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War Effort - Open Beta & Developer Diary!

Hello there Generals! We are back with another War Effort open beta. This time with a new added feature for the Peace Conference system! But that's not all, we have also done a huge update to the Career Profiles for Multiplayer! And we got a Developer Diary just below to cover just that!

So let's dive into everything together, and I hope to see you on the battlefield!

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# Feature
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- For easy and very easy difficulties, AI countries will transfer a part of their Peace Score to the human player(s)
- Puppets will transfer a part of their Peace Score to their Overlord (can be disabled with custom game rules)
- Faction members will transfer a part of their Peace Score to their Faction Leader (can be disabled with custom game rules)
- Countries with a low war participation score will transfer all their Peace Score to other countries (can be disabled with custom game rules)
- Make peace score redistribution game rules disabled by default

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# Balance
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- Prussia of the Balkans rebalanced slightly, and more of the modifiers now scale as the spirit is upgraded
- Bulgaria now begins with the Mountaineers tech unlocked
- Bulgaria: National Railway Lines now take 35 days, from 70. Added two mutually exclusive focuses after this, choosing between exploiting aluminium resources (16 Aluminium) or natural gold deposits (stability + civ)
- Integrated designers navy spirit no longer gives double bonus and only gives research bonus for ship modules now
- Romania: several new focuses added which enable the possibility to manipulate which country leader will run the fascist party
- all countries will now build carrier aircraft if they have carriers, countries with low military factories are less likely to spend too much on fighters
- increased carrier aircraft wanted buffer for countries with carriers to 1.5x total deck space

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# UI
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- Fixed various issues with tech tree on different resolutions
- Bulgaria's default UI colour (used for allegiance/country unit banners) is now the same as their starting country colour
- Main menu Social Media buttons update

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# AI
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- Added some scripted AI desires for land doctrines
- Fixed bug in how AI prioritises its construction queue
- Stop AI from queueing up more naval bases and railways if they are already waiting to be upgraded
- Italy will now be much less active on the French front for the first months of the war, unless France are losing badly, or Germany is under threat
- AI will check if it should afford the monthly cost of Improve Relations before attempting it
- USA colorado class battleships now obsolete in 1936

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# Modding
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- add is_hired_as_advisor = yes/no trigger
- Make has_resources_in_country accept extracted and buildings parameters
- Add get_supply_vehicles and get_supply_vehicles_temp effects and triggers to check the number of trucks and trains
- Make the following triggers neutral - meaning they won't impact the outcome of the trigger block they are in : log, set_temp_variable, print_variables, round_temp_variable, clamp_temp_variable, subtract_from_temp_variable, multiply_temp_variable, divide_temp_variable, clear_temp_array, add_to_temp_array, remove_from_temp_array, resize_temp_array, find_highest_in_array, find_lowest_in_array

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# Bugfix
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- Improved requirement tooltips for Mare Nostrum decision.
- Random country selection disabled when loading ironman saves
- Fixed incorrect dates for 1938 engine and armour techs
- Bulgaria's unit names now use the spelling 'Diviziya', from 'Divizija'
- Fixed issue in which Germany would get twice the amount of research bonuses via the focus "Treaty with the USSR"
- early cruiser hull no longer unlocks cruiser armour
- Aircraft Bomb tech now unlocks torpedoes
- Fixed incorrect role settings for amphibious drive module
- Fixing typo in Adopting Rumantsch country flag in Switzerland
- fixed incorrect templates for RO.57 aircraft
- Fix the capture and subsequent consequences for operatives when they get spotted on offensive missions
- Small fixes to Romanian focus tree additions

Hello, Ingevar is here with news about Career Profile.

