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Good afternoon,a great dd and these changes will add considerable depth to warfare.Can't wait to try them in the open beta.However,i have a few questions:
1)How moddable military formations themselves will be?Can i create new,lock them to certain pm or laws for example?
You cannot create new types of formations, they will be of either Army or Fleet types. However, all properties of formations - like combat unit types and mobilization options - can be modded.
2)How moddable goods costs for soldiers will be?Can i add new ones,remove some,or things like that?
Everything can be modded for unit types and mobilization options.
3)Do you plan to add country-specific 3D units models in futures immersion packs/expansions?
Probably! Nothing decided as of yet, but the tech is there for it.
 
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Nice I hope railways will boost your military movement speed :). Maybe even tie them to supply (like HOI4 supply system).
Boosting speed is something we've planned for, at least! For the time being we're not making major changes to how the supply system works, but the new pathfinder we're adding would potentially allow for a more in-depth supply system in the future.
 
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Yeah that's what i meant, the properties of formations,sorry for confusion about that,another question though,since it was not mentioned in the dd,how the mass conscriptions and peasant levies law will work now?
Will they forbid some military formations like it did with pm in the current versions or will it work differently?
The current plan is that they will continue to limit how many units of a type you can support from each state and what units you can recruit. But we will be open to feedback during the Open Beta period and will implement good suggestions as time allows!
 
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are the devs planning in streamlining, putting generals of the IG's we want in the army?, right now it's, it's possible to put any IG in charge, wich is fine, but the way we go about this is too rng dependent, requiring multiple commisiong and retiring of general until we get those of the IG's we want
I'd consider revisiting which commanders spawn for the recruitment pool. Right now there's some conditional logic that influences which commanders you have available to you at any given time, and maybe we can give players more ways of influencing that. But I don't want to just give players full control of which IG to recruit from, either; part of the fun for me at least is that you have a limited number of options at any given time, forcing me to occasionally choose between the perfect candidate from an IG I don't want to empower or a sub-standard candidate from an IG that agrees with me.

A more attractive option (to me) to solve the problem you're presenting is to actually allow the pool to empty out and only refill over time, as more pops become educated to become officers. In the past we haven't been able to do this since commanders were always required to maintain your troops, but since you could now create another Formation even though you don't have any commanders to lead them, this again becomes a possibility.
 
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I can't wait to try this, this looks like it will be fantastic
Out of curiosity, have the devs started looking into connecting wars and domestic opinions, making pops actually pro/anti war?
Not for this update. We're considering ways of making pops and IGs care about diplomatic relations for the Sphere of Influence expansion, though.
 
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All great changes and greater in scope than I imagined, devs are doing great work.

Will armies be able to move from land to sea to land again, if they are reinforcing an allied front across the sea without any cost? I would think that armies moving across sea even to friendly regions through sea lanes should cost appropriate amount of convoys, which would limit the ability of landlocked militaries to just spirit away their troops across continents. It would also create interesting dilemmas in war time with supplying existing troops, moving new troops and available trade routes costing convoys.
This will be (re)implemented, yes. Shipping Lanes supporting overseas Generals has always been in the game (albeit a bit hidden) and for the first Open Beta release there won't be a cost at all, but we will definitely require Shipping Lanes supporting overseas armies in later beta updates (probably update 1).
 
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Not a fan of this one, as it exposes the utter strangeness/silliness of Transportation "goods". Specifically, the fact that they are treated as goods at all. How does the fact that I have railways built in my homeland, with excess transport capacity, allow my military to somehow utilize that excess capacity on the far side of the world where there might not even be any railways at all?
The way this is currently implemented - and let's be perfectly clear, the functionality is just a placeholder right now, we need the full pathfinding system to make this work properly - is with a speed modifier on railways specifically, possibly only on friendly railways or railways in states occupied by you. As for the cost, it's somewhat abstracted as a "budget" assigned to the formation for travel purposes - the cost is always incurred, and the Transportation goods always purchased, whether the formation is currently traveling along rails or not.

However, this is something we will be taking very active feedback on during the Open Beta period. If it feels weird or immersion-breaking, we'll remove or rework this option. That goes for virtually everything in this dev diary, and is why our beta period will run for so long.
 
