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HOI4 Dev Diary - Bits & Bobs!

Hi everyone, sorry for the late diary. It was a little crazy at the office today coming back from the long weekend... But all is well that ends well, so here we go with our last real diary before release (next week is full patchlog etc). We will be talking about new subject levels, achivements, music, assorted QoL features and AI Update #3.

Music
Handing over this section to Andreas Waldetoft...
music1.jpg

Hi, my name is Andreas Waldetoft and I am the senior music composer here at Paradox.

We decided early on to make really aggressive war music and that it should be recorded with a live orchestra. What better orchestra to use for Death or Dishonor that focuses on eastern Europe then the Budapest Film Orchestra in Hungary.

Here is the orchestra after doing a particularly hard part in one of the tracks where I am shielded by bulletproof glass in case they were to throw an instrument at me:
music2.jpg

I would like to share a music excerpt from one of the tracks so that you can have a sneak peek of what to expect from the music. The ending part of the track in 15/8 over to 7/8 time signature was one of the parts where I had to hide behind the glass btw.

Here is a part of a song to listen to while you read the rest:

Axis Autonomy Levels
To follow up on the autonomy system from TFV we wanted to give fascist nations custom levels as well. These are a bit harder to break out from (since fascist nations tend to fight more this helps keeping them under control). The new levels all come with free equipment licenses from your master, which can be really powerful

Satellite
Subject manpower requirement = 40%
Bonus trade for overlord = 40%
Trade cost for master = -40%
All autonomy gain = -30%
Free license production with overlord.

Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.

Achievements
Death or Dishonor comes with 10 new achievements. 2 for each new nations and 2 unrelated.

The Balkan Powder Keg
the_balkan_powder_keg.jpg

As Yugoslavia, start the Second World War (i.e. be part of either the Axis or the Allies and at war with the other faction in a war you started)

Huge-oslavia
huge_oslavia.jpg

As Yugoslavia, occupy all your neighbouring countries (Austria, Hungary, Romania, Bulgaria, Albania, Italy and Greece)

Miklos Horthy and the Habsburg Prince
miklos_horthy_and_the_habsburg_prince.jpg

As Hungary, restore Austria-Hungary

Better than the Szent Istvan
better_than_the_szent_istvan.jpg

Have Miklos Horthy as a Naval commander and build a battleship

Czechmate
czechmate.jpg

As Czechoslovakia, occupy Canberra (Australia) while at war with the allies

The Munich Disagreement
the_munich_disagreement.jpg

As Czechoslovakia, occupy Munich while at war with Germany

Neither Death nor Dishonor
neither_death_nor_dishonor.jpg

As Romania, end the game with all the states you started it with and control either Moscow or Berlin

Death or Dishonor or Cake
death_or_dishonor_or_cake.jpg

Own a slice of all your starting neighbors as Romania

Lethal Straight
lethal_straight.jpg

Have a production license from at least 5 of the 7 major powers.

En Svensk Tiger
en_svensk_tiger.jpg

As Sweden, acquire a production license for a Tiger or Tiger II tank from Germany


AI Update #3
We figured the best way to do this was to lift stuff from the changelog directly and talk about it, so lets go!

Some AI plan and plan activation work:
- Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
- Found and fixed some rare situational plan activation bugs.
- Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
- AI now rebuilds attack plans if they are almost done and getting stuck.
- Tweaked what AI sees as an easy target and weak units for better front activation.
- Overhauled AI plan activation and mode setting.
- Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in fortified enemy fronts.

All in all, this would improve the AIs use of plans in most situations, both making them better at determining time for activation as well as replanning and when to even focus on attack. On a situation to situation basis, it may seem to have a small impact, but on a larger scale it is meant to make the AI feel more responsive and active.

Some interesting use of the new role functionality:
- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- Germany and Soviet are now able to field anti armor divisions
- Added triggers for estimated max armor and piercing based on intel.
- Added trigger for if AI has fielded divisions of a certain role for AI template scripting.

Together with some new triggers, the AI can be made to respond to the enemy armor and piercing values in specific roles. Since the trigger for those two things are based on intel values, research encryption will matter, as keeping it higher will make the estimations worse. I hope modders find inspiration for even more interesting things with roles and designs being triggered by various things in the game state.

AI Research:
- Fixed case where AI could get stuck researching if only single techs ended up in its prio list and they were not possible to research
- Fixed an issue where AI would queue up tech targets too early so they were not correctly evaluated
- Rebalance of a lot of AI picking weights for techs. For example Artillery and certain industry techs are now more important
- Removed AI's special doctrine picking logic in favor of pure weights
- Tweaked many ai research weights to remove weird choices due to timing
- Fixed a combination of issues (mostly due to weird timing special case that made AI queue up non-optimal techs then stick to them on savegame load

There was a lot of research cases holding the AI back. Germany for example has a narrow window to get medium tanks ready for templates and production and if it queues up the wrong techs its pretty bad for it. We both tweaked ai selection weights as well as fixing a couple of tricky timing issues that meant that often it would end up picking worse techs in a long term strategy it thought was good a long time ago (so before it got ahead of tiem reduction focuses etc). This generally helped all AI nations, but a few like Germany and Soviets the most.

