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HoI4 Dev Diary - Fuel Review and Motorized Artillery

Hello and welcome back for the first dev diary of 2019! Today we will update you on the state of fuel as well as show you a little something many people have wanted for a long time.

Changes and Updates to the Fuel Implementation

When the game launched, oil was used as other resources for the purpose of production. This was an abstraction done for fuel consuming equipment. We have removed this abstraction but are still using a simplified version of what happens in the real world. Oil refining was and is not as simple as simply processing it into a multipurpose “fuel,” but we felt that this simplification was necessary for gameplay and consistency of depth of detail.

We have added fuel as a resource to the top bar. With this UI element we convey a few bits of information. The numbers show the amount of time you have before being full or dry. Here the number is green and indicates that the stockpile will be full in 361 days. The numbers will become red if fuel is being lost. The green bar indicates the state of the stockpile, showing how full it is. The arrows indicate that fuel is currently being gained.

top bar fuel.png


Oil is still traded as it was previously but is no longer used in any production. Instead, excess oil is converted to fuel at an hourly rate. The trade UI has had some slight updates to take this into account. What was formerly the “production” category is now “need.” Oil now has special subcategories of this section. Active need and potential need are now represented with “A” and “P,” explained more thoroughly in tooltips. This helps give the player an understanding of how much oil needs to be traded if they wish to try and cover their current fuel needs with a constant supply from oil refining.

fuel trade ui DD.png


Refineries have also been changed from giving Oil resources to giving hourly fuel. This both makes more sense from a historical perspective and makes it easier to control how much resource is produced by refineries. Previously, tech increases could only allow for a minimum increase of a single unit of oil. This gives developers and modders much better granular control over the output of a synthetic refinery.

For countries that will not have enough fuel production during wartime to meet their needs, developing a healthy stockpile is an option. Most nations will not start with a large stockpile capacity. Stockpile potential will be reduced by economy laws for many nations. Also, increasing stockpile capacity requires some investment, and will take space away from industry through the production of silo facilities. Japan is a good example of a nation that may run into a situation during the war when their usage far outstrips their potential fuel gain, so they will need to have a decent reserve of fuel if they want to fight the US in the Pacific.

fuel_1.jpg


To help understand what is going on with your fuel stockpile and to manage distribution when fuel has become tight, we have added fuel as a special section to the logistics tab. This includes a breakdown of usage by military branch of the military and the ability to control who gets priority for fuel distribution. A special variant of the stockpile menu used for other equipment shows a breakdown of fuel consumption by day, month, and year as well as a breakdown of the state of the stockpile over time.

fuel stockpile menu.png


The logistics support company has also been changed and will help with keeping your armor fuel usage more manageable.

image (1).png



Motorized Artillery Units

When Hearts of iron 4 was released, it featured a very large number of possible battalion types that you could use to design your divisions. However, there were a few unit types that were pointedly absent. For example, if you wanted to make a motorized infantry division that was a faster version of your regular infantry division with line artillery - you couldn’t, unless you were okay with slower speed.

Part of the reason for this was the feeling that a motorized artillery unit didn’t have enough of a drawback to be a meaningful choice - it would just be better than regular artillery, and the added cost of a handful of trucks was not a major issue if you were building trucks anyway.

mot_arty_1.jpg


With the addition of fuel, that has changed. Now it is a long-term decision to motorize more of your force, and it requires more planning as your army suffers increasing penalties if you can’t meet fuel demands. So we decided to add motorized artillery units in regular artillery, rocket artillery, anti-air and anti-tank flavors. They are, by and large, identical in firepower to their horse-drawn versions but require 50 trucks each, have a roughly 50% bigger supply footprint and, of course, require fuel to run properly.

mot_arty_2.jpg


No special tech is required to unlock motorized artillery; having motorized equipment and the respective artillery type researched also unlocks the motorized unit.

That’s all for today, tune in next week when we talk about changes to research and show off the new naval tech tree!
 
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I was thinking more in game mechanic terms rather than "reality". :p

Let me rephrase - does this mean that production efficiency is now affected by fuel availability, or do factories consume "standard amounts of fuel per day" or do factories "consume fuel at different rats depending on what's being built".

Would be nice to know the game mechanic relationships that connect fuel avaialablility (or lack thereof) to factory output.
 
correct me if im wrong: high porcentage of fuel in UK mainland was refined in USA/Persia and send this way by tankers, so theres no a centrlized refineries in UK.

So the game to model this if incorporate refineries as building to show this strategic defense point of UK, should landlease fuel from USA in stead of oil. Am i wrong?

Then need to use the full features of land lease from the previus DLCs, then developers see a probelm integration? Is this the reason for avoid adding refioneries as fuel producer building?

Startegic points like refineries been bombed and destroyed as in japan was one of the last operation until rendition. Also germany refineries comon and syntetic was target of bombing.
 
Romanian, Middle East, Dutch Indies and Caucasus oil field suddenly become really important then, making Axis is even more fun now.

Yep. Germany and Italy are going to have to "discuss" who gets the Romanian and Middle East oil. Assuming the Allies let you get near it. Hopefully the ai will now value North Africa and the Middle East a lot more.

Oil now has more value in this game but what are the penalties if you don't have any oil left.

If your fuel stockpile is empty instead of a production slowdown your tanks, planes, trucks, and ships will be limited to whatever your daily production of fuel is, if any. You will be able to prioritize where that trickle goes to.

Think Germany 1945. Once the fuel runs out, nothing moves. And I would suspect that would hurt the stats of ground units just like being out of required equipment in your ToE.
 