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Not bad, but im still waiting for a diary about performance and optimization.
Yep! We know we need to work on this more, and as the Open Beta build matures we intend on moving more resources onto working on performance. We recognize this remains a big concern and want to see marked improvements before 1.5 release. More on this in later dev diaries.
 
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So with trying to give armies more concrete locations on the map and having them actually travel to fronts, does this mean military access will become a thing beyond just having access to allies’ territory? I’m thinking more in terms of EUIV where you have a diplomatic pact with another country to allow your army to move through their territory. It can be frustrating not being able to send your army to certain fronts bc you don’t have direct land access to them via your allies. This can be problematic as Prussia for example if you go to war with Denmark, Schleswig, and Holstein but are forced to naval invade bc you can’t ask Hanover for military access if they aren’t your ally. Will we be able to ask countries for military access to be able to travel to otherwise inaccessible fronts and form a front on the border of a country that has allowed us military access?
It's come up in design discussions and with the new pathfinder it would be more feasible for us to implement something like this. One issue here is historicity; in this era of nationalism it was quite rare for countries to just march their armed forces across another nation's territory (without that nation being under occupation, that is). It doesn't exactly ring true to me to allow countries to have permanent "military access" pacts with one another outside the context of a particular war; ideally I'd want it to be an agreement negotiated in the context of a particular war, and irrevocable for that war.

Feedback much appreciated!
 
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Why design it again in a way so we can’t modify our units with additional supply? Got more food and clothes to be able to equip your troops with better rations and uniforms? Not possible because you need to demobilise your army. Got new tech for weapons like machine guns? Too bad we cant transport them to the frontline. Each soldier needs to come home and pick one up themselves.

You cant go into proper war economy to suit help the war effort or invest into military research. That is the opposite like i think wars should play out. I want to be able to adjust my economy and go all in if desired in the current war like in WW1. Not waiting for the next war because military progress cant happen in my country unless troops are demobilised.

It was not possible to do this so far, because switching production methdos made your military bronze age soldiers and unaware what a rifle even is. Now it would still not possible to adapt during a war.
I'm not entirely clear on where you're coming from here, to be honest - this system does permit you to send your troops home to remobilize with different armaments without penalty, if you research some new tech during the war or decide you want to spend more (or less) on them than you had planned originally. There's a time factor to consider for doing so, which seems perfectly rational to me. The mobilization mechanic, now as always, is intended as a way for you to have to pre-plan a bit how many of your armed forces you want to commit to a given conflict, not to let you min-max damage output just before a battle breaks out for example.

The demobilization time is open for feedback to help figure out what the right balance is, and you can also restation an army to a closer HQ (in subsequent beta releases, with some effects on supply based on where your units are actually supplied from) to cut down on the travel time when demobilizing.
 
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I have advocated many times for animated tiny soldiers and they will finally come. :D
Based on my negative experiences with judging features before actually getting my hands on them I will not comment on these changes as of now, but just a short reminder that many people are still unhappy with construction points being the beginning and the end of all gameplay, so maybe have a look at that next!
We're aware and discussing possible improvements here. Companies is one (small) part of the solution to this puzzle, since it will mean greater focus on competitive advantage over simply building whatever happens to be in demand, and has a big impact on construction efficiency.
 
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What does 1 battle / front / state mean? I assume this means only 1 battle / state?
There could potentially (though rarely, with the new front improvements) be 2 fronts bordering a single state, and both those fronts could potentially have simultaneous battles in that state. It would be weird to force one front, which could be a totally different country in a different war altogether, "wait their turn" to attack a certain state.
Also couldnt the general problem be fixed by allowing a single general to preside over multiple battles if needed?
We want to try to avoid this solution since it means we couldn't give you the precise map location for a particular military resource, which is one of our main goals for this update. It's also weird on very long fronts, to see the same guy in two places.
 
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I like all these changes. It's great that you're listening to the community but I also REALLY ask you to add display of HQ borders in barracks/naval base construction mode. It is very inconvenient to constantly switch to the recruit generals mode in order to try to remember which state belongs to which HQ. The same goes for the mode of activation of conscripts.
Great feedback, I'll pass it on to the UX team! Should be very doable.
 