More stats and Awards

We were happy to see that a lot of players welcomed new awards and got gold medals including the trickiest ones, so we felt we should expand the list of medals and ribbons a bit.
Previously we focused on warfare mostly, but this time we added some that cover economy, production and recruitment aspects of the game.
My personal favorite is the new ribbon "Orchestra of Boom": first of all the name! But then also it will require you to design and deploy a division with anti-tank, anti-air, artillery and rocket artillery with a support signal company. Not that hard to do, but very fun to use this division in battle!​
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Some of the new medals will deliver a serious challenge even for more experienced players, like "Quality Over Quantity", which requires you to have several times less casualties than the enemy after inflicting at least 1 million casualties.​
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We are also adding more statistics to Career Profile, which can tell a bit more about each player's playstyle.​
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Awards Display

You can display your awards now! Be a proud general with a couple of best medals, or go full Brezhnev-mode showcasing every bit you have!
We also plan to add more medal shapes and icons so that it's easier to tell one medal apart from another.
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Stats in Multiplayer

We will also collect statistics in Multiplayer now! Awards are still Single Player only, but now you'll be able to see how the player is coping against other humans.
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Backgrounds

We wanted to add a bit more customization to Career Profile, so now you will unlock backgrounds for Career Points you earn with Awards.
The combination of your nickname, profile picture, and the background will form the Badge, which will be visible to other players.
unnamed (6).png

The Badge In Multiplayer Lobby and Chat

One of the biggest changes we bring is the possibility to view the Career Profiles of other players in the multiplayer lobby and chat.
Just click on their badge and see their stats and awards!
If you don't want to share this valuable intel with others you can always set the visibility of your own profile to "Friends Only" or "Private".​
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Stats comparison

When viewing profiles of other players you will be able to compare numbers to yours directly.
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We are very excited to hear your thoughts and see more gold in your Career Profiles.

Stay tuned and see you later!


Thank you all for being a part of this community - we appreciate you all and the enormous help that your suggestions and bug reports bring! So let's continue with this War Effort to improve the game together!

/Community Manager Katten
 

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The obvious solution for me is that overland trade should cost trains. Right now its a bit ridiculous that as Norway its more expensive to trade with England than to trade with Siam.
I agree that it should cost trains when there are railroads and industry, but it's more complicated than that.

For example, how would Mongolia trade if railroads were the only measure of overland trade capacity and trains the only potential marginal cost? It has no railroads and no ports. Colombia is another illustration of the limitations of railroads: it isn't landlocked, but it has an inland capital with no rail connections to its own ports or to other countries.

Trade connections don't take intranational disruptions of supply into account. If Germany cuts off the Caucasus from the rest of the Soviet Union, the Soviets could still export oil to other countries, for instance. Trade connections also don't take opportunities for international routes into account very well. Norway has always been the most glaring example to me: Germany occupied it in large part to secure its supply of Swedish iron - a rail route that is represented in HOI4 - but in HOI4 Sweden will never use a Norwegian port to establish a trade route because it's not mechanically possible.
 
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Uhh more statistics, I really like that :D

Is there also the plan to add some all game summation stats? Like over all casualties/kills, tanks, ships and Airplanes lost/destroyed or one about overall civillian and military factories built? :)
 
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I agree that it should cost trains when there are railroads and industry, but it's more complicated than that.
Yes, I agree it is :)
For example, how would Mongolia trade if railroads were the only measure of overland trade capacity and trains the only potential marginal cost? It has no railroads and no ports.
Then it has to build railroads first. They should probably be more generous with giving nations trains and train technology at the start of the game too.
Colombia is another illustration of the limitations of railroads: it isn't landlocked, but it has an inland capital with no rail connections to its own ports or to other countries.
Then they have to connect to ports first.
Trade connections don't take intranational disruptions of supply into account. If Germany cuts off the Caucasus from the rest of the Soviet Union, the Soviets could still export oil to other countries, for instance.
This I agree is a big problem in realism, but one thing at a time. ;) Really, all resources should have to travel to the factories using them. Like if all my steel is in one part of the country and all my factories is in the other, how does it work? However it would be a nightmare to manage so probably best to leave it, for now. I guess its sort of represented by infrastructure increasing resource output. However that doesnt explain why I can own territory in South America and use the resources in my factories in Europe without needing to transport them.
Trade connections also don't take opportunities for international routes into account very well. Norway has always been the most glaring example to me: Germany occupied it in large part to secure its supply of Swedish iron - a rail route that is represented in HOI4 - but in HOI4 Sweden will never use a Norwegian port to establish a trade route because it's not mechanically possible.
That is true, maybe they could add warm water ports as a thing, but would probably also be annoying and difficult to manage.

