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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.
 
IMO the whole reduction on the next research isn't really engaging as you hold off on certain focuses to save until later in the line, chastising yourself if you ever forget and take it before you need it.

I think it would be preferable if you get the option to chose whenever you want to apply said bonus to your research. As an example lets say I'm researching medium tanks, but I don't want to apply the research bonus on this step, but rather save it until the next one.
 
IMO the whole reduction on the next research isn't really engaging as you hold off on certain focuses to save until later in the line, chastising yourself if you ever forget and take it before you need it.

I think it would be preferable if you get the option to chose whenever you want to apply said bonus to your research. As an example lets say I'm researching medium tanks, but I don't want to apply the research bonus on this step, but rather save it until the next one.
I think they mentioned not picking Research Boni in the first bag of tricks diary, along with cancelling NF.
 
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.

This is a mistake in my opinion, especially if it allows ships to magically upgrade even whilst at sea.

Even given the huge capacity of the UK 35% of dockyard capacity was tied up in repairs and refits both prewar and up to 1941 ( source: Postan, British war production). Fire control methods in particular would require a major refit.

https://en.wikipedia.org/wiki/Fuze_Keeping_Clock

Which is basically the first anologue computers.

Also have you considered that repairs ( even peacetime ones as I seem to recall that crits are possible ) might earn naval xp?
 
This is a mistake in my opinion, especially if it allows ships to magically upgrade even whilst at sea.

Even given the huge capacity of the UK 35% of dockyard capacity was tied up in repairs and refits both prewar and up to 1941 ( source: Postan, British war production). Fire control methods in particular would require a major refit.

https://en.wikipedia.org/wiki/Fuze_Keeping_Clock

Which is basically the first anologue computers.

Also have you considered that repairs ( even peacetime ones as I seem to recall that crits are possible ) might earn naval xp?
Fire control methods and fire control systems are actually two separate tech types. Fire control systems are modules (see the ship designer dev diary) and the corresponding techs are on the industry page - not shown here, but you can see them in the streams. Upgrading the systems will most probably be a refit. I expect that "fire control methods" is mostly training regimen/doctrine kind of thing, but I don't have any idea how much they changed during the war.
EDIT: I'm not sure about "first analog computers" - they were a much older idea. Check out the Antikythera mechanism if you like them.
 
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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.

View attachment 441860

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.

View attachment 441859

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!).

View attachment 441858

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

View attachment 441857

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.

View attachment 441856

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.

View attachment 441855

That is all for today. Next week, we will take a look at some of the art and music coming in Man the Guns.
cool