• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
So another possible flaw in the research acceleration and using XP; the navy and air force units do not gain experience like land units. Only land units have the option to be put into "training" mode starting Jan 1, 1936 for building experience early/pre-war.

Navy and Air Force lack that "training" option so it seems their research will still lag far behind and come at the expense of many other things when actual war starts for a respective player.

Is there consideration (hint Paradox Devs) to implement "training" for the navy (naval maneuvers?) and air force so they too can gain some experience - use it for upgrades/research, or not - well before war erupts?
 
So another possible flaw in the research acceleration and using XP; the navy and air force units do not gain experience like land units. Only land units have the option to be put into "training" mode starting Jan 1, 1936 for building experience early/pre-war.

Navy and Air Force lack that "training" option so it seems their research will still lag far behind and come at the expense of many other things when actual war starts for a respective player.

Is there consideration (hint Paradox Devs) to implement "training" for the navy (naval maneuvers?) and air force so they too can gain some experience - use it for upgrades/research, or not - well before war erupts?

Link
With fuel added to the game and a new repair system for ships (see a diary in the misty future!) we felt that there was now an argument for letting the player exercise their ship crews and air wings as well. Before there wasn't enough ability to model cost really. This means that you will be able to tell ships and air wings to go and exercise. This works a lot like training your land forces - your forces take some damage and consume fuel while gaining experience (and also generating some global xp). Just like with land troops, exercises can only train them to a certain level.
 
You should make it so you can pick who you can export to. If you're gonna go to war with Germany, you don't want to be exporting oil to them

In real life, exports were sent to neutral nations. These neutral nations would act as brokers or intermediaries (middlemen) on behalf of enemy nations for a fee or profit. The enemy nations would still be getting "your" resources, albeit, indirectly and not directly. Therefore, you would not be denying your resources to the enemy.

The game currently only allows a nation to export their own resources and not those bought from another nation with the intent to sell to someone else for a profit. If the game developers were to change the game mechanics to your idea, then a new mechanic should also be brought into the game to model the indirect selling of resources. Do you have a proposal to cover this part of the game? What about the Artificial Intelligence (AI) involved? Do you really want the game developers to divert their time and attention from other needed areas such as AI improvements to air and land combat, peace conference improvements, bug fixing, etcetera?
 
I see. Patrol boats would have been a fun addition and "stopgap" for minor nations before considering larger warships.

If patrol boats are going to be implemented (hopefully in the future), I see them as capable of gaining XP (not as much but will do) However, they are extremely weak even against destroyer types, and would take huge penalties when they find themselves at combat in open seas.

Easy prey for aircraft and larger ships but can be used en masse (and kamikaze attacks if Japan). Just my 2 cents.

MTBs and small patrol boats would IMO probably work best in a manner akin to plane squadrons, except based at naval bases. As in, you plain can't bring them out on the open ocean per se, just transfer them between bases and set them to patrol the area around the base to engage enemy ships straying there. As for attributes, they ought to be pretty easy prey for destroyers, but somewhat challenging to whittle down for airplanes and a horror show if they catch a major warship unescorted.
 
As for attributes, they ought to be pretty easy prey for destroyers, but somewhat challenging to whittle down for airplanes and a horror show if they catch a major warship unescorted.

Small crafts like MTBs/patrol boats were quite vulnerable against strafing fighters, but since they are below the scale of the game and fighters don't do much damage to larger warships they simply can't be represented well unless you want fighters to become great weapons against larger ships too.
 
So another possible flaw in the research acceleration and using XP; the navy and air force units do not gain experience like land units. Only land units have the option to be put into "training" mode starting Jan 1, 1936 for building experience early/pre-war.

Navy and Air Force lack that "training" option so it seems their research will still lag far behind and come at the expense of many other things when actual war starts for a respective player.

Is there consideration (hint Paradox Devs) to implement "training" for the navy (naval maneuvers?) and air force so they too can gain some experience - use it for upgrades/research, or not - well before war erupts?

Yeah, they've implemented this.
 
I don't know if this has been answered before, but what's happening to Battlecruisers? This isn't just one or two ships that are getting effected, it's quite a few. Are they getting reclassed as a different variant of a particular hull tech or are they just getting removed from the game, which is a massive bummer cause honestly they really shouldn't be, they're their own thing and shouldn't be lumped in with Cruisers or Battleships. They were a nice middle ground, it'd be a shame to see them go. Plus how will my Bismarck sink HMS Hood now.
 
I don't know if this has been answered before, but what's happening to Battlecruisers? This isn't just one or two ships that are getting effected, it's quite a few. Are they getting reclassed as a different variant of a particular hull tech or are they just getting removed from the game, which is a massive bummer cause honestly they really shouldn't be, they're their own thing and shouldn't be lumped in with Cruisers or Battleships. They were a nice middle ground, it'd be a shame to see them go. Plus how will my Bismarck sink HMS Hood now.
As far as I remember, Battlecruiser now will be just underarmored Battleship.
 
As far as I remember, Battlecruiser now will be just underarmored Battleship.

Note that armor slows down a ship so a battlecruiser will still be faster than a battleship with the same engine techs.
 
I imagine Fast Battleships will just be battleships with high enough engine tech that the armor will not slow them down that much.
 
MTBs and small patrol boats would IMO probably work best in a manner akin to plane squadrons, except based at naval bases. As in, you plain can't bring them out on the open ocean per se, just transfer them between bases and set them to patrol the area around the base to engage enemy ships straying there. As for attributes, they ought to be pretty easy prey for destroyers, but somewhat challenging to whittle down for airplanes and a horror show if they catch a major warship unescorted.

Makes sense. They'll just be around coastal areas or islands to do patrolling. If that's the case, then fighters should have an additional function to be able to strafe at ships.

Not much effective against larger warships (especially with heavy AA), but good to slice through thinly-skinned motorboats.