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HOI4 Dev Diary - War Changes and Game Difficulty

Hello everyone, last week we covered the last of the new focus trees, so from now on we will focus (heh) on new features and changes again. Today we are going to start off by talking about changes to how wars work as well as sharing some very interesting telemetry data!

War Changes
When we planned out Waking the Tiger, we knew that we wanted to solve several issues with wars once and for all. The game wasn’t really set up for 3-way-wars and it tried to stop you from 3-way wars as much as possible, and if it failed some pretty nasty bugs could happen. Wars could in certain cases end up either having to force friends into war, or drop people from wars which usually really messed up both multiplayer and singleplayer when it happened. It was all just a nasty and horrible mess on the code side as well.

Our changes effectively mean that now every two nations at war have their own little war and we instead present wars as a summary of sides that make sense. How you look at a war as a player shouldn't really look any different now. This was a massive change that has taken us a lot of time (and quite a bit of sanity), but I am confident that it will have been worth it with all the issues it has solved and freedom for players it will enable (particularly for mods that like to do a lot of wars from events and focuses where there was a big chance of things working out wrong - not naming any names).

When playing, the biggest changes you will notice is that wars merging now is a lot smoother. War score, casualties and such are properly tracked and retained. Its now also possible to fight 3-way wars (or more) so we can handle Axis vs Comintern vs Allies vs The Japanese co-prosperity sphere etc.

The war interface has also gotten a bunch of changes:
Screenshot_1.jpg

  • You can now filter nations like minors, capitulated, or nations who aren’t called in yet
  • We show nations that could be called in, but aren’t in blue (so you can see that the soviets have not called in Republican Spain yet), this is instead of the old interface where there was separate lists, now a button appears if you yourself have the power to call them.
  • We group up factions and summarize stats for them for easier comparisons
  • The interface lets you pick among your wars, but there is also a War Summary that collects all war allies and enemies in one big page. The interface also scales with your screen size, so it's much easier to get an overview of large complex wars now.
Screenshot_2.jpg


One of my favourite new things is that we show a breakdown of the casualties, so you can see how many casualties you caused for a specific nation:
Untitled-2.jpg


Difficulty Settings
We are slowly building up better and better telemetry on HOI players and I really love to share it with the community when it’s surprising, and this one surprised me a lot actually! It turns out that close to 40% of players prefer to play on the lowest difficulty setting. I would have expected this to be quite a bit less!

difficulty.jpg


As number of hours you play goes up people migrate away from recruit a bit. So for players with less than 50 hours played, 60% of them use Recruit and after playing 200+ hours only about 28% still use Recruit. Veteran shows the largest relative change. For beginners, it is 1.4% who use it and it goes up to 3.5% for 200+ hour players. The vast majority use Regular. It's the difficulty setting that doesn't give you any bonuses or penalties so this is usually what people prefer. My design philosophy is to try and stay away from direct combat bonuses and such that will make you learn the game in the wrong way. I prefer buffing things that allows a player to play more sub-optimal, so faster research (or slower so you must make more optimal choices), smaller losses on efficiency when changing production lines or less impact of lack of resource and such. It's also important to only affect the player as you don't really know which of the nations will end up on their side or as enemies. For example, in HOI3 depending on country it could actually be easier at harder settings, since certain nations were advantaged by that in an allied role.

So what are we doing about this? First of all we are adding two more settings (the gods of symmetry demand it!). A new difficulty before Recruit called Civilian and a new harder difficulty called Elite.
upload_2018-1-24_16-16-49.png


I also thought I would mention that we haven't really analyzed the custom difficulty settings yet but plan to in the future. I always recommend them to tailor your game. Say if you want a particularly strong Soviet to fight as Germany.

See you all again next week! Also don't forget to tune in to World War Wednesday at 16:00 CET where we start a new campaign to show off all the new stuff in Waking the Tiger as a Chinese warlord on the rise!

Rejected diary titles:
  • Dan Lind's "War and Peace (Book One of Four)"
  • War (screen), What is it good for?
  • I guess we don’t need to spend all the work we do on improving the AI after all
  • War. War sometimes changes
  • You can't fight in here. This is a wargame forum.
  • Players online usually lie about the size of their conquests
  • You get a war, and you get a war! Everyone gets a war!
  • Maybe finally Quill18 can now play competitive multiplayer without getting shafted by a war-merge bug!
 
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@podcat since you decided to fix some of the map inaccuracies, please take a look at Tibet´s eastern border. I am from Europe, but this wikipage apparently claims that western part of Xikang should be part of Tibet and that Tibet should look essencialy the same as Tibet Autonomous Region today. Can you check it out before the update goes online?
https://en.wikipedia.org/wiki/Tibet_Area_(administrative_division)
 
How does this affect the “offer peace” function if at all?
It doesnt really, although a bunch of issues with war participation and such that got messed up in bad merges will be solved which can impact

Any chance we could see the new modifiers for difficulty levels?
subject to change but:
upload_2018-1-24_15-49-0.png

upload_2018-1-24_15-49-9.png



why have you decided to give penalty's on regular now though?
I havent, you just cant see the mouse cursor in the screenshot ;D the tooltip is for the updated Veteran level.
 
Can you please fix the Multiplayer bug which allows ghost chatters to spam the lobby;

And please fix airzones so that they show the actual number and type of allied planes instead of being blank! (I think this was broken in 1.4, it used to do it this way).

And please give us a release date! What else is left? :-D

Regarding airzones, you also don't recieve bonuses from radar and territory when flying in allied airspace, which I think is odd.

On topic, it's good to see that you can have multiple wars properly now, instead of everything merging into one war.
 
ah ok i missed that, oops
are we going to get an AI dev diary before release @podcat ?
 
Do/will casualties caused count towards a nations war participation score?
And will you be re-working the entire surrender/peace/peace-conference mechanics at some point in the future?
 
The -20% PP on Regular meens that France and the USA will get -PP till they get rid of ther specific debuffs... a bit harsh
Plus this meens that you now get a average of 0.6 PP per day .... in a DLC wher PP will be very important ... you need all that PP for your Decisions.
Well I suppose ppl will play on Recruit even more
 
@podcat hey, is it possible add one more checkbox for difficulty settings? Something like "powerful minors" that will give bonuses to minors or will make them use a beefed up focus tree. I always play minors as I hate to play major, it's just not that engaging for me, and I would like to see them making more impact on the game if I don't want to play with historical focus.
 
Maybe the war screen could tell you when the war started?
 
Looks good. This will be a completely new game after the patch, I just fear for all the bugs and glitches the new mechanics will cause.
 
When you get to analysing country custom settings please consider adding more customisation.

As Germany I always buff Soviet; USA and UK
Anybody else I significantly buff Germany.

Example: It'd be nice to be able to max out production buffs and cut their attrition and resource penalty to AI countries without buffing their combat stats and research too much.

eg 2. Buff German land and air force but not navy.

ps really love the breakdown of losses by country.
 
Our changes effectively mean that now every two nations at war have their own little war and we instead present wars as a summary of sides that make sense. How you look at a war as a player shouldn't really look any different now. This was a massive change that has taken us a lot of time (and quite a bit of sanity), but I am confident that it will have been worth it with all the issues it has solved and freedom for players it will enable (particularly for mods that like to do a lot of wars from events and focuses where there was a big chance of things working out wrong - not naming any names).

Must... not... make... Huey... Long... memes!