• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HOI4 Dev Diary - Synthetic Dawn

Hi everyone and welcome back to a new dev diary. We are continuing work on the upcoming 1.5 “Cornflakes” and unannounced expansion. Today we are going to be talking about changes to synthetic refineries and resources.

Synthetic Refineries
Synthetic refineries are a great way to get access to oil and rubber for nations that end up on unfriendly terms with a lot of their neighbours (*cough* Germany *cough*). The technologies for them were however in need of some updating. Most people would only bother with the first to unlock the building unless they were a very small nation (and if so probably not a big consumer of those resources). It also felt unfair that nations that had plenty of one resource and lacked the other would need to do the same investment as someone who lacked both. Even if you had some of each, there was no good way of balancing output and you’d usually end up with a surplus of one or a deficiency in the other. To deal with this we now unlock 3 building levels at once, but the initial output of the refinery is much lower. We have then removed the previous 3 techs giving more levels and replaced them with 8 new techs that increase the output of your chosen resource. That means that if you only need more rubber you only need to research the Rubber Processing techs and can skip the Oil Processing.
pasted image 1.png


Resources & Infrastructure
This is something we have been wanting to do for a long time. Each level of infrastructure now adds +10% resources in those states. This means that we can have resource amounts that actually grow later in the game. This should give you more reasons to upgrade low infrastructure areas to take advantage of the resources there, and will also allow bombing to impact normal resource gathering and not just refineries. A low infrastructure area with resources is now a great opportunity for expansion.

Together with this change we have improved the construction interface.
pasted image 2.png


You can now see where resources are located and how much they are impacted. You can also see building slots which makes it so much easier to find the best places to build infrastructure without having to jump between map modes.

Resource mapmode now also indicates effect from infrastructure damage so you can spot potentially important areas for repair:
pasted image 3.png


We have been rebalancing resource numbers across the world to go with this change. Numbers aren't done yet but I figure I’d spend the rest of the diary showing some areas to explain what we are working with.

pasted image 4.png

British Malaya and Singapore are nerfed, but are both low infra allowing for a lot of expansion.

pasted image 5.png

USA has a lot of areas where investing in infrastructure will help them grow into a monster. Texan oil for example.

pasted image 6.png

As seen above, Japan has several opportunities to improve local resources now.

pasted image 7.png

France generally got a bit of a resource nerf as it had a lot of very high areas and is also at decent infrastructure level.

pasted image 8.png

Northern Sweden still has precious tungsten which can be expanded to help Germa...accurately simulate Sweden's complicated role in the war.

pasted image 9.png

Brazil now has the potential to be a true rubber king (is that even a word?) if invested in. Same goes for some other nations in south america, like tungsten from Bolivia.

This should shake up the resource play a bit we hope. See you all next week for more updates!
 
Last edited:
Another question wouldn't it make sense that you also have to upgrade the level of infrastructure to say level 5 to have 5 factories 6 to have 6 and so on - this would at the very least slow down places such as european colonies that would never in the real world be able to match the levels of development and production in places like Western-Europe?
Hmm....Infrastructure I think wouldn't effect the number of factories so much as the effectiveness of the factories, which is how the resources would relate I think.
That and we're already able to add more space for factories via research.
 
@podcat will there be changes to trade laws and particularly how trade works among faction members? No point in getting excited that Germany is buffing their steel when they suddenly go closed economy and Italy is left crying over its production lines.

its an area I would like more option. its a little odd that it applies equally to all. Not going to be a thing for 1.5, but its something we are thinking of solutions for.

@podcat does the 10% infrastructure bump also affect the synthetic factories' output or is it just natural resources that improve?

nope, only "natural resources"
 
This is more awesome sounding (and looking) stuff for us HOI IV junkies.

@podcat ....please....please.....for the love of everything beautiful in this world......when can we expect a beta?

We are dying to try out the new CoC and now Brazilian Rubber........
 
@podcat

So far all of these new fixes, improvements and additional flavor sound fantastic, and I really look forward to seeing what you're doing with China. :)

Can't wait for 1.5 and the expansion!
 
Ok so what if you need both Oil and Rubber for example Germany? Can you still build the plant which gives +8 oil and +4 rubber instead of the plant changing into "you can build either +8 oil or +8 rubber but not the old one which offers both"? Taking construction cost into account, the new change is going to nerf Germany.
 
Wow, nice DD! It's really nice to see you guys improving the game one small step at a time, adding flavor and more layers of strategic complexity. Keep it up!
 
40% was the lowest (multiply). If the add them, then the lowest is 50% as you said. I use the "worst" in my demo, as I was unsure how they will do it. 40% and moreso 50% output for a 0 infra region is too much in my book.


I disagree, have you seen the rubber plantations in Asia or the mines in Africa, the infrastructure they have now wouldn't be any better than the infrastructure they had during World War 1 and they probably get around 40% of the output of the some of the best mines or plantations in the world. Moreover from a gameplay perspective being able to reduce a resource extraction to zero doesn't make for interesting mechanics and is likely something that would be a recipe for mechanical abuse and would largely undermine the defining features of World War 2. Creating a defencive war of attrition while you wait behind the Maginot Line and bomb the shit out of your enemies. One of the defining features of World War 2 was that it was an offencive war -- a war where technology had outpaced tactics.

While I try to avoid using Strategic Bombing, I do think at present it's probably overpowered relative to how effective Strategic Bombing was actually in World War 2. While I do agree it was quite effective at bombing oil refineries for example but there are good practical reasons for that... you know oil being highly flammable. Even by 1944 only 7% of bombs were hitting within a kilometer of their target. I think the best way to simulate strategic bombing would be to make it heavily influenced by random numbers because ultimately that's what they were really good at -- if they hit what they were trying to hit they would do a reasonable amount of damage, but it would take nearly 7,000 bombs to knock out the thing you wanted to knock out.
 
its an area I would like more option. its a little odd that it applies equally to all. Not going to be a thing for 1.5, but its something we are thinking of solutions for.



nope, only "natural resources"

At least PLEASE look at the coding that determines if and how fast a nation goes from Export Focus to Closed Economy.

I like this change, assuming the cost for construction is rebalanced, and strategic bombers are looked at vis a vis air combat strength, bombing effects, and anti-aircraft effects. Otherwise I fear as others have noted this could be very bad for game balance.