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HOI4 Dev Diary - War Changes and Game Difficulty

Hello everyone, last week we covered the last of the new focus trees, so from now on we will focus (heh) on new features and changes again. Today we are going to start off by talking about changes to how wars work as well as sharing some very interesting telemetry data!

War Changes
When we planned out Waking the Tiger, we knew that we wanted to solve several issues with wars once and for all. The game wasn’t really set up for 3-way-wars and it tried to stop you from 3-way wars as much as possible, and if it failed some pretty nasty bugs could happen. Wars could in certain cases end up either having to force friends into war, or drop people from wars which usually really messed up both multiplayer and singleplayer when it happened. It was all just a nasty and horrible mess on the code side as well.

Our changes effectively mean that now every two nations at war have their own little war and we instead present wars as a summary of sides that make sense. How you look at a war as a player shouldn't really look any different now. This was a massive change that has taken us a lot of time (and quite a bit of sanity), but I am confident that it will have been worth it with all the issues it has solved and freedom for players it will enable (particularly for mods that like to do a lot of wars from events and focuses where there was a big chance of things working out wrong - not naming any names).

When playing, the biggest changes you will notice is that wars merging now is a lot smoother. War score, casualties and such are properly tracked and retained. Its now also possible to fight 3-way wars (or more) so we can handle Axis vs Comintern vs Allies vs The Japanese co-prosperity sphere etc.

The war interface has also gotten a bunch of changes:
Screenshot_1.jpg

  • You can now filter nations like minors, capitulated, or nations who aren’t called in yet
  • We show nations that could be called in, but aren’t in blue (so you can see that the soviets have not called in Republican Spain yet), this is instead of the old interface where there was separate lists, now a button appears if you yourself have the power to call them.
  • We group up factions and summarize stats for them for easier comparisons
  • The interface lets you pick among your wars, but there is also a War Summary that collects all war allies and enemies in one big page. The interface also scales with your screen size, so it's much easier to get an overview of large complex wars now.
Screenshot_2.jpg


One of my favourite new things is that we show a breakdown of the casualties, so you can see how many casualties you caused for a specific nation:
Untitled-2.jpg


Difficulty Settings
We are slowly building up better and better telemetry on HOI players and I really love to share it with the community when it’s surprising, and this one surprised me a lot actually! It turns out that close to 40% of players prefer to play on the lowest difficulty setting. I would have expected this to be quite a bit less!

difficulty.jpg


As number of hours you play goes up people migrate away from recruit a bit. So for players with less than 50 hours played, 60% of them use Recruit and after playing 200+ hours only about 28% still use Recruit. Veteran shows the largest relative change. For beginners, it is 1.4% who use it and it goes up to 3.5% for 200+ hour players. The vast majority use Regular. It's the difficulty setting that doesn't give you any bonuses or penalties so this is usually what people prefer. My design philosophy is to try and stay away from direct combat bonuses and such that will make you learn the game in the wrong way. I prefer buffing things that allows a player to play more sub-optimal, so faster research (or slower so you must make more optimal choices), smaller losses on efficiency when changing production lines or less impact of lack of resource and such. It's also important to only affect the player as you don't really know which of the nations will end up on their side or as enemies. For example, in HOI3 depending on country it could actually be easier at harder settings, since certain nations were advantaged by that in an allied role.

So what are we doing about this? First of all we are adding two more settings (the gods of symmetry demand it!). A new difficulty before Recruit called Civilian and a new harder difficulty called Elite.
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I also thought I would mention that we haven't really analyzed the custom difficulty settings yet but plan to in the future. I always recommend them to tailor your game. Say if you want a particularly strong Soviet to fight as Germany.

See you all again next week! Also don't forget to tune in to World War Wednesday at 16:00 CET where we start a new campaign to show off all the new stuff in Waking the Tiger as a Chinese warlord on the rise!

Rejected diary titles:
  • Dan Lind's "War and Peace (Book One of Four)"
  • War (screen), What is it good for?
  • I guess we don’t need to spend all the work we do on improving the AI after all
  • War. War sometimes changes
  • You can't fight in here. This is a wargame forum.
  • Players online usually lie about the size of their conquests
  • You get a war, and you get a war! Everyone gets a war!
  • Maybe finally Quill18 can now play competitive multiplayer without getting shafted by a war-merge bug!
 