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Will military-centered companies be able to provide benefits/modifiers on the battlefield? ex: Mauser-owned Arms Industries providing a % bonus to Land offensive and Henschel offering reduced rail transportation costs to the armies utilizing it?
100% yes.
 
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I'm sure that it's not going to happen right now but this new way of structuring armies sure does look like it would be far more conducive towards having some kind of military heirarchy (or even a full OOB) system set up which would then allow for all sorts of good old fashioned political tomfoolery with internal military politics as well as government interference (or not) with military appointments and vice versa
You're right that it's not going to happen right now, but we will be working on creating a kind of pyramidal rank structure of commanders within a formation and we can't wait to actually leverage that for cool political effects and events in the future!
 
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Valid concerns, for what it's worth I've had my own suggestion for this mater:

basically: outside of the rng generated generals (wich in this mode while having random IG's would be weighted to have better traits) there would also be a section of "politicla appointees" basically an extra pick per IG in goverment, these generals would either be weighted to having worse/less traits than the rng generals, alternatively they would have a "political appointee" trait gives reductions in promotion and beurocracy costs in short buff that make them better at sitting pretty rather then actual warfare.

taking a page from yuor idea and victoria 2, literacy affects both the quality of the generals available (tough obviously the rng ones would benefit more from it than the poltical appointees) but also the number, so one can relatively rapidly run out of competent rng generals, or even of rng generals altogether, while the player never runs out of political apointees (shortages of officers where a thing in this period but never shortage of generals) each apointee recruited, decreases the quality of the next one (wich replenishes overtime), the goal of the desing is that also make the political dynamics of the country affect the officer make up, since the quality of political apointees
is determined per slot ( so even with high literacy if you keep mass recruiting officers from the Landowner IG eventually you will start drawing atrocious generals, wich has the side effect of encouraging authoritarians countries to keep few generals of verry high rank which is appropriate) this means that democratic countries by virtue of having a usually wider pool of political appointees can better bear the cost of a massive military expansion (say creating a large number of conscript formation before a war and so on)
"Political Appointees" is a fantastic suggestion and compromise here, will add it to the list of ideas!
 
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This is a very small potatoes matter, but will the changes to the way fronts operate change automatic front naming? Seeing “New York-Utah Front” during p much any American war always made me cringe some.
Front naming is on our list of things to address, it's super weird right now (worse actually due to the shared fronts). One issue is that we want to try to keep fronts as uniquely identifiable as possible, but they can also move, which adds a wrinkle to naming them according to geography. Very open to ideas here!
 
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I hope that formations force the player to NOT put every barracks in their capital as that allows cheesing civil wars under certain circumstances.
This is more a problem with the fact that civil wars always exclude the capital rather than, in some circumstances, splitting it. I really want us to change how revolution state selection is managed, for this reason and others.
 
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1. What are the thoughts regarding troop and naval movement when moving through the Suez and Panama Canal? Will it work like HOI4 where neutral and allied countries can pass freely and enemy countries cannot? (perhaps also doing so rival countries can’t for Vic)
Variable canal access (and tolls, or similar) is something we want to do at some point. Not coming for 1.5 but definitely something we want to do eventually.
2. Will equipment become a factor for combat stats? So when going from muskets to rifles, instead of only producing more small arms, you also gain an offensive and defensive combat stat.
The core way this will work is that higher-end units will often require more of the goods in question. Since you have the option of customizing your army more with this system - it's not a "PM on or off" kind of situation - this becomes a more usable mechanic than it has been. However, we're also looking into the option of certain techs providing unit-specific bonuses - this is particularly relevant for Cavalry type units, since we can't unlock different types as the game progresses (it'd make no sense to not have access to Lancers in 1836, for example).
 
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Man, seeing that one gif of the army moving through Brazil felt so good. Excellent DD and changes, this addresses so many of the warfare issues.
It's hard to overstate my enthusiasm when I saw that little marker move on the map for the first time! Even though it's currently just a straight line, it makes everything feel so much more tangible. Once we have these guys move across splines, people in the office will start hear me squealing in my chair again.
 
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