Now I'm no expert on horses, but I did study the Napoleonic wars for a long time. Significant grass could only be counted on for a few months of the year, and to be kept in top condition horses should have additional types of fodder.
There is a key difference between the Napoleonic wars and WW2. During the era of Napoleon the entire Army marched together, in WW2 it was spread out over 1000:s of km on most fronts, especially if we talk about the German Army, and preferably also spread out using defense in depth behind own lines.


You mentioned 2kg food per day per man. From what I can see the US allowed for 7.7lbs (3kg) per day per man in Europe - an example of over insurance.
Okay so that is 15 ton of the 500 ton difference, where is the other 485 tons?

Aren't supply and fuel now separate with supply thus representing all non-fuel supplies. Presumably the ability to move fuel through the supply chain will be limited by infrastructure & supply bottlenecks just like replacement men & equipment, so it has its own burden rather than needing to be included as part of the supply footprint. About 1/3 of US supply was POL. Now if there's no additional supply chain burden from getting fuel to units, then yes motorised units need to have fuel use included in their supply footprint, but I'm hoping the devs have not made that mistake, and I wanted to illustrate that horse drawn logistics have consequences that aren't well modelled at the moment.
I'm hoping the devs have not made the mistake of representing fuel as a separate and parallel supply flow as they did in HoI3. It was a big mess with one Tank division having 100% fuel and 0% supply and the Tank division next to it having 0% fuel and 100% supply, and no way of controlling if fuel or supply should have priority or to what division which should go.

Since such a split in supply has not been mentioned in two fuel DDs ( and I have a hard time seeing them doing such a large chance without mentioning it ) I think we can assume that supply represents both still, which means motorized units should need more supply than non motorized.
 
I was thinking more in game mechanic terms rather than "reality". :p

Let me rephrase - does this mean that production efficiency is now affected by fuel availability, or do factories consume "standard amounts of fuel per day" or do factories "consume fuel at different rats depending on what's being built".

Would be nice to know the game mechanic relationships that connect fuel avaialablility (or lack thereof) to factory output.

Read the dev diary again, production lines no longer use fuel or oil. Factories don't consume fuel at all.

Instead units consume varying amounts of fuel when stationary, moving or fighting.
 
IF factories don't cosume fuel, then why have paradox added a button that enables "Fuel Prioritorisation to Factories". QED - factories must now use fuel.
Look again. I'm 99% certain they aren't buttons. They are just the same as we have now but with out the badly laid out UI that makes them look like they are part of fuel.

Now if down the line the devs tell us differently fine, but until I'm going to maintain that its just poor UI not an indication of an unmentioned mechanic.
 
IF factories don't cosume fuel, then why have paradox added a button that enables "Fuel Prioritorisation to Factories". QED - factories must now use fuel.
You See any priorization Buttons there? I don't, and these panels have been there for ages to show factory effectiveness.

Factories do not use fuel. Period.
 
IF factories don't cosume fuel, then why have paradox added a button that enables "Fuel Prioritorisation to Factories". QED - factories must now use fuel.
This is a carry over from the logistics screen in the current version which shows you the usage of your military and naval IC and the resource surplus/deficit.

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Look again. I'm 99% certain they aren't buttons. They are just the same as we have now but with out the badly laid out UI that makes them look like they are part of fuel.

Now if down the line the devs tell us differently fine, but until I'm going to maintain that its just poor UI not an indication of an unmentioned mechanic.

THAT makes more sense. That graphic in the post is highly misleading. Ok so there is a line separating the "prioritise fuel" and the unconnected stuff underneath.

Sorry - looked like all 5 icons were fuel prioritisation buttons>
 
THAT makes more sense. That graphic in the post is highly misleading. Ok so there is a line separating the "prioritise fuel" and the unconnected stuff underneath.

Sorry - looked like all 5 icons were fuel prioritisation buttons>
Thats ok, quite a few people said the same as you did and when I saw it it took a moment for me to see what was happening. Hopefully @podcat will get one of his minions, errr colleges, to alter the UI so its clearer.
 
Two questions:

1)the italia Will recieve some Love?
2) This new motorized artillery is like the italian truck mounted artillery, like Autocarro Sahariano SPA AS 37 , Camion Lancia 3 RO and Trattore Leggero SPA TL. 37?
 
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Re-work the Montenegro and Macedonia states so you can make WW2 borders in this WW2 game (because the edits done in the previous diaries screwed it up)
I think that a game of this scope can deal with slightly wrong borders. The province system dies not really lend itself well to border changes, does it?

It was worse in previous Iterations of HOI.
 
All fine, but artillery isn't very nice in 1.5.4. and i don't see any informations about rebalance them.

10INF (or 20INF) is more universal and great in defense, when 7INF/2ART (or 14INF/4ART) is just little better in attack.
Players want to use armored divisions offersively and artillery make them worse in that job, becouse any tanks are better in attack.

Curent the best templates have 4 rules:
- Template must have min 25% of infantry battalions to reduce losses,
- Add 1 tank batalion to give them armor and piercing (super heavy>modern>heavy>medium),
- Add 2-4 AA battalions, if enemy have air superiority, and you haven't place for them in support,
- More tanks (modern>medium>light) make them better in offense,

There is no sense to make only super heavy or heavy divisions, if mediums with 1 of them have similar stats, less terrain penalties and cost. We don't need extra hard attack, when 90% of enemy army are infantry divisions,
You can use light tanks, if you haven't tungsten for mediums and economy to build more "heavies".
 
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