Ministers and Laws:
- Minors will now do economic mobilization laws if justified against rather than wait for tension or declaration of war (to help china)
- China now a bit more on the ball on manpower laws as they need to throw anything they can at the Japanese
- All nations will now be less spendy on admirals early on
- Soviet AI will no longer burn all its PP on admirals and be unable to change laws
- Chinese AI will now consider naval ministers less interesting
- Tweaked UK minister scoring to be more fitting and for better order
- Japan should now prefer industrial ministers a bit more
- Majors will now pick better economic laws even if not fascists earlier
When improving AI it tends to make conflicts turn out really differently (Japan vs China conflict ended in 1.5 years after we improved battleplanner AI). Before balancing these things from a historical standpoint we always want to make sure both sides are playing as good as possible, and there was a lot of cases where China would end up losing because it did not pick laws or ministers correctly. Thus we focused a bunch of attention there. This helped other nations a lot also and helped solve issues where the Soviets ended up burning their political power to spread out navies and such setting them back on laws and making them lose to Germany because of it.

We also did a whole bunch of balancing around the asian countries which you'll need to check full changelog for, but of note is that we added 79 new Aluminium that is accessible (through conquest, subjects or owned) and 32 steel. Japan in particular was really lacking some of its resources which also meshed badly with their historical number for those.

UI Updates
As part of Oak we have been updating some interfaces that we felt needed it. We talked about the war interface in an earlier diary and here is the trade interface:
upload_2017-6-7_16-39-30.png

Its much easier to see balance of resources now, and its possible to sort by convoys you'd need for those trades. Trade Influence is now in the export tooltip since it only really affects the export anyway and you seldom cared about it.

Another super sweet thing is that you can now double click on a division in the division list to select all of the same type (also works for airwings in the new airwing UI):
upload_2017-6-7_16-44-58.png

So if I double-clicked on one of those divisions all get selected.

We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example.


Next week on the 14th is release of Death or Dishonor and the 1.4 Oak Update. I'll have an early diary out with patchlog for you all to discuss. Pinky swear <3
 
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Thanks for the response.

Maybe it is the anesthesia (another round of eye surgery this morning), but I am having trouble seeing much value for the new axis satellite system if the system can't be used until an alliance is knocked out. Maybe I am not understanding it's purpose above and beyond the puppet system.
I tend to agree with you on this. I was hoping that you could release capitulated countries as puppets rather than having to win the entire faction war. If I've won then why not just keep it? It's only really during the war that the puppet is useful.
 
Achievements seems reasonable

I wonder which one that looks reasonable is gonna turn out to be near impossible, my guess is on the 5 Licenses one, since it becomes impossible if you are at war with either the Allies or the Axis
 
Right on! Looks great. Love the new tunes as well.
 
I am wondering if I could get a bit of clarification about the new axis autonomy levels. Is TFV required for these? Or does DoD include the autonomy system? Or is it something else?

@podcat
 
Thanks for the response.

Maybe it is the anesthesia (another round of eye surgery this morning), but I am having trouble seeing much value for the new axis satellite system if the system can't be used until an alliance is knocked out. Maybe I am not understanding it's purpose above and beyond the puppet system.

Agreed. Just to clarify, by "new air mechanics," does that mean all we're getting is more air mission options, and a few resized air zones?

View attachment 260642


Death or Dishonor - and the accompanying free 1.4 Oak update - will also include:
  • Revamp of Air Gameplay: Take to the skies with new mechanics and quality of life updates that make it easier to bring your airpower to bear. (Part of the Oak Update - FREE)
  • Equipment Conversion: Update your arsenal by converting older units -- or make use of captured enemy vehicles and gear.
  • New Music and Art: 3 new thematic musical tracks from composer Andreas Waldetoft, new art content for the four focus nations, and new troop voiceovers.
  • New Diplomatic and Puppet Interactions: License military technology to bring other nations’ weapons to the field or sell your advances to the highest bidder. Fascist countries get new subject levels like Reichskommissariat, with access to licenses, industry and strategic resources. The instated governments are held in an iron grip, making it harder for them to break free.
  • Improved Map Design and Display: the world map has been clarified to make it easier to follow the action around the world. New impassable areas create tactical choke-points and more historical gameplay (Part of the Oak Update - FREE)
 
Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.

My Fascist Italian Empire is not going to use these German names, right? :(
 
Agreed. Just to clarify, by "new air mechanics," does that mean all we're getting is more air mission options, and a few resized air zones?

I haven't seen any new Mechanics in the DD about the air improvements. Only UI changes; they look very sexy however. Maybe my definition of 'Mechanics' is vastly different.
 
I haven't seen any new Mechanics in the DD about the air improvements. Only UI changes; they look very sexy however. Maybe my definition of 'Mechanics' is vastly different.

Neither have I; hence my question. Aside from those two new "mechanics" I mentioned above, there doesn't seem to be much depth to this DLC at all. If I had preordered the Field Marshall Edition, I would be extremely unhappy.
 
Neither have I; hence my question.

My guess would be they might have done some rebalancing and tweaks/bug fixes. At this point I'm pretty convinced we're not going to see any new or deeper air missions like giving you the ability to tell your bombers which structures to bomb for example.
 
I don't remember hearing about it yet, but has there been any improvement to the naval AI? Just something that would make the AI prioritize stopping naval invasions would be greatly appreciated, to make AI Japan and UK more interesting to fight.
 
Czechmate achievement - well memed my good comrade
Also, I think this new autonomy levels could apply not only to fascist nations. I mean for example Labrador dominion could be kind of reichskommissariat. Whatever
Maybe now Germany will not take all Russia as annexed, but instead will create autonomies
 
Are there any plans to give the satellite autonomy level to the communists too?
As we all know, most of the countries from the eastern Europe during the Cold War were soviet satellite states.
Great changes though! Really waiting for this.