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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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- people may be using custom difficulties a lot more as some ppl said, nerfing your production isnt always fun, so may be better to buff the enemy

This exactly. I think its way cooler to see the AI build a stronger and more diverse army instead of you just taking longer to build an army that you build usually.
Also I think there are some mods that increase difficulty or make the AI more prone to build different units instead of the meta 7/2.
 
yeah its a very interesting question my guess is:
- people dont like to say they play on lower difficulties
- people may be using custom difficulties a lot more as some ppl said, nerfing your production isnt always fun, so may be better to buff the enemy

It's actually a game design 101 or something. In the early 2000's there was already some rounds about the same topic, I think it was SC? or HoMM? or RoN? Anyway, conclusion was when players want to play handicapped, you should never nerf them, as it forces them to a different playstyle, rules usage and experience altogether. For example, longer research times make some tactics useless. Instead, when a player wants to handicap itself, you should buff it's enemies. That way, the player still obeys the same rules as otherwise, and it's enemies could do the same, if they choose to do so.

(Have you checked Kaiserreich? They have a lot of 1 province countries, and a lot of 3-4 sided wars.)
 
When we no longer use provinces? its much too small for how we do things
Wait... You already got one province states like Hong Kong and Macau, not to mention Luxembourg of all things, I don't get it.
 
Is there any feature planned (not especially in this dlc but in the future) to prevent countries for being called into war? For example when we look the Soviet-British war on the screen, there's nearly no reason for spain to enter in this war as they would directly be crushed by the US and UK fleets, and a landing would happen so fast that there is no way it would lead to a good end for them? The same for Spain in a historical scenario, shouldn't Spain need guarantees before going to war against the Allies?

NB: I only speak about the AI logic here, a player should remain free to take those risks :p
 
Wait... You already got one province states like Hong Kong and Macau, not to mention Luxembourg of all things, I don't get it.
+ Goa. GOA. And Danzig is where we draw the line :D
 
yeah its a very interesting question my guess is:
- forum community is still a very small part of all owners, so even if you all play on max difficulty the number would still work out
- people dont like to say they play on lower difficulties
- people may be using custom difficulties a lot more as some ppl said, nerfing your production isnt always fun, so may be better to buff the enemy
- MP players are 14%, and wouldnt really be using this right so that affects numbers too especially if a lot of good players go to play MP instead as a challenge

but yeah its very interesting, what do you normally play on for SP?

@podcat I can answer to this as a youtuber with a lot of World Conquests.

Playing on Regular is a default in forum/reddit community when posting something you achieved (for example, in EU3 I remember among skilled players default was Very Hard). So, playing on Veteran it will be harder for you but will gain you little fame because noone reads the description.
I suggest you change the color of achievment button on screen depending on the difficulty (or add some achievements only for Elite difficulty). It will be seen immediately by anyone then in videos and screenshots.
ByvX0RPGVZM.jpg
 
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Wait... You already got one province states like Hong Kong and Macau, not to mention Luxembourg of all things, I don't get it.

I suspect it's because unlike Hong Kong, which can be a base for the UK in Asia and thus a focal point of activity, Danzig's historical interest was mostly political and it ended up being annexed straight away at the start of the war.

What I mean is, I'm not sure there would be much mechanical benefit within the game to making Danzig a free city, when it was really nominally a Polish one. I suppose they could give the province some maluses or something to reflect it's weird status.
 
I can announce that we will announce the date within a week or two, to not be overly specific :p
You totally just revealed that we are not releasing next week!

For the time being, how difficult would it be to allow players to type in their own name for the war if desired? Even if it's just for cosmetic purposes? Or would that require a similar level of work to going the full hog?
I'll do it... FOR ONE MILLION DOLLARS!

Do you devs ever plan to add the "free city" of danzig to the game?
What is that?
 
but yeah its very interesting, what do you normally play on for SP?

In paradox games I always like to play on regular during the first "learning" phase. Then I switch to superior level when I learn how mechanics work and I become more efficent against AI. I rarely play on max level because I feel too much disvantage and it usually needs a lot of "minmaxing" to win makes me feel limited in how to play.
 
Podcat when will Da9L livestream again
We will see ;D worst case we do double length next week to cover more! We will see what schedule allows. anyways we blame Ilya, he pushed a new build because he ws starting a new single player campaign and forgot about the mp session ;D

(Have you checked Kaiserreich? They have a lot of 1 province countries, and a lot of 3-4 sided wars.)
Yeah, their wars also tend to lead to horrible bugs because of it though. They shoudl have less problems now with the changes
 
Are you guys going to release the new achievements in a future dev diary?
yup :) I got a diary planned to cover achivements and new formable nations coming before release
 
This patch is giving us a brand new hoi game(hoi5 or hoi 4 2.0), but I honestly can't wait for the release, so many changes(i hope we are not many dev diaries away) , now my only wish is a lag-free update(if u take out the UK in the early game the game is not lagging for me even in 48 or later)