it will overcome the added research. Spending XP to speed up research looks interesting, but 50 XP seems too expensive. In games where I've destroyed the entire Royal Navy with NAVs and battleships I've gotten less than 200 navy XP.