I think your points are good and valid, but would be complicated to implement. However adding a similar calculation for trade that we have already, but that uses trains instead of convoys should not be too much trouble.
 
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Yes, I agree it is :)
Glad to find another enthusiast for a better overland logistics! It's close to the top of my wish list for HOI4 features, and of the four regions that still could use more national flavor - Scandinavia, the Middle East, Southeast Asia, and the South America - the first three featured important fights for overland supply routes during WWII. I'm hoping one of the patches focusing on them will include some kind of supply/trade rework.

Then it has to build railroads first. They should probably be more generous with giving nations trains and train technology at the start of the game too.

Then they have to connect to ports first.
I take this view as well. I'm just not sure the HOI4 developers would. With that said, there are very few resources or building slots which don't have a supply connection by port or rail to the capital of their owner.

This I agree is a big problem in realism, but one thing at a time. ;) Really, all resources should have to travel to the factories using them. Like if all my steel is in one part of the country and all my factories is in the other, how does it work? However it would be a nightmare to manage so probably best to leave it, for now. I guess its sort of represented by infrastructure increasing resource output. However that doesnt explain why I can own territory in South America and use the resources in my factories in Europe without needing to transport them.
It probably wouldn't be too hard to implement an inefficient, capital-centric model of resource extraction. It would essentially be the inverse of the supply system (which is already an inefficient, capital-centric model of logistics).

HOI4 already tracks which states have supply connections to the capital to increase resource output in them. The supply system already tracks the supply demands of military units and determines whether they can be met based on supply hub capacity and available trains, trucks, and convoys. In theory, all you'd need to is give resources a transportation cost in terms of hub capacity and train/convoy usage, and then assess that cost against local infrastructure in states with resources and in capital states.

If there's, say, enough port and rail capacity (and the requisite convoys and trains) in London and and British Malaya to ship rubber from the latter to the former, then the United Kingdom could import rubber from its colony. If either London or Singapore runs out of hub supply capacity and the units there can't be supplied from the remaining state supply capacity, then either import requests would go unfulfilled or units would receive less than 100% supply.

You could make a similar calculation in states with industrial complexes: the average resource consumption of each factory/dockyard would need to be supported by the available hubs, trains, and convoys to represent shipment of traded/extracted resources from national capitals to the industries consuming them. If local units consume more than the state's supply capacity, there would have to be enough leftover hub supply capacity for the local industry. If not, either local units would go undersupplied or the country would suffer a production efficiency penalty from a lack of resources based on the proportion of the nation's total industry that went undersupplied.

That is true, maybe they could add warm water ports as a thing, but would probably also be annoying and difficult to manage.
HOI4 could probably get away with representing only port capacity and not which ports remained ice-free year-round. Even discounting their winter closures, northern Swedish ports still didn't have enough capacity to satisfy German demand.

I think your points are good and valid, but would be complicated to implement. However adding a similar calculation for trade that we have already, but that uses trains instead of convoys should not be too much trouble.
If HOI4 calculated routes based on port capacity as I outlined above and assumed that all friendly and neutral countries were willing trade partners, as it currently does implicitly for overland trade, I think it could work. Countries would have to supply their own trains and convoys, and any shortages in port capacity could be resolved via trade opinion, with most countries assumed to have higher trade opinion of themselves than of any foreign country and low-autonomy puppets having higher trade opinions of their overlords than of themselves.
 
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I like the changes to the lower difficulty levels even so I don't ever play them. Do you think it would be also possible to get some changes to the veteran and elite difficulties regarding political power gains. Production reduction is alright but I feel losing political power is far from equal between all nations. Some nations really need that political power since different events, decisions and focuses are kinda timed to it. I like custom difficulty for boosting majors but there aswell, I think gaining extra political power makes some AI nations to skip intended slow events and decisions with just putting all that extra political power in. This can cause historical setting matches to change pace more than preferred.
 
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All-or-nothing armour scheme is now a 1936 tech - WAD? In that case, the icons should be condensed.
 
