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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.
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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.
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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:
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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.

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

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

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

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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.

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

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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!
 
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I wish they'd do something with Africa -- there's this huge continent and there's absolutely no reason to actually invade it. There are almost no resources in Africa (relative to the rest of the world, there's nothing) and the game mechanics mean that the colonial manpower you'd get from Africa really isn't required.

It's just sort of... there, with its horrible attrition and boring skirmishes in the Horn of Africa. =/
Can't have a proper battle of Burma without the King's African Rifles
 
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

Maybe you could ask for resources from faction members on the diplomacy screen. It would be helpful.
 
How badly will this skew in game resource distribution from Historical?

I assume global resources will be changed to account for this, but I fear a player who plays say Brazil and invests heavily into infra/refineries and max's it all out. He forego's much Army/Navy/Airforce tech, but in most games Brazil is irrelevant--so having a small Brazilian military is status quo. At full infra/refineries he will likely offer relatively more to the global market than A) Brazil would have in the current game and B) Brazil did in RL. I guess I fear ahistorical resource distribution where certain countries are producing insane amounts 300% over actual numbers.

From a gameplay perspective I think the change make strat bombing even more useful and alters initial Build Orders and Research plans. It makes the construction game more interesting.

Furthermore, this change is just another reason to beg for a ledger. Let me see global supply and consumption of a given resource. If there is a global surplus of 500 and I produce 40, trade 50% and use 2, then expanding my production of that resource makes little sense right now. I could use those construction points more effectively in the immediate to build a CIC or MIC.
 
I wish they'd do something with Africa -- there's this huge continent and there's absolutely no reason to actually invade it. There are almost no resources in Africa (relative to the rest of the world, there's nothing) and the game mechanics mean that the colonial manpower you'd get from Africa really isn't required.

It's just sort of... there, with its horrible attrition and boring skirmishes in the Horn of Africa. =/

What resources were exploitable in any meaningful way from 36-48? Beyond Africa as a launching point for invading Europe and a means to seal off trade routes, whats the use of invading it?

Im not sure I want to be getting into the "develop Africa" game at all in HOI. If I were I'd want better representation of travel time in terms of bringing resources to industry.

If I go to Africa and spam 10/10 infra on that one tile in the middle of the continent with 2 rubber and end up with...4...it should take another 100-200 days for that 2 extra rubber to work its way into my rubber capacity.

I hope stability makes it harder to bump up your domestic manpower cap, maybe then recruiting colonial divisions is needed.
 
So now we can designate oil and rubber bitches in Multiplayer? Nice. Another thing I hope you give turkey some loving in terms of distributing its resources just give it some more value then a chromium dumping site.
 
China, PRC, Siam, Burma, Philippines come on Asia Patch. (lets be real Burma isn't getting one till Egypt and Ireland do...so never)
Burma was certainly more important to the war effort than those two states, neither of which commited men to the front in any significant way.
 
If i remember correct my history classes, Brazil was approached by both USA and Nazi Germany for its rubber. We ended up forming a partnership with USA, which helped us build the CSN (a steel industry) in exchange for our rubber and some men to assault Italy.

Our regime at the time was somewhat authoritarian and Getulio kind of flirted with Nazi Germany.
 
I'm withholding my opinion until Axe & Alex post.
Then I'll know what my opinion is! :p
 
Good points. I really like this addition to the game, so I'm hoping the balance will be given a thorough pass before release.

At some point I'd also really like to see a form of intelligence aspect being applied on the resource map. Right now it's just so easy to see where Germany's synthetic factories are and immediately start bombing there. Obviously IRL the location of Romanian oil fields were known, as an example, but from a game balance point of view I think it would be great to be able to disguise or 'hide' the locations of synthetic factories to a degree. It could probably tie-in with the dispersed industry techs as well.

Seems a bit premature to let you hide synthetic plants before we can actually properly target them. I'd love to have a "prioritise synthetic plants" or "prioritise fortifications" button for strategic bombing.
 
Another thing I hope you give turkey some loving in terms of distributing its resources just give it some more value then a chromium dumping site.
@Robosoldier,
Perhaps a new thread could be started that would describe the amounts and locations of resources should Turkey should have in 1936?

Looking forward to it!
 
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

Hopefully that means you moved the Oil resources from Mexico. There shouldn't be any oilfields in northern Mexico, all the oilfields (at least in this time period) were along the Gulf coast. So Veracruz, Tabasco, and Campeche.

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