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Meh I still hope the AI gets fixed...

I'm with you, but you have to realize it's far more difficult than just turning an AI fix switch on/off. They've already said it's a continuous sort of project and they'll continue to tweak it. Pretty sure in this topic, or somewhere else there was mention of a diary regarding AI as well.
 
A small suggestion for you developers:

Could we get the posibility to destroy naval bases that has been constructed in a province? For instance, if I play as Germany and take over Norway, I might want to reduce the amount of naval bases that I need to put defensive units at. Is this something that you'd consider adding to the game?

;)

That's definitely something I'd like to see in the game.
 
i have an idea, make the ai not retarded that might increase the difficulity

For starters, I would make AI NOT shift most of it armies from front to front and back, going through half a world (or middleterranean in case of Italians, where they're ripe for some conyoy raiding). I mean, Japan is not even able to invade most of Pacific island because it sets plans for invasion, but before there're ready they just shift units assigned to naval invasions to garrison duty, scrap the naval invasion, get some units from garrison duty to port, set up new naval invasion, rinse and repeat. (observed during using "observer" mode)

More weight toward keeping units on front they already are, and shift only when really nessesary? I dont know anything about AI programming, but listen to my advice! ;)
 
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Am I the only one, who can't see the streamed video on twitch? I just came home, and i would like to watch it, but there is no new HoI4 video :/
I have the same problem! My Wednesday evening routine was completely ruined by not being able to watch som WWW before I went to bed.. :/ I guess we will have to wait for Youtube upload, but I wonder if Paradox has changed their twitch settings or somethinng (I am not a streamer/heavy twitch user so I don't know exactly how that works...)
 
I still really hope you tone down the division spam a bit more. The lag is unbearable when tanu tuva deploys it's 100th division :confused:
 
I have the same problem! My Wednesday evening routine was completely ruined by not being able to watch som WWW before I went to bed.. :/ I guess we will have to wait for Youtube upload, but I wonder if Paradox has changed their twitch settings or somethinng (I am not a streamer/heavy twitch user so I don't know exactly how that works...)

It got delayed to Friday due to technical issues, I believe.
 
so we get Stellaris Apocalypse release date but we still wait for Waking Tiger release date, I think that development Apocalypse begin later then development of Waking Tiger so Waking Tiger must be one of biggest Paradox expansion ever! :)
 
The amount of man hours spent on new features takes away the amount of man hours spent on AI. This leads many of us to believe that Paradox has no idea how to "fix" the AI--- by fix I mean 1. have England defends its ports and the Suez, 2. stop insane suicidal offensives that take 15/1 casualties, 3. stop over reorganizing armies across countries and even oceans while at war, etc., etc.
 
The amount of man hours spent on new features takes away the amount of man hours spent on AI. This leads many of us to believe that Paradox has no idea how to "fix" the AI--- by fix I mean 1. have England defends its ports and the Suez, 2. stop insane suicidal offensives that take 15/1 casualties, 3. stop over reorganizing armies across countries and even oceans while at war, etc., etc.

You are not familiar with the concepts of 'division of labour' and 'specialties' are you?

Paradox has dedicated AI programmers.

Not every programmer or content developer knows how or even understands how to code or edit code for the AI.

Your assumption that any more work on the AI would have been done had they not expanded other portions of the game is very dubious.

On the contrary, the more hands you had on the code, the more likely that bugs and serious errors would arise as different persons edit different portions of the program.
 
I'm with you, but you have to realize it's far more difficult than just turning an AI fix switch on/off. They've already said it's a continuous sort of project and they'll continue to tweak it. Pretty sure in this topic, or somewhere else there was mention of a diary regarding AI as well.

Something that should in principle be easier to fix is war contribution calculation and the bonkers-broken algorithms for who gets control of territory via occupation + capitulation. Considering these are game-breaking and influence SP and MP alike it's disappointing to pick up the game years into its existence and still encounter them. Support for multi-way wars is nice and will help the issue a little, but only a little.