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Can PDX should make a new subforum for War effort suggestions? (like the Senatus Populusque forum, but without weekly voting)
I'd thought of posting about the threads popping up suggesting War Effort content. I suspect that a separate forum probably isn't needed
  • The line between War Effort on one hand and suggestion / bug fix on the other is blurry. And not enough people use the later two forms as it is.
  • Simply labelling a thread as War Effort doesn't mean it's good content for a War Effort post.
  • Simply labelling a thread as War Effort doesn't even make it any more likely to be noticed!
That said I will never not simp for more voting on the suggestion and the bug forms!
 
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They can be disabled with game rules but they start disabled by default? How is it then?
You do not need to have all of them enabled, you can choose which ones you want, etc. Thus creating an easier way for a player to personalize their experience ^^

Hope this answer helps!
 
When can you fix the problem that the icon and model of the tank plane are not the best match?
There is also the problem of the disappearance of the head of the Marshal of the Volunteer Army.
Many people have responded many times, but you haven't repaired them. :(
 
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Any plans to let us access these stats in any way, shape or form? For example, I wanted to be able to access casualties inflicted by X nation, but that seems impossible to do. It is nice to add more stats, but please do not forget that we need some way to access them (unless I am missing something).
 
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To me everything in new multiplayer interface looks too big except flag. I would resize everything on it except flag. Green is limit of background, orange profile picture size. And text size of text.
 
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I am loving the war effort patches. Well done. That said, will we ever see a fix for the auto-upgrade bugs and the sprite allocation bugs? They have been reported since the launch of BBA.
 
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Just realised that I have one little question to the devs and here this can be quickly viewed by them. Why the production cost of transport planes is so low? It is like he cheapest 1936 fighter. And good 1936 tact bomber costs 2.5 times more. I understand, that transport plane does not need weapons and some things related to planes partisipating in combat, but this is really low.

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Maybe we can expect some rebalance for it in current or next beta?
 
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Just realised that I have one little question to the devs and here this can be quickly viewed by them. Why the production cost of transport planes is so low? It is like he cheapest 1936 fighter. And good 1936 tact bomber costs 2.5 times more. I understand, that transport plane does not need weapons and some things related to planes partisipating in combat, but this is really low.

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Maybe we can expect some rebalance for it in current or next beta?
Just a guess, but this might have been a consequence of the 100-plane-wings change; you need more transport planes to get the same job done and they have made been cheaper to compensate. Probably less problematic/easier codewise than introducing a special wing size for transports, which then would mess up air field capacity use of the AIs again.
 
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I appreciate this "war effort" thing where they try to put old content up to date, but I which they did more for balance, especially balance units and modules that are completely lackluster atm such as armored cars, or pbs of the aircraft designer such as the inability to scale naval attack on planes, lack of naval bomber designation for medium airframe, etc.
 
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Just realised that I have one little question to the devs and here this can be quickly viewed by them. Why the production cost of transport planes is so low? It is like he cheapest 1936 fighter. And good 1936 tact bomber costs 2.5 times more. I understand, that transport plane does not need weapons and some things related to planes partisipating in combat, but this is really low.

View attachment 945540

Maybe we can expect some rebalance for it in current or next beta?
Might also be a way to limit paratrooper spam since the AI seems to have trouble defending against those.
 
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AI can not use paratropers. Devs prohibited AI to use them before 1.6 patch. Since that old time AI can not paratroop(
I meant as a way to stop the human player from spamming paratroopers.
 
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@Arheo
HI Please...
- Remove scenario 1939 no one play that, you waste time.
- Delete this trash Hearts of Iron IV\gfx\Videos, Hearts of Iron IV\common\videos, Hearts of Iron IV\interface\Videos and related folders and files.
- Air research for PER(Iran), In 1.11 fighter I and CAS I was researched. In 1.12 we cant design.
- UI Scale in 0.7, remove bottom is hidden. cant remove buildings fix this.
- Fix this in designers or rework tank designer(make it same to other designers, changing role of tanks with main armament not that bottom).
 

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I also forgot can you fix that green box with red dot when exiting country tab, like for split second it shows that balance of power and it. Like that square is realy intrusive to eyes. This is screenshoted in MP game where host had all DLC.
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