I'm still guessing we'll see nonsense like Vichy France cap to USSR when a different faction is the only one with troops West of Germany and that's not acceptable.
 
To go back to Danzig for a moment, while I agree with the developers that Danzig is best represented as part of Poland, I think it ought to be its own state, because the Nazi ultimatum over Danzig only actually demanded the city. Actually with the new mission system, it would be really cool to feature Germany's other actual demand, an extension of German infrastructure on Polish soil to connect East Prussia and the rest of Germany, if Poland agrees to demands, it would have a set amount of time to build up some amount of infrastructure in Danzig and the one province between it and Germany and then take a decision to hand over the city. Failure to complete the mission would give Germany a chance to either give more time, or invade.
 
It's just a green blob on a map. Why would Hitler go there?
Well lets consider that if the Kaiser won the civil war, where would Hitler go? He may commit suicide but he could also flee to a place where the Nazi's currently rule who are currently not at war. The free city is a safe haven of fascism where Hitler could flee to if alt history paths were to happen. Remember though that once the free city is annexed he would no longer have anywhere to flee.
EDIT: Another thing to think about is would Hitler give up so easily, considering its not the entire world coming down on him he could still have a chance to try and take back Germany. Maybe with a little help from Italy.

Negatives or positives aside, you do realise that:

1) They've already decided what will/won't be in Waking the Tiger, so it's the wrong time to make suggestions, and
2) They don't generally decide what to include/exclude by combing through the comments of DDs and considering each one anew on its merits regardless of how many times it's already been considered

And as an adjunct, call it 2.5) posting the Wikipedia link doesn't help your cause - if the Free City of Danzig isn't included, it's not because nobody knows it existed.

Point 1: I don't think there's any wrong time to suggest stuff to the Devs, even if there's no chance it will come in the next patch I can hope for the next patch.
Point 2: Generally you are most likely correct, but nonetheless I still got to try.
Point 2.5: The Wiki link was for HaveBeard himself as he was asking "What Is That" to my suggestion of the free city. I decided to try and help him out, and give a small run down of the free city itself.

"Super Moderator"... instead of bashing someone who had a little idea for immersion and historical acc, u could just say u have other things to do atm or ignore him...i feel like in a hoi4 multiplayer lobby without discord now

And dont get too big mouthed yet, still waiting for ai diary, well see if we are on for some jokes after that :D
Hey thanks for trying to defend me and all but I'm pretty sure Havebeard here is not trying to bash me at all. He could be but I doubt a dev of the game would actually start bashing a fan of there game right on that games forums.
 
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I played on Veteran pretty much every game until I eventually realised that it makes the game less fun, without really making it hard enough for me to feel it's worth it. You could still beat the stupid AI pretty easily, you just had less fun doing so because you couldn't produce as much cool stuff as you wanted. Especially now that we can boost other countries; I find this to be a much better way to make the game challenging.

I think that for my next game I'll try Recruit, just to get to really play with Tank Destroyers, CAS, and other toys I get to use so little on the higher difficulty levels :p .

Oh, and by the way, please do what BlackICE did and let us weaken nations as well ;) .

Oh, and again, when you have info that a lot of players really want, such as in this case an announcement that the release date will be announced in a week or two, you should really put that in the DD itself, not in one of the follow-up dev posts.
 
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I played on Veteran pretty much every game until I eventually realised that it makes the game less fun, without really making it hard enough for me to feel it's worth it. You could still beat the stupid AI pretty easily, you just had less fun doing so because you couldn't produce as much cool stuff as you wanted. Especially now that we can boost other countries; I find this to be a much better way to make the game challenging.

I think that for my next game I'll try Recruit, just to get to really play with Tank Destroyers, CAS, and other toys I get to use so little on the higher difficulty levels :p .

Oh, and by the way, please do what BlackICE did and let us weaken nations as well ;) .

Oh, and again, when you have info that a lot of players really want, such as in this case an announcement that the release date will be announced in a week or two, you should really put that in the DD itself, not in one of the follow-up dev posts